On Making the Jump

As I write this, the Kickstarter for Battle Chasers: Nightwar is just out of the gate, and the one for an RPG based on the Infinity Miniatures game should be launching at some point soon (allegedly Tuesday). I find the timing interesting, because these are both cases of properties branching out to slightly different fields. Cross-media is getting me in trouble, but it’s almost always interesting.

On Making the Jump
The date is obviously not still accurate.

Comic->Video Game

On reflection, this isn’t an uncommon transition (although it usually goes Comic->Movie->Game). I was actually directed to this initially without knowledge that Battle Chasers had been a comic. The art (both concept and prototype) is awesome, and I found it a bit familiar. Then I found out that Joe Madureira was the artist and knew why. This one seems to have a few Ex-Vigil staff on board, but it remains to be seen if they can do a turn-based RPG as well as they did Zelda. (I’m not going to listen to any arguments that Darksiders is not Zelda.)
On Making the Jump

Wargame->Tabletop RPG

On even further reflection, I’ve seen this one before too, from Iron Kingdoms. Iron Kingdoms is in a bit of an odd place here, because it started as a d20 Campaign setting and underwent this process in the opposite direction. The resulting minis game (Warmachine/Hordes) ended up as the more popular product. Infinity is actually somewhat similar, in that it grew out of a home-brew campaign setting. Aware of this, Tam attempted to work the rules into a workable system, but it didn’t go very far. (This was before the customizable spec-ops rules existed). Some of the unique characters in the Nomads faction were the original PCs.
On Making the Jump
The current Iron Kingdoms rules are a direct conversion of the Warmachine/Hordes rules, with some additions made for things player characters do that minis usually don’t, like talking to people, or actually recovering from injury. The result is that minis from the wargame are perfectly valid enemies once you give them more than a single hit point. (There are exceptions. Named Casters are generally not going to be reasonable opponents, for instance.) The Infinity rules seem to be going a slightly different route. It’s using a system not based on the minis game, but instead just preserves elements of it. Ability resolution is familiar, but not identical; it still uses d20s in a blackjack-like way, but from there the games diverge greatly. I missed the playtests, so I don’t know that much about it, but it’s a custom system that uses 2d20s to generate a number of successes.
On Making the Jump
While Corvus Belli (The company that produces Infinity) isn’t directly responsible for the RPG, they are producing materials to go with it. I really look forward to seeing what happens with it. The original Bran Do Castro seems to like it, so here’s hoping I do too.

On Making the Jump

As I write this, the Kickstarter for Battle Chasers: Nightwar is just out of the gate, and the one for an RPG based on the Infinity Miniatures game should be launching at some point soon (allegedly Tuesday). I find the timing interesting, because these are both cases of properties branching out to slightly different fields. Cross-media is getting me in trouble, but it’s almost always interesting.

On Making the Jump
The date is obviously not still accurate.

Comic->Video Game

On reflection, this isn’t an uncommon transition (although it usually goes Comic->Movie->Game). I was actually directed to this initially without knowledge that Battle Chasers had been a comic. The art (both concept and prototype) is awesome, and I found it a bit familiar. Then I found out that Joe Madureira was the artist and knew why. This one seems to have a few Ex-Vigil staff on board, but it remains to be seen if they can do a turn-based RPG as well as they did Zelda. (I’m not going to listen to any arguments that Darksiders is not Zelda.)
On Making the Jump

Wargame->Tabletop RPG

On even further reflection, I’ve seen this one before too, from Iron Kingdoms. Iron Kingdoms is in a bit of an odd place here, because it started as a d20 Campaign setting and underwent this process in the opposite direction. The resulting minis game (Warmachine/Hordes) ended up as the more popular product. Infinity is actually somewhat similar, in that it grew out of a home-brew campaign setting. Aware of this, Tam attempted to work the rules into a workable system, but it didn’t go very far. (This was before the customizable spec-ops rules existed). Some of the unique characters in the Nomads faction were the original PCs.
On Making the Jump
The current Iron Kingdoms rules are a direct conversion of the Warmachine/Hordes rules, with some additions made for things player characters do that minis usually don’t, like talking to people, or actually recovering from injury. The result is that minis from the wargame are perfectly valid enemies once you give them more than a single hit point. (There are exceptions. Named Casters are generally not going to be reasonable opponents, for instance.) The Infinity rules seem to be going a slightly different route. It’s using a system not based on the minis game, but instead just preserves elements of it. Ability resolution is familiar, but not identical; it still uses d20s in a blackjack-like way, but from there the games diverge greatly. I missed the playtests, so I don’t know that much about it, but it’s a custom system that uses 2d20s to generate a number of successes.
On Making the Jump
While Corvus Belli (The company that produces Infinity) isn’t directly responsible for the RPG, they are producing materials to go with it. I really look forward to seeing what happens with it. The original Bran Do Castro seems to like it, so here’s hoping I do too.

On Mini Giant Robots

LBX is a 3DS game about fighting model robots. It’s a recent release in North America and Europe, but it’s a 3-year-old remake of a remake of a game that came out in 2011 in Japan. It’s kind of cheesy and clearly intended for a younger audience, but I love it anyway. The fighting itself has elements of games like Virtual On, and the structure of the game reminds me of Mega Man Battle Network, both games which I enjoyed a lot. More than that, the entire concept reminds me of one of my favorite games on the Game Boy when I was younger: Power Quest.
On Mini Giant Robots

Tiny Fighting Robots

Power Quest was one of the early games for the Game Boy Color, and I got it as a Christmas gift when I turned 12. It is also a game about fighting model robots, but the core gameplay is a fighting game.The game itself involved you roaming around town, earning money to upgrade your model (by beating people around town in duels), and occasionally getting interrupted by the plot, which is mostly nonsensical and involves the Bad Hyenas Gang and your best friend. At the end of the game you fight in a tournament and defeat a masked wrestler to end the game. I probably wouldn’t consider it a very good game at this point, but on reflection it’s the first fighting game I got heavily invested in. I’d played Street fighter 2, but I didn’t really know how things worked until later.


While the plot is largely an excuse to fight robots, one thing that stuck with me is that about halfway through the game, your best friend moves away. Thanks to timing, I played this game shortly after I moved halfway across town (which might as well be halfway around the world when you’re 12). Another thing worth mentioning is the soundtrack, which was incredibly good for a Game Boy game.
On Mini Giant Robots

Bigger Fighting Robots

LBX turns out to have a surprising amount of surprisingly well-done voice acting, and has an actual plot. It’s a lot like Pokémon in that an organization is using these things for evil (so of course you have to use them to put a stop to it), but there’s also a hint of a Last Starfighter-esque plot where this turns out to be training for actual giant robots down the line. (This is in the opening, so I don’t consider it a spoiler.) It also leans heavily on Defeat Means Friendship, so it’s not uncommon to be fighting alongside bosses after you beat them. Your own robot is quite customizable, so while you start with Achilles, you can eventually use almost anything you want. I’m eager to see where this one’s going, because I really like it so far. There’s also a cross-media element that might be a bit dangerous, but more on that later.
On Mini Giant Robots

On Mini Giant Robots

LBX is a 3DS game about fighting model robots. It’s a recent release in North America and Europe, but it’s a 3-year-old remake of a remake of a game that came out in 2011 in Japan. It’s kind of cheesy and clearly intended for a younger audience, but I love it anyway. The fighting itself has elements of games like Virtual On, and the structure of the game reminds me of Mega Man Battle Network, both games which I enjoyed a lot. More than that, the entire concept reminds me of one of my favorite games on the Game Boy when I was younger: Power Quest.
On Mini Giant Robots

Tiny Fighting Robots

Power Quest was one of the early games for the Game Boy Color, and I got it as a Christmas gift when I turned 12. It is also a game about fighting model robots, but the core gameplay is a fighting game.The game itself involved you roaming around town, earning money to upgrade your model (by beating people around town in duels), and occasionally getting interrupted by the plot, which is mostly nonsensical and involves the Bad Hyenas Gang and your best friend. At the end of the game you fight in a tournament and defeat a masked wrestler to end the game. I probably wouldn’t consider it a very good game at this point, but on reflection it’s the first fighting game I got heavily invested in. I’d played Street fighter 2, but I didn’t really know how things worked until later.

While the plot is largely an excuse to fight robots, one thing that stuck with me is that about halfway through the game, your best friend moves away. Thanks to timing, I played this game shortly after I moved halfway across town (which might as well be halfway around the world when you’re 12). Another thing worth mentioning is the soundtrack, which was incredibly good for a Game Boy game.
On Mini Giant Robots

Bigger Fighting Robots

LBX turns out to have a surprising amount of surprisingly well-done voice acting, and has an actual plot. It’s a lot like Pokémon in that an organization is using these things for evil (so of course you have to use them to put a stop to it), but there’s also a hint of a Last Starfighter-esque plot where this turns out to be training for actual giant robots down the line. (This is in the opening, so I don’t consider it a spoiler.) It also leans heavily on Defeat Means Friendship, so it’s not uncommon to be fighting alongside bosses after you beat them. Your own robot is quite customizable, so while you start with Achilles, you can eventually use almost anything you want. I’m eager to see where this one’s going, because I really like it so far. There’s also a cross-media element that might be a bit dangerous, but more on that later.
On Mini Giant Robots