![]() The stated goal by Infinite Crisis’ designers was to make a “ significantly more approachable game” than its MOBA competitors. And then there was the use of “map-altering events” that would take place during matches and force players to adapt on the fly. The first was the use of hero variations from across the DC multiverse, such as “nightmare” or “gaslight” interpretations. To set the game apart from the rest of the MOBA pack, Turbine had a couple of twists in store for Infinite Crisis. The concept was to make a League of Legends-style game with recognizable DC superheroes. and Turbine Entertainment formally announced Infinite Crisis to the world and encouraged fans to sign up for the beta. But would DC fans come flocking based on name recognition alone? Infinite Crisis, as it was called, would be oh-so-loosely based on the comic series event. With a new parent company at its back and expanded options for licensing IPs, the decision was made to take Turbine’s online expertise and marry it to a different gameplay format. When 2010 came around, Turbine ceased to be an independent studio when it was purchased by Warner Bros. ![]() Prior to the MOBA, Turbine had been an exclusively MMORPG studio, creating four titles over the span of a decade, including Asheron’s Call, its sequel, Lord of the Rings Online, and Dungeons and Dragons Online. seized upon that IP for a brand-new MOBA a decade later. The “Infinite Crisis” label continued to be significant for DC fans, which is why Turbine and Warner Bros. The core seven-issue series played out over the next year and tied in with dozens of other DC series, taking the action deep into 2006 until it wrapped up. This, in turn, was a follow-up to 1985’s landmark Crisis on Infinite Earths. In 2005, DC Comics launched another significant crossover series initiative with the release of Infinite Crisis. But it wouldn’t be the last time that an MMO studio would attempt to capitalize on the popularity of MOBAs and the DC comic brand to try to strike gold - only to meet a similar tragic fate in the end. Of course, if you remember that, then you’ll remember how the game fizzled out in its beta state in 2013 alongside the demise of WAR. This grand experiment was hoping to squeeze extra funds out of all of the hard work done on WAR by capitalizing on the then-red hot MOBA craze. Sharp minds will recall that back in 2012, EA Mythic attempted to turn its declining MMO fortunes by repackaging Warhammer Online into a MOBA called Wrath of Heroes.
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