Video Games Headlines Videos RAMPAGE Gets A Crazy New Trailer As The Rock Fights A Monster Gorilla, A Dinosaur Crocodile, & A Flying Wolf

Video Games Headlines Videos RAMPAGE Gets A Crazy New Trailer As The Rock Fights A Monster Gorilla, A Dinosaur Crocodile, & A Flying Wolf

Monster Gorilla… Dinosaur Crocodile… Flying Wolf… Oh, My!

This April, get ready for Rampage, the video game movie adaptation that will finally see The Rock (Jumanji: Welcome to the Jungle) meet his match as he takes on three genetically engineered monster animals that will wreak all kinds of havoc on modern-day Chicago.

The upcoming Brad Peyton-directed feature also stars Naomie Harris (Moonlight), Malin Åkerman (Watchmen), Joe Manganiello (Justice League), Jake Lacy (The Office), Marley Shelton (Scream 4), and Jeffrey Dean Morgan (Supernatural), amongst others.

Watch the new 60-second extended TV spot below:

Primatologist Davis Okoye (Johnson), a man who keeps people at a distance, shares an unshakable bond with George, the extraordinarily intelligent, silverback gorilla who has been in his care since birth. But a rogue genetic experiment gone awry mutates this gentle ape into a raging creature of enormous size. To make matters worse, it’s soon discovered there are other similarly altered animals. As these newly created alpha predators tear across North America, destroying everything in their path, Okoye teams with a discredited genetic engineer to secure an antidote, fighting his way through an ever-changing battlefield, not only to halt a global catastrophe but to save the fearsome creature that was once his friend.

Rampage features:
Director: Brad Peyton
Dwayne Johnson as Davis Okoye
Naomie Harris as Dr. Kate Caldwell
Malin Åkerman as Claire Wyden
Joe Manganiello as Burke
Jake Lacy in an undisclosed role
Marley Shelton in an undisclosed role
Jeffrey Dean Morgan as Agent Russell
P. J. Byrne in an undisclosed role
Jack Quaid in an undisclosed role
Matt Gerald in an undisclosed role
Breanne Hill as Amy
Urijah Faber in an undisclosed role

Rampage smashes its way into theaters April 20

Video Games Headlines Videos RAMPAGE Gets A Crazy New Trailer As The Rock Fights A Monster Gorilla, A Dinosaur Crocodile, & A Flying Wolf

AVENGERS 4: Samuel L. Jackson & Cobie Smulders Confirmed To Return As They’re Spotted Filming In Atlanta

AVENGERS 4: Samuel L. Jackson & Cobie Smulders Confirmed To Return As They’re Spotted Filming In Atlanta

After the 5x World Champion New England Patriots punched their ticket back to the Super Bowl, Just Jared has released brand new set photos from “an upcoming Marvel project,” which, considering Captain Marvel doesn't begin filming until late March, is undoubtedly referring to the top-secret set for the highly anticipated Avengers 4, although they could also be from Avengers: Infinity War reshoots, which were scheduled to begin following the end of principal photography on the 2019 sequel.

The latest batch of snapshots features Samuel L. Jackson (Nick Fury) and Cobie Smulders (Maria Hill) looking quite bewildered as they gaze upon something potentially massive entering Earth's atmosphere. There's also some intriguing shots of Jackson without Fury's trademark eyepatch, but those were probably just taken in-between shots rather than something we'll see realized in the movie.

Check out all of the photos at the link below:

An unprecedented cinematic journey ten years in the making and spanning the entire Marvel Cinematic Universe, Marvel Studios’ “Avengers: Infinity War” brings to the screen the ultimate, deadliest showdown of all time. The Avengers and their Super Hero allies must be willing to sacrifice all in an attempt to defeat the powerful Thanos before his blitz of devastation and ruin puts an end to the universe.

 


Avengers: Infinity War features:
Directors: Anthony & Joe Russo
Robert Downey Jr. as Tony Stark/Iron Man
Chris Evans as Steve Rogers/Captain America
Chris Hemsworth as Thor Odinson
Mark Ruffalo as Bruce Banner/Hulk
Scarlett Johansson as Natasha Romanoff/Black Widow
Jeremy Renner as Clint Barton/Hawkeye
Chadwick Boseman as T'Challa/Black Panther
Paul Rudd as Scott Lang/Ant-Man
Paul Bettany as The Vision
Elizabeth Olsen as Wanda Maximoff/Scarlet Witch
Don Cheadle as James Rhodes/War Machine
Evangeline Lilly as Hope van Dyne/Wasp
Anthony Mackie as Sam Wilson/Falcon
Sebastian Stan as Bucky Barnes/Winter Soldier
Chris Pratt as Peter Quill/Star-Lord
Zoe Saldana as Gamora
Dave Bautista as Drax the Destroyer
Vin Diesel as Groot
Bradley Cooper as Rocket Raccoon (voice)
Sean Gunn as Rocket Raccoon (mo-cap)
Pom Klementieff as Mantis
Benedict Cumberbatch as Stephen Strange/Doctor Strange
Brie Larson as Carol Danvers/Captain Marvel
Tom Hiddleston as Loki Laufeyson
Samuel L. Jackson as Nick Fury
Cobie Smulders as Maria Hill
Benedict Wong as Wong
Karen Gillan as Nebula
Michael Rooker as Yondu
Danai Gurira as Okoye
Benicio del Toro as Taneleer Tivan/The Collector
Peter Dinklage in an undisclosed role
Terry Notary in an undisclosed role
Tom Vaughn Lawlor as Ebony Maw
Tom Holland as Peter Parker/Spider-Man
Josh Brolin as Thanos
Avengers: Infinity War hits theaters May 4, 2018
Avengers 4 hits theaters May 3, 2019AVENGERS 4: Samuel L. Jackson & Cobie Smulders Confirmed To Return As They're Spotted Filming In Atlanta

PACIFIC RIM UPRISING TV Spot Features Some Exciting New Footage From The Upcoming Sequel

PACIFIC RIM UPRISING TV Spot Features Some Exciting New Footage From The Upcoming Sequel

This latest TV spot for Steven S. DeKnight's Pacific Rim Uprising features quite a bit of new footage from the upcoming sequel.

In addition to several exciting shots of Jaegers taking on the monstrous Kaiju, we get a much better glimpse of a couple of mechs coming to blows. Plus, there's a first look at the returning Charlie Day as that shrill scientist many people were praying would get eaten by the end of the first film.

Check it out, and let us know if you're looking forward ro this one in the commnets section below.

John Boyega stars as the rebellious Jake Pentecost, a once-promising Jaeger pilot whose legendary father gave his life to secure humanity’s victory against the monstrous “Kaiju.” Jake has since abandoned his training only to become caught up in a criminal underworld. But when an even more unstoppable threat is unleashed to tear through our cities and bring the world to its knees, he is given one last chance to live up to his father’s legacy by his estranged sister, Mako Mori (Rinko Kikuchi)—who is leading a brave new generation of pilots that have grown up in the shadow of war. As they seek justice for the fallen, their only hope is to unite together in a global uprising against the forces of extinction.


Pacific Rim Uprising also stars John Boyega, Scott Eastwood, Jing Tian, Cailee Spaeny, and Adria Arjona, and is set to hit theaters on March 23.

PACIFIC RIM UPRISING TV Spot Features Some Exciting New Footage From The Upcoming Sequel

Saber Interactive: Classic shooters show off technical chops

Saber Interactive: Classic shooters show off technical chops

With Quake Champions, Saber Interactive has set itself the task to make a modern Quake: frenetic and crazy as it ever was, but with larger-than-life champions, each with their own hooks and special abilities. It’s a fusion of the grim and gothic original, the heady, explosiveness of Quake III Arena, and a champion formula that calls to mind titles like Overwatch. It’s something old and something new.

It’s not unfamiliar territory for Saber, which has dabbled in a lot of different genres in the 16 years since it was founded by Matthew Karch, Andrey Iones, and Anton Krupkin. It’s the shooters that the studio is perhaps best known for, however. The tech side of things is what makes Saber gravitate towards them, thinks Karch. “Shooters have always been at the forefront of showing what real-time rendering is capable of,” he says. That focus has been there since the start. So when they established Saber, they had that strong technical foundation and an equally strong desire to show it off.

Bethesda and Saber had been in contact for years about potential projects, and the stars eventually aligned for Quake Champions. Bethesda and id weren’t doing anything new with the series, though Quake Live was going strong, proving there was definitely still a market for that kind of fast-paced arena shooter. Saber pitched its vision to Bethesda and id, and Karch remembers that it was close to what they wanted to do internally. Quake Champions was born.

Saber’s technical foundation is also why Quake Champions doesn’t use id Tech, instead running on a hybrid engine designed by Saber. “We did a deep dive with id’s Tim Willits,” Karch explains, “and we decided our rendering would be the better choice, but there were things that id was doing that we really wanted to incorporate. It’s probably less incorporating and more replicating. We looked at the way they handled certain types of things from cameras to controls to player physics and used what they did as a foundation.” 

Everyone’s a hero 

Key to the game are the titular champions. “It’s worked for Overwatch,” Karch says, “which is a slower paced game, but it allows every player to choose their hero to get their personality in the arena.” Saber has Quake’s lore to draw from, but beyond that, it’s also got id’s large back catalogue, and even Bethesda’s, from which it can craft new champions and their accompanying mechanics.

It’s a bit experimental. More ideas have been left on the cutting room floor than kept. These champions have to fit Quake’s very specific dynamic. “It’s a constantly evolving process,” Karch says. “This is a game as a service, and it’s only as good as the service you can provide. We think there’s a market for what we’re doing, but we see there’s room for improvement and changes. As we get player feedback, we’re trying our best to react as quickly as possible. The design is an evolving one, but the initial results are encouraging.”

Most of the Quake Champions team is on the Saber side, with only about five people—some producers and a designer—from id. So the studio has a lot of creative freedom, though Karch is quick to point out that, ultimately, the buck stops with Tim Willits, as the creative director of id. Saber is used to these kinds of collaborations. It did most of the work on Halo: Anniversary and Halo: The Master Chief Collection, and it was working on Halo Online before it was shelved indefinitely.

Quake Champions launched on Steam via early access in August. It’s the first time Saber has worked on this kind of early access game. “It’s been more good than bad, but it’s a little nerve-racking to put your baby out into the wild,” Karch admits. “You want to get everything out as quickly as possible, but the frustrating thing is that you don’t want to release everything piecemeal—you want to release big changes into the pipeline and out to the players.”

Right now, Saber’s main objective is to continue to improve the game’s accessibility. While Quake is an immensely popular series, the style and pace of today’s most successful shooters—from Call of Duty to Overwatch—is entirely different. Teaching people how to play, then, has become imperative, as has making Quake Champions appeal to a broader audience.

“We want to improve the onboarding experience,” says Karch, “and get people more familiar with the controls and the way the game works, as opposed to just dropping them right into a battle.”

Back in time

As Saber continues to work on Quake, it’s also working on other projects, most notably a follow up to its 2007 time-manipulation shooter: TimeShift. Saber hasn’t officially announced it yet, but it’s in development. It’s something of a passion project for the studio. TimeShift is a bit of a cult classic, and among the developers, it’s got a lot of fans.

“Every year we do a company party, and our biggest studio is in St. Petersburg, and every year, I kid you not, there’s a bowl, and it’s filled with rubles,” Karch laughs. “They call it the Timeshift 2 fund. Everyone comes in and puts rubles in this Timeshift 2 fund because everyone wants to work on it.”

He eventually acquiesced, and the team is now in the design prototyping phase. Of course, it can’t be called TimeShift 2, since Activision still owns the rights, so instead it’s a spiritual successor. It will be a new story with a new name, but the most important elements, like the time manipulation, will be returning. For Karch, who was the original game designer, it’s very exciting. “TimeShift was my baby in every way.”

As for the new name, nothing is set in stone, but Karch has already registered ‘Timebender’. He can’t help but chuckle when he says it.

Saber Interactive: Classic shooters show off technical chops

Hollywood’s Skydance Interactive doubles down on VR for the long term

Hollywood’s Skydance Interactive doubles down on VR for the long term

Above: Archangel starts out with a stealth mission.

David Ellison, son of Oracle founder and billionaire Larry Ellison, started his own Hollywood entertainment studio in 2010. Skydance has made feature films including Mission: Impossible — Rogue Nation, Terminator Genisys, World War Z, and Star Trek Into Darkness. Now, the company is branching out into games with Skydance Interactive, and virtual reality is its entry point.

Skydance acquired a studio, The Workshop, in 2016. The studio was making Pwnd, a cartoon-style first-person shooter that debuted in 2017. But the game was overshadowed by titles, such as Overwatch and PlayerUnknown’s Battlegrounds. Skydance Interactive has about 70 people, and now, they’re all focused on titles, such as Archangel — a mech-oriented VR title. I spoke with Chris Hewish, executive vice president for VR at Skydance Interactive, in a fireside chat at Casual Connect USA 2018 in Anaheim, California.

Hewish said the company is working on a VR version of The Walking Dead as well as another unannounced title. It is also going to update Archangel for multiplayer play. All of this, he said, is part of a plan for long-term success in a fledgling market.

Here’s an edited transcript of our interview.

Above: Chris Hewish, executive vice president for VR at Skydance.

Image Credit: Dean Takahashi

GamesBeat: Tell us more about yourself.

Chris Hewish: I’ve been in the games industry for about 25 years, through a lot of different cycles. I joined Skydance almost a year ago. I got into games right out of college. I was a gamer all my life as a kid, and I took a shot at joining the company whose games I loved the most, which was Games Workshop. Just a funny anecdote, when I sent my resume to them, I added a cover letter that I wrote in the voice of an Ork Warboss, a letter of recommendation from an Ork Warboss in their fiction. That opened the door and got me into the game industry. From there, I worked at Microprose, Activision, and Dreamworks Animation.

GamesBeat: What was interesting to you about VR? Why have you focused on it? 

Hewish: After I was at Dreamworks Animation, I got into mobile a little bit, as a lot of people did. I did a little startup that didn’t work out, and I was looking at what my next move would be. It was either do more mobile gaming or a buddy of mine said, “You should check out this company called Survios. They’re doing some VR work.”

Like a lot of people, I hadn’t experienced VR in its current iteration. I was a little unsure. But I went over anyway and got an early demo of what would become Raw Data, full room-scale VR. I was blown away. I said, “I get it now. This is awesome.” That ability to get drawn into a whole new world, it embodied the fantasy of being a hero, seeing these new worlds and interacting with them in a direct way. It really hooked me and made me a believer.

GamesBeat: We all know that VR isn’t doing as well as expected. How does that affect what you’re thinking about now?

Hewish: Not to be contrarian, but I think VR is doing well. There were some big projections and hype about how it would come storming out the gate. When I say it’s doing well, I mean in the sense of, when you look at most new electronics for home entertainment, they follow a slow ramp-up in the initial few years. We’re seeing encouraging signs of that, where the adoption rate of VR is matching the curve of similar electronics that have come into the home. Certainly, if you look at the hype cycle, we’re in the trough of disillusionment right now, but….

Above: Pwnd.

Image Credit: Skydance

GamesBeat: Is there a sign you see that this isn’t like 3D TV, which was truly faddish? 

Hewish: A couple of things. We’re already seeing a second generation of hardware coming out, which indicates that the money behind it — the manufacturers behind it — see that there is value in iterating and evolving the hardware. We’re seeing a broad adoption of VR in location-based entertainment. What we’re still looking at right now is there’s in-home VR, and then, there’s location-based VR. Both of those, when combined, make a market. But I think the verdict is still out on which one becomes dominant or whether there’s room for both over the next three years.

GamesBeat: Skydance as well, tell us more about that. Generally, people may know that Skydance is run by David Ellison, son of Larry Ellison. His sister is running Annapurna in Hollywood. These are some interesting new players doing different kinds of things.

Hewish: Skydance Media is a film, TV, interactive, and animation content creator, a studio. We partner with Paramount and Netflix for distribution and some other top companies. Our goal is to make great worlds, great content, triple-A big tent-pole properties and worlds. We’ve done things like the last Star Trek, Mission Impossible, the Terminator reboot that will be coming out in 2019. On Netflix, we’re airing a show in a few weeks called Altered Carbon, which is based on a cyberpunk series of novels by [Richard] Morgan. Also Grace and Frankie, a popular show on Netflix. We have a wide range.

Above: Archangel features mechs in VR.

Image Credit: Skydance

GamesBeat: How did the gaming part get started? 

Hewish: That started about a year and a half ago. David wanted to build an interactive unit, and he wanted to do it in a way that’s different from how interactive is treated at most studios — really wanted it to be its own stand-alone business, not just an ancillary consumer product group. He also saw that VR held a lot of promise for a company looking to break into the game space and establish themselves without having to go toe to toe with established players in console or mobile.

David acquired a company called The Workshop, and a few people that are speaking here like Peter Akemann. Really talented group of developers. They’re down in Marina del Rey. We’re up in Santa Monica. We acquired the studio with the goal of really shifting them to be a triple-A VR studio. I came on board eight months or so after the acquisition to help with those efforts.

GamesBeat: And the first game was Pwnd? 

Hewish: We actually launched two games at the same time. One was Pwnd, which is a league-based shooter, a multiplayer game. It’s non-VR. The other one is Archangel, which is a big mech VR title, living out that fantasy of piloting a big robot and destroying things.

GamesBeat: Pwnd didn’t do as well as you guys had hoped. It was their passion project, and they wanted to get it out, but….

Hewish: It’s a solid game. We encountered, as a lot of people have, the fact that the team-shooter market is pretty dominated by Overwatch and then PUBG coming out. We did want to respect the creators at The Workshop, and the project they’d been working on for a number of years. That’s a theme throughout Skydance. We really do respect the talent, and we want to try to help them bring their visions to market. We stayed with Pwnd, brought it to market. We’ve been supporting it for six months now. We’ll see if that can gain traction. Even though VR is our focus, we’d be happy to have something else that took off and would also be a good line of business. Unfortunately, it didn’t.

GamesBeat: And now you’re going to double down on VR?

Hewish: We are. We’re focused purely on VR now, at least within our interactive studio. From a broader perspective, when you look at the interactive division at Skydance, we’re also looking at co-development and licensing deals to get our content onto other platforms, but we’re doing VR in-house. We’re working on Walking Dead and an unannounced title that will be coming out in 2019, as well as more content for Archangel.

Above: The game takes place in a post-apocalyptic version of America.

GamesBeat: Tell us more about Archangel.

Hewish: That was the big mech combat game that came out on the three premium headsets — Vive, Rift, and PSVR. The game’s been doing well for us. I’m a big believer in trying to build a community and supporting our games after we launch them, as opposed to just a packaged-goods model. We’re working on additional content for Archangel. We’re doing multiplayer mech-on-mech combat. That’ll be coming out in the middle of this year.

If you’ve played the single-player game, it’s an on-rails shooter with a narrative and all that good stuff. But with the player-versus-player combat, we’re going off the rails and really embodying that fantasy. You’re piloting this giant mech. We have locomotion and torso twisting and the fun combat that goes along with that. We’re adding new classes of mechs into the mix.

GamesBeat: Your first two titles weren’t based on any of Skydance’s movie IP. Why was that? 

Hewish: We’re gluttons for punishment [laughs]? Actually, that was by design. As I mentioned, we really are treating this as its own stand-alone business unit, not just an ancillary to the film or TV business. Because of that, it was important that our first games out were original IP. If we had come out with one of our film properties, our streaming properties, it would have set the tone that we’re just the child of that parent company, just relying on their IP.

Our mandate is to do what’s right for the interactive business, and if that means we work with some of our own IP, great. If it means licensing IP inbound, like with the Walking Dead, great. If it’s original, also great.

GamesBeat: Is there a broader, longer-term strategy around VR? 

Hewish: We really look at the next couple of years as an opportunity to establish ourselves as a triple-A player in the VR space, establish ourselves as one of the leaders, if not the leader, in VR. We believe that the market will pop in a few years. Once we have additional hardware cycles, prices come down, and friction is removed from the whole process of setting it up and everything. We want to be there when the market takes off. That’s how we believe we can position ourselves as a new interactive company.

Hollywood’s Skydance Interactive doubles down on VR for the long term

December 2017’s top 10 Minecraft Marketplace creations: Blockception repeats at No. 1

December 2017’s top 10 Minecraft Marketplace creations: Blockception repeats at No. 1

Minecraft is the best example of Microsoft’s modern approach to gaming platforms. The publisher acquired the block-building phenomenon and developer Mojang in 2014 for $2.5 billion, and it has since shaped that investment into one of its most active live services. The growing Minecraft Marketplace is at the center of that.

Each month here at GamesBeat, I take a closer look at the Minecraft Marketplace and its best-selling content. You can take a look at past results right here. For December 2017, a few new downloadable worlds and mashup packs made the list. Winter Mini-Games Festival by Noxcrew rode a seasonal wave to get on the charts just behind the Summer Mini-Games Festival. Mojang’s own Norse Mythology Mash-Up also made the list after debuting last month.

But the big story of December is that not only did Blockception’s Whiterock Castle repeat as No. 1, but this creator also took the No. 2 spot with The Crater.

If you’re wondering what Blockception’s secret to success is, well … I asked the Blockception team.

“Honestly, we aren’t really sure,” Blockception creative director Alex Bellavita told GamesBeat. “We love that people are downloading and enjoying our content. Everyone in the team works hard on making sure that the content they make is to their best ability at the time of it being conceived.

Here’s the top 10 best-selling items on Minecraft Marketplace. As a reminder, Microsoft provided this data, and it represents the most-downloaded paid content from both the community and Mojang.

Top Performing Paid Content
ContentRankDetailsStore description
“Whiterock Castle”
by Blockception
1World
4.7/5 user rating
A medieval fantasy castle with complex architecture.
“Explore the lands of Whiterock Castle and start your own adventure!”
“The Crater”
by Blockception
2World
4.2/5 user rating
A settlement inside of a huge impact crater.
“A vast crater is the setting of this survival spawn – the result of a devastating meteorite impact and now a remnant of destruction turned into an idyllic spawn.”
“Dinosaur Island”
by PixelHeads
3World
4.5/5 user rating
Deal with a variety of dinosaurs on a tropical island.
“Overrun by prehistoric beasts after the scientists lost control of their genetic experiments, explore and discover the hidden mysteries of this intriguing island.”
Norse Mythology Mash-Up
By Minecraft
4Mash-Up Pack
4.8/5 user rating
A collection of skins, textures, and worlds inspired by Norse myths.
“Compose your own grand saga as you voyage through the 9 realms, from the treetops of Yggdrasil, down into the mines of Svartalfheim and the depths of Hel! The third episode in the mythology series, this pack has hand carved textures, a thunderous soundtrack and a horde of skins.”
“Sunnyside Academy”
by Imagiverse
5World
4.3/5 user rating
A functioning town with a school at its center.
“Gear up for school with friends, or tackle solo assignments, build your own home and help maintain the town in this colorful neighborhood!”
“Winter Mini-Games Festival”
by Noxcrew
6World
4.7/5 user rating
A snow-covered adventure land with a ton to do.
“Spend a cozy weekend up at Frosty Mountain lodge, with a new Mini-Golf course, Speed Sledding and a grand Ice Castle. Race your friends in Yeti-Set-Go, take to the skies in our Elytra course and zip around in snowmobiles.”
“Summer Mini Games Festival”
by Noxcrew
7World
4.4/5 user rating
A wonderland of obstacle courses and activity centers.
“Take a daytrip and test your skills at Mini-Golf, Blocksketball and the shooting range. Other summertime shenanigans include playing Splashdown in a luxury boat, Spleef in a volcano and monkeying around in the Aqua Jungle.”
“PureBDcraft”
by BDcraft
8Texture pack
5/5 user rating
Revamps every texture to make things look more comic-book-like.
“Completely transform your Minecraft world into a comic! Blocks, Items, Mobs and UI are revamped with this bright, bold High Def pack in 32x, 64x and 128x resolutions, full of details and geeky references.”
“Wildlife: Savanna”
by PixelHeads
9World
4.7/5 user rating
Meet lions, elephants, and more along with your safari crew.
“Go on safari in a rugged off-road vehicle to discover brand new landscapes and exotic animals. Find giraffes, zebras and even cheetahs (if you’re quick enough!), and befriend them for a whole new wildlife experience.”
“Adventure Time Mash-up”
by Minecraft
10Mash-up pack
4.8/5 user rating
Brings the Adventure Time cartoon into Minecraft with textures, skins, and the Land of Ooo world.
“With Jake the Dog and Finn the Human, and a bundle of their friends, it’s Adventure Time!… Mash-up! Featured in this pack: your favorite Adventure Time characters, the Land of Ooo, a bespoke texture set, BMO themed UI and original soundtrack.”

And as a bonus, here’s the best-performing content that people earned with in-game currency.

  1. Norse Mythology Mash-Up by Minecraft
  2. Dinosaur Island by PixelHeads
  3. Adventure Time Mash-Up by Minecraft
  4. Wildlife: Savanna by PixelHeads
  5. PureBDcraft by BDcraft
  6. Festive Mash-Up 2016 by Minecraft
  7. DestructoBot 5000 by Noxcrew
  8. Halloween Mash-Up by Minecraft
  9. Elf Town by 37Digital
  10. Dragon Hero by PixelHeads

I’ll have more from my interview with Blockception coming up soon, and then you should check back next month for another look into the Minecraft Marketplace.

December 2017’s top 10 Minecraft Marketplace creations: Blockception repeats at No. 1