We have some exciting news to share! In an effort to help make fundraising more fun, more accessible and ultimately easier, we’ve added two new applications to the Extra Life experience. Now you can fundraise through Facebook or on the go from your phone!
Extra Life Facebook App
Fundraising has never been quicker or easier than with the new Extra Life Facebook App. It installs in just a few seconds and allows you to opt-in to automatic status updates, upload Extra Life profile and cover pictures and ask your entire Facebook network for donations in just a few clicks. To start fundraising through the Extra Life Facebook App, login to to your Extra Life account, and click "Fundraise with Facebook" in the participant dashboard.
Extra Life Mobile App
Manage and share your Extra Life experience on the go with our new Extra Life mobile app. This free app lets you fundraise and connect with others through SMS, Facebook, Twitter, LinkedIn & Email. You can update your Extra Life page and check your fundraising progress all from the palm of your hand.
Download the app here: iPhone | Android
We’ve also spent the last couple of months improving the mobile experience on the Extra Life website so give the new apps a try. We want to hear what you think so send any feedback and ideas to email@example.com or comment below and let us know!
For The Kids,
Team Extra Life
Children’s Miracle Network Hospitals
Degica Games, the publishers of the well-known RPG Maker franchise, has released a new role-playing creation tool exclusively for iOS called RPG Creator. The app hits the iOS store for free with a premium version available for those who wish to delve deeply into game creation on mobile. Degica touts that the toolset doesn't require any programming skills to operate well and can be used to make engrossing games entirely on your mobile device.
RPG Creator seems to feature a number of useful tools, which m a fleshed out map editor for players to create villages, castles, dungeons, and more. Degica claims their game also allows for players to easily create events (which can prove to be a tricky proposition in their RPG Maker series) and will make use of an "extensive database" that allows for the customization of games.
While a main selling point for the app appears to be that it can be made without the aid of a computer, development hopefuls will be able to upload their own resources and assets to personalize the games they create with the toolset.
Those who use the tool to develop their own games can upload and share their creations via an in-game portal, which can also be used to download and play other games. In theory, this means that those who own the app will be able to play a wide variety of games, depending on what other people create with the tools in RPG Creator.
The app has actually been available for about two years, but until now it was only accessible in Japanese.
If you are looking to see what kinds of things can be achieved with the tools Degica has published in the past with their RPG Maker series, I'd highly recommend checking out the free game Star Stealing Prince for PC.
What a difference an episode can make. The first installment of Telltale’s Batman series, Realm of Shadows, was a solid, occasionally dull, introduction to a re-imagined Dark Knight. Children of Arkham improves upon its predecessor in nearly every way, delivering a thrilling second act chock full of shocking revelations, genuine surprises, and excellent pacing. If Episode 1 was designed to get players on the rollercoaster, Episode 2 straps them in and launches them full speed on an incredibly fun ride.
The conclusion of Realm of Shadows saw Bruce Wayne in dire straits. His parents, hailed as beacons of virtue in the otherwise baleful Gotham City, have been accused of having alleged ties with the mob, tarnishing the Wayne’s reputation as well as endangering the election of Bruce’s friend, Harvey Dent. That left a huge dangling carrot: was Thomas Wayne associated with organized crime? Children of Arkham wastes no time clearing that fog, and the sinister truth surrounding the murder of Thomas and Martha Wayne is a genuine eyebrow raiser that sets the bar for more big surprises throughout the episode.
One major improvement is the pacing. The story unfolds at a satisfyingly brisk tempo, with scenes delivering information concisely without meandering, a weakness in the prior installment. As a result, a whole lot more goes down in the story, but it never feels like developments are being rushed or crammed in. This also makes Episode 2 fly by compared to Episode 1. Like watching a gripping episode of your favorite TV show, you’ll be surprised (and disappointed) at how quickly the credits seem to arrive.
The higher stakes add urgency and weight to decision-making. Telltale casts a large spotlight on how players choose to cultivate Bruce Wayne’s complicated (and potentially strained) relationships with Catwoman and Harvey Dent, as well as the fallout from how Batman chose to deal with Falcone in Episode 1. Thankfully, these decisions actually do result in wildly different outcomes that are poised to affect both Batman and Bruce Wayne, either positively or adversely, for the rest of the series. Two particular forks in the road caused me to pause the game and seriously consider my selection, one of which is a Sophie’s Choice-style final decision that creates the most significant ripple effect of the series so far. After witnessing both endings, I’m excited to see how each paths play out.
I’m enjoying how characters are handled thus far, especially Bruce and Catwoman. Particular praise goes to Telltale’s re-imagining of Penguin, whose gritty makeover as a revolution-obsessed fanatic feels like something Christopher Nolan would have done if he ever got his hands on the character. The take is different enough to give this story its own identity, but Cobblepot retains enough classic Penguin traits (he’s still a crime lord and despises the Wayne family) to keep him from becoming completely unrecognizable. Harvey Dent remains a total tool bag and, surprisingly, the weakest character of the series, but at least Children of Arkham’s more urgent tone forces a more serious, tolerable performance.
Gameplay takes more of a backseat role this time and, honestly, I didn’t mind at all. With a story this engaging, I’m perfectly fine with gameplay being short and sweet if it means keeping the narrative rolling. Detective work takes the bench this round, and activities like scanning a city map for the source of a signal require such minimal effort that it feels more like obligatory busywork than anything creative or exciting. Combat remains one-note, and the finisher meter feels even more like a needless afterthought. If nothing else, a slickly choreographed fight sequence involving Batman and Catwoman provides a neat combat showpiece. A few technical hiccups, such as sound effects randomly cutting and occasional slow-down, rear their ugly heads now and again and can greatly detract from the experience when they do.
Children of Arkham picks up the pace and raises the stakes. Lighter gameplay means you’ll be watching more than participating (and when you are interacting, it’s nothing exhilarating) but the tumultuous events that unfold compensate by seizing your attention and never letting go. That’s a trade-off I can accept in a narrative-focused adventure. While the first episode merely piqued my interest by the end, this follow-up has me flashing a bat signal telling Telltale to deliver Episode 3 ASAP.
Telltale's Batman Episode 2: Children of Arkham was reviewed on PlayStation 4 and is now available for Xbox One and PC. It’s also coming soon to PlayStation 3, Xbox 360, iOS, and Android.
Even as gaming culture becomes more and more tied to the world of music (bringing us annual celebrations like MAGfest and touring acts like Video Games Live), a game’s soundtrack is still a very special thing when incorporated as more than a backdrop or blanketing force. Klang, developed by the one-man operation at Tinimations and scored by famed electronic dance music artist bLiNd, capitalizes on this and then some. Every second of frenetic action and inch of its environment is soaked with pulse-pounding music, making it one of the most promising rhythm action games in years.
In Klang, players fill the cybergoth-inspired shoes of an elite rave warrior. If that combination of words sounds weird to you, buckle up. After crashing a rave party hosted by the cruel Soundlord Sonus, the rave warrior must fight for his freedom against the malicious titan and his loyal, audio-bending army. Imagine if instead of vengeful rage, God of War’s Kratos fueled himself on infectious rhythm – and maybe some illicit drugs – and you’ve got Klang.
What follows is an ever-increasing drive of frantically paced combat and platforming, all dictated by and perfectly synched to bLiNd’s aggressive soundtrack. Meters on all sides of the main character fill up, teaching you when to strike just as a note is sharply punctuated, deflecting enemy attacks with your tuning fork blades (yeah) and emitting a powerful blast back at them. Leaping from wall to wall to clamber up a narrow passage locks you in perfect rhythm with the underlying beat, a heady thud-thud-thud that every electronic music fan knows all too well. It goes a long way in both ramping up the intensity of a particularly confrontational boss or just teaching a player how to deal with a new attack. Every EDM fan lives for the “beat drop,” and Klang works a pure sense of magic into how well this crescendo fits into its demanding combat. Whereas a more retro-inspired game might default to a traditional chiptune soundtrack, the fact that Klang’s identity is so wrapped up in its own musical style (not an exclusive one, but certainly never grasped onto with such strength) makes every moment a thrilling one.
It would be enough if Klang’s world were only so infused with such great audio, but developer Tom-Ivar Arntzen also builds an aesthetic that’s as much Tron: Legacy as it is European warehouse rave. Attacks from certain enemies shoot out in the form of an equalizer wave, combat stages look like the mosh pit at a concert, platforming sections look almost like sheet music, with streetlights built to look like clef notes. So far as we know, all of Klang’s narrative is communicated without dialogue, emphasizing the importance of this music-infused world and the craziness that goes on in it.
Klang is expected to release before the end of 2016 on Steam for PC, featuring two to four hours of gameplay and music from bLiNd. A “Nightcore” mode (don’t google that) will also be available to challenge players looking for an even tougher challenge.
Today, the Dark Knight rises once more. The second episode of Telltale's caped crusader focuses on the corruption of Gotham City; shady dealings that seem to have played a role in the death of Thomas Wayne. Players face a pivotal choice: Will Bruce Wayne wear the mantle of Batman or billionaire in his pursuit of the truth?
As part of Telltale's promotion for their Batman series, the developer has put together an interesting behind the scenes video detailing the process their voice actors go through to bring their characters to life. Catching glimpses of voice acting greats like Troy Baker (Bruce Wayne/Batman), Laura Bailey (Selina Kyle/Catwoman), and Travis Willingham (Harvey Dent) playing off of one another feels like a real treat. They all bounce of one another and come up with ways to fine-tune their performances. It's really quite interesting and a must watch for anyone who has a glimmer of interest in the voice acting business.
Telltale's Batman Episode 2: Children of Arkham can now be downloaded for PC, PlayStation 4, and Xbox One. Episode 2's release date for last gen consoles or mobile will be unveiled later this month.
Curious about the Batman Telltale series? Check out our review of Episode 1: Realm of Shadows.
Tower Defense. The very words evoke some deep-seated emotions in countless gamers. For fans of the genre, it’s always a joy taking your time to determine where to lay your chess pieces for optimal damage, cerebral, and calm in the same breath. For many others, it’s a nerve-wracking experience best left to the cluttered battleground of mobile gaming.
While the genre is still largely dominated by mobile giants like Kingdom Rush, the occasional console and PC variant (Orcs Must Die! and Defense Grid) have come along to throw new blood into the mix in recent years.
Oddly enough, however, the world of board gaming has been suspiciously devoid of standout tower defense experiences. Enter Defense Grid: The Board Game. After a warmly received sequel (the original’s development is a long and sordid tale) and even a virtual reality edition for Oculus Rift and Gear VR, developer Hidden Path was approached by the two-man team at Forged by Geeks with the idea to turn the franchise into a co-op tabletop game.
“I’ve been addicted to tower defense [since Defense Grid],” says board game developer and Forged by Geeks co-founder Anthony Hanses. “I cannot get enough of tower defense games. If you name it, I’ve probably played it, whether it’s on mobile, console, Steam, whatever. On top of that, I’m a pretty heavy board game enthusiast. One of the frustrations I’ve had being a tower defense enthusiast has been that there just really isn’t an amazing tower defense board game. There’s been a few attempts. One I’ll give a lot of credit is “Castle Panic.” But to me, that’s not tower defense. It doesn’t have lanes. You’re not constructing the classic towers people are familiar with. I like having that feeling, and that’s why we said this is something we want to do.”
(Note: Game assets shown are not final. Prototype materials were used for demo purposes)
But adopting a well-known franchise for tabletop isn’t an easy process, from a development or legal standpoint. It makes sense that a huge fan of tower defense like Hanses would channel his own sense of determination to get the product off the ground, and convince Hidden Path to endorse it and provide support. Having grown up on the dangerous streets of south Chicago, worked as a firefighter, and worked at Microsoft, Hanses is no stranger to determination.
“[Those careers were] a great growing experience, it was about about saving up money, and then finally being able to say ‘hey, let’s try this out,’” Hanses says. “I was advised by a bunch of people to make a simple card game – but ultimately, giving back to the gaming community is taking what I’ve learned, my passion, and doing something no one else could do. That’s where tower defense came in. Even if I never make another board game again after this, I’ll have possibly given something back to the community I love.”
While certainly not the first tower defense board game of its kind (Orcs Must Die’s similarly Kickstarted tabletop edition is also still on its way to a public release), Defense Grid’s incarnation might be the first to really nail the various aspects of the genre that make it so appealing, particularly with its own unique brand of gameplay. I got the chance to experience it firsthand at PAX West 2016 in Seattle.
Like most tower defense experiences, Defense Grid: The Board Game is played against ever growing waves of various enemy types. “Walkers” serve as your generic meat shield grunts, while tougher types like “Bulwarks” and “Swarmers” employ shields and armor to detract from your weapons’ attack points. Enemies walk in a single line from one end of the grid (made of flippable tiles for maximum replayability) to the other, where your power core awaits. If the aliens manage to walk back to the end of the map with all your cores, that’s game over. The only thing standing between them is a wealth of towers, like the all-purpose machine gun, area-of-effect Inferno, a concentrated laser beam, or a hard-hitting cannon, among plenty others. Strictly a co-op experience, up to four players must manage individual card decks to determine their available strategies. Cards are divided up into three basic categories. Attack commands for towers that are exhausted for the entire turn once used, support cards like “shrapnel bullets” that boost or alter attacks, and special cards that allow you to upgrade towers, temporarily boost their damage, or activate any tower you don’t already have a card for. Playing with friends, it becomes integral to coordinate and combine your strategies, as each player is only allowed to have four cards in their hand. When a card appears to be useless during the current wave, it can either be saved for the next (meaning you draw only enough cards to get back to four) or it can be scrapped for extra points to build and upgrade additional towers.
Make no mistake. Despite the hand-holding a more seasoned friend might give you during gameplay, careful strategy is an omnipresent force in Defense Grid. Enemies move shockingly fast down the path towards their objective, making smart tower placement crucial to exploiting choke points and line of sight. Towers can’t shoot through one another, so spreading them out between various angles quickly became our favored strategy. While Walkers proved to be of little issue, the stouter Bulwarks, with their dense shields and armor, were particularly difficult to dispatch of. In true tower defense fashion, you’re at least guaranteed that your attack will strike its target. Unfortunately, an entire shot will need to be wasted to destroy one layer of the Bulwark’s shielding before any damage can be applied to its bug-like exterior. Thankfully, each player also has one special ability that can only be activated once per game. Did you guess giant laser? Because it was a giant bloody laser, that thankfully wiped an entire hex of aliens from the board.
Like most enthusiast board games, the rules can be a bit tricky to wrap your head around at first. You’re managing both the mathematics of an enemy force’s health and your meager resources over a fairly lengthy playtime. For someone who nearly flunked high school math, it’s certainly a daunting idea, but as Hanses led me through the process, the game started to take on that pick-up-and-play nature that some of the best games have. I began to worry less about how many cards were left in my hand and devoted my attention to acquiring resource points. I also worried less about the armored Bulwarks, knowing they had to walk through my gauntlet twice. There’s nothing quite like seeing a bit of your future self in whichever player is currently holding a newbie’s hand through the process, invested and excited all around for more.
Thankfully, if you’re the kind of board gamer that really enjoys investing in a particular playstyle or alternate game types, Defense Grid features multiple missions, with increasingly tougher enemies and more varied weaponry, all on differently choreographed grid maps. This means replayability not only comes from a normal game’s element of chance, but also as a built in feature to those who invest more time into the game. On top of that, players can individually level up their player character to increase their stats for the next game.
For Hidden Path’s part, the support they’ve provided Hanses and fellow Forged by Geeks co-founder Rico Hall has been invaluable. After successful playtesting sessions with the team, the company provided the actual in-game models so Forged by Geeks could produce incredibly accurate miniatures of weapon tower and aliens. An entirely new alien will also make its debut in the board game.
Perhaps most surprisingly, Forged by Geeks is taking their time producing a near-final game before debuting it on Kickstarter. Whereas many board (and video) games often showcase a minor amount of concept art and pre-alpha footage during their campaigns, Forged by Geeks want to leave players with a sense that they’re approaching this as true fans of the genre and franchise, rather than looking to make a quick buck. The funds acquired through Kickstarter will go towards production of the physical product, not the initial design and development costs that most Kickstarters ask for.
“Ultimately, we decided that, being a first time Kickstarter studio, there’s a bunch of other risks,” Hanses said. “We haven’t proven our ability to get a game into consumers’ hands. With promising 23 unique miniature designs, 55 to 60 in the box, it’s a high risk to swallow. We’ve seen lots of Kickstarters fail that are now promising minis that just have renders. For us, we needed to get everything sculpted. We’re going to have the game done. When we go to Kickstarter, the rest of the game will just be done.”
For Hanses and his colleague, whatever support they receive from genre fans could make or break their careers. Their minimum goal sits at $35,000 to cover production costs, while a stretch goal of $150,000 would cover the previous few years of work put into the game. An even higher stretch goal of $250,000 would allow Hanses and Hall to go into game design full time. Even if they just manage to break even, Hanses will leave happy. The Defense Grid: The Board Game Kickstarter is scheduled to launch on January 17, 2017.
Two games concluded the run of Capcom's golden age of IP development with their semi-independent Clover Studio: God Hand and Okami. There are few games with the pedigree of Okami; directed by Hideki Kamiya (the creator of Viewtiful Joe, Devil May Cry, and future creator of Bayonetta) and produced by Atsushi Inaba (one of the most successful game producers of all time). Released in 2006 for the PlayStation 2, Okami holds the world record as being one of the least commercially successful game to garner multiple game of the year awards. Does it stand as one of the best games period a decade later?
We also touch on the mystery of how the iconic ring sound effect from Sonic the Hedgehog made its way onto gas station cash registers across North America. If you've heard that sound at a local gas station, let us know in the comments!
Each week we will be tackling a video game, old or new, that at least one of us believes deserves to stand as one of the greatest games of all time. We'll dive into its history, development, and gameplay, while trying to argue for or against the game of the week. Sometimes we will be in harmonious agreement, other times we might be fighting a bitter battle to the very end. However each episode shakes out, we hope that everyone who listens will find the show entertaining and informative.
Outro music: Okami 'Celestial Winds from the East' by McVaffe (http://ocremix.org/remix/OCR01700)
You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is (sometimes) available as well, so you can watch what we are talking about while we talk about it! You can also follow the show on Twitter: @BestGamesPeriod
New episodes of The Best Games Period will be released every Monday
There is always a man. There is always a city. There is always a lighthouse. There is always a remaster.
A new launch trailer for BioShock: The Collection has popped up on the internet to convince those who haven't played the series to finally grit their teeth and take a dive into the briny depths of Rapture and the soaring heights of Columbia.
The remastered bundle of three games, BioShock, BioShock 2, and BioShock Infinite, can now be played on PlayStation 4, Xbox One, and PC to experience one of the finest FPS series to date with its complete array of single-player DLC and an overhaul in the graphics department.
BioShock: The Collection also includes a commentary for the original BioShock that can be accessed via golden reels scattered throughout the underwater city of Rapture. Players who find all the reels will be able to listen to two hours of commentary from creative director Kevin Levine and animation lead Shawn Robertson. The documentary has been titled "Imagining BioShock."
“We’re immensely proud of the BioShock series, and we’ve taken great care in bringing these beloved games to the current generation of consoles,” stated Christoph Hartmann, president of 2K, on the remastered bundle. “Whether you’ve experienced these critically acclaimed classics before or are new to the series, there’s never been a better time to play and immerse yourself in the rich worlds of Rapture and Columbia.”
Note that PC players who already own BioShock, BioShock 2, and/or Minerva's Den can upgrade to the remastered versions for free after their release today. If you own any of those on Steam, the remaster should appear in your library as a download next to the original. If you don't own those games on Steam, things get a bit tricky. The first BioShock released almost a decade ago at a time when there were no CD keys, so players who want their free upgrades from a physical copies will need to submit proof of purchase and their Steam account information to 2K Support. You can learn more about this process over on the handy guide 2K has put together.
From now until September 28 at 6:59am GMT, Mass Effect fans can submit vocal performances to BioWare for a chance to have their voice contribute to the upcoming Mass Effect: Andromeda. Those who follow BioWare closely might be reminded of the time the prolific RPG developer put on a similar contest for Dragon Age: Inquisition.
Those who wish to toss their hats into the voice acting ring can choose one of two scripts. The first places the voice actor in the role of a self-described "documentary vidmaker" talking through an interview while the other role represents a tough, business-like mercenary talking with their companion. The submission can be audio only or include video as well (though the most important part of the submission will necessarily be audio).
When contestants have a take with which they feel happy, they can send a link to their uploaded work to firstname.lastname@example.org and are encouraged to share that work on social media with the hashtag #ExplorersWanted. Make sure to read the rules to ensure your submission falls within BioWare's contest guidelines.
The winning entrant will be notified by November 30 and flown to a BioWare recording studio with paid hotel accommodation while their voice contributes to BioWare's next sci-fi space epic.
You can read the full contest rules and download the scripts from BioWare's announcement. Mass Effect: Andromeda is expected to release March 2017 for PlayStation 4, Xbox One, and PC.
The Dark Souls-inspired Nioh was expected to release later this year. However, Koei Tecmo never revealed an exact date despite hosting alpha and beta test events and making a solid showing at E3 and Gamescom this year. Now we know when to expect Nioh to be available for PlayStation 4 owners: February 9, 2017. The new date was announced during Sony's Tokyo Game Show briefing.
This farther out than expected release date for Nioh comes on the heels of news that The Last Guardian will also be available in early December rather than late October.
The original expected release window for Nioh was the summer of 2006. It was based on an uncompleted script for a film by legendary Japanese director Akira Kurosawa. Koei Tecmo had plans for Kurosawa's son, Hisao Kurosawa, to finish the script and direct a companion film titled Oni to release alongside the game. A trailer was shown for the game at E3 2005, which you can view below. After that, all news about the game went dark. Nioh silently missed its 2006 release window and nothing was heard of it until 2009. Unfortunately, though it seems we are on track to finally see some version of the game that was announced back in 2004, the Kurosawa film seems to be no more, despite reports of the script having been completed.
With months to go before release, Nioh's convoluted development story has quietly built the game up to be one of the more interesting releases of 2017.
Shuhei Yoshida, the president of Sony Computer Entertainment Worldwide Studios, took to the PlayStation Blog yesterday to announce that The Last Guardian would not be meeting its expected October 25 release date. While this will undoubtedly disappoint many who have waited years for the Team Ico game to release, the good news is that it will still be coming out in 2016. The Last Guardian hits retail on the new date of December 6.
"Fumito Ueda, gen DESIGN and JAPAN Studio have a wonderful vision for The Last Guardian’s touching, emotional journey of friendship and trust, and we want to deliver the most polished experience possible for our fans who have supported us for so long," Yoshida wrote before going on to explain the root cause for postponing the release of The Last Guardian. "A delay is a difficult decision, particularly with this game, but we have encountered more bugs than anticipated while in the final stages of development. To ensure that The Last Guardian delivers on the experience that the game’s creators have envisioned, we need to take the extra time to work on those issues."
At the very least this speaks well of Sony's willingness to accommodate the full QA testing phase of The Last Guardian's development process. It isn't hard to imagine that a game might hold a number of unforeseen bugs after 9 years of development, a large chunk of which was dedicated to making the game on a different console. Though it pains me to wait, I'm glad Sony isn't plopping it into the market as soon as possible with a crippling series of bugs.
Here is hoping that extra month of QA testing leads to a better game for us all.
Mariachi covers might not be first thing that comes to mind when people think of video game music. Mariachi Entertainment System might just change that for a few people. Headed by David Ortiz, a ten-year veteran of his local mariachi circuit, the band has been creating video game covers on YouTube over the past year and been well received by a rapidly growing fan base. Ortiz states on the band's YouTube page that his goal with Mariachi Entertainment System is to "say something about Mexican culture and video game culture. I hope to accomplish that through my musical arrangements, and I hope viewers enjoy them." The channel has garnered well over 1.1 million views and seems to be flourishing, so I think it is safe to say that viewers are enjoying the work he and his fellow musicians have been putting into these beautiful musical arrangements.
In fact, the YouTube channel far exceeded what the members of MES initially expected and three months ago they launched their first album of video game covers. The self-titled album draws from a wide variety of tunes, like Sewer Surfin' from Teenage Mutant Ninja Turtles IV: Turtles in Time, Gerudo Valley from Ocarina of Time, and the Gourmet Race theme from the Kirby series. All the tunes manage to be both immediately familiar and entirely new again thanks to the driving force of mariachi flair that speeds each track along at a breakneck pace that feels effortless.
The passion that drove the channel and the album has resulted in Mariachi Entertainment System launching a Patreon that has been backed by over 80 patrons. The interest in the band has even led them to begin doing live shows together, the first of which was in July.
The San Antonio-based band recently funded a Kickstarter to release their second album of music. Squeaking by their $8,000 goal, they plan to include tunes from Sunset Riders, various Final Fantasy tracks, more Mega Man covers, and a tracks from many more musically interesting games. The additional funding will help them up the sound quality and obtain a physical release for the album.
Honestly, I find this some of the most refreshing video game-inspired music in recent memory. Many people think of game music as ambient noise or bleeps and bloops (not that there is anything wrong with either of those - I love me some quality bleeps and bloops), but rarely do people think of video game music as gorgeous instrumental arrangements in a traditional style like mariachi. Mariachi Entertainment System feels fresh and new, despite drawing on source material that has been ingrained in the public consciousness for twenty or more years. At the very least, they are certainly worth a listen or two... or ten.