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Class Design in Games: Beyond RPGs

Classes are
everywhere. Once the domain of RPGs, now class systems have been
pushed into every type of game imaginable. We’re all familiar with the tropes of Warriors and Wizards in high fantasy, but what can we learn about class design from other games?

The first question we need to ask ourselves is, “What exactly is a
class?” The term is pretty loosely defined in gaming, and there are several correct answers. In an RPG like Dungeons &
Dragons, classes are defined by the rulebook and present a list of abilities your character can have access to. 

If you want to be a stealthy assassin or a shapeshifter, you need to choose an appropriate class. The thing
is, there are other choices you can make as well: choosing your race
(elf or dwarf) and background (criminal or noble) which also affect
your gameplay options. What exactly is the difference between race
and class? If your character can breathe fire because they’re a
half-dragon, is that any different from being able to shoot magic
flame from your hands? We really have to look at these things as variations on the class concept.

So when we’re
discussing classes, we’ll be talking about not just standard RPG classes and races, but Starcraft armies, Street Fighter characters, and even Mario Kart vehicles. It might seem odd to lump all of these in
the same box, but they all share something simple: a choice you make outside of the game which determines your gameplay options within the game.

Age of mythology image
Age of Mythology divides its classes into races, and then further as individual gods.

Why Use Classes?

So why even bother with
classes? What do they add to a game? There are a lot of reasons, but
one of the simplest is adding content. More classes = more ways to
play the game = more ways to have fun. When you look at World of
Warcraft, it’s not uncommon to see players with several high-level characters. 

Tails was so popular as an additional character in Sonic that they later added Knuckles, Shadow, Cream, and countless others. Dungeons &
Dragons has a multitude of classes available for players, spread out
throughout optional rulebooks. At an extreme level, some games exist
solely because of their variety of classes—imagine Smash Bros with Mario as the only character. Fighting games are fun
largely because of the way different characters interact, meaning that every matchup has different strategies.

Another reason
classes are useful is because they promote diversity. This is
especially important in competitive multiplayer games, where
(generally speaking) everyone wants to be the best. If you wanted to
make an MMO where players can assign points to their skills, you might think
that the playerbase would create a range of different character types. What inevitably
happens, though, as shown over and over by MMOs like Ultima Online, is that players gravitate towards “best
builds”. 

Generally, a small selection of players who are
experienced at the game will do the math and post optimal builds, and
everyone else will just copy that. This “copy others” attitude isn’t unique to MMOs (Magic: The Gathering players have debated for some time the pros and cons of “netdecking”), and any game where you can choose your skills will have at least some discussion on best builds.

Of course, creating classes
doesn’t stop the issue—World of Warcraft, despite having multiple classes, has plenty of build discussion—but it at least creates a little bit of
variety. Instead of having a single “generic tank build”, you might
have a choice of playing a warrior tank, paladin tank, or druid
tank. 

And lastly, it
reduces the gap between skilled and unskilled players. Being a new
player to a game can already be frustrating when everyone is better
than you, but if everyone is also using better characters then it
can feel doubly frustrating. New players might feel as if they are
being punished for their lack of knowledge,
whereas pro players might spend their time trying to find abusive
build combinations. 

New players also run the risk of “doing it wrong” by spending points on useless skills—the idea of “noob traps” is something we’ve discussed before. By forcing players into predesigned classes, you refocus the game back onto the gameplay, and away from character building.

So are there any
problems with classes? Well, obviously it can be a massive time investment. But from a design perspective, there’s really just one issue: class systems limit a player’s ability to experiment with fun builds or create specific ideas. Players love to be creative, and limiting that creativeness can limit the amount of fun to be had. 

For highly competitive games, it can be argued that “design your own” systems are an extremely dangerous idea, as all it takes is one overpowered combination to ruin the whole thing. But for some games, character creation is what makes the game fun in the first place.

Impossible Creatures image
Impossible Creatures, an RTS where players can fuse creatures together to create their own armies and engage in Mad Scientist combat. 

So, assuming we do want to add classes, how do we go about designing them? Well, it’s such an expansive concept that even if we limited ourselves to a
particular genre, we could write a novel and still only scratch the surface. So let’s focus instead on some general common issues that apply across the board.

Strict vs. Loose Class Design

The word “class” means
many things, so let’s introduce a new concept: the idea of strict and
loose classes.

  • A strict class is
    one that defines a player’s available skillset.
  • A loose class gives more limited powers or bonuses to certain playstyles.

Generally speaking,
the more complex a system is, the more likely it is to be
strict.

In Diablo 3, players can choose from classes like Barbarian, Monk, and Wizard. These classes have special abilities, and those abilities define what the character can do. Only the Monks have Cyclone Strike, and only Wizards have Hydra. The classes gain specific skills at specific levels, and can never learn skills from other classes. Diablo 3 is very firmly a strict system.

Compare to a game like Desktop Dungeons, which is a loose system. When a player chooses a class, it simply gives that player a minor advantage: Berserkers have 50% magic resistance. Priests deal double damage to undead. A Berserker can still do all the things a Priest does, but is better (or worse) in certain situations.

Obviously, there is no clear distinction between “strict” and “loose”, and there will be games which can be argued to be in either camp. Vampire: The Masquerade allows players to choose a clan, and although each clan has unique powers, these powers do not define the character and the game otherwise operates like a standard point-buy system. 

But what of other genres? Well, Hearthstone allows players to choose a class,
and this gives them a class ability they can use in game, such as producing minions or
drawing extra cards. Since this ability only gives a minor advantage in game, it counts as a “loose” class advantage.

However, Hearthstone also has
class cards which can only be used by certain classes. Cards like
Backstab or Sap are Rogue-only cards, but are theoretically useful
for every class. This limiting of cards means Hearthstone is “strict” class design, as every class will have a variety of options unavailable to other players.

So why does this all matter? Well, the stricter a game is, the more pronounced the
benefits of a class system are (as discussed above in “why use classes”). More variety between classes, fewer “noob traps”,
more fun for players. Additionally, strict design allows you to
create incredibly flavourful classes. In Hearthstone, playing
a priest feels like playing a priest (or at least, as close as you can
get in a card game). Each of the classes feels distinct, and this
distinctness allows the player to play the game in a variety of
different ways (hopefully finding one suitable to their playstyle).

The downside is, of
course, the same downside mentioned above—that the player is
limited to the playstyles defined by the developers. It doesn’t
really allow for exploration beyond that. And because each class has
a certain playstyle, there are times when you’re going to know how
the game will play out before the first move is made or card is
drawn. 

This can be pleasant (if you’re winning), or frustrating (if
not). If you struggle to beat rogues and continually get matched
against them, the game can become unfun very quickly. Depending on
what playstyles or meta is popular at the time, it might
mean playing a string of games against not just the same class, but
the same deck or character build—which can be pretty
underwhelming.

Mechanical design is
just one aspect of character creation, however. We need to ask what players want from their games, and there are several answers. For most new players, they’re not thinking about the mechanics behind each class—most often, they want to play the cool soul-stealing ninja, or the alien that eats face. This side of character design, which includes things like backstory and visual design, is often referred to as “fluff” or “flavour”. It’s an important part of the design process, but it’s enough of a topic by itself that we’ll have to leave it for another time.

The other question players most often ask is, “Well, what does it do?” Sometimes the answer is obvious, sometimes less so—but generally, the player will be trying to find a class which allows them to play the game in the way they want.

South Park Stick of Truth image
South Park’s “Jew” Class is a non-standard class with powerful lategame abilities.

Fulfilling a Role

Generally speaking, the purpose of a class is to allow the player to play the game in a way that they enjoy. Not everyone enjoys playing magic classes, so it’s important not to force players into roles they don’t enjoy. Of course, for multiplayer games, some players will be pressured into playing certain roles, but generally speaking players will play whatever is the most fun.

In certain games (like MMOs), the ability to fill a role becomes doubly important. If your party is planning to fight the Dragon Emperor, then you probably need to have a strategy. Typically, tank/damage/healer roles are primary, with other roles such as controller, leader, tracker and so forth dependent on the game. 

Because available party slots are generally limited, it’s important that your team is able to get the most out of its available party slots—all healer parties tend to do poorly. Players will want to choose roles that complement each other to maximise their chances of success, and this means giving the players the option to choose classes that they enjoy and feel are useful to the team.

Regardless of the game style, you want to create classes that allow for an enjoyable gameplay experience. The classes you design will determine how the game is played. If all your characters are swordsmen, then gameplay is going to be focused on close quarters fighting. If you add a single sniper to the game, then suddenly the whole dynamic changes—environment and cover suddenly become more important, and rushing around in the open is no longer a viable tactic. 

You need to understand what you want from your game, and the roles and abilities you have should promote that gameplay style. If you don’t want a role being fulfilled, then simply don’t add it to your game. Don’t like the idea of healers slowing down gameplay? Remove them. It’s your game, so there’s no reason you have to stick to “traditional” design roles.

Despite many games using the traditional tank/dealer/healer design, there are plenty of reasons to avoid it. The most obvious is that if you design your game around those classes as a central idea, anything which does not fit into those criteria is bad. Imagine a Warrior, Rogue and Cleric being joined by a Banker or Farmer. There’s no reason that players shouldn’t be allowed to play those alternative classes, but the chances are they have no place within the “holy trinity” framework. Classes not only have to be balanced with each other, but within the game itself.

Balancing the Classes

Sometimes, however, we can get obsessed with concepts like balance—making sure every class is fair to use. While for some games this is necessary, it’s not necessary for every single game. Bad classes can provide extra challenge, or a balancing factor for experienced players. The Binding of Isaac’s “The Lost” can fly, but dies in one hit. Street Fighter’s “Dan Hibiki” is a popular joke character. These “bad classes” are simply more options for players who choose to challenge themselves. Additionally, if every class is perfectly balanced, then what does it matter which one you choose? 

We should also ask what we’re balancing for. Do we balance based on win rates? Or how they compare for 1 on 1 combat? Some games, MMOs in particular, struggle to keep characters balanced between the PVE and PVP elements. In the Binding of Isaac, damage is often considered a “god stat” for characters—not only is it incredibly handy to be able to one-shot everything in sight, but the game rewards fast play with secret bosses and going unhurt with “devil items”, powerful items that serve to snowball a good character even further. The slower, tankier characters like Magdalene look fine on paper, but simply can’t compete with the bonuses that high-damage characters get. Whereas The Lost is an interesting character because of intentional difficulty, Magdalene is simply a boring character.

Binding of Isaac image
The Lost, one of the many characters from The Binding of Isaac.

League of Legends embraces this and uses an idea called “perfect imbalance” to keep gameplay fresh. The game is incredibly complex, and trying to balance over 130 characters is basically an impossible skill. Not only do the designers have to contend with how the characters interact, but every time a small change is made it could theoretically throw everything out of balance again. 

They try to ensure that no single character is overpowered, but there are plenty of “bad characters”—and due to the evolving of the game, sometimes characters which are seen as bad suddenly become viable. The complexity and ever-changing nature of the game mean that players are constantly forced to re-evaluate the best strategies, ensuring that gameplay is never “solved”.

“Solving” is a problem for many games. When you look at classes, sometimes you can put down all the abilities on paper and work out what exactly each class is capable of. What this means is that in team games, classes are often judged by a single metric: how much damage you can output, how quickly you can heal, or how quickly you can race to the end. Your character has one job, and the best character for that job is whoever has the highest numbers. This raises an interesting question: is it better to have a class that is exceptional at just one task, or to have a class that can do everything satisfactorily? 

Specialisation vs. Flexibility

When we create a
class, we should generally have a rough idea of what we want from it.
In an MMO, the perfect tank is basically a granite boulder—something
that will just sit there and soak up damage while the rest of the
team throws flaming death. This creates a sort of “arms race”
which means the most specialised characters are (almost always) the
best ones for the jobs.

The problem with
this is that if one character is the best at the job, every other
character is (by default) not the best—and why would you
intentionally play a bad character? This is a problem for MMOs who
are trying to juggle balancing dozens of character classes. Why play
a rogue if mages have better DPS? 

Imagine making a game, similar to Civilization, wherein you try to take over the world. You can achieve victory through political, military, or cultural might. You can also choose a race, and each race has a benefit: elves are better at politics, orcs are good at military, and so forth. Why would a military fan ever choose anything other than orcs? Also, if you’re playing against orcs, why would you invest into political defence? The specialisation of the races restricts your playstyle and forces you into certain options.

Civ 6 image
The races in Civilization IV encourage players to use certain tactics without forcing them down any particular avenue.

This is the biggest problem with specialised classes. If
specialisation is doing one thing well, then it means not doing
anything else. If choice is a core component of gameplay, then
doing the same thing over and over again is bad design. This is a
problem many games face, and it’s a problem especially with regards to
healing classes
.

So what’s the
solution? As we discussed in the healing article, you need to
make sure the player has a range of options available during the
game. It’s one of the most fundamental aspects of game design: keep
the player engaged. If the player doesn’t have to make any choices for their actions, then they’re not engaged, and that’s when things become boring.

So when you make your class, make sure they’re able to participate in the game at all
times. If you’re designing an RPG, make sure the classes all have
skills for both inside and outside of combat, rather than creating a “skill-monkey” character. If you’re
designing a game with multiple paths to victory, try to make sure each race has the option of winning in different ways. 

Allow players to adapt to the flow of the game, and if they realise they need to change tactics, allow them. The more specialised a class or race is, the more likely it
can only do one thing, and the more likely it is to get stuck doing that thing over and over again. Choice is important.

Soft and Hard
Counters

Players like to win. In a competitive, class-based game, players will generally choose the best class. Best is often subjective—it depends on the player’s skill, playstyle, the map, and even recent gameplay changes. For most players, “what is best” is really just “whatever beats your opponent”. 

For some games, this means trying to anticipate what your opponent is going to play. For CCGs like Magic and Hearthstone, players talk about “the meta“—what the most popular decks are and what cards your opponents are likely to be running. A player might choose to play a deck specifically to beat the meta, running cards that shut down certain decks. In magic, some deck archetypes can be entirely shut down by a single card, meaning that playing the meta can be an effective way to win.

In other games, players take turns “drafting” their characters. Knowing what your opponent has chosen means that the ability to choose a counter becomes especially important. The tactic of trying to pick
a character or class specifically to beat your opponents is known as
counterpicking.

Having counters in
games is generally a positive mechanic. It allows a certain amount of
self-balancing from the players themselves, as any player who uses an
overpowered class can expect to hit a higher share of
counter-classes. The existence of a meta-game allows players to discuss
the best tactics, the best counters to those tactics, and the best
way to play in the current environment.

The question is then
to what extent counters should be effective. Generally, counters
fall into the category of “soft counters” and “hard counters”.

Soft counters are
classes that have a slight bonus against certain character types. High mobility characters are generally a soft counter to snipers—although the sniper can win, they need to be skillful or lucky to stand a chance.

Team Fortress 2 image
Team Fortress 2s “Meet the Spy”. Some would argue whether the Spy is a soft or hard counter to the sniper, although it largely depends on the player’s skill and general awareness. 

Hard counters are
classes which completely obliterate another class with little to no
effort. Spearmen are often given as a hard counter to cavalry charges—although the cavalry could win, it’s more than likely not going to happen. The best answer here is to call in some archers.

So are soft counters or hard counters better for your game? Well, obviously it depends on what you’re aiming for, but for nearly every game out there the answer is simple: soft counters are better.

The reason for this
is simple: hard counters deny counterplay. Having a more difficult game
due to a counterpick is fine: being unable to do anything at all is bad.
Soft counters can generally be worked around, but hard counters leave
no room for creativity or tactical moves.

So can a hard counter
ever be acceptable design? Yes, under two scenarios:

  1. The player is
    able to change class midgame, allowing them to counter the counter.
  2. The player is
    part of a larger team and is able to “offload” the problem onto
    someone else.

That’s not to say
that hard counters are acceptable in these situations, but the
problem is less pronounced. The player still has some sort of choice available, and may be able to “avoid” the issue.

Boiling It All Down

So what can we take
away from all this? Really, class design isn’t all that complicated.
It comes down to a single idea:

Let the player play
the game in a way that they enjoy.

That’s it—the great
secret to class design. It doesn’t matter what sort of game you’re making, all that matters is that the players are having fun. 

The very essence of class design is, as we’ve said so many times, about choice. It’s about the player choosing to play something they enjoy, about being given meaningful choices throughout the game, and about how those choices interact with the challenges they face, be it enemy AI or other players.

And because new games often contain a world of information, it allows players to make choices more meaningful. A new player might be overwhelmed looking at 100 different statistics, but if you give them just a handful of choices—ask them which class they want to play—they can answer that easily. They don’t need to worry what the correct number of points to spend on vitality is; they simply pick a class and get stuck in.

Your class gives
players additional ways of playing your game, and in a way each class
is like making an entirely new game. As long as your class doesn’t stop other people having fun, it’s probably fine.

And remember, at the
end of the day, each game is different. There is no “correct” in game design, and there are no doubt many successful games that break some (or all) of these rules. Just try to consider them when designing your game, and don’t be afraid to break the mould and try something different. All of this is aimed at one simple idea: make your game fun.

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Nintendo celebrates the launch of Super Mario Odyssey in style with a party in New York

Nintendo celebrates the launch of Super Mario Odyssey in style with a party in New York

Super Mario Odyssey, one of Mario’s biggest adventures yet, is now available exclusively for the Nintendo Switch system. The cap-tivating game follows Mario on a globe-trotting journey through numerous and varied kingdoms with his new hat companion, Cappy.

In this massive sandbox-style game in the spirit of Super Mario 64 and Super Mario Sunshine, Mario uses incredible new hat-based abilities like cap throw, cap jump and capture, which define his new adventure and provide a fresh take on the classic Super Mario formula. Using Cappy, Mario can take control of a lot of things, including objects and enemies. Discovering what can be captured and experiencing the surprising results of capturing something is all part of the fun. The game is full of exotic places to explore, hidden secrets to uncover and memorable moments to behold.

Over the last couple of weeks, Mario has been traveling across the country to celebrate the launch of the Super Mario Odyssey game. This real-life odyssey culminated in a powered-up party on the streets of New Donk City … er … New York City on Oct. 26, the night before launch. The celebration in Rockefeller Plaza featured an elaborate dance number set to the tune of the “Jump Up, Super Star!” song from the game. Other memorable moments during the event were visits from the Mario costumed character and actor and singer Jordan Fisher, the chance to play Super Mario Odyssey, fans purchasing the game at midnight at the Nintendo NY store and even an appearance from Nintendo of America President and COO, Reggie Fils-Aime.

Super Mario Odyssey is the must-have video game for this holiday season, and this event was the perfect way to kick off Mario’s latest adventure,” said Reggie Fils-Aime. “Video game fans of all kinds will want to dive into this latest Mario adventure as soon as possible.”

Leading up to the big event, Mario started his cross-country odyssey in Los Angeles and took his new decked-out trailer on a nationwide tour. He visited Dallas, Chicago and Philadelphia to meet with fans, as well as some scenic locations inspired by the various kingdoms from the game to take memorable photos. (The travelogue of Mario’s adventure can be found on Nintendo of America’s Twitter, Instagram and Tumblr accounts, or by searching for the hashtag #SuperMarioOdyssey.)

Super Mario Odyssey is now available exclusively for Nintendo Switch at a suggested retail price of $59.99. Three game-themed amiibo of Mario, Bowser and Peach in wedding-themed outfits are also available as a set at a suggested retail price of $34.99, or individually at a suggested retail price of $12.99 each. A bundle that comes with the Nintendo Switch system, a download code for the game, Mario-themed red Joy-Con controllers and a special carrying case is also available at a suggested retail price of $379.99. For more information about the Super Mario Odyssey, visit https://supermario.nintendo.com/.

Remember that Nintendo Switch features parental controls that let adults manage the content their children can access. For more information about other features, visit http://www.nintendo.com/switch/.

Game Rated:

Cartoon Violence
Comic Mischief

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Fire Emblem Warriors is here! Celebrate with a mission and new rewards

Fire Emblem Warriors is here! Celebrate with a mission and new rewards

The Fire Emblem™ Warriors game is now avaialble for the Nintendo Switch and New Nintendo 3DS family of systems!

My Nintendo™ members can get ready by earning 100 Platinum Points by finding the hidden Gleamstones on the official game website.

Plus, members can redeem points for these new Fire Emblem Warriors wallpapers and more rewards for Nintendo smart-device apps. on my.nintendo.com.

Not yet a member of My Nintendo? It’s free to create an account and start earning points. Visit my.nintendo.com to learn more. Additional terms apply.

Game Rated:

Suggestive Themes
Violence

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Animal Crossing: Pocket Camp coming to mobile devices in late November

Animal Crossing: Pocket Camp coming to mobile devices in late November

The next time you go camping, make sure to bring all the essentials: a tent, a sleeping bag, s’mores and, of course, the Animal Crossing: Pocket Camp game. One of Nintendo’s most enduring franchises, Animal Crossing allows players to live a whimsical life as they interact with a wide range of other animal characters brimming with personality, decorate and expand their home, and learn more about the community they are part of. In the first Animal Crossing game for mobile devices, you can interact with animal friends, craft furniture items and gather resources while managing a campsite. Animal Crossing: Pocket Camp launches on iOS- and Android-compatible mobile devices in late November.

“As our past mobile games have proved, we love taking established and well-loved franchises and transforming them for the ways players use their devices,” said Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing. “Animal Crossing: Pocket Camp is great for newcomers to the series as well as longtime fans, and ideal for people playing on a mobile device.”

A recent video presentation highlighted many of the game-play features in Animal Crossing: Pocket Camp. To view the presentation in its entirety, visit https://www.nintendo.com/nintendo-direct/10-24-2017/.

Some of the highlights in the video include the following:

  • Manage Your Manager: When you start a new game in Animal Crossing: Pocket Camp, you will be asked to create your personalized campsite manager avatar – your character in the game. You can choose to be a girl or a boy, and customize things like skin color, hair color and eye color. Whatever suits you!
  • Arts & Crafts: By gathering resources like fruit and wood, you can craft items for your campsite. These include furniture and decorative items, like couches and benches, as well as baskets and plants. To craft items, just speak to classic Animal Crossing villager Cyrus to put in an order. After the item is finished, you can place it around your campsite or decorate the interior of your camper.
  • Leaf Tickets: Leaf Tickets can be earned through regular gameplay or purchased using real-world money, and can be used in a variety of ways in the game. For example, they can be used to shorten the time needed to craft items, more easily acquire materials or acquire unique camper exterior designs.
  • Friendship Level: In Animal Crossing: Pocket Camp, you can chat with your animal friends or fulfill their requests to raise your friendship level. If you level up your friendship or decorate your campsite with an animal’s favorite items, she or he might pay you a visit.
  • BHFF (Best Human Friends Forever): Not all of your friends in Animal Crossing: Pocket Camp will have fur or feathers. You can send your in-game Player ID to real-life friends who also own the game to have them visit your campsite. Random player avatars will also visit the campsite from time to time. Once someone visits, you can exchange your Bells for items saved in the Market Box.
  • Tick Tock: Similar to past Animal Crossing games, time passes in Animal Crossing: Pocket Camp just like in real life! As morning, day, evening and night pass, the scenery in the game will change and different animal friends might show up.
  • Area Map: Animal Crossing: Pocket Camp is full of places to visit and explore. In addition to your campsite, you can travel in your camper to a beach, a forest, a river and an island.
  • Market Place: The go-to spot for shopaholics, Market Place is full of stores run by familiar Animal Crossing characters like Timmy, Tommy and the Able Sisters. The various shops in Market Place offer things like furniture and clothing items. The selection at each shop rotates, so don’t be a stranger!
  • OK Motors: Remember that camper that was mentioned a few bullets back? It’s not used to just travel between locations in the game. By visiting the OK Motors store, you can acquire things to customize your camper, including furniture to fill the interior and paint to decorate the exterior. It’s like those tiny homes that are all the rage … but with wheels!
  • Expanding Camp Life: In addition to all the fun things you can do in the game, Animal Crossing: Pocket Camp will eventually offer seasonal events to keep the experience fresh and surprising, as well as limited-time furniture and outfit options through game updates. These events and updates will begin rolling out after launch.

Animal Crossing: Pocket Camp will launch for free on iOS and Android mobile devices in late November. For more information about the game, visit https://ac-pocketcamp.com.

Game Rated:

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Nintendo’s the name – scary is our game!

Nintendo’s the name – scary is our game!

Keep an eye out for monsters and mayhem this Halloween on Nintendo.com. Here’s a p(eek!) at some of the creepy fun you can find.

Want to create an army of Minions to spook trick-or-treaters? Visit Play.Nintendo.com to download a special stencil that can turn a jack-o’-lantern into a Goomb-a-lantern! Plus, there’s a terrifying trivia quiz about creepy creatures, and polls about which Yo-kai you’d want to trick-or-treat with, and which video game villain is the scariest.

Are you brave enough to explore the spooky new rewards from My Nintendo? Check out our Halloween top picks, including deals like redeeming My Nintendo points for 40% savings on The Legend of Zelda™: Majora’s Mask 3D for the Nintendo 3DS™ family of systems.

You can also show off your love for all things Halloween with seasonally fun My Nintendo Nintendo 3DS HOME Menu themes. You can redeem your My Nintendo points for these seasonal and spooky Halloween themes to decorate your HOME Menu:

  • Mario’s Halloween – This theme features pumpkin folders and costumed Mario and enemies. You’ll hear Boo’s laugh when exiting Sleep Mode.
  • NES™ Halloween Link – Creepy foes, folders with a key design, and spooky music await. Scroll the Touch Screen to see 8-bit Link walk in the graveyard.
  • Animal Crossing™: New Leaf Autumn Leaves – This fall-inspired theme features Isabelle and friends raking up fallen leaves. Keep an eye out for Mr. Resetti and his brother, Don Resetti!

As for scary fun with spooky games…we’ve got you covered there, too. Get ready for frights on the Nintendo Game Store with a curated list of creepy titles like YO-KAI WATCH™ 2: Psychic Specters and Luigi’s Manion™: Dark Moon for the Nintendo 3DS family of systems, and Mario + Rabbids® Kingdom Battle for the Nintendo Switch system. You can catch these games and more on Nintendo eShop, where the spooky music of the month is the Twisted Mansion song from Mario Kart 8 Deluxe. From all of us at Nintendo to you…have a happy Halloween!

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Fire Emblem Warriors for Nintendo Switch and New Nintendo 3DS launches on Oct. 20

Fire Emblem Warriors for Nintendo Switch and New Nintendo 3DS launches on Oct. 20

When the Fire Emblem Warriors game launches Oct. 20 for the Nintendo Switch and New Nintendo 3DS family of systems, it will do so with a wealth of content and action-packed gameplay. The new game offers a twist on the acclaimed Fire Emblem series by uniting fan-favorite characters from Fire Emblem history to participate in over-the-top battles focused on real-time, tactical action rather than turn-based strategy.

Fire Emblem Warriors offers action-filled combat through an epic campaign starring more than 20 playable warriors, including two new characters, Lianna and Rowan, battling alongside beloved heroes like Marth, Lyn, Xander, Corrin and Chrom. Fans who want to get even more out of the game can download the free DLC Japanese voice pack and free software update on launch day, as well as purchase upcoming DLC.

“Whether you are a super fan of the Fire Emblem franchise, new to the series or played and loved the previously released Hyrule Warriors game, Fire Emblem Warriors offers a fantastic adventure filled with great gameplay,” said Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing. “The action-filled game is another solid addition to the Nintendo Switch and Nintendo 3DS lineups.”

At midnight ET on Oct. 20, both the free DLC Japanese voice pack and a free software update will go live. The DLC voice pack adds the ability to experience the game with Japanese voice audio and English subtitles. The free software update adds battle results to the game’s History mode and a new feature for sorting in-game weapons.

Starting in December, a series of three paid DLC packs will also release for the game. The first DLC pack launches in December, the second in February and the third in March, with each pack adding three new playable characters, three new History scenarios, new costumes, new weapons and new support conversations inspired by Fire Emblem Fates, Fire Emblem: Shadow Dragon and Fire Emblem Awakening, respectively. Each DLC pack will cost $8.99, but a Season Pass can be purchased starting on Oct. 20 for $19.99. The Season Pass includes all three DLC packs, which become available as they release, as well as a bonus bridal costume for Lucina that can only be obtained by purchasing the Season Pass.

Fire Emblem Warriors launches for Nintendo Switch on Oct. 20 at a suggested retail price of $59.99. A special edition will launch exclusively for the Nintendo Switch system on the same day at a suggested retail price of $79.99. The special edition includes the game, a premium character-card set with a slip case, a double-sided poster and a three-CD music set. The game also will launch on Oct. 20 for New Nintendo 3DS, New Nintendo 3DS XL and New Nintendo 2DS XL systems at a suggested retail price of $39.99. (This version of the game is only playable in 2D.)

Also launching on Oct. 20 are two new amiibo figures based on popular characters Tiki and Chrom from the Fire Emblem series. (Each figure is sold separately at a suggested retail price of $12.99.) These, along with other compatible Fire Emblem themed amiibo figures, including Marth, Ike, Robin and Lucina, grant players weapons or in-game materials when tapped. All other available amiibo figures are compatible as well. Up to five different compatible amiibo figures can each be tapped once per day.

For more information about Fire Emblem Warriors, visit http://fireemblemwarriors.nintendo.com/. For information about the game’s upcoming DLC, visit http://fireemblemwarriors.nintendo.com/dlc/.

Remember that Nintendo Switch and the Nintendo 3DS family of systems feature parental controls that let adults manage the content their children can access. For more information about other features, visit http://www.nintendo.com/switch/ or http://www.nintendo.com/3ds.

Game Rated:

Suggestive Themes
Violence

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Nintendo Switch update brings video capture and more

Nintendo Switch update brings video capture and more

The latest system update (4.0.0) for the Nintendo Switch™ console is here, bringing with it the ability to record 30-second video clips and share your great gaming moments with friends.

To capture video in compatible games, hold down the capture button during gameplay. This will create a video clip of the last 30 seconds. You can then view the saved videos in your album, trim the beginning and end of each clip, and post videos to your Facebook page and Twitter feed.

Currently you can use this feature in the following games:

  • The Legend of Zelda™: Breath of the Wild (version 1.3.0 and later)
  • Mario Kart™ 8 Deluxe (version 1.3.0 and later)
  • ARMS™ (version 3.1.0 and later)
  • Splatoon™ 2 (version 1.1.1 and later)

The system update also includes:

  • New profile icons featuring characters from the Super Mario Odyssey™ game and The Legend of Zelda: Breath of the Wild game (check out all the mustaches).
  • The ability to transfer user profiles and save data to another Nintendo Switch system. You can find this feature in System Settings –> Users –> Transfer Your User and Save Data.
  • A pre-purchase option is available for certain games on Nintendo eShop for Nintendo Switch. This option also lets you pre-load the digital version of a game to your device, so you can play right away when the game is released. (The pre-downloaded game won’t be playable until its official launch.)
  • Additional adjustments and features for a more pleasant user experience.

If your Nintendo Switch is connected to the internet, it will download the update automatically. You may also start the update from the System Settings menu, if needed. For the full list of updates, please visit support.

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Pokkén Tournament DX update on the way

Pokkén Tournament DX update on the way

An exciting new update is heading to Pokkén Tournament DX, including some additional content. The features will include:

  • Online Team Battles – Team Battles will be available to play with friends online. Pick three Pokémon each and head into battle to enjoy heated fights with other players.
  • Official Groups in Group Match – Official groups from Pokkén Tournament DX will be open in the Group Match online battle mode. Coming soon after the update, there will be official Group Matches where players can battle to receive new special titles.
  • Record Pokémon Movements – In Practice Mode’s Free Training, a new function to record Pokémon movements in battle will be added. You’ll be able to control the opposing Pokémon and record its movements so you can play them back when you’re training to help improve your skills.
  • Enhanced Experience – Several other adjustments are in development which will help to improve gameplay.

We will be releasing more information on the Pokkén Tournament DX official website later, so stay tuned for further updates via http://www.pokkentournament.com//dx/en-gb/.

Pokkén Tournament DX is available now for Nintendo Switch.

Game Rated:

Fantasy Violence

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New Pokémon Ultra Sun and Pokémon Ultra Moon details revealed!

New Pokémon Ultra Sun and Pokémon Ultra Moon details revealed!

The Pokémon Company International and Nintendo today revealed new information about the mysterious Pokémon Necrozma, new Z-Moves and more for the upcoming games Pokémon Ultra Sun and Pokémon Ultra Moon.

After taking over the Legendary Pokémon Solgaleo in Pokémon Ultra Sun or the Legendary Pokémon Lunala in Pokémon Ultra Moon, Necrozma will become Dusk Mane Necrozma or Dawn Wings Necrozma!

Dusk Mane Necrozma
Type: Psychic/Steel
This form of Necrozma manifests when the Pokémon takes control of both the body and mind of the Legendary Pokémon Solgaleo, absorbing the light energy that pours out of it. It slices opponents with its strong claws on its four legs and it can propel itself forward by shooting black light from both sides of its chest.

Dawn Wings Necrozma
Type: Psychic/Ghost
This form of Necrozma manifests when the Pokémon takes control of the Legendary Pokémon Lunala, stealing its light energy by force. Dawn Wings Necrozma accelerates by shooting black light from its back. This Necrozma form shoots energy that glows darkly from the black parts of its wings.

Photon Geyser is a Psychic-type special move that only Necrozma can learn. This attack engulfs the target in a pillar of light and compares the user’s Attack and Sp. Atk stats, dealing damage to the opponent according to whichever is higher. Necrozma can also learn this move when it is in Dusk Mane form or Dawn Wings form. Alongside this new move, Solgaleo and Lunala will receive the exclusive Z-Moves Searing Sunraze Smash and Menacing Moonraze Maelstrom, respectively.

Searing Sunraze Smash is a new Steel-type Z-Move that can be used if you have a Solgaleo that knows Sunsteel Strike hold the exclusive Z-Crystal Solganium Z. This attack damages a target while ignoring any effects of the target’s Ability. Menacing Moonraze Maelstrom is a new Ghost-type Z-Move that can be used if you have a Lunala that knows Moongeist Beam hold the exclusive Z-Crystal Lunalium Z. As with Searing Sunraze Smash, this attack also damages a target while ignoring any effects of the target’s Ability. A Necrozma that knows Sunsteel Strike or Moongeist Beam and is holding the corresponding Z-Crystal will also be able to unleash Searing Sunraze Smash or Menacing Moonraze Maelstrom!

The Rotom Dex returns in Pokémon Ultra Sun and Pokémon Ultra Moon and has been powered up! Throughout your adventure, you will grow closer to the Rotom Dex the more you communicate with it, which will cause it to be more helpful. By deepening the bond with the Rotom Dex throughout the game, you will be able to get special items via the Roto Loto feature. These special items come in different varieties, with some increasing the Exp. Points that you receive for a set period of time, while others may make it easier to catch Pokémon. If you become close enough with the Rotom Dex, it will use a special power for you called Rotom’s Z-Power. This lets you use a second Z-Move in battle, even though normally players can only use one Z-Move per battle.

Pokémon Ultra Sun and Pokémon Ultra Moon will launch on November 17 2017, exclusively on the Nintendo 3DS family of systems. For more details about today’s announcement, please visit http://www.pokemon-sunmoon.com/ultra/en-us/

Game Rated:

Mild Cartoon Violence