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Review: Crimsonland (Switch eShop)

It was once said that imitation is the highest form of flattery, and with the icon / box art being a homage to a certain hellish current-gen first-person shooter, 10tons’ most recent port – Crimsonland – tries to establish its similarly savage tone and style right from the off. It’s such a brazen reference that you’ll feel like you’ve been caught in the blood soaked crossfire. Although it’s a top down, twin stick shooter, the game is certainly a callback to the gratuitous violence and sly wit of early ’90s gore fests as well as basic yet addictive arcade classics.

Originally released on PC way back in 2003 and later brought to consoles and mobile in 2014 / 2015, the game finds a new home on Nintendo Switch with no new bells or whistles to speak of, aside from the obligatory local co-op taking advantage of the hardware. Performance wise, Nintendo’s hybrid console is more than up to the task and everything runs smoothly- dealing with tens, sometimes even hundreds of enemies on screen at once, as well as all sorts of lasers, explosions and liberal splatterings of the red stuff.

Crimsonland spends very little time attempting to set up a scenario – it’s a standard post-apocalyptic invasion, and it’s pretty inconsequential in any case. Upon starting the game you are presented with two gameplay options. A survival mode and a criminally misleading quest mode. In order to fully get the most out of survival mode, however, you’ll have to wade through the campaign made up of six sets of ten levels that are as limited as they are repetitive.

The goal is to kill all of the various beasties that appear in order to fill up a green meter at the top of the screen and progress. Each level is intense but normally over quickly – you’ll see the statistics-laden end of level screen within a couple of minutes. Hit accuracy, the time taken and your weapon of choice are all logged, as well as any new power ups you have collected along the way, but more on that later. You’ll get more enemies or a combination of different critters as you plough through. Lizards, spiders and the undead will bother rather than cause serious trouble, but the further into the campaign you go spawn points start to appear, which need to be dealt with quickly.

There is a decent range of weapons to try out from your trusty – if pretty rubbish – pistol, to shotguns and assault rifles, to flame throwers and rocket launchers. These are all handy in taking down the handful of different enemy types, and bigger enemies take a bit more firepower to mow down. The difference between the levels, however, is aesthetically as well as geographically negligible. There are no additional objectives, no architecture to navigate or verticality to utilise, no destructible buildings, nothing. Just the odd skull, road or helipad on a slightly different shade of muted, earthy colour to cover in the remnants of your foes over and over. Likewise, the chugging guitar soundtrack, serviceable weapon sound effects and various agonising groans as you plough through zombies or get ‘caught by the reaper’ try to enhance the overall presentation. It’s a real shame that these aspect don’t have more impact, as the action and the perk system are what makes Crimsonland a fun and frantic experience.

As the action ramps up – and it does, rapidly – enemies continually drop power ups which are instantly usable. These orbs are the backbone of what make Crimsonland as fun and as addictive as it is. In addition, the four different perks are offered each time the blue bar is filled, and are both great in number and wide in variety – mixing luck, extra speed and accuracy, to health and damage, to freezing or slowing down everything on screen to give you the upper hand. They add a thin layer of strategy as each involves a balance between attributes, and selecting the right perk at the right time can be key.

There are even bits of cheeky humour in the description that amuse during the brief breaks from the carnage. The item drops and perks keep things both fresh and fast paced, and it is constantly entertaining to see dozens of zombies get wiped out in a few short seconds. Turning evasive manoeuvres into devastating chains of attack makes for some genuinely thrilling and cathartic situations. Backing away from a seemingly impenetrable and ever increasing cluster of creepy crawlies, only to clear just enough of a path to snatch a weapon that spews out spiralling fireballs and obliterates anything on screen is incredibly gratifying.

When you head back to survival mode there are variations on time limits, using certain weapons, sacrificing mobility for increased damage and so on. The local multiplayer for up to four Joy-Con wielding troopers is fun in short bursts, and the global online leaderboards will likely keep high score junkies coming back for just one more round. 

Conclusion

Progressing the twin stick shooter genre is no easy task, and Crimsonland makes a mechanically valiant if visually lethargic attempt. There are the foundations of a great game here – the moment to moment gameplay is a basic yet guilty pleasure of relentless, gratuitous violence, and the perk system and weapons within a level are consistently and immensely rewarding to use. While the action is ludicrous, fun, dumb and obnoxiously brash, the game is let down by its bland presentation, repetitive and uninspired quest mode and non-existent level design. It hides what is, at its core, an addictive and sadistically entertaining experience. It will make you realise how awesome it would be to have something like Dead Nation or even DOOM on the system. Oh, wait…

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Nintendo Launches Some Charming Festive Switch Commercials in Japan

We’re into the final few weeks before the festive season – that’s another month of shopping before some much needed downtime to wrap up the year. Nintendo’s had a fantastic 2017 with the launch of the Switch, and is naturally hoping to finish it strongly.

Perhaps due to the different shopping habits in Japan – some of the biggest Japanese hardware sales come in December, whereas the ‘Black Friday’ phenomenon makes November the big month in various Western territories – Nintendo is just now pushing a major new ad campaign for the Switch in its homeland. The festive-themed trailers show people enjoying the Switch in various ways, wrapping up with a festive get-together.

They’re arguably a bit cheesy – we’re not sure about the song, frankly – but they do get the job done. The first focuses on young gamers and their families, while the second shifts to trendy young adults. Check them out below.

Do you like these Japanese commercials for the Nintendo Switch?

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Crawl Will Pit Friends Against Each Other on Nintendo Switch

Combat-heavy dungeon games are plentiful across various platforms, so finding a neat hook is always a priority. Crawl arguably has that hook, as it blends its awesome visual style with a clever local multiplayer concept – one player is the main protagonist, but up to three friends possess traps and monsters to try and kill them. The goal for the non-hero players is to get the kill and then take over that main role. With playthroughs up to half an hour for snappy matches it sounds perfect for the multiplayer-friendly Switch.

Well, it’s heading to the eShop on 19th December priced at 12.99 / $14.99USD / €14,99. It’s a title that’s proven popular on previous platforms – the Steam community seems to bloomin’ love it – and is certainly eye-catching. Check out the slightly bonkers trailer below.

It could be a fun bit of alternative multiplayer gaming over the festive period, that’s for sure. Do you like the look of this?

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Inside the PUBG-fueled rise of ‘chicken eating games’ in China

“Do you know how to say ‘winner winner, chicken dinner’ in Chinese? Thanks to the multiplayer game PlayerUnknown’s Battlegrounds (PUBG), the answer now blankets the Chinese internet: 大吉大利,今晚吃鸡 (‘Luck be with you, tonight we are eating chicken.’)”

– Excerpt from the second issue of Magpie Digest, the weekly newsletter of new China-focused outlet Magpie Kingdom.

By now most developers know about the success of PlayerUnknown’s Battlegrounds, especially in China, where it’s unofficially playable on Steam.

What devs outside China might not appreciate is how quickly hacking and cloning industries seem to have sprung up around PUBG, even as the dev team works with Chinese publishing partner Tencent to “officially” bring the game to China on both PC and mobile

The latest issue of the new China-focused Magpie Kingdom newsletter (launched earlier this month by experts Christina Xu, Pheona Chen, and Tricia Wang) focuses specifically on these issues, and it makes for interesting reading if you’re at all curious about what Chinese fans are saying about the game.

For example, the Magpie team claims there’s now a whole genre of “chicken eating games” operating in China, especially on mobile. They also claim to have found and translated an answer to a question about “why Chinese hacks are so powerful” on Chinese Q&A website Zhihu which suggests games that launch in the region face hackers who work as a holistic industry, rather than alone or in small groups. 

“Compared to other countries’ hackers who work in small teams, Chinese hackers have actually developed a highly efficient industry—there are specific groups of people for every step, including researching, developing, testing, and selling the hacks,” reads the translated post. “Whenever a popular game is updated, these developers can guarantee an updated hack is released within six hours.”

Elsewhere, the Magpie team states that (based on studying posts from Chinese users) that PUBG hacks in China can cost anywhere from $6/day to $900/month USD, and the more costly ones are capable of allowing hacked play while also feeding “clean” (apparently non-hacked) gameplay footage to a livestream.

You can find more details (and some pretty choice GIFs) regarding where PUBG is at in China in the latest issue (#2) of Magpie Digest, which aims to provide a weekly English-language look at modern China. 

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Making villains relatable and heroes heroic in Star Wars Battlefront II

Star Wars Battlefront II continues a long game-based tradition of giving players a chance to see the Star Wars films from the perspective of Imperial characters. But given that taking on such a role involves, well, shooting at the good guys, it takes a focused effort to make that kind of story work in the Star Wars universe. 

To get a better sense of the writing process behind Battlefront II, and how it makes a bid for a complex morality inside a triple-A Star Wars game, we invited writer Mitch Dyer onto the Gamasutra Twitch channel to discuss his work. 

We’ve embedded our conversation with Dyer up above for your convenience, but in case you’re powering up your X-Wing as we speak, we’ve highlighted a few takeaways from that chat down below. 

Even in a script-first process, Battlefront II’s writers had to react to other parts of development

According to Dyer, Battlefront II’s campaign mode was slightly unusal in that the writing and narrative design team were afforded much more authority over the game’s direction than other games are. But even with script and story direction taking priority, changes from the art and level design teams drove Dyer and writing partner Walt Williams to react constantly, meaning their work couldn’t be entirely prescriptive. 

In two examples, Dyer first described how simple art tweaks in levels (such as a ship crashing down near the player’s location) could send them back to the drawing board in ways that affected an entire level’s work. In the second instance, a level where Luke Skywalker teams up with an Imperial special operations soldier (an ‘enemy of mine enemy’ situation), had to be tweaked constantly to make sure it didn’t feel like one of these two characters had a natural window to turn on the other. 

Given the amount of time Dyer said had to go into tweaking that level from a narrative perspective, it may be one worth reading closely to study how to create this kind of narrative tension in your game. 

Luke Skywalker isn’t an ordinary game hero

As Heather Alexandria over at Kotaku noted, Skywalker’s presence in Battlefront II is something of a departure from his previous playable appearances. Rather than being laser-focused on a destructive video game objective, he’s calm and meditative, open to conversation with his former enemies. 

That’s a rare opportunity for game writers, says Dyer, especially since his presence in Battlefront II’s story is partly to inform the moral turn of anti-heroine Iden Versio. As mentioned up top, it’s a tough road to get players to sympathize with a literal Nazi analogue, but Dyer says part of the goal with Versio’s turn was to show how a group of villains functions like a normal group of disagreeing people. The goal he says, was to explore how Inferno Squad works together for a common goal despite fundamental disagreements about The Empire, but find breaking points that make them cut ties with each other when those disagreements are put to the test. 

Does a Star Wars game need its familiar characters to be a Star Wars game?

One contested point around the death of Visceral’s Star Wars game was the fact that, as game director Amy Hennig pitched it, it was going to be a Star Wars game that didn’t let players control any previously existing characters. According to one account, EA execs expressed worry about the fact that a Star Wars game wouldn’t attract players unless they could play their favorite characters (despite the fact that many successful Star Wars games only featured cameos from movie heroes).

Dyer hedged his bets slightly about whether this was a universal truth for Star Wars development, but did explore what that idea meant from a writer’s perspective. In his words, it’s a question about whether this world and these characters exist without the actors that first birthed them. He says it’s possible, and possibly inevitable, since we’ve sadly already begun to lose those people. 

In an age where Star Wars is now a Disney brand, not just a sci-fi franchise, there’s a lot of questions to be asked about what stories can be told while toeing corporate guidelines. Battlefront II ultimately isn’t a great push out into the Star Wars universe, but Dyer’s experience shows how developers can push for opportunities to be original even in licensed work. 

For more developer interviews, editor roundtables and gameplay commentary, be sure to follow the Gamasutra Twitch channel.

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Video: Meet the Crew in the Latest Floor Kids Gameplay Trailer

Nintendo has given a high profile to a number of fascinating download games this year through Direct and Nindie Showcase broadcasts, and one title that we’ve been looking out for is Floor Kids. Due out this Holiday season, it boasts a cool art style and a funky soundtrack.

The latest trailer for the game gives a brief insight into gameplay, shows off battle mode and also introduces us to the Floor Kids cast. Check it out below.

Are you feeling the beat with this one?

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Video: All the cool prototypes shown at 2017’s Experimental Gameplay Workshop

At GDC 2017 earlier this year a remarkable array of game makers from around the industry gathered to showcase their innovative, offbeat, or just plain weird and wondrous game prototypes at the Experimental Gameplay Workshop.

The EGW is always a fascinating session, and this year was no exception as panelists brought works that defy conventions and traditions in search of new genres and ideas.

They were, in no particular order, game makers Matt Boch, Jonas Bohatsch, Josef Wiesner, Pauline Marliere, Hamish Todd, John Polson, Isaac Cohen, Josh Lee, Jenn Sandercock, Steven Smith, Mark Laframboise, Tim Garbos, Robin Hunicke, Kasson Crooker, Anita Tung, Bastien Gorissen, Aaron Weingarten, Tobiah Zarlez, Ian Thomson, Guillaume Cerdeira, AP Thomson, Bennett Foddy, Angelo Yazar, and Daniel Benmergui.

Their contributions to this year’s Workshop were remarkable, and if you missed seeing it in person you can now go back and watch all two hours of it completely free via the official GDC Vault YouTube channel!

In addition to this presentation, the GDC Vault and its new YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas

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New Preview Delta and Omega Build – 11/28/17

Yesterday’s Alpha and Beta system update (1711.171121-1645) is now available to Delta and Omega Insiders. If you’re a member of one of these two Xbox One Update Preview rings, then you may have noticed the update starting at 2 p.m. PST today. The update will become mandatory tomorrow at 1 a.m. PST and continues to deliver on fixes to 1711, specifically improving upon the stability and performance of the Guide, streaming apps and game installations. Read on to learn more about the fixes unique to this update and check in on the Known Issues in our previous post here.

FIXES:

Guide

  • Fixed an issue that caused the Guide to crash unexpectedly

Installation

  • Fixed an issue that could cause games to fail to install

Streaming Video Fixes

  • Fixed issues which caused some streaming video apps to fail to show video and ads
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Now Available on Steam – Black Mirror, 10% off!

Black Mirror is Now Available on Steam and is 10% off!*

Scotland, 1926. Following the death of his father, David Gordon visits his ancestral home for the first time in his life. A life that is soon threatened by the dark secrets that claimed the sanity of many Gordons before him. Black Mirror Castle demands an offering.

*Offer ends December 5 at 10AM Pacific Time