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Phantom Breaker: Battle Grounds Overdrive Heads To Switch Early Next Month

Side-scrolling fighter Phantom Breaker: Battle Grounds Overdrive has been confirmed for Switch release early next month.

Due for launch worldwide on December 7th, Phantom Breaker has four playable characters and showcases moves like burst gauges, dodges and guard breaks. You’ll be able to level-up your character as you progress through the game’s 8 levels, spending skill points to gain new moves and increase your power. 4 player online and local multiplayer is also promised, as are online leaderboards.

Phantom Breaker: Battle Grounds Overdrive has already seen release on the Xbox 360, PS4, PS Vita and PC, but Switch owners will benefit from guest characters Makise Kurisu and Frau (Steins;Gate and Robotics;Notes) being unlocked from the get-go.

If this all sounds like it’s right up your street then you may want to check out the PS4 review by our friends over at Push Square, who said:

Phantom Breaker: Battle Grounds Overdrive has all the components of an addictive, satisfying beat-’em-up, but it just doesn’t harmonise them as well as it should. Its overly complex battle system clashes with its bustling moment-to-moment gameplay, and the result is an often frustrating fighter with a deceivingly steep learning curve. That said, there’s no denying that there’s still fun to be had with this great looking brawler, especially if you join forces with a couple of capable players.

Let us know if this one will make its way onto your shopping list by posting a comment.

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Nintendo Download: 16th November (North America)

It’s the norm now, but it’s another very busy week in the North American Nintendo Download update. We reckon it’s a bit of a corker, too, with major retail releases being joined by some very tempting download-only titles. The Switch, 3DS and Wii U are all catered to, so let’s get to the details.

Switch Retail Downloads

The Elder Scrolls V: Skyrim (Bethesda, $59.99USD) – A title that has been eagerly anticipated, bringing the remastered version of a gaming classic to Nintendo hardware for the first time. An enormous adventure with impressive independence and flexibility, it still stands up as a wonderful gaming experience; we get into detail in our Skyrim reviewAvailable from 17th November.

Gear.Club Unlimited (Microïds, $44.99USD) – This aims to fill a gap in the Switch library with realistic driving and some tasty licensed cars. This has multiple modes and local co-op and aims to deliver a premium driving experience; we’ll get into gear with a review. Available from 21st November.

SUPERBEAT: XONiC (PM Studios, $39.99USD) – Another welcome music rhythm release on the Switch, adding its own spin to the genre along with 68 songs to play. Available from 21st November.

MXGP3 – The Official Motocross Videogame (Milestone, $39.99USD) – This tasks you with tackling unpredictable and dynamic weather conditions in various motocross races. From sun to heavy rain, every change will decisively influence the rider’s visibility and the highly-deformable ground, ‘putting even the most expert player to the test’. We’ll see whether it stays on track in a review. Available from 21st November.

Switch eShop

RIVE: Ultimate Edition (Two Tribes $12.75USD) – The final game from Two Tribes, it’s an intense and attractive platforming shooter with smart controls and hacking mechanics. It finally arrives on Nintendo hardware with a co-pilot mode and 60fps performance; we’re working on a review, but in the meantime you can check out our recent interview with Two TribesAvailable from 17th November.

Lumo (Rising Star Games, $19.95USD) – This love letter to the popular isometric platformers from the ’80s has received acclaim from many sources for its intuitive and engrossing play mechanics, visual style, irreverent humour and chilled out music. We’ll let you know whether it’s still magic on the Switch.

Vvvvvv (Nicalis, $9.99USD) – Originally developed by Terry Cavanagh, this was a title that was a bit of an early gem on the 3DS eShop, keeping us hooked with its deceptively simple visuals and tough puzzle platforming. As for what this Switch version will offer, Nicalis promises smooth 60fps gameplay and multiplayer. We’ll check it out for review and let you know what we think.

Battle Chef Brigade (Cartoon Network, $19.99USD) – Developed by Trinket Games and published by Adult Swim, this has a fantastical setting that mixes up combat with match-three play. The mash-up of game styles and intriguing visuals could be a tasty combination; we’ll check it out in a review. Available from 20th November.

Ginger: Beyond the Crystal (Badland Games, $19.99USD) – Heavily inspired by the likes of Super Mario 64, Spyro, Zelda and Donkey Kong Country, this is a 3D platformer with 200 side quests, 15 bonus levels and plenty of enemies to face off against. We’ll check it out in a review.

Dead Synchronicity: Tomorrow Comes Today (Badland Games, $19.99USD) – This is a dystopian point-and-click adventure that has a fascinating art style and story, with a tale of world-ending events and a disease sweeping through humanity. This has some big fans on PC, in particular, and we’ll check it out for review. Available from 21st November.

Xenoraid (10tons, $8.99USD) – A shoot ’em up that aims to add its own spin with procedural levels, four fighters to choose from, ’tilt’ aiming and accessibility for those that struggle with bullet-hell shooters. We’ll dive in and let you know what we think in a review.

Antiquia Lost (KEMCO, $12.99USD) – Having brought a range of RPGs to Wii U and 3DS, KEMCO is now stepping up its Switch output. It features a “half-slime heroine, Lunaria” that needs to find and eat gems, and it’s a world with three tribes to discover and utilise. We expect relatively stock RPG action, but it’ll be interesting to see whether this is an accomplished download-only effort.

Green Game: TimeSwapper (iFun4all, $2.99USD) – This one is all about manipulating time to protect a flying bird, with the promise of a big challenge over 50 levels. Available from 17th November.

Karnov’s Revenge (HAMSTER, $7.99USD) – A fighting game originally released in 1994, it showcases 13 different fighters – including the titular Karnov, who previously starred in his own 1987 arcade action title. We can expect the usual ACA feature to enjoy, too.

3DS Retail Downloads

Pokémon Ultra Sun and Ultra Moon (Nintendo, $39.99USD each) – A title that’s likely to drive plenty of interest in the 3DS over the festive period, these mid-gen entries may revisit a familiar land but nevertheless shake things up a fair amount. We get into what’s new and why the additions are fantastic in our Pokémon Ultra Sun and Ultra Moon reviewAvailable from 17th November.

River City: Rival Showdown (Natsume, $29.99USD) – Known in Japan as Downtown Nekketsu Monogatari SP, this brawler has multiple story paths, supports local co-op and even has a ‘bonus Double Dragon game’. Available from 21st November.

3DS eShop Demo

Phil’s Epic Fill-a-Pix Adventure (Lightwood Games, free)

3DS HOME Theme

Pokémon: Necrozma

Wii U Virtual Console

Salamander (Konami, $5.99USD) – Known as Life Force in some territories, this iconic shooter from Konami alternates from horizontal to vertical stages and hits plenty of its marks — attractive 8-bit visuals, memorable tunes, tight gameplay and the option for two-player co-op. We enjoyed it a lot in our most recent review.

Break In (Konami, $5.99USD) – The latest TurboGrafx-16 title to arrive courtesy of Konami, this is a retro pool game for your consideration. We weren’t big fans in our original Break In review.


As always Nintendo of America wants you to browse the eShop and check out the official sales and deals website for discount details.

There are a lot of choices this week – let us know what you’ll be downloading in the poll and comments below.

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Sky Force Reloaded is Blasting Onto Switch in December

Sky Force Anniversary only arrived on the Wii U eShop in March this year, making it a relatively rare beast – a new release on the now last-gen system. It’s a darn good shoot ’em up, and in positive news for fans of the genre its follow-up – Sky Force Reloaded – is heading to the Switch in December.

It’s a new instalment in the series that carries across various ideas and mechanics from the original, which is no bad thing.

Neat features and options will include local co-op, ship customisation and weekly tournaments that’ll take place on new stages.

It has firm release dates for PC, PS4 and Xbox One but is currently down for ‘December’ on Switch, with a price on all platforms of $9.99USD (with regional variations).

Let us know whether you’re looking forward to this on the Switch.

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Battlefront II, Overwatch under scrutiny by Belgian gambling regulator

Belgian Gaming Commission general director Peter Naessens has told local media outlet VTM that the organization is investigating whether the loot crate systems in Battlefront II and Overwatch qualify as gambling.

While the state of the investigation is still murky (the news comes solely via VTM, which was read with the help of Google Translate), a decision to brand these sorts of monetization mechanics as gambling could have a significant impact on the game industry.

Battlefront II and Overwatch both allow players to pay virtual currency (either earned in-game or paid for with real money) for a loot box/crate containing a (semi-)random assortment of in-game items, and many other games do so as well. The Entertainment Software Ratings Board has already stated that it does not believe these types of monetization systems count as gambling, since a player typically always gets something for their investment. 

But if a government regulator classified a game like Battlefront II as gambling, that might push other gambling regulators and/or the ESRB to take a fresh look at the issue, potentially shifting the landscape of game development. As the game’s publisher, Electronic Arts might also have to pay the price of retooling the game and/or pay a fine to the Belgian authorities.

Blizzard has already faced a similar situation with Overwatch in China, where a new law went into effect in May requiring games with loot box systems to disclose A) what potential rewards a player can receive from a given box and B) what the odds are of them getting each of those rewards.

In response, Blizzard publicly disclosed that data for the Chinese version of Overwatch. Moreover, it reworked the game to adhere to another Chinese law banning the direct sale of loot boxes in games by instead “gifting” loot boxes to Chinese Overwatch players who spent real money to purchase specific amounts of in-game currency.

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Battlefront II dev: ‘It’s up to us to make sure that grind is fun and not overwhelming’

“I think crates can be a fun addition as long as you don’t feel forced to engage with them in order to progress. I feel that’s where the issue is with our game right now and that’s where we’ll look to solve as quickly as we can.”

– EA DICE’s Dennis Brannvall, answering a comment on Reddit that loot crates in Battlefront II should either be removed or limited to cosmetic items only.

Some of the devs working on Electronic Arts’ Star Wars Battlefront II hung out on Reddit today to take part in an “Ask Me Anything” session with the public, and the results make for interesting reading if you’re a dev who’s been following the kerfuffle surrounding the game’s virtual currency economy.

If nothing else, you may appreciate how relentlessly upbeat and conciliatory the Battlefront II devs’ responses are to pointed questions about why the game’s loot boxes contain gameplay-affecting items, or why the virtual currency cost to unlock characters in game was (until recently) very high.

But what’s especially interesting is that in the face of a lot of criticism, the devs publicly commit to the idea that a “loot box” system can be a good thing in game design; for Battlefront II, it’s the execution that fell short.

“I think crates can be a fun addition as long as you don’t feel forced to engage with them in order to progress. I feel that’s where the issue is with our game right now and that’s where we’ll look to solve as quickly as we can,” wrote EA DICE associate design director Dennis Brannvall in a response to a player complaint. “We’re looking to add additional ways to progress your favorite character or class, while allowing crates to be a fun thing for those who want to engage with them.”

It’s not surprising that the folks working on a game built around players progressing by unlocking rewards with earned (or purchased) virtual currency would stand by that system, but in a year that is seeing so many big-budget games catch criticism for including some sort of loot box analog, it’s notable that the Battlefront II devs are being upfront about the fact that grinding for unlocks is a key piece of their game.

“Everything is still grindable. It’s up to us to make sure that grind is fun and not overwhelming,” Brannvall wrote in another Reddit post. “I realize the popular opinion is to presume creating ‘boring, overwhelming grind’ is the way to get people to spend more money, but in reality it isn’t. Everything wins if players are having fun, that’s the main thing always.”

For more comments from Brannvall, as well as his compatriots Paul Keslin and John Wasilczyk (a producer and executive producer, respectively), check out the full Reddit AMA thread.

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How AER’s fantastic flying was built off of Cubism and Minimalism

A few weeks ago, AER: Memories of Old launched on Steam, PS4, and Xbox One after a long, long development cyclethat effectively began as when the founders of Forgotten Key Games were finishing university. It’s a beautiful game with a really pleasant-feeling flight system, and after seeing it at PAX West earlier this year, we were eager to talk to its developers after its release. 

So today on the Gamasutra Twitch channel, we sat down with lead developer and designer Robin Hjelte to stream some of AER’s gameplay and ask how he and his team made the flying feel so good. We knew the answer would involve a lot of design and iteration, but we were surprised to learn how much of it had to do with rooting a game design process in aesthetic goals established in a university thesis. 

You can watch our full conversation with Hjelte up above, but if you’re soaring through the clouds as we speak, here are a few quick takeaways from Hjelte’s development experience. 

Papers please

Many games start with a specifc idea about play and interaction. Maybe it’s from a prototype, maybe it’s a mod from another game. But what’s interesting about the origins of AER is that its first seeds were planted in a university thesis that Hjelte and his colleagues worked on that focused on aesthetics and mood over playfulness. 

According to Hjelte, the papers that he and his coworkers worked with focused building game worlds about Cubism and Minimalism, as well as making a games focused around one core aesthetic. Once production on an AER protoytpe began, the team settled on a flying mechanic to anchor the experience. Even as development continued and changes were made to the project, Hjelte says these core design goals remained steady until it was time to ship. 

Don’t show all your best stuff too soon (or if you do, be prepared)

Like many indie games, AER has been in development for a long time (it was an Indiecade nominee in 2013). When looking back at Forgotten Key’s work marketing the game, Hjelte says there’s one key thing he wish he’d done differently. Early on, after making changes to the game’s direction, he and his colleagues cut a trailer envisioning the game they meant to build. That trailer was covered on Kotaku and Rock Paper Shotgun (which was [and still is] good press for indie developers). 

But in the interim years, as development trundled on, the team realized they’d sort of blown their big, flashy announcement years before they were ready to ship. Even with trips to PAX and a helpful marketing push on Imgur, they found that they didn’t have many new visuals that could attract audiences in a similarly big way. Hjelte went on to clarify that early marketing is still a good idea, and early buzz can be wrangled into a launch community, but advised other indies to maybe save some more powerful visuals in the run-up to shipping their game.

Flight is about feel as much as physics

Before we signed off, we asked Hjelte really quick about what he felt made for good flying in video games. Hjelte chose to emphasize the importance of building a specific feel for flying as opposed to trying to simulate specific physics simulations. Earlier in the stream, he discussed how earlier AER prototypes involved a hang glider that could only propel itself on wind gusts scattered throughout the world. This…wasn’t fun, and a lot of changes to the shapeshifting gameplay seen in AER now came from a decision to make sure players could propel themselves through large open spaces, not just hunt for gusts of wind. 

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

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Pokkén Tournament DX Update Adds Welcome New Features

As eager players have no doubt noticed, the promised update to Pokkén Tournament DX has now gone live. It may only be version 1.1, but it has the feel of a full ‘version 2’ set of additions.

As previously confirmed it adds the ability to tackle Team Battles online (this was local multiplayer only before), while group matches have also been added. You can also record movements in training, and then take control of another Pokemon to play back against the recorded ‘mon, a feature sure to be put to good use by experienced players looking to improve.

They’re some solid additions to an already meaty game; let us know if you plan to check them out.

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Feature: Two Tribes on RIVE, the Switch eShop and Keeping Its Promise to Nintendo Gamers

Two Tribes has been a familiar name among Nintendo download fans, well known for its Toki Tori mascot and for publishing some excellent titles on 3DS and Wii U, in particular. There were tougher times, however, and sadness when the company co-founders Collin van Ginkel and Martijn Reuvers confirmed that intense action shooter RIVE would be their last new game as a studio. It arrived on PC and PS4 but never made it to Wii U, eventually shifting into development for the Nintendo Switch.

It’s a topic we covered in the past, but with the ‘Ultimate Edition’ about to arrive on the eShop we caught up with Collin van Ginkel for a chat about the road to this release, the completion of a promise to Nintendo gamers and potential next steps – even as Two Tribes wraps up.

Also worth noting before we delve into the interview, RIVE will have a launch discount on Switch to honour the original ‘[email protected]‘ promotion from way back in 2015. The standard price will be £13.49 / €14,99 / $14.99, but there’ll be a 15% discount for the first two weeks; it launches on 17th November.

With RIVE now all set for Nintendo Switch, what are the overriding emotions within the team?

We’re quite ecstatic actually. We’re finally able to make good on a promise we made in 2015. RIVE is coming to Nintendo gamers!

It wasn’t an easy decision to cancel the Wii U version, but we still stand by our assessment back then. If you’re making a game that is a tribute to 90’s shooters, you cannot release something that doesn’t run smoothly 99.9% of the time.

We previously spoke about your work with Engine Software and the push to deliver 60fps across all areas. Were there any notable chokepoints with this, or was it simply a case of steadily working through the project?

The original team came back together to dig deep into the existing game and fix a lot of chokepoints. Realistically speaking, Switch isn’t as powerful as the PS4, but with the extra time we got we managed to squeeze out a lot more performance than we expected. The result really fits the Ultimate Edition moniker, with faster loading times and fewer noticeable hiccups during checkpoints for instance.

Did you hit the target of native 720p portable and 1080p docked, or was a little trickery needed with the resolution?

Yes we did, it looks super clean on both an HDTV or the Switch’s built-in screen. We didn’t consider anything lower than full resolution to be honest, same goes for the 60fps refresh.

Our main challenge was with the CPU, which is harder to optimise than the graphics processor (GPU). It’s easier to cut a few visual features than it is to cut code, since that influences the game experience directly.

You’ve branded this as the ‘Ultimate Version’ due to Copilot mode and HD Rumble. Can you talk a little more about implementing the rumble, in particular?

We were really surprised by how different HD Rumble is from normal rumble. On Wii and Wii U the rumble functionality was really limited as we could only turn it on and off for a set amount of time. To me, HD Rumble feels more like touching a speaker and feeling the vibrations directly.

So instead of the existing rumble code in RIVE, which was very digital in nature, we constructed audio samples for a series of events in the game. Touching a small object like a cone will simulate a subtle bump, while being hit by an explosion results in a really hard rumble which fades out over time to simulate the spider tank’s hull vibrating after the hit. It was a lot of fun fooling around with that.

Are you optimistic that Copilot mode will be a hit feature on the Switch?

I think it’s a really cool extra feature for when you have a friend over. Each time you die, the controls switch from shooting to moving or vice versa, which means you have to prove your skills on both fronts! Of course you can just swap Joy-Cons in real life, which we don’t mind!

For those unfamiliar with the game’s updates and evolution on other platforms, what other modes and features are there beyond the main campaign mode?

We’ve been able to cram quite a bit into the Ultimate Edition for Switch. Aside from the main campaign mode, which will take even seasoned players quite a while to complete, we’ve got Single Credit and Speedrun campaign modes. On top of that we also have Daily Challenges and the Battle Arenas which are endless! Oh and I’m forgetting the Achievements and Leaderboards. Players will get their money’s worth for sure!

When testing the game, have you had a favoured way of playing between portable and docked?

I’ve been traveling a lot since late last year, so my preferred play style is definitely portable. The game has been altered to be less dark in places for this style of play.

I think Martijn Reuvers, also co-founder and programmer extraordinaire, plays mostly on his TV. It comes down to personal preference I guess, either way the game plays as intended, don’t worry.

With this being the last new Two Tribes game, will the Switch release be particularly emotional for you?

Like I said at the start of the interview, we feel like we’re making good on a promise. RIVE was always supposed to be in the hands of Nintendo gamers, so we are very pleased to be able to finally release it. We’ve spent as much time as we needed to make RIVE the perfect goodbye present to Nintendo gamers, now it’s up them to tell us if they thought it was worth the wait!

Are you confident that RIVE will connect with a Switch audience, and is it still your hope (as you previously said to us) to bring your back-catalogue to the system in the future?

With the announcement of the Ultimate Edition we noticed quite a few people anticipating the game, and a poll on our Twitter pointed to 80% of the people wanting to play it on Switch. It’s getting very crowded on the eShop though, so let’s hope we don’t get buried underneath all the other, admittedly high quality, releases this week!

As for back catalogue releases, we’re always keeping the door open for those. It would be a shame if people wouldn’t be able to play our classic games on newer hardware, wouldn’t it?

As you look at current trends in download gaming, do you envisage the Switch eShop becoming a notable platform for Indies over the next few years?

I think it already is actually. It’s just powerful enough to allow game creators to realise their creative vision and it’s cheap enough to be present in every household. I’m expecting big things for Nintendo’s latest hardware, especially from Indie developers.

What’s next for the core Two Tribes team, are there any individual projects you’d like to talk about?

This question I have to split into two different answers. Working on RIVE’s Switch version has taken up a lot of Martijn’s time, so he hasn’t been looking to other projects as of yet. He’s started a band with his friends though, maybe that will be his next career move?

As for me, I’m traveling a lot and I’m looking for my next challenge. I’ve noticed the past year that the videogame industry is difficult to let go for me. Perhaps I’ll be back in some capacity, but probably not as a developer.

As you look back over Two Tribes and its history, what are you most proud of?

I am most proud of the fact that two kids from the small Dutch town of Harderwijk managed to run a successful games company for over 17 years.

At the last Dutch game awards, all games nominated for ‘Game of the Year’ were worked on by (ex) Two Tribes employees, including our own RIVE. That made us feel very proud.


We’d like to thank Collin van Ginkel for his time.