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Sony is Publishing an Indie Title, Tiny Metal, on the Switch

While Nintendo’s corporate structure is easy to understand, fellow platform holders Sony and Microsoft are broader and more complex. They’re companies with numerous sizable divisions and spin-offs, with various businesses and interests outside the game industry. That subverts any idea of ‘console wars’ in the modern era, to a degree, especially when you see examples such as Microsoft-owned IPs like Minecraft making a hugely profitable impact across platforms.

The latest example of business trumping tribalism has come via Sony Music Entertainment, which recently established its own publishing label called Unties. The new publisher’s brief is pretty clear – to find quality titles and bring them to gamers around the world (translation via Gematsu).

At Unties, we dig up the masterpieces buried in those situations, and support them so that more users notice and pick them up. We spread information about excellent games and sell titles for multiple platforms.

It so happens that one of the games the company will publish is Tiny Metal, developed by Area35. It was first confirmed for Switch back in May, and drew intrigued looks due to its visual style and isometric strategy. Yes, some hope it’ll basically be an indie Advance Wars.

Though in this case it’s Sony’s music subsidiary behind the release, via Unties, it’s another positive sign that platform holders can support each other when necessary. If only some of the more vocal fans of each corporation could be as supportive in online debates – it’s all just gaming, after all.

In any case, Tiny Metal is arriving on Switch, PS4 and PC on 21st November; are you planning to give it a try?

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New Fall Update for Xbox One Available for Everyone Today

It’s been a busy and exciting summer for everyone at Team Xbox. Back in August we gave you a first look at the fall update for Xbox One, and we showed off the new Home, Guide and Community tabs. Since then, we’ve been working with Xbox Insiders to gather feedback, test and refine new features that we’re releasing worldwide starting today. As gamers, we like to play and watch content the way we want, with the people we want. With this update, our fans asked for more personalization options and we’ve put more control in their hands. Here’s a rundown of the new features.

Content Block Xbox One

You can personalize your “Home” more than ever before: You can…

  • Make Home uniquely yours. Add your favorite games, friends, Xbox Live Gold, Xbox Game Pass, and more directly to your Home screen with a new concept that we call blocks. Once you’ve added blocks, you can remove or change the order of the blocks as you see fit.
  • Have up to 40 pins!  All these pins will appear in the Pin block on Home, as well as the Pins flyout in the new Guide!
  • Easily discover new things, such as friend activities, leaderboards, LFG posts, tips, quick links to Game Hubs, across both your console and Xbox Live at the top of Home.
  • Choose dark, light, or high-contrast theme option in Settings.

 Updated Xbox Guide

You’ll experience a fast, powerful and convenient Guide:

  • It’s now faster and easier to move left and right through horizontal tabs with the left thumb stick or bumpers.
  • When you bring up Guide while in an active party or broadcast, Guide will automatically open the party or broadcast section by default for faster access to controls.
  • New “Friends in games” flyout informs you of friends playing the same game.
  • Game invites will show up in the Multiplayer tab of the Guide.
  • The new Tournaments section in the Multiplayer tab of the Guide provides a quick portal into the official and community tournaments that you’ve joined. Enjoy more Xbox Arena tournament options with the addition of new titles.

Community Feed on Xbox One

Don’t worry about missing any actions when you step away from your console:

  • With the enhanced notification system, when your Xbox One is idle, time-sensitive activities and status are visible from far away.
  • The screen-dimming functionality has also been updated to better prevent screen ghosting, both when the screen is dimmed and when it’s showing notification snapshots of what’s happening on Xbox Live.
  • The newly redesigned Game Hub Welcome tab now features a summary of all the great content around the game on one page.
  • Profiles now enable faster access to recent activity. You can now easily manage who sees your activity feed content through the “Others can see your activity feed” privacy setting.
  • See more content at a glance with new Community feed, and view screenshots and game clips in an immersive, full-screen view.

Video forNew Fall Update for Xbox One Available for Everyone Today

Get a head start on Xbox One X (Launch Day Nov 7): Your console setup experience will be quicker for both new users and upgraders.  There are new options to help save time when moving from one Xbox One to another (including Xbox One X), so you can get back to playing faster.

  • Transfer your games to an external drive so you can connect it to your new console and play immediately. Just unplug the drive from your current console, plug it in to your new one, and you’re ready to go.
  • Existing Xbox One owners can back up their games and console settings to an external drive so that they’re ready to be applied to the new console during setup.
  • Copy your games and apps over your home network from one console to another via network transfer.
  • Bulk transfer will allow you to select and transfer as many games as you want all at once.
  • You’ll be able to download 4K content for some games ahead of time to your Xbox One or Xbox One S, so that you’re ready to transfer Xbox One X Enhanced games to your new console on day one.
  • You can easily discover Xbox One X Enhanced titles in the Store, and developers can optimize game delivery by making sure that 4K assets are installed only for Xbox One X.
  • You’ll be able to sort and filter your Installed and Ready to Install games library to find Xbox One X Enhanced titles.

Xbox One X Enhanced Titles UI

Discover and Create Engaging Content:

  • The Mixer tab on the dashboard will now display broadcast previews so you can see what’s going on in popular streams before you join them.
  • If your bandwidth supports a 1080p broadcast, we will upgrade it automatically for your Xbox One family of devices.
  • The Broadcast & Capture tab in Guide is also now more deeply integrated with Mixer. Once you start a Broadcast, a new flyout will appear that includes your profile stats.
  • You can also use a USB webcam to broadcast yourself alongside your gameplay on Mixer, or to have a 1:1 or group video chat with friends using Skype.
  • GameDVR will now be able to capture up to 4K/HDR screenshots and game clips on Xbox One X, and you’ll be able to capture content directly to an external hard drive.

Xbox Assist

Other big features include…

  • You can get personalized tips & help, smart notifications, community tips, & troubleshooting through the new Xbox Assist App.
  • You can also change your console language to select right-to-left languages – Arabic & Hebrew – in the Xbox Settings menu.
  • You will also see a new Microsoft Store logo and name in the Xbox dashboard, providing you with a simpler experience when you download and buy the latest products and content from Microsoft and its partners, including hardware, games, entertainment, apps and more.

It’s been an incredible journey for the entire team at Xbox as we worked to bring you this update. Thanks as always to our fans and Xbox Insiders for the valuable feedback. Be sure to keep letting us know what you think at Xbox feedback.  We’ll have even more great features coming very soon! See you on Xbox Live.

Mike Ybarra
Gamertag: Qwik
Twitter: @XboxQwik

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Now Available on Steam – Overgrowth, 30% off!

Overgrowth is Now Available on Steam and is 30% off!*

Feel like the star of a martial arts film in Overgrowth, as you jump, kick, throw, and slash your way to victory. Free the rabbits from their evil overlords in the main story, then play through the prequel story, and finally, try out nine years of mods developed by the community, or create your own!

*Offer ends October 23 at 10AM Pacific Time

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Now’s the time to submit talks for the GDC 2018 Tutorials & Bootcamps!

If you have a great pitch for a session that would be a good fit for one of the many Tutorials and Bootcamps offered at Game Developers Conference 2018, organizers want to hear it — the sooner, the better!

That’s because many of them have put out a public call for submissions to present lectures, roundtables, panels, and tutorials. The deadline for submissions to each Bootcamp and Tutorial may vary based on the organizer, but they all close no later than Friday, November 3rd!

The Bootcamps and Tutorials scheduled during the first two days of GDC 2018 (Monday and Tuesday, March 19-20) are designed to offer attendees the chance to focus on the critical components of game development, providing them with a full day to take a deep dive into a single topic.

The organizers of these day-long workshops are constantly working to ensure they encompass the most interesting, informative, and cutting-edge sessions. With that in mind, the following Tutorials and Bootcamps are currently seeking great talk submissions:

  • Board Game Design Day: Submit talks via this form before November 1st! The Board Game Design Tutorial is a one-day deep dive into the art and science of designing non-electronic board (and card) games. Featuring multiple notable speakers from the world of board game design, this is an opportunity to get deep into the design mechanics behind innovative and popular board games, and hear about the design ethos that has shaped standouts in the resurgent world of board game development.
  • eSports Day: Submit talks via this form before November 3rd! The eSports Day is a day-long series of panels and presentations focused on cultivating a competitive game’s eSports ecosystem to attract and support professional players and teams, journalists, content creators, and grassroots player organizations. Join eSports Day and learn about growing your esports ecosystem alongside long-time developers, publishers, and esports community leaders!
  • Level Design Workshop: Submit talks via this form before November 3rd! The 2018 edition of the popular Level Design Workshop is run and organized by Joel Burgess and Clint Hocking, and will feature 5-7 speakers from around the industry talking about all aspects of level design.
  • Tools Tutorial Day: Submit talks via this form before November 3rd! The Tools Tutorial  is a deep dive into the state-of-the-art techniques and processes for building tools that enable game development teams to ship awesome games. Topics will range from usability and workflow to studio services and automated testing, and all the technology in between. Listen to experts from studios large and small talk about their experiences shipping the tools that ship awesome games.

GDC 2018 will take place March 19-23 at the Moscone Convention Center in San Francisco, California, and will again play host to thousands of game developers from all around the world for a week of learning, networking and inspiration.

This will be the 32nd edition of GDC, the world’s largest and longest-running event serving professionals dedicated to the art and science of making games, and it promises to be an exciting week of conversations and knowledge-sharing.

For more details on the submission process or GDC 2018 in general visit the show’s official website, and subscribe to regular updates via Facebook, Twitter, or RSS.

Gamasutra and GDC are sibling organizations under parent UBM Americas

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Blog: That magic character only French translators use

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


By Adolfo Gómez-Urda and Laura Gutiérrez IGDA Localization SIG Vice-Chairs

That Magic Character Only French Translators Use

Automatic line-wrapping in video games is the source of numerous localization bugs that can only be seen by the Localization QA team. In the normal workflow, translators localize texts but don’t have access to the game itself, so they have no visibility over the size of the text box where their translation will be displayed and what it will look like on the screen once integrated into the localized version of the game. If a translation doesn’t fit into one single line within the text box where it’s used, it will be automatically split into different lines of text. Automatic line-splitting is an excellent and necessary feature, but it can introduce many localization bugs due to inappropriate line-wrapping or orphaned words.

There is one “magical” character that can help alleviate these issues, but translators are not often aware of its existence. We are of course talking about the non-breaking space (aka no-break space, non-breakable space, hard space, or fixed space), which can be typed by using the ALT+0160 key combination. Although it looks like a regular space when typed, it will behave as a very special space that will allow us to keep two or more different pieces of text together. French translators are the only ones who normally use them, due to a French punctuation rule that states that a space should be left before certain punctuation symbols, such as question marks, interrogation marks, colons, and semi-colons.

 

Automatic line-wrapping when a regular space is used instead of a non-breaking space 

This character is very powerful and, if used properly by the translators, it can reduce dramatically the number of localization bugs found by LQA.

In order for translators to freely use this character, the development team should ensure it is properly supported by the game fonts. Most modern fonts support this character, but some development teams may create their own custom-fonts and omit this character or intentionally reduce the number of characters supported by the game to save memory. As a senior localization project manager, it is my responsibility to always analyze the game fonts to ensure they support all the necessary characters for all the supported languages. This character is always included in my analysis and, if not supported, I flag it as a necessary character for localization as important as any other accented character.

 

 Some examples of the correct usage of the non-breaking space in French.

Asking if the non-breaking space is supported should be one of the first questions translators ask developers as it will avoid lots of hassle and firefighting after LQA is done.

Here are some examples of translations where this space should be used instead of the normal space (of course, only if you are supposed to use a space to follow your language’s punctuation rules):

  • In French, before the question/exclamation marks, colon, and semi-colon:

  • In German, before the ellipsis character: Warten auf Benachrichtigungen …

  • Between numeric values and units: 20 km, 30 MB, 100 %

  • Between a numeric value and the following word: 5 coins

  • Between the words “press”, “hold”, “tap”, “swipe” and button variables: To continue, please press [START_BUTTON]

English is no different, of course, and it would be great if the development teams started to use this character more often when writing the English texts and dialogues, since this would force the translators to use it and benefit from it more often.

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Cuphead Tips and Tricks

Hey, Xbox gamers!

The Tips & Tricks team is here with 5 tips for Cuphead, from Studio MDHR. This cartoon-style, contra-like action game features the lovable characters, Cuphead and Mugman. These two mischief-makers were high on their luck at the local casino when they were made an offer they couldn’t refuse. Like good boys and girls know, talking to strangers typically leads to trouble – but they disobeyed their elders and lost a bet with the devil himself. Now they’re on an adventure to pay off their debts…

With these 5 tips, we’ll teach you things like how to make the controls work for you, and help you prepare for the nonstop, crazy-hard boss battles! For even more strategies and tactics on today’s hottest games, plus plenty of other gaming-related fun, tune in to Tips and Tricks live every Tuesday at 3 p.m. PT on Mixer.com/TipsAndTricks!

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Review: The Flame in the Flood (Switch eShop)

At first glance, The Flame in the Flood depicts a beautifully crafted world with its use of stylized art and charming audio. What isn’t quickly apparent about The Molasses Flood’s debut title is that it actually details the harsh reality of survival. Hunger, thirst, sleep, broken legs and bear attacks, it’s all part of a world that is constantly trying to knock the player down. This sense of realism is spot on and is The Flame in the Flood’s greatest strength, and conversely its biggest weakness. 

Set in a world where the water has risen and flooded the land, Scout and her companion dog Daisy set off to find a radio tower after discovering a radio transmission needing a stronger signal. Using a raft to sail through the raging river, players stop by different procedurally generated areas that provide supplies, shelter, and the imminent threat of death. From here the story goes through a few more updates but nothing too consistent. While the story updates feel more like mere checkpoints, the environmental storytelling at play helps give glimpses into what happened to this world. An old tire swing gives details on how long it’s been since the world changed, while random characters like the gravedigger show that there are still survivors. Unfortunately, because the areas are not the same each time they’re visited, most of these characters do not get the luxury of progressing the main story.

The overall concept is simple. Collect supplies to ensure survival long enough to make it to the next day, and keep moving down the river. And that’s about it; it’s a very repetitious cycle that won’t see any major mix ups before the credits roll. There will be upgrades to the raft that make sailing easier and different enemies that allow new items to be created, but the loop of find an area, get supplies and start sailing rarely changes. It’s realistic and the atmosphere calls for it, but that doesn’t mean that it’ll be enjoyable for everyone the entire way through. Towards the end, in our case, it was becoming a routine and the sense of discovery was starting to wear off.

Every detail matters. Hunger and thirst are important factors but you will soon be dealing with the need for sleep, weapons, medicine, and a variety of other smaller supplies that would truly be needed to survive in this kind of harsh environment. Crafting is simple and there is always that sense of relief when the right item is found in order to survive. The game doesn’t joke around. Getting attacked by a boar can result in a broken leg, staying out in the rain can start a sickness, running through poison ivy can create lacerations and poisoning. The list goes on. The Flame in the Flood nails the sense of desperation and resourcefulness, and its atmosphere is its biggest strong point.

For a game as beautiful as The Flame in the Flood, a lot of time is spent staring at menus. Inventory space, while realistic, is an immediate concern from the start of the game. Being out of room and deciding what to remove or transfer will be a constant requirement that usually ends in frustration. Moving items from the backpack to the dog or to the raft plays out rather like a chore. Not being able to stack items automatically within the different inventories is another headscratcher that makes the process needlessly more complicated. A more intuitive UI would have been appreciated, especially considering how vital it is for the entire experience.

A lot of talk has gone into praising the visuals, but an equal amount has to go to the vibrant and fitting soundtrack. The classic Americana vibes put a fitting tone to the setting and the environment compliments it with its southern looks. Music plays appropriately and even gives the much needed sense of hope when the right tune plays. 

Since this is the Complete Edition players can also expect an option to play with developer commentary, along with an endless mode that lets you play for as long as possible. If the repetitious nature of the game is not a hindrance, this mode will be an excellent addition to anyone that picks it up. Being able to play on the Switch is another plus; although some of the icons and text are small to read while playing in portable mode, nothing important is left out.

Conclusion

The Flame in the Flood is a gorgeous title that tries to find a good balance between realism and difficulty. The ideas and concepts are smart and make sense, but don’t expect them to delve too much deeper that what is presented at the start. A few nitpicks with the menu system and cumbersome inventory management take a bit away from the experience, but the core mechanics work well. The Flame in the Flood is a good addition to the survival genre, and another satisfying inclusion to the ever growing eShop library.

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Blog: Old games, remasters, and the joy of owning your work

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


It’s weird to see over four years of my life just sitting there in a lump.

I’ve been making my little indie games for a living for 23 years. Being a greybeard in such a weird and young industry comes with special privileges.

For example, while some of my peers are getting around to remastering their old games, I am remastering our most popular game, Avernum 3: Ruined World, for the SECOND time. It is only when you rewrite the same material twice that you really test your discipline and integrity.

Writing indie games has become miserably competitive lately. Most new games, even promising ones with a lot of work in them, are sinking without a trace. Yet, thanks to the grinding tedium of rewriting the same game again and again, I have a fighting chance of my business surviving enough to write cool new stuff.

So I’ll tell the story or Exile 3: Ruined World/Avernum 3/Avernum 3: Ruined World. (Also on Steam.) There are things to learn here for any young person who thinks, “I wanna’ make cool things (not just video games), and make a living doing it.”
 

Don’t laugh. It sold like crazy.

In A Previous Millenium, I Wrote A Hit

In 1997, I’d been making games full-time for a couple years. I wrote (and still write) retro, turn-based, low-budget indie RPGs with fun systems, interesting stories, and mediocre graphics.

Happily, I got started at a time when there were very few good RPGs out in the market. I got a nice computer, wanted to play a good RPG, and couldn’t find one. So I wrote one. It sold, because no competition. This is a key example of my most important business strategy: Get Very Lucky.

My first games, Exile: Escape From the Pit and Exile 2: Crystal Souls, were designed on a simple principle: I would go back to all the RPGs Iloved as a kid and steal the best idea from each one. I then carefully combined all my quality stolen ideas into a coherent whole. This is called being a game designer.

For our third game, I had a better idea. I spent months playing all the new RPGs that had come out over the previous 2-3 years. Then I stole the best idea from each one of those. Thus, I transitioned from stealing ideas from old games to stealing ideas from new games. This is how you evolve as a game designer.

I ended up with Exile 3: Ruined World, which has been our biggest success. It features a gigantic world, that is easy to get lost in. As time passed, the game world evolved. If you didn’t fight the monsters off, they would ruin towns and kill the townsfolk. (Though, no matter how slow you play, you can always still win the game.) If you didn’t want to follow the story, you could be a bounty hunter or merchant. You could buy a house.

(If you want to try it out, it’s available as freeware here. Warning: It probably won’t run on your computer. That’s one of the reasons we had to remaster it.)
 

                                       
Exile 3 came out so long ago that most new computers then looked exactly like this.

It Was The Right Title At The Right Time

In 1997, it was what people wanted. It was a legit shareware hit. Now, having a hit indie game in 1997 (when the world wide web was basically nothing and most of my sales came from AOL) was different from having one in 2017.

These days, the sales of a hit indie game will buy you a mansion made of yachts. Back then, it bought me a modest house and made my parents slightly less ashamed to say what I did for a living.

I won awards, to the extent there were game awards back then. I got attention from the traditional games media, which was really worth something then. And it established me in the business for good.

But even then, I knew that the real prize was not the praise (which I don’t care about) or the money (which is nice, but then you spend it and it’s gone). What was really valuable was that I owned the game. It was mine. I could do with it whatever I wanted. Forever.
 

TREMBLE BEFORE MY MIGHTY 800×600 PIXELS!

Five Years Later, I Rewrote It For the First Time

We rewrote Exile 3 as Avernum 3 in 2002. Five years is a really short time to wait before rewriting a game, but I have a good excuse. When I started Exile 3, I’d only been making games for money for two years, and I wasn’t very good. There were a ton of ways in which the story, interface and graphics should have been improved, and I didn’t know to do it.

I spent well over a year writing Exile 3, and my wife and I spent another year turning it into Avernum 3. We went over every single location, line of dialogue, and bit of code, improving and expanding it to the best of our improved abilities. The revised version didn’t sell as well as the original, but it still made a lot of money. (Again, by early indie game standards. It was a lot of money for lone artists, but not big-shot money.)

(If you want to try it out, you can buy it super-cheap here. Warning: It probably won’t run well on your computer. That’s one of the reasons we had to remaster it.)

                         
The new game. I am constantly accused by cranks of never improving my games. Look. I’m not saying this is super-fancy. But I don’t think you can say there’s been no improvement.

Now, Fifteen Years Later, We’re Doing It Again

Fifteen years is a long time in the tech industry. Our most popular game is now woefully out of date in every way, largely forgotten, and doesn’t even run on new Macs anymore. Now I can rewrite it so it actually works, and an iPad port will fall out of the process in the bargain.

Interfaces and game design have evolved in a million ways. I’m spending 18 months going over every tiny bit of the game again, redoing every single thing from scratch. I’ll release it in January or so, and it will hopefully sell. I think it will. I’ve spent over 20 years building up a loyal fan base.

The Pros and Cons of a Remaster

The good side of remasters is that they can be less work that writing a game from scratch. You can, with luck, get a full new title for 2/3 of the work, and it’s easy to market it because people already like it. (I’m assuming you’re not remastering a game everyone hated.)

The bad side of remasters is that you become the curator for your own work. It can be grinding to go over old material day in and day out. The reason a remaster is successful is because your fans like the original game. You don’t want to crap it up with too many new ideas, no matter how clever. People tend to not like change.

A Lesson For Young Creators

Never underestimate the value of owning your work. There hasn’t been a day since 1997 that I haven’t made money off of Exile 3. The reason is that I own it. It’s mine, to alter, remaster, and distribute. All according to my whims, with all the earnings going to me.

It’s a tough market out there. But suppose you release a new game and nobody ever even hears of it. Wait five years, remaster it and it really will be, as far an anyone is concerned, a new game. You can try selling it again!

And ten years from now, people will be using new consoles, new devices, new sorts of computers. Port your game to them! Each new port is an all new release. A new chance for your game to get noticed and catch on and become a hit!
 

“But Your Games Are All The Same And Look Like Crap”

I have a follow-up post about the reactions when I announced Avernum 3: Ruined World. It’s pretty funny, but this is already long so I broke it out into its own post.

When Avernum 3: Ruined World comes out (hopefully in January for Windows/Mac and March for iPad), I’ll have spent over four years of my life on it. It’s not a game for everyone. It’s mostly the product of one person, and it’ll show.

Even if you don’t like my work, I hope you take some satisfaction in this: Vidya games are still a place where one weirdo can make weird things for other weirdos and make a living at it. As long as this is possible, there’s hope. Maybe the next weird thing for weirdos will be YOUR perfect game, the Best Game Ever, and it never would have existed in a purely big-budget world.

### 

If you’re intrigued by the retro-RPG goodness of Avernum 3, you can wishlist it on Steam. News about our work and random musings can be found on our Twitter.

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Rainway Streaming App Continues to Push the Switch Version, Teasing Cuphead Footage

One of the intriguing plotlines of the early months of the Switch was the very public efforts of those behind the Rainway streaming app to promote its future on the system. If you need a reminder, it’s an app that allows you to stream a PC to a variety of devices via web browser technology; utilising this the developers showed many top tier games running on Nintendo’s system.

The appeal is obvious – those with a gaming PC would be able to play games on the Switch that will never otherwise see the light of day on the hardware. The big question mark, however, is whether the app will ever be allowed – officially – on the Switch; naturally there are a lot of doubts about that.

Over recent weeks and months the Rainway team hasn’t been put off, and is now teasing footage of co-op Cuphead play via the Switch; it’s been a hot recent release on PC and Xbox One.

There are a few issues to be cleared before this should generate legitimate hype – performance via Switch (through its browser) still needs to be shown to be strong. The bigger problem is that already highlighted above – actually getting permission from Nintendo to release the app on the eShop. The Switch doesn’t even have conventional apps like YouTube, Netflix etc yet, and there are various pitfalls and considerations around an app that would allow people to stream content from an external device (in this case their PC) to play non-platform games on the console.

It seems like a longshot, but strange things happen sometimes. Rainway is planning to release a beta of its app soon, though any prospective Switch release is still up in the air.

Thanks to all that sent this in.

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The Analogue Super Nt Is The Ultimate SNES Clone, And You Can Pre-Order Now

Retro hardware specialist Analogue has lifted the lid on its next major project, the Analogue Super Nt.

Like the Analogue Nt and Analogue Nt Mini before it, the Super Nt uses Field Programmable Gate Array (FPGA) technology to replicate the performance of vintage hardware (in this case, the SNES) on a hardware rather than a software level. That means zero lag, total accuracy and superb compatibility – the team has apparently tested over two thousand SNES and Super Famicom games to make sure they work.

The system accepts original cartridges and comes with two controller ports so you can use your original pads. It’s compatible with 8Bitdo’s new SNES-style wireless controllers, as well.

Output is 1080p via HDMI (720 and 480p modes are also available), and the system comes packed with unique features such as scanlines, scaling and 48KHz, 16-bit digital stereo sound. There’s an SD card slot to update the firmware, which suggests that (like the Analogue Nt), you’ll be able to install custom firmware and replicate other systems as well.

Here’s the machine in action:

The real surprise here is the price; Analogue products usually carry high price tags, and with good reason – they’re produced to the highest possible standards. We’re sure the Super Nt will be no exception, but the difference is it won’t break the bank – the unit costs a very reasonable $189.99. 

The Super Nt comes in four different designs: Black, Classic (North American SNES), SF (Super Famicom / Euro SNES) and Transparent. The 8Bitdo pads are available at a discounted price of $39.99 (you don’t get one in the box), complete with the all-important Retro Receiver which allows them to connect to the console wirelessly. If you have existing 8Bitdo pads then they will work as well.

Pre-orders are open right now, and the console is expected to ship in February 2018. Let us know if you’ll be placing an order by posting a comment below.