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Switch Passes Two Million Sales In Japan Thanks To Super Mario Odyssey Fever

Super Mario Odyssey has given Switch the sales boost it needed to pass the two million consoles sold marker in its native Japan.

Last week, Switch sold 133,094 units, with the bulk of that figure apparently thanks to the Super Mario Odyssey Switch bundle. Last week also marked the biggest delivery of Switch stock Nintendo had issued to retailers in the last four months, meaning there were more consoles on offer than normal.

According to Famitsu, Super Mario Odyssey sold 511,625 copies during its first three days on sale in Japan. These sales include game-specific download cards and the Switch Super Mario Odyssey bundle, but not copies purchased directly from the Switch eShop. 

It would appear that the entire shipment of physical copies sold during the first three days on sale, so the total figure could well have been even higher.

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Video: Adorable Super Mario Odyssey Easter Egg Plays Catchy Tunes Like a Music Box

It’s no secret that we absolutely love Super Mario Odyssey, and one of the things we love most is just how many teeny-tiny details can be found throughout, whatever their form.

One of these is what could be classified as an easter egg that occurs when you jump repeatedly on the Odyssey’s globe. Doing so will play a music box version of Jump Up, Super Star, or the Fossil Falls theme depending on which Kingdom you’re in. If you want to hear it for yourself make sure you check out the video above to do just that.

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No More Fighting On An Empty Stomach With Zelda: Breath of the Wild’s Latest Free Gift

Nintendo is really on a roll with the free goodies they are handing out for The Legend of Zelda: Breath of the Wild. If you check out the news section on your Nintendo Switch today, you will find a note from director Hidemaro Fujibayashi which gives you details about cooking dishes which boost your attacks.

If you read through all the note you will learn all the ingredients to make a mighty salt-grilled crab. This tasty dish is made up of: Razorclaw Crab, Mighty Porgy, Mighty Bananas, and Rock Salt.

There are a few disclaimers at the bottom about not being able to receive this gift without the paraglider and also it will not be available in certain areas, so it is well worth reading through the whole note to get yourself completely up to speed.

Let us know what you think about this culinary delight with a comment below.

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Now Available on Steam – Zwei: The Ilvard Insurrection, 10% off!

Zwei: The Ilvard Insurrection is Now Available on Steam and is 10% off!*

In a world where magic and technology exist side by side, vampire princess Alwen must reclaim her ancestral castle and her magic alongside her unlikely ally, treasure hunter Ragna Valentine. They may make for an odd pair, but when they combine their talents, the sky’s the limit!

*Offer ends November 7 at 10AM Pacific Time

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Ittle Dew 2+ Begins Its Switch Adventure Very Soon

Some of you may recall Ittle Dew by Ludosity, which saw release on the Wii U eShop and a range of platforms. It was once pitched as a Legend of Zelda game to Nintendo, but eventually forged its own identity and arrived as a rather good game.

The re-jigged version of its successor, Ittle Dew 2+, is pleasingly very close to release. As previously confirmed Nicalis is stepping in to publish this one, and it’s now got a final release date of 14th November.

Pleasingly that date is for both North America and Europe on the eShop, with the price set at $29.99 or €29,99. North America will also get the physical edition that includes “a full-color instruction booklet and a limited-edition map of the island”. If you fancy picking that up here’s the Amazon US pre-order link.

Do you like the look of Ittle Dew 2+?

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Get a job: Sucker Punch is hiring a Level Designer

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Bellevue, Washington

Sucker Punch is looking for a Level Designer who shares our passion for pushing creative limits and redefining expectations about what games can be. A successful candidate will have a passion for creating compelling layouts and working with a team of creative individuals. Team leadership experience is expected, with a proven track record of high-quality results.

Working closely with Environment Artists and Content Designers, you will shape environments and gameplay to create deep and meaningful player experiences.

Responsibilities

  • Design and build both open world and directed layouts, from concept to polish, that are grounded and unique, delivering a compelling game experience.
  • Create and iterate encounter layouts to support the navigational and combat goals for the game.
  • Work closely with Designers and Environment Artists to develop, implement, and maintain building standard metrics throughout the world.
  • Work with the Content Designers to develop encounter locations specific to narrative and gameplay needs.
  • Integrate research and concept art into playable game spaces.
  • Work closely with the Project Directors and other Leads to ensure quality across the game.
  • Continuously strive to push the quality bar higher.

Qualifications

  • Proven track record of developing engaging open world content.
  • At least 3 years’ experience in the games industry working as a Level Designer or similar content creation experience.
  • Proficient at identifying and supporting gameplay needs and constraints within an encounter layout.
  • Experience developing and shipping at least one AAA console or PC game.
  • Strong understanding and experience with 3D Modeling Software (preferably Maya).
  • Experience building large open worlds with a focus on 3rd person action encounters a plus.
  • Basic scripting ability (XML, LUA, PYTHON, etc) or competency in a programming language a plus.
  • Outstanding communication and collaboration skills.
  • An aptitude for learning new technology, level editors, scripting languages, engines, and systems; especially industry-standard content creation tools.
  • Must be a self-motivated and energetic team player with a very strong work ethic and cooperative attitude.
  • Position is currently open to those eligible to work in the States, and willing to relocate to Bellevue, WA.

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

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Profits and revenue on the rise for Konami’s video game branch

Konami has released its financial report detailing the first six months of its 2017-2018 fiscal year, showing a year-over-year increase in profit and revenue for both its Digital Entertainment branch and the company as a whole.  

For the period ending September 30, the company as a whole reported ¥115.4 billion (~$1 billion) in revenue, a 13.8 percent increase from the same period during the previous year. Likewise, Konami saw profit for the period reach ¥17.2 billion (~$151.2 million) for a 40.5 percent increase year over year. 

Konami’s Digital Entertainment branch brought in the lions share of total revenue for those first six months. That department, which oversees both its video game and card game operations, brought in ¥57.6 billion (~$506.5 million) in revenue, roughly a 28.7 percent increase from the ¥44.9 billion (~$395 million) reported during the previous year. 

Digital Entertainment also saw an increase in profit compared to the preceding year, with 2017’s numbers coming in at ¥19.3 billion (~$169.4 million) for a 24.5 percent increase. 

Konami attributes the performance in the past two quarters to “favorable reviews” for the mobile titles Jikkyou Pawafuru Puroyakyu and Professional Baseball Spirits A, “continued stable performance” from games in its global markets like Yu-Gi-Oh! Duel Links, the mobile Pro Evolution Soccer 2017, and PES Club Manager, along with the release of Pro Evolution Soccer 2018

Additionally, its mobile games Yu-Gi-Oh Duel Links and Pro Evolution Soccer 2017 both cleared 50 million downloads during the past quarter, with Duel Links coming in at 55 million on its own. 

Going forward, the company says it expects “to provide content that enables us to deliver pleasure to customers in various regions” through an in-development PC version of Duel Links, ongoing support for its mobile titles, and what it describes as aggressive promotions within the eSports scene.

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PUBG Coming to Xbox One on December 12, 2017

Xbox fans, we know you’ve been waiting and we’re so excited to finally be able to say it – PlayerUnknown’s Battlegrounds is coming to Xbox One as a console launch exclusive through the Xbox Game Preview program on December 12, 2017!

We shared this news at Paris Games Week today, where Brendan Greene – aka PlayerUnknown – and I opened the Xbox booth with Aaron Greenberg, General Manager of Xbox Games Marketing.

Beginning December 12, Xbox fans will be able to play PUBG while it’s still in early access through the Xbox Game Preview program. We’re approaching development on Xbox One with the same community-driven focus that we’ve taken with the game on PC. As a result, the ultimate battle royale experience that fans play on Xbox One will be slightly different than what players know today on PC.

In addition to announcing Xbox’s XGP launch date on December 12, we also shared the exciting news that we’re on track to launch 1.0 for the PC version in late December.  This has been an amazing year for us and launching both 1.0 on PC and on Xbox through Xbox Game Preview are huge milestones for the team. I’m incredibly proud of how far we’ve come in such a short time, but I’m even more excited to say that we’re just getting started.

Both versions are being developed at the same time, but they both have their own separate roadmaps. Various Xbox One features and functionality will change and come online over time just like they have on PC, with our goal being to have both versions align to each other as soon as possible. Feedback as you know has been critical to the game’s success, so beginning December 12 we want to hear from Xbox fans on what they think about PUBG and how we can make the best version of the game possible.

PUBG Xbox XGP The Warrior Pack

In celebration of PUBG’s upcoming launch on Xbox One, we’ve collaborated closely with the team at Xbox to create three special, limited-edition cosmetic packs – the PUBG Warrior Pack, the PUBG Accessory Pack and the PUBG Tracksuit Pack. These packs are exclusive to Xbox fans as standalone offers available for a limited time and as there are no plans to feature any in-game purchases in the Xbox Game Preview version, are the only items that can be purchased during the preview period. We’re super excited to be able to bring these to Xbox One fans who have been eagerly awaiting the game as a special thank you for your patience and passion for PUBG. We’ll be sharing more details on timing and pricing in the weeks ahead.

If you are attending Paris Games Week, be sure to come by the Xbox booth and check out “The Wall.” We’ve set up a massive 50-person gameplay experience where players can come battle it out in a series of live matches that will be nothing short of epic. Having everybody in a match together all in one room is really special and is going to be a lot of fun.

Thank you to the entire PUBG community for providing feedback and making our game such a success already. We’re working hard with our partners at Microsoft to bring PUBG as a console launch exclusive on Xbox One through the Xbox Game Preview program, and we can’t wait to meet you on the island on December 12!

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Review: Time Recoil (Switch eShop)

For all the different genres of games that indies are releasing on the Switch eShop in the last few months, the rogue-like (or ‘rogue-lite’, on some occasions) has become particularly popular. Randomly-generated levels, upgradeable stats and permadeath are becoming staples of modern gaming, regardless of whether you’re shooting, building or jumping.

With the upcoming release of DOOM and Morphite, along with Wolfenstein 2 next year, the Nintendo Switch is starting to establish a strong FPS library, but it has already been well represented with other types of shooters. Whatever art style they adopt, the influx of top-down, twin stick shooters are becoming as much about the controls and mechanics as they are about attempting to offer something that sets them apart from the competition.

Finnish developer 10tons has now brought its third top-down twin stick shooter – Time Recoil – to the Switch. While Neon Chrome is more of a straight up rogue-lite and JYDGE has more RPG elements, Time Recoil balances the formula by providing skill-based gameplay that doesn’t rely as heavily on weapons and ability upgrades, and instead offers a decent attempt at narrative progression.

Taking place and flip-flopping between the 1970s and 80s, the fate of Paris and the whole of Europe is in doubt due to a weapon of mass destruction. The player takes up the role of female hero Alexa – recruited by an organisation known as the Recoilers. As a former employee of the mad and increasingly maniacal scientist who created it, the main objective is to take down ‘Mr Time’ with the help of allies, traveling through wormholes and using the ability to slow down time itself. Starting off with going back to steal documents and intel, the many short and sharp missions serve as the backbone for the game’s increasingly confusing yet enjoyable (approximately 6 hour) campaign. Its ‘Hotline Miami’-style gunplay is tight, fun and challenging, and the inclusion of a narrative thread is a welcome change of pace, both literally and figuratively.

The straightforward, intermittent exposition of walking through a generic research facility and talking to different people, along with the objectives for each mission, feel like they get into a groove after a while – steal certain documents, take out or capture this enemy and so on. Thankfully, there are variations, such as light puzzle elements and destructible objects within the environments that can be hazards as well as used to your advantage. Within the confines of the game’s perspective and architecture (mentioned a bit later on), its moment to moment gameplay is competent and cohesive enough to keep players entertained, helped along by reasonable level design.

The overall presentation, however, is somewhat of a mixed bag. On the one hand the comic book-style text panel exposition and hand drawn characters in story segments add a bit of personality. However, the transition between the different years is basic and functional to put it politely, and – monochrome flashbacks notwithstanding – the game’s aesthetic doesn’t really pop or change depending on what time frame you are in. The bland architecture and a limited variety of character models fail to visually differentiate from one another, and with no props, signage or even limited popular culture references, the result leaves us a title that is visually functional and little more. There are good explosions along with an appropriately thumping retro electronic soundtrack, and brutal sounds of fallen enemies add to the atmosphere, but it often looks rather uninspired.

As for the nitty-gritty of gameplay, a typical level in Time Recoil will place you in a tight office or laboratory space, and you’ll navigate corridors and rooms with a narrow field of view. This can be annoying due to the potential for insta-kill deaths, but killing an enemy will slow down time, resulting in an easier opportunity to find and dispatch your next target. While it might be initially frustrating, establishing an efficient route and memorising the enemy positions in order to perform these kill streaks gives the player a real sense of accomplishment. The more kills in a combo, the more chance of earning strong dash abilities, allowing you to plough through walls and obliterate clusters of soldiers, reminiscent of fellow Switch title Mr. Shifty. These powers are found and utilised within levels rather than static upgrade screens, and there’s also an element of stealth that requires a sense of strategy and planning – that’s a nice touch in this genre.

Beyond the main mode there’s also a Time Attack option along with achievements to collect. The time attack mode in particular enables proficient players to show off their skills, demonstrating uninterrupted runs through a level by using a balance of defensive dodging, precision kills and devastating rush attacks. These are really impressive to both perform and witness.

Conclusion

Time Recoil feels like the most refined of 10tons’ three top-down shooter titles on Switch, and while initial frustration and slightly unspectacular visuals are drawbacks, it is the crux of the game that makes it both more enjoyable and immediately more satisfying. Having a more fleshed out story – as well as quick missions, the time manipulation mechanic and twin stick arcade thrills – sets this game up to be a more layered take on the now familiar genre. While there are some technical drawbacks still present, progressing through Time Recoil and achieving high combos of slow motion kills makes for an enjoyable experience.

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Opinion: Playing the Night Witches tabletop RPG with 16 people

“Tonight, we fly,” I thought to myself, indulging a bit of drama as I looked forward to being one of four GMs for a mammoth session of Bully Puplit’s Night Witches RPG.

Actually, that’s a total lie. There was absolutely no equanimity, no “chill” that preceded my participation in this event at Big Bad Con–an annual indie tabletop gaming convention in California. Also, it was afternoon, not night.

Not only was the game’s creator, Jason Morningstar, one of the other GMs, but there were a grand total of sixteen people to manage. Four at each table, each comprising a “section” of our whole squadron of twenty four (each GM controlled NPC pilots as well). Though I was, obviously, responsible for my section (2-A, the fightin’ A!) I also had to manage inter-sectional drama and other players coming to me for RP with my NKVD officer.

I was more than a little nervous about taking this on, and wondering why the hells I said “yes” to this.

***

Night Witches is an RPG about the eponymous Second World War-era Soviet night bomber regiment, the infamous 588th. It was the only all-women regiment of its kind in the Soviet Union, and despite being saddled with subpar equipment and no small amount of sexism, went on to terrorize the Nazis all across the Eastern Front. Jason Morningstar has converted their story into a faithful, fascinating Powered by the Apocalypse game that manages to combine the drama of story-based RP with hard charging military strategy–cleverly managing to fold the latter into the former. All the while, you’re bombing Nazis (which is strangely controversial these days).

The eerily apposite subject matter aside, though, it’s a brilliant game and some of the most fun I’ve had with tabletop in recent years. And Jason Morningstar wanted to take its simulations to another level. He pitched the idea of a 16-player mega game to Big Bad Con, a four hour one-shot that would take the 3-5 player RPG and add enough players to roleplay a full squadron.

Big Bad Con is a charming, intimate indie RPG/LARP convention that’s quickly become one of my favorite events of the year, precisely because they experiment with stuff like this (or, as they did last year, LARPing in the woods around the hotel). People bring the big name RPGs to play–you can find a D&D or Star Wars game if you want–but the real draw is the sheer number of smaller games that get lost in the crowd of bigger conventions. No small amount of playtesting goes on here, as I’ve written about in the past. But this year I was just focused on being the best gamemaster I could be for this headlined event.

If you’ll allow me a tortured aviation metaphor, we didn’t quite stick the landing, but we ended up on the ground in one piece. There were no clear rules for how to manage play with so many people, but we all fudged it on the fly (so to speak), and it was a fascinating experience. Rather like the Night Witches themselves, we broke something and hastily reassembled it in an unofficially approved way so we could do what we needed to do.

In theory, each GM would be responsible for their Section, and occasionally field RP from other Sections as needed. I controlled a Regimental Politruk, a sort of Soviet ideological enforcement officer of the NKVD; these characters are epicentres of drama, as pilots are either snitching on each other or working to thwart aggressive and dogmatic investigations. Or both. Insofar as this sort of thing was concerned, we managed pretty well. For me the trick was to leave my Section with something to chew on when someone from another table approached looking to RP something–often, I’d either give them something that they had to hash out amongst themselves, or involve another Section in. Thus, to give myself the capacity to manage inter-table RP, I had to encourage my Section to RP with another table, thus proliferating the fun/logistical problems. But it was mostly fun.

“What fascinated me the most as a critic was the way the game, even more than is usual for tabletop RPGs, exceeded the written rules. We were flying beyond spec for quite a while. Yet, despite that, everything held together in the end.”

Section C was known for being the misfit party animals and a member of my Section went over there to RP a rather steamy encounter with the Squadron Commander, both to pursue a relationship and resolve a logistical issue. This, of course, aroused NKVD suspicion when the Commander was increasingly cited for being lackadaisical in her duties and disrespectful of the People’s airplanes, while sweeping up a different member of my Section who’d started the game under a cloud of suspicion as she was the sole survivor of her last squadron. Rumors of saboteurs abounded and the Commander was clearly living on even more borrowed time than everyone else. Night Witches is a game where one tangled mess begets ten others, and at this scale it was a messy yarnball of spicy communist drama.

The game consists of day/night cycles, with daytime being very RP focused at the airbase, and night being the bombing run. We managed to get two nights in during the four hour period we were allotted, each of them a masterclass in brinksmanship. You were required to drop at least one bomb on the target, successfully, with the Regiment’s Major setting a target for total number of bombs dropped–necessitating more than one attack run, of course.

On a particularly difficult mission that required facing the enemy fire of a rival Nazi squadron before any bombing run, my first pilot rolled so spectacularly well that everyone felt compelled to drop that second bomb. And then the third. Each successive roll, of course, was worse than the last. Injuries stacked up, more and more bullet holes riddled the jalopy fighter planes, eventually an NPC died. Then, finally, one of my players died on landing–choosing to go out in a blaze of glory. And, of course, socialising the NKVD’s interest in her to the rest of her Section.

In the end, we all made it. As players, at least. As to their characters, a memorial wall was spontaneously generated as the casualties began to pile up, if that gives any idea.

What fascinated me the most as a critic was the way the game, even more than is usual for tabletop RPGs, exceeded the written rules. We were flying beyond spec for quite a while. Yet, despite that, everything held together in the end. The moves and stats were there when we needed them, but when we needed to be flexible to accommodate a number of requests, we could manage that. There were no strict rulesets for inter-table play, but we managed to make the whole Squadron work like a more-or-less decently oiled machine. We handled what we could, and when a very late addition to our gaming group became an additional NKVD officer, we colluded to share our duties and hand things off to each other as needed.

A recent article in The New Yorker, discussing the resurgence of D&D’s popularity, touches on what made this possible. “The emphasis, even these days,” writes Neima Jahromi, “is not on [statistical] forms but on moving beyond them.” The old war between “crunch and fluff” seems to have passed; we now stand amidst a fluffy renaissance. “The structures the designers made are also simpler and more subjective. If a player thinks of something clever, you don’t have to thumb through a handbook for a strictly defined bonus.”

It was, in the end, this sort of thinking that made that 16-player Night Witches game possible–and it’s endemic not just to Morningstar’s game, but to that of so many of his contemporaries (whose work I’m at pains to highlight in this column). Game mechanics, defined as elaborate codes and formulae, can be magical; but sometimes there’s no substitute for letting the player find their own way in collaboration with others. This remains something that only tabletop can do this well.

Leading my Section in a series of battles over Poland, I came to appreciate that. It was, in the end, why I was so nervous. I had the book, I had stacks of printed papers and maps, all the paraphernalia of tabletop gaming in glorious full-color. But I knew I had to go way, way beyond the printed page with my players. And, indeed, we had to. So many of our NKVD actions, aside from the “Informal Interview,” an actual move in the printed rules, were guided by our play rather than the book.

It was nerve wracking, but, in the end, we flew.

Katherine Cross is a Ph.D student in sociology who researches anti-social behavior online, and a gaming critic whose work has appeared in numerous publications.