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Review: Culdcept Revolt (3DS)

Twenty years ago a bizarre amalgamation of card game, board game, and video game first released on the Sega Saturn, and made waves with its strategic depth, addictive gameplay and unique concept. Subsequent titles have shuffled the formula since, but that core blend of number-crunching, dice-rolling and card collecting remained, carving a niche in the market that drew in a dedicated fanbase. Its been nearly ten years since we’ve seen the release of any Culdcept game here in the West, but for anyone who recently dusted off their 3DS to go Metroid hunting, that is about to change.

Depending on your experience with gamepieces, dice and cards, either in digital or tabletop form, Culdcept Revolt can be an extremely daunting experience; downright intimidating at first glance. Competitive card games are increasingly popular nowadays, with many major franchises even offering spin-off titles based around this, but Culdcept is a totally self-contained entity and bears years of history. Despite its intricacies, which are absolutely intact in this latest release, Revolt now brings the series back to the West with confidence, eager to both introduce new players and challenge those more familiar with its addictive gameplay. 

Though it’s drawn fairly accurate comparisons with Monopoly in the past, some may find that Culdcept has more in common with Fortune Street, emphasising multiple pathways and a greater sense of control over the board. Up to four players roll dice each turn to determine how many spaces they move around a variety of different maps, claiming squares as their own by placing guardian monsters on them, which then demand a toll off any other player who subsequently lands on the space. These territories can be upgraded, monsters can be equipped with special items, and magic spells can be employed to help seal victory, all based on your customised selection of cards. Battling comes into play when trying to seize control of more territory or defending your own against invaders. If you’ve ever landed on a pricey hotel in Monopoly and wished you could attempt to tear it down instead of paying, then this is exactly the kind of capitalist catharsis you’ve been looking for.

Each board features between two and four gates, each corresponding to a cardinal direction. Passing through every one of these gates is considered a ‘lap’ of the board, and grants you a magic bonus for your trouble. Magic essentially acts as your currency in game, and is spent on summoning monsters as well as paying any tolls for landing on owned spaces. To win, you simply gather up enough until you reach the predetermined limit, and then race towards the nearest gate to claim victory. Expanding and upgrading your territory adds a steady income of magic, and of course you charge a toll for any player unlucky enough to land on your turf. Gates also heal your battle-weary monsters and activate them again after they become fatigued through use. They’re vital checkpoints that make sure you keep moving around the board, forcing players to put themselves at risk.

While we could go beyond this simplified abbreviation and detail just how each facet of gameplay works, or share our top secret strategies (fat chance), it would be a disservice to Revolt itself, which does a wonderful job of easing the player in slowly but surely. New mechanics are introduced with enough restraint that it never feels overwhelming, and even with such a huge amount of information to dive into there’s a limit on how much is heaped into your lap until you’re more comfortable with the basics. Right from the start there’s an extremely useful explanation of the game’s setting and what the general concept is. Despite how genuinely helpful this can be, it does rely on the tired cliché of amnesia as an extra crutch. 

Your self-titled character has no recollection of their past, but is told that they are a cepter: one who can control the cards of culdcept and perceive hidden pocket dimensions called battle spaces. Lost and confused in a strange city you’re found by a rebel group known as the Free Bats, who operate in secret to fight back against the tyrannical rule of Count Krannis. Under his command cepters are being hunted down and eliminated, while the city gates remain closed, trapping every citizen inside. With a ragtag bunch of heroes and a fiendish villain to fight back against it’s certainly well-worn material, but acts as a solid platform to support plenty of opportunities to engage in battles. We were initially detached from the events of the story but things did pick up, and with rebellion at the heart of the adventure the drive to escape makes it easy to sympathise with many of the characters. 

The single-player campaign is broken up into chapters, each containing the main plotline missions with optional side stories to complete as well. Inevitably, every single little disagreement or challenge throughout the story will result in a card-based confrontation – even among allies – but the gameplay is interesting enough to warrant the repetition. Don’t expect much in the way of variety however, as there’s no opportunity to actually explore environments or interact with NPCs outside of set cutscenes. Your input into the story is confined solely to the board, which is a bit disappointing. There are still some weird quirks of course, with the sudden arrival of a cowboy character early on being a jarring example, and the fact that your evil-doing opponents frequently give you kindly advice about the current map, without any ulterior motive or smarmy attitude whatsoever. The game does an effective job of making you dislike your rivals, so it’s strange to receive helpful tidbits of information from them before charging into battle. 

We have to admit though, it’s usually pretty good advice, and there’s plenty to wrap your head around. Creatures have specific abilities and elemental traits for example, and these can define their purpose as either aggressive invaders or staunch defenders. When forming your deck of fifty cards, which are here named ‘books’, you need to keep in mind the more attack-oriented fire and earth elements, while balancing trickier water and air elements that boast special abilities. Items to help attack and defend – as well as magic spells – are also vital, with powers ranging from something as simple as an extra dice roll, to some game-changing abilities that effect the entire board. There are over 400 different cards to collect in total and it’s important to spend time rearranging and updating your book of cards regularly. This is especially important as certain cards are objectively better than others, making earlier items and creatures obsolete as you progress. There are plenty of slots for different books, encouraging experimentation and adaptive strategy to fit the map, your opponent, and your own preferences.

Returning players will find that there are some key changes to the formula this time around, which may seem subtle at first but go a long way in streamlining the experience and mixing things up a bit. One of the most obvious changes is the way in which you earn cards, which ties into the gradual introduction of mechanics rather than being overwhelmed all at once. They aren’t immediately unlocked upon completing maps like in previous titles, instead you earn money by playing matches, which can then be spent on randomised packs of cards each with a set theme, such as a specific elemental type for example. More of these themes unlock as you progress, granting the chance to find rarer, more powerful cards that in turn allow for very different types of books. 

Smaller tweaks such as the fatigue that afflicts monsters, the fact that you now discard at the end of your turn, and the introduction of new buildings also change things up, but another major addition are the slightly bizarre Evo cards. These are special dragon creatures that ‘age’ through use, allowing you to level them up and partially customise each card to suit your needs. Up to two of them can be in your book at any one time, and keeping them there will add evolution points with each battle you complete. These points are then spent on increasing the card’s strength and HP, adding new abilities or changing its elemental type. It’s an interesting idea that’s pretty well executed, though it’s entirely possible to continue your game with just the standard cards in tow. They’re fun and unique, but not crucial.

The more you play, the more you’ll begin to develop your own style and gain confidence in your book of cards. The AI opponents can put up a stiff challenge, but as is the downfall with many board games luck plays just as much of a part in victory or defeat as raw skill does. There are ways to manipulate the dice roll, and to negate certain traps, but sometimes you’ll just suffer a run of misfortune and fall victim to one bout of bad luck too many. It’s frustrating to see games turn around so quickly on a total whim, but it does admittedly add to the excitement sometimes. You’re always kept on your toes, challenged by new opponents with new books, and being able to see what’s in their hand at all times makes it a tense affair as you try to predict their next move. If anything, the game can move too slowly at times, especially as you wait on multiple AI characters to finish their turns. It’s also a bit of a hassle to restart games if they aren’t going your way, as you need to wait your turn, manually resign, and then load that mission again from scratch.

The simple 2D sprites set against a 3D background are pleasant if not amazing, while more elaborate character art features the impressive work of Kinu Nishimura, known for Code of Princess and the Street Fighter series. The cards themselves are also well illustrated by various artists, while battle animations are restricted to some limited effects that do the job, but pass on more elaborate visuals as creatures clash. We enjoyed being able to zoom in on card art however, as some of the detail is lost on the small-screened handheld. There’s some English voice acting mixed in alongside a forgettable soundtrack, announcing card names and offering encouragement during games, but we ended up turning the sound down and sticking on a podcast when settling into longer play sessions.

Outside of the campaign you can set up customisable single matches for fun or practice against AI opponents, who can display surprising tactical intelligence, as well as comment on specific events within that particular game. If one character trails just behind you in magic then they sure won’t stay quiet about it, goading you with taunts of their encroaching comeback. We’d estimate that a standard game with a limit of 8000 magic takes around thirty minutes to complete on average, but there are plenty of options to mess around with to affect game length, alter card allowances (it’s possible to ban Evo cards entirely, for example), as well as customise the look of your cepter and even the style of dice you roll. 

Of course there are plenty of options when it comes to multiplayer as well, both online and local. For local play you have total control over the game, and can choose from a number of customisation options. Anyone who wants to join in will need to have their own copy of Revolt, however. The online mode itself will actually reward players with a daily bonus just by logging in, ranging from in-game currency to a random card. While online you can enter into a match with friends, or battle other cepters around the world. The Free Match will link you with active players, and sets up three different difficulty levels to choose from. There’s far less customisation here as the game sets its own rules in these arena-style lobbies, but it means that beginners can jump in without much fear of being swarmed by expert players. 

Separate from the in-game shop, there’s also an online store which currently offers up a variety of both free and paid DLC in the form of extra quests and cosmetic items such as outfits or book covers. Some of these items are fairly pricey, but thankfully they don’t have an effect on the game itself, as you can’t buy exclusive cards or pay your way to victory. It’s possible we’ll see additional free DLC in the future, though the main game itself is still a fully-realised experience.

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Rogue Trooper Redux to Arrive on Switch Alongside Other Console Versions

Rogue Trooper Redux is a pretty interesting upcoming release, as it’ll tap into nostalgia while also offering some shooty-bang-bang gaming on the Switch. The good news is that Nintendo fans will no longer need to wait longer than PS4 / Xbox One owners to play it, with development getting ahead of schedule to ensure a shared release date.

It’ll arrive on 17th October in North America, with the same date expected (but not 100% confirmed yet) for Europe; the price will be £19.99 / $24.99. Check out some details and a ‘101’ trailer below.


  • A BAFTA-nominated story faithful to the 2000 AD comic and universe of the same name.
  • A thrilling singleplayer campaign blending stealth, action, cover-based shooting and epic set pieces. 
  • Tactical smarts: Listen out for Helm’s strategic advice and confuse the enemy with distractions and holodecoys.
  • Withering firepower: Transform Rogue’s sentient rifle Gunnar into a sentry gun, sniper rifle, mortar, missile launcher and more.
  • Powerful upgrades: collect salvage to upgrade weapons and order Bagman to manufacture explosives under fire.
  • Two intense co-op modes for 2-4 players online (or in single player offline).

Will you be tempted to give this a try on Nintendo Switch?

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What happens to your Steam collection when you die?

The folks over at Eurogamer have asked an interesting question in the latest episode of Here’s a Thing: What happens to your Steam account when you eventually bite the dust? 

Where do all of those cherished digital games actually go? Can you leave them to someone in your will, as you could with any physical media library, or are they destined to float around in the void until humanity meets what we’re assuming will be a fairly sticky end? 

It’s a curious thought experiment. After all, as enter the digital age, it’s highly likely that by the time some of us meet our maker, we’ll have amassed a virtual library of considerable personal and monetary value. 

In the case of Steam, the subscriber agreement suggests that it’d be near-impossible for account users to leave their collection to another person when they shuffle off this mortal coil.

The document states that Steam accounts are “strictly personal, and may not be sold or transferred to others unless “specifically permitted by Valve.”

Of course, that wording also implies that Valve could make an exception in certain cases. But would the company set a precedent by letting someone include their collection in their will? 

You can find out the answer to that question and more by watching the full video above. Props again to Eurogamer for this one.

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Exclusive: A First Look at Plague Road on Nintendo Switch

Regular readers of our sister-site Push Square probably know the name Luc Bernard, a British game designer well known for highly stylised and intriguing games. A recent project through Arcade Distillery – a studio with some familiar names in its roster – is Plague Road, and pleasingly it’s coming to the Nintendo Switch.

It’s described as being centered around “strategic turn-based combat w/ roguelike progression”; it was released earlier this year on PC / PS4 / Vita after a successful Kickstarter campaign. Set in a world engulfed in disease, as a doctor you seek survivors to help but also recruit them to build up your farm or accompany you on your travels and assist you in combat. There are four regions, five ‘types’ of survivors and plenty of challenges to face as you head for the end goal.

Bernard has kindly given us exclusive early footage and screenshots of the Switch version – it was shot off-screen to demonstrate how it is running on Nintendo’s hardware. Check it out below.

The target is to release the game in November, but that’ll naturally depend on approval and scheduling. Bernard also confirms that touchscreen play will be supported, for those that prefer those controls in handheld mode.

It was also confirmed this week that the studio’s most recent release, Mecho Tales, is in the works for Nintendo Switch; it’s a sidescroller / shooter that looks rather interesting.

Let us know whether you like the look of Plague Road on the Nintendo Switch.

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Blizzard looks to ‘evolve’ Battle.net with new social features

Blizzard is bringing a handful of new social features to the beta version of its Battle.net desktop app, including user profiles, avatars, and group chats. 

It’s a notable move that indicates the Overwatch and World of Warcraft creator is trying to reinvigorate the recently revived brand by turning it into a full-fledged social platform. 

The addition of customisable profiles lets users choose an avatar, share links to their various social media accounts, and tell the world what’s on their mind by posting an ‘about message.’ 

A new group chat feature is being rolled out under the ‘Blizzard Groups’ moniker, and lets users connect with friends by creating and joining groups based on their common interests. From there, they’ll be able to keep in touch, share strategies, and catch up on conversations they might’ve missed will offline.

Each group can have multiple text and voice chat channels, while group admins will get a variety of tools to help manage membership and fire out invites. 

All of those various social interactions can be managed via the aptly named Social Tab (shown below), which essentially serves as the new hub for Battle.net’s fresh-out-of-the-oven social features. 

“These features are designed to give Blizzard players even more ways to stay connected,” explained the company, “and we’re looking forward to continuing to evolve the app and build even more ways for you to stay in touch and join forces for your next adventure.”

Every single Battle.net user can try out the new social features for themselves by switching over to the beta version of the app. To do that, just go to the Battle.net app settings, click on the ‘Beta’ tab, and then hit ‘Switch to Beta Version.’

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Blog: Tips for improving your GameMaker platformer

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.


Originally posted on my Patreon

I want to tackle some game-feel issues with jumping that I often see in beginner GameMaker platformers. If you are a student learning about game development, or a hobbyist learning GameMaker to prepare for your first game jam, this article is for you!  

When I noticed that I was giving the same feedback to student games over and over, I dug into the tutorials they used. Many GameMaker students referenced Shaun Spalding’s excellent platformer tutorials for their first game. I like these tutorials because they are simple and straightforward in a way that won’t overwhelm a beginner, even one with no coding experience. 

The original tutorial for Gamemaker Studio

And an updated one for Gamemaker Studio 2

The trade-off for this simple approach, however, are a couple of game-feel issues that pop up as a result of the jump code. I’m going to focus on two small ways that beginners can modify the tutorial to make their jumping feel better:  Ledge Assistance and Jump Input Buffering 

These are common platformer implementation techniques, so the good news is that a lot of excellent stuff has already been written in depth about these concepts. But if you’re a beginner just building your very first platformer, this sort of stuff probably isn’t on the forefront of your mind. It’s already a big task to create all the pieces of a platformer from scratch, down to just getting your character moving at a basic level, so something like “jump input buffering” isn’t going to be a thing a beginner considers researching.

My hope is to connect these concepts to the base tutorial to help ease students into thinking about this sort of stuff with their games. Let us begin!

1. Ledge Assistance

Also known as ledge forgiveness, grace period jumping, coyote time, or a number of other terms, this is a fix for the following issue you may run into when setting up your jump code: You try and jump off a ledge at the last possible moment in order to clear a really big gap, but your jump input doesn’t register and you fall off the ledge instead.

The fix for this is allowing a few frames where the player can be not-on-the-ground but will still register a jump input – a grace period for jumping off of a ledge.

For an in-depth and  illustrated look at this concept, I highly recommend Kyle Pulver’s article on this topic.

Since this concept is so closely tied to input and feel, it can be difficult to fully understand by visualizations alone. So I made a simple demo to help people understand how the grace period changes the feel of jumping.

Try the Ledge Assistance Demo (keyboard required)

This is a very simple platformer setup based on the code in Spalding’s tutorials, but one where you can adjust the number of frames in the ledge assistance grace period.

The default is the grace frames set to 0, which is what it feels like in the default tutorial version. As you may be able to feel as you try to make the long jump from one ledge to the other, you can get into a situation where you try and jump at the last possible minute, but fall lifelessly to your death instead.

This feels terrible because there’s a disconnect between your input and what you expected to happen as a result. Kyle’s article goes more in depth into why this happens and provides an alternative implementation to avoid the issue, which is what I used to make the grace period.

By adjusting the grace frames (by clicking the up and down arrows), you are controlling the number of frames the player can simultaneously be “in the air” and press the jump button and still have that jump register. This is the “grace timer” that Kyle mentions in his article. Play around with this number and feel the difference it makes in the jump. Check the “show feedback” button to get a visual cue to illustrate when the grace period is active.

But Lisa, what is the right number of frames to use for a grace period?

Well, this depends entirely on your game and what player feeling you’re going for. If you are making a very tight, precise action platformer, then you’ll probably want to make the frame window as small as possible while still compensating for human reaction time (if you want to get all mathy, consider your target frames per second, and the fact that average human reaction time is somewhere in the realm of ~215ms, or you can just do it by feel. I recommend starting with 6 frames and adjusting from there).

However, let’s say you’re making a game about the laziest bat who “jumps” by flapping her wings a single time, in which case it may make sense to have a super floaty jump and really long grace period, so the bat could amble off the edge and start visibly falling before “jumping.” I dunno, I just made that up off the top of my head.

My point is that there’s no universal right answer here, you’re going to have to tune it with the feel you’re going for in your game, in which you have to consider many things: level of challenge, experience of audience, reaction time factors for your audience, input device, the fantasy of your movement, etc.

You will find the script example at the end of this article.

 

2. Jump Input Buffering

Another issue I see in a lot of student platformers is no input buffering on jumping, which is something that can feel bad if you’re making a game that requires a lot of repeated, precise jumping. Once again, Kyle Pulver has written about this and illustrated it at length, and I recommend reading his article

The solution to this issue is in a way the opposite of the ledge assistance issue: you still want a grace period in which a jump input will register as true, but in this case you want it *after* you hit the jump button instead of before.

Try the Jump Input Buffering Demo (keyboard required)

Similar to the other demo, when the jump input buffer frames is set to 0, this is what you get with the base tutorial version. If you happen to hit the jump button just slightly *before* the character collides with the ground, it will not register, and so the character will sit there on the ground and you will feel grumpy about it. This happens more often when you are trying to do a series of jumps one after the other, jumping as soon as the character hits the ground.

Increasing the buffer frames is basically saying “if the player hits the ground within this number of frames after I press the jump button, just execute the jump as soon as they touch the ground”

Again, there’s no universal answer for how big of a buffer to use. Play around with different frame amounts and try to feel the difference it makes in the jumping. You’re trying to find a balance between compensating for player reaction time and still having the movement look and feel grounded and believable.

And think about what player feeling you are fulfilling with your game. Would it ever make sense to have a really really high input buffer? What would that game look like?? What would the fantasy be for that input to make sense and feel good? Maybe you should try and make that game!

Read on for a script sample.

The Point

When it comes to the wide world of game feel, these are but two small tweaks, and one can really dig in and get really deep into shaping player input to feel amazing. There are many others to explore: tuning variable jump height, nudge assistance, the idea of programming jumping in terms of max time to peak as a number to tune around, and so on.

But when you are just getting started with your first platformer and are feeling like you have a handling on the basics, I think these are good places to introduce yourself to tuning player input. It’s easy to get overwhelmed, especially if you aren’t an experienced coder, when you take on too much right off the bat.

And you can see when looking at the script itself below, even these two tweaks get quite a bit more complicated than the original tutorial script for player movement.

But I think it’s a good place to start, and a great way to add a little extra polish to your first platformer, be it for a class project or a game jam or just for fun.

 

Script Samples

If you are following Spalding’s GameMaker tutorial, you should be able to copy and paste these scripts into the player object’s Create event and Step events, respectively. Set grace_jump_time and jump_buffer to whatever number felt good to you when playing with the two demos. I tried to comment thoroughly. Or you can just look at the whole GameMaker project attached below. Good luck!

Modified Player Create Event

Modified Player Step Event

 

All the Links in One Place

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Snapper Canal Stage and Bamboozler 14 Mk I Arrive This Weekend in Splatoon 2

It should be a fun weekend in Splatoon 2 – for starters in Europe there’s a bizarre Splatfest about toilet roll from which Japanese and North American gamers appear to be excused. More importantly, wherever you play there’ll be a new stage and weapon to try out.

The new stage is Snapper Canal, which has a river running through the middle; it joins the rotation at 7am Pacific / 10am Eastern / 3pm UK / 4pm CEST, so not long before we can give it a try.

Secondly there’s the Bamboozler 14K, which should roll out in the evening for North America and very early morning in Europe.

Will you be playing much Splatoon 2 this weekend?

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Feature: VooFoo Studios On Why It’s Full Speed Ahead for Mantis Burn Racing on Switch

There have been a lot of download game announcements for the Switch eShop in recent weeks, with Mantis Burn Racing being one in the pack; its developer VooFoo Studios may be familiar to some eShop veterans as it brought us Pure Chess on the Wii U and 3DS eShop. This latest project is a top-down racer with various single- and multiplayer options, and based upon recent social media posts the developer has aspirations to encourage more serious competitive play in the game.

Keen to learn more about what the Switch version will offer later this year we caught up with Sean Walsh, Marketing & PR Manager at VooFoo Studios; we asked about the included content, modes and – naturally – the performance we can expect on Nintendo’s diminutive system.

For those unfamiliar with it, can you outline the key details around Mantis Burn Racing?

Mantis Burn Racing is a fun, top-down style racing game that combines real-world ‘fun’ physics with intuitive arcade racing in highly competitive, fast and frenetic races. There’s a huge selection of game modes in the game that challenge every aspect of your driving ability and allow for a quick five minute local race or hour long sessions in the 11-season long career mode. The game’s multiplayer options include 4-player local split-screen racing, a local Wi-Fi multiplayer mode and online options for up to 8 players, making it a highly social and fun game that is a great fit for Nintendo Switch gamers, on the move or at home.

At what point was the decision made to bring Mantis Burn Racing to the Nintendo Switch?

We want Mantis Burn Racing to be available to as many gamers as possible, on as many different consoles as possible, so we knew we wanted to bring it to the Nintendo Switch pretty much as soon as the console was announced. More importantly, it’s one of the most exciting consoles to be released in recent years with a unique feature set that is such a great fit for our top-down style racing game. Just like the Switch, Mantis Burn Racing is built around multiplayer and social play. For that reason we believe our game will really appeal to Switch owners looking for a fun racing challenge, whether playing on their own or against friends.

Starting with the Career mode, can you talk about the progression through the campaign? Can players anticipate quite a lengthy career experience?

With all of the DLC packs released to date included in the Nintendo Switch version of the game, I can safely say that Switch players are getting a really extensive career experience! Standard careers are set across three difficulty levels, Rookie, Pro and Veteran, each comprising of three seasons. Add to that a stand-alone career for our super-fast ‘Elite’ hover vehicles and another for the destructive ‘Battle Cars’, and that’s over 160 events with 3 mini-challenges for each. To fully complete the campaign will take players around twenty to twenty-five hours; so there’s a lot of depth and replay-ability in the game.

As the Switch edition includes all of the DLC, can you tell us how that’s introduced and how it fits into the game? For example are the ‘Snowbound’ tracks worked into the Career mode?

The ice and snow-themed ‘Snowbound’ tracks integrate into the campaign after Veteran Season 1, but can be played both locally and multiplayer from the start.  As mentioned, ‘Elite’ class vehicles and’ Battle Cars’ have their own stand-alone careers that are also available straight away, and can also be used on all tracks in all event types. ‘Battle Cars’ also introduce their own events in ‘King of the Track’, ‘Survival’ and ‘Accumulator Rumble’.

In terms of the local multiplayer, can you break down how many players are supported in each option?

We will be supporting up to four players on a single system in local split-screen races, which is so much fun. We will also be supporting local wireless play, allowing up to eight players to race each other in the same room without the need for an internet connection.   

Can you outline the setup and options for jumping into online races?

We use a very simple Lobby system that allows players as much or as little control over the racing as they desire. Hosting a lobby provides the player with a host of options from the obvious, such as track and car selection, to more fine grained choices such as the use of upgrades or to race with a level field. If you’re happy to go with the flow, just join another player’s lobby and get racing within a couple of button presses.

Does this support single Joy-Con play?

It does. Controls have been re-mapped to match standard controls as closely as possible.

Is HD Rumble supported?

Mantis Burn Racing supports HD Rumble and there are noticeable improvements over standard, it really adds to the racing experience. It’s widely agreed in the VooFoo office that Switch rumble is by far and away the best haptic feedback of any console.  

How has the development process worked out on Nintendo Switch, in terms of challenges and unique considerations when working on the system?

The game was built using our own propriety game and physics engine and we’ve spent a lot of time porting this architecture to Switch, which is quite a big undertaking, as well as optimising the framerate. Of course there have been challenges, but we’re really pleased with how the game plays on Switch. As a new console, we’ve had to get to grips with new possibilities to ensure we are making best use of the Switch’s unique features. We’re really pleased to have implemented ‘cross-table’ play, which enables players to go head-to-head in 2-player local split screen races using individual Joy-Cons at opposite sides of the Switch. Players can also steer by tilting the Switch to the left and right in handheld mode, which offers a fun, intuitive way to race.

Can you confirm the resolution and frame rate across docked, portable and split-screen modes?

The game defaults to try and run at 60fps in all modes. However, if players prefer a consistent frame rate there is an option to lock it to 30fps and split-screen modes will always default to 30fps. In terms of resolution, we decided the best experience was achieved by offering a better frame rate and slightly dropping the resolution, which isn’t really noticeable.

You have multiple titles coming to the Switch; what are the biggest factors attracting you to the system?

As I mentioned earlier, we want our games to be on as many platforms as possible. We want to reach out to more and more gamers and the Switch gives us a great opportunity to do that whilst offering new, unique ways to experience our games. Of course, the Switch is going from strength to strength, which certainly makes it attractive to developers, and with Nintendo’s support for ‘Nindies’ we’re really excited that the Switch can become a lead platform for us.   

Do you have a final pitch for the game that you’d like to share with our readers?

We really feel Mantis Burn Racing is a fantastic fit for the Nintendo Switch. The game has been built around addictive ‘one-more-go’ style social gameplay and a highly competitive multiplayer experience, both of which translate fantastically well to the Switch. The game looks and plays great on Switch and the reaction we’ve had to the announcement, across social media and when talking to gamers at shows like EGX, has been nothing short of amazing. There’s nothing like it currently on Switch and we’ve worked hard to give Nintendo players the chance to play the best version of the game, we can’t wait to bring classic top-down racing back to a Nintendo console! 


We’d like to thank Sean Walsh for his time.

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Soapbox: Stardew Valley is a Perfect Fit for the Nintendo Switch

Stardew Valley is arguably one of the most hotly anticipated indie titles to have made its way to Switch. The game was insanely popular on other platforms for doing pretty much everything just so, and we don’t think anyone can object to such a well-received game making its way to Nintendo’s hybrid.

Being able to take such an engrossing title with you wherever you go is a dream come true for many, which we explain in far greater detail than a single line in the video above, so check it out!

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Get Cap-tivated by This Extended Super Mario Odyssey Overview Trailer

Super Mario Odyssey is three weeks away, which is one of the most pleasing sentences we’ll write today. Plenty of Nintendo gamers are no doubt curious to see how its undoubtedly impressive variety of gameplay ideas merge into a full, cohesive game. Is Mario ready for a sandbox adventure?

We’ll see soon, but Nintendo of Europe has released a neat overview trailer to showcase what it’s all about. It’s about 90% recycled footage from previous videos, but has a few little snippets of new scenes and gives a handy overview of the game’s main hooks and features.

Are you excited about Super Mario Odyssey’s release at the end of the month?