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Video: Gear.Club Unlimited Gets New Trailer And Altered Release Date

Gear.Club Unlimited may have its work cut out drawing away Switch players from Mario Kart 8 Deluxe but the console’s first “proper” car racing game is still shaping up very nicely indeed.

The latest trailer shows off the game’s eye-catching visuals and goes some way to detailing the content and features contained within. 

As we already know, the game offers 400 races across 200 unique tracks – which include rally stages – loads of famous cars from real-world manufactures and in-depth car customisation. There’s also a time attack mode where you can race against ghost cars and a four-player split screen mode.

The game was previously confirmed for December 1st release, but the trailer says November 21st. We’ll try and find out what’s afoot and update this story when we know.

Update: And here’s the official PR detailing the release date change:

Microïds and Eden Games announced today that Gear.Club Unlimited will be released on November 21 for download from the US Nintendo eShop and as a temporary exclusive at Gamestop in its boxed version, only in the United States and Canada. To celebrate this news, players can discover new features in the enclosed trailer of the first racing simulation game accessible to everyone on Nintendo Switch! 
 
More information about the features presented in the trailer:
 
1.The performance shop:

The Performance Shop is a fully personalized garage where players can customize and improve their vehicles! It can be fully furnished by the players, who will choose their workshop locations, showcase their cars and can even choose the color of  the floors and walls!

7 workshops are available to improve and personalize vehicles.

Mechanical workshop: modification of the engine and the gearbox
Tires workshop: to change tires and brakes
Body workshop: make the car lighter
Wind tunnel: improved aerodynamics
Rally workshop: transformation of cars to adapt them for the off-road competition in rally mode
Paint workshop: paint rims, bodywork and brake discs
Cosmetic workshop: customization of the hood, bumpers, side skirts and to add fins to your cars 

2. Split-screen Multiplayer Mode

With the Nintendo Switch’s multiplayer features, players will race and compete with up to 4 cars on the same console split-screen mode on their TV set or Nintendo Switch TV or tablet. They will be able to drive the 32 cars available in the game as well as the models they will have customized in campaign mode.

Gear.Club Unlimited is developed by Eden Games and published by Microïds, it will be available on November 21 on American Nintendo eshop and as a temporary exclusive at Gamestop in its boxed version. The game will be released on December 1st in Europe (physical and digital versions) and on December 14 in Japan. The game is rated E for Everyone.

Will you be hitting the grid with this promising racer?

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Nintendo Confirms a ‘Holiday Experience’ Mall Tour for Switch and 3DS in the US

Nintendo of America is now well into the routine of regular ‘mall tours’ throughout the US, in which notable games and systems are shown off. The subsidiary has now outlined plans for its Holiday Experience tour, which looks set to offer quite a lot of hands on opportunities.

Along with the traditional press release remarks of Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing, the following games have been confirmed for the tour.

Nintendo Switch

Nintendo 3DS

The following venues will have the areas setup between 11th November and 17th December.

  • Perimeter Mall in Atlanta
  • Natick Mall in Natick, Massachusetts
  • Woodfield Mall in Schaumburg, Illinois
  • The Parks Mall at Arlington in Arlington, Texas
  • FlatIron Crossing in Broomfield, Colorado
  • Memorial City Mall in Houston
  • Del Amo Fashion Center in Torrance, California
  • Glendale Galleria in Glendale, California
  • Aventura Mall in Aventura, Florida
  • Mall of America® in Bloomington, Minnesota
  • Queens Center in Elmhurst, New York
  • King of Prussia Mall in King of Prussia, Pennsylvania
  • Arrowhead Towne Center in Glendale, Arizona
  • Washington Square in Portland, Oregon
  • Westfield Valley Fair in Santa Clara, California
  • Westfield Southcenter in Seattle
  • Tysons Corner Center in Tysons Corner, Virginia

So there you have it – will you be heading along to any of these ‘Holiday Experience’ venues?

[via happyholidays.nintendo.com]

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Guide: Powering Up Super Power – Finding The Ultimate SNES Console

It has been an exciting few months for fans of the Super Nintendo. Nintendo’s own SNES Classic Mini brought plug-and-play nostalgia to the masses, while the announcement of the Analogue Super Nt promises to introduce a brand new high-end SNES clone – not just any clone of course, but one featuring super accurate FPGA-based emulation. Even so, no matter how accurate emulation gets, only the original hardware is good enough for some retro gamers. 

If only the real deal will do for you, just what is the best version of the original SNES hardware and how do you get the best results out of your gaming setup? Unfortunately, the decision isn’t as simple as just rushing out and buying the first SNES console you see on eBay. Join Video Game Perfection’s Matt Buxton as he leaps feet first down the rabbit hole to hunt for the ‘ultimate’ SNES console. 

Model matters 

The first step in choosing a SNES console for your collection is deciding which model you want. There were a total of three different designs of the SNES external casing. The European SNES and the Japanese Super Famicom both come in the same gently-rounded exterior case, while the US model comes in a more boxy, square-looking case. Later in the console’s life, Nintendo also launched the SNES Mini/Super Famicom Junior (not to be confused with the recently released SNES Classic Mini, of course) in the States and in Japan. This redesign resembled the European/Asian style SNES, but was predictably smaller and also did away with the power LED and the eject button. 

If the console is going to take pride of place in your collection, you will probably want to choose the SNES case design that you personally like the best. Unfortunately, each different revision has its own set of advantages and disadvantages, as we’ll see in a moment. If you decide to import a machine, you should also keep in mind that power supplies from European SNES consoles cannot be used on SNES/Super Famicom hardware from other regions. In particular, never try to connect a European NES/SNES power supply unit to a Japanese Super Famicom. Although the plug will physically fit, the European power supplies output in alternating current (AC) and this will damage the Japanese Super Famicom which requires direct current (DC). However, if you happen to have a Mk1 Sega Mega Drive PSU lying around, you can use that to your power Super Famicom as it outputs DC and also happens to be the correct voltage and polarity (negative tip).

Do you want chips with that? 

Internally, the Super Nintendo hardware went through two major revisions. The later models consolidated some of the machine’s custom hardware onto a single piece of silicon. These machines are referred to by SNES enthusiasts as “1-chip”. 1-chip consoles are highly sought after, because they produce a much crisper, sharper RGB image when used with a properly wired RGB SCART cable and suitable TV or upscaler. 

Finding one of these rarer 1-chip consoles is tricky. While certain serial numbers indicate a strong likelihood of a 1-chip lurking underneath, the only way to know for sure is to open a console and check. RetroRGB has an article here that delves into finding and identifying 1-chip consoles. 

Another way to guarantee you get yourself a 1-chip console is to buy the redesigned SNES Mini or Super Famicom Junior. Unfortunately, these consoles do not output RGB. Even the worst RGB output from a SNES is better and clearer than composite video, so this may seem like a lost cause – but we will look at how to overcome this limitation later in the article. 

Finally, before you go hunting for the fabled 1-chip SNES, remember that the 1-chip has some minor drawbacks of its own. Usually this is restricted to very minor glitches in some games (Demon’s Crest and Aladdin for example). Typically this manifests as some junk pixels in the game’s borders or similar such issues. Although completely official, you could consider the 1-chip SNES systems to be clones of the original hardware specification, if you wanted to get technical. Given that we’re using original hardware to get a completely authentic experience, this is something you need to take into consideration.

Import taxing 

SNES software is region locked and as a modern day SNES enthusiast looking to explore the breadth of the console’s library you will probably not want to be restricted to playing games from just one region. To get around this limitation, you could simply obtain a SNES console from each region, though that’s probably not desirable for most folks. 

SNES region locking consists of two basic elements. On one level, there’s a physical incompatibility; US SNES cartridges are simply too wide to fit into Japanese or European consoles, while Japanese and European games are blocked from fitting into US hardware by two strategically placed plastic lugs. Internally, Nintendo also implemented a region lockout chip called the Checking Integrated Circuit, or CIC, which prevents Japanese or American games booting on European hardware (or vice versa), even if you can get around the physical incompatibility. 

Starting with the CIC, an after-market modification called the “Super CIC” can be installed to any SNES or Super Famicom console. This sophisticated modification allows games from any region to load. More advanced versions of this modification, such as those offered by Video Game Perfection, also bring a host of other neat features, such as the ability to choose between 50hz (PAL) and 60hz (NTSC) refresh rates, or to reset the console all from the comfort of your controller. For the SNES Mini, the SuperCIC also restores the power LED.

To get around the cartridge slot incompatibilities, a simple adapter such as the “Protection Socket Slot” can be used. The other option is to break out the Dremel and tools and physically modify your SNES. This is easier on a US machine, as you simply have to remove two internal plastic lugs from inside the cartridge slot. On a Japanese or European machine, your only option is to physically cut and widen the cartridge slot. It’s a fiddly job and one little slip can ruin your classic console. Furthermore, when the work is done there is still a gap left around the cartridge slot as the cover no longer fits the entire opening. In short, it ruins the look of what is one of the most gorgeous retro consoles ever made.

We talked about differences in power supplies earlier in the article, so we should probably also mention that there is a small difference between SNES controllers manufactured for different regions. On European consoles, only European specific controllers will work, while Japanese and American consoles can use controllers from all over the world. Again, this limitation can be removed with a simple hardware modification. 

Picture Perfect 

Unless you’re feeling particularly nostalgic for the fuzzy RF or composite video connections of your childhood, you should take a moment to ensure you have the best AV cables for your classic SNES system. RGB is the best quality video signal available on the SNES (with the exception of the stock SNES Mini/Junior). High quality RGB cables are available from Retro Gaming CablesIn fine Nintendo tradition, the cable for the European SNES is not quite the same as the cable for the Japanese and American SNES, so make sure you get the correct one. Retro Gaming Cables’ premium “Pack a Punch” cables are engineered for the very best quality audio and video.

If you’re using a multi-chip SNES, getting the right RGB cable is all you need to do to ensure the best possible picture from your system. For the 1-chip consoles, things get a little more interesting. We already told you that 1-chip consoles produce a sharper image, however it was discovered that this can be improved further by the use of an RGB bypass amp. These little boards replace the stock RGB amplifier on the console with something more modern, improving the quality of the picture even further. A further modification can be done to reduce the ‘ghosting’ effect that many 1-chip consoles exhibit, resulting in a truly dazzling image. Again, VideoGamePerfection can provide the necessary components for DIY fitting or upgrade a console on your behalf. 

The SNES Mini/Super Famicom Junior can also have this RGB amp installed, restoring RGB output and making the little console into a formidable contender for the best classic SNES system available.

Digital Audio


One complaint that SNES gamers often have is that, no matter what RGB or AV cables they use, there’s always some slight buzzing noise in the console’s audio output. This is particularly noticeable during bright scenes in a game. There’s now a solution for this in the shape of the SNES digital audio mod. Install this little board into your console or have your favourite hardware modder do so on your behalf and you can then output pure, noise-free digital audio to your SPDIF/TOSLINK compatible amplifier, headphones or DAC. Note that the output signal from this modification is slightly off-spec and so won’t work on every available piece of audio equipment; the only way to know for sure is to try it.

Choose Your Display 

After going to all that effort to find an authentic, classic SNES console, don’t ruin the experience by plugging it directly into your HDTV. Modern TVs simply don’t process retro games consoles correctly, resulting in a disappointing sub-par image, especially when in motion. If you’re using a HDTV, couple your classic consoles with either the Open Source Scanline Converter or an XRGB Mini. Both of these converters have their strengths and weaknesses, but both will improve the picture leaps and bounds over what any HDTV can do on its own. 

The newest firmware in the OSSC, due out of beta test any day now, has a particularly compelling feature that can compensate for some of the blur added by the original SNES consoles. It’s still not as sharp as the SNES Mini, but still a marked improvement and of course requires no modifications to the SNES console itself. 

The other option is, of course, to find an old-school CRT television or RGB monitor. Professional RGB monitors, like the Sony PVM range, cost obscene amounts of money back in the ’80s and ’90s but can now be obtained second hand for more modest sums. If you’re going for the kind of SNES experience that only the richest could afford back when the console was current, a PVM monitor can offer that. Otherwise, any good quality consumer CRT TV with either a SCART socket or component video input will give excellent results. For sets equipped with only component video inputs, a good quality SCART to component converter or HD Retrovision’s dedicated SNES component video cables will unlock the set’s full potential. 

Conclusion

As you can see, the path to the ultimate, authentic Super Nintendo isn’t as straightforward as you might have expected. Pushing the original hardware to its limits is going to require hardware modifications, and for some purists that’s a step too far. Nevertheless, perfect playback of the SNES’ software library remains a compelling argument for hunting down original hardware and jumping through the required hoops to modify and upgrade it. 

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Out Today: Five New Switch eShop Games to Spice Up Halloween

In what is now likely to be a regular update, we’ve been checking out which games are out early in this download week. With solid support for the Switch eShop we have release dates planned to tie-in with retail arrivals or multi-platform downloads; in crowded weekly release schedules ‘early’ arrivals can therefore fall through the cracks. We don’t want that to happen, do we?

Last week’s equivalent brought us four early games in the week, but this week we’re up to five. They’ll all be live through the course of the day (likely morning in North America, afternoon in Europe) – let’s get to it.

Perception (Deep End Games) – $14.99USD / £12.99

A definite win for marketing and savvy timing. This only arrived on other platforms earlier this year and was received quite positively; as you can see in the trailer above it takes the first-person scary house trope and adds a twist. The protagonist is blind, so you can only see the surroundings in limited details and outlines, effectively using sound as your guide. This is an enhanced edition that includes three options for playing the campaign and various adjustments designed to improve on the original.

King Oddball – (10tons) – $4.99USD – £3.99

This actually arrived on 30th October. You take control of a boulder (the King of boulders it would seem) with the aim of using your ridiculously long tongue to lick up other, smaller boulders, before launching them at tanks and helicopters. Despite sounding like something we’ve made up for the world’s earliest (or latest) April Fools article, the game is very much real and actually looks like a whole lot of fun.

One of the first games Ubisoft actually announced for the Switch, it’s now finally ready to make its entrance. Yep, it’s virtual Monopoly, though you can also customise rules and play shortened Special Goals games if you or the system’s battery are running out of time. 

Based on the PS4 and Xbox One title from 2016, this chaotic racer features more than 30 maps covering forest, desert, winter and farm environments. You’ll also find 84 skill challenges and 12 “authentic” events. There are also 6 officially licensed Monster Jam stadiums included, if you’re keen on that kind of thing.

Previously on 3DS, this beat ’em up-style title takes various IPs from the famous network and mashes them up into one adventure; it can be tackled solo or in local co-op. 


Those are your fresh eShop arrivals – will you pick any of these up?

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Super Mario Run Passes 200 Million Downloads as Nintendo Seeks Mobile Success

Nintendo’s quest for mobile success has had its ups and downs to date. It’s enjoyed a modest share of (pocket) monster profits from Pokémon GO, while it has released three main games / apps of its own. The two most recent have had varied success, but Nintendo has confirmed a notable landmark for one in particular.

It’s confirmed that Super Mario Run has passed 200 million downloads, with over 90% of those outside of Japan. It’s also highlighted an increase in players following the recent major update (and discount). Nintendo does admit, however, that monetising the game (through its one-off purchase) is still an issue, as the game has “not yet reached an acceptable profit point”.

Nintendo states that it is, however, “on track” with its profit targets for Fire Emblem Heroes, with promotions and updates also leading to an increase in active users. The company is also keen to point out that sales (through microtransactions) are gradually improving outside of Japan.

Animal Crossing: Pocket Camp seems to be off to a strong start in Australia, too, and that’s an IP with undoubted potential for success on Mobile ahead of its late November global release. Overall, driven by Super Mario Run and Fire Emblem Heroes, Nintendo reported revenue of 17.9 billion Yen (approx $158 million) from mobile in its Q2 financial report.

It’s interesting to see the steady evolution of Nintendo’s efforts on Mobile; it still has the target of releasing 2-3 titles each year.

For now we await the global release of Pocket Camp – do you think it’ll be a success?

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Video: How Naughty Dog designed The Last Of Us’ brutal melee system

Three years ago, Naughty Dog’s Anthony Newman took to the stage at GDC 2014 to deconstruct a complicated topic: the melee system at play in the studio’s 2013 game The Last Of Us.

It was interesting because Newman’s talk addressed both the deisgn of the system (discussing solutions to the challenges of creating an effective hybrid between gunplay and melee combat, and how those mechanics emphasized the tone and world) and the practical implementation of said system.

He delved into the technical details of how the Last Of Us team synced animations, handle memory management, and practiced efficient scripting practices. It was a neat talk that also touched on how the studio’s production process changed between Uncharted and The Last Of Us, as well as examining techniques the team used to achieve the game’s brutal aesthetic.

If that sounds like something you’d like to watch but you missed it in 2013, no worries — now you can watch it for free on the official GDC YouTube channel!

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

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

Gamasutra and GDC are sibling organizations under parent UBM Americas

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Don’t Miss: Level design, player orientation, and the art of the chase in Outlast 2

Outlast 2, which was released last month on PC, Xbox One and PlayStation 4, casts players as a cameraman and woman working on a news story deep, deep in the back woods. There, they will find misshapen human beings, deadly cults, and unnatural forces, all of them stalking the player through the shadowy trees, dark paths, and pitch black caverns.

Pro tip: if they see you, you should run away.

It’s the chase that Outlast 2 excels at – when all of those dangerous foes are right behind the player, arms outstretched to grasp them. It’s a perfect situation to create terror, but having the player run through dark forests, twisting paths, and maze-like caves while panicked is also a recipe for video game disaster.

Getting lost, turned around, or not knowing which way to go can kill immersion and create frustration. At the same time, if the player knows where to go too easily or feels like they’re being led around, that can kill the fearful mood, too.

There is a very delicate balancing act going on behind the scenes, one that involved lots of playtesting, careful consideration of layouts, and use of sound, light, and visuals to create just the right amount of tension and direction as players run through the woods with cultists on their heels.

“There’s no magical recipe. Usually, when we as the developers feel it’s too obvious, it means it’s fine,” jokes Philippe Morin of Red Barrels, developers of the fast-paced survival horror title.

Morin’s work begins before the chase can even start, ensuring a variety of situations in order to heighten fear. “We actually try to steer away from any pattern, so players remain on edge. Sometimes it starts with a bang, and other times we progressively build it up. In other sections, it depends on how the player behaves. For example: the cornfields can actually be played without ever getting a chase.”

Certainty can lead players to feel complacent in a game’s world. Knowing that a chase sequence is coming ruins that initial shock that will carry them forward throughout the chase. Morin wanted players to be startled at times, rushing forward as a chase sequence descends on them by surprise, or because they blundered into a situation.

One key was in having no particular formula at all for how to begin. “We don’t have one magical recipe.” says Morin. Having a variety of things kick off each chase, from sudden attacks to areas of silence to places where the player instigates them, creates an uncertainty that helps enhance the fear they’re looking to create. A player who doesn’t know what is coming or what will trigger their next flight cannot mentally prepare for it.

The route the players would take for their chases was the next area for Morin to focus on. Players need a place to run through, and a straight line gets dull and predictable in a hurry. Again, though, going too much in the other direction creates its own problems, with maze-like environments frustrating the player rather than frightening them. Morin needed something in between, with players able to navigate with some of the smoothness of the straight line route, but with the uncertainty and chaos of the winding route.

“We tried many things in Outlast 2, including chases in more open layouts, others in linear corridors, and it always comes down to one thing… you have to lead players without them feeling they’re being led,” says Morin.

Morin used a handful of tricks to keep players on track. “The main tool is light.” he says. “People usually tend to follow the light when in doubt. Of course, it’s a lot easier to control when the game takes place inside a series of corridors, and it was quite a challenge to make it work in a forest only lit by a full moon, especially when so much of the game takes place in darkness and the level of darkness can vary a lot from one TV or monitor to another.”

Morin and the team used moonlight twinkling on a damp path, a stray lantern, or smoldering campfires in order to light up the wooded paths, facing the challenge of using light sources to lead in Outlast 2’s wide-open spaces. 

Again, though, it’s never just down to one trick. “Density of objects is also something we use. Players will naturally stay away from area filled with various objects and go toward open paths. Ultimately, having enemies placed where we don’t want the player to go does also the job.” says Morin.

By strategically placing clutter, bushes, overturned barrels, or stray logs on a path, Morin could create a natural-looking outdoor environment while still giving the player a clear route to take while panicked. It also wouldn’t entirely look like a clear route, offering players a place that looks less like a specific course and more like a frightening camp or woods to rush through. Guided only by natural light, debris, and monster placement, Morin could set up a course that would feel realistic, yet still lead the player down the right path.

The chase itself also carried elements of unpredictability, continuing that trend of keeping the player off-guard. It wasn’t enough to keep the player running from the people they saw – not enough to feel that you’d gotten that lead on them and were safe. Even while fleeing, Red Barrel wanted players to feel unsure.

“You have to create beats. Let the player feel they’re going to be okay and then throw something at them to temporarily slow them down or completely stop them, allowing the enemies to catch up. You play with this dynamic a few times in a sequence, mix it with an effective music track, and you’ve got the basis of a cool chase.” says Morin. “It’s kind of like sex. It can’t be full throttle from start to finish, but you also don’t want the phone to ring and create that pause that breaks the mood.” 

Maybe the player trips. Maybe more foes pop up down the path. Maybe an open path collapses, closing off the player’s planned escape route. Morin didn’t want any one sequence to feel predictable. There had to be something that would throw the player off of just running as fast as they could – something that added a little more to each chase.

“Of course, we have to throw in a monkey wrench once in a while, otherwise the game becomes stale. It may be the absence of chase music, the player getting injured, the introduction of a new ingredient, etc.” says Morin.

And what of those enemies that are chasing the player? If the player feels like they get a commanding lead on them, what’s to be afraid of? Morin played around with aspects of the sound design to ensure that, even if the player was far ahead, they wouldn’t feel like they were. “You have to the feel the presence of your pursuers.” says Morin. “It may mean that we have to exaggerate some sounds to hear the screaming, the footsteps, and the breathing of the enemies when we want them to be heard despite the chase music.”

Players can hear hammering footsteps, enemies snarling and shouting, and breathing that seems to be right in their ear. Yes, the player could look behind them with a push of a button to see how close the enemies are, but they can already tell with the audio.

“Our audio mechanics are set up to use tons of information given to us by the game – player speed, NPC proximity, different AI states – that allow us to emphasize how close or how far the enemies appear to the player to create the right amount of stress no matter what the situation is.” says Morin. 

This kind of tension is exhausting, though, and can wear a player down over time. This is why a final element for Morin was in keeping these chase sequences at just the right length. They had to frighten the player without taking too long. “We also try to make sure we don’t stretch chases for too long, so players don’t become desensitized, but that part is super-tricky because it varies a lot from one player to another.” says Morin.

All of these elements went through rigorous testing, as finding the right balance of all of these things was quite tricky, bouncing between being too obvious or not clear enough.

“It has to feel chaotic, yet intuitive. It’s a tricky balance and results may vary from one player to another.” says Morin. “We’ve seen playtests in which a majority of players would go through a sequence without a hitch, while a few players would get stuck in the same area. The question becomes, ‘Can you make it work for those players without negatively impacting the experience of those who had no issues?’ When you make it too obvious, then some players start to feel they’re on a track.”

After extended testing, Morin found that they had reached that balance, getting the player ready to be chased, leading the player without making them feel lead, and then giving an unpredictable chase that made them feel afraid of the snarling at their heels. This was what made Outlast 2 special, for Morin, and what he feels players come to the series for.

“I think horror games are about the fear of the unexpected. You don’t play an Outlast game to feel empowered and in control, you play it to get a rollercoaster ride of emotions as a character who must run for his life.”

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Feature: Ten 3DS Games That Are Perfect for Halloween

It’s nearly Halloween / All Hallows’ Eve / mild vandalism night, so that means everything is spooky. Well, if you want it to be, or you could hide upstairs with all the lights out until the trick or treaters are all gone – your call.

Anyway, it’s a time for scary games. Or those with grisly themes. Or cute ones with outfits, they work too. A nice thing about Halloween and gaming is that you can make of it what you please, and that’s especially the case when playing games on Nintendo hardware. And so we’re kicking off with a list of 3DS games that are ideal for playing on the year’s spookiest night; worry not, a Switch list will arrive tomorrow before the sun sets…

So, here are ten games to consider if you fancy a bit Halloween gaming on the 3DS. Our only rule was no Virtual Console, just because…

Please note that some of the links below are affiliate links. If you click them and make a purchase we may receive a small percentage of the sale which helps support the site. Please read our FTC Disclosure for more information.

A dark and undeniably creepy entry in the iconic franchise, and those are aspects of its design that contribute to it having a sizeable and loyal following of fans. In past years it’s featured in Nintendo’s marketing around Halloween, and no wonder; it’s a stone-cold classic that shines on 3DS.

Aside from arguments about naming conventions this one is easy to pick. It’s unlikely to scare you but rather charm you silly, as Luigi creeps through multiple mansions while being as comical and frightened as ever. Critically acclaimed and commercially successful, this represented a coming of age for developer Next Level Games before it was then thrown a hospital pass with Metroid Prime: Federation Force. Really, Nintendo, that was mean.

We’d argue that the 3DS version is particularly appealing, though the HD option on Wii U is also solid; it was originally designed with the handheld in mind and the 3D and tight environments suit it nicely, especially with a Circle Pad Pro or New Nintendo 3DS c-stick handy. Of course both this and its successor are coming to the Switch soon, but Capcom didn’t have them ready in time for Halloween because, well, it’s Capcom.

A perfect alternative to gaming designed to scare players. It’s cute and fun as you virtually dress up and enjoy the occasion in your town, and this title has an undeniable charm that means we give it the nod once again. That said, we’re assuming the game still does the cool seasonal stuff; this writer’s scared to go back to his long abandoned town for fear of repercussions from the animals.

A fantastic recent arrival on the 3DS, it’s a reimagining of the Game Boy classic that very much goes its own way. It serves up varying environments and monsters, of course, along with the isolation and exploration that we’ve become accustomed to in most of our adventures with Samus. It’s deliciously atmospheric and well suited for a Halloween night.

A bit of a curveball for you. Those with Virtual Console purchases or a SNES / NES Mini may be considering retro Castlevania games, but we think this MercurySteam title deserves a bit of love and credit. Made by the same studio that brought us Metroid: Samus Returns it’s not hard to spot similarities in style and approach, plus it makes fantastic use of the 3D effect.

It arrived last year and likely fell off the radar, this is an updated version of a PSP remake of the original (if that makes sense), with an extra four chapters also added. It delivers its own narrative-driven spin of mature horror on the 3DS, with pixel-based visuals combining with fantastic audio design (wear a pair of headphones for this one) and some puzzles thrown in.

This is a franchise that has been well served on the 3DS, with spin-offs, main series entries and remasters. The most recent release in the West is Shin Megami Tensei IV: Apocalypse, and depending on your region a couple of the other releases are currently on eShop discounts. These games are largely stylish RPGs full of demons and drama – perfect for Halloween.

Kotaro Uchikoshi’s Zero Escape series has deservedly earned a cult following, even if wrapping up the trilogy was more difficult than was once expected. Twisted narratives and tricky puzzles are staples of the series, but it is recommended you start from the beginning. Therefore you should kick off with DS game 999: Nine Hours, Nine Persons, Nine Doors (playable with backwards compatibility on 3DS), then Virtue’s Last Reward and finally Zero Time Dilemma.

We keep bringing this one up every year because, frankly, it’s an easily forgotten gem on the 3DS eShop. Part of a series of download-only Level-5 games in the ‘Guild’ series, our reviewer memorably described it as ‘Pacific Rim meets The Goonies’. Sweet storytelling, charming visuals and a relaxing experience may give you the alternative Halloween you crave.


So, those are ten games / series that we think should be on your radar for Halloween. Let us know of your favourite 3DS games for the spooky holiday in the comments below, and keep an eye out for our upcoming Switch list.

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Get a job: iGotcha Studios is hiring a Tools Developer

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: Stockholm, Sweeden

Who are we?

iGotcha Studios is a small and growing independent game studio consisting of experienced and passionate developers. Our main focus is to develop location-based games for mobile platforms. Our office is located just outside the central station with an abundance of restaurants, gyms and shops within walking distance. All our employees have competitive salaries and benefits.

Now that we’ve secured a solid financial founding from reputable investors we are now looking to expand our development team!

Job Description

We’re seeking a passionate programmer ready to join an exciting, growing, studio. You should be comfortable with working across disciplines but also take initiative and independently find creative solutions to complex problems. We strive for technical excellence and need you to venture outside of your comfort zone, learning and implementing new technologies.

This is an entry- to mid-level position. Fresh graduates are welcome to apply as long as you have the necessary tech skills.

ROLE AND RESPONSIBILITIES

  • Create, develop and maintain internal web-based tools

  • Pitch in if needed on game systems, including backend and game client

PERSONAL TRAITS

  • Passion for playing and making games

  • You are an independent quick learner who can pick up new skills in a short time-frame

  • You make realistic time estimates and know your limits and weaknesses

  • Quality-oriented and meticulous but you still deliver in time

  • Excellent analytical and problem-solving skills

ESSENTIAL SKILLS

  • Experience working with source control systems such as Git

  • You have a grasp of the full web stack, including but not limited to technology such as:

    • AngularJS(2) or other modern frameworks

    • Databases (NoSQL variants as well as traditional)

    • JWT or other authentication technologies

    • HTML5

    • JavaScript / TypeScript

    • Less / Sass and CSS3

  • Excellent written and verbal communication skills

  • Excellent interpersonal skills

PREFERRED SKILLS

DESIRABLES

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.