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Cyber Gadget Reveals The Retro Freak Basic, For All Your SNES And Super Famicom Needs

Cyber Gadget – the company behind the Retro Freak console – has revealed the Retro Freak Basic, a new model which only plays SNES and Super Famicom cartridges out of the box.

The Retro Freak Basic comes in two packs – the Economy set (10,778 Yen, around $96) is just the unit itself with no controller or HDMI cable, while the Standard set (14,018 Yen, around $125) comes with one pad and a HDMI lead.

While this unit is focused on Nintendo’s famous 16-bit system, cartridge adapters (like those already available) are in the works which will allow it to play games for other consoles, which suggests that the internal tech is basically identical to the original Retro Freak.

But that’s not all! Cyber Gadget is also releasing an arcade stick, which launches in the winter.

Do either of these products interest you? Share your thoughts with a comment.

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Review: Mario & Luigi: Superstar Saga + Bowser’s Minions (3DS)

Nintendo’s portable gaming has a special place in the industry, a challenge the company will need to tackle in the years to come should it stick with a single ‘hybrid’ device in the form of the Switch. Nintendo’s dedicated handhelds have consistently had games unique to that on-the-go space, with the Mario & Luigi series among them. It’s graced the Game Boy Advance, DS and 3DS with multiple bizarre and quirky games, full of daft premises, witty gameplay and oodles of charm.

It all started with Mario & Luigi: Superstar Saga, and so it’s somewhat fitting that the grand original by AlphaDream gets a second life with the slightly awkwardly titled Mario & Luigi: Superstar Saga + Bowser’s Minions. It’s a full remaster in that, aesthetically, it’s a complete overhaul from the original, bringing it up to current-day standards while retaining its defining qualities. We’ll start off with a fresh look at what makes this game tick before getting to what this 3DS version does differently.

Considered by some to be a spiritual successor to Super Mario RPG: Legend of the Seven Stars, this first game in the Mario & Luigi series establishes some key things – the dual button control scheme, timing-based combat, and that villains are comedy gold. Though to be fair, the whole game is about humour. The cast of the Mushroom Kingdom and Beanbean Kingdom (where the game mostly plays out) are straight out of a comedy show, full of snappy lines and laugh-out-loud dialogue. Superstar Saga set the tone for all of the gems that followed and, in terms of its storytelling in particular, hasn’t aged a bit.

The plot here, and its structure, arguably place it among the best the series has offered. New foes Cackletta and fan-favourite Fawful supposedly steal Princess Peach’s voice; the famous Bros. and the intensely arrogant – and funny – Bowser team up (briefly) to tackle the new menace. Over the course of 20 hours+ they get split up, reunite in strange ways, and go through more twists and turns than a race car in Monaco. We meet some memorable new characters, and are also introduced to AlphaDream’s spin on familiar mascots, with this game throwing in plenty of cameos along with fresh faces. It’s clever writing, too, as it has the visual hooks and silliness to amuse young players, but also the self-referential wit to make big kids like this reviewer laugh.

As for the actual gameplay, it takes shape as any logical Mario RPG would. You explore the overworld, picking fights or dodging them if you prefer, gradually solving puzzles to explore the world and advance the story. Naturally the series has its own spins – first and foremost is the dual control mechanic. For the most part Mario & Luigi move together but jump independently with the A and B buttons, with X conveniently making them jump together. When you go into battle they operate independently, but you use timed button presses for a combination of attacks, dodges and counter-attacks. The centrepiece set of moves in combat are called Bros. Attacks, in which the two heroes work together on extravagant, powerful and goofy assaults.

It’s a formula that was evidently nailed on day one, as it works as well here as it does in its various sequels. Those that have only played more recent entries in the series will also recognise a number of the overworld / exploration moves the brothers can pull off. Early on they’re simple things like a high jump, but by the end Luigi will be electrocuting Mario to get through small spaces, or they’ll hammer each other into smaller or mole-like forms. The design is fantastic, as moves and abilities are gradually unlocked to match circumstances; they feel easy and intuitive to execute.

It all unfolds over a fairly lengthy adventure, though those that felt more recent entries like Mario & Luigi: Paper Jam were padded out or thin on engaging characters will enjoy the relative brevity and diversity here. As is now the series’ style it likes to pull the old “this is the end, nah it isn’t!” trick a few times, but always in a way to raise a smile. Its new characters – now familiar to series veterans – are also superstars in their own right, with Fawful’s iffy understanding of language comprehension being a particular high point. It’s a world packed to the brim with charm, all wrapped around a clever spin on RPG exploration and combat norms.

Of course, plenty know this game well from the GBA original and its relatively recent inclusion in the Wii U Virtual Console library. With that Wii U release quite fresh in the memory, how can Nintendo justify this as a retail release?

For one thing, this is a genuine remaster, not a simple upscale. The entire game has been transplanted and reproduced in the 3DS-era engine for the series, which retains the eccentric animations and facial expressions of the older games but within colourful polygons. We’ve always been fans of the look, and purists seeking the ‘original’ should by all means play it on Game Boy Advance or the Wii U at a push; for the purposes of this new release the updated visuals look terrific. As a whole the game is a looker by 3DS standards.

Other aspects of the 3DS functionality are less important, and there’s one major omission. To start with the touchscreen, it’s used as a means to alternate between a minimap or touch buttons to access various moves and abilities; you can also place pins on the map to remind yourself of landmarks, though we generally went through the game only needing the most basic of pointers. The letdown, though, is a complete absence of the 3D effect.

There’s no real justification for this beyond time- and cost-cutting. Both previous 3DS entries supported 3D with improving results, and it added a diorama-like appeal to the visuals, but here the experience is resolutely 2D. It ties into Nintendo’s focus on the New Nintendo 2DS XL model, in particular, but after the recent joys of auto-stereoscopic 3D in Metroid: Samus Returns this feels like a snub to those of us that leave the slider all the way up. It’s not a dealbreaker by any stretch, but considering the fact the action is almost exclusively on the top screen it’s a lazy omission.

We do have amiibo implementation, too, in which you scan figures for a stamp book that you show to a merchant a little way through the game. On a superficial level this is one of the most fun ways we’ve seen amiibo implemented on the New 3DS / 2DS touchscreen, as you scan the amiibo by essentially ‘stamping’ the page. Standard Super Mario characters (though the pixel Mario and Yarn Yoshi worked for us) give you rewards, and the Goomba / Koopa Troopa / Boo amiibo do something ‘special’. We didn’t have those particular figures but, as is often the case for amiibo, you can enjoy the functionality or enjoy the game just fine without it.

The biggest new feature here, of course, is the Bowser’s Minions campaign. It unlocks a short way into the story and follows an alternate path in which Bowser’s much put-upon grunts seek to rescue their master. Initially a Goomba is made captain in order to be a fall guy, and what evolves is a real-time strategy-lite experience in a storyline that loosely follows along with the main adventure.

It offers a relatively lengthy campaign, though not all may see it through to completion due to the limited hook on offer. Employing a rock-paper-scissors approach to combat, before each stage you can see which kind of units the opposition will have and then build your squad and formation to counter that. Where you place units matters as much as type, and some are strong against particular opposition, with more joining your squad as you progress. As your numbers grow the challenging part is rotating enough to level up a broad range of fighters while also keeping each team’s overall level moving in the right direction.

The actual battles themselves are extremely simplistic – you watch as the units scrap it out, occasionally using the A button when prompted for special attacks. You also have commands that you can issue (limited by a points system) to block enemy specials, rally the troops and more. Though you form the team and strategise a little behind the scenes the battles aren’t very engaging. Grinding also comes into play as the challenge mounts, as you can go back and replay cleared stages if your units need more experience to level up.

The story told is charming, and the humour from the main game carries across. That’s the saving grace of this mode, as the cast are certainly amusing enough to make the grind worth it. This add-on is competent enough, then, but not overly diverting; in terms of quality it’s not really close to the design of the main adventure.

Overall, when you combine the remastered classic and the light-touch diversion of Bowser’s Minions, you get a lot of playtime out of this one. It’s also guaranteed to be some of the funniest and most unique gaming you experience this year, as the Mario & Luigi formula still shines brightly. For those that feel the latest entries on 3DS became bloated, meanwhile, this offers good value with a little more snap, though numerous extra hours can be spent on optional exploration and sidequests. It’s just a shame, in the end, that Nintendo didn’t implement the 3D effect, but that’s one of our only complaints.

Conclusion

Mario & Luigi: Superstar Saga is a classic, and this new version is arguably the definitive version. Yes, Bowser’s Minions is a harmless but shallow add-on, but the Superstars are the real attraction.

This is a series that has a distinct and special place within Nintendo gaming, and after experimentation and not-always-popular approaches in the 3DS era of games, this takes us back to the IP’s roots. What a treat it is, too – funny, smartly designed and pure unpretentious joy, this is a great start point for those that missed the original in the Game Boy Advance era, and should also be tempting to those with fond memories of the adventure.

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Unity Working to Optimise Engine on Switch, Talks Up Success on Platform

If you’ve played a lot of Indie games, you’ve played a lot of Unity games. Some major developers and publishers (including Nintendo) have also used the engine, but it’s often employed by smaller studios seeking to realise their vision on a limited budget. For those that can’t produce their own bespoke technology it’s a valuable tool.

Reliance on it can lead to problems, though. In the Wii U era we spoke to developers that had to produce multiple builds of their game due to Nintendo’s hardware only supporting older versions of Unity. Now a few developers have encountered delays on Switch due to a similar problem, with Yooka-Laylee developers Playtonic Games citing the issue.

For its part Unity says it’s continually working to optimise the engine on Switch; in response to some recent concerns Hiroki Omae, Unity’s Japan Regional Director, said the following the GamesIndustry.biz.

Unity has been providing developer support for Nintendo Switch since day one, and we’re proud to report that more than 30% of games released on Switch to-date are made with Unity.

We continue to partner closely with Nintendo to optimize Unity on Switch, and are happy to see our developers finding great success on the system.

Hopefully the platform will get to the stage where its various updates and adjustments roll-out quickly on Nintendo’s hardware. The easier it is for developers to bring their games to Switch, the more its library will grow.

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Review: Lovers in a Dangerous Spacetime (Switch eShop)

Lovers in a Dangerous Spacetime is a multiplayer experience that finds itself sitting somewhere between the action and party genres. Developed by Toronto-based indie studio Asteroid Base, the game has received a lot of love and attention across its PC and other console releases with its use of colour, imagination, and pure fun often being praised. Now, thanks to the game being released on the Switch’s eShop, it is time for us to see what all the fuss is about. Let’s dig in, shall we?

Lovers in a Dangerous Spacetime has been designed with co-op play in mind but you can also play the entire thing on your own, if you prefer. When your team has been assembled (up to a total of four players), your job is to work together to guide a spaceship around enemy-infested levels. The ship has controls for driving, operating a shield, four independent turrets, a map, and a really powerful weapon that has limited use. The trick here is that each player can only operate one of these things at a time; each team member must dart back and forth across the ship to use whichever controls are necessary to progress, communicating with each other as they go. To be truly successful, teams must have either a solid plan for each member’s role before heading into a level, or be incredibly efficient at ad-lib instructions during play.

The goal of most levels is to find a minimum of five space-bunnies to unlock a giant love heart in the sky. By travelling to this unlocked heart you are able to head to the next stage of your current campaign – the game has four campaigns in total, each containing four normal stages and a boss stage. Along the way there are several enemy types that can hurt you in different ways and variations on the scenery that can impact how you fly, how your weapons work, or even affect your shooting strategies. As well as this, upgrades for your ship will become available as you progress (as long as you find them within the levels), allowing you to beef up your set of controls. Whether you want to use these power-ups on your turrets for added fire power, your shield for extra defence, or even your engine for added bonuses is completely up to you (or your team at least!).

If you decide to go it alone, you will be buddied up with an AI-controlled pet for company on your quest (we went with Kepler the cat because he was just too cute to resist). Instead of communicating with your real, human friends, you will be presented with an extra control option that is for your new found pet-friend; by holding down ‘X’ and selecting a control within the ship, you are able to tell your pet to take control of the engine, man the turrets, or just sit about idly doing nothing, if you like. The AI does a surprisingly good job of shooting at the targets you would hope for, which is great; it really doesn’t feel like you are at any disadvantage being on your own. In fact, playing this way feels like a whole new game and we actually found ourselves enjoying this play-style just as much as, if not more than, playing in multiplayer. If you have the time we’d recommend playing through the entire campaign both alone, and with friends – the game is good enough to justify the second trip.

Everything is rather beautiful to look at, too. This is a wonderfully polished product, always looking bright and cheerful, always feeling smooth and precise. At first, it seems like there will be quite a lot to take in – running around the spaceship can get rather hectic as you have to navigate ladders and platforms inside just to reach your desired control, never mind then operating said control before the swarm of space-bug-things come to eat your face off. Somehow, though, everything seems to gel instantly and you’ll soon be commanding your team around with as much self-confidence and conviction as a slightly tipsy Captain Olimar. It’s marvellously done.

The campaigns get surprisingly challenging for a game that is based around the theme of love and cute little bunnies. This is a never a real problem, though; at any time (even between each individual stage) you are able to change the difficulty as you see fit. We aren’t ashamed to admit that a particularly tough level which had us fending off waves of enemies approaching our ship was a bit much on the standard difficulty – dropping down to an easier setting to catch our breath couldn’t have been easier.

It isn’t too often that a game built around multiplayer is equally enjoyable when playing alone, yet Lovers in a Dangerous Spacetime has nailed the concept for both methods. It isn’t the longest game in the world and, aside from those “wave” type stages and the bosses, the main set of levels can feel quite similar but it even goes some way to make up for this too. If you wish, you can aim to collect every single space-bunny and work towards a glowing 100% on your save file and each level is randomly generated so you won’t see the exact same layout twice. A lot of ‘love’ has been put into this game and it really does get almost everything right.

Conclusion

Lovers in a Dangerous Spacetime caught us by surprise; we were expecting a great multiplayer party experience but ended up with something much more than that. If you have a great bunch of friends and the necessary controllers, be sure to gather everyone round for some challenging but hilarious teamwork. If you don’t, or if you prefer playing alone, load the game up anyway and enjoy an intense, strategically-minded campaign with a warm and welcoming exterior. Lovers in a Dangerous Spacetime deserves to be played and should most definitely be on your eShop wishlist – we’re in love, for sure. 

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Don’t Knock Twice Is Bringing Supernatural Horror To Switch

Halloween is on the way and our chums over at Wales Interactive are ready to embrace the scary season with their upcoming supernatural horror game Don’t Knock Twice, which is coming to Switch eShop on 17th October priced at £9.99 / €12.49 / $12.49.

Here’s some blurb from the PR to get you up to speed on the game:

Don’t Knock Twice is a first-person horror game based on a psychologically terrifying urban legend. To save her estranged daughter, a guilt-ridden mother must uncover the frightening truth behind the urban tale of a vengeful, demonic witch. One knock to wake her from her bed, twice to raise her from the dead.
 
To find and save your daughter, you will explore all depths of a grand manor house, searching for hidden clues and wield items to escape the terror that surrounds you.
 
The game was developed alongside the 2017 horror film, Don’t Knock Twice, starring Katee Sackhoff (Battlestar Galactica) and directed by Caradog James (The Machine).

It all sounds like a ruddy good time to us. Do you plan to check this one out later in the month, or are you too scared?

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Getting the message right in Another Lost Phone

Accidental Queens is a game company you might not be familiar with because they’ve only been releasing games this year. Earlier in 2017, they released the game A Normal Lost Phone in which plays found a smart phone, unlocked it, and began to piece together the life of the person who owned it.

There’s a degree of voyeuristic delight the propels the player forward. There are puzzles, mostly consisting of investing your time and attention into the assorted texts, emails, and other information on the device. It doesn’t feel like puzzles because it doesn’t feel like a game. There isn’t even a suggestion that the game has natural start or end points, much less a story, until one begins to emerge within the context of what you put together yourself. It’s a small game with a big message, and it has sold 100k units, and is won numerous accolades. 

Another Lost Phone: Laura’s Story is the pseudo-sequel just released by Accidental Queens, is available on Steam and on Android phones. This time, you explore a phone owned by a young professional woman named Laura. Again, there’s some very complicated messages and themes at play here. Miryam Houali and Diane Landais from Accidental Queens explain how you do a message game but make sure to get the message right.

In Another Lost Phone: Laura’s Story, players are tasked to find out what happened to Laura, a young woman who has apparently vanished without a trace. Stumbling on her lost phone, they need to discover what happened to her by uncovering crucial pieces of information and hidden passwords scattered among texts, apps, photo gallery and social networks.

This builds upon the basic system that Accidental Queens developed originally during a game jam. At this point, it’s a fully realized phone operating system, complete with music playing in the background via the iTunes comparative app and even requiring you to toggle various in phone systems like Wi-Fi and GPS. 

Or you can just delete all the data on the phone right from the start. I did to see if I could. And you can. 

Asked about transitioning the original title to this more elaborate version, art director Houali said that the impact the first game made upon players seemed to be something they could easily build upon because there were so many other subjects the team wanted to tackle. Diane Landais shared that the team through this would be easy to accomplish by simply adding a few new apps. Then Landais laughs because, of course, nothing is that simple. 

“The first game was mostly finding a password or guessing it,” Landais says. “This is more about piecing things together and deducing a password or how to advance the game. This design shift meant from a design and technical standpoint we had to redesign. One that was hard to do right was the recovery app which unlocks content within the messages and notes apps. In the original, each app had one bit of content. Now we have apps talking to each other.”

Miryam Houali points out that there were mistakes me in the first game, from a design perspective, that needed to be corrected — especially after getting some negative feedback. And that’s where Accidental Queens moved into territory that they knew required outside help.

“We know what we want to talk about, but it takes asking people how they felt after playing and why.”

In the original game, there is a puzzle in which you must forward a photo from the phone to someone else. There are numerous photos to choose from, but there are also images of the phone’s owner presenting as male instead of female in a game that doesn’t give you any heads-up that it is entering into trans-issues territory.

This puzzle solution resulted in Accidental Queens getting criticism for not fully thinking through their issue. While they wanted to make people feel uncomfortable in certain privacy violation ways, there were unforeseen issues that made a percentage of their audience too uncomfortable to continue. 

“We tried not to do that again on this one,” Landais says. “Any potential problem, we asked ourselves if it was useful to have it make people uncomfortable. What are the bigger complications of that?”

So for the sequel, which takes on a number of emotionally and politically complicated issues, the team decided it was best to ask someone else to answer these questions. In a game about complicated emotional and psychological abuse, the team didn’t want to risk hammering anyone over the head with their message but also wanted to make sure they presented a human, realistic portrayal of these events. So they turned to the professionals.

Houali says, “We had domestic abuse survivor groups play to point out any abuse mistakes we didn’t spot. There was four different organizations, all French based, helping us with the subjects and we sent them prototypes. We sent them beta versions. They pointed out mistakes in dialogues or how the message was conveyed. Our production time was very short, but at each big milestone we had a playtest station.”

As very small scale developers on a short production timeline, using so much of their resources and time to make sure that every detail about their message is conveyed accurately, seems sort of breathtaking. Especially when there are groups out there willing to help with work like this, why aren’t more larger-scale studios putting this much care into their product?

There was also considerable playtesting with individuals. “As developers we know what we want to talk about and how we imagine it being an entertaining game to play,” Landais says, “but it takes asking people how they felt after playing and why. That’s the only way to get this right. 

There’s a sort of trigger warning device at the beginning of Another Lost Phone: Laura’s Story which gives you different depths of plot and theme analysis, depending on how much you’re willing to have spoiled.

This is a delicate balancing act that both Accidental Queens games have had to straddle: if people know The Message of a game, it changes how you play and what you’re looking for. How do you put that out into the world without changing how others approach what you’ve made?

Landais says, “We wanted to spoil as little as we can, and going in there was a vague idea of those subjects. We don’t want to say those messages up front because they are more efficient way to play. For example, we wanted to share that psychological manipulation was coming from multiple sources. And if you know that at the start of the game that was still too much.”

But how do you let people know what your game is about? For Landais, the best route for games right now seems to be keeping that a kind of open secret. There are enough people in games-space right now complaining about too much politics in their games.

“I understand where they’re coming from,” Landais says. “We could’ve marketed this as “Oh look at these good LGBTQ people” and look — first of all, if you’re going to market a game like that you’d better deliver. But second, if you announce like that you’re going to drive away the people the need to hear your message. Some people who had “problematic” visions wound up empathizing with characters in our game before they realized what they were reading. You are trying to change someone’s perspective, and telling that in the sale of the idea is not going to let them understand your point better.

Miryam Houali agrees. “Some people say that the game was still too preachy. We wanted players to have their own opinions. We don’t think that people disagreeing with us makes them bad people, we just want to give them the tools to reflect on their beliefs. We can try to touch a lot more people with this approach instead of making overly political games.”

And that’s how Accidental Queens are using a subtle marketing push that leaves all the themes in the background, mixed with spending a majority of their time making sure those same themes are done beyond reproach, to turn out something truly special in Another Lost Phone: Laura’s Story.

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Super Mario Odyssey Director Explains Why the Life Counter Has Been Dropped

One of the things that many fans noticed immediately when shown in-game footage of Super Mario Odyssey was that the life counter, a staple in every Mario game till now, was missing. Should the plumber meet his demise, the game merely subtracts some coins from your total and then restarts you at a checkpoint. It’s divided opinion somewhat, but this is something that’s become more and more of a trend in modern platformers, as lives are really just a holdover from the glory days of arcades.

Speaking more on this issue in this month’s Game Informer, Kenta Motokura—the director of Super Mario Odyssey—explained that the concept was canned because it wouldn’t gel well with the general design of the game. Here’s what he said:

We thought about how a lives system would work in this kind of broad, exploration-focused game. In this sort of game, there would be a lot of different restart points. We decided not to use the lives system because it was not an element that was absolutely necessary. We also thought that it would affect some users’ desire to play because, while users who are good at the game would rarely see the (game over) screen that comes up when Mario runs out of lives, inexperienced users would probably end up seeing it frequently.

It makes a lot of sense, but the question is whether this will become a standard for all Mario games, or if it’s just for Odyssey.

What do you think? Does a life counter still have a place in modern game design? Do you think they’re going to drop it from Mario games for good? Share your thoughts in the comments below.

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Destiny 2 Hotfix – 10/3/2017

Destiny 2 Hotfix – 10/3/2017 > News | Bungie.net

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1.0.3.1 The one with more post-launch housekeeping.

Items

  • Fixed an issue in which players could lose access to the Veteran’s Transmat Effect by deleting characters
  • Fixed an issue in which clan engrams would grant Trials of the Nine and raid rewards at only 10 Power
  • Fixed an issue in which the action button on Faction Rallies emblems displayed Discard instead of Store

Quests

  • Fixed an issue in which progress for the Exotic Quest Step “His Highness’s Seal” was not incrementing properly

Raid

  • Fixed an issue in which raid milestones would not show for some players after the weekly reset (This didn’t affect any raid rewards)
  • Fixed an issue in which players could enter a state where they are continuously killed if they finish a raid encounter at the exact moment of failure

Crucible

  • Added invisible physics and kill volumes to keep players inside the intended playable area on the following maps: 
    • Eternity
    • Altar of Flame
    • Emperor’s Respite
    • Legion’s Gulch
    • Javelin-4
    • The Dead Cliffs
  • Added invisible physics to all stairs in The Dead Cliffs to allow grenades to bounce properly
  • Adjusted spawning system values to reduce the frequency of players respawning into dangerous situations on all maps

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Midweek Madness – Dying Light, up to 60% Off

Raw Data is Now Available on Steam and is 25% off!*

Built from the ground up for VR, Raw Data’s action gameplay, intuitive controls, challenging enemies, and sci-fi atmosphere will completely immerse you within the surreal world of Eden Corp. Go solo or team up and become the adrenaline-charged heroes of your own futuristic technothriller.

*Offer ends October 12 at 10AM Pacific Time