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Review: Super Mario Odyssey (Switch)

For some gamers the idea of a ‘sandbox’ Mario game is pure retro. Super Mario 64 played a big part in revolutionising gaming, not just 3D platforming, and then Super Mario Sunshine took the idea in some interesting new directions on GameCube. Yet the Wii was a transformative console in taking Nintendo back to the top of the home console space; by the time Super Mario Galaxy rolled around it was a revolution, flipping Mario quite literally on his head. In that game and its sequel Mario’s playgrounds became tightly structured and designed stages, following the approach that served his 2D adventures so well.

On Wii U we then had Super Mario 3D World, in a sense a hybrid – it incorporated some of the ideas and ‘feel’ of 2D Mario but had some dizzying creativity; it was also a rarely successful multiplayer Mario platforming experience. Yet that blend hasn’t been repeated, with the only thing that’s ‘hybrid’ about Super Mario Odyssey being the hardware on which it belongs. Make no mistake, Odyssey owes its heritage and roots to Super Mario 64, a link that Cappy wears like a badge of honour.

Cappy, of course, is not only Mario’s sidekick but is actually the star. Without Cappy the rotund hero is rather vulnerable, as he explores lands where no power-ups can help him. The little – and charmingly courageous – hat brings the key feature of the game: capturing. In giving Mario dozens of creatures, enemies and even inanimate objects to capture, Nintendo gifts us with more toys than we’ve ever had in a Mario world and makes them all fun, in what’s an impressive display of development and design bravura.

In any case, let’s go back to the beginning. Super Mario Odyssey starts off with an impressive cinematic in which Mario is anything but the cocky hero – Bowser is besting him. The famous foe is intent on marrying Peach and Mario can’t stop him, getting swept off Bowser’s ship to the land below. Cappy follows and we start off in Bonneton (the Cap Kingdom), where sentient hats bemoan the loss of one of their own to serve as Peach’s tiara. Naturally Bowser and his evil rabbit wedding planners have left a mess and destroyed all of the flying hat-shaped ships (stick with us here). Mario, dishevelled but determined, meets Cappy and begins his journey.

It’s bonkers, and delightfully so. You learn very early on that it’s a game where sanity and conventional wisdom have no place. In fact, it goes out of its way to emphasize those points – within the first hour you possess a couple of animals made famous in the many promotional videos for the game; there are wacky boss encounters, retro 2D transitions and sweeping orchestral music. The early tempo is right on the money to set the scene, and though there’s a little scope for freedom the first hour or two is relatively tightly structured as the game teaches you – albeit relatively organically – how to go about saving the princess.

A lot of these lessons are necessary for those more used to linear Mario games, but the training wheels do eventually come off. Much feels familiar, regardless – Mario may initially feel a little lighter and more athletic, with a bit of a ‘skid’ to his run and the instinctive ability to climb ledges. Nevertheless in no time all the old moves come back – the triple jump, high jump, long jump and more. There are excellent ways the game teaches newcomers, but for veterans it won’t take long to get into the groove.

Throwing Cappy is the key – he defeats enemies, captures them, solves puzzles and even acts as a spring to boost Mario’s jumps. The basic throw is easy, but Nintendo has also utilised motion controls for broader moves such as a circular attack (also vital for some puzzles) and the option to fling him vertically. The key moves to progress in the game can all be done with a button press, but some of the smarter throws do require motion inputs. The game pushes you towards using the two Joy-Con as they’re light and responsive, though this scribe has a left controller that occasionally does the dreaded disconnect trick. Thankfully the Pro Controller also works well with the motion inputs, even if it feels less intuitive and stylish shaking the bulky pad around; for long spells of exploration we’d rarely use the motion-only moves, in any case.

What these optional controls also do is remind us that, at its heart, this is a console game best enjoyed on the TV. In theory the motion inputs work in handheld mode, and we had fun in portable play sessions, but it’s not ideal to move and shake the console around – it’s probably best advised not to. It’s a game with sizeable worlds that feels like it yearns for a bigger screen than the system itself can offer.

Back to the core game – once you’ve mastered Cappy you set off on the Odyssey across over a dozen lands. There’s a bit of linear plot to guide you for a while, tied to the Odyssey’s range as a ship. As you reach new Kingdoms your priorities are twofold – to follow key checkpoints to defeat bosses and progress the story, but also to find extra Power Moons to fuel the ship. The design is particularly clever in the first go around, as a lot of extra moons can be discovered on your route from A to B. They’ll catch the corner of your eye, or you’ll see the tell-tale sign of a puzzle or hidden area.

On top of this you’re also looking for gold and purple coins. Gold coins are – in essence – your lives, not that you’ll actually run out; when you die you sacrifice a small number, but it’s pretty inconsequential. That does mean there’s no sense of ‘game over’ peril, but that’s nothing new as Mario games have had endless continues for years. In a game focused on exploration and joyful experimentation this is an understandable approach.

Each Kingdom has two stores – a broad range is purchasable with the common gold coins, with region-specific outfits and souvenirs (which can be stuck on and inside the Odyssey) available with that area’s purple currency. Finding the fixed number of each region’s currency is a nice sub-quest outside of Power Moons, especially if you want to plaster your ship in stickers and build up your varied collection of outfits for Mario.

In the first half of the game, in zones you’ve likely seen in Nintendo’s various videos, veterans may ultimately feel they’re not being stretched. The return to a collect-a-thon approach is risky in that sense, as clearing mini stages and simple puzzles doesn’t always have the same dizzying allure of full inventive levels. Yet the freedom to play and explore does become intoxicating as you realise just how much Mario and Cappy can do. Importantly, too, after the first five zones (in our case) it felt like the experience ramped up, progressing from being excellent Mario gaming to exceptional.

Surprise encounters come at the right moments, and the first arrival at New Donk City feels like a heralding of the real game, with the lessons and easy introductions being mostly finished. It’s a fantastic environment to explore, and the areas that follow seem to take that ball and run with it. That’s not to say there’s anything particularly negative about the first half of the game, but it becomes special once you reach the familiar cityscape.

The transformations, the varied challenges (some with online leaderboards), the visuals, it all continues to up the ante. We found ourselves accumulating many more moons than technically required simply because some lands drew us in and gave us the urge to experiment, the desire to find the next delightfully silly solution. You start finding more standalone stages, too, which become increasingly clever and entertaining as a result. One surprise encounter towards the end is also incredibly random, making us wonder where the heck it came from and what inspired it. That sense of not knowing what’s next is one of the best things about the experience.

The latter lands are the apex, with Bowser evidently taking his game up a notch as he seeks the wedding of his dreams. It becomes riveting at this point, and as you reach the initial ending you’re greeted by one of the best final boss encounters that Nintendo has ever created. It’s right up there.

Once the credits roll, though, Nintendo has found a smart way to keep you interested, and the post-game is both sizeable and fun. There are a few new areas (we won’t spoil them here) to reach, and in the process you can find even more challenge stages and puzzles to solve. It’s a true collect-a-thon at this point, but it’s superior in its design to what we saw in the genre’s early days. We felt more than happy to chase the ‘real’ ending, and it had a few delights of its own. You can even keep going after that if you’re a true completionist.

In our case this was played mostly as a solo experience, but Nintendo has integrated co-op support where one controls Mario – and generally runs the show – and another helps as Cappy. It’s a smart addition, especially if any young or inexperienced gamers want to join in but aren’t ready for three-dimensional running and jumping. Though Mario can snap Cappy back and take charge, it’s useful when player two roams free to collect coins or take out enemies. Cappy has slightly more range in co-op, so player two doesn’t necessarily need to feel tethered at all times.

It’s better than the ‘co-op’ in the Galaxy games, but not in the same league – obviously – as the genuine multiplayer of Super Mario 3D World. It was memorably described to this writer as ‘better than Tails’ in Sonic Mania, in terms of the feeling of actual participation; in that respect it’s a welcome inclusion. One other note for parents or players planning multiple run-throughs, meanwhile, is that ‘Data Management’ is found under options; here you can have five save files per system user.

Also included here, which can be optionally turned on or off at any time, is Assist Mode. This does a few things – Mario starts with a bigger health bar, he doesn’t immediately drop coins if he falls off the stage, and it puts fallen players near where they perished as opposed to the last checkpoint flag. On top of this there are guidance arrows to direct players to the key objectives, nudging them towards progress. As an extra this is a smart addition, as we know Switch converts that are keen to try the game but are worried by their inexperience when it comes to 3D Mario. Nintendo, quite rightly, wants those players to feel welcome.

For you amiibo collectors, these also offer a bit of assistance whenever you please. We weren’t testing the new ‘wedding’ figures for this review, but tried a variety of older amiibo. Non-Mario figures give you small rewards, for example, and scanning one of the ‘Anniversary’ Mario pixel amiibo figures gave us a nice surprise. You can also use amiibo to get tips on Power Moons you haven’t yet discovered, helping with the hunt later in the game. The functionality is generally a cute but entirely optional, and should also help some players in tricky areas when they need a small boost.

Our focus up to now has been gameplay, where Super Mario Odyssey shines, but Nintendo has also hit top gear in the game’s technical achievements. Whether on the TV or portable the gameplay rocks along at 60fps, entirely solid 99% of the time. It’s easy to forget now, but the original ‘sandbox’ Mario games ran at half that rate. On top of that the game is a looker, borrowing the visual approaches that are now so familiar from Nintendo – the Pixar-style cartoon-to-life vibe. It’s a bright and colourful game and also, at times, genuinely beautiful. It’s certainly a contender as the best-looking Switch game to date.

That’s certainly the case when docked, as we feel that playing the title through a good TV is the best way to experience the game. Nintendo, to its credit, has done more than bump the resolution from portable to docked; there are notable enhancements that use the extra resources. The game still looks impressive on the portable, but there are more noticeable artifacts and edges – bringing the action to a TV improves these areas. It’s not just a variation in pixel counts, there are genuine differences. We’re pleased to see this, as while Odyssey provides silky smooth and good-looking gaming on the go, it feels like a genuine ‘console’ game when kicking out of a large display.

As always, we should also give a nod to the music. Famously this title has a ‘lead’ track with vocals that’s even available for download, which is reflective of the confidence and swagger Nintendo demonstrates with the game as a whole. The music, overall, is excellent, in some cases ambient and in the background and at other points designed to get the player hyped up. Then there are the smart touches, like music distorting and changing if you’re underwater, or shifting to a chiptune version in a retro 2D section – all good stuff.

Beyond the sweeping scope, in fact, it’s a game all about small touches. From tourist-style maps for each Kingdom that give you little details on the locale, to silly Power Moon tasks and fun transformations, it’s a game keen to make players smile. It acknowledges the heritage of the title that started it all, Super Mario 64, but is still very much a game of this time – that is its greatest strength.

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Pimp Out Your Super Mario Odyssey Experience With This Light-Up Switch Dock Shield

Accessories maker PDP is releasing a light-up dock protector for the Switch which provides the perfect way to play TV mode on Mario’s upcoming adventure.

Available on November 10th, this officially licensed Super Mario Odyssey “dock shield” clips onto your existing dock and supplies a “custom LED light show”. Two different designs are available (the other is Zelda) and there are 17 (count ’em) colour and effect settings to mess around with. The dock shield features an electronic base which connects to the dock via USB. Price to you? Just $19.99.

Here’s some PR:

Decorate and protect your Switch dock with a custom LED light show! Provides 17 different color/light effect settings to transform your dock into a cool glowing display. Features an electronic base which holds the dock and connects to the dock via USB and 2 acrylic framing panels with Nintendo artwork. Easily control the stunning light settings with the press of a button. With Flash Mode, Strobe Mode, Fade Mode, and Smooth Mode, you can choose your favorite color and set the animated light effects to your liking.

Will you be investing in one of these rather unique accessories? Will you pick Mario or Zelda? Let us know by posting a comment.

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Get a job: Blizzard Entertainment is hiring a UI Engineer

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: Irvine, California

Good user interface is elegant and intuitive; great user interface is a portal into adventure. It enables a player to be wholly engrossed in gameplay and immersed in story. The World of Warcraft user interface team is looking for a UI engineer with the talent to create good UI but with the creativity and passion to make great UI.

So what do we look for in our UI engineers? You must be able to identify and solve challenges within an existing yet constantly evolving code base (the world of Azeroth is no small thing).  We’re also highly collaborative so we need engineers who are comfortable working closely with designers to develop a shared vision and then work to see it through to completion. Being World of Warcraft, it’s also helpful if you’re familiar with our gameplay (or other MMO’s) or perhaps have dabbled in making your own UI mods.

We view user interface design as an art form, and we feel Blizzard is a special place to ply your craft. Here you’ll be in a creative environment designed to encourage your best work, to foster learning and growing as a team focused on translating dreams into reality. We’re on a quest to iterate and shape our UI into the best it’s ever been; until the complex becomes instinctive, and player tools evolve into a natural extension of the gaming experience. So join us – if you understand our excitement and passion for what we do and where we want to take UI, we want to hear from you!  
Responsibilities

  • Work closely with designers and other engineers to establish a shared vision for compelling UI features.
  • Implement functional and elegant UI features from approved concept images and paper designs.
  • Develop back-end functionality to support front-end features.
  • Constantly observe and learn latest programming techniques.

Requirements

  • Fluent in C / C++
  • Fluent in high-level scripting languages such as Lua, Perl, or PHP
  • A minimum of 2 years’ programming experience
  • Able to work with non-programming team members
  • Passion for World of Warcraft

Pluses

  • Experience with developing UI modifications for World of Warcraft
  • Degree in computer science or related field

Blizzard Entertainment is a global company committed to growing our employees along with the business. We offer generous benefits and perks with an eye on providing true work / life balance. We’ve worked hard to foster an intensely collaborative and creative environment, a diverse and inclusive employee culture, and training and opportunity for professional growth. Our people are everything. Our core values are real, and our mission has never changed. We are dedicated to creating the most epic entertainment experiences…ever. Join us!

Interested? Apply now.

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

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

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

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Play XCOM 2 for Free This Weekend Only with Xbox Live Gold

Ignite a global resistance to reclaim our world and save humanity! This weekend only, all Xbox Live Gold members can enjoy 2K’s turn-based strategy hit, XCOM 2 for free as part of Xbox Live Gold’s Free Play Days.

Beginning at 9:00 a.m. PT on Thursday, October 26 and running through to 11:59 p.m. PT on Sunday, October 29, Xbox Live Gold members in Xbox One markets will get a special opportunity to fight for the future of humanity.

XCOM 2 Screenshot

During the week, you’ll also have the option to purchase XCOM 2 or XCOM 2 Digital Deluxe from the Xbox Store at 60% off. Should you decide to return to the fight later, all of your achievements and saved-game progress will be waiting for you.

You can download XCOM 2 starting at 9:00 a.m. PT on October 26 by clicking on the Gold Member area on the Home Dashboard or downloading directly from the Xbox Store. Stay tuned to Xbox Wire for all the latest Xbox news.

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Battlegrounds’ beloved butt-protecting frying pan was an accidental addition

Game developers know better than anyone that some of the most memorable or rewarding parts of a project can come about by complete accident. Turns out, that was exactly the case for the arguably most iconic weapon in PlayerUnknown’s Battlegrounds: the bulletproof frying pan.

In a chat with Eurogamer, PUBG creator Brendan Greene shed some light on the origins of the impervious pan. He says that the object itself was meant as a reference to the Japanese movie Battle Royale, but only realized after putting the item in the game that the film featured a pot lid and not a cast iron pan.

Later on, he and lead programmer Marek Krasowski decided to see if they could give the pan the ability to swat grenades out of the air. Greene told Eurogamer they knew it was a feature few players would ever see, but that someone would no doubt get to see the grenade deflect in action and love it. 

After successfully giving the pan collision properties, Greene and Krasowski called it a day, only to wake up the next morning and find out that the grenade swatting pan had somehow snuck into the game’s latest patch. But as an even bigger surprise, the pan itself was bulletproof even while holstered and would protect a player’s keister from gunfire while strapped to their belt. 

“We didn’t realize it would protect against bullets, you know, that kind of stuff,” Greene tells Eurogamer in the video above. “I’ve seen people bat the frying pan and a bullet hits it that was going for their head, and they bat this bullet out of the air. The feeling’s amazing. Stuff like that is truly emergent; something that you can never really plan for.”

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Opinion: The game industry must face up to its gambling problem

Chickens have a way of coming home to roost in the tech industry–and gaming hasn’t been immune to the lawless, “that’s tomorrow’s problem” mentality that leads to one ballooning crisis of irresponsibility after another. Instead of getting out in front of a predictable problem and putting guardrails around it, the industry tends to let things explode before admitting anything is even remotely wrong.

This was on my mind as I saw the latest debates about microtransactions and gambling swirl around. It’s all been discussed by popular gaming YouTubers like Jim Sterling and TotalBiscuit, as well as gaming journalists, the ESRB weighed in (with predictable cowardice), and it’s even been brought to the attention of the British government

That last bit should worry the industry. Its failure to self-regulate, to develop wide ranging ethical standards for the practice, will lead inevitably to the imposition of regulations from without. Gaming studios have, for the moment, been glorying in the grey area created by technological novelty, after all. Most people still don’t know or care what a “lootbox” is, much less regard its contents as in any way valuable.

The law agrees, for now. A recent Eurogamer article by Wesley Yin-Poole on gambling-esque microtransactions in FIFA 18 made clear at the start that:

The law says loot boxes are not gambling because the items obtained from them cannot be exchanged for real-life money. Here’s the blurb, from the Gambling Commission:

“Where prizes are successfully restricted for use solely within the game, such in-game features would not be licensable gambling.”

But reality will catch up to us. These in-game practices are, after all, in line with the letter of the law, but not their spirit. And even the former is getting a bit dodgy, as Yin-Poole notes, because a cottage industry has grown up around buying FUT Coins, FIFA 18’s currency. The coins can be acquired by using the in-game auction house to, say, rid yourself of a card/player you don’t like. 

This underground economy is hardly limited to FIFA 18. A recent scandal that was here and gone involved Counterstrike: Global Offensive (CS:GO) and two gaming YouTubers–Trevor Martin and Thomas Cassell–failing to disclose that they were the owners of CSGOLotto, which they promoted to their often young viewers. It is explicitly advertised as a gambling site. 

As Engadget explained:

The site run by the pair, CSGO Lotto, allowed players to bet gun “skins” from the game Counter-Strike: Global Offensive that alter the look, but not the function, of weapons. Such skins can essentially be used as gambling chips, since they can exchanged at Valve’s Steam Marketplace for real cash, with Valve taking a 15 percent cut.

So, yes, the line between real currency and in-game items is already quite blurry. From a psychological standpoint, so far as dopamine hits and addictions are concerned, there is no material difference between this sort of behavior and going to a casino. I can’t credit Marin and Cassell with much in the way of honesty, but at least on CSGOLotto they make no bones about what’s happening. The only irony is that its name invokes legal, regulated gambling.

“Even if there were safeguards preventing the exchange of real money, or at least tightly regulating it, it doesn’t address the fundamental issue.”

But I would go a step further and say that even if there were safeguards preventing the exchange of real money, or at least tightly regulating it, it doesn’t address the fundamental issue. When you open a lootbox in, say, Star Wars: The Old Republic, you don’t know what you’re going to get.

You can buy boxes in bulk (like, say, a wad of scratch cards) to increase your odds of getting the thing you want. You commit actual money to this. You feel the frisson of chance gnawing at you. When you get The Thing, be it a swishy lightsaber, a speeder, an exotic pet, or a rare outfit, you feel like you’ve won something tangible. It tickles you so much that you forgot you spent sixty dollars to get it.

The old standby excuse, “you don’t need any of this,” isn’t enough. This is a widespread practice for a reason. It generates money because it works. Simply saying “you don’t have to” is as much a non-sequitur here as it is at a casino. It misses the point. You’re deliberately enticing people, then they get on the treadmill, and it’s damned hard to get off. You’re spending money on a probabilistically uncertain outcome, specifically a reward that you value enough to spend on. It’s as real as winning a hundred bucks through your state, provincial, or national lottery.

While it’s far more ethical to show players what they’re buying and guarantee it to them upon purchase, there’s still questions to be asked about the unlimited spending potential inherent to these sorts of microtransactions as well. I recently wrote about Star Trek Online and found its microtransaction system to be intriguing, but also a bit eyewatering.

A pack of nine starships–one for each of the three factions and three specializations–can go for 90 to 120 dollars. There’s no cap on how much you can buy, no limit to what you can convince yourself you need. Twenty dollars for a replica of the Galaxy-class interior, four dollars for an exotic Tribble, 25 for a Tier 5 ship or 30 for Tier 6 (buy three at once and save twenty dollars! A ninety dollar value, yours for sixty! I could almost hear the Billy Mays voice).

As Jim Sterling recently observed while discussing the 60 USD price point of AAA games, that money now constitutes the cost of admission rather than the purchase of a complete experience. There is a “tall tail” of buying potential available to players now, where 60 dollars becomes 120 or 250 or 500 or even 1,000 over months of play because of everything being put in front of you in an online bazaar. 


Japan’s game developers faced government regulation of in-game gambling after they refused to self-regulate. In 2012, the Consumer Affairs Agency outlawed virtual games of chance. Devs had to remove “complete gacha” systems from their games.

It may not be gambling per se, by even the most futurist of definitions, but it should raise serious ethical questions about what studios are trying to make players do, if this isn’t just a bit of shady hucksterism. Even if what players are buying has no value outside of the game, and exists only as 1s and 0s.

***

We come back to the bugbear of every ethical discussion about the virtual world, then. “It’s not real, so we don’t need rules.” It was a lie when it was about online harassment, and it’s a lie when discussing whether or not these microtransactions are a form of gambling. The terms of socializing are indeed different from that of the physical world, but it involves things that are real enough to the participants. The consequences of words and deeds in virtual worlds have always been real. This is no different.

At the end of his Eurogamer article, Yin-Poole notes that his nephew horrified his family by spending £300 on FIFA coins. He’s 11. A top comment on his article went one better:

I’m a primary school teacher. The incident with your nephew is not an outlier at all. I know of at least a half dozen incidents of similar scale over the past couple of years in our school. One went to €900 and had a very detrimental effect to the family involved.

The world’s governments aren’t tabling legislation yet. But we’re already at a crisis point. This is real. Maybe players don’t, technically, have to buy anything; but the industry needs to do something.
 

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

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Call of Duty World League (CWL) Unveils 2018 Season, $4.2 Million Total Prize Pool and New CWL National Circuit

Season Features the Largest Overall Prize Pool in Call of Duty Esports History; Global Open Events Begin with CWL Dallas Open on December 8

SANTA MONICA, Calif.–(BUSINESS WIRE)– Today, the Call of Duty® World League revealed plans for its biggest season yet beginning with the CWL Dallas Global Open on December 8. The new season featuring Call of Duty: WWII will offer six LAN Global Open events, a new CWL National Circuit, the CWL Pro League at the MLG Arena, the return of the Call of Duty World League Championship and the largest total prize pool in Call of Duty Esports history, $4.2 million.

This press release features multimedia. View the full release here: http://www.businesswire.com/news/home/20171025006142/en/

CWL 2018 Season Structure (Graphic: Business Wire)

CWL 2018 Season Structure (Graphic: Business Wire)

The CWL Pro League competition, a multi-stage LAN series in which CWL Pro Points determine placement and tournament seeding, kicks off on January 23, 2018. The Pro league will feature two divisions of eight teams competing at the MLG Arena in Columbus, Ohio, presenting fans with more matches and action per stage.

This season will introduce the CWL National Circuit, composed of eight online leagues in Australia, Canada, France, Italy, Germany, Spain, UK and US. Throughout the four stages of online competition, teams will compete for CWL Pro Points, travel and accommodation to a Global Open and, in the final stage, entry to the Last Chance Qualifier for the 2018 Call of Duty World League Championship.

“We can’t wait to start the new season of the Call of Duty World League. Beginning in Dallas in December and continuing all season long, CWL players and fans are in for the biggest season yet in Call of Duty Esports history,” said Executive Vice President and General Manager of Call of Duty, Rob Kostich. “This season will feature Call of Duty: WWII, and offer more opportunities to compete, view and experience the CWL through more open LAN events, the highly competitive Pro League and the all-new CWL National Circuit. This is shaping up to be a great season full of exciting new competition, rivalries and great gameplay.”

The new season of the CWL will officially get underway online on November 3, 2017, with the release of Activision’s Call of Duty: WWII, developed by Sledgehammer Games with additional development support from Raven Software. On launch day, regional ladders in MLG GameBattles – the official destination for earning CWL Pro Points online – will begin for teams in North America, Europe, and the Asia-Pacific regions.

The 2018 Call of Duty World League Championship will return in August 2018 and will feature a $1.5 million event prize pool. Additional details for the 2018 Championship will be revealed at a later date.

The Kay Bailey Hutchison Convention Center in Dallas, TX, will host the year’s first Global Open event. CWL Dallas Global Open runs December 8-10. Tickets and information are available now at MLG.tv/CWLDallas.

For further details on the new season of the Call of Duty World League:

  • Six Massive Open LANs for CWL Pro Points, each featuring a $200,000 Prize Pool
    • Dallas, TX — December 8-10
    • New Orleans, LA — January 12-14
    • Atlanta, GA — March 9-11
    • Three additional Global Open events to be revealed
  • CWL Pro League Returns to MLG Arena in Columbus, beginning in January 2018
    • Two divisions of eight teams compete this season in each Stage, expanding League play to fourteen matches per Stage
    • Broadcast moving to Tuesday, Wednesday and Thursday
    • Top four teams in each division move onto the playoffs
    • $200,000 prize pool distributed during Stage competition
    • $500,000 prize pool on the line at each Stage playoff
      • Stage 1 begins January 23 – March 22
      • Playoffs for Stage 1 begin April 6
      • Stage 2 begins May 15 – July 19
      • Playoffs for Stage 2 begin July 27
  • New CWL National Circuit
    • Competition for top teams that did not qualify for the Call of Duty World League
    • Regional competition, eight online leagues: Australia, Canada, France, Italy, Germany, Spain, UK and US
    • 3,000 CWL Pro Points awarded to each winning team per stage, plus $1000 prize pool for winner, and travel and accommodations to attend a select Global Open event or Last Chance Qualifier
      • Stage 1 — January 26 – February 16
      • Stage 2 — March 16 – April 13
      • Stage 3 — May 11 – June 1
      • Stage 4 — June 22 – July 13
  • Call of Duty World League Championship will return in 2018
    • 32 teams from around the globe compete for $1.5 million prize pool
    • Additional details coming soon
  • Online competition in MLG GameBattles for CWL Pro Points in all eligible regions beginning on November 3, 2017
    • All qualification and seeding is based on CWL Pro Points, awarded to registered players
    • Points belong to the player, not the team
  • Fifteen Online CWL 2K Tournaments Throughout the Season
    • 2,000 CWL Pro Points per tournament and cash prizing to winners – planned for the season per region; first tournament slated for November 12.

CWL Dallas Open tickets are available in multiple varieties. General admission passes for the event are available for $59.99 (plus applicable fees and taxes). A Premium Pass for the event is also available for $89.99 (plus applicable fees and taxes) and includes an event t-shirt and one month of MLG GameBattles Premium. A $399.99 (plus applicable fees and taxes) VIP ticket is also available and includes an event t-shirt, event jacket, one-hour early entrance to the venue, access to the VIP Lounge and more. For tickets, visit MLG.tv/CWLDallas.

Visit CallofDuty.com/esports and follow the Call of Duty World League on Twitter and Instagram for the latest CWL updates. For live broadcasts and Video on Demand, visit MLG.tv/CallofDuty.

About Activision Publishing, Inc.

Headquartered in Santa Monica, California, Activision Publishing, Inc. is a leading global producer and publisher of interactive entertainment. Activision maintains operations throughout the world and is a division of Activision Blizzard, Inc. (NASDAQ: ATVI), an S&P 500 company. More information about Activision and its products can be found on the company’s website, www.activision.com or by following @Activision.

Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Activision Publishing’s expectations, plans, intentions or strategies regarding the future, including statements about the expected dates, features and events of the Call of Duty World League, including the CWL Dallas Global Open, CWL Pro League, CWL National Circuit and Call of Duty World League Championship, as well as the release dates and MLG GameBattles functionality for Call of Duty: WWII, are forward-looking statements, that are not facts and involve a number of risks and uncertainties. Factors that could cause Activision Publishing’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Activision Publishing and Activision Blizzard as of the date of this release, and neither Activision Publishing nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Activision Publishing or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

© 2017 Major League Gaming Corp. ACTIVISION, CALL OF DUTY and CALL OF DUTY: WWII are trademarks of Activision Publishing, Inc. MAJOR LEAGUE GAMING is a trademark of Major League Gaming Corp. All other trademarks and trade names are the properties of their respective owners.

Call of Duty World League
Xav de Matos
Public Relations
424-242-5247
xav.dematos@activision.com

Source: Activision Publishing, Inc.

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Feature: Our First Steps in Animal Crossing: Pocket Camp

Animal Crossing: Pocket Camp had its big Nintendo Direct reveal, and what we saw was a title that – in various respects – is rather close to the experience in the main games. Smaller in scope and with some mobile elements, of course, but the iOS / Google Play title has nevertheless turned some heads.

As you may also be aware it’s had what could be described as a ‘soft launch’ in Australia, even though it’s not due worldwide until late November. It’s actually pretty common for mobile apps to get limited early releases, but with this being Nintendo plenty have naturally looked to get hold of it early. In this case, however, your humble scribe happens to live in Australia; as a result we’ve been playing it without any workarounds required.

Here, then, are our impressions after a few hours building our campsite.

How to Get the Game

If you’re in Australia, downloading Animal Crossing: Pocket Camp is easy; it’s been officially released, after all. You open Google Play for Android devices or the App Store for iOS devices and twiddle your thumbs while you wait. After the initial installation is complete you’re presented with a notification that the game is free-to-start, with Leaf Tickets being an optional purchase. From here you are given the standard option to login into your My Nintendo account so you’ll always have access to existing save data. After you’ve decided on whether to use the My Nintendo account feature (we recommend you do use this if you’re in Australia) a data download will start to install additional game files. This is one of a few as you slowly work your way through the opening sections of the game.

Meanwhile, if playing outside of Australia there are different ways to get the game, but you may want to avoid attempting to use My Nintendo (it necessitates an Australian account in any case).

The Animal Crossing UI and Controls, Made for Mobile

If you’ve played any of the existing Nintendo titles on mobile or tablet devices, you’ll know many of these games are an absolute joy to operate with your fingertips. Pocket Camp is no different. In fact it feels like a perfect match for this type of platform. With relative ease you can move your character about by simply tapping on a point of interest, or holding your fingertip down on the screen to move them about step by step. Shaking fruit from trees, talking to characters or reeling in a fish feels no different to the console or handheld counterparts. If anything, it’s easier on this type of device. Placement and positioning of furniture is similar to the interface featured in Animal Crossing: Happy Home Designer. This makes setting up the campsite tent the first time round no problem at all.  

In terms of the user interface, at the bottom of your screen you’ll find the main toolbar which includes all the necessities to aid you in the development of your campsite. A lot of the menu design appears as if it has taken inspiration from Miitomo, meanwhile. There’s an items tab, crafting tab, map, contacts tab and even more options tucked away as well as standard game settings, account linking and social management. At the top right of the screen is quick access menu covering commonly used features such as a daily and stretch goals hub, the mailbox and the market box. Menus are cleanly presented, and given how much customisation there now is in Animal Crossing, Pocket Camp does a good job at managing every aspect of the series, from cloths to furniture. It’s all divided up into many easy-to-navigate tabs.

Welcome to Pocket Camp

Once you’ve customised your character to your liking and answered a few of K.K.Slider’s questions to help personalise the experience, you are welcomed to your new campsite by Isabelle. As you are the new campsite manager (the days of being a town mayor are over), Isabelle will give you a rundown about the general operations and ask you how you would describe your site to add a further sense of personal identity. As seen in the Animal Crossing Direct, you can also set up your amenities and furniture any way you like.

After deciding on your nickname, and further personalising your campsite by describing it in a single word, Isabelle tasks you with getting to know the residents in the surrounding areas. Collecting materials in Pocket Camp is essential to the development of your campsite. With this in mind, Isabelle gets you to drive out to “Breezy Hollow” to meet the locals. The animal you first encounter depends on how you have answered the opening questions; in this case Apollo the eagle was the first we met. After gathering fruit for one of the starter animals you’ll be given vital materials with which to craft furniture and amenities.

Once you return to the campsite Isabelle will introduce you to two familiar faces – Reese and Cyrus. Cyrus in Pocket Camp can work wonders, and with the materials you supply him he’ll create new furniture for you. This also depends on the theme you’ve chosen to go with. In this playthrough, the iconic “Modern Sofa” (a true staple of the series) was crafted as the cool theme had been selected. Cyrus can also craft more furniture for you if you tap the craft catalogue at the bottom of the screen – provided you have the correct and necessary amount of materials. Leaf tickets can speed up the process, if required. 

It’s worth emphasizing that, early on, we’ve not felt particularly tempted by the microtransactions; the Leaf tickets, as mentioned, can be used to acquire goods or even speed up construction. The true test will be how this evolves over time and how aggressive attempts at monetisation will become. We’ll be talking more about that once we’ve played more of the game.

Embracing the Outdoors

If you’re a veteran, the introduction to Pocket Camp will feel rather lengthy. The good news is it does include some handy tips via the “Beginner’s Guide” and, once completed, you’ll be rewarded with a special “Outdoor-fun starter pack” by Isabelle. Now you can finally start embracing the freedom of the great outdoors.

The daily routine is what you make of it. If you’ve played an existing Animal Crossing game you’re free to do what you like. To start with, visiting the different locations in your camper van is advisable. Much like the main game, in these unique areas you’re able to fish, harvest fruit trees, collect shells, catch bugs and search for minerals. There’s also a few new items introduced in Pocket Camp, including sea throw nets and the ability to use honey lures to catch bugs.

The more catching and collecting you do, the easier it is to fulfill an animal’s requests. Animal requests are your primary concern in Animal Crossing: Pocket Camp. Fulfilling requests allows you to obtain crafting materials from the animals, which in return enables Cyrus to craft furniture for you to fill both your campsite and camper van.

Making friends

As you talk to animals and fulfil their requests you develop a stronger relationship with them; at this point you invite them back to your campsite. To achieve this you’ll need certain items at your campsite and a certain relationship level with an animal. The more animals you bring to your campsite, the more you’ll level your character and earn rewards. Higher levels also allow you to meet a wider variety of animals and craft more furniture.  

In addition to animal encounters you’ll also come across fellow players from time to time. Whether you’re at Saltwater Shores, on Sunburst Island or even at Lost Lure Creek, you can visit other player’s places by talking to them and then travelling to their camp. At their campsite you can give the player “kudos” and check out their camper van to gain some creative inspiration. There are also other interactions including the ability to send a friend request to the player you have visited. 

Just like in the mainline games, the market acts as a hub area for trade. Here you’ll find the Able Sisters selling stunning new outfits and the Nooklings selling various wares. A rotating selection of vendors will setup shop in the market on a regular basis; these items will change daily. Of course, you’ll need Bells, and you can earn them by performing basic tasks. When you’ve built up your bank over time, the crew over at OK Motors can customise your camper van – making it bigger and more beautiful, as seen in the Animal Crossing Direct. The first time round they’ll give your van a free pattern and paint job, and from there onward you’ll need to use a special app to pay off what you owe. So as you can probably tell by now, it’s business as usual once you develop a daily routine in Pocket Camp. 

The market box can make the financial side of life easier – allowing players to put items up for sale and enabling them to buy other player’s items. In addition to this, the timed goals (daily) and stretch goals (lifetime) allow even more items, tickets and Bells to be acquired.

Initial Thoughts

Despite having only played a few hours of Animal Crossing: Pocket Camp, the game looks promising. The micro-transactions appear to be non-intrusive in the early running and as a whole the game feels like a classic Animal Crossing experience. By no means does it feel limited by the platform it has been released on, nor is it a watered down entry. It feels like it has its own unique identity but also maintains the core and much-loved aspects the series is well known for.

In many cases it feels right at home on mobile platforms. Sure, there are additional features like login rewards, special limited-time items and timers indicating when fruit will grow back on trees, but this doesn’t detract from the enjoyment this writer has personally had with the game thus far. Now, as with all Animal Crossing games, we’ll settle in for the long haul.

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Yoshiaki Koizumi Says Non-Traditional Nintendo IPs Are Bound For Switch Next Year

The Switch has had a storming first year on sale, with the likes of Zelda, Mario and Fire Emblem all contributing to a bumper 2017.

Naturally, Switch owners will also be thinking about the games they’ll be playing over the next 12 months, and Nintendo’s Yoshiaki Koizumi wants us to expect the unexpected.

In an interview with Famitsu, Koizumi said that fans should expect more than just “traditional” Nintendo franchises on the console in 2018:

As for what he could mean, your guess is as good as ours. Could we see the long-awaited return of F-Zero, or is Nintendo planning to unearth more obscure gems from its past? Let us know which games you’d like to see by posting a comment below.

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There’s a Sonic Forces Demo on the Japanese eShop, But It Has a Strange Limitation

Sonic Forces is out very soon and plenty are keen to see how it shapes up on the Switch. To that end SEGA has released a demo on the Japanese eShop, which is nice. You only get to try stages for one minute at a time, however, which is downright goofy.

There are three stages available – one boss fight, one fast-paced Sonic level and one with a choice of three pre-designed avatars. Weirdly every time you kick off a stage the one minute countdown begins; when that hits zero you get this screen.

You then get a cinematic (likely a good chunk of the download) and the chance to start again (from the beginning) on any of the stages. On the one hand it’s nice to play them as many times as you want, but that one minute countdown means you can’t get far.

It’s a tad bizarre, but it’s easy to find if you want to play it. You’ll need a Japanese My Nintendo account to link into a user on your Switch – hop into the Japanese eShop and scroll to the fourth category down. Select the Sonic Forces page and then tap the orange button on the right – that’s it!

It’s a strange demo, and after a brief playthrough this scribe is a tad concerned at its performance on Switch – but it’s only a brief taste. Let us know if you’ve tried it out in the comments.

Hat tip to Tsurii for the heads up.