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Golf Story Will Swing Into Action This Week on the Switch eShop

Golf Story has been capturing attention since it was first unveiled for the Switch eShop; developed by Sidebar Games, it blends RPG elements with retro-styled overhead golf. In the recent Nindies Showcase it was confirmed for a September release, and if the European Switch eShop is correct it’ll hit that target.

It’s dated for 28th September, priced at £13.49 in the UK; the North American eShop doesn’t have a game page yet, though it’s typically less thorough in listing games ahead of time. Golf Story’s hook is that you go through the plot – full of quirky characters – across eight different courses, as well as solving puzzles by hitting a golf ball at them.

We’re looking forward to getting into the swing of this one soon.

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Video Game Deep Cuts: The Nex Shadow Of The Outsider

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend.

Some of the highlights include pieces on Nex Machina’s intense gameplay, Shadow Of War’s Nemesis system, & the latest Dishonored game’s choices.

Barely managing to keep the ‘every week’ streak alive here on week 55 of the newsletter, due to a trip to New York immediately followed by our VRDC Fall 2017 event here in San Francisco – which went great, btw, pics here, write-ups here, & select talk videos to appear on GDC Vault & YouTube soon. But made it in the nick of time! And lots of goodness here.

‘Til next time…
– Simon, curator.]

——————

Raw Data devs share their missteps so you won’t make them too (Alex Wawro / Gamasutra)
“Survios’ Raw Data has been one of the standout successes in virtual reality game design. But at VRDC Fall 2017 in San Francisco today, a pair of Survios devs took the stage to talk about how development went wrong along the way — and what they’ve learned from the experience.”

Space Lions – Shut Up & Sit Down’s TI4 Documentary (Shut Up & Sit Down / YouTube)
“Today, we present a first for the board game industry. Please enjoy our amateur attempt at a documentary on the history of the game – which is really the history of Fantasy Flight Games – and the development of the new, shiny, 4th edition.”

Build, gather, brawl, repeat: The history of real-time strategy games (Richard Moss / Ars Technica)
“At 25 years old, the real-time strategy genre remains relevant for its ideas and legacies. And with it deep in a lull, now is the perfect time to give it the same in-depth historical treatment that we’ve already given to graphic adventuressimsfirst-person shooterskart racersopen-world games, and city builders.”

Game Design Deep Dive: Maintaining tension in Nex Machina (Henri Mustonen / Gamasutra)
“”Instant action. Eliminate downtime as much as possible” was one of our guiding principles when designing the core gameplay. We wanted players to be immersed from the very start of the level and to keep the action ongoing. This meant we needed to cut as much excess fat as possible and figure out what was really necessary to get the feeling you are on the “knife’s edge”.”

The Enduring Influence Of Metroid (Andrew Webster / The Verge)
“Metroid, which debuted in 1986, would go on to spawn one of Nintendo’s most-revered franchises. The ongoing adventures of bounty hunter Samus Aran differed quite a bit from the company’s other big names, like Zelda and Mario. In comparison, Metroid was dark and solemn, with a looming feeling of isolation and a powerfully alien sense of place, inspired in large part by the first Alien film. [SIMON’S NOTE: Here’s a bonus link – a new Nintendo.com interview with the Super Metroid creators!]”

Why Video Games Cost So Much To Make (Jason Schreier / Kotaku)
“Video game publishers are notoriously secretive about the budgets behind their games, but when a number does slip out, it can be shocking. Games like Call of Duty and Grand Theft Auto cost hundreds of millions of dollars to make, which is tough to fathom—until you do the math. [SIMON’S NOTE: of course, there are less and less game studios that can afford this burn rate, & more and more quality non-‘expensive country’ & bootstrapped games out there, making game market financials…. complicated right now.]”

The Violent Path Feels Damn Good in ‘Dishonored: Death of the Outsider’ (Patrick Klepek / Waypoint)
“With Death of the Outsider, an expansion to Dishonored 2 and possibly a conclusion to the series, I’ve completely flipped. Blood is on my hands, the body count has risen—and it feels good.”

Infocom: The Documentary (Jason Scott / YouTube)
“As part of the 2010 documentary GET LAMP, director Jason Scott talked to creators, management, fans and academics about the Infocom story, and produced this 45 minute overview of this unique and wonderful company.”

Death To The Author: killing creators in Dishonored, Portal and BioShock (Hazel Monforton / RockPaperShotgun)
“When we meet the creators of fictional worlds, we often want to kill them – whether its Bioshock’s Andrew Ryan and his deadly Rapture, GlaDOS and the sadistic test chambers of Portal, or Kirin Jindosh and the Clockwork Mansion.”

Owlchemy shares lessons learned making Rick and Morty: Virtual Rick-ality (Alex Wawro / Gamasutra)
“A few months ago, Owlchemy Labs followed up its success with Job Simulator by releasing Rick & Morty: Virtual Rick-ality, a VR game that expands on Owlchemy’s stock-in-trade (“pick up and play with things”) while also incorporating elements of Adult Swim’s hyper-popular animated show. [SIMON’S NOTE: the rest of our VRDC Fall 2017 session write-ups – plenty of neat stuff – is over here.]”

The iPhone X’s notch is basically a Kinect (Paul Miller / The Verge)
“Sometimes it’s hard to tell exactly how fast technology is moving. “We put a man on the moon using the computing power of a handheld calculator,” as Richard Hendricks reminds us in Silicon Valley… But Apple’s iPhone X provides a nice little illustration of how sensor and processing technology has evolved in the past decade. [SIMON’S NOTE: some interesting game-related possibilities here if this tech gets into more phones!]”

Creating the Art of ABZU (Matt Nava / GDC / YouTube)
“In this 2017 GDC talk, Giant Squid Studios’ Matt Nava offers insight into the unique art style of Abzu, and the processes that he and the team at Giant Squid developed to create it.”

How Tomb Raider got lost in the wilds (Christian Donlan / Eurogamer)
“Have you heard of the North Pond Hermit? It’s a wonderful story: strange and wistful. For 27 years a man named Chrisopher Knight lived in the wilderness of Maine, sleeping in a camp beautifully hidden amongst boulders and sneaking out, every few weeks, to steal supplies from the surrounding homes.”

“You Are Not a Real Gamer” (Keza MacDonald / Kotaku UK)
“The first time someone told me I wasn’t a real gamer, I was at a friend’s birthday party when I was 10 or 11. At this point I was a nerdy little girl, probably at the height of my childhood obsession with video games. I’d been playing them for long enough to figure out what it was that so enthralled me about them, and had started writing little reviews in my school notebooks in the style of the games magazines I read religiously.”

Upgrading the Nemesis system for Middle-earth: Shadow of War (Bryant Francis / Gamasutra)
“In Shadow of War, Monolith is upgrading the Nemesis system to tell more emergent orc stories. At PAX West this year, we were able to talk with design director Bob Roberts about how Monolith is upgrading its emergent narrative tech.”

Beep: A Documentary History of Game Sound (Festival Cut) (Beep / Vimeo)
“No longer just the “ugly stepchild” of the games industry, Beep traces the history of game sound from the Victorian penny arcades through pinball and to today’s massive industry of soundtracks and live music.”

15 Years Later, Looking Back on Animal Crossing’s Sugarcoated Dose of Reality(Caty McCarthy / USGamer)
“In the world of Animal Crossing, you never want to upset resident mole Mr. Resetti. The only way to really rile him up is to turn off your game without saving. It loses your progress, as a consequence of course, but it also makes Mr. Resetti chew you out for a fleeting moment upon rebooting.”

Gamasutra plays Ark: Survival Evolved with lead designer Jeremy Stieglitz(Gamasutra / YouTube)
“A few weeks ago, Ark: Survival Evolved left Early Access and launched into 1.0 on Steam, Xbox One, and PS4. We sat down with lead designer Jeremy Stieglitz to talk about the game’s development process, and what he’s learned about making games in Early Access.”

Games on the Mersey, Part 1: Taking Scousers Off the Dole (Jimmy Maher / Digital Antiquarian)
“Once upon a time, the BBC played host to a half-hour current-affairs program called Commercial Breaks, which endeavored to document innovative businesses and emerging markets in Margaret Thatcher’s new, capitalist-friendly Britain. In April of 1984, Paul Anderson, one of the program’s stable of directors, began to shoot an episode about the computer-game industry, as seen through the eyes of Liverpool’s Imagine Software and Manchester’s Ocean Software. [SIMON’S NOTE: read all 3 parts of this – amazing stuff.]”

PUBG vs. Fortnite: A game-genre copycat face-off heats up (Sam Machkovech / Ars Technica)
“It’s inevitable: every time a wildly successful video game comes along, imitators quickly follow in its footsteps. The tradition began with Pong and Pac-Man clones, and that practice has continued on PCs, consoles, and smartphones ever since. “Homages” at best and “blatant ripoffs” at worst have always been a part of the game industry.”

The state of the VR industry: devs weigh in (Rich Moss / Gamasutra)
“Virtual reality has had a shaky 18 months. After years of hype about the world-changing potential of its second coming (following a dud first wave in the 1990s), its poster child headset the Oculus Rift launched to a lukewarm reception.”

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[REMINDER: you can sign up to receive this newsletter every weekend at tinyletter.com/vgdeepcuts – we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to vgdeepcuts@simoncarless.com. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra & an advisor to indie publisher No More Robots, so you may sometimes see links from those entities in his picks. Or not!]

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Random: Sega Joins Up With Hooters To Promote Sonic Forces In Japan

We almost didn’t believe it ourselves, but Sega of Japan is teaming up with the racy restaurant chain Hooters to promote the forthcoming Sonic Forces.

We can’t help but feel this kind of marketing would be better suited for Sega’s Yakuza franchise, but there you go. 

The full, lurid details of the campaign are yet to be fully announced, but we do know that the Hooters locations where the promotion is due to take place are apparently located in Akasaka, Ginza and Shibuya West.

The campaign also appears to be exclusive to Japan. Sorry to get your hopes up, Sonic fans.

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Destiny 2 Tips and Tricks

Hey, Xbox gamers! Tabz Llama here from the Tips & Tricks team. I’m going to show you 5 tips for Destiny 2, Bungie’s follow-up to their 2014 epic. Destiny 2 takes place one year after the events of the first game, starting you off in the middle of a war, where The Last City has been attacked by a Cabal fleet named The Red Legion. They want to take the Traveler’s light for themselves and crush humanity while they’re at it. It’s our job to defend The Last City and drive away the Cabal fleet.

These 5 tips talk about post-campaign content, so be warned that you’ll be entering spoiler territory. The original Destiny was well known for their post-game content, keeping you busy for hundreds of hours after you’ve beaten the main story. These 5 tips are to help you get the most from your Destiny 2 experience so hopefully you learn a thing or two.

For even more strategies and tactics on today’s hottest games, plus plenty of other gaming-related fun, tune in to Tips and Tricks live every Tuesday at 3 p.m. PT on Mixer.com/TipsAndTricks!

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Video: Check Out WeFly – Factor 5’s Long Lost Pilotwings Game for Wii

Factor 5 enjoyed quite a unique relationship with Nintendo. Due to some bad fortune, we already know that the company had a complete Rogue Squadron game on the Wii that sadly never saw the light of day, and we previously reported on their plans for a new Pilotwings game on the same hardware.

Now former Nintendo Life contributor Liam Robertson – with his latest video through DidYouKnowGaming – has shown actual gameplay from the project that was called WeFly. It got quite far in development and seems like it could have been pretty much every Pilotwings fan’s dream game turned into reality.

From cockpit view head tracking AR, to using the Wii’s clock and Weather Channel to change the game in real time, it remains quite clear the abundance of talent that was available to Factor 5 back in those days. Just the prospect of prancing around on the Moon immediately gave us a silly smile.

The series has not been heard of since the 3DS debut title Pilotwings Resort. Maybe it’s time for Nintendo to finally let us spread our wings again, perhaps on Switch? Time will tell; in the meantime share some of your favourite Pilotwings memories in the comments.

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Feature: We Breeze Through Shu on Switch and Chat to Its Lead Designer

The Switch has seen plenty of indies find success on the platform since the console’s launch back in March. Now Coatsink Studios is aiming to contribute to this by bringing 2D platformer Shu to the Switch, with the previously released Caverns of the Nightjars DLC included in a purchase.

With gameplay somewhat similar to aspects of platformers like Rayman Legends, the premise has you climbing up an ancient mountain whilst attempting to outrun the oncoming storm and rescue friends along the way. Taking Shu for a test-ride, the art style immediately stood out to us and has transitioned beautifully onto the Switch. Due to the characters being hand-drawn very little composition is lost, meaning that whilst on the go the difference is barely visible. Being swept up in the breeze as you traverse the obstacles, you’ll realise why the Switch is an ideal home for Shu. Expanding onto a large TV is nice, yet perhaps it’ll be on the move where Shu will truly shine.

Sprinting across the different terrains there is certainly a rhythm to playing Shu, which bodes extremely well when using the Joy-Cons. Rumble outputs signify the impending storm getting closer whilst adding to the tension of the scenario. Combine this with the atmospheric music, and it will be interesting to plug in headphones and get lost in the world altogether.  Learning to glide efficiently around the wind-patterns is also key for progression and is something that the triggers let you ease into.

At EGX this year, Nintendo Life got the chance to play the demo and then sit down with co-Lead Designer Jonathon Wilson to discuss Shu’s port to the Switch.

Shu is still scheduled to be coming to the Switch in 2017, is this still correct?

The idea is for Switch to have it out before the end of the year. It will be digital, it will come day one with all the DLC we’ve done for it as well. So you’ll have the additional worlds, you’ll be able to invest in leaderboards, time trials just like the base package did in the original game.

Can you tell us more about the DLC called Caverns of the Nightjars, which is included with the Switch release?

Yes, weird name but yeah. That will be there from day one. You play through the game and it unlocks at the end. Purely down to the fact that, playing the game first will help because you’ll meet all the characters and learn how to use them.

Is there anything you can tell us about the content?

So the changes fundamentally are that if you’ve played the base game, you obviously always have villager sets. There is always two characters you’ll encounter in each world which give you two different abilities. So what we do is we use different combos, so in the DLC it will be the same characters you already met but you will be using a different formation. You used to have Okoro and Keela in world 2 where you wall to wall jump.  

So what we do is take Lati from world one and Keela from world 2, so you now have wall jumping like a flower blooming. The difference with that is that in the world of the game they are both seen as sisters, so it was nice to marry them together. It gave us more gameplay variation to change the style of games you’re going to play through.

What was it like porting Shu to Switch as opposed to other consoles?

We tried a few things first. The Switch has more power than the Vita – so we knew that kind of thing. We also knew we wanted it to be as high of quality as we possibly could. So we took what we had from the PS4 version of the game which allowed us to optimise it a little a bit. The challenge was not getting it running because that didn’t cause many problems, it was the optimisation side because obviously every platform reads things differently. The controls came down to a new method because you have docked, undocked, but it is always duel Joy-Con as well so you need the two set of face buttons to play properly.

Are there plans for Coatsink to develop  more specifically for the Switch?

So as developers ourselves, it is a platform we are interested in. We wouldn’t be looking at porting other people’s games if not to learn from it. We are looking to learn from it, learn to develop for it and understand what is possible on the platform. It’s the co-op and local multiplayer side of it which seems to be the biggest sell of this device, which led to us to look at our most recent partnership with PHL – ClusterPuck99.

Wrapping up with the Switch version of Shu, are there any special features to look forward to, like HD rumble?

It does have rumble, we put that support in. Each Joy-Con can do the rumble by itself. It’s more apparent when you have the controllers in the dock; it’s used mainly for power activation, a little bit of rumble when you are being chased by the Storm and menu navigation. It’s that little bit of feedback that grounds the player a little more.


A huge thanks to Jonathon Wilson and Coatsink for taking time out to chat to us and show us the game. Shu is scheduled for release before the end of the year on the Switch eShop.

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Nintendo is Now 128 Years Old

On September 23rd, 1889, Fusajiro Yamauchi established the Nintendo Playing Card Company in Kyoto. Over one century later and a couple of Yamauchi generations since, would he have ever believed that we are now associating the word Nintendo with a pair of plumbing brothers and their strangely compelling racing side gig,  a tie wearing ape, the epic adventures in the land of Hyrule, the space adventures of a talking fox, the hardest hitting female heroine in the whole industry, strange creatures you can keep in your pocket and even the greatest simulation of social life ever made? Probably not… but if he did, he would most likely be smiling.

Very few other companies can boast of such an incredible story as Nintendo, due to its extensive legacy and all the ups and downs, the failures and successes, the risks taken and the rewards reaped and the undeniable joy its products bring every single day to consumers worldwide. So we want to salute Nintendo and wish them another 128 years of success so we can all celebrate the 256th birthday next century. Now, time for an earworm.

Fill in the comments section below telling us about your favourite experiences with Nintendo. Also below and strangely appropriated for this anniversary: The “Super Mario 128” GameCube tech demo.

If only we’d seen the cake and all those candles…

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Gallery: Cosplay At The Tokyo Game Show 2017

The Tokyo Game Show isn’t just home to all the latest and greatest video games – like pretty much any gaming event these days, it also attracts hordes of cosplayers dressed as their favourite video game characters.

This year’s event has seen a bumper turn-out of Links, Marios, Princess Peaches and even Tingles, and we were brave enough to capture all of them for your viewing pleasure. Enjoy.

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Watch: The Nintendo Life Team Goes for Glory in the Splatoon 2 UK Championship – Live!

Earlier this week we introduced you to the two guest players that had qualified for Team Nintendo Life, which have been competing in the Splatoon 2 UK Championship at EGX in Birmingham. And there’s great news, they made it to the semi-finals! At the time of publication they’re about to go into battle for a spot in the final.

cF|Flare and BluRacer7 have joined staffers Alex Olney and Ryan Craddock as our crack Nintendo Life Splatoon 2 squad – will they triumph? Find out below (just hit Play).

Good luck to all teams taking part, of course…

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Next Week on Xbox: New Games for September 25 – October 1

Welcome to another exciting edition of Next Week on Xbox! A slew of highly anticipated titles drop this week on Xbox One, all of which we can’t wait to get our hands on. Forza Motorsport 7 Ultimate Edition, Cuphead, and FIFA 18 lead the way as well as ambitiously creative ID@Xbox games like Ruiner, Splasher, and Lightfield. Check out the full list of titles below and come back every Saturday for a look at the newest games coming soon to Xbox!

Pinball FX3 Key ArtGames
  • Windows 10 / Xbox One

Pinball FX3 is the biggest, most community focused pinball game ever created. Multiplayer matchups, user generated tournaments and league play create endless opportunity for pinball competition and its tables are backwards compatible with previous versions of the game!

Ruiner Games
  • Xbox Play Anywhere Title

Set in the year 2091, a wired sociopath lashes out against a corrupt system to retrieve his kidnapped brother and uncover the truth under the guidance of a secretive hacker friend. Acquire deadly supplies, enhancing your tactical senses, and master other skills and gadgets that will leave your foes confused and powerless as you seek revenge in Ruiner.

LightfieldGames
Lightfield is a hyper-futuristic racing game with a parkour twist. Drive on any surface including walls, tunnels and sci-fi architecture to piece together the fastest racing line. Only by mastering your anti-gravity spaceship and finding the best omni-directional route can you race to the top.
Batman - The Enemy Within Games
Continue the story of Bruce Wayne and Batman as the Riddler returns to terrorize Gotham City. With the arrival of a ruthless federal agent and the return of a still nascent Joker, Batman must navigate uneasy alliances while Bruce Wayne undertakes a perilous series of deceptions.  
FIFA 18 Games
FIFA 18 brings to life the players, teams, and atmospheres that immerse you in the emotion of soccer. Play with the most iconic legends in FIFA Ultimate Team, continue the story of Alex Hunter in his second year in the Premier League, or build your very own Ultimate Team Squad from thousands of players in the game’s most popular mode. EA Access members can start playing today, only on Xbox One.
Cuphead Games
  • Xbox Play Anywhere Title / Console Exclusive

Inspired by cartoons of the 1930s, Cuphead is a classic run-and-gun action game with painstakingly created handrawn visuals and an original jazz soundtrack to help set the scene. Play as Cuphead or Mugman (in single-player or local co-op) as you traverse strange worlds, acquire new weapons, learn powerful super moves, and discover hidden secrets while you try to pay your debt back to the devil!  

Forza 7 Games
  • Xbox Play Anywhere Title / Console Exclusive

Experience the thrill of motorsport with the most comprehensive, beautiful and authentic racing game ever made. In Forza Motorsport 7, players will experience racing at silky smooth 60 frames per second, HDR (Xbox One S and Windows 10 PC), and 4K (Windows 10 PCs) and collect over 700 cars, including the largest assortment of Ferraris, Porsches, and Lamborghinis in any racing game. With over 30 world-famous environments and tracks featuring dynamic weather and race conditions, no two races are the same. And with Xbox One X coming November 7, players will experience racing in native 4K, at 60fps and HDR. Pre-order the Forza Motorsport 7 Ultimate Edition today and receive early access starting on September 29.  

Syndrome ScreenshotGames
You awaken from a deep slumber to discover most of the ship’s crew are dead. To survive the horror of what remains, arm yourself with weapons and scare ammunition to deal with the monstrosities lurking in the shadows who react to every movement and noise.
Lilith-M Games
Play as Lilith-M, a robot who embarks on a difficult journey in a steampunk-inspired cyberspace. With a unique design of controlling two characters at the same time with one controller, can you solve these puzzles for Lilith and find the answers she’s looking for?
Splasher Games
Armed with a splatter cannon, our young hero launches an attack in order to save the Splashers and stand up to the dictator. Splasher is a 2D platformer with unique arcade-style action gameplay. It offers gamers challenges that require agility, speed and fast reflexes, all set in a crazy cartoon universe.  
Battle Garegga Rev.2016 Games
The legendary arcade shoot ’em up from 1996 is back in this meticulously crafted release that’s sure to please both devoted fans and a new generation of shmup maniacs. In addition to a perfect recreation of the original, experience all new game modes and gadgets to help you conquer Battle Garegga‘s notorious difficulty!