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Talking Point: The Nintendo Switch is Modernising, But Has a Long Way to Go

This week brought us the latest notable update to the Nintendo Switch system, taking us to version 4.0.0; there was also an update to the Joy-Con controllers that does… something. It was a notable update in that it added a few major changes – the main additions were the ability to capture the last 30 seconds of gameplay to share on Twitter / Facebook, the ability to transfer data and purchases to another Switch, and the functionality to pre-purchase / pre-load specific eShop titles (likely major retail games). The stand-out was that upgrade to the Capture button, meaning that social media is now full of snappy videos.

So, how far has the Switch come through its major updates? Well, first of all, let’s acknowledge that Nintendo’s been a bit cute with naming conventions. Version 2.0.0 was really the launch day Switch; it rolled out on 3rd March and ‘added’ standard features. Prior to launch day review units were basically Zelda: Breath of the Wild machines; no online functionality or even the eShop was live. Version 2.0.0 was basically version 1 as far as consumers were concerned, and it was a pleasingly quickfire update that kicked in the moment you setup the system’s WiFi connection.

With that in mind, then, we’ve really only had two major updates since that launch day setup, with each major version having a few ‘system stability’ additions and, in one case on 9th September, the activation of online play in some South American countries. The major updates were on 19th June and then, of course, this past week.

Version 3.0.0 was lacking any blockbuster additions, arguably, adding features that will now feel quite minor. News ‘channels’ were added, there was a welcome increase in the maximum volume through headphones, adjustments to friend list functionality, tweaks to controller synchronisation and the option to play with the Pro Controller wired to the system. Away from that Nintendo also targeted an issue with the Switch disrupting the HDMI input on some TV models when in Sleep mode, a problem that was certainly irritating for some and needing a fix. Nevertheless they were small changes, all told.

And then we had the most recent update, but unsurprisingly some were left a little underwhelmed. Outside of the Capture button addition – which we’ll get to – the changes were simply helping to bring the system up to scratch. You can now transfer data and content to another Switch, a feature that we have on 3DS and Wii U. Some games can be pre-loaded and pre-purchases ahead of release on the eShop, something else we already had with previous hardware. The News tab had a minor layout adjustment. The Joy-Con controllers had an update (potentially targeting some rare but awkward synchronisation issues that can pop up). Some tweaks were made to how the system deals with wireless networks, too.

Not enough to get the pulses racing, which is why the ability to capture and share video was a nice touch. We know the hardware is more than capable of it, but Nintendo finally buckled and – uncharacteristically – gave up some control. We all know that people will be posting spoiler videos all over social media, so it’s down to us to dodge and ignore those that do so – Nintendo saw the upside, ultimately, of more buzz around Switch games on social media.

To be fair, the tool works exactly as advertised. It works quite quickly and quietly, capturing the last 30 seconds as you carry on playing with no disruption; that’s why a chunk of RAM is kept aside by modern systems, to handle these tasks. It saves quite rapidly, you can then edit start and end points, and then share it rapidly to Twitter and Facebook. Unlike the ponderous setup of Mario Kart 8 TV on Wii U it’s efficient, easy to use and feels like a modern touch. In an era of GIFs taking over the web, these short videos give that social vibe while being better quality.

Of course, it’s Nintendo, so there are aspects in the implementation that could be much better. For starters, the fact it’s limited to four first-party games – initially – suggests it’s rooted in software accessing the tool, not deployed at a system level. For a comparison think about the Share button on PS4. That goes much further in what it does – supporting extended streams, ‘Share Play’ etc – but the key is that it’s there at the system level. It’s supported by default, with developers having to then go out of their way to block it (as some did with the Share Play feature). It seems to be the opposite with Switch, so developers will seemingly need to update their titles to opt in. Reports suggest this will all be rolled out gradually, but it’s another reminder of Nintendo’s occasional control-freak instincts. Rather than a feature immediately available to all, it’ll be managed.

So, right now, its restriction to four games gives it a slow start, limiting its impact in terms of social media posts. Moving beyond that, though, the update merely prompted the usual wave of comments highlighting simple features and apps we don’t have. There’s still no consumer-end cloud saves or data, but in truth that’ll likely arrive (if at all) along with the Nintendo Switch Online service in 2018.

Yet some basics are still needed, ideally soon. Apps are near the top of the list. Netflix, YouTube, Amazon Prime, Crunchyroll, Hulu; all of these have been on other Nintendo systems at some point. As more get used to their Switch hardware and perhaps treat it (at times) like a tablet-style portable device, the more apps like these would help. A web browser is another one, and when travelling we often see people using all sorts of media on tablets. If the Switch can embrace media apps, both streaming and those that allow users to (legally) watch downloaded shows and films (various broadcasters allow this), then it’ll be a significant string to its bow. The more services it offers, the more people use the device; increased awareness naturally follows.

The obstacles to this? Getting companies on board, for one, though we suspect the bigger examples are pretty eager considering the device’s strong sales momentum; rumours that Netflix is around the corner have persisted for a while.The other obstacle must be Nintendo, however. As we’ve seen with the Capture button’s video update the company still can’t quite let go of control, an attitude that occasionally serves it well but can also, it must be said, be a hindrance.

We should acknowledge one reason why Nintendo’s caution isn’t surprising, however. When both the Wii U and 3DS were jail-broken / hacked, exploits were mercilessly exploited via web browsers and streaming apps. Apps like these were the source of multiple breakthroughs, causing Nintendo to close some apps down and continually fight fire with ‘stability’ updates to try and shut them down. Nintendo must see the value in these sorts of apps and services, but may be attempting to go further than before in terms of shutting off potential exploits before they roll out.

All of this overlooks one key fact, too – the Switch is in a very good spot right now. Sales momentum seems high, there’s plenty of buzz, and it’s achieving its main goal with confidence; that, of course, is selling games. As a gaming device it has a rapidly growing eShop and an increasingly exciting retail line-up, with Nintendo and third-parties producing some truly exceptional titles. Making it a hot games machine, after all, is the number one priority – on that score Nintendo is doing pretty well.

Still, we hope that system version 5.0.0, when it eventually arrives, will do more to make the Switch a fantastic and more ‘complete’ device. For now it’ll have to remain a compelling gaming machine, and that alone.

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Super Famicom Exclusive, Far East of Eden Zero, Translated Into English

“Impossible!” is the word used to describe something that can’t be done… until someone does it for the first time. Tengai Makyō Zero (full title Far East of Eden: Tengai Makyō Zero) was one the major Super Famicom games with seemingly impossible translation; this late generation 1995 release was rather unique because it shared with – Star Ocean – the luxury of having a Epson SPC7110 custom chip on the cartridge.

This was the fourth game in this Hudson / Red Company developed series; with the previous three games being released on NEC’s PC Engine CD, the need to have above average storage capacity was quite understandable.

The enhancement chip was used to compress graphics, indeed a luxury when you consider the limited ROM cartridge size available to producers developing for the Super Nintendo. It also powered a unique calendar / real time clock feature that would add depth to the whole game; not unlike the Animal Crossing series the game first asks you for your birthday and to set up the calendar, with the day of the week – for example – influencing shop schedules. World events like New Year’s Eve would result in festivals being held in the game’s villages around the world map. These would translate into sub-quests and unique items for your party, so even when done with the main story players always had a good reason to come back to the game. It was certainly ambitious at the time.

Ambitious and quite troublesome for Super Famicom enthusiasts, since the compression techniques used meant that fully dumping and reinserting the huge game script were – for many years – tasks considered impossible. Twenty two years after the original release date, a veritable all-star dream team of ROM-hacking personalities has released a complete English translation patch that finally makes the whole game more Western friendly. None of this would have been possible without byuu’s developed utility that allowed for a bug free dumping of the whole script. You can check the newly translated game prologue in the following video.

Sadly, due to the game’s uniqueness, you will not be able to simply drop the patch onto your RetroN 5 or Retro Freak and enjoy this one. Currently the game will only run the English patch correctly in either byuu’s own Higan (an emulator project named after the main character from this game, trivia fans!) or a custom version of the ever popular SNES9x emulator. 

Far East of Eden of Zero remains one of the crowning jewels of the already quite impressive and extensive Super Famicom game library, and surely one of many games some will fondly remember looking at in still pictures from video game magazines, believing we’d never be able to experience a game with such admirable graphics, music and plot. It’s another reminder of what fan communities can do, in this case delivering an experience that wasn’t otherwise possible.

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Review: Spelunker Party! (Switch eShop)

Revitalizing a decades old series is never an easy task, but Spelunker Party! manages to be a decent return while adding good multiplayer functionality. Don’t let the title throw you off. It’s easy to assume this is some kind of minigame collection or something along the lines of another Mario Party. That isn’t the case. What awaits you instead is a pretty challenging and lengthy platformer that will keep players on their toes and always on the run, at least until the patterns in level design start to become a little more predictable.

While the game is based on the 1983 NES title Spelunker, this specific version is actually an updated and definitely improved re-release of Spelunker World, a title released back in 2015 for the PlayStation 4 and PC. Before it changed its name, the game was free-to-play and featured microtransactions. Those elements are gone, thankfully, and what remains is a priced title that retains 100 stages and the same gameplay. Additions like redesigned menus are included, but support for six players was dropped to four.

It can be tough to balance out the single player and multiplayer modes so that the entire game can be played in either mode. Spelunker Party! does a reasonable job at getting this done. Playing single player is fine but it is annoying that some levels will require at least one other player in order to find every collectable. Likewise, playing with others is great too, but there’s no draw to do so other than to finish the level quicker and to collect those aforementioned extras. However, it is nice that if a player gets stuck in a level the option is there to go online and work together with a second person.

That said, playing in either the offline or online multiplayer sessions is the way to go. Playing with another person will put the game into split-screen, even online. Knowing where everyone is and what they’ve collected is crucial to letting the game flow at good pace. Plus, being able to see a friend fail or take a nasty fall can’t be missed! The great thing is that you can toggle split-screen off by simply pressing into the right control stick. Being able to do this on the fly is super convenient. 

Platforming aside, Spelunker Party! doesn’t vary much when it comes to level design. After playing through the first set of levels, players should know what to expect from there on out. It’s true, later levels introduce new enemies and obstacles, but once the player figures them out it quickly loses its novelty. There isn’t much in the way of puzzles, something that could have really helped make the single player more interesting and the multiplayer more cooperative. Some levels mix things up with a boss fight, but most areas will simply have you searching for keys to get to the next section. There is a lack of depth that is apparent, especially in the first half of the game.

Spelunker Party! likes to stay a bit too close to its roots. Jumping off a vine just a tad too high will result in death. Any kind of drop will take you out instantly and even trying to jump over a dip on the path could result in your demise. You’ll find yourself kicking the bucket quite often, but a lot of that is unfortunately due to unreasonable platforming rules. For a game that is based entirely on moving from platform to platform, the player should have a clear idea of what will and won’t get them killed. 

If the goal is to fully complete the game, Spelunker Party! offers plenty to do. Outside simply completing over 100 stages, Litho-stones are collected to unlock over 200 items. These items offer extra abilities like reduction of damage from certain enemies or increased power to the air meter. Not only that, but each item can be levelled up, increasing the power of each level. There’s a lot, but once a level is fully completed there isn’t any real reason to go back and replay.

Quests help mix it up by giving you additional objectives like bombing a certain number of snakes or collecting a chunk of gold in one of the worlds; it’s odd that they don’t appear like achievements when completed. Instead, players are forced to go to the quests menu to see if it was completed, then the next quest needs to be manually selected in order for it to be worked on.

Conclusion

The Switch could always use another multiplayer game and Spelunker Party! is a good addition to the ever expanding library. It’s challenging, both in reasonable and unfair ways, and it’s length gives players a lot of levels to play through. It might not be something pulled out for newcomers and guests at a party, but it could be a good match for those looking to play together in something that lasts a little longer.

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Next Week on Xbox: New Games for October 23 – 29

Welcome to another edition of Next Week on Xbox! The Fall season of gaming continues with more of the biggest games of the year coming to Xbox One, like Assassin’s Creed Origins sending us back to Ancient Egypt to uncover the brotherhood’s mysterious origins, and Wolfenstein II: The New Colossus putting us back in the boots of BJ Blazkowicz as he fights back against the Nazi scourge. Or you could get down and boogie with Just Dance 2018, terrorize campers in Slayaway Camp: Butcher’s Cut, or enjoy the retro-inspired side scroller The Mummy: Demastered. Read on for more details on these games and more below!

Just Dance 2018 Screenshot Games
No matter where you come from, how old you are, if you’re a panda or a carrot: turn up the volume and get ready to unleash your inner dancer! Just Dance 2018 returns with over 40 tracks at launch, and more than 300 songs available with Just Dance Unlimited.
Rapala Fishing Pro Series Screenshot Games
Compete in world-class tournaments and daily challenges, all to improve your skills by earning bonus money to climb the ranks and become a professional angler for the #1 fishing brand in the world. Build your reputation, gain sponsors, battle for awards and trophies as you try to catch the top 17 species of fish from Large Mouth Bass to Northern Pike in some of the most iconic fishing locations in North America.
Deer Hunter Reloaded Screenshot Games
Deer Hunter: Reloaded will provide an authentic hunting experience for players as they venture to some of the top-rated hunting regions in North America from the plains of West Texas to the rugged terrain of Alaska. Keep your guard up as the potential for dangerous animal encounters is present in every region with mountain lions, wolves and bears!
We Sing Pop! Screenshot Games
Featuring the hottest songs from the world’s biggest artists, including their official HD music videos, We Sing Pop! brings the award-winning party experience, direct to the comfort of your living room. Sing together or competitively with up to 4 friends at the same time, or go solo to top the online leaderboards and become the star you were born to be!
Rugby 18 Screenshot Games
Featuring the most prestigious teams and leagues of the 2017-2018 season like Aviva Premiership Rugby, PRO14, and All Blacks, master all the game phases using intuitive controls and innovative gameplay that faithfully reproduces each situation of a rugby game. Lead your favorite club to the top in Career mode, play full seasons in League mode, and re-write history in the Match of the Week.
Slayaway Camp ScreenshotGames

A killer puzzle game where you control Skullface, a psychotic slasher hell-bent on revenge. Slide this adorably demented murderer around hundreds of isometric puzzle levels to squash, flay, and decapitate hapless victims in this darkly comic homage to 80s horror movies.

The Mummy Demastered Screenshot Games
A powerful ancient evil has arisen, and the war to save humanity has begun! The Mummy Demastered throws you into a 16-bit-inspired battle against the undead in a 2D, nonlinear, action-packed adventure. As an elite agent in the monster-hunting Prodigium organization, you must use a variety of weapons, upgrades, and magical artifacts to defend mankind against the supernatural hordes of Princess Ahmanet.
AER Screenshot Games
The gods of old are forgotten, lost in the events that shattered the world, leaving only fragments of islands in the sky. This mystic world of endless skies, colorful islands and ancient ruins is in danger of falling into darkness. As one of the last few shapeshifters, you are sent on a pilgrimage to the Land of Gods. Uncover the secrets that will help save reality itself.
Numantia ScreenshotGames
Units, heroes and battles inspired in real events in this hex-based, turned-based strategy game. With a deep narrative linked to the historical evolution of the conflict, Numantia features two different campaigns with their own heroes, troops, settlements and armies.
Assassin's Creed Origins Screenshot Games
Journey to Ancient Egypt, a land of majesty and intrigue, where a ruthless fight for power is taking place. Unveil dark secrets and forgotten myths as you go back to the one founding moment: The Origins of the Assassin’s Brotherhood in this exciting next entry in the Assassin’s Creed series.
Wolfenstein II Screenshot Games
Return as BJ Blazkowicz and recruit the boldest resistance leaders to fight the Nazis in iconic American locations, equip an arsenal of badass guns, and unleash new abilities to blast your way through legions of enemies in this definitive first-person shooter.
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Limited Run Games Will Publish Physical Copies of Indie Titles On Switch Next Year

Somewhere, far into the distance, you might just be able to make out the cries of joy from video game collectors (and cries of fear from their wallets) because Limited Run Games has confirmed that it will be publishing physical retail games on Switch next year.

In case you are unaware of the company, Limited Run Games is known for producing retail editions of usually digital-only games. Until now, only PS Vita, PS4, and PC have received this treatment with games such as Wonder Boy: The Dragon’s Trap and Night Trap: 25th Anniversary Edition being made into physical releases. The company has expressed interest in working on Switch titles in the past but, at the time, Nintendo weren’t quite ready to adopt the setup.

As the name suggests, these games are only published in very limited runs (usually just a few thousand) so if you want a copy of a particular title you might have to act fast! The confirmation that this service will extend to Switch titles was confirmed via Limited Run Games’ Twitter account.

With so many wonderful games gracing the eShop over the last few months, this deal seems like a match made in heaven. The amount of titles that could very feasibly see physical editions be published is astonishingly high and it is easy to imagine the Switch’s fanbase gobbling them all up left, right, and centre.

Which games would you love to see be published in physical form? Feel free to list your top picks in the comments below.

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Andromeda dev chalks up some of the game’s problems to a lack of diversity

“My brown ass got talked to all the time about speaking up.”

– Veteran game dev Manveer Heir, reflecting on his time at BioWare during a recent episode of Waypoint Radio.

Longtime game designer Manveer Heir has gone indie, but before that he spent years at BioWare working on Mass Effect 3 and Mass Effect: Andromeda.

Today, he made a guest appearance on the Waypoint Radio podcast to talk a bit about his work, where he’s been, and where he’s going. It’s a really interesting conversation that touches on a lot of topics relevant to fellow game devs, including the challenge of trying to make the game industry a more diverse and inclusive place.

Notably, Heir talks frankly about his work on Andromeda and the problems he and his colleagues faced in getting it ready for ship. When the game debuted earlier this year it caught some criticism for glorifying colonialist fantasies, for example, and now Heir says there were people within the team who spoke up about the issue years in advance — and in vain. 

“I wasn’t the only one. There were other people, there were other white people, white men, who spoke up. There’s a lot of really good people inside of BioWare who spoke up on this stuff,” he said. “This is what happens when, I think, you have a homogeneous leadership. The leadership of Mass Effect: Andromeda was all white men.”

He also ruminated on what it was like to be someone who works at a large, high-profile studio and also speaks publicly about topics like diversity, race, and representation in games. Heir describes being “talked to all the time about speaking up” and feeling like some people in the company wanted him to stop rocking the boat.

“As somebody’s who’s public, you become the loud guy, you become the angry guy, and you become the person who’s just trying to get all the press for yourself. That’s how it’s read, and then there becomes internal strife,” said Heir. 

“It is our job to speak up and do that thing. I’m not gonna quiet down and I’m not gonna not fight. So to me, when I realized I was in an environment that did not accept that and want that, and that was telling me I was being too angry or I was speaking up too much, and basically tried to tell me to sit down and be humble, I was like…peace out.”

And that’s apparently exactly what he did — after his work on Andromeda was complete, Heir left the company to do his own thing. Fellow devs can hear more about that experience (and lots more) in the full episode of Waypoint Radio.

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The developer of A Mortician’s Tale talks death-positive game design

Many games have some portrayal of death, but not many games examine it too closely. So if you’re a game developer interested in the subject, you should know about Laundry Bear Games’ first release A Mortician’s Tale. It’s a small narrative game set in a funeral home that presents players with a view on death from the perspective of a character deeply entwined with its effect, but not its victims. 

Today on the Gamasutra Twitch channel, we were lucky enough to play A Mortician’s Tale with lead developer Gabby DaRienzo. Joined by her compatriots in Twitch chat, we sought out to learn more about the game’s development, and what other indies hoping to find success with niche games can learn from A Mortician’s Tale. 

The sometimes blunt conversation is worth a full watch, and we’ve archived it for your viewing up above. If you’re in a rush though, here are a few quick takeaways from our chat with DaRienzo. 

Engines can be a foundation for aesthetics

A Mortician’s Tale was originally conceived in the PICO-8 engine, which has an extremely limited color palette. At the time, DaRienzo and her cohorts were trying to figure out a reliable aesthetic for portraying death, and stumbled on a purple color that could be easily displayed in PICO-8. Though the final game uses a few more colors to depict certain inputs and characters, it’s a strong lesson in how your game-making technology can provide a foundation for your game’s aesthetic. 

Even small games deserve fair pricing

The Laundry Bear Games team decided to price A Mortician’s Tale at $15, a choice that some Steam reviewers have complained about due to the game’s length. Since game pricing is an important conversation for many indies right now, we asked DaRienzo how she and her colleagues arrived at that price point. According to DaRienzo, they decided on the (arguably not that high) price as a way of maintaining the value of her team’s polish, research, and craft about a very specific subject. It’s a strong argument for other developers working on small games to defend their worth, even as prices are pushed down elsewhere. 

There’s a method to linear-ness

On a spectrum of games that exist, one could imagine a mortician simulator game that allowed players to make all kinds of screwups on the way to preparing a body for a funeral. But DaRienzo explained they didn’t see that realm of possibilities as something they wanted to explore, and that the game’s linear nature forces the player to spend time with an idea (in this case, a dead body) that they might otherwise not be willing to face. 

There’s a lot more keen insight into the design of A Mortician’s Tale in the video above, so be sure to watch that and follow the Gamasutra Twitch channel for more helpful developer interviews. 

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Oculus SDK gains 8 new, experimental modes of VR locomotion

Hey VR devs, if you missed the news — Oculus updated its SDK this month with a sample application that showcases 8 new (to Oculus, anyway), experimental methods of moving comfortably through VR environments.

Oculus’ recent blog post highlighting the new movement methods makes for intriguing reading, especially if you’re a VR game dev grappling with the problem of how to build a virtual world players can traverse without feeling ill.

This SDK update follows a pair of rundowns Oculus posted this year from collaborators at Crytek who have been experimenting with different methods of VR locomotion.

Some of the new, experimental movement methods seem logical — giving the player “ski poles” with which to move the game world relative to themselves, a la The Climb — while others are a bit more thought-provoking: poking holes in your game world to show a static world “behind” it, for example, or overlaying a parallel world that moves in reverse (see below).

“Another approach to eliminating the apparent locomotion is to provide equal and opposite visuals to the ones generated by the locomotion,” reads an excerpt of the blog post explaining “Counter Optic Flow” locomotion. “Hence the VR world is moving, and a second version of that world is overlaid, and forced to move in the opposite direction. It is tinted another colour to avoid confusion over which world the user is operating in.”

Examples (with source code) for each of the 8 movement methods are now available in the Oculus SDK for Windows, which devs can find on Oculus’ developer hub.

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Enter to Win a One-of-a-Kind Sneaker Con Custom Xbox

This past weekend in Toronto, over 12,000 sneakerheads packed the Enercare Centre for the “Greatest Sneaker Show On Earth,” Sneaker Con. A big draw of a show like this, aside from being able to cop rare Yeezys, Air Maxes, and Jordans, is Ace of Customs. These shoe artists transform rare pairs of kicks into a one-of-a-kind show pieces.

No stranger to unique, themed pairs, Team Xbox handed Ace of Customs some Xbox One S systems for them to go wild with. The best part is, they’re not staying in Toronto – you can win one! To enter to win the Middle-earth: Shadow of War themed console, head over to Sneakercon’s Instagram, and follow the instructions on the #xboxsneakercon post.

Good luck, and have a great #FreshKickFriday

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Twitch taps Dustforce dev to make a game played inside Twitch

The team at Twitch are hosting their annual TwitchCon event in Long Beach this weekend, and to generate hype they cut a deal with Hitbox Team (Dustforce, Spire) to build a multiplayer game that’s played entirely within the Twitch client.

It’s a prominent, interesting example of what a game dev can do with the Extensions toolset Twitch introduced last month, which allows streamers to embed interactive elements (like a dynamic stat-tracking overlay or a live polling system) into their broadcasts.

In this case, Twitch and Hitbox seem focused on keeping viewers engaged by giving them a small multiplayer game to play as various talks and panels are broadcast live from TwitchCon throughout the weekend.

The game, Galactic Disagreements (aka GalDis), assigns players to two teams at random and then asks them to overpower the opposing team by acquiring resources and launching ships. Matches are designed to last about 5 minutes, on average, and the game is currently only playable by viewers using the Twitch desktop app.