Posted on Leave a comment

Super Putty Squad To Bring Amorphous Blue Blob Action To Switch In December

While Super Putty wasn’t the most memorable game on the Super Nintendo, it was nonetheless a fun platformer which got remade for the Wii U and 3DS under the guise of Putty Squad

System 3 still appears to have unfinished business with the amorphous blue blob as a Amazon UK listing has revealed that Super Putty Squad is on its way to Switch retail on December 1st.

We’re guessing that the “Super” game will be based on regular Putty Squad which is available on most modern console platforms now. Here’s some blurb from Amazon’s page which gives an idea of what to expect:

One of Retro gaming’s best loved heroes hits the Nintendo Switch in Super Putty Squad! This critically acclaimed platform adventure is back with stunning new rendered graphics, retuned and refined gameplay elements combined with an all new tutorial mode for supreme playability. Bounce, squidgy and stretch your way to victory as you help Putty save his kidnapped friends from certain death. Use Putty’s extraordinary abilities to Stretch, Absorb, Fly, Inflate, Float, Mimic and Explode your way to pure platforming nirvana.

– Putty is Back! A timeless classic makes the Switch!
– Over 100 levels of stretchy mayhem to overcome!
– Collect and unlock extra trophies and explore cunningly hidden levels.
– Unique Sticker Book feature allows the player to track progress
– Cartridge size 8GB

Are you looking forward to trying this out in December? Let us know if you are ready to get your putty on with a comment below.

Posted on Leave a comment

Masahiro Sakurai Goes Into Absorbing Detail on the Development of Kirby Super Star

Over the past few weeks Nintendo has been publishing interviews with key developers of various SNES titles to coincide with the recent release of the SNES Mini and, bringing this fascinating series to a close, a sixth interview has been released to talk about Kirby Super Star.

The interview is held with Masahiro Sakurai, creator of the Kirby series and director of this particular title. Sakurai-san is perhaps best known not only for the Kirby franchise, but also that other little series Super Smash Bros. (you may have heard of it). Naturally, this is a great opportunity to get some inside information on his game-making process, and there are some interesting things to learn.

Topics covered within the article include Sakurai’s initial dealings with Nintendo and what was expected of him from early titles, the “three pillars” that served as a basis for the development of Kirby Super Star, and how the decision for a two-player Kirby game came about. Sakurai-san also reveals that when the game is left idle, the demos you see on screen were actually played by him! You can check out the full interview here if you wish – it is an interesting read for those who like to know more about the development process of their favourite titles.

What do you think? Are you a fan of Kirby Super Star? Let us know your thoughts on the interview in the comments below.

Posted on Leave a comment

Review: Oxenfree (Switch eShop)

Oxenfree is one of gaming’s greatest ghost stories. Granted, they’re a rare breed, the genuinely spooky video game, experiences that aren’t so much played as permitted to crawl across your skin, cooling the blood and yet quickening its flow. But Californian indie studio Night School’s debut production, originally released in 2016, is deserving of investigation by anyone delighting in disquiet. It’s mesmerising while it plays, and memorable long after it’s finished.

Not that you’ll see the real ending if you go around Oxenfree’s relatively brief running time of about five hours only the once. The game’s uncommonly palpable eeriness is filtered through a story of possessed teens and glitches in time, loops in reality that see a group of high-schoolers try to survive a night stranded on an island that isn’t quite as deserted as they believed. To dive into the particulars is to spoil a wealth of surprises, a raft of compelling beats that resonate with genre originality, that keep coming on a second playthrough – and even then, you might meet the credits with unanswered questions.

The mystery of Edwards Island – home to a decommissioned military installation and, until recently, a sole elderly recluse – can be unpicked to some extent by simply following the main story. This takes in a series of branches, directed by an excellent dialogue system that allows for player interruptions and very natural-feeling exchanges (and is made all the better by impressive voice acting), permitting the player’s character, Alex, a pronounced sense of agency in proceedings. Ultimately, the divergent plot narrows to a linear path for a high-stakes subterranean climax, at which point your earlier choices are going to have consequences.   

Greater detail as to the island’s past, and how that’s impacting the night’s events, can be gleaned from discovering letters, scattered around the island during the game’s later stages – they go some way to describing a pertinent disaster that occurred not far from the island’s shores. There are also a number of photographs taken across the course of the night, by different characters, that contain clues; and audio anomalies, snatches of conversations from a time before now, that can be tuned into. Look, listen and learn carefully enough, and it all might just come together – but probably not on a single playthrough.

It’s through the use of a handheld radio that Alex – and by extension the friends, family and associates that accompany her to the island – can listen to strange signals. Some of these are songs, crackling and creaking as if weighted down by decades of dust. There are voices, some acting lines, others just groaning, screaming almost, in the static. Turn the dial slowly, and there’s often something that’ll stand out, like a lighthouse in the blackest night – except the feeling here is that the beacon is only ever drawing you closer to the rocks, and destruction.

The radio – which is later upgraded to one able to pick up many more frequencies – gives Alex and company a way to communicate with whatever else is on the island alongside them, a force that’s apparently all around them at all times, and yet unseen. A very clear malevolence can be felt, however, as the game delights in showing us, great detail and personality rippling through the diminutive avatars of the affair as their bodies are tested in ways that daren’t be spoiled. Nobody who took the last ferry the night before will return to the mainland quite the same.

But it’s not the visuals that really shake the player up – it’s the sound, and the music. The work of Andrew Rohrmann, aka scntfc, the Oxenfree OST is a cornucopia of uneasy avant-ambience, constantly getting under the skin of the player and forcing the hairs atop it to stand to attention. There’s a worn fuzziness to much of it, like its edges have blurred, its seams frayed; but there’s no warmth, even the more bucolic passages undercut by a distinct vein of dread. The resulting atmosphere is thick and sticky, then, and impossible to shake once you’ve set your Switch down to sleep. The compulsion to return, again and again, to the trials of these five souls is great indeed.

And you really should take a second trip to Edwards Island, to see those trials find a semblance of finality – and what with Oxenfree now on Switch, you can do that anywhere. It’s a game that neatly divides itself into explorable scrolling screens and set-piece situations, (admittedly somewhat lengthy) loading screens acting as markers between chapters. Portability is a great plus for a game that operates splendidly as a short-sessions experience – which isn’t to say you can’t binge on it, like the latest must-see Netflix show. The Switch lets you play it either way – and you can even use touchscreen controls, changing stick control for a point-and-click system, if you really must grease up your console like that.

Any Switch owners seeking supernatural encounters of the interactive kind should look no further that this otherworldly adventure. It’s not one you can “lose” at, whatever your decisions, and wherever the characters end up – but to miss out on it is to do your Switch a disservice.

Conclusion

A genuinely creepy creation, Oxenfree combines a clever story and smart dialogue mechanics with superbly sinister music to leave a deep and lasting impression on the player, one that should encourage an all-important second playthrough. Fans of Stranger Things and Poltergeist will love the direction this game takes – if not to hell and back, exactly, then absolutely to some other place where horrors abound, just waiting for an invitation into our world. It’s yet another Switch essential.

Posted on Leave a comment

Suda51 Has Considered Remaking GameCube Cult Classic Killer7

Killer7 was one of the more unique games in the GameCube’s library. Developed for Capcom by Suda51 and Grasshopper, it was the last of the “Capcom Five” games for the GameCube (well technically the fourth, as Dead Phoenix got cancelled).

Killer7 was certainly quite intriguing and had a strong adult theme. The gameplay took the form of a first-person shooter which was on-rails. The character you played was limited to predetermined paths and the controls felt very clunky, even back in 2005 when it was released. Despite this, it gained a cult following.

In a recent interview with Suda51, he was asked if he’d like to remake any of his old Grasshopper games and on the topic of Killer7 he said:

The thing about Killer7 is that, right now, it’s not easy to play that game anymore right now. That’s definitely something I’d like to maybe revisit and update.

We’d love to see a remake of this unique game with improved controls. Let us know if you have fond memories of this one from the GameCube days or if you think Suda51 should leave this in the past and concentrate his efforts on the upcoming Travis Strikes Again: No More Heroes for Switch with a comment below.

Posted on Leave a comment

Xbox One X: How Turn 10 Helps

Sharing collective experience with other game developers is a hallmark trait for Turn 10 Studios, developers of the recently released Forza Motorsport 7. Having now worked with the Xbox platform for more than a decade, the studio’s vast experience in working on Microsoft consoles has extended to the PC gaming space in the past couple of years with the award-winning Forza Horizon 3, and Forza Motorsport 6: Apex, a free proof of concept demo on Windows 10 developed to help test drive (no pun intended) on a scalable, powerful platform like PC.

Thanks to that experience, the team was able to effectively prepare for gaming in 4K, 60 frames-a-second with a framework in place for development on Project Scorpio (later Xbox One X) once specs started to come into focus. Thanks to these years of development, Turn 10 has developed a very close working relationship with the console platform team.

“As a first party studio, a lot of our job is to make sure that the platform we’re developing games on is also a great platform for other game studios to make games on,” explains Chris Tector, Studio Software Architect at Turn 10. “We really believe that, at our core, that’s what we’re trying to do — enable other studios to make great games. Because that means we’ll have great games to play, and we’ll also be shipping great games in an incredible ecosystem. It’ll be, everybody making the best Xbox game they could possibly make, and that’s something we take pride in.”

Turn 10 Feature Key Art

The first time the studio showcased this working relationship was at GDC in 2014. At that conference they showed off ForzaTech running on PC with an alpha version of Direct 3D 12. With that demo, they proved out that it was possible to get more of a console programming model on the PC.

“We really felt like that was going to move things forward for developers on the PC, but also be able to bring a lot of console titles over to the PC,” says Tector. “It was something that we could do that would really help again with that whole platform, and really help all developers along.”

Turn 10 also worked closely with the hardware teams, helping push improvements over to the console platform, and helping them understand what requirements they needed as developers.

“We told them if you want to prove out things, or stress test, or push the limits what the hardware can do or what the new hardware ought to be able to do,” explains Tector. “We’re able to provide our titles as a way of stressing that.”

It was at this point when the studio began to scope out what that next generation of gaming could be like, and found themselves in a great position to help influence the hardware requirements they needed to develop games at a very high frame rate and at exceptionally high resolution.

Turn 10 Feature Key Art

“The goal from the beginning was to be able to deliver the Xbox One era of games, but at 4K,” explains Tector. “And that didn’t mean just us (Turn 10). We were already at 1080 (resolution), we had been since the beginning of the generation and not a lot of developers were able to get there for whatever reason. They may have had other kinds of features they were going after, but for us, native resolution, 60 frames-a-second; it’s always been really important for us.”

That performance high-water mark is a lofty one, one that Turn 10 doesn’t balk from. Proving out 4K gaming was an important goal for the studio — and they wanted to make sure other developers could get there too. So, they worked on proving out ways they could capture what was going on the console (graphically), and let them scale out the graphics processing unit (GPU), which components to use, memory bandwidth… Creating a model that simply says, “Hey, we got this game running on an Xbox One. Will it be able to get to 4K on an Xbox One X?”

The team began to build out and provide gameplay on Forza that covered a wide spectrum of settings, from 720p all the way up to 4K, looking at different levels of texture filtering, geometric complexity, and tweaking a variety of features like anti-aliasing. Anything that would let them prove out their model to those looking at Scorpio in the early days, that 4K console gaming is an achievable reality and one that can be here soon. And Turn 10 can be here to help make it happen. The real proof came to Turn 10 earlier this year when the base model of the Scorpio was delivered to them.

Turn 10 Feature Key Art

“We had one of the platform graphics guys comes over and he had a box full of parts,” Tector says. “And he dumps them out on the desk, a motherboard, and hard drives, all hooked up with random cables and loose on the desk. But it’s a Scorpio… and it’s running! And then we get the title ported to it in literally two days.”

The team had prepared a special room in-house at the studio, planning for their guest to stay with them for weeks. But it turned out it was not needed since they were done in just a few days to get the whole game up and running. Not only was it running, it was running fast.

“Not like the first time we ran it on an Xbox One which was not too pretty, and not running fast,” explains Tector. “This was running like, the full of ForzaTech and it was running at 60 (fps), and it was running at 4k. We were just like… we were stunned. We were surprised. But it was an awesome feeling as well because we could then go out to our team, ‘Look, we had done all this work, we proved out this model, it’s going to have this level of performance, we’re going to be able to deliver this as a title.’”

Turn 10 Feature Key Art

It was there, it was real, and Turn 10 could show people how to get it done.

“That reality sank in for the team, and it just created this wave of like, ‘Well that means we can do this, and we can do this…’ and that was all open because not only were we running at 4k and at 60, and you know, all of those things that we wanted…. and we had headroom left over.”

Xbox One X is slated for retail release later this year on November 7, and we can’t wait to play this next generation of games thanks to the shared, collective wealth of experience that Turn 10 has provided to both developers and hardware engineers alike.

Posted on Leave a comment

Squareboy Vs. Bullies Lands On Switch This Week

Bullies, they are just the worst, aren’t they? If they aren’t giving you an atomic wedgie then they are trying to flush your head down the toilet. In Squareboy Vs Bullies: Arena Edition the titular Squareboy has had enough of the bullying and sets out to put them in their place in this old school beat ’em up by Rohan Narang, which is coming to the Switch this week priced at $4.99.

Here’s what we can expect from this beat’em up published by the lovely folks at Ratalaika Games:

  • Retro pixel art graphics and OST with 14 different chiptune tracks.
  • Fight in many different locations across Squareburg.
  • New Arena mode
  • Never before seen Bullies.
  • New UI screen that takes advantage of entire screen.
  • New co-op mode only for Nintendo Switch.

We have to say it all sounds pretty good, like River City Ransom with fighters that look like they have just escaped from the Emoji Movie. Sign us up!

Posted on Leave a comment

Feature: Japanese Dev Legend Tak Fujii On His Switch Music Exclusive Gal Metal

Tak Fujii is one of the most established and charismatic figures in the Japanese gaming industry today. He spent twenty years at Konami in Chicago and Tokyo, filled roles such as sound designer, director and producer, as well as playing guitar on the incredible Castlevania: Symphony of the Night score and working on several Pro Evolution Soccer titles before his departure in 2014. Fujii is probably best known in the west for his unforgettable E3 presentation of Xbox 360 hack and slash RPG Ninety-Nine Nights 2. At the Tokyo Game Show this year, Fujii publicly showcased his new project for the first time, Gal Metal, which is scheduled for a February 2018 release on Switch. 

This music rhythm game uses the individual Joy-Con controllers as drumsticks, and boasts a vivid anime art style and a character-driven story. With the history of the “music video game” swaying from revered (Rock Band, Guitar Hero) to the “interesting” (who could forget that infamous E3 2008 Wii Music presentation?), Gal metal has the opportunity to take the genre and the fresh hardware to new heights. 

We caught up with Tak shortly after TGS to find out more.


Nintendo Life: First of all, thank you for taking the time to talk to us and congratulations on the announcement of Gal Metal coming exclusively to Nintendo Switch. The showing at TGS (with mascot and instruments, no less!) certainly made an impact – how was the press and public reaction to the game? 

Tak Fujii: Brilliant! We have had pre-opened announcement sight and teaser movie, which lead to three big questions from the public. One: Who is making the game? DMM, a PC browser game company works for console title, exclusively for Nintendo Switch. Two: WHY? It seems high school girl does something with drums. Three: What kind of game is that? Drumming is awesome and it was heavy. What really is that? 

Our message was simple. All answers will be unveiled at TGS. Come to our presentation. I had a great presentation of the game on the first day of TGS, showing a brand new design of music game with exclusive play ability using the Joy-Con. All elements together, I believe I did make a great impact regarding the media and public. Most of reactions from them are positive. Thanks to the Nintendo Switch and our cute red drummer, NYANGO-STAR, and lovely red guitar, of which there is only one available in the world.

What is your role on the project?

TF: Producer. However, I am taking on more roles than I used to be as ‘producer’ in my previous job. DMM is venture company and therefore I have to take more roles if I come up with something I’d like to do, which might include marketing, licensing, sales, collaboration, etc, etc. It makes me really busy but it’s really fun to meet lots of people especially in the music industry (because Gal Metal belongs to the music game genre). Of course, the concept of game is mine so I have to conduct the team to make my game to be new and fun enough, which is the same as a producer’s role in the industry. 

How big is your team?

TF: There is no team in DMM, it’s only me to drive game development. We do have marketing and sales people but not as many compared to other console publishers. The dev team is external, Now Production – based in Oaska, Japan. They are console experts and have good experience in making music games so I can rely on what they make. The director of Gal Metal is Shuhou Imai, who has great experience in both writing and creating video games. 

How long has Gal Metal been in development?

TF: That’s a secret! But not longer than planned, thanks to the development environment in 21st century. 

When did you start working on it in relation to your departure from Konami? 

TF: Gal Metal started a while after I had left Konami. Again, DMM has never thought to release a console title because DMM is a PC game platform and has had no business with other platforms, including iOS and Android at that time. So I was getting involved in other projects, such as e-Sports and VR. I had great success on a VR project at TGS 2016. However, DMM is a fun company. They give any opportunity to do anything (only if it seems valuable, of course). Thus, Gal Metal is not something that happened immediately after my resignation from Konami, and had no relation to it. 

Was it always your intention to make a music game at some point?

TF: Yes. I started my game career as a sound composer. Music and sounds are always part of my life. I have always dreamed about making a great music game through my career, but Konami already innovated by making great music franchise titles and I was getting involved with other projects (which was an awesome AAA job anyway) and had no chance to make another music game. So finally, here is my dream come true. It took a while but I made it happen. However, I just didn’t want to copy old school music titles. This format has been around over 20 years and I really wanted to try something totally new. Gal Metal has no falling note indicators and you have to focus on audio rather than notation, which gives a feeling of playing real music in real band. I hope my new challenge would be accepted in the market. 

When did you first become aware of the ‘NX’, and when did you first experience the Switch?

TF: Unfortunately, DMM is not console company and I was not involved with ‘NX’ at all. I found and got Switch as a user, not a developer. I see brilliant game experiences through Nintendo’s first unavailing presentation. ‘Take console out to field and play together’. It’s sounds similar to what we had with the PSP and Nintendo DS, but it also felt totally different. Handhelds normally belong to personal playability, but this console is for multiple people. Remember when we had endless nights with Bomberman or NBA Jam? That’s the impact of Switch to me, and it doesn’t belong to living room anymore. It’s about taking the multi-player video game experience anywhere, which sounds awesome!

When was it decided to make Gal Metal exclusive on the Switch?

TF: Gal Metal is still a single player game, at the moment. Since there are no note indicators on screen, players have no need to focus on the screen, but instead listen to the audio from the console. This means other players also have no need to focus on the screen. Watching other players play is the most fun part of this game in my opinion. Remember most fun part of playing Just Dance? It’s us, observing players. With the Joy-Con and screen-less game play experience, Gal Metal has no other home but Switch. 

The Switch’s touch screen is being used with music games such as VOEZ and Deemo, but the Switch also has the Joy-Con feature. When did you first work on using them in Gal Metal? 

TF: We’ve decided to work on Switch because of the Joy-Con. As I said before, Gal Metal is really fun to play with others. Touching the screen holds the player in front of game screen, but the Joy-Con give you freedom to play around. Gal Metal is still a music game, but the experience you have is totally different to those other titles.

There have been music games in the past, such as Rock Band, that have various difficulty settings as well as being great multiplayer games. What’s the balance like in Gal Metal?

TF: Gal Metal is about a free drumming experience. The player decides which rhythm patterns may fit to each song. That gives no ‘good’ or ‘bad’ evaluation. However there are evaluation factors in the game which are really based on music composition theories. We know most of players maybe don’t know anything about drumming so their first entrance and experience would be ‘fun to swing’ and ‘fun to listen’. Gal Metal’s learning curves will take players a little deeper. I can’t tell you details right now, but there are mechanics where the player will learn better drumming by gaining better score in the game. I put a music gamification system in the game.

There is also a very strong visual style and character driven story – how did they start and develop?

TF: There’s almost no story in most music games. However, we had great teen memories with band in high school. I want players to love being part of a band. The band is about communicating with other players with music, not through words. It’s hard to explain, but you will know if you get into a band. I wanted to share that feeling and want to players to understand that feeling, and hopefully without games, they may have an interest in playing actual musical instruments. The core of this game is about playing drums in the band, and my dream is about increasing real band players from playing the game, and increase the number of metal lovers.

Regarding the actual music, is the whole game an original soundtrack? 

TF: They are all covers from classical music. It’s great to have actual recordings in the game like other music games. However, my focus in Gal Metal is ‘Build your rhythms as you like”. Therefore we haven’t use any existing sound tracks, which allows players to think and build their favorite rhythms. Again, building and improving music is one of the big core ideas of my design and I really want players to feel this. Additionally, people don’t like to play unknown songs so I picked famous classical pieces from the past 400 years, which are no doubt recognised as ‘great pieces of music’. Because they are famous, the player should be aware of how and when they build up in the song. The player may have instant ideas about what to do immediately. 

Did you ever consider crowdfunding for this project?

TF: Not at all. Crowdfunding is about marketing, in my opinion. There’s no need to go to crowdfunding if the team has enough budget to make games and do the marketing. I need both to make my game be known to the public. This is the main reason why I belong to a publisher (and platform) rather than building my own studio. 

It must be exciting working on such a new console and utilizing its unique features – when did communication with Nintendo start? 

TF: Very recently. I have to make sure my idea works on game properly and my presentation docs to Nintendo are not just a dream but something about to happen. Being a producer for a big publisher, I personally saw a lot of great presentations with brilliant documentations from developers and games that have never come out and melted millions of dollars for nothing. I am sure they’re going through lots of presentations million of times more than me, so I am very much prepared to start. 

What were your favorite Nintendo games growing up? 

TF: All of the Game & Watch series! I had them all and died to play them all! Of course Mario Brothers (in Arcade) and Donkey Kong (in Arcade) stole my heart and coins!

Thank you so much for your time, and we look forward to seeing more of Gal Metal soon. 

Posted on Leave a comment

The Big NBA 2K18 Patch For Switch Is Finally Here

NBA 2K18 didn’t get off to the best of starts when it launched on the Nintendo Switch on 15th September. In short, it was all a bit of a mess and we ended running our review without a score.

While it’s taken way too long, the mega patch update #3 finally dropped for the Switch version of the game during the weekend. Here’s the laundry list of things it improves on:

– Fixed a case where game framerate would drop for the remainder of the game following a called timeout.
– Users are now able to view the individual attributes and their values when upgrading their players in MyCAREER.
– Gray indicators have been added underneath the feet of your teammates in the Playground; it is now much quicker and easier to discern your teammates from your opponents.
– Global settings/options will no longer reset to default after entering a MyTEAM game.
– Users will no longer lose their facial hair when re-scanning their face.
– Addressed a case where Draft-and-Stash players in MyLEAGUE/MyGM would be signed to a $0 contract, while simultaneously being duplicated in the upcoming rookie draft (new save required).
– Generated prospects in future seasons of MyLEAGUE/MyGM will now always have heights appropriate for their position (new save required).
– Free agents 32 years or older will no longer pass up big money offers to sign for the MLE in MyGM/MyLEAGUE.
– Users will no longer display negative badge progress following an exceptional performance in MyCAREER. For those currently experiencing this, continue playing and your tally will be incremented towards your next bonus.
– Fixed a hang that could occur when the user was scrolling down the list of available shirts in the T-Shirt Kiosk.
– Improved framerate in the court area of the Playground when games are being played on most/all of the courts.
– Addressed a hang that could occur when bringing up the squad menu in a completely full Neighborhood.
– Fixed a soft hang in Live Practice where the ball would not get picked up when using the ball machine.
– Fixed an issue where the camera would always point to the middle of the court if the user had the Auto Flip option enabled while in the broadcast camera(s).
– (Switch) Improved framerate/audio syncing during tunnel/locker room scenes in MyCAREER.
– (Switch) Fixed an issue that sometimes prevented Local Play from commencing when there were four participants.

We’ll be updating our review with a score in light of this patch over the next couple of days when we have tested it all out. In the meantime let us know what you think of this whole debacle with a comment below.

Posted on Leave a comment

The Nintendo Virtual Boy Could Be Getting New Software

The Nintendo Virtual Boy may have gone down in history as the company’s grandest folly, but it’s clear that there are many fans out there who feel it didn’t get a fair crack of the whip. 

Team VUEngine is a group of Virtual Boy enthusastis who want to resurrect the failed console with a series of new homebrew titles. A Patreon crowdfunding campaign has been established to facilitate this endeavour, with the ultimate objective being to raise enough funds so the team can work full-time on creating new games for Gunpei Yokoi’s misunderstood masterpiece, as well as making tools which will encourage other developers to support the system:

The ultimate goal is nothing less than to become full-time independent game developers and release regular new, high quality Virtual Boy games plus even better tools to create your own. 

We want to engage this amazing community to closer collaborate on bringing new high quality homebrew software to the Virtual Boy. Everybody can contribute in some way to make this possible. If not through code, assets, media coverage or such, you can now lend a hand through monthly monetary donations.

With your support, we want to further improve the VUEngine and create full games with it. Furthermore, we aim to make the engine even more accessible to other developers by completing the documentation, creating tutorials and building new tools.

Through this campaign, we hope to raise enough monthly donations to be able to work less on our jobs and instead spend that precious time working on cool Virtual Boy stuff. It would be absolutely incredible if we were able to turn our passion into a part-time or even full-time job. 

Will you be contributing? Or do you perhaps think the Virtual Boy is best left in the past, where it belongs? Whatever your perspective, we want to know – so be sure to post a comment.

Posted on Leave a comment

Review: Tumblestone (Switch eShop)

The puzzle genre can be very hit-and-miss, particularly on dedicated gaming consoles where players tend to expect a higher level of polish and quality than most mobile games are able to achieve. Tumblestone, on the surface, looks like your typical ‘match-three’ kind of puzzler and might struggle to stand out from the crowd on appearances alone; delve deeper, though, and you’ll realise that this is a much more complex offering than you might have originally expected.

There are five columns in every level of Tumblestone, each containing a variety of the titular blocks; your goal is to shoot three of the same colour to make them ‘pop’, slowly but surely clearing the entire board. You can only shoot the ones on the bottom of each column, however, and this causes more problems than you might think. The first catch with this game is that these boards have a certain order – or limited amount of orders – in which the Tumblestones must be shot, otherwise you’ll get towards the end of the board and realise you can’t see three of the same colour any more. The emphasis here isn’t on speed or clearing as many boards as you can in the quickest time – it’s about carefully working out each move in advance like a much more colourful (and angry cube-based) game of Chess.

The game’s main story mode sees you play through several worlds full of these puzzles and each world (as well as the individual levels within them) get harder and harder. This is thanks, in part, to the game’s second ‘catch’ – a constant stream of new mechanics. Each world presents a fresh idea that completely messes up your game plan and makes you think twice as hard; an early example is a block that sits in the way of your middle column, disappearing and reappearing each time you shoot a block. Suddenly, you’re now having to also count future moves in your head to work out when that block will be in the way.

The levels get incredibly tough (surprisingly early on, too) and you have to complete a level before you are allowed to move on to the next. It doesn’t take long before you have no choice but to slow down, think about every single little step you are about to take, and resist firing at the blocks as soon as you see three of the same colour. You can earn ‘skips’ which allow you to avoid particularly tricky levels, but these are rather rare so you can’t just keep relying on them.

Completing the main story’s hundreds of levels will take you a very long time so, in between sessions, you can try out some of the other modes on offer. The Arcade mode has three different takes on the main formula for you to try. In ‘Marathon’, rows of blocks appear behind a panel of glass with just one row peaking out of the bottom; you need to keep trying to clear all of the blocks below the glass as, if you shoot a block behind the glass instead, every row will move down towards the bottom of the screen making everything a whole lot harder. ‘Heartbeat’ sees the usual rows of blocks steadily move down at a constant rate, forcing you to make your moves quickly, and ‘Infinipuzzle’ sees you trying to clear the board as many times as possible.

There is also a multiplayer mode which allows you to either pass around some Joy-Cons (one per player is supported), or play alone against the computer if you prefer. Again, there are three different games to choose from (Puzzle Race, Battle, and Tug of War) and you can alter their settings to select how many rounds or points are needed to get the win. You can also choose from characters that are unlocked in the story mode (if you don’t select Sausage King then, quite frankly, you’re doing it wrong). Puzzle Race is (probably quite obviously) a race to be the first one to complete the same puzzle; Battle Mode works in the same way that Heartbeat does, making you pop Tumblestones as they plummet towards you, and Tug of War separates the board up into regular sections need to be worked on one at a time.

The multiplayer here is very reminiscent of the Switch’s early puzzle release, Puyo Puyo Tetris; each player has their own column on the screen and there is an equal amount of shouting at your friends when they steal a win from you at the last minute. As with most party style games, the amount of fun you’ll have with this completely depends on the people you are playing with. In a completely non-understandable decision, though, the online multiplayer functionality that is seen in every other version of the game has been completely omitted on Switch. The game is considerably cheaper on Nintendo’s console than on rival systems at launch, so in a way that kind of makes up for it a little, but anyone who wanted to play the game online will be left sorely disappointed.

Tumblestone is full of humour throughout its story mode – the first playable character ‘Queen of the Nile’ spends the whole time warbling on about how much she just wants to get home to eat a salad, for example – and the whole thing is presented really nicely. The visuals look very pretty indeed both in Handheld mode, and on the TV, and the mix of bright colours works nicely. It is very well polished on the whole, actually; there are in-game achievements to work towards, adding just that little bit more to a game that could have survived even without it and it’s clear that Tumblestone has been made with a lot of love and care. What we have here is easily one of the best puzzle games on the console at the moment – but why release it with no online options? Even the Wii U version managed to have online support.

Conclusion

Tumblestone is an excellent puzzle game that definitely deserves to be played by fans of the genre. Aside from maybe Puyo Puyo Tetris, you are unlikely to find a puzzle game that offers quite this much content and such an addictive nature. The lack of any online functionality is disappointing, though, and whilst the Switch’s portability could have made this the definitive version, this odd omission takes away a nice feature unnecessarily. If you haven’t played the game before, though, or aren’t fussed about playing online – this is still a very solid choice.