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Digital Foundry Explores the Framerate and a Resolution Boost in Super Mario Odyssey

Recently Nintendo hosted demo events for Super Mario Odyssey, and we went along to capture video of three new stages. Digital Foundry was also there to play the same stages, and of course the team has done its thing in breaking down the technicalities of what they saw.

They assess a few things, including the pleasing news that the resolution when docked has gone from 720p to 900p, adding a bit more pop to TV play. In portable mode it’s 720p in gameplay, but interestingly there are some relatively subtle graphical adjustments to ensure solid performance with the handheld. Pleasingly, it’s looking like a solid 60fps throughout, which is great to see; the only exception is the Snapshot mode, which boosts image quality as you create your snap.

Check it out below.

It’s pleasing, as always, to see Nintendo focus on 60fps performance in gameplay. That’s the way Mario platformers should be, right?

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Spelunker Party! is Digging Its Way to the Switch eShop on 19th October

When you mention Spelunker to someone they likely think you mean Spelunkey and got confused, but Square Enix has released its underground puzzle platform game in various guises in the past. In April it released Minna de Wai Wai! Spelunker at retail in Japan; now it’s being localised to the West.

In the West it’ll be called Spelunker Party!, riffing on the puzzle platformer’s emphasis on co-op play – which was both online and offline in Japan. It’s been confirmed for the Switch eShop and Steam with a new trailer, giving a release date of 19th October. [Update: The UK eShop shows that it’ll cost £24.99 in the country]

As it’s a rather short trailer, below is a longer video from the Japanese release.

Let us know if you plan to dig into this one on the Switch next month.

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Now Available on Steam – Danganronpa V3: Killing Harmony

Danganronpa V3: Killing Harmony is Now Available on Steam!

A new cast of 16 characters find themselves kidnapped and imprisoned in a school. Inside, some will kill, some will die, and some will be punished. Reimagine what you thought high-stakes, fast-paced investigation was as you investigate twisted murder cases and condemn your new friends to death.

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Video: Check Out the First Footage of The Mummy: Demastered

Universal’s new Dark Universe kicked off this summer with a new reboot of The Mummy, and, well, it didn’t go over all that great. Even so, the company remains committed to expanding the new universe with new movies and other related media in the future, and one notable piece of that is the upcoming video game, The Mummy Demastered. Designed by WayForward—of Shantae fame—the new game is a 2D Metroidvania and it’s looking pretty good.

WayForward just posted a short teaser trailer of the game, showing off various creepy environments and the monsters that inhabit them. The animation work looks especially smooth, and given WayForward’s pedigree, this will certainly be one to keep an eye on. Check it out:

What do you think? What did you think of The Mummy movie? Will you be picking up this game? Share your thoughts in the comments below.

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Super Mario Kart Nearly Became F-Zero 2

Mario Kart is easily one of Nintendo’s biggest franchises, absolutely nailing the local multiplayer gameplay and providing an easily accessible experience for all to enjoy. It stands as a cornerstone of Nintendo’s portfolio and plays no small part in selling new hardware for the company; there’s a reason Mario Kart 8 Deluxe launched as early as possible on the Switch. As part of its ongoing series, Nintendo recently published an interview with the developers of the original Super Mario Kart, and interestingly enough, the game could’ve easily taken a much different form.

The initial idea for the game was to make a two player F-Zero. However, due to hardware limitations, they couldn’t design F-Zero tracks that would work with two players and still fit within the hardware restrictions, so winding, meandering courses were made to fit the console’s memory. This led to a slower pace for the game overall—which is where the karts came in—and the development team soon added in Mario because he was easily recognizable from the back. It’s an interesting interview to be sure, you can find the full thing here.

What do you think? What’s your favorite Mario Kart? Share your thoughts in the comments below.

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Vivendi unsure whether to drop Ubisoft stock or attempt a takeover, says exec

On Friday Ubisoft hosted its annual shareholders meeting without incident, getting shareholder approval for the expansion of its board of directors and reconfirming a number of boardmembers’ positions.

After the shareholders meeting, Vivendi chief operating officer Stephane Roussel reportedly told Bloomberg that the French conglomerate (which owns a roughly 26 percent stake in Ubisoft) hasn’t yet decided whether it will attempt a Ubisoft takeover or simply sell off its stock in the company.

This is important because Ubisoft has long been under threat of hostile takeover by Vivendi, which could take advantage of the annual shareholders meeting by, say, calling for a shareholder vote to give itself a seat on the board.

According to Roussel, Vivendi has previously requested a seat on the board but was rejected by Ubisoft management. Ubisoft CEO Yves Guillemot further told Bloomberg that he did not believe Vivendi would be successful if it did try to get itself onto the board via shareholder vote, because “our shareholders don’t want creeping control.” 

However, things may come to a head later this year, as Bloomberg reports that Vivendi will see its stake in Ubisoft increase automatically this November due to a provision for double voting rights (which, in an effort to encourage shareholder loyalty, typically allows shareholders to exercise double voting rights for shares they have registered and held for a certain amount of time.) 

That increase will reportedly bring Vivendi very close to owning 30 percent of Ubisoft. French accounting law requires Vivendi to make a takeover bid once it owns more than a 30 percent stake, which is exactly how it wound up (successfully) initiating a mandatory takeover of French game company Gameloft last year. 

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New deal brings the voice actors’ union strike to a (tentative) end

Nearly a year after the U.S. screen actors guild SAG-AFTRA declared a strike against a number of video game companies in the name of signing a better contract, both sides have announced they’ve reached a strike-ending agreement.

This is a big deal because the strike has affected the game industry significantly, bringing hundreds of protestors to picket outside of game companies and fouling up voice acting arrangements for games like Life Is Strange: Before the Storm

Perhaps more importantly, it revived important questions about whether or not game industry workers should receive bonus payments based on how well the games they work on sell. 

When the union called the strike last October, one of its chief sticking points was secondary compensation: specifically, the union wanted the video game companies to agree to a contract that would see union talent paid a “reasonable performance bonus” for every 2 million copies a game they worked on sold, up to a maximum of 4 payments if the game sold 8 million or more. 

“What if actors get royalties and the programmers don’t? You can imagine what that could trigger,” video game composer Tommy Tallarico said in February, after some members of the game industry publicly voiced support or disdain for the notion of game dev workers getting royalty-like payments. “The reality is that it should.”

According to statements made by both the union and the 11 video game companies (including Activision, Insomniac, and Electronic Arts) targeted in the strike, the new deal they reached on Saturday does not include any such payments. Rather, it contains “a new bonus structure” which will see union workers receiving bonus payments based on how many sessions they work on a given game, starting at $75 for one session and capping out at $2,100 for ten sessions.

The union also made some progress on its other big complaints, specifically that voice actors deserve more information about what games they’re working on and more consideration about the health risks of their work, especially during demanding or high-frequency recording sessions.

SAG-AFTRA chief contracts officer Ray Rodriguez stated in a press release that the new deal will require video game companies “to disclose the code name of project, its genre, whether the game is based on previously published intellectual property and whether the performer is reprising a prior role.” It will also require that union members be told whether their role will touch on content “of a sexual or violent nature” or require racial slurs, profanity, “unusual terminology”, or stunts.

The video game companies also agreed to “continue working” with SAG-AFTRA to deal with the threat of vocal stress caused by voice recording sessions. 

“We want to thank our counterparts at SAG-AFTRA for their efforts to conclude this labor dispute and reach a deal that will bring SAG-AFTRA members back to work on upcoming videogame projects,” stated Scott Witlin, who served as chief negotatior on behalf of the video game companies targeted by the strike.

The union is a bit more hesitant about the whole deal, calling it “tentative” and stating that the new contract will need to be reviewed by the SAG-AFTRA National Board at its meeting next month.

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Review: Art of Fighting (Switch eShop / Neo Geo)

Street Fighter II took the arcades by storm in 1991, leading to a slew of one-on-one brawlers in the months and years that followed. SNK would develop a number of fighting series in the hope of tempting players away from Capcom’s game, samples of which have already arrived on Switch via HAMSTER’s ACA Neo Geo series. Now Art of Fighting arrives on the eShop and – despite some interesting features – this early effort is the weakest of the SNK fighting options.
 
It should be said that visually the game looks great. Generally Neo Geo titles did, but here the sprites are noticeably larger than those featured in other fighting games of the time. Moves connect with a good sense of weight behind them and there’s a neat battle damage feature for faces that sees glasses knocked off and cuts and bruises develop as the combatants take a battering. Stages also look impressive (despite static spectators), with some good features like glowing signs, steam and furniture reflected in a polished floor.
 
Another good touch is the way the camera zooms in or out based on how close the fighters are to each other. Later used in Samurai Shodown, it isn’t always smooth, but it adds to the experience as does the moody music and the various yells, grunts and other noises from impacting fists or background police sirens. There’s also a story that plays out between fights (and in pre-fight chatter): Yuri Sakazaki has been kidnapped and her brother Ryo and his friend Robert are out to get her back. It’s basic stuff, but it gives the game the feel of an action movie that actually works well.

Whilst the game is a good showcase of what SNK’s hardware was capable of visually, it falls down on the gameplay side of things. A wider choice is available when fighting against a friend, but it is only possible to play through the game as either Ryo or Robert. Despite some dialogue differences the story plays out the same way, so there isn’t a big reason to try and clear the game with both other than the fact that as you’ve only got those two characters, you might as well give it a go.

The fighting is limited to a button to punch and a button to kick. A third button will perform a strong attack, but what this is depends on whether you previously threw a punch or a kick. This is awkward (especially as the button can also be used for throws) as you may find yourself in a situation where a strong kick would be useful but your previous attack was a regular punch. Do you then go for a regular kick or unleash a strong punch and hope for the best?

Ryo and Robert have similar movesets, but they do have differences (more so than Ryu and Ken did at the time) and players may find one more suited to a fight than the other. Our heroes also have a few special moves they can perform including a flying double kick and a fireball, although these are limited due to the presence of the spirit gauge.

Located under the traditional energy bar, the spirit gauge decreases each time you perform a special move. It’ll slowly recharge over time or you can charge it up by holding an attack button down, but should it be empty your special moves will be useless with fireballs quickly fizzling out in to nothingness. This would be the inspiration for Capcom to create Dan for the Street Fighter games; a lovable parody character with similar moves and a look based on a combination of Ryo and Robert.

The game also has a taunt button and this actually has a practical use; it decreases your opponent’s spirit gauge. This along with managing your own spirit gauge leads to a different kind of fighting game. Being different can work well for a game and indeed in the years that followed SNK would treat gamers to the weapon-based fights of Samurai Shodown and the team battles of the King of Fighters, but the result here is less successful.

Despite the size of the sprites it’s surprisingly easy to miss with a special move, which can frustrate especially when the CPU fighters have much greater success. You need to judge the distance correctly, but even then there are problems due to the slow startup time on your specials. Get too close and your opponent has a chance to give Ryo or Robert a kicking just as they are beginning to make their fighting noises. Get too far away and they can use the distance to perform a spirit-depleting taunt.

As you get to know when best to use your various attacks, the game should entertain, but despite the possibilities of what you can do in a round it feels very limited. After a few fights your opponents increase the tempo of their assaults, meaning you don’t really have time to recharge your spirit gauge. You’ll also find they favour certain attacks and that outside of your special moves there’s only a few effective ways of dealing with them. Figure out what works (be it a jumping punch or a kick to the shins) and it’ll help you make it through, but it’s not a particularly fun way to fight.

More successful are the game’s bonus stages encountered after the second, fourth and sixth fights. Typically in games these would just award points bonuses but here you can gain useful rewards. One requires timing as you attempt to karate chop the tops off a row of bottles, rewarding you with a larger spirit gauge; useful if you’re not getting a chance to recharge it. Another is the traditional “hammer the button as fast as you can” as you attempt to break blocks of ice to gain a larger life bar. The final one asks you to perform a new move a set number of times within the time limit; manage it and the devastating move is added to your repertoire.

This release features the standard ACA features such as those for remapping buttons and adding scanlines to the image. Specific to this game the number of rounds (and the time of those rounds) can be changed and there are eight difficulty settings. The one credit Hi Score and five minute Caravan modes provide the usual alternate challenges as well as giving you a online leaderboard to try and move up. Although at the time of writing those leaderboards contain less than ten people, and that includes the Hamster account.

More appealing is two-player competition, as this allows you to play as the other fighter in the game. A second player can join in at any point and in addition to Ryo and Robert, this makes the initial six fighters you encounter available to select. If you want to play as Mr Big or the mysterious Mr Karate, however, you’ll have to reach them in the single player game first.

Some characters have more special moves than others (and Mr Big can’t jump), but the variety of brawlers makes for some interesting fights. Moves are still limited and at times it becomes a battle of who can pull off a special move first, but there is some enjoyment to be had. Battles can get tactical as you decide whether to execute a special move or recharge your spirit gauge after your attack has left them stunned. Of course your friend might also be stunned that you’ve got them playing this and not The King of Fighters ’98 or Garou: Mark of the Wolves instead.

Conclusion

Art of Fighting was certainly visually impressive when it arrived in 1992 with large sprites, a good camera system and a (simple) story that works well. Unfortunately the game is quite limited, with only two of the ten characters available in the single player mode. The strong attacks are awkwardly implemented and whilst the spirit gauge could provide an interesting way of playing, it is quickly forgotten about as you move to fight against the CPU’s repetitive attacks. There are some good ideas here and a two-player fight can provide a little entertainment, but SNK would produce more successful fighting games after this. Some of them are available on the Switch (for the same price) and would be a better choice than Art of Fighting.

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A Sonic Mania Patch is Rolling Out, Includes Switch HOME Button Fix

Sonic Mania is pretty darn good but it can be a tad buggy at times, from minor issues to problems that have frustrated some players. It’s taken a short while, but the first update to tackle fixes seems to be rolling out.

The official social channels for the mascot announced the news.

At the time of publication the update hasn’t kicked in on our copy (even after manually checking for updates), though as it’s rolling out it’ll hopefully reach everyone soon. Rather humorously some responding to the tweet have been joking that the update is really a meme; the social media channels are reaping what they sow.

We’ll keep an eye out for the update, in any case.

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Video: How Total War: Warhammer’s siege AI works

A proper siege is a complex machine of roles, responsibilities, and reactions on a large scale. To make it look authentic in a video game, which are typically filled with individuals or small groups, AI designers face a totally unique set of challenges. 

At the GDC 2016 AI Summit, Creative Assembly’s Andre Arsenault explained how the studio’s 2016 game Total War: Warhammer was developed to create the very specialized high-level AI to guide these massive armies in a way that provides a convincing, epic-scale battle, and yet also serves the design needs of the game.

It was a fascinating talk that touched on everything from general attack strategy through threat analysis for defenders, featuring examples pulled from Arsenault’s own work in the field. 

If you haven’t seen it already (or if you have and just want to brush up) don’t miss your shot to now watch it completely free via the official GDC Vault YouTube channel!

In addition to this presentation, the GDC Vault and its new YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

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