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Review: Picross S (Switch eShop)

One of the constant presences on the 3DS eShop was that of the Picross e IP, the latest in a long running puzzle series. With close to ten releases on the 3DS eShop (including a few fun spin-offs) there were certainly plenty of entries for one console, though some releases were really more like DLC packs than fully-fledged sequels, often offering up a few hundred new puzzles and few other changes. The dream of the Picross e series has now been continued with Picross S on the Switch and, well, it’s exactly what you would expect it to be.

For those of you that are unaware, Picross has been around since the days of the Game Boy and plays something like a cross of Minesweeper and Sudoku. Puzzles are divided into grids, and each row and column has a series of numbers by it. These numbers dictate how many squares you need to fill in that row or column, and through cross-referencing multiple different sets of numbers you can figure out exactly which squares you need to fill. Squares that shouldn’t be filled can be marked with an x and squares that might or might not need to be filled can be marked with a little square to make a note of it. When all squares are filled it makes a pixel art image.

Though it might sound a bit complicated, the game includes tutorials that adequately explain how the logic of these puzzles works out. The difficulty curve is almost perfectly judged; you’ll start out doing simple 5×5 puzzles that are as basic as possible and eventually be handling 20×15 puzzles. And for those of you that still struggle, the game has included several hand-holding mechanics to ensure that literally anybody can play this. Here’s what it can do to help you out: a hint roulette at the beginning of puzzles can randomly reveal all the squares in one row and one column, the cursor can be set to glow red or blue depending on whether the row has any mistakes or not, the numbers besides rows and columns can glow blue to indicate that squares can be marked or filled in, the cursor can be set to autocorrect any wrongly filled in squares, and there’s a one-off “check mistakes” feature in the pause menu that will scan the whole puzzle and tell you if you marked anything wrong.

In case you haven’t gathered from all that, the game barely stops short of just outright doing the puzzle for you while you watch, but the nice part is that you can choose to turn off some or all of those features if you wish, allowing for a gameplay experience that adequately caters to players of all skill levels. This modular difficulty approach is especially a welcome feature when you consider the newly included multiplayer mode. By splitting the Joy-Con, a second player can hop on with a differently coloured cursor and help out with solving the puzzle. Although it is cooperative in nature, there’s also an air of competition to it as the game keeps track of how many squares each player has filled. Though it’s fairly basic in its implementation, the multiplayer does help add some longevity to the experience; it’s not hard to teach a new player the basic of Picross, and the scaling difficulty settings allow you to provide as much cushion as is needed.

In terms of content, 300 puzzles are included; half of them are normal Picross, and half are “Mega Picross”. These latter puzzles are harder, but only in the sense that it introduces some number sets that can span two rows or columns instead of just one. Those three hundred puzzles will certainly keep you busy for a while, but bear in mind that all the Mega Picross puzzles are merely re-purposed normal Picross puzzles. Sure, the numbers are different this time around, but the end result is still the same, and that comes as a bit of a disappointment if you’re expecting something new.

The doubling up of puzzles in this way is indicative of a much broader sense of a slight emptiness that permeates the experience; it’s not that this is a boring or empty game, but it feels a little half-baked. Micross — which spans several different, smaller puzzles —  is nowhere to be found here, and after seeing the introduction of a mission system and progression elements in Pokémon Picross, the straightforward, no-frills approach to Picross S leaves something to be desired. It’s the removal of elements which have been previously featured that’s irksome; though they aren’t essential elements and the game is just fine without them, it seems bizarre and a bit disappointing that the newest entry in this series is taking steps back rather than forward.

From a presentation perspective, the minimalist approach is maintained. Chilled, jazzy music plays in the background and the designs of menus are defined by a colourful, frosty aesthetic. It’s pleasing to the eyes and ears, and it’s quite relaxing, which is befitting of a game of this pace. And though the concept works well on either the TV or small screen, it feels most natural to be playing the game in portable mode; Picross S is the kind of game that you play every now and then for a little bit, not something you sit down on the couch to binge for hours. Still, it’s nice to have the option to play it on the TV, and this certainly is the way to go if you wish to get more use out of the multiplayer mode.

Conclusion

Picross S is the epitome of a one-trick pony, it knows exactly the kind of experience it’s going to deliver and it does just that. Those of you that loved the Picross e games will find plenty to love here, as this is essentially just another 300 (well, 150) puzzles, now with local multiplayer support. Still, it all comes off as being a bit bland, while the absence of Micross and mission systems seen elsewhere makes Picross S feel like a lazy sequel. We give this a recommendation to fans of puzzle games, or anybody looking for a slower paced game for their Switch. Just don’t go into this one expecting a comprehensive, ultimate entry in the series.

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Super Ghouls ‘n Ghosts Gets the MSU1 Digital Audio Enhancement Treatment

Capcom’s Super Ghouls’n Ghosts will always be a polarising title. A masterpiece of game design with impressive usage of the Super Nintendo’s graphical and sound capabilities produced one of the system’s finest exclusive games, but also one that challenges players with not one but two complete (rather hard) playthroughs to see the game’s true ending. As such it remains a game for the most dedicated gamers out there.

Mari Yamaguchi’s soundtrack for the game remains quite impressive, with the whole game using a symphonic soundtrack that has been remixed and remade by fans in different genres for decades now. Now thanks to Conn and Kurrono Kei we have a patch and soundpack that places Arthur’s Super outing among the club of games that have MSU1 audio enhancements. You can now run around in your pants to your favourite Super Ghouls ‘n Ghosts covers and remixes, such as those you can hear in the following gameplay video.

If you’re feeling a bit nostalgic about Arthur’s quest it is a good time to remind one and all that the game just so happens to be one of the twenty one games that are part of the SNES Classic Mini and Super Famicom Classic Mini games list. We assure you it will be the game that will get the most use of the rewind feature of the system.

Did you partake on Arthur’s quest against evil back in the day, or maybe even on the almighty GBA? Tell us all in your briefs on the comments section below.

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Video: Digital Foundry on the ‘Custom’ Merits of FIFA 18 on Nintendo Switch

FIFA 18 has been out for over a week, and it’s been interesting to watch the reaction to its release. On the one hand it’s earned plenty of praise for what it achieves as a portable entry in the franchise, while on the flipside it’s tempting to look at modes and features that are missing in comparison to other current-gen versions.

One line EA has continually pushed is that it’s a ‘custom’ version for Nintendo’s hardware, but how true is that? Digital Foundry has done its analysis in terms of the visuals, framerate and gameplay, and we see a mix of legacy and new techniques at work from the developers.

Check it out below.

In some respects it’s what would be expected; taking foundations that will well on the hardware and working from there. When it comes to FIFA on Switch, ultimately, there’ll always be fervent opinions at opposite ends of the spectrum.

Have you been playing FIFA on Switch? Let us know what you think of it in the comments.

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Review: Stardew Valley (Switch eShop)

Stardew Valley is a universally acclaimed farming simulator that was initially released on PC in February 2016, before eventually arriving on other consoles later that year. The last few months have seen little other than pure hype and excitement from Switch players, however, as they finally get to see this Harvest Moon-inspired fan-favourite for themselves (or double-dip to enjoy the experience all over again for a second time). Despite having a good amount of time with the game, it is clear that we are still yet to scratch the surface of what Stardew Valley has to offer its players, and we’ve already had a bit of a rollercoaster ride with the title.

The game might well be a farming simulator on the surface (you inherit a farm, start restoring it, plant crops, collect materials to build with etc.), but there is actually so much more to it than initially meets the eye. In a recent soapbox video we referred to the game as a “life sim”, and that is a perfect description; your activities go far beyond just farming thanks to a great sense of community that finds itself sitting at the heart of the adventure. In fact, there doesn’t appear to be any end to the amount of things available to see and do.

For starters, by wandering over to the main town you’ll start to interact with a host of non-playable characters in what turns out to be a rather tight-knit community. Each character you meet has their own personality, their own relationships with other characters, their own interests, and so on. You can offer to help out various town members in what are essentially side quests, you can build up your own relationship with individual people by giving them presents and visiting them often and, eventually, you might even grow so close to someone that you’ll end up getting married should you fancy it. You don’t move to Stardew Valley to work – you move there to live.

As we previously mentioned it is clear that, in the grand scheme of things, we haven’t seen anywhere near all of the things on offer here. One example of this is the fact that it took us 15 in-game days just to realise that there was a huge mine to explore just north of the town – fully exploring and excavating within it will likely take a scarily large amount of time to manage. Strolling around the valley will give you a quick insight into the currently unknown too; often we’d see areas that we can’t access yet or doors that remain locked, and an in-game calendar shows events that will be occurring in the town in the coming days. 

It doesn’t end here, either – on top of the farming, side quests, and everything else mentioned so far you can try to earn as much money as you can, build various animal coops to look after livestock, have a pet, go fishing and try to collect every fish available, complete an entire museum collection, build up your combat level in the RPG-like Adventurer’s Guild, and more – it just goes on and on.

There is a point to all of this, though. After two in-game years you will be assessed on your achievements, receiving a score based on numerous factors. Pleasingly, your game doesn’t end there, however; you are free to continuing living this life away from the real world as much as you like, ever expanding on what eventually starts to feel like a second home. The portable nature of the Switch makes this version easily one of, if not the, strongest of them all – the structure of the game sees you play through ‘days’ at a time with a clear break in between each one, making it perfect for just having that quick escape. Luckily, the oddly addictive nature of watching your farm grow and grow will make you want to do just that.

There is one technical flaw at launch that needs to be mentioned, however. At the end of each in-game day it saves, and at present it takes a surprising amount of time – perhaps up to 20 seconds. It’s a tad frustrating when it first happens, but the days are long enough that we’ve generally looked past it; the rest of the game – pleasingly – is snappy enough.

Beyond that relatively minor complaint, playing Stardew Valley has been an enlightening experience. For complete transparency it is important to state that, for this writer, games of this genre and style aren’t often particularly appealing. Indeed, after the first couple of hours a mixture of boredom from the repetitive nature of farming, and confusion from not really understanding why nothing seemed to be happening, prevented initial enjoyment. 

Somewhere down the line, though, everything just ‘clicked’. This isn’t a game designed to throw everything it has at you from the off, and it isn’t one to hold your hand either; everything in Stardew Valley wants to be discovered, but only if you put in the time and effort to find it. To experience this game fully you must be prepared to spend a huge number of hours living in its world – the more you put in, the more you’ll get out, and it can be so rewarding if you do.

Conclusion

Stardew Valley offers its players a chance to live a second life – one where you can forget the troubles of the real world and get excited over finding a particularly rare carrot. It is a truly magical experience; games can often be enjoyable but they don’t all manage to be as captivating as this. This is the sort of game that ideally requires a significant amount of time to be invested; the enjoyment doesn’t necessarily come from the day-to-day actions you perform, but rather from the general growth of pride, satisfaction, and sense of security as the days go by. Fans of games such as Harvest Moon and Animal Crossing will be right at home here and, for those who aren’t, there is a decent chance this game might just surprise you. For the asking price the risk couldn’t be more worth it.

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How the Blade Runner game ensured players never knew who to trust

“Every time a player started a new game, the dice would pick whether characters were replicants or not.”

– Playful’s David Leary, reminiscing with Eurogamer about his work on Westwood Studios’ Blade Runner adventure game.

There’s a new movie out this week bearing the name Blade Runner, and that seems to have at least partially inspired Eurogamer to revisit Westwood Studios’ 1997 PC adventure game of the same name.

Released more than a decade after the original film, Blade Runner is a game devs should know about because it did something very rare in the ’90s: it presented players with a detective story that changed every time you played.

“Every time a player started a new game, the dice would pick whether characters were replicants or not,” Leary told Eurogamer, recalling how he helped out on the game and coded a script that would (presumably semi-)randomly dictate which characters were secretly robots. 

“Creating the code was not that technically difficult,” he continued. “The challenge was to make sure the pieces wouldn’t fall apart.”

He goes on to talk about those challenges in a bit more detail in the full article, which is well worth reading over on Eurogamer.

For a bit more historical insight into Westwood’s often-overlooked Blade Runner game, check out Gamasutra’s own 1998 interview with Westwood cofounder Louis Castle, in which he discusses everything from the intricacies of fitting the game on 4 CD-ROMs to the challenges of simulating cool 24-bit smoke and mist effects on 16-bit graphics cards.

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Game devs help raise nearly $400k during One Special Day charity event

There’s some nice news out of the U.K. this week, as Oxfordshire-based charity organization SpecialEffect announced today that it has raised over £300k (~$392k USD) to fund its charitable work during its recent One Special Day fundraising event.

This is a big deal because SpecialEffect’s mission in life is to help people with disabilities play and enjoy video games. 

To that end, the One Special Day (which was, incidentally, September 29th) fundraising effort was supported by studios and companies across the game industry, encompassing everyone from 505 Games to Double Fine to Unity to Zynga. 

SpecialEffect had set a fundraising target of £100k, and with that thoroughly surpassed it has announced that the next One Special Day will take place next year on the 28th of September.

Devs curious to learn more about SpecialEffect’s efforts and how to support them can do so via the organization’s website.

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Gamasutra plays the Star Wars Battlefront II multiplayer beta

We do love Star Wars here at Gamasutra. And since now we’re actually getting new Star Wars games (and not just updates to the first Battlefront from EA), we were excited today to play the multiplayer beta for Star Wars Battlefront II on the Gamasutra Twitch channel. 

Now that our space adventures have concluded (with many explosions but few lightsabers), we’ve done the due diligence of uploading them for your viewing convenience. If you’re curious about the multiplayer beta (and what our thoughts are on the broader design of the Battlefront series), you should watch!

And while you’re at it, be sure to follow the Gamasutra Twitch channel for more gameplay commentary, editor roundtables and developer interviews. 

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This Week on Xbox: October 6, 2017

We know you’re busy and might miss out on all the exciting things we’re talking about on Xbox Wire every week. If you’ve got a few minutes, we can help remedy that. We’ve pared down the past week’s news into one easy-to-digest article for all things Xbox! Or, if you’d rather watch than read, you can feast your eyes on our weekly video show above. Be sure to come back every Friday to find out what’s happening This Week on Xbox!

Forza Motorsport 7 Now Available Worldwide on Xbox One and Windows 10 PCs
Today is the day! Get ready for the thrill of motorsport at the limit. Gear up for the most comprehensive, beautiful and authentic racing game ever made. Forza Motorsport 7 is here, available worldwide today on Xbox One and Windows 10 PCs, in three different versions. Standard Edition – This edition features the full version of the game running at a silky-smooth 60 frames per second… Read more

Xbox One X: What It Takes to Build a Console
Peanut butter and jelly. Shaq and Kobe. Master Chief and Cortana. If there’s anything we’ve learned during our short time on this planet, it’s that collaboration is the driving force of creation (and tasty sandwiches). We recently heard from Bryan Sparks, Senior Designer, Microsoft Device Design Team, and Leonardo Del Castillo, GM of Xbox Devices Console Development to learn… Read more

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Play Star Wars Battlefront II Open Beta During Free Play Days For All Weekend
We believe games are more fun with friends. Starting Friday, October 6 at 1:00 a.m. PDT to Monday, October 9 at 11:59 p.m. PDT, you can play online in any game you own with your friends for free during our Free Play Days For All weekend on Xbox One and Xbox 360 — Xbox Live Gold membership not required. There’s more! If you’re looking for a new multiplayer experience… Read more

Bringing Middle-earth: Shadow of War to Life in 4K
Next week Middle-earth: Shadow of War will launch on Xbox One and Windows 10 as an Xbox Play Anywhere title, sending us back to Mordor to fight all manner of orcs and other fantastically evil creatures. But it’s this Fall when the Xbox One X hits store shelves that we’re most looking forward to our return to Middle-earth. Not only has the game grown in scope from the 2014 classic… Read more

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Assassin’s Creed Origins: Using All of Bayek’s Tricks in the Nile Delta
Like no other game in the series so far, Assassin’s Creed Origins will push you to use every tool and tactic at your disposal as you hunt for the secret society known as the Order of the Ancients. In our case, this was something we realized during a quest in the latest preview demo, set in the Giza Plateau and in the Nile Delta — both of which looked beautiful running on Xbox One X… Read more

New Xbox One S Assassin’s Creed Origins Bundles Launch October 27
Step back in time and discover the beginning of the Assassin’s brotherhood with two new Xbox One S Assassin’s Creed Origins Bundles (1TB and 500GB) launching October 27. Experience a new way to fight by using powerful weapons to protect Egypt from epic enemies, while exploring the Great Pyramids and uncovering lost tombs across a vast and unpredictable land… Read more

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Dishonored: Death of The Outsider Tips & Tricks
Hey, Xbox gamers! The Tips & Tricks team is here with 5 tips for Arkane Studios’ latest game, Dishonored: Death of The Outsider. Death of the Outsider is a standalone DLC that takes place a few months after the events of Dishonored 2. You play as Billie Lurk: Daud’s most trusted assassin… that is, until her betrayal in The Knife of Dunwall DLC. Now, Billie’s out to find Daud… Read more

Party-Based Dungeon Crawler Battle Chasers: Nightwar Available Now on Xbox One
When people see Battle Chasers: Nightwar for the first time, they’ve got a lot of questions. Is it a Diablo-style dungeon crawler? Is it more of a party-based tactical RPG? Is it action or turn-based? The short answer is: all of the above. It’s a bit of a hybrid. But understanding all the nuances of our strange brew, and why we made the choices we made, requires… Read more

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Taking on Big Game in theHunter: Call of the Wild on Xbox One
Here at Avalanche Studios and Expansive Worlds, we are incredibly excited to bring theHunter: Call of the Wild to Xbox One. It’s the first venture for theHunter franchise into the world of gamepads and comfortable couch gaming and we can’t wait for you to take a stroll in our virtual worlds. A lot of you have been asking to get the game on Xbox One and now it is finally here… Read more

Gears of War Pro Circuit Season 2 Announced with new expected prize pool of $2,000,000!
Xbox, Gears of War Esports, and The Coalition are proud to announce Season 2 of the Gears Pro Circuit for Gears of War 4. Gears players from around the world can compete in marquee live open events for a starting $1,000,000 in cash prizes. With the addition of new regional events and grassroots tournaments, plus crowdfunding through Esports Supporter Packs… Read more

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Video: Game career advice from women who have been there and done that

Getting started in the game industry is hard! Luckily, there are lots of people who have done it and are passionate about helping others do the same.

A number of those people took the stage at the Career Seminar during GDC 2017 to offer would-be game devs — especially women — some advice gleaned from their own experiences entering the game industry and working at companies like Hangar 13 (Mafia III), Microsoft/343 Industries (Halo 5) and more.

It was a great set of microtalks, packed with advice meant to help anyone who has felt marginalized, pushed aside, or lacking in confidence.

It’s well worth watching, as you’ll probably walk away with practical tips and tricks you can use on your path to a meaningful career in game development. Now, you can do so 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.

Gamasutra and GDC are sibling organizations under parent UBM Americas

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Take a gander at how Valve designs the look and feel of Dota 2 heroes

Valve has shared an insightful breakdown of the various design concepts its team keeps in mind when creating new heroes and skins for Dota 2.

While the intent of the newly updated document is to prove a useful tool for Dota 2’s community of custom content creators, the breakdown itself is ripe with the sort of information game developers, artists, and designers find useful. 

With well over 100 playable characters in Dota 2, it’s no doubt extremely important that each possible combatant has an unmistakable look on the battlefield that quickly and clearly communicates its identity to friend and foe alike. To that end, Valve says that the page itself embodies the kind of general design concepts and principles that improve the readability and quality of Dota 2’s robust cast of characters.

The post runs through a number of guidelines for elements such as informative silhouettes, value gradients, value patterning, color and saturation, color schemes, character color key palettes, areas of visual rest, directionality, and much more. Following that, the breakdown shows character artwork for a handful of heroes in the game and describes how all the principles apply to each design. 

The full rundown can be found over in Valve’s Dota 2 Workshop. If docs like this are your kind of thing, be sure to check out the rest of the developer’s workshop resources on a wide variety of topics from loading screens to visual item effects.