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Ubisoft to repurchase 4M shares as it continues fight against Vivendi

Ubisoft plans to buy back up to 4 million shares to fend off a hostile takeover from French media conglomerate Vivendi. 

In a brief press release, the Assassin’s Creed creator explained it’s granted a mandate to an unnamed investment services provider, allowing it to repurchase shares on Ubisoft’s behalf. 

All repurchased shares will then be cancelled by Ubisoft, preventing them from being reissued on the market and potentially purchased by Vivendi. 

It’s another small victory for the studio, which is attempting to secure its independence and push back against Vivendi’s repeated advances. 

Vivendi currently holds a 26 percent stake in Ubisoft, and French law would require the firm to make a mandatory takeover bid once it owns more than 30 percent. 

The threat of a hostile takeover has been looming over Ubisoft for some time now, with Vivendi first buying into the company back in 2015

Since then, Ubisoft has come out on the offensive, and has reiterated its desire to remain autonomous time and time again.

It’s a tactic that seems to be working, with Vivendi CEO Stephane Roussel recently revealing the company isn’t sure whether to table a takeover bid or simply sell off its stock and move on. 

The latter would surely be welcomed by Ubisoft’s founding family, the Guillemots, who recently raised their own stake in the company

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Inside the development of Conan Exiles: The Frozen North

A few months ago, Gamasutra brought Conan Exiles creative director Joel Bylos onto our Twitch channel to discuss Funcom’s hit online survival game. Recently, Gamasutra’s Bryant Francis and Kris Graft had the pleasure of speaking with Bylos again about the game’s launch on Xbox One’s preview program, as well as the design of the game’s  new Frozen North expansion and what new features can be expected from it.

You can watch the stream embedded above, or click here to see it. And for more developer insights, editor roundtables and gameplay commentary, be sure to follow the Gamasutra Twitch channel.

STREAM PARTICIPANTS:

Joel Bylos, creative director of Conan Exiles

Bryant Francis, contributing editor at Gamasutra

Kris Graft, editor-in-chief at Gamasutra

Bryant Francis: The climbing mechanic and world traversal, can you talk about how it’s implemented right now?

Joel Bylos: We don’t have the leeway to give a paraglider, or anything like they have in Zelda, but basically any surface in the world is climbable, unless we deem it not to be, which we’ve done in some cases like dungeons, just to prevent people from exploiting certain puzzle mechanics. Essentially you can walk up to anything in the game, if you hold the jump button you’ll attach to it, you can do it right from the start if you like, and you’ll be pushed into a third-person camera view just to make that work, but basically you can jump up and attach to any of the rocks or cliff faces, and you climb then. Your stamina bar determines the amount of climbing time that you get, and so forth.

We had to refigure a large number of the rocks in the world to make their collision more precise, because otherwise the player would be floating in the air while climbing. And there was areas the players could reach now that would be outside of their theoretical reach before. Pretty much in this game you could reach almost anywhere by building there, we kind of knew what when we were making it, so we did take the time to make sure they looked okay when you got up to them, but now we had to make sure that the actual attach surfaces were fairly close to perfect when you actually got on them.

“We had to refigure a large number of the rocks in the world to make their collision more precise, because otherwise the player would be floating in the air while climbing. “

We had to make sure locations worked well with climbing. We had to make sure locations didn’t break with climbing, like in dungeons.  We knew that some of our puzzles would break so we made some of the dungeon walls unclimbable. We tried to make that realistic by making them slick with water, making them difficult to climb.

A problem we had been trying to solve in the game was that people had been building these bases in places that were basically unreachable and then destroying their staircases each night when they logged off. In PvP, they would build a staircase up to their base […] on top of a very high rock, then they would delete the staircase so players could never get to their base to raid them. It was clever, but it amounted to an unraidable base game, so we decided to add climbing as a way of at least reaching those bases.

Kris Graft: It’s one thing to do this in a game like Zelda, that’s single-player, you can kind of take into account what players might do. But in a MMO game like this, you could be thrown some curveballs.

Joel Bylos: Yeah. But it’s a relatively robust system, it’s one of the most polished systems we’ve launched. It could use some animation polish but it actually works very well, players have not been finding massive exploits or anything like that. It also solved a problem with world traversal with people, who were up on high cliffs, getting down quickly. It’s never that fun if you have to find a way down, it’s much more fun to jump off a cliff. So we have this whole mechanic where you do what we call the ‘heroic plunge,’ where you jump off a cliff and spin and grab the wall on the way down, and you’ll just slide with both your hands.

Kris Graft: That’s how I jump off of cliffs as well.

Joel Bylos: (laughs)

Kris Graft: The other side of the climbing mechanic in Breath of the Wild is the paraglider. Did you consider putting that in, or could something like that be implemented in the future?

Joel Bylos: We’ve discussed things like that. We can’t obviously do paraglider. I mean we could but it’d be kind of lame, it doesn’t really fit the setting that well. I don’t know if you’ve ever seen a movie called Yor: Hunter from the Future? It was like an 80s cheesy barbarian movie. In that movie he captures a giant flying lizard creature and uses it as a paraglider, it’s kind of amazing.

[embedded content]
The unforgettable film Yor: Hunter From the Future

So we talk about things like that we talked about being able to skin certain creatures and maybe use them to do something like that. But we’ll see, we haven’t reached that point yet.

Kris Graft: Yeah. You previously said everything has to be ‘super violent,’ I think like skinning a creature, or capturing a creature and then forcing it to be your paraglider…I think that would fit in the Conan world, that’s just my personal opinion though.

Kris Graft: You hear a lot of people say that one of the major advantages of developing on console is that you just have one or two kinds of platforms to get it running on, and if it runs great one, it’s going to run great on all of them, because they’re all the same. And you have definitely found that to be true, right? (sarcasm)

“I was naive enough to actually think that. If it runs on one Xbox One S, it’ll run on all Xbox One S’s, if it’ll run on one Xbox One, it’ll run on all Xbox Ones.”

Joel Bylos: (laughs, sarcastically) Yes, that is definitely our experience. I was naive enough to actually think that. If it runs on one Xbox One S, it’ll run on all Xbox One S’s, if it’ll run on one Xbox One, it’ll run on all Xbox Ones. What we found was, for some reason it might be crashing for someone’s, and it could be not crashing on someone else’s, while they could be running the exact same console. They could have no external hard drives with basically the same setup as you.

So yeah we found that it’s been interesting with the console. I honestly believed that it would run the same for everybody. On the day of launch people were telling me it was crashing constantly. And I was running it at home, and I was crashing almost never, my minimum time-to-fail was like five or six hours. People were telling me they were crashing every minute, every ten minutes. From a development point of view that can be slightly frustrating, because tracking down those errors is also quite hard.

Kris Graft: How successful have you been at tracking down those errors?  Have you been able to do that efficiently?

“When you’re testing for stability you have a MTF, a Minimum Time to Failure, which is basically the average amount of time any of them playing the game before they crashed.”

Joel Bylos: Yeah I think so. We’ve been patching every week, because there can be multiple causes of any crash, right? Patching everything as we go.  Our minimum time to failure on every version, which is how our testing unit gives us feedback.

When you’re testing for stability you have a MTF, a minimum time to failure, which is basically the average amount of time any of them playing the game before they crashed, and that has increased from two hours to seven-and-a-half. Which is obviously a huge stability improvement. Which doesn’t mean on the average that people crash every seven-and-a-half hours, it just means that that’s the minimum before they force the game to crash.

Kris Graft: What reasons have you found that has caused a crash or a bug that you didn’t expect? Like, somebody had Daytona USA installed, and that was the reason that people were experiencing crashes.

Joel Bylos: (laughs) I don’t think we’ve found particularly other games to be the source. We did find people running external hard drives, was one cause, could have been one of the causes. Here’s some juicy stuff.  Before launch, in Europe we had the rating to show full nudity. Dicks on consoles, essentially. The way we worked with Microsoft to figure it out was to have DLC that enabled nudity in Europe, so that people who could download that DLC, in Europe only, to get the nudity on their characters. 

We had set this all up, we had tested this version.  The version we were going to launch with we had tested for two weeks, it was very stable, it wasn’t crashing much, the coders had done a lot of things to it. And we had other versions that were waiting to be basically patched out later, because those were the versions that we’d been testing. And those versions [hadn’t] undergone thourough testing, at least not nearly as thourough testing as normal.

“Microsoft found that there were people getting around and getting the nudity DLC in places that they shouldn’t, and we had to quickly release a version that was newer, and hadn’t been tested well, and we had launch problems.”

So we had been working on them. And then about two days before the launch, we launched on a Wednesday and Microsoft called us on a Monday night, and basically they found a problem in their store, where people in the US were able to get around the region lock and get the DLC for nudity, because the trial had accidentally launched early. People were downloading the game in trial mode well before it was actually launched. A few weird things going on there. So basically people were figuring out a way around [the region lock], so we had to disable the nudity in Europe or else we’d get fined by the ESRB.

So basically we had to disable that version of the trial, that a bunch of European people had downloaded, that had nudity DLC as well. So we had to disable that, and release a build on launch day that had not been tested in the way that the other builds had been.  So on the Tuesday night I had played for six hours with pretty much zero crashing and zero problems. And then on Wednesday we had to quickly change our version.

And so that’s shenanigans, but that’s what happens sometimes. It’s nobody’s fault, it’s just that Microsoft found that there were people getting around and getting the nudity DLC in places that they shouldn’t, and we had to quickly release a version that was newer, and hadn’t been tested well, and we had launch problems.

“Some people have twenty thousand hours in the game, and some people have a hundred, but they still have an opinion about this stuff, right?”

Joel Bylos: Today I did a temperature test with people. On Fridays we have a meeting with the entire team, where we just talk about what everyone’s been working on, so people all in the loop. Often what I do in those meetings is we thumbs-up/thumbs-down/neutral on a feature, just to see how people feel about things.

And so I did a temperature test today on the dev team, for several of the features that are left to complete for the game.  So it was quite interesting. I was like ‘how do you feel about this feature,’ is it thumbs-up, thumbs-down, neutral, and there’s also, if you’could only pick one of these features on the list, which one would you do? And so, very diverse and interesting results based on the type of player that our devs are. And many of them are very different, there are people who play a game solely in PvE, they like to be on a server with other players, but they don’t like to do PvP.  And they’re not interested in interaction on that level of continually struggling against other people.

There are people who literally are just giant jerks, who go around killing as many people as they can find on a server, and destroying people’s bases, and teabagging them. So it’s interesting to see what people feel about things and what they think is important for the game. And it’s super interesting because some [of our devs] have 20,000 hours in the game, and some people have a hundred, because it’s a product assistant, who gets coffee for the project manager. He might have only played the game for a little bit, he might have only been working a phone job for a few days. But he still has an opinion about this stuff, right?

Kris Graft: That was going to be my next question, about cutting features, about how you get to that decision, about which of your darlings you’re going to kill. Is it just super democratic, like that?

“I try not to do democracy in game development. Design by committee can work, but it’s difficult.”

Joel Bylos: No no no, I try not to do democracy in game development. Design by committee, it can work, but it’s difficult. I think it’s more like design by merit, so people come with really cool ideas and implement them, and then you’re like ‘oh yeah, that was an amazing idea. Great work.’

We don’t democratize it, what we do is, I don’t know if you saw that presentation where they were talking about their feature scorecards? We have a similar system, where basically we say, does this feature market the game? Will it sell copies in the market? Will people buy a game if they see a video of this? That sounds super cynical, but it’s one of many factors, these are all points on our scorecard. So as a marketing feature, is this feature going to cause the current community playing the game to be mad, or happy? Does it add value to that community or does it piss them off?

“We have a system where basically we say, does this feature market the game? Will people buy a game if they see a video of this? As a marketing feature, is this feature going to cause the current community playing the game to be mad, or happy?”

And does the dev team want to work on this feature? Are they excited about this feature? Does this feature meet other development goals by developing it? An example of that is, we have the slavery system with the thralls that you knock out and drag back to your base. That gives us 90 percent of the work for a pet system in the game, having pets that you bring back to your base. That would be an example of a feature that helps development of another feature.

So you have these questions, you give them a point scale, we rate them. I fill out those, I talk to the community manager to get the temperature of the community about each feature, I talk to the marketing team to see what they think, I talk to the developers and get their temperature on things. I make judgment calls on a couple of things like: is this a feature we can do well?

For example, climbing was a feature that I believed we could do well, and we did fairly well with it and I think it meets the standards for our game.  And then there’s stuff like actual estimates, how much time will it take to implement this feature? And then all of those things we put together in a point score, and we look and say, ‘Look, this feature is a minus-six, it’s probably not a good feature to add to the game. This feature is a plus-seven, it’s a no-brainer, we should have it.’

Kris Graft: So it’s the exact same questions that you ask at different points in development, to make these decisions about features?

Joel Bylos: The discussions about which actual features to add to the game, that’s more of a discussion that I have with the executive producer. Once we have a list of features that we think define the vision of the game, that’s when we start asking these questions about them.

For more developer insights, editor roundtables and gameplay commentary, be sure to follow the Gamasutra Twitch channel.

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Review: Layton’s Mystery Journey: Katrielle and the Millionaires’ Conspiracy (3DS)

The Professor Layton series was an endearing part of the DS and 3DS generation, spawning six main-series titles and a spin-off with Ace Attorney. After that point Level-5 called it a day on the puzzle solving gentleman, no doubt concerned about the IP losing its freshness and a general decline in sales. It was a sad moment, though, considering how fond many had become not only of the cast of characters, but the entire premise of the IP.

There have been spin-offs and mobile releases since, but now we have Layton’s Mystery Journey: Katrielle and the Millionaires’ Conspiracy. It arrived on mobile earlier in the year but now finds a home on 3DS, and in various ways it’s a series rebirth; for every minor diversion it takes from the original games there are half a dozen familiar features. Level-5 has indeed shaken up the puzzle a little, but the solution remains very familiar.

The main puzzle solver extraordinaire this time is Katrielle Layton, apparent daughter of the Professor and the new head of her very own Detective Agency. She’s joined by her assistant Ernest – the game is big on names riffing on characteristics – and a talking dog called Sherl with no memory. So yeah, it’s quirky.

The notable formulaic shift is that the story isn’t told through a cohesive linear narrative, but through a number of separate ‘cases’ to solve. You play through these like you would previous series entries, but the change is that you gradually uncover six clues to ‘solve’ each case before you then move on to the next. There are some story hooks that hang together through the whole thing, revolving around our sleuths and a group of millionaires (called Dragons, someone at Level-5 has been watching British TV) that are at the core of most of the cases.

It’s a nice little spin, though unlike the later entries of the main series the diverse nature of tackling the cases doesn’t lead to a globetrotting adventure. It all happens in London, or rather a whimsical tea-and-cucumber-sandwiches version of it, with multiple visits to some areas. That’s not to say you don’t see a variety of settings, but it’s all rooted in a very charming and idealistic take on ‘old England’, where most gentleman and gentlewomen wear hats and sound like the cast of Oliver. 

Beyond the ‘case’ structure, those familiar with previous main series entries will feel right at home with the mechanics. You investigate areas with a magnifying glass, tapping on points of interest to find Hint Coins, clues and puzzles. You chat to the locals – which comprises of a relatively small cast all told – to engage in light-hearted conversation, gain leads and, yes, unlock more puzzles. It’s all rather delightful, and you’ll be pleased to know the Level-5’s writers and localisation teams haven’t lost their touch; it’s a game that raises many smiles through its dialogue and story events.

If anything, the formula is too familiar – the idea of solving ‘cases’ is nice in principle, and you can try and figure each out as you learn more, but the hook is the same as when the Professor solved mysteries. You don’t really piece the clues together, they just appear as you play in typical Layton style – the ‘detective’ angle could have been taken a little further by Level-5, we’d suggest.

That said, this game continues to do what it’s predecessors did, which is marry appealing storytelling and witty writing with a lot of puzzles. It’s always been an enticing combination, and by closely following the lead of its predecessors Layton’s Mystery Journey shares the same strengths. There are a staggering number of puzzles to find, and typically a playthrough of a case can leave some undiscovered, encouraging you to go back and track them down. There are more puzzles even than in the originals, with more promised as regular download extras. 

For the most part they’re accomplished efforts, too, though like all games in the series there are a few duds. The majority are excellent, not only for the clever solutions but in the way they encourage you to think outside the box – sometimes the puzzle will throw up red herrings to make you miss a simple solution, leading to the familiar doubts as you submit your answer. There are maybe a few too many puzzles that can be solved through sheer bloody minded persistence rather than deduction, but overall it’s an enjoyable collection.

Also, and in keeping with the ‘back to Plan A’ approach here, there are fun little minigames and extras that you gradually unlock in your suitcase. From picking out the right meals for restaurant guests, to basic retail management and helping Sherl ‘escape’ the dog pound, they’re nice little diversions. You can also recap on key points of cases, view extra cutscenes to fill in small gaps in the story, change Katrielle’s clothes of even refurbish the office.

So we have lots of puzzles and whimsical storytelling – with a Layton-esque twist at the end. What’s not to like? Well, for one thing, Level-5 took a step back in not bothering to utilise the 3D capability of the top screen. Rather like with another current title – Mario & Luigi: Superstar Saga + Bowser’s Minions – this just seems like a cost-cutting or lazy measure. Not a dealbreaker, of course, but it’s a shame that a unique selling point of the hardware is being let go late in its lifecycle.

Aside from that there’s little to complain about here, apart from the aforementioned cautious approach from Level-5. It could have taken the detective work further while retaining the IP’s core gameplay, but instead it feels a little tacked on. Because of that, and the more limited scope of the London setting, the story doesn’t quite hit the heights of the finest Professor tales, even in his earliest days exploring a mysterious village. It’s still all jolly nice, however, and the new cast are easy to like; there’s potential for a series rebirth to live beyond this entry.

Conclusion

Layton’s Mystery Journey: Katrielle and the Millionaire’s Conspiracy feels rather comforting, the video game equivalent of a warm blanket. For the most part it reverts to the core formula of the Professor Layton games, albeit with a new cast and by dividing the narrative into mostly lighthearted, charming ‘cases’. All it lacks is the confidence to fully embrace its new setting, stopping short of expanding upon some of its ideas.

That said, it still delivers the series’ unique blend of storytelling and lots of puzzles with aplomb. It’ll have fans and newcomers scratching their heads and smiling at the same time; here’s hoping it’s not Layton’s final mystery.

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Share Your Miiverse Memories On The “Everybody’s Message Community”

The clock is ticking on Miiverse, with the service due to close forever on 7th November. Sensing the Miiverse communities sadness, Nintendo has added a special ‘Everybody’s Message Community‘ recently which has the following aim:

Share your memories and thoughts about Miiverse and its users by posting hand-drawn messages. Selected posts from this community may be used to create a giant collage that will be shared at a later date.

So far the community has been inundated with kind doodles and there are more than a few sad Kirbys as you scroll through all the user contributions.

It’s a nice send-off for the Miiverse service, we think. Why not submit your own hand-drawn message? Hopefully it will be included in the giant collage which memorialises this quirky social network, which was obviously too good for this twisted, unforgiving world.

[via eurogamer.net, miiverse.nintendo.net]

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Big Ant Studios Would Love To Bring Ashes Cricket To Switch

Big Ant CEO Ross Symons is keen to bring the studio’s new Ashes Cricket game to the Switch, but it seems like Nintendo isn’t returning his calls.

Ashes Cricket has been confirmed for PS4, Xbox One and PC, but Symons feels like it would also be a perfect fit for Switch:

I would love to do the Switch; the Switch is made for this. There’s nothing like Cricket and using something like the Switch where you have the motion controllers – it just makes sense.

However, he admits that while Big Ant has approached Nintendo about bringing the game to the system, it hasn’t had the reaction it perhaps expected: 

Unfortunately I did reach out to Nintendo but it didn’t get much of a response. We’ve made games for Nintendo systems in the past, but I really hope we can support the Switch because it really does make a lot of sense, especially with motion controllers and cricket going together. A little bit of that is up to Nintendo – we need to get someone from Nintendo who wants a cricket game on their system and then we’re up for it.

Would you like to see Ashes Cricket on your Switch? Do you fancy swinging those Joy-Con around for batting and bowling? Are you keen to get all “silly midwicket” with your friends and relatives? Leave a comment to let us know.

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Cappy ‘Captures’ a Trailer for Promotional Super Mario Odyssey Tour

Super Mario Odyssey is getting closer, all set for a 27th October release. As is its way Nintendo of America is planning to celebrate with a promotional tour – it makes sense, some people play the game, you potentially get local news showing up, and you can share photos of gamers smiling while playing the game. Marketing 101.

In any case, the tour will take in five stops over the next few weeks, all in the US. Details are below.

Los Angeles Kingdom Universal CityWalk

100 Universal City Plaza
Universal City, CA 91608

Located at 5 Towers at Universal CityWalk.

Oct. 10

3:30-6 p.m.

Dallas Kingdom

State Fair of Texas
3921 Martin Luther King Jr. Blvd.
Dallas, TX 75210

Located in Chevy Park Plaza (enter at gate 11), across from the Chevy Ride & Drive.

Oct. 18

10 a.m.-9 p.m.

Chicago Kingdom Navy Pier

600 E. Grand Ave.
Chicago, IL 60611

Located in Polk Bros Park, Navy Pier’s front gateway, between Illinois and Grand avenues.

Oct. 21

12-6 p.m.

Philadelphia Kingdom Philadelphia Museum of Art

2600 Benjamin Franklin Parkway
Philadelphia, PA 19130

Located below the “Rocky Steps” of the Philadelphia Museum of Art.

Oct. 24

12-6 p.m.

New York Kingdom Rockefeller Center

10 Rockefeller Plaza

New York, NY 10020

Oct. 26

8-10 p.m.

In all cases there’ll be photo opportunities with a Mario mascot and a chance to try the game. The New York stop will be a bit different, tying in with a midnight launch at the Nintendo NY store; “the first 200 people in line will gain access to the event and be the first to purchase the game at midnight.” Weary old perspective aside, we can imagine this trailer will be pretty cool for young kids to see.

Will you be heading to any of these stops?

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Hardware Review: Retro-Bit’s SNES And Mega Drive Pads Will Relieve Your Battered Originals

Retro-Bit’s no stranger to creating serviceable controllers for old-school systems – we covered its excellent NES pads not so long ago – but the company is moving up a generation with its next products, aiming for SNES and Mega Drive / Genesis owners.

The new “Dual Link” pads are, as the name suggests, able to interface not only with the original hardware, but also with PCs, Macs and other devices which accept USB controllers – which makes them the ideal purchase for players who want control options across more than one platform.

Available in Street Fighter and Mega Man flavours, the pads themselves are a close match to the original designs. The SNES variant feels just like the real thing, although the plastic is noticeably cheaper and has a slightly different texture. The buttons are a little more spongy, but not by much – and after a few hours of play we had no complaints.

The Mega Drive pad is modelled not on the original three-button controller which shipped with the console at launch, but the fancy six-button variant released alongside Street Fighter II: Special Champion Edition. It’s arguably one of the best controllers ever made, with a lovely rolling D-pad and all six buttons on the face of the pad itself, making it absolutely perfect for Street Fighter matches. It even comes with the “Mode” button on the top edge, which was included on the original controller to avoid compatibility issues with certain titles. Again, the quality is very, very close to the real deal.

While the Dual Link functionality means you have to put up with two plugs on the end of the lead instead of just one (and, believe us, it looks awful messy when plugged in), it’s more than worth it; being able to use the pad on other systems is a real boon – the Mega Drive controller in particular is now our go-to choice when it comes to playing Capcom’s amazing catalogue of arcade one-on-one fighters via MAME.

These pads certainly represent a solid purchase, especially if you’re keen on keeping your retro systems alive but can’t find decent quality versions of the original pads. We have to admit that our SNES and Mega Drive originals have seen better days, and the fact that these Retro-Bit offerings double as fine USB pads is a bonus. The Street Fighter and Mega Man designs are perhaps more of an acquired taste, but that’s all down to personal preference. If you need some new pads, then these are worth a look.

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Guide: Where To Find All The Upgrades In Metroid: Samus Returns

Like any Metroid game before it, Metroid: Samus Returns is full of secrets, passages and loot for the famous bounty hunter to find. Your progression through the game is tied to finding these items as you’ll invariably encounter doors, passageways and environmental hazard that necessitate the locating of these gadgets. 

To that end, we here at Nintendo Life felt it might be helpful to give you, dear reader, a little leg up on gathering these items, should exploring the wilds of SR388 wear on you. Read on to find those lost bits you’re looking for.

Surface Area

  1. Morph Ball – The Morph Ball can be found immediately following the tutorial. You’ll happen upon your first red-barrier door. Shoot it with a missile to open it, then walk inside, shoot the orb in the Chozo statue’s hand, then jump into the orb to claim  your prize.

  2. Charge Beam – Just after defeating your first metroid, in the next room you’ll find an ammo refill and a ledge up above. Jump up to the ledge and open the door with a missile to find another Chozo statue, this time carrying the charge beam.

  3. Scan Pulse – Scan Pulse is your first Aeion ability, and you’ll find it through the course of your exploration. You’ll reach an area where a brief cutscene plays showing you the snake-like structure in the room holding a blue energy ball in its jaws. Roll into your morph ball, to collect the blue energy, which will result in the structure swallowing you up and granting you the scan pulse ability.

Area 1

  1. Bomb – No fancy tools are required to get the bombs, as it’s still early going. Head to area marked on the map above, use a missile to open the door and collect the bomb.

  2. Ice Beam – As before, locate this area on the map above, use a missile to open the door and collect the Ice Beam.

  3. Spider Ball – On your way to the Ice Beam, there was an area where going upward was just out of your reach. Equip your Ice Beam and freeze the enemies here, turning them into platforms. Use this to make your way up to a morph ball tunnel to open up a door. Open the door, then go back the way you came and go through it and drop to the bottom of the room to find the Spider Ball.

Area 2

  1. Lightning Armour – Just before this area on the map is a door that must be opened with the charge beam. Note that you’ll need the Spider Ball in order to reach this area. Once you’ve claimed the Lightning Armour, you’ll be able to run through the red plants that drain Samus of her health without taking any damage.

  2. Spring Ball – The Spring Ball is held by Arachnus. Defeat it to claim the ability to jump without bombs in Morph Ball mode.

  3. Varia Suit – As you approach this point on the map you’ll find a door leading to an area too hot to proceed through with a path in the ceiling above. Use your Spider Ball to bomb the ceiling and climb through the path to find another door. Go through that door and proceed through the room to find the Varia Suit.

  4. Wave Beam – With the Varia Suit enabling you to get through the hotter environments on the map,  you’ll now be able to collect the Wave Beam. Make your way through the room you previously couldn’t enter after getting the Varia Suit, then get to the point on the map above. You’ll encounter a Gamma Metroid before getting there; kill it, then head to the spot on the map to find a hallway. Use your Scan Pulse to reveal a weak point in the wall, then destroy it with a missile. Follow the path opened by it to find a door that will lead to the Wave Beam.

  5. High Jump Boots – With the Wave Beam acquired, you can now open even more doors, meaning you’re able to make your way over to one of Samus’s most useful upgrades, the High Jump Boots. Make your way over to the spot on the map above by opening up a Wave Beam door situated above where you’ll eventually grab the item. Once you reach the point marked on the map, all that remains is to open the door, walk in and claim your shiny new shoes.


That does it for this installation. Still stuck? Never fear, We’ve got you covered with detailed information on where to find the rest of your gear, from Screw Attacks to Space Jumps in the next installation. Stay tuned!

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Stern Pinball Arcade Will Test Your Flipping Skills On Switch This December

If you fancy yourself as a bit of a pinball expert then you’ll be interested to hear that Stern Pinball Arcade is headed to the Switch on 1st December. That is at least what the Amazon UK product listing says; there is also a ESRB rating to back this up, too.

Here’s what we can expect from the Switch version of the game:

The most realistic and accurate pinball game ever created, Stern Pinball Arcade comes to Nintendo Switch.. Packed to bursting point with the latest and greatest machines from Stern Pinball Inc.

Stern have created many of the all time greatest pinball tables and are the most experienced and largest producer of physical pinball machines in business today.

Ultimate realism – ROMs created from the latest Stern code, physical meshes and high res textures provided by Stern Pinball, Inc. help provide 100% accurate gameplay and graphics of the real Stern pinball machines.

Table Goals – Accomplishments help serious players learn and master each table

Table Instructions – Detailed instructions of each table teach you how to become a pinball wizard!

Stern Challenge – Master the tables and challenge yourself to hit a target score on each of the tables to earn enough challenge points to complete the Stern Pinball Arcade gauntlet.

As if all that wasn’t enough, there are 11 modern classics in the collection to enjoy:

  • Star Trek Vengeance Premium
  • Harley-Davidson Third Edition
  • Mustang Premium Boss
  • AC/DC Premium
  • High Roller Casino
  • Starship Troopers
  • Last Action Hero
  • Mary Shelley’s Frankenstein
  • Ripley’s Believe It Or Not!
  • Phantom of the Opera
  • Ghostbusters

Who wouldn’t want to play pinball on a Ghostbusters table, eh? Let us know if you you plan to pick this up in December with a comment below.

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Devs swap fun stories of how they named their game

How does a game get its name?

That’s the question No More Robots founder (and onetime Gamasutra staffer) Mike Rose posed on Twitter today, and the responses he got are worth reading if you’re at all curious about how much (or how little) work goes into naming games like 80 Days, Rock BandDayZ, and more.

Luckily, Rose was thoughtful enough to make a Moment out of the whole thread, which we’ve taken the liberty of embedding below for easy reading. 

It’s fun to compare this list with the weird trivia, posited earler this year, that (based on surveys of Steam data) game names are actually getting shorter over time.

Devs hungry for more bite-sized bits of game industry insight might also enjoy this Twitter-sourced story from 2014 about the different ways people talk about “beating” games around the world, or the more recent Twitter thread of game devs sharing the hidden mechanics that make their games stand out.