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Four More Games Available for Gold Points in European My Nintendo Update

The My Nintendo programme may not be blowing the doors off quite yet, but it has been improving a little in recent months. One example has been the opportunity to redeem Gold Points for some full downloads, a way to turn purchases on the eShop into free games.

The latest European update to the loyalty programme adds four more games to this list, two each for the Wii U and 3DS; details are below.

3DS:

Wii U:

Are you tempted to grab any of these, or are you holding out for the Nintendo Switch Rewards that are still ‘coming soon’?

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Video: Fan-Made Showcase Illustrates The Potential Of Animal Crossing On Switch

Long-time readers of the site make recall that we covered Josh “Bit Block” Thomas’ previous efforts in the “Make Believe” series of YouTube videos, where he creates his own assets to show how future Nintendo titles could look.

He’s retooled the format to focus around static, mocked-up shots and has created a surprisingly fleshed out part of a possible future Animal Crossing game, focused on a fishing mini-game. The level of depth is stunning; it’s not hard to believe that these screens could be taken from an official video game (a trick Thomas has pulled before).

Animal Crossing has become one of Nintendo’s most important franchises, scoring million-selling hits on the DS and 3DS. We already know that a smartphone title is one the way, but the inevitable Switch release could be one of the console’s biggest releases yet, if the life-consuming 3DS entry, New Leaf, is anything to go by.

Let us know what you make of this fan-made take on Animal Crossing by posting a comment below.

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Nintendo Highlights The Visual Changes in Xenoblade Chronicles 2

Xenoblade Chronicles 2 is all set to be an enormous – and likely intimidating – release at the end of the year. Since its announcement it’s nestled comfortably on plenty of wishlists, as it’ll be the first hefty RPG from Monolith Soft on the Nintendo Switch.

Nintendo is keen to demonstrate, too, how the game continues to progress in development. An interesting tweet highlights visual differences with Rex in a cutscene, for example.

The recent screen also shows increased detail around his outfit. The two trailers in question – from January and then this month’s Direct – are also below.

Nintendo Switch Presentation – January

Nintendo Direct – September

It’s pretty clear, we think, that the development team has been doing plenty of optimisation and polish through the course of this year; here’s hoping the end result delivers the quality we’re all hoping to see.

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Ten Incredible Cars Coming to Forza Motorsport 7 for Deluxe and Ultimate Editions Owners with The Fate of the Furious™ Car Pack

Forza fans, prepare for an action-packed start to the launch of Forza Motorsport 7 with the upcoming launch of the The Fate of the Furious Car Pack, created in collaboration with Universal Brand Development. Available for players who have purchased the Deluxe or Ultimate Editions of Forza Motorsport 7, The Fate of the Furious Car Pack features ten hero cars from the nitro-fueled blockbuster action franchise.

The Fate of the Furious Car Pack for Forza Motorsport 7 is only available for players who own the Deluxe and Ultimate Editions digital bundles of Forza Motorsport 7, and will be available for standalone purchase at $9.99.

Now let’s take a closer look at the cars included:

1966 Chevrolet Corvette The Fate of the Furious Edition

This C2 Stingray was built to emulate the autocross and chase down cones with the best from the modern era. Underneath the period-correct fender flares you will find a lot of rubber and an independent rear suspension that delivers tons of grip. Given its lightened and strengthened chassis, the 400 horsepower transferred through a Muncie four-speed should provide the perfect package for straightening out any set of curves you may encounter.

1968 Dodge Charger The Fate of the Furious Edition

This fully modified ice racing version of Dominic Toretto’s favorite car has little left of your typical Charger. In fact, only the roof and pillars are stock. This chunk of American muscle has been widened to accommodate its 18-inch tires that fight for traction with the help of a custom all-wheel-drive system and ridiculous steering angle that would make even a drifter drop their jaw. Under the hood is a Chevrolet LS motor with more than enough juice to keep it sideways. Naturally the entire car has been reinforced and fortified for battle. Even though you might not need to dodge bullets in Forza, this Charger’s look will surely strike fear in the heart of any competitor.

2015 Jaguar F-TYPE R Coupe The Fate of the Furious Edition

It’s no surprise to find Deckard Shaw driving another gorgeous modern coupe from his homeland of England. In Furious 7 he rolled an Aston Martin DB9 and in The Fate of the Furious he is behind the wheel of this elegant and powerful Jaguar F-TYPE. The car is appropriately presented in British green and fits its driver to a tee. Of course the 550 horsepower super-charged V8 gives Deckard the edge to hang with the fastest cars of his team mates.

1971 Plymouth GTX The Fate of the Furious Edition

The GTX marked the end of the muscle car era and was one of the last models to offer the early Hemi engine. The 383 under the hood is all grunt; one listen will tell you it means business. That makes for the kind of ominous and powerful presence you expect. How much horsepower is under the hood? Let your right foot do the talking and you will undoubtedly be impressed.

2016 Subaru WRX STI The Fate of the Furious Edition

In the real world and in the world of The Fate of the Furious, the Subaru WRX STI is a staple, hence this beautiful and highly-modified wide body STI. With its humongous, awesome wing, and full racing cage, it’s plain to see that this car driven briefly by Little Nobody means business. That downforce and chassis stiffness can only make a car with massive grip even better. No, that white paintjob doesn’t stand for innocence; in fact, car was purpose-built to take to the streets with a vengeance.

2018 Dodge Demon The Fate of the Furious Edition

The Dodge Demon really had no reason to be produced beyond making gearheads the world over grin with unabashed glee. The Demon has claimed the title of fastest 0-100 mph production car in the world. It makes for the perfect movie Mopar for Dominic Toretto, since out of the box it can destroy the quarter-mile in less than 10 seconds. While based on the Challenger model, there is little left of the original by the time the chassis is imbued with its Demon heart. The 840 horsepower from the optional crate package (808 stock) are supported by the Demon’s amazing drivetrain and suspension that help get all that power to the pavement. Burnouts are of course second nature, but given proper technique, this monster will launch like a Saturn rocket down any straight brazen enough to challenge it.

1951 Chevrolet Fleetline Special The Fate of the Furious Edition

Due to trade embargoes begun in the 1950s, Cuba’s one-of-a-kind car culture is literally a thing of the past, where post-war Chevys like the Fleetline are still king. This has forced some ingenious service-life-prolonging tactics to keep those cars on the road, which has also made the country a real-life time capsule for cars. When Dominic Toretto is challenged to a street race by a local with a heavily modified 1955 Ford Fairlane, he must get innovative to make his Fleetline – affectionately deemed “the slowest car in Havana” – competitive. This Chevy is all but stripped to the chassis and endowed with a huge Garrett turbo from a marine engine. Running 30 pounds of boost, and a few other hacked together modifications gives Toretto a serious street weapon. Give this rusty beast a run at the strip to feel the power for yourself.

2015 Mercedes-AMG GT S The Fate of the Furious Edition

The gull-wing doors are about all that is amiss in this SLS-inpired AMG GT S. Take one look at its low sleek lines backed by the performance of a twin-turbo V8 and you will find the perfect match for The Fate of the Furious family member Tej Parker. Rolling in high style in the New York scene, Tej puts the power and style to good use for the team. Whether you drive this super coupe for the way it makes you feel or the wins it can put under your belt is up to you.

2013 Subaru BRZ The Fate of the Furious Edition

Even though the modifications to this Subaru BRZ for The Fate of the Furious were minor, it still stands out as an immaculate ride. The fact that three of the four cars built for the movie survived is a testament to the proven performance of the model. Little Nobody had the pleasure of driving it first in the film. Now it is your turn.

2014 Local Motors Rally Fighter The Fate of the Furious Edition

The Local Motors Rally Fighter is the perfect vehicle straight from the low-volume, open-source design factory. Driven by Letty Ortiz for the astounding ice lake scene in The Fate of the Furious, the buggy-like build with massive tires and Chevy LS power under the hood is the perfect match. Far from stock, this Rally Fighter is equipped with a massive push bar and lighting that could illuminate the dark side of the moon. Just like its driver, this rig is ready to do battle on any surface, anytime.

Don’t forget to preorder Forza Motorsport 7 Deluxe and Ultimate Edition to get your Fate of the Furious Car Pack. Forza Motorsport 7 will be available to play on Sept. 29 for Ultimate edition owners, and on Oct. 3 for Deluxe and Standard edition owners.

See you on the track!

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Golf Story Will Swing Into Action This Week on the Switch eShop

Golf Story has been capturing attention since it was first unveiled for the Switch eShop; developed by Sidebar Games, it blends RPG elements with retro-styled overhead golf. In the recent Nindies Showcase it was confirmed for a September release, and if the European Switch eShop is correct it’ll hit that target.

It’s dated for 28th September, priced at £13.49 in the UK; the North American eShop doesn’t have a game page yet, though it’s typically less thorough in listing games ahead of time. Golf Story’s hook is that you go through the plot – full of quirky characters – across eight different courses, as well as solving puzzles by hitting a golf ball at them.

We’re looking forward to getting into the swing of this one soon.

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Video Game Deep Cuts: The Nex Shadow Of The Outsider

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend.

Some of the highlights include pieces on Nex Machina’s intense gameplay, Shadow Of War’s Nemesis system, & the latest Dishonored game’s choices.

Barely managing to keep the ‘every week’ streak alive here on week 55 of the newsletter, due to a trip to New York immediately followed by our VRDC Fall 2017 event here in San Francisco – which went great, btw, pics here, write-ups here, & select talk videos to appear on GDC Vault & YouTube soon. But made it in the nick of time! And lots of goodness here.

‘Til next time…
– Simon, curator.]

——————

Raw Data devs share their missteps so you won’t make them too (Alex Wawro / Gamasutra)
“Survios’ Raw Data has been one of the standout successes in virtual reality game design. But at VRDC Fall 2017 in San Francisco today, a pair of Survios devs took the stage to talk about how development went wrong along the way — and what they’ve learned from the experience.”

Space Lions – Shut Up & Sit Down’s TI4 Documentary (Shut Up & Sit Down / YouTube)
“Today, we present a first for the board game industry. Please enjoy our amateur attempt at a documentary on the history of the game – which is really the history of Fantasy Flight Games – and the development of the new, shiny, 4th edition.”

Build, gather, brawl, repeat: The history of real-time strategy games (Richard Moss / Ars Technica)
“At 25 years old, the real-time strategy genre remains relevant for its ideas and legacies. And with it deep in a lull, now is the perfect time to give it the same in-depth historical treatment that we’ve already given to graphic adventuressimsfirst-person shooterskart racersopen-world games, and city builders.”

Game Design Deep Dive: Maintaining tension in Nex Machina (Henri Mustonen / Gamasutra)
“”Instant action. Eliminate downtime as much as possible” was one of our guiding principles when designing the core gameplay. We wanted players to be immersed from the very start of the level and to keep the action ongoing. This meant we needed to cut as much excess fat as possible and figure out what was really necessary to get the feeling you are on the “knife’s edge”.”

The Enduring Influence Of Metroid (Andrew Webster / The Verge)
“Metroid, which debuted in 1986, would go on to spawn one of Nintendo’s most-revered franchises. The ongoing adventures of bounty hunter Samus Aran differed quite a bit from the company’s other big names, like Zelda and Mario. In comparison, Metroid was dark and solemn, with a looming feeling of isolation and a powerfully alien sense of place, inspired in large part by the first Alien film. [SIMON’S NOTE: Here’s a bonus link – a new Nintendo.com interview with the Super Metroid creators!]”

Why Video Games Cost So Much To Make (Jason Schreier / Kotaku)
“Video game publishers are notoriously secretive about the budgets behind their games, but when a number does slip out, it can be shocking. Games like Call of Duty and Grand Theft Auto cost hundreds of millions of dollars to make, which is tough to fathom—until you do the math. [SIMON’S NOTE: of course, there are less and less game studios that can afford this burn rate, & more and more quality non-‘expensive country’ & bootstrapped games out there, making game market financials…. complicated right now.]”

The Violent Path Feels Damn Good in ‘Dishonored: Death of the Outsider’ (Patrick Klepek / Waypoint)
“With Death of the Outsider, an expansion to Dishonored 2 and possibly a conclusion to the series, I’ve completely flipped. Blood is on my hands, the body count has risen—and it feels good.”

Infocom: The Documentary (Jason Scott / YouTube)
“As part of the 2010 documentary GET LAMP, director Jason Scott talked to creators, management, fans and academics about the Infocom story, and produced this 45 minute overview of this unique and wonderful company.”

Death To The Author: killing creators in Dishonored, Portal and BioShock (Hazel Monforton / RockPaperShotgun)
“When we meet the creators of fictional worlds, we often want to kill them – whether its Bioshock’s Andrew Ryan and his deadly Rapture, GlaDOS and the sadistic test chambers of Portal, or Kirin Jindosh and the Clockwork Mansion.”

Owlchemy shares lessons learned making Rick and Morty: Virtual Rick-ality (Alex Wawro / Gamasutra)
“A few months ago, Owlchemy Labs followed up its success with Job Simulator by releasing Rick & Morty: Virtual Rick-ality, a VR game that expands on Owlchemy’s stock-in-trade (“pick up and play with things”) while also incorporating elements of Adult Swim’s hyper-popular animated show. [SIMON’S NOTE: the rest of our VRDC Fall 2017 session write-ups – plenty of neat stuff – is over here.]”

The iPhone X’s notch is basically a Kinect (Paul Miller / The Verge)
“Sometimes it’s hard to tell exactly how fast technology is moving. “We put a man on the moon using the computing power of a handheld calculator,” as Richard Hendricks reminds us in Silicon Valley… But Apple’s iPhone X provides a nice little illustration of how sensor and processing technology has evolved in the past decade. [SIMON’S NOTE: some interesting game-related possibilities here if this tech gets into more phones!]”

Creating the Art of ABZU (Matt Nava / GDC / YouTube)
“In this 2017 GDC talk, Giant Squid Studios’ Matt Nava offers insight into the unique art style of Abzu, and the processes that he and the team at Giant Squid developed to create it.”

How Tomb Raider got lost in the wilds (Christian Donlan / Eurogamer)
“Have you heard of the North Pond Hermit? It’s a wonderful story: strange and wistful. For 27 years a man named Chrisopher Knight lived in the wilderness of Maine, sleeping in a camp beautifully hidden amongst boulders and sneaking out, every few weeks, to steal supplies from the surrounding homes.”

“You Are Not a Real Gamer” (Keza MacDonald / Kotaku UK)
“The first time someone told me I wasn’t a real gamer, I was at a friend’s birthday party when I was 10 or 11. At this point I was a nerdy little girl, probably at the height of my childhood obsession with video games. I’d been playing them for long enough to figure out what it was that so enthralled me about them, and had started writing little reviews in my school notebooks in the style of the games magazines I read religiously.”

Upgrading the Nemesis system for Middle-earth: Shadow of War (Bryant Francis / Gamasutra)
“In Shadow of War, Monolith is upgrading the Nemesis system to tell more emergent orc stories. At PAX West this year, we were able to talk with design director Bob Roberts about how Monolith is upgrading its emergent narrative tech.”

Beep: A Documentary History of Game Sound (Festival Cut) (Beep / Vimeo)
“No longer just the “ugly stepchild” of the games industry, Beep traces the history of game sound from the Victorian penny arcades through pinball and to today’s massive industry of soundtracks and live music.”

15 Years Later, Looking Back on Animal Crossing’s Sugarcoated Dose of Reality(Caty McCarthy / USGamer)
“In the world of Animal Crossing, you never want to upset resident mole Mr. Resetti. The only way to really rile him up is to turn off your game without saving. It loses your progress, as a consequence of course, but it also makes Mr. Resetti chew you out for a fleeting moment upon rebooting.”

Gamasutra plays Ark: Survival Evolved with lead designer Jeremy Stieglitz(Gamasutra / YouTube)
“A few weeks ago, Ark: Survival Evolved left Early Access and launched into 1.0 on Steam, Xbox One, and PS4. We sat down with lead designer Jeremy Stieglitz to talk about the game’s development process, and what he’s learned about making games in Early Access.”

Games on the Mersey, Part 1: Taking Scousers Off the Dole (Jimmy Maher / Digital Antiquarian)
“Once upon a time, the BBC played host to a half-hour current-affairs program called Commercial Breaks, which endeavored to document innovative businesses and emerging markets in Margaret Thatcher’s new, capitalist-friendly Britain. In April of 1984, Paul Anderson, one of the program’s stable of directors, began to shoot an episode about the computer-game industry, as seen through the eyes of Liverpool’s Imagine Software and Manchester’s Ocean Software. [SIMON’S NOTE: read all 3 parts of this – amazing stuff.]”

PUBG vs. Fortnite: A game-genre copycat face-off heats up (Sam Machkovech / Ars Technica)
“It’s inevitable: every time a wildly successful video game comes along, imitators quickly follow in its footsteps. The tradition began with Pong and Pac-Man clones, and that practice has continued on PCs, consoles, and smartphones ever since. “Homages” at best and “blatant ripoffs” at worst have always been a part of the game industry.”

The state of the VR industry: devs weigh in (Rich Moss / Gamasutra)
“Virtual reality has had a shaky 18 months. After years of hype about the world-changing potential of its second coming (following a dud first wave in the 1990s), its poster child headset the Oculus Rift launched to a lukewarm reception.”

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[REMINDER: you can sign up to receive this newsletter every weekend at tinyletter.com/vgdeepcuts – we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to vgdeepcuts@simoncarless.com. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra & an advisor to indie publisher No More Robots, so you may sometimes see links from those entities in his picks. Or not!]

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Random: Sega Joins Up With Hooters To Promote Sonic Forces In Japan

We almost didn’t believe it ourselves, but Sega of Japan is teaming up with the racy restaurant chain Hooters to promote the forthcoming Sonic Forces.

We can’t help but feel this kind of marketing would be better suited for Sega’s Yakuza franchise, but there you go. 

The full, lurid details of the campaign are yet to be fully announced, but we do know that the Hooters locations where the promotion is due to take place are apparently located in Akasaka, Ginza and Shibuya West.

The campaign also appears to be exclusive to Japan. Sorry to get your hopes up, Sonic fans.

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Destiny 2 Tips and Tricks

Hey, Xbox gamers! Tabz Llama here from the Tips & Tricks team. I’m going to show you 5 tips for Destiny 2, Bungie’s follow-up to their 2014 epic. Destiny 2 takes place one year after the events of the first game, starting you off in the middle of a war, where The Last City has been attacked by a Cabal fleet named The Red Legion. They want to take the Traveler’s light for themselves and crush humanity while they’re at it. It’s our job to defend The Last City and drive away the Cabal fleet.

These 5 tips talk about post-campaign content, so be warned that you’ll be entering spoiler territory. The original Destiny was well known for their post-game content, keeping you busy for hundreds of hours after you’ve beaten the main story. These 5 tips are to help you get the most from your Destiny 2 experience so hopefully you learn a thing or two.

For even more strategies and tactics on today’s hottest games, plus plenty of other gaming-related fun, tune in to Tips and Tricks live every Tuesday at 3 p.m. PT on Mixer.com/TipsAndTricks!

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Video: Check Out WeFly – Factor 5’s Long Lost Pilotwings Game for Wii

Factor 5 enjoyed quite a unique relationship with Nintendo. Due to some bad fortune, we already know that the company had a complete Rogue Squadron game on the Wii that sadly never saw the light of day, and we previously reported on their plans for a new Pilotwings game on the same hardware.

Now former Nintendo Life contributor Liam Robertson – with his latest video through DidYouKnowGaming – has shown actual gameplay from the project that was called WeFly. It got quite far in development and seems like it could have been pretty much every Pilotwings fan’s dream game turned into reality.

From cockpit view head tracking AR, to using the Wii’s clock and Weather Channel to change the game in real time, it remains quite clear the abundance of talent that was available to Factor 5 back in those days. Just the prospect of prancing around on the Moon immediately gave us a silly smile.

The series has not been heard of since the 3DS debut title Pilotwings Resort. Maybe it’s time for Nintendo to finally let us spread our wings again, perhaps on Switch? Time will tell; in the meantime share some of your favourite Pilotwings memories in the comments.

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Feature: We Breeze Through Shu on Switch and Chat to Its Lead Designer

The Switch has seen plenty of indies find success on the platform since the console’s launch back in March. Now Coatsink Studios is aiming to contribute to this by bringing 2D platformer Shu to the Switch, with the previously released Caverns of the Nightjars DLC included in a purchase.

With gameplay somewhat similar to aspects of platformers like Rayman Legends, the premise has you climbing up an ancient mountain whilst attempting to outrun the oncoming storm and rescue friends along the way. Taking Shu for a test-ride, the art style immediately stood out to us and has transitioned beautifully onto the Switch. Due to the characters being hand-drawn very little composition is lost, meaning that whilst on the go the difference is barely visible. Being swept up in the breeze as you traverse the obstacles, you’ll realise why the Switch is an ideal home for Shu. Expanding onto a large TV is nice, yet perhaps it’ll be on the move where Shu will truly shine.

Sprinting across the different terrains there is certainly a rhythm to playing Shu, which bodes extremely well when using the Joy-Cons. Rumble outputs signify the impending storm getting closer whilst adding to the tension of the scenario. Combine this with the atmospheric music, and it will be interesting to plug in headphones and get lost in the world altogether.  Learning to glide efficiently around the wind-patterns is also key for progression and is something that the triggers let you ease into.

At EGX this year, Nintendo Life got the chance to play the demo and then sit down with co-Lead Designer Jonathon Wilson to discuss Shu’s port to the Switch.

Shu is still scheduled to be coming to the Switch in 2017, is this still correct?

The idea is for Switch to have it out before the end of the year. It will be digital, it will come day one with all the DLC we’ve done for it as well. So you’ll have the additional worlds, you’ll be able to invest in leaderboards, time trials just like the base package did in the original game.

Can you tell us more about the DLC called Caverns of the Nightjars, which is included with the Switch release?

Yes, weird name but yeah. That will be there from day one. You play through the game and it unlocks at the end. Purely down to the fact that, playing the game first will help because you’ll meet all the characters and learn how to use them.

Is there anything you can tell us about the content?

So the changes fundamentally are that if you’ve played the base game, you obviously always have villager sets. There is always two characters you’ll encounter in each world which give you two different abilities. So what we do is we use different combos, so in the DLC it will be the same characters you already met but you will be using a different formation. You used to have Okoro and Keela in world 2 where you wall to wall jump.  

So what we do is take Lati from world one and Keela from world 2, so you now have wall jumping like a flower blooming. The difference with that is that in the world of the game they are both seen as sisters, so it was nice to marry them together. It gave us more gameplay variation to change the style of games you’re going to play through.

What was it like porting Shu to Switch as opposed to other consoles?

We tried a few things first. The Switch has more power than the Vita – so we knew that kind of thing. We also knew we wanted it to be as high of quality as we possibly could. So we took what we had from the PS4 version of the game which allowed us to optimise it a little a bit. The challenge was not getting it running because that didn’t cause many problems, it was the optimisation side because obviously every platform reads things differently. The controls came down to a new method because you have docked, undocked, but it is always duel Joy-Con as well so you need the two set of face buttons to play properly.

Are there plans for Coatsink to develop  more specifically for the Switch?

So as developers ourselves, it is a platform we are interested in. We wouldn’t be looking at porting other people’s games if not to learn from it. We are looking to learn from it, learn to develop for it and understand what is possible on the platform. It’s the co-op and local multiplayer side of it which seems to be the biggest sell of this device, which led to us to look at our most recent partnership with PHL – ClusterPuck99.

Wrapping up with the Switch version of Shu, are there any special features to look forward to, like HD rumble?

It does have rumble, we put that support in. Each Joy-Con can do the rumble by itself. It’s more apparent when you have the controllers in the dock; it’s used mainly for power activation, a little bit of rumble when you are being chased by the Storm and menu navigation. It’s that little bit of feedback that grounds the player a little more.


A huge thanks to Jonathon Wilson and Coatsink for taking time out to chat to us and show us the game. Shu is scheduled for release before the end of the year on the Switch eShop.