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Detective Pikachu is on the way

Detective Pikachu is on the way

In Detective Pikachu™, a new game coming on March 23rd for the Nintendo 3DS family of systems, you must team up with the self-proclaimed “great detective” Pikachu to solve a puzzling case involving oddly behaving Pokémon, discover a possible connection to the mysterious Mewtwo and encounter many characters in Ryme City.


Trouble in Ryme City!: Ryme City is a place where people and Pokémon live together. But recently, many friendly Pokémon are behaving oddly for no apparent reason. While Pikachu and his friend Tim search for Tim’s father, Harry, they unwittingly stumble into the mysterious case of the problematic Pokémon. Can they solve the mystery and also find Tim’s father? Cue the dramatic music…


The Mysterious Mewtwo: While many different Pokémon appear in Detective Pikachu, the one who seems to hold the biggest connection to the overall mystery is Mewtwo. How is Mewtwo connected to everything? And why does Mewtwo seem to know Pikachu?


A Colorful Cast of Characters: Many charming characters roam the streets of Ryme City. These include Pablo Millan, owner of Pikachu’s favorite café; Frank Holliday, an inspector at the Ryme City Police Department; and Meiko Okamoto, a camera operator for the local TV studio. Meeting and interrogating all of these characters throughout the game is part of the fun.

Along the way, experience over 150 fun-filled animated cutscenes starring this unique, wise-cracking Pikachu and a charming cast of curious characters who may help you on your investigation.

You can also tap the new, extra-large Detective Pikachu amiibo™ figure to access all cutscenes up until the current chapter played. But that’s not all! Fans can now play Detective Pikachu on a New Nintendo 2DS XL system that features Pikachu’s iconic face, now available in stores at a suggested retail price of $159.99.

The New Nintendo 2DS XL Pikachu Edition system is just as electric as the Pokémon itself, with an eye-catching yellow design featuring a stylized close-up of Pikachu’s face.

As with all Nintendo 2DS systems, the New Nintendo 2DS XL Pikachu Edition system plays Nintendo 3DS games in 2D. (Note: The Detective Pikachu game, the Detective Pikachu amiibo™ figure, and the New Nintendo 2DS XL Pikachu Edition system are sold separately.)

For a limited time, players who purchase the Detective Pikachu™ game will receive a bonus download code for a Detective Pikachu theme for the HOME Menu on the Nintendo 3DS family of systems, including Nintendo 2DS and New Nintendo 2DS XL. Starting 3/8 at 9:00am PST, pre-purchase the digital version of the Detective Pikachu game on Nintendo eShop or Nintendo.com, or starting 3/23 purchase the digital or packaged version of the game on Nintendo eShop, Nintendo.com, or select retailers to get your bonus code, and enjoy this cool yet cute Detective Pikachu theme!* Offer ends April 22, 2018.

**Internet connection required. Code expires 12/31/2018. For more information on how to download the theme, visit http://support.nintendo.com/redeem-a-theme

For more information about the Detective Pikachu game, visit Pokemon.com/DetectivePikachu

For more information about the Detective Pikachu amiibo figure, visit https://www.nintendo.com/amiibo/detail/detective-pikachu-amiibo

For more information about the New Nintendo 2DS XL Pikachu Edition system, visit https://www.nintendo.com/2ds/buynow#new-nintendo-2ds-xl-pikachu

Game Shown:

Comic Mischief
Mild Cartoon Violence

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Now Available on Steam Early Access – Abandon Ship, 15% off!

Abandon Ship is Now Available on Steam Early Access and is 15% off!*

In Abandon Ship you take command of a ship and her crew, exploring a diverse, procedurally generated world and engaging enemy vessels in tactical combat. The game focuses on “Age of Sail” ships in a Fantasy setting, framed in an Art Style inspired by classic Naval Oil Paintings.

*Offer ends February 28 at 10AM Pacific Time

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Daily Deal – RUINER, 50% Off

Play Call of Duty®: WWII Multiplayer for free this weekend until Sunday at 1pm Pacific. Get the full game 35% off or the Digital Deluxe for 25% off!*

Call of Duty® returns to its roots with Call of Duty®: WWII – a breathtaking experience that redefines World War II for a new gaming generation. Land in Normandy on D-Day and battle across Europe through iconic locations in history’s most monumental war. Experience classic Call of Duty combat, the bonds of camaraderie, and the unforgiving nature of war against a global power throwing the world into tyranny.

*Discount offers end February 28th at 10AM Pacific Time

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‘Drinking from a sprinkler? That’s me’: How Switch has impacted devs in the game porting biz

The launch of the Switch was like a pipe bomb going off in the lap of the industry, disrupting the longstanding barrier between home console and handheld, between mobile and fixed platforms, and clearly demonstrating the powerful appeal of successfully blending toy and game machine.

It wasn’t just the way we travel with games, though. The Switch similarly disrupted the near monopoly on indies that Steam has held for the last decade or more, an iron grip loosened only slightly by Microsoft and Sony’s forays into the space.

But unlike the other platform holder’s cautious, gradual infiltration of the independent market, Nintendo came crashing in all at once, and proved its viability as a platform for indies with strong initial sales and an open, sparsely populated sales front.

A nearly instantaneous side effect was a rush of independent devs (and, to a lesser extent, some triple-A houses) looking to get their games ported over to the new console.

To get a sense of just how big this stampede was and how the Switch was affecting the business of porting games, we reached out to a number of “port houses” — studios which focus on helping other devs bring their games to new platforms. But before we dove into the impact of the Switch, we wanted to get a sense of how business was generally for developers specializing in moving titles from one platform to another.

The state of the port industry

The overwhelming sense we got from informal conversations as well as during these interviews is that, for port houses, business is booming. 

“You know that meme? With the dog? Drinking from a sprinkler? That’s me right now.”

“You know that meme? With the dog? Drinking from a sprinkler? That’s me right now,” says Adam Creighton, director of development at Panic Button. For him, the volume of work is almost overwhelming. His studio handled the Doom and Rocket League Switch ports, and is currently hard at work on bringing another id property, Wolfenstein II: The New Colossus, to Nintendo’s console. And he hints it’s just the tip of the iceberg.

“And we might have some other titles for that platform, and maybe some other games for other platforms, in the works,” Creighton tells me. “In terms of volume, I’m in this amazing place where as a studio we get to choose how we want to grow, and with whom, and with what projects. My biggest challenge lately is not which projects do we pick to retarget to other platforms, but managing the other parts of our portfolio, picking the different projects that are exciting to different people in the studio, and being responsible about what I want to work on, versus what is best for the studio.”

Doom (2016) ported and running on the Nintendo Switch

Tony Cabello, CEO of BlitWorks (the studio behind ports of notable indie hits like Fez, Spelunky, and Bastion), says they’ve also seen a huge spike in port work, in large part due to Nintendo’s noisy entrance into the market.

“We’ve recently experienced a big increase in the amount of work,” Cabello says. “Even though we’re always very busy, we’re now working on more projects at the same time, especially indie games which are our speciality. This is mainly because nowadays, indie studios see that publishing their games on consoles is a possibility, that was not so easy to do in the past because the access to the market was more restrictive. So we now have more developers reaching out to us to get there.”

Cabello emphasizes that consoles slowly opening their arms to indies, particularly on the Switch, means cross-platform publishing is more enticing than ever. “It’s a good time to be a port house, everyone wants to have their game published in every available platform, and even though many developers don’t know they need a porting service they end up realising it requires a whole different skill set.”

Ted Staloch, the executive VP of publishing at Aspyr, echoes those sentiments. His studio, one of the most prolific Mac publishers in the world, is also responsible for a number of complex mobile ports, from BioWare titles like Knights of the Old Republic and Jade Empire to sprawling strategy titles like Civilization VI.

“With so many powerful, capable devices, there is simply more opportunity for brands today than what our partners typically have resources or expertise to fulfill,” Staloch explained. “It’s a need Aspyr is very happy to fill, as gamers have demonstrated they don’t want their favorite games tethered to only one device.”

It’s not just the Switch that’s responsible for this recent bump, though; Staloch says the expanding power and flexibility of mobile platforms has also been a huge boon for the port business. “As the tech improves on mobile devices especially, we see tremendous opportunity for every great game to thrive,” though that also means an increase in pressure to perform as heavy hitters like Activision and Disney come to studios like Aspyr to shepherd their games to new homes.

The impact of the Switch

While it’s clearly not the only factor, it’s hard to overestimate the effect the Switch has had.

For Staloch and Aspyr, “the Switch has been an incredible story from the very beginning. Aside from our partner products in development, we just published our first independent game on the platform, InnerSpace, and will release Next Up Hero on Switch later this spring. The way Nintendo has embraced third-party and indie developers has been incredible, and there’s no question the Nindies have been instrumental to the console’s huge success.”

PolyKnight Games’ InnerSpace, running on the Nintendo Switch

Creighton agrees. The Switch has launched Panic Button to a new tier of success and recognition, with all the perks (and revenue) that entails.

“In the games we have published we’ve seen more sales on Switch than on PS4 and Xbox One combined during the same period. Now every developer wants their game to be on the Switch.”

“The Switch release has been perfect. Actually it’s mentioned in almost all the port requests we receive,” he adds. “To keep up with this pace, we already have 12 kits at the office! Not yet the platform with the most kits, but definitely the fastest growing trend in our office. In the games we have published we’ve seen more sales on Switch than on PS4 and XBox One combined during the same period. Now every developer wants their game to be on the Switch.”

Just the announcement of a new Nintendo machine was enough to put events into motion. Cabello says the Switch was getting heat well ahead of launch.

“We knew it was going to be big when people started requesting ports for the Switch way back before last summer,” he says, describing what sounds like a rising fever at the Blitworks offices. “Since then, it’s been crazy.”

It’s a word we heard a lot during these interviews.  The overall impression you get is of an industry experiencing a massive boom, and some nervousness around the edges that it’s a bubble, one that will inevitably burst. But as Creighton says, “Panic Button is getting recognition for what we’re able to do on that hardware, and other platforms – current and expected – and it just makes things crazy. Good crazy, but crazy. Is it sustainable? Sure. To a degree games are now commodities, and quality games that can break though the discoverability problem are going to find an audience.”

Nintendo as keyholders and curators

As you might expect during an era of mutual prosperity, most of the port houses we spoke to had largely positive things to say about their partners at Nintendo, a sentiment that was not nearly so universal when the Wii U was Nintendo’s flagship.

“At the beginning getting the hardware was a little bit difficult…the bureaucracy is always there and is sometimes frustrating. The time they take to approve a build (even if it’s a small patch) or the reasons why some builds are rejected can be a bit difficult to understand.”

“Nintendo is a fantastic partner and we are completely aligned,” Staloch affirmed. “If you look at any first-party Nintendo game, it’s clear they know how to wring out every last bit of processing and performance on the Switch. Nintendo is very supportive of new ideas regarding control scheme and game flow, and has helped us especially with platform engineering and increasing performance on the Switch.”

The picture you come away with is a Nintendo that’s more open to working with and eager to provide technical assistance to its third party partners. It’s an approachability not only reflected in their business partnerships in the Switch era, but also in their tools.

“Regarding the development, compared to the Wii U, the Switch is a big leap forward,” Cabello says. “Much better tools, more affordable kits. The Wii U was lagging quite far behind the competition, but with the Switch it’s at the same level if not better for some projects. In terms of hardware capabilities it has a really nice balance for a portable, much less restrictive than a Vita for instance.”

But it hasn’t all been smooth sailing dealing with a monolithic company like Nintendo. Even this friendlier version of what has historically been a fairly insular company still has it’s burrs, particularly in terms of logistics.

“At the beginning getting the hardware was a little bit difficult, it took time,” Cabello admits. “the bureaucracy is always there and is sometimes frustrating. The time they take to approve a build (even if it’s a small patch) or the reasons why some builds are rejected can be a bit difficult to understand, but you manage to sort all that out, and you learn for the next port.”

But things have improved apace with the Switch’s success. “Now that has changed and you can get a kit quite fast. Nintendo is always very supportive, they’re there to answer questions during the development and publishing process.”

It’s easier for a company riding a wave of success to be open and supportive, of course, but it’s also the kind of behavior that encourages future prosperity, a lesson Nintendo seems to have taken to heart.

“Nintendo is all about good content on their hardware, and they work hard to enable that,” Creighton said. “They are receptive to and supportive of quality content, whether it’s theirs, something new that is not theirs, or a retarget or remaster that can find a whole new audience on their hardware. I feel taken care of and respected and collaborated with as a developer and a studio owner.”

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Video: How Overwatch animators managed their workflow

The heroes of Overwatch are all unique and exhibit personality through the way they move. Even subtle animations can convey a lot about a character. 

Creating animations for 26 heroes is no easy task, so how did the Overwatch team manage? 

In this 2017 GDC talk, Blizzard’s Jesse Davis goes into how the Overwatch team built an animation pipeline and workflow around a new game universe with a new team culture that still matched Blizzard’s values.

Davis also discusses Blizzard’s animation system and hero rigs, as well as explaining first-person animation-driven performances. 

Animators interested to see how the Overwatch team built their pipeline may appreciate that they can now watch the talk completely free via the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying 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 or VRDC 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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A free update soars to Super Mario Odyssey!

A free update soars to Super Mario Odyssey!

The Super Mario Odyssey™ game received an exciting free update today. Let’s start with Luigi’s Balloon World.

Luigi’s Balloon World
After downloading the update and beating the main story, Luigi will now show up in different kingdoms to give Mario a new challenge. To start Balloon World (Internet access required)*, seek out the green-clad bro and have a nice chat with him. There are two modes in Balloon World: “Hide It” mode lets you hide a balloon somewhere in that kingdom, while “Find It” mode challenges you to find balloons hidden by other players from around the world. If you get good at hiding and finding balloons, you’ll also move up the online rankings!

New Outfits and Filters
Balloon World isn’t the only update today: new outfits for Mario and new filters for Snapshot Mode have also been added. There are a couple different options so be sure to check them all out! Hopefully the new gold coin filter will lead to a gold mine of new photo ops.

We hope you enjoy these new updates. And if you haven’t purchased the game yet, please visit the Super Mario Odyssey official site for more info.

*Nintendo Account required. Online services and features, including online gameplay, are free until the paid Nintendo Switch Online Service launches in September 2018.

Game Rated:

Cartoon Violence
Comic Mischief

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Sledgehammer Games co-founders leave for internal roles at Activision

Sledgehammer Games co-founders and directors of Call of Duty: WWII Michael Condrey and Glen Schofield have left the studio to pursue “new executive duties inside Activision” with Aaron Halon (founding member of the company) taking over.  

Founded in 2009 and purchased by Activision shortly after, the studio was initially responsible for co-developing Call of Duty: Modern Warfare 3 with Infinity Ward.

Notably, co-founders of Infinity Ward Jason West and Vince Zampella went on to form Respawn Entertainment after being fired from Activision without warning. 

As reported by Kotaku, Activision provided statements attributed to Condrey and Schofield following their departure from the studio, discussing plans for exploring new game ideas for the company. 

Before founding Sledgehammer Games, Condrey and Schofield ran the now-defunct Visceral Games, where they led development on Dead Space.

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Dota 2 Update – February 20th, 2018

* Fixed a bug where purchasing items with a dead courier selected would put the items onto the courier instead of into your stash
* Adjusted various old Windranger sets to fit the updated WindRunner model
* Adjusted how Bristleback’s Quill Spray is hidden by the fog of war; each quill now checks fog of war individually, rather than using one check for the whole effect.