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First Paid DLC For Spooky Fishing Adventure Dredge Delayed

Dredge
Image: Black Salt Games, Team17

It’s that time of year again when we’re starting to see the odd delay or two, and the latest one to join the list is an update for the spooky fishing sim Dredge.

Black Salt Games has today issued an announcement via social media about the delay of the first paid DLC ‘The Iron Rig’, which will no longer make Q4 2023. It will now be arriving at some point in 2024.

“We planned to spend a few months crafting this exciting addition and release it in Q4 this year. However, as we progressed, we were faced with the reality that, given the time of year, we’d need more lead time to coordinate our marketing and make the launch as exciting as it could be.”

To make up for this, the team plans to deliver some “additional content” instead, which it will share more details about soon – along with information about availability and cost.

This update follows on from the third update recently which added boat paint and more. You can catch up in our previous Nintendo Life post:

How do you feel about this DLC delay? Have you tried out Dredge on the Switch yet? Tell us below.

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Epic Insists “Mediatonic’s Work On Fall Guys Continues To Be A Company Priority”

Fall Guys
Image: Epic Games, Mediatonic

Epic Games this week laid off 16% of its workforce, with Bloomberg’s Jason Schreier suggesting the Fall Guys developer Mediatonic had been “hit very hard”.

This allegedly followed with claims elsewhere online that the entire UK-based team had been cut. Apparently, this is not the case. In a statement to our friends at VGC, an Epic Games spokesperson said Mediatonic was still intact, labelling certain initial reports “false”.

The Fortnite creator also insists “Mediatonic’s work on Fall Guys continues to be a company priority”.

According to the original Bloomberg story, two-thirds of the latest job cuts at Epic were in teams outside of “core development”. Employees who have been affected will also receive “six months of severance and health insurance, as well as accelerated stock vesting”.

One individual from Mediatonic who was impacted was director and writer Ed Fear, who said in a post on social media how devastating it was to leave behind “so many amazing Mediatonic colleagues”.

Epic says it doesn’t have any more layoffs planned and is still actively hiring in other roles. You can catch up on this story in our previous coverage here on Nintendo Life:

How do you feel about this latest update? Do you play Fall Guys on Switch? Tell us in the comments.

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Super Mario Bros. Wonder Gives Fans Another Look At The Invisibility Badge

Super Mario Bros. Wonder
Image: Nintendo

Ahead of the Super Mario Bros. Wonder launch next month, Nintendo has given fans on social media another look at the new badge system in the game. In case you missed this feature in the Mario Wonder Direct, badges can be collected throughout the game and unlock “fun new powers”.

These powers may not always 100% advantage the player, with Nintendo’s latest post on social media giving fans another look at the invisibility badge. Enemies won’t be able to see you, and in addition to this, you won’t be able to see yourself on the screen – potentially making platforming a lot harder.

Badges are split into different groups like “action badge” and “boost badge”, and only one badge can be equipped per course. Some of the ones Nintendo has already shown so far include the Parachute Cap, the floating high jump badge, and the coin reward badge where you get extra coins.

You can also earn more badges by clearing special “badge challenges” or by purchasing them from the Poplin Shop on the main map with the flower coins you collect. To learn more about Super Mario Bros. Wonder, and also see more of it, check out our Nintendo Life hands-on.

What do you think of the new badge system in Super Mario Bros. Wonder? Leave a comment below.

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Video: Another Code: Recollection Side-By-Side Graphics Comparison (Switch & DS)

Another Code
Image: Nintendo

One of the surprises of Nintendo’s recent Direct broadcast was the announcement Cing’s classic point-and-click adventure series Another Code would be getting an enhanced release on the Nintendo Switch. It will contain the 2005 DS title Another Code: Two Memories (known as Trace Memory in North America) and the 2009 sequel Another Code: R – A Journey into Lost Memories from the Wii era.

If you’re wondering just how much of an improvement the latest version is, the YouTube channel GameXplain has put together a side-by-side graphics comparison video showing the original DS release alongside the new Switch version. As you can see, this new version is a massive step up from the original. It’s also changed the perspective slightly, so the third-person camera is now directly behind the characters.

Unfortunately, there’s no side-by-side of the new game next to the Wii release, but maybe we’ll get this in time.

If you’re not familiar with this series, you’ll take on the role of Ashley Robbins who is on a journey to find out what’s happened to her parents who went missing years ago and are believed to be dead. We won’t go beyond this due to spoilers, but this collection will likely be worth a look if you’re a fan of mystery-based point-and-click gameplay, and didn’t experience the originals.

What do you think of the graphics update on this one? Leave a comment below.

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Soapbox: My Most-Played Game Of 2023 Isn’t On Switch, But It Must Be On The Cards

Before I get started, the me get this out of the way: the Switch is definitely my most-played console of the year. Between The Legend of Zelda: Tears of the Kingdom, Fire Emblem Engage and Pikmin 4 (the less said about Vampire Survivors, the better), the hundreds of hours that I have poured into Nintendo’s hybrid hardware far outweighs my time on any other console over the past nine months. But when it comes to my most-played game, it’s a different story.

You see, despite all of these wonderful offerings from Nintendo this year, the game I have come back to every single day is not on the Switch, but rather on my phone. Just in case the above video hasn’t spoilt it already, I am, of course, talking about Marvel Snap, the digital collectable card game from Second Dinner Studios and Nuverse. The title is weeks away from its one-year anniversary on 18th October and, following a successful launch of the PC version last month, I’m keeping my fingers crossed that a Switch port is on the cards. Surely?

If you have yet to hit the digital decks and you have somehow avoided those YouTube ads, I’ll provide a quick(silver) refresher. Marvel Snap is a card game where you build a deck of 12 heroes and use them to fight online opponents and win locations. On a basic level, each card has its own cost and power values and you have six turns to try to get the highest amount of power at two of the three given locations. This simple premise is given a tactical spin with each card/location’s special abilities (adding power, moving/destroying cards, swapping decks with your opponent etc.), meaning that what 12 cards you choose for your deck and how you play them is often the difference between victory and defeat.

I was a little disappointed to find that the rules weren’t quite as simple as the classic card game ‘Snap’ (come on, anyone would think it from that title) but the rewarding mechanics soon meant that I had built a deck for each and every occasion. Certain cards’ abilities directly complement those of others; for example, Moon Girl duplicates your current hand while Devil Dinosaur gains +2 power for each card you are currently holding. So putting together a deck that circulates around one specific playstyle quickly becomes the aim of the game.

Through seeing what kind of decks other players were bringing to battles, I started to build skill-specific teams of my own. My most-used lineup at the moment — which relies on movement bonus cards like Vulture and Human Torch — regularly sees me going into my last turn with my opponent ahead, only for me to pull my faithful Heimdall (which moves all of my other cards one location to the left) and get a clutch win. It might not quite be the high-octane thrills of some Fortnite-style PvP, but there is a unique rush that comes with watching those shiny cards flip.

This fast-paced gameplay loop immediately had me hooked, but it’s the nostalgia-inducing collection aspect of the experience that keeps me coming back for more. Almost every card has different art variations which can either be bought from the in-game store (microtransactions are very much present, though this is no play-to-win format) or unlocked as you level up from battling, and there are over 200 cards in total, some rarer than others. Fortunately, these are purely aesthetic differences, but not since I was opening packs of Pokémon cards on my school playing field have I felt quite so proud of my collection of shiny rectangles — albeit virtual ones this time.

The necessity for an online opponent makes this a fantastic template for the on-the-go playstyle that mobile gaming affords, but seeing Marvel Snap’s PC release back in August got me thinking that perhaps a Switch port isn’t such a pipe dream after all. It runs on Steam Deck, too! A tactical deck builder based on one of the most popular IPs in the world with a ready built-in fanbase? It’s screaming out to make the jump to Switch. Add in an accessible control scheme, collection mechanics and the PvP online component, and Marvel Snap on Switch starts to feel like a no-brainer.

Besides, Nintendo and Marvel have formed a pretty strong pairing in the past. Yes, that Midnight Suns port might well be “no longer planned”, but let’s not forget that Marvel Ultimate Alliance 3: The Black Order is a Switch exclusive and managed to sell well, despite its flaws. It’s good fun, particularly if you can get some friends together for couch co-op.

Of course, none of this is a guarantee for Marvel Snap. Still, I think that the potential for a future port is still looking bright. If a free-to-play card battler like Yu-Gi-Oh! Master Duel can make the jump, the simplicity of Marvel Snap would be a welcome addition. My Dino Deck may be limited to my phone for the time being, but I will be keeping an eager (hawk)eye on the coming weeks in the hope of a Switch transfer soon.


Would you like to see Marvel Snap on Switch? Vote in our polls below and let us know in the comments.

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Random: Booyah! Nintendo’s ‘Splatoon Base’ Site Lands New History Page With English Translation

Splatoon 3
Image: Nintendo

Nintendo has today revealed that its online base for all things Splatoon — creatively called ‘Splatoon Base‘ — is now available to read in English. What’s more, you can also check out the all-new ‘History: The Splatoon Journey’ page to see an interactive timeline of the series from its announcement in 2014 through to the present day.

It’s strange to think that Splatoon (which we still consider to be a relatively new franchise for Nintendo) is approaching 10 years since its release — hey, time flies when you’re shooting squids. Checking out the new Splatoon Base timeline, you can see just how far it has come, including being used in the Switch reveal trailer, to getting the Inklings in Mario Kart 8 Deluxe.

As well as this timeline, Nintendo’s Splatoon site also has details on the in-universe story, characters and fashion, and there is both a gallery and music section that you can check out — because if there’s one thing that the series has proven over the past decade, it’s that it has one banging soundtrack.

You can find all of this information and more by following the link to Splatoon Base in the above tweet and for a reminder of everything that is going down in the Splatlands as we currently find them, check out our coverage below.

Have you checked out Splatoon Base yet? Let us know your fondest memories of the series so far in the comments.

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Review: Gloomhaven – A Cumbersome But Deep (And Hard-As-Nails) TTRPG Adaptation

Gloomhaven Review - Screenshot 1 of
Captured on Nintendo Switch (Handheld/Undocked)

As anyone who plays board games (or with friends who like board games) can attest, an involved, TTRPG-style board game can be cumbersome. From in-depth rules and systems, it takes a while to get into Gloomhaven and introducing new players to its dense combat can make multiplayer challenging. But also like a dense board game, Gloomhaven rewards you when you put in the work to learn its rules and systems. Its deep card-based tactics gameplay shines in its many modes.

Gloomhaven blends hexagonal, grid-based tactical gameplay with a truly unique card-based battling system that’s deeply challenging, but also very rewarding once you manage to get a hold of all its moving parts. Its in-depth tutorial is largely okay at teaching you what you need to know, though not very quickly.

As far as the basics go, it’s in line with most TTRPG-style tactics games. A character or enemy’s stats will determine the turn order and things like movement, as well as attacks and other in-battle abilities. But where Gloomhaven differs is the ways those things function. Instead of attacks that work on a cooldown that goes down by turns like you’d see in games like Mario + Rabbids Kingdom Battle or Sparks of Hope, everything in Gloomhaven functions on a card-based system. Want to move across the room? That’s locked to a card. How about taking aim at a nearby enemy with a ranged attack? You’ll need the right card for that.

Gloomhaven Review - Screenshot 1 of
Captured on Nintendo Switch (Docked)

Thankfully, Gloomhaven balances out this core conceit, at the cost of some of the luck-based elements that come with playing card games. If your ears perked up when you heard ‘card-based tactics game,’ you might be disappointed. Chances are, you thought of a game like Slay the Spire, Monster Train, or the no-longer Switch-bound Marvel’s Midnight Suns, but Gloomhaven shakes things up from the standard card-battler structure in an interesting way.

Instead of drawing cards at random, you’ll start each combat encounter with a full hand of 10 cards – that’s your entire deck. There are ways to add cards to your pool, but you’re always locked to a set number of cards in your hand. With each turn, you can choose two cards from your hand and one of the two actions on each card. There’s a catch to which actions you can select, though. Each selection has to be mirroring an action on the opposite side of the other card — choosing the top action on the first card means that you need to choose the bottom action on the second card.

Gloomhaven Review - Screenshot 1 of
Captured on Nintendo Switch (Handheld/Undocked)

Because of this, selecting the right card doesn’t just boil down to which action you want to do, it also requires planning which one you’re willing to sacrifice to get the play you need. And, again, everything in Gloomhaven is tied to these actions. This helps to make each turn count, but it also makes it really challenging. Most decks make it clear enough what combinations work best with each other, but that doesn’t make planning ahead for a particularly tough battle any easier.

To make that selection even more tense, Gloomhaven’s card system doesn’t cycle cards in and out of a discard pile. Instead, once a card’s been played, it’ll usually get discarded. Any card sent to the discard pile is stuck in said pile until you rest. Resting boils down to two options: long rest and short rest. Long rest takes up a turn, but also heals a chunk of your health, while short rest just resets your hand. Either way, you’re forced to burn a card from your discard pile, completely removing it from play.

Burning cards happens in a few situations. Resting is necessary, but there are situations where you can voluntarily burn cards to escape sticky situations. Some enemy attacks can be negated by burning cards as well. It’s a great way to dangle risk in front of the player because when a combatant runs out of cards, they’re exhausted and can’t fight anymore.

Gloomhaven Review - Screenshot 1 of
Captured on Nintendo Switch (Handheld/Undocked)

Thanks to its generally short combat encounters, every single action counts – down to the smallest movement. That sense of weight can be really satisfying once you have a firm grasp over both your player characters’ individual strengths and weaknesses and the game’s mechanics, but add in overwhelming and unwieldy menus and it can also make Gloomhaven extremely difficult to get into. With only a handful of cards at your disposal in a full hand, it’s very easy to run out and be forced to end a combat encounter early. Even Gloomhaven’s normal difficulty has some serious teeth, and isn’t a great place to start out even for tactically-inclined players.

But its short battles are really well-suited to Switch’s portable nature. Once you’ve nailed the basics, it’s easy to hop in and out of Gloomhaven without needing to deal with the catching up that can often come with other tactics-driven Switch games that feature extended encounters. We found ourselves playing a few turns before bed in handheld mode in the evening, and then waking up and finishing the combat encounter in the morning.

While it feels like a good fit for the console and runs well in both handheld and docked play, you may find Gloomhaven’s load times unbearable. From resetting a turn after a mis-input to jumping into a battle, Gloomhaven loads like molasses. To make matters worse, those mis-inputs happen annoyingly often thanks to the game’s unwieldy controls, and playing a mishap where it lies doesn’t jive considering how few actions you’re afforded in any given encounter.

Gloomhaven Review - Screenshot 1 of
Captured on Nintendo Switch (Docked)

Sluggish menus feel par for the course next to Gloomhaven’s difficult-to-parse combat. In overworld navigation and combat, every action is tied to a specific button — viewing the world map or adding items to your character’s inventory, for example — and nothing can be navigated another way, like with a D-Pad or control stick. These problems wouldn’t be nearly as invasive if there were more control options or remappable buttons but touch controls and alternate options for menu and combat navigation are nowhere to be found. These menu navigation problems are most pronounced in the game’s story mode, where cycling through objectives and following quests is a true hassle.

Menu issues aside, though, Gloomhaven’s campaign is unexpectedly fleshed out. Most of the story is fully voiced, and there are tons of small, random events that can affect your experience. Maybe you’ll witness a robbery on your way to a mission and be able to either turn the thief in or aid them in their crimes for a small cut of the take. Perhaps you’ll stumble on a community event that you can participate in to help build your reputation.

These little events add a welcome, flavorful sense of roleplaying to what would otherwise be a very straightforward tactics game. Events (and their outcomes) are randomized too, meaning that you’ll almost never encounter the same situation, even if the event begins the same way. They’re brief but add so much to the game in padding out combat encounters all while stringing them together really well.

Conclusion

Gloomhaven’s gameplay is deeply challenging and dense, and it almost always manages to provide a satisfying payoff in equal measure if you are able to look past its menus and control flaws (and can stomach its load times on Switch). It isn’t for the faint of heart, but those who stick with its complex, card-centric tactical gameplay will find a great strategy game.

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Random: Unused Mario Sprites Spotted In Classic Behind-The-Scenes Footage Of Nintendo

There is a lot of retro goodness to be found in looking back on classic Nintendo coverage, and the above 1980s behind-the-scenes peek at Nintendo’s Famicom development has it all.

Recently featured in a report by the Yomiuro Telecasting Corporation News Channel, this classic coverage has it all: a look at the development of the original Super Mario Bros. and The Legend of Zelda, holding a phone receiver up to a speaker to share music samples, a young Miyamoto. If you pay close attention, you can even catch a glimpse of some cut Mario sprites — as noted on Twitter by @Area51_zek:

We get a look at some OG Piranha Plants, Sidesteppers, what we can only assume is an early Power Up flower, and even a peek at a squatter Bowser model. There is also a design for three different Mario heights, unlike the finished game’s two, and a sketch of a Gleeok in preparation for Link’s debut.

The sprites are interesting to check out, but it’s everything that is going on around them that we have found to bring us the most joy. The giant phones, the young development team, those swanky Nintendo boiler suits — there’s a good helping of retro gold dust to be found in here!

What brought you the biggest smile in the above classic coverage? Let us know in the comments.

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Check Out The First Pokémon X Hatsune Miku Crossover Song, ‘Volt Tackle’

The first ‘Pokémon X Hatsune Miku’ crossover song has been released on YouTube in its entirety, and if you’re a fan of either IP, then you’ll probably want to check it out.

The song is the first in a wider collaboration between the pair known as ‘Project Voltage’, which will eventually consist of a total of 18 tracks from different artists. This one, titled ‘Volt Tackle’, is from music producer DECO*27.

You can whack the captions on if you want to follow along with the lyrics. There are predictably lots of references to Pokémon here, both lyrically and in the music video itself.

All 18 tracks will also be accompanied by a unique illustration, and all of these are now available to view via the Project Voltage Twitter/X page.

What do you make of this Pokémon X Hatsune Miku song? Let us know your thoughts with a comment down below.

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Review: Kirby & The Amazing Mirror – Messy With Metroid Influences, Better With Buddies

Kirby & The Amazing Mirror Review - Screenshot 1 of

This review, penned by Philip J Reed — our much-missed friend and Nintendo Life contributor — was originally published in January 2012. We’re updating and republishing it to mark the game’s arrival in the Nintendo Switch Online + Expansion Pack GBA library.


We have to hand this much to Kirby & The Amazing Mirror: it certainly isn’t afraid of trying new things. We might not be totally convinced of the necessity of those things, of course, but it’s always nice to see a series attempt to expand its boundaries somewhat.

The story forges no new ground whatsoever, though, as it’s based on the standard light world/dark world dynamic that we’ve seen in so many of Nintendo’s flagship franchises by this point that it’s practically a sub-genre. Kirby’s mission is to collect the shards of a magical mirror that will allow him to seal off the dark world for good, and let Dream Land get back to… whatever it is Dream Land does when it’s not under attack by something.

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When you start playing, you’ll feel as though you’re in familiar territory: cute visuals, bouncy tunes, and some pretty standard platforming abound. Once you progress a little further, however, you’ll realise that this isn’t your standard, level-based Kirby adventure. Multiple exits adorn nearly every room, and if you find a map you can open it up and see just how convoluted the path ahead really is.

You see, within a single level you’ll fight several bosses and reach multiple goal rooms, but that doesn’t mean your work in that level is done. It’s up to you to scour every corner and unlock every secret, both of which will require much backtracking and pathfinding, giving this Kirby game a peculiar Metroid-like vibe.

This idea is appealing: Dream Land is quirky and varied enough that a looser allowance for exploration should be a good thing. In practice, though, it becomes irritating: rooms start to look the same before very long, and for most of the game you can only access certain levels through particular rooms in other levels. If you want to return somewhere to uncover a secret you couldn’t find before, you’re likely to find yourself trying every possible path until you stumble upon the right one.

The map, once you learn to read it as an abstract, is certainly helpful, but you’ll need a different map for each level. The hidden exits and alternate paths should liven up the experience somewhat, but, in actuality, it just manages to hide simple tasks behind tedious backtracking.

Kirby’s abilities shouldn’t surprise anybody who’s played a Kirby game before: he can fly, swim, inhale enemies, and steal powers. So far, so familiar. The controls feel a mite sluggish in their responsiveness, which really becomes a problem during boss fights and other fast-paced situations. There’s a slight delay between input and execution, and once that leads to a few cheap deaths you’ll come to regard it as a serious flaw.

Unfortunately, that’s not the worst of the problems with Kirby & The Amazing Mirror. One conceit is that Kirby has been split into four entities of different colours, and let’s just say that the traditional pink Kirby must have all the brains. The other three Kirbys chaotically bound about, far more irritating than they are helpful. You can’t control them, so you just need to let them dominate the screen with their antics as they steal powers you wanted, get in your way, and even budge you into enemies and hazards.

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Ostensibly, these additional three Kirbys are here to help, but good luck with that. Their AI is an embarrassment, and it’s a particular problem when you need one of them to trigger a switch, or a bomb block, or — heaven forbid — help you move something heavy by inhaling it with you. These three Kirbys do not stop moving long enough to realise you need their help, and their inclusion — and necessity — in this game drags the experience down severely. When playing multiplayer, however, each player gets to control a Kirby, and all of you work together or go off your own way and do whatever you want, even being able to go to completely opposite ends of the game world. With other people, it suddenly makes more sense (and, thankfully, the Nintendo Switch Online version enables you to play with others locally or over the internet).

It was a bizarre enough decision to give Kirby a cellphone in this game (yes, really), and the fact that he uses it to summon these rampaging nincompoops just adds insult to injury. The fact that the cellphone also has a function that causes you to exit the stage immediately makes things even worse: press the wrong button in the heat of the moment and you’re back to the start. The third or fourth time this happens, you might start to wonder why you’re bothering. We sure did.

The game’s not without its charms, though: the presentation is typically strong, with brilliant visuals and music as always. In fact, playing in short bursts can be quite fun: the classic Kirby actions of inhaling enemies and whooping them with their own weapons are as great here as they ever were. Unfortunately, the game isn’t really structured for short play sessions, what with its maze-like design and long-term goals rather than short, stage-based missions. There are a few minigames available to play which aren’t much fun solo but were largely intended for multiplayer and definitely work better with friends.

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The main appeal of the game is meant to be the exploration, and for many it will be. For us, though, the exploration doesn’t feel particularly rewarding, the constant backtracking is unintuitive and dull, and your required companions are a group of hyperactive imbeciles. Fortunately, HAL would eventually get multiple-Kirby gameplay right in Kirby Mass Attack. This time around, though, consider it one big, well-intentioned misstep.

Conclusion

Kirby & The Amazing Mirror tries to introduce a lot of new things to the series, and because of that it was destined from the start to be a divisive title. Ultimately, though, we feel that the innovations here just aren’t particularly fun — certainly not for solo players. Sluggish controls and abysmal AI for your required companions sour the experience, and exploration quickly becomes more of a chore than a reward. Kirby’s had his share of ups and downs, certainly, but this is not the game we want to remember him by.