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Review: Picross S3 – More Of The Same, But We’re Not Complaining

There are three constants in this world, it seems – Death, Taxes, and Picross sequels. Nintendo’s long-running puzzle franchise has now seen a whopping 33 entries and shows no signs of stopping, even though little has changed in the core gameplay of the main entries. But perhaps that’s the primary strength of Picross; there’s no shortage of potential nonogram puzzles one could create in the numbered grids that each game is packed with, and this is the rare sort of game that just about anyone can play. As the latest in this long lineage of puzzle games, Picross S3 is exactly the kind of game that you expect it to be – featuring hundreds of challenging nonogram puzzles that are sure to take dozens of hours to clear in their entirety – but, rather surprisingly, it also has a few surprises to set it apart from its predecessors.

For those of you who haven’t picked up one of the many predecessors, Picross puzzles are deduction challenges that could best be described as something of a cross between Minesweeper and Sudoku. Each puzzle consists of a neat grid laid out with a series of numbers affixed to its rows and columns, and these numbers tell you exactly how many squares in that row or column need to be coloured in.

Now, you can’t fill in just any square in that row or column, so the puzzle is an ongoing battle of cross-referencing different sets of numbers with each other to find overlaps, gradually processing different sections of the puzzle and eliminating possibilities until you arrive at a pixelated picture of some sort. It may sound about as fun as balancing a chequebook or doing maths homework, but there’s a dangerously addictive quality to that dopamine rush you get upon completing each puzzle and thinking “Ohhhhhhh” when you finally realize what exactly it was that you were crafting so meticulously for all this time. This is the sort of game that you sit down to play for just a few minutes only to find yourself sitting in the same position an hour later wondering where the time went.

By now, Jupiter Corporation has gotten its tutorial creation down to a science, creating an impressively approachable experience that scales perfectly according to a player’s skill level. A wealth of (skippable) tutorials are available that do an impressive job of communicating the finer points of Picross puzzles to new players, and the presence of several dozen 5×5 and 10×10 puzzles for each puzzle type ensure that new players are given plenty of time to walk before they feel ready to run. And for those that still struggle when taking on one of the intimidating 20×20, they can use a variety of assist features that – to some degree – have the game solving itself for you.

At the outset of every puzzle, a “Hint Roulette” can be used that randomly completes one row and one column of the puzzle, giving you a solid place to start going forward. During the puzzle, you can also have it set so that there are glowing blue numbers next to any row or column in which you can currently make progress, and you can even have the game directly correct you if you happen to make a mistake in filling in a square. Those that are feeling a bit more masochistic can turn all (or just some) of these features off if they so choose, making for an experience that’s truly as difficult or as breezy as you want.

It’s rather impressive, too, how much mileage Jupiter has managed to get out of this relatively basic ruleset, as there are now four distinct puzzle types to tackle. On top of the 150 standard puzzles, there’s a “Mega Picross” mode that remixes each those 150 and reimagines them with a new, more complex ruleset in which the numbers next to the grid can apply to two adjacent rows or columns. Then there’s the “Clip Picross” mode in which you complete five monstrous puzzles in a piecemeal fashion, each one being comprised of a series of smaller puzzles. You gradually unlock these smaller puzzles by completing certain puzzles in the Standard and Mega mode, so finishing each of these Clip Picross puzzles proves to be one of the most satisfying, long-term feats in Picross S3.

New to Picross S3, then, is the fourth type of puzzle which is aptly called “Color Picross”. Whereas each of the other modes sees you simply filling in all the squares with one colour, Color Picross puzzles see you usually using three or four colours at a time. It may seem like a relatively small change, but this proves to make an enormous difference in how each puzzle is solved, easily making these the most complicated and challenging puzzles the series has offered to date. It’s no longer a simple binary matter of whether or not that particular square should be filled in, the question now also extends to which colour that square should be filled in with, if at all. Once again, the tutorials do a great job of communicating the rules, but it definitely takes quite a few tries before you can finally wrap your head around what these puzzles ask of you. Once it clicks, these Color Picross puzzles prove to be the most rewarding that Picross S3 has to offer; completing each one creates feels like an accomplishment in a special new way that the other, one colour puzzles just can’t touch.

From a presentation perspective, Picross S3 sticks to the minimalist, futuristic look that has served the last several entries in the series so well. Each puzzle is well-drawn in terms of the spritework, though the quality does notably improve as the resolution of the image is raised; this obviously goes without saying, but a mushroom drawn in a 5×5 grid simply requires more imagination to ‘see’ than something drawn in 20×20, simply due to the high pixel count. Aside from that, the ‘diamond’ aesthetic that defines the soft backgrounds and bold text is pleasing to the eye, perfectly fitting the kind of vibe that a relaxing puzzle game should go for. To match all this, the soundtrack similarly has a pleasing and subtle tone to it, though we were a bit surprised at the slightly higher ambition present here. Rather than simply focusing on jazzy muzak, this soundtrack branches out a little into chiptune and folk; nothing groundbreaking, but the uptick in variety is welcome given how long you’ll be spending with some of these puzzles.

This being a Picross game, replayability is all but guaranteed, but it also hinges on just how enamoured you are with the core concept of the puzzle-solving. There are several hundred puzzles on offer here, spread out across four different modes, which should take you several hours to complete if you’re just going for completion. Then, of course, there’s a star offered for each puzzle if you can manage to clear it without using any assist features, which is sure to significantly bump up the playtime if you choose to go for that ‘100%’. On top of all this, you can also have a friend join in for some local co-op, opening the door to some light competition as the game tracks how many squares each player has filled.

Conclusion

At the end of the day, you probably already know if you’re going to pick up this game or not; Picross S3 hasn’t changed much from its predecessor and the same will likely be said about the inevitable Picross S4. That being said, we especially enjoyed the introduction of the Color Picross mode here, as it notably builds on the foundation of Picross in interesting and challenging ways, bringing something new to the arguably stale formula. Picross S3 is easily the best entry in the series on the Switch and it’s one that we can easily recommend to both fans and newcomers alike. Naturally, those of you that have played the previous games will want to take a minute to ask yourself if you’re down for another few hundred Picross puzzles, but this represents the most bang for your buck in this Switch sub-series yet and stands as an excellent example of how to do a puzzle game right.

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Talking Point: Not Appealing To Gamers First Is A Dangerous Strategy For The Sonic Movie

Stretch

“Every hero has a Genesis,” the trailer tells us. Unfortunately, we’re not convinced anybody at Paramount has ever even seen one. Whether you’re a fan of the blue hedgehog’s original Sega Genesis/Mega Drive oeuvre, partial to his brave strides into the third dimension on Dreamcast or have been keeping up with his latest exploits across all platforms in the modern era, anybody who holds him in high esteem likely watched today’s reveal for the upcoming live-action Sonic the Hedgehog film through their fingers in absolute horror. Regardless of which era you’re a fan of, the version coming to cinema screens in November doesn’t appear to please anyone who’s ever enjoyed a platformer starring Sega’s mascot.

Perhaps his timing is simply bad. The imminent release of Detective Pikachu and the deluge of media accompanying it leads to inevitable comparisons between the two video gaming franchise movies, but where the Pokémon film and its design has met with much praise after initial shock at the Pokémon’s ‘fur’, it’s tough to find anyone who thinks that Sonic looks like anything but a nightmare.

The trailer, reproduced above for your ‘pleasure’, puts the blue speed demon against a backdrop of resolutely bland environments, with most of its two minutes and forty-seven second runtime accompanied by Coolio’s classic ‘Gangster’s Paradise’. Why? Well, the why of it all seems to get a little lost. Are they trying to evoke some sort of mid-90s atmosphere, perhaps? Does it tie in lyrically to the movie or trailer in any way at all like The Turtles’ ‘Happy Together’ does in the Detective Pikachu trailer? Unless there’s some big plot point they’re keeping under wraps, it doesn’t appear so. It seems like somebody misheard a request for a ‘cool’ song and Coolio thusly found a cheque in his mailbox.

The soundtrack is the least of our worries as Sonic enthusiasts, though. 2D traditionalists for whom Sonic Mania is the first ‘true’ Sonic game since 1994’s Sonic & Knuckles will likely take one look at this ill-proportioned, half-scrawled napkin-sketch of a character and run a mile, but even fans of his lankier modern look must feel horrified at what the movie’s designers have produced. Personally, we’re partial to the blue hedgehog’s original guise – the plucky little guy with ‘tude and a rotund belly that (silently) raced through twisting glades and mystic caves to battle Robotnik – but despite losing a few pounds around the midriff, movie Sonic shares little in common with the hedgehog seen in the modern games, either. His response of “Er…, meow?” when James Marsden’s cop bursts in on him seems like an admission that somebody cocked up the character design.

FootTap

Let’s (for a moment) give them the benefit of the doubt! Sonic’s never looked much like a hedgehog, and his design was famously modelled on Felix the Cat – perhaps that “meow” is actually a real ‘deep cut’ for fans to pick up on. No? Anyone?

Okay. But let’s not forget that the reaction to the ‘furry’ Pokémon in the Detective Pikachu trailer wasn’t universally positive in the beginning. As we’ve seen more and more of the ‘mon revealed over the last few months, it’s become clear that their design blends very well with the real-world setting of the film. There’s a coherency there between all of the Pocket Monsters and, perhaps more significantly, it hones very closely to the source material. Say what you like about the fur, each and every Pokémon we’ve seen stays meticulously true to its original silhouette and design in the video games. Change the colour of any of them and they’d still be recognisably Jigglypuff or Bulbasaur or Charizard.

Conversely, if you made this version of Sonic red, for example, would you even be able to recognise the character? Would the human body shape of the silhouette make you think of video gaming legend Sonic the Hedgehog if it hadn’t been seared into your nightmares since the initial teaser reveal? Movie Sonic feels like Paramount thought they could save money by putting a CG head on a guy in a suit, or maybe make money on Halloween costumes. He’s what you’d get if you gave crayons to an alien and told them to draw a blue dude with spines and red shoes. Tell the same alien to draw a mouse with big ears, red shorts and yellow shoes and they’d produce something similarly off-model. There’s no evidence of respect for the shape, form or anything at all related to the video game character’s classic design. ‘Blue hedgehog thing, red shoes, fast – go!’

Look! Green Hills! Because that's a Sonic thing, right?
Look! Green Hills! Because that’s a Sonic thing, right?

The thing is, though, we wonder how somebody who had no connection to the games – with no deep history or love for the character – would feel after watching the trailer. How would they compare it to, say, the Detective Pikachu trailer? After all, there are more similarities than we might care to admit. Both of them feature ‘photorealistic’ animals in a real-world setting; obnoxious furry things which wisecrack. With Pikachu voiced by Ryan ‘Deadpool’ Reynolds, how is this motormouth any different?

Both trailers follow the same tired formula that every action-comedy follows (Music-Music-Stop-Gag-Music-Slow Motion Bit-Music) and both feature jokes which come off as average, at best. Jim Carrey’s continual interruption of the army man brought to mind Doctor Evil silencing his son in Austin Powers and feels pretty weak, but the same could be said of the ‘shove it’ Mr Mime gag in Detective Pikachu. We thought you were supposed to put your best jokes in the trailer?! Let’s hope that both films are less conventional than these snippets suggest.

Early whispers regarding the Pokémon film are very positive and we’re confident that it’ll be entertaining at the very least. Who knows – perhaps Sonic the Motion Picture will be an absolute masterpiece of the cinematic medium. As gamers, we may look at the trailer and weep, but how it will go down with the non-gaming public is difficult to judge. While Pokémon is undoubtedly the bigger property in business terms, our gran couldn’t point to Pikachu in a lineup, but show her a picture of a blue hedgehog and she’ll know he’s called Sonic and she’ll know that he runs.

Squint and you can almost imagine that it doesn't look rubbish.
Squint and you can almost imagine that it doesn’t look rubbish.

We doubt that Paramount is targeting our gran or ‘the grey pound’ in general, but the point is that Sonic carries a brand-recognition factor which arguably matches Pokémon, even in a post-Pokémon Go world. Whether ‘broad recognition’ translates to ‘broad appeal’ is another question, but if you showed non-gamers the two trailers side-by-side, we’re not sure they’d notice a vast gulf in quality. Will they go through existential angst trying to divine the reason Gangster’s Paradise is in the trailer? Hell no – it’s just a great tune! It will largely depend what other movies are releasing alongside this one, but if enough non-gaming cinemagoers recognise that blue monstrosity as Sonic and take a punt, perhaps it won’t be the colossal bomb we’re all predicting on the evidence of the first trailer.

It’s a gamble, though. Detective Pikachu feels like it’s pleasing gamers first and then hoping to attract a larger audience on the strength of Pokémon Go’s success and Ryan Reynolds’ box office charm. Whether or not that’s true, Warner Bros.’ approach feels less cynical – it seems like the filmmakers genuinely care about the source material and the studio has let them get on with making the thing.

Paramount seems to have taken a different route with Sonic, ejecting or completely reworking many things the gaming audience hold dear in the hopes of a wider appeal from the off. It feels like it’s been focus-tested to death, dissected by executives who’ve never heard of Yuji Naka or Hirokazu Yasuhara or Masato Nakamura. We’ve seen the results of this before in numerous disappointing video game movie adaptations – need we mention the fundamental missteps of the Super Mario Bros. movie or Street Fighter (the 1994 one or the 2009 version – take your pick)? There are countless examples of missing the point. By alienating actual gamers this film runs the risk of falling into the chasm between an audience that actively avoids it and the masses that see nothing to indicate what the fuss is about and couldn’t care less. We’ll see in November if that gamble pays off and if this attracts non-gamers, but we’re not holding our breath. A glimpse of the ‘proper’ Robotnik and some giant mushrooms in the dying seconds was, for us, possibly the best thing the trailer had to offer.

Robuttnik

Everything else, though? My word – what were they thinking?!

What do you think? Have we missed any redeeming features? Or did you – and this is perfectly fine – like the trailer? Let us know with a comment.

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Three New Pokémon GO Legendaries Have Mysteriously Started Spawning In The Wild

Pokgo

Breaking the usual trend of releasing new legendary Pokémon through Raids or Research Breakthrough tasks, Pokémon GO has now added three new legendary monsters which can all be found in the wild.

If your ‘Who’s That Pokémon?’-style silhouette guessing skills need a little bit of work, the Pokémon teased in the image are Uxie, Mesprit, and Azelf, the three lake guardian Pokémon first introduced in Pokémon Diamond & Pearl.

If you’re lucky, you’ll bump into one of these three legendary critters on your travels, without the need to take part in any special events. As Serebii reports, however, the encounters appear to be pretty rare and each one seems to be tied to a particular region. Azelf is reportedly only spawning across the Americas, Mesprit is popping up in Europe, and Uxie has only been found in Japan. Serebii also notes that the three Pokémon seem to spawn near bodies of water, which would make sense given the lore surrounding them.

Are you still on a quest to catch ’em all in Pokémon GO? Think you’ll bump into your region’s legendary? As ever, let us know down below.

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Meow Motors Is A New Switch Racer Just Like Mario Kart, But With Lots More Cats

If you’re anything like us, you’ll probably love Mario Kart and cats in almost equal measure. If that does happen to apply to you, wait until you see Meow Motors.

The game has you taking to the track to play as one of a dozen colourful cats, all of which are said to be memorable for their “different characteristics and unique personalities”. You’ll need to overcome various difficulties on each track such as drifting through mines and bombs, stop and slow down your competitors by blasting them with bubble gum and other weapons, and even gather power-ups along the way. Your usual kart racer setup, then.

At present, the game has a “very positive” rating on Steam where it launched just a few months ago. Here are some features:

– Dynamic gameplay that has three different modes: circle races, drifts and ‘strike’ mode
– 20 different tracks where kitties will compete
– 10 kitties with unique abilities that will help you gain an advantage
– 10 power-ups with unique effects to defeat your competitors
– Charge your power-ups and get a more powerful effect!
– Overtake opponents, drift and get bonuses for it.

A Nintendo listing for the game reveals that it’ll be launching on Switch on 8th May. At present, the game only appears on the North American version of the site (where it will apparently cost $14.99).

What do you think? A purrfect Mario Kart-alike for those on a budget? Knock all of our possessions off the table in the comment section below.

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Mystery Visual Novel Root Letter: Last Answer Heads To Switch With New Live-Action Mode

PQube and developer Kadokawa Games have announced that mystery visual novel Root Letter: Last Answer will be coming to Nintendo Switch later this year.

The version we’re set to receive on Switch will be an enhanced release of the investigation story which was launched on other platforms in 2016. It’ll include a new epilogue, gameplay improvements, and a brand new live-action mode, turning all the hand-drawn moments into reenacted scenes. You can see a glimpse of this in the trailer above.

If this looks like it might be your thing, here’s a quick blurb taken from a press release today:

“15 years have passed since your correspondence with your pen friend Aya Fumino. While you moved on with your life, a confession of murder left in her last letter now resurfaces. Travel to Aya’s hometown and discover what happened to her. Her friends may know the truth but none of them seem willing to let you delve into the past. Are they responsible for her disappearance?”

PQube says that the original version is “one of the most successful visual novels of all time”, selling more than 500,000 copies in the west. The all-new live-action mode can be activated at any time from the title screen; you can see a quick comparison of the original in-game footage and the new live-action shots below.

RootLetter

Are you a visual novel fan? Are you liking the live-action twist? Let us know if this one’s going on your Switch wishlist with a comment below.

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Starlink: Battle For Atlas’ Huge Crimson Moon Update Is Now Live

It was only last week when we first heard about Starlink: Battle for Atlas’ major Crimson Moon update, but all of the promised content is now well and truly here. If you own a copy of the game, make sure to update it to the latest version.

Ubisoft has shared the full patch notes for the update (including the additional, paid Star Fox content which is now available on Switch for $11.99). It’s quite a lengthy read, but we’ve got everything you need to know below. Oh, and the Switch version’s patch is 8.96 GB in size.

NEW WORLD: CRIMSON MOON

The Crimson Moon has decloaked in Atlas!
Discover this new location upon the completion of the ship modding tutorial in Act 2.

NEW FACTION ACTIVITIES

The Coliseum (Outlaw Faction Story)
Enter the Outlaw arena and face waves of enemies in the Crimson Coliseum! In order to access this activity, you need to complete the ship modding tutorial in Act 2. Visit the Fortune’s Rest outpost on the Crimson Moon and interact with the hologram billboard of Fortune, selecting the “Champion of the Outlaws”.

The Outlaws challenge you to compete in the Crimson Coliseum:
• Brawl mode
• Laserdrome mode
• Champion Battle mode
• Gauntlet mode (not for the faint of heart)

Atlas Most Wanted (Prospector Faction Story)
Hunt down the most wanted Outlaw criminals and claim their bounties by checking in with the Prospectors! This activity is unlocked after completing the “Building Blocks” objective in Act 3. Visit the Fortune’s Rest outpost on the Crimson Moon, interact with the hologram billboard and select “Atlas’s Most Wanted” to unlock Bounty Hunting.

The Forge of Atlas (Expedition Faction Story)
Investigate the secrets of Atlas by solving ancient puzzles and discover the location of the Celestial Anvil in a series of Expedition activities! It unlocks upon completion of the ship modding tutorial in Act 2. Interact with the hologram billboard of the Fortune and select “The Forge of Atlas” to begin the Expedition Story.

RACES
Visit the Fortune’s Rest outpost on the Crimson Moon, interact with the hologram billboard and select “Racing” from the “Crimson Moon Missions” to compete against the most dangerous pilots in the star system! Make sure to complete the ship modding tutorial in Act 2 in order to unlock this activity.
There are four racetracks to test your speed and handling:
• Phantasm Chasm
• Paradise
• Wardens’ Pilgrimage
• Foundry of Kings

PAINT JOBS
Customize your starship with paint jobs, obtainable after completing activities in the Crimson Moon update!
Paint jobs can be applied through the Ships Mods screen.
There are over 100 Paint Jobs to collect – can you find them all?

NEW ENEMY UNITS
Prepare to face new outlaw enemies! Unlocked in Act 3, these enemies will occasionally spawn from the outlaw turrets at the shipwrecks.
• Wanted Outlaws have escaped imprisonment
• Outlaw Sloop Tanks have been wreaking havoc on the Expedition across Atlas
• Outlaw Battle-Mechs have been destroying Prospector settlements across Atlas

NEW “STAR” DIFFICULTY AND ENEMY SCALING
We are introducing a new difficulty level which will display stars instead of the enemy level. Enemies will be scaled according to the equipped pilot’s level.

NEW MECHANICS
• Unlock the Grappler to capture Wanted Outlaws
• Decipher Electral energy rifts to learn about the history of Atlas
• Use Shield Ram to knock enemies into next week

ECONOMY
• Collect the Outlaw currency Cogs to purchase exclusive items on the Crimson Moon
• Cogs can be acquired by defeating Outlaws and completing Crimson Moon activities
• Collect Trophies by completing activities throughout Atlas
• Trophies can be turned in on the Crimson Moon in exchange for various rewards

LEADERBOARDS
Set your best score and compare it with other players with the online Leaderboards! In order to access the Leaderboards, sign in to Ubisoft Club and check the Social Tab in the main menu. You can find the Global and Friends Leaderboards, which are available for races and Crimson Coliseum modes.

WEEKLY CHALLENGES
Complete a series of weekly challenges and earn a variety of rewards, including time-limited trials of different digital weapons! Make sure to sign in to Ubisoft Club, navigate the Social Tab and accept the three weekly challenges!

RE-MAPPABLE CONTROLS ON PC | CONTROLS SWAP ON CONSOLE
One of the most requested features from the Community, we’re pleased to announce you can fully customize controls on PC.
On console, players will be able to swap controls for Boost and Hyperdrive from the options menu.

NEW PILOTS, SHIPS AND WEAPONS *Requires purchase*

New Pilots:
Galla, Fern, Rankor, Haywire, Startail
– Peppy *Nintendo Switch Exclusive*
– Falco *Nintendo Switch Exclusive*
– Slippy *Nintendo Switch Exclusive*

New Ships:
Vigilance (Galla’s ship), Vantage (Fern’s ship), Skullscream (Rankor’s Ship)

New Weapons:
Jaunt, Tidal Wave, Ice Mine, Fury Cannon, Volcano MK.2, Imploder MK.2, Levitator MK.2, Nullifier MK.2

NEW STAR FOX MISSIONS (NINTENDO SWITCH EXCLUSIVE) *Requires purchase*
Play as Falco, Peppy and Slippy in a series of missions to hunt down Star Wolf’s lieutenants Andrew, Pigma and Leon, after completing the main Star Fox story missions. Go to Fortune’s Rest outpost on the Crimson Moon, interact with the hologram billboard of Fortune and select “A Star Fox Reunion” in order to start!

BUG FIXES
• [Switch] Fixed Cargo Shuttle wreckage not appearing in game but shown on map.
• [All Consoles] New Imp Hives will spawn even if the player has destroyed all the imp hives at 100% exploration on every planet.
• [All Consoles] Various other bug & crash fixes.

If you want to see some of the Crimson Moon content in action, you might want to check out this video below from Nintendo Minute. Hosts Kit and Krysta recently took a trip to Ubisoft to go hands-on with the new world and racing mode now available thanks to the update.

Will you be checking out the Crimson Moon update? Are you glad that Ubisoft is still adding more and more content to the game? Let us know in the comments.

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Snack World: The Dungeon Crawl Gold Rated By The Australian Classification Board

The Snack World

Last month, we found out Level-5’s video game and television series The Snack World was a little bit closer to a western release when the localisation company 3Beep revealed it was working with the Japanese developer and publisher on English translations.

In the latest development, a rating has now appeared on the Australian Classification Board. This mature rating is for Snack World: The Dungeon Crawl Gold, which is seemingly the English title for The Snack World: Trejarers Gold – an enhanced version of the original 3DS role-playing game released on Nintendo Switch in 2017. Take a look below:

If you haven’t heard about this series before, here’s a description and game trailer:

SNACK WORLD is a nutty place where mythology, fairy tales, and technology are fusion fare! When an evil mogul wrongs the young hero Chup, the boy and his bite-sized crew embark on an epic adventure of serving just deserts to the giant jerk.

Have you been waiting for this game to be localised? Do you like the look of the trailer? Tell us in the comments.

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Team Sonic Racing Is The Same Experience Across All Platforms

Team Sonic Racing

When it comes to multi-platform video game releases, certain systems often receive bonus content such as extra items, exclusive characters and additional modes. When Sega’s Team Sonic Racing arrives on the Nintendo Switch, PlayStation 4, Xbox One and PC in May, there won’t be any favouritism.

During an interview with the lovely folks over at Vooks.net, Team Sonic Racing Producer Takashi Iizuka explained how the aim was to provide the same experience for all platforms:

“Our goal is providing the same experience to any users. Therefore, there are no Switch specific features in Team Sonic Racing. But Switch users have a benefit to be able to bring and play this game anywhere.”

As noted, apart from the fact the Switch version can be played anywhere, it won’t have any specific features. Fingers crossed the performance of this particular version is also the same as other platforms – or at least similar.

Are you glad to hear Team Sonic Racing will be the same experience on all platforms? What are your thoughts about platform-specific content? Are you excited about the release of this game or will you be sticking with Mario Kart? Tell us down below.

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Gearbox’s Randy Pitchford Would “Love” To See Borderlands On Switch

Borderlands 2

Prior to PAX East 2019, Gearbox Software began teasing a series of images on its Twitter account. A number of these pixelated uploads were identified as Borderlands 2 at the time, leading fans to believe the game would be revealed for the Nintendo Switch. Instead, Gearbox went on to announce Bulletstorm: Duke of Switch Edition.

It’s left many Borderlands enthusiasts wondering if these games will ever be released on Nintendo’s hybrid platform. When asked on Twitter recently if there was any chance the looter shooter would make its way across to the Switch, Gearbox boss Randy Pitchford said he would “love” to see it happen. Here’s the full exchange:

While we won’t get our hopes up for the latest entry in the series, the first or second game would be great fun to play on the go. Of course, as previously noted, the second entry in the series has already been released as a portable experience on PlayStation Vita and Shield hardware.

Would you like to see Borderlands eventually make its way across to the Switch? Will you be picking up Bulletstorm this summer? Tell us down in the comments.

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Troubled Genesis Brawler Paprium Is Apparently Back On Track

Remember Paprium? Developed by Watermelon — the studio behind the excellent Pier Solar — this side-scrolling fighter was supposed to launch on the Sega Genesis / Mega Drive some time ago, funded by pre-orders pledged by the many fans desperate to see a new Streets of Rage-style brawler come to the classic 16-bit system.

Unfortunately, the release window was missed and stories of Paprium’s troubled development began to emerge. Last year, a launch party was held which didn’t actually launch anything, a rather laughable event which sums up Paprium’s life so far.

However, it seems that the project is back on track, at least according to lead artist Luis Martins. Martins actually completed his work on the game some time ago, and was the person who spoke to us when we were trying to unearth exactly what was going on with the game.

Martins has now tweeted that he has made contact with Gwenael Godde (aka Fonzie, WaterMelon’s Creative Director) and that production is complete:

While this is obviously positive news, those who backed Paprium have been here before, and will rightly want to see more evidence before they get too excited. Needless to say, we’re digging and will hopefully have more info soon.