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Save Chefs From Crazy Bunnies In Radical Rabbit Stew, Coming To Switch Next Year

Publisher Sold Out has today announced a partnership with Pugstorm which will see action-arcade game, Radical Rabbit Stew, launch on Switch and other platforms next year.

With its 2020 release date obviously a little while away, we’re told that more details will be shared later this year, but we do have a quick description and a collection of screenshots for you to check out below.

Make rabbit stew! In space!! Grab your trusty spoon and prod those crazy rabbits into saucepans to free the space chefs. But think fast or the bunnies will gobble you up! With bite-size ‘pick-up & play’ action, award-winning puzzles, juicy pixel graphics and a delicious soundtrack, Radical Rabbit Stew is a hare raising action-arcade game perfect for new players and 16-bit retro fans alike.

An early demo of the Switch version is set to be playable at PAX East this week, alongside Sold Out’s Nintendogs-like release, Little Friends: Dogs & Cats. Katie Clark, Product Manager at Sold Out, has shared the following in a press release:

“We’re so excited to be working with Pugstorm on Radical Rabbit Stew and were thrilled to see such a huge response to the announcement that we would be bringing Little Friends: Dogs & Cats to the west. We can’t wait for fans to go hands-on with both games at PAX East in the coming weeks!”

Do you like what you see from the trailer above? Will you be keeping an eye out for more news on this one going forward? Let us know in the comments below.

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SNK’s Samurai Shodown Reboot Slashes Its Way Onto Switch In Q4 2019

SNK has confirmed that its Samurai Shodown reboot will be coming to Nintendo Switch in Q4 2019, slightly after the release of the PS4 and Xbox One versions.

Powered by Epic’s Unreal Engine 4, the title is set in-between the events of the original Samurai Shodown and its fifth mainline entry. 16 fighters will make the cut, with 13 of those being returning characters and three being brand new. More fighters are expected to be added via DLC.

The game will be at PAX East 2019, which runs at the end of this month. SNK will be hosting a panel at the event entitled ‘Samurai Shodown: Resurrecting a Legend’, which will feature producer Yasuyuki Oda, director Nobuyuki Kuroki, and original Samurai Shodown director Yasushi Adachi.

Here’s some PR:

About

After more than a decade, Samurai Shodown is back! SNK is rebooting one of its most successful series, carrying on the legacy of past titles with a new game that retains the same thrilling battles of past titles in a graphically advanced package. Samurai Shodown’s gameplay is driven by the tense atmosphere of being one strike away from death, and the exhilaration of defeating an opponent with overwhelming power and attacks. Taking place between the events of the original game and Samurai Shodown V, the new game carries on the legacy of the one true weapon-based fighter.

Key Features

+ Exhilarating Weapons-Based Combat – Samurai Shodown carries on the legacy of the tense battles the series is known for, where players are always one strike away from death, and one powerful attack away from victory.
+ Evolving the Presentation – Using the power of Unreal Engine 4, SNK is able to modernize the unique atmosphere and setting of past titles in a gorgeously artistic package that achieves a detail and graphical quality like never before.
+ Unique Cast of Returning and New Warriors – Samurai Shodown welcomes back iconic characters from past iterations, including the swordsman Haohmaru, his rivals Ukyo and Genjuro, the shrine maiden Nakoruru, and fan-favorite Galford. The starting roster will include a total of 16 characters—13 veterans and three newcomers to the franchise.
+ All New Gameplay – Carrying on some of the key fighting mechanics that made the series popular, such as the Rage Gauge, Rage Explosion, Sword Clash and more, Samurai Shodown will also include several new techniques, including a powerful, one-time use attack from each character called the Super Special Move.
+ Revolutionary New AI System – Titled Dojo Mode, SNK has developed a proprietary AI system that learns from player patterns and creates a specific Ghost clone from that data. With this system, players can fight against their own Ghost or take on the Ghosts of top players in mock battles

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Random: Deal With Any Climate In Zelda: Breath Of The Wild With This Game-Changing Glitch

Breath Of The Wild IMG

Tired of having to swap Link’s gear every time you enter a different environment in The Legend of Zelda: Breath of the Wild? If you are, then this glitch might be of interest to you.

The ‘Apparatus Storage’ bug not only allows you to max out Link’s hearts and stamina, but also makes you immune to extreme temperatures, weather, and environmental effects. With this glitch, you’ll no longer have to worry about changing your armour regularly or using elixirs. It also makes you immune to elemental attacks and weakens damage dealt by powerful enemies such as Guardians. It’s as if Link is wearing all of his outfits at once.

You can see a demonstration of glitch in the video below. The bug will last until you warp or reload your save file.

For more information about this glitch, what else it can do and how exactly to activate it, visit Gaming Reinvented.

Will you be trying this out yourself? Are you still playing Breath of the Wild on a regular basis? Tell us down below.

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Random: Sonic The Hedgehog Creator Yuji Naka Thinks Nintendo Has Changed

Yuji Naka IMG

Now that we know Brace Yourself Games is working on a cross-over between Crypt of the NecroDancer and The Legend of Zelda series, it has raised questions about what else could be on the horizon.

When the Sonic The Hedgehog creator Yuji Naka first found out about an indie developer working with one of Nintendo’s most iconic series of all-time, he took to social media to reflect on his own experiences with the Japanese video game giant.

According to NintendoSoup, Naka explained how Cadence of Hyrule reminded him of a time when he asked Nintendo if he could borrow Mario for a game and was denied. Now, after the recent Nindie Direct announcement, Naka feels as if Nintendo has changed a lot.

Do you agree with Sonic’s creator? Would you like to see more indie developers working with Nintendo’s IP in the future? Tell us down in the comments.

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It Looks Like Hi-Rez Studios Is Bringing Realm Royale To The Nintendo Switch

Fantasy Fortnite

Realm Royale

At the beginning of February, it was discovered Hi-Rez Studios was likely releasing its free-to-play multiplayer fantasy title Realm Royale on the Switch in the near future.

If the previous findings weren’t already convincing enough, dataminers have now uncovered even more evidence of a possible Nintendo release. A Switch “Alpha Pack” has been spotted within the game’s files along with a 3D model of an incomplete “Nintendo Switch Chicken”:

Nintendo Switch Chicken IMG

As we’ve already noted, Realm Royale started out as a spin-off to Paladins and was released in June last year on the PC. It was then made available a couple of months later on the PlayStation 4 and Xbox One. The game has been inspired by titles such as Fortnite, where multiple players drop into a large arena and fight to be the last one standing.

Hi-Rez has previously released Paladins and SMITE on the Switch. Both of these games were confirmed for the platform after dataminers discovered Nintendo references within the game files.

Is this a game you would be interested in playing on the Switch? Tell us below.

[via nintendoeverything.com]

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Rumour: New Persona 5 Trailer Connected To Recent Smash Bros. Ultimate Datamine

Persona 5 IMG1

Persona 5 R is now officially known as Persona 5: The Royal, after a short teaser commercial for the upcoming PlayStation 4 game aired during the latest episode of the animated series.

While there was no mention of the new Atlus game being released on the Nintendo Switch, there is believed to be a link between this latest trailer and Super Smash Bros. Ultimate.

Last month, dataminer Dr. HyperCake discovered a text string in Ultimate referencing “Jane” with “pony_hair” and “Jack” (allegedly the code name for the DLC character Joker).

View the latest Persona 5 trailer below and you’ll notice it features a mysterious female with what is being described as a “ponytail” hairstyle. There’s now speculation this could be an alternate costume for Joker in Smash Bros. Ultimate.

Joker is expected to arrive in Super Smash Bros. Ultimate before the end of April. The next information about Persona 5: The Royal will be shared on 24th April at the Persona Super Live 2019 concert.

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Professor Layton And The Curious Village Appears To Be Making The Switch

Prof Layton And Luke.original

Last time we heard about the 2007 Nintendo DS release Professor Layton and the Curious Village, was when it was discovered the classic story-driven puzzle game by Level-5 was being ported across to Android and iOS.

Now, according to a listing on the G4F Localisation website, Professor Layton’s original outing is on its way to the Nintendo Switch. The webpage makes mention of an Italian, German and Spanish translation by Native Prime.

This listing makes a lot of sense when the same website mentions a localisation for the Switch version of Layton’s Mystery Journey: Katrielle and the Millionaires Conspiracy, which was rated by the Australian Classification Board in February and released in Japan last year.

Would you like to replay these Professor Layton games on the Nintendo Switch? Tell us down in the comments.

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Feature: GoldenEye Dev David Doak On Shaking (And Stirring) The FPS Genre On Console

Goldeneye 007

You couldn’t escape it. It was here, rife and potent. It ploughed a path through conventional gaming conversations from the casuals to the parents of gamers that had to put up with the noise, the screaming and the not going to bed because if you didn’t kill John with thirty-seven remote mines stuck to the toilet door in The Facility, well, what was the point of going on with life?

All anybody talked about was how good you were at the game or how you defeated three other people with ‘Slappers Only’ in The Archives. A random person would talk to you at the bus stop on the way to school, explaining how they ‘sniped’ their friend’s bonce as he peered his head out of one of the balconies in Complex.

Your mum, going about her normal day, tending to your every need whilst you festered on the floor in your School Uniform, complete with tie, blazer and a pair of worn-out Kickers in front of a gamma ray-soaked CRT television on a Sunday because that’s where you fell on Friday afternoon after school, would ask you if you have cleared Train on Double ‘Oh’ Agent yet , whilst politely asking you to stop shooting Robbie Coltrane and Sean Bean in the knees.

David today, with a perfect 'mugshot'
David today, with a perfect ‘mugshot’

If you owned it, you played. If you didn’t own it, you played it at somebody’s else’s house. If you didn’t like it, you still played it. If you loved it but there was no space on the screen for you to inflict revenge or casual violence, then you waited. The planned, plotted. The wait was key to defeating Barry, who had taken your title as ‘Supreme Camper’ and wouldn’t abide by the bedroom or front room rules of multilayer etiquette.

If you had no one to play with and you had finished the game over and over, unlocking everything possible, you handed a controller to your Dad, Nan or the pet Terrapin. It didn’t matter. Nothing mattered now. This was all that mattered. It decided who made dinner. Who made the tea. Who goes to the shop for snacks. Who bought the beer. Who chose the music. Who chose the next level and weapon layout, cheats and loudness of the TV. It was all. It was everywhere. It was relentless, unforgiving, like a cult or some crazy equivalent of a modern-day social media trend or viral pandemic; try as you might, you couldn’t escape it.

It was, of course, GoldenEye 007 on the Nintendo 64 – and quite frankly if it didn’t exist, the N64 in the UK would have struggled for credibility and justification of ownership form the off. While Super Mario 64 was the console’s killer app in the eyes of many, just as many other players picked up the system to play this groundbreakingly brilliant FPS.

To find out what it was like to work on such a seminal piece of gaming history, we spoke to David Doak, once of Rare Ltd. You may remember him as the helpful scientist who gave you the decoder to open the bottling room door, but in real life it was the writer for the N64 mega-hit, and he still remembers what it was like to see all of that hard work pay off in the shape of one of the generation’s most lauded titles.


Nintendo Life: Do you remember the exact moment when the game was released? Was there apprehension between the team, including yourself?

David Doak: Things were quite different back then because there was a significant lag – a month, perhaps – between ‘going gold’ and commercial retail release, due to the time required for cartridge manufacture and distribution. Also there were a number of master versions – firstly US/NTSC, then JAP and EUR/PAL, which were spread out over the late summer of 1997. The time in the lead up to getting ‘gold master approval’ for the initial US/NTSC was very fraught. It was our first big ‘game is done!’ moment – so lots of excitement about finally getting there, but also a lot of trepidation. The initial cartridge run was probably less than 100,000 units (I’m guessing) – it wouldn’t have been great to have left some game-breaking bug in there!

David with Martin Hollis© David Doak
David with Martin Hollis

I don’t have clear memories of the exact public retail release date. There was definitely a fair amount of apprehension because we really had no idea how well it would be received. By way of context, we knew that the game had been very popular in testing – particularly after feedback from NoA / Treehouse – and with the other teams at Rare (there was even an internal trade in illicit multiplayer ROMs), but the public showing at E3 1997 hadn’t set the world on fire. The critical feedback was also not immediate – again, there was a lag, certainly for print reviews, and online was still relatively niche.

In 1997 at Rare, there was one machine with direct internet access (in a locked room!) and I would regularly check to see if reviews had come out, and I particularly remember reading IGN’s very positive review by Doug Perry. Later, the UK print review in EDGE magazine was another big sigh of relief, and something that mattered a lot to us on the team because it was so respected.

Do you ever find yourself in a situation where somebody is talking about the game, but has no idea you were involved in its creation?

It’s not that unusual, particularly if I’ve just got into a casual discussion about games with someone I’ve met in a different context. It’s almost always fun though, because the game is so well-liked and fondly remembered that if I reveal I was involved then it generally makes people happy. Mind you, these days they tend to say, “Not played it myself but my Dad/Mum really liked it.” I haven’t gotten to grandparents quite yet!

At any point, did you and the team at Rare think, “Wow, this is it, we’ve achieved to do what we set out to do?”

Certainly not at the time. We were incredibly self-critical and my enduring memory is that we were just relieved to finally have finished making the game. All we could see were the bad things; the compromises and cuts which had been necessary to get the thing finished. In my experience of game dev, that is not unusual; nobody ever thinks their game is properly finished.

The GoldenEye 007 development team outside one of the barns at Rare's Manor Farm HQ© Bea Jones / Brett Jones
The GoldenEye 007 development team outside one of the barns at Rare’s Manor Farm HQ

We’ve always had visions that ideas for other games – including Perfect Dark – were actually decided with Power Weapons in Facility? Please tell us this is true…

I can’t recall ever using the game for competitive arbitration or decision making. I like the idea though! I think my FPS skills have long since peaked, but I do have some deep reptilian GoldenEye/N64 controller muscle memory instincts…

The impact of the game was clearly felt back then as it still is today; do you still become excited by the prospect of people remembering the game fondly after all this time?

As I get older it is an increasingly amazing thing to see impactful the game was, and continues to be. It is such a great privilege to have been part of something which has clearly brought an enormous amount of joy to many, many people. I’ve spoken a few times about this – it is particularly touching to have ‘random’ people thank me for contributing positively to their childhood memories.

I think it is harder for individual games to have such a deep and lasting impact these days, simply because there are so many of them. I also think that “couch multiplayer”, with everyone bunched up together for a good session of friendly banter and shared fun, is one of the pinnacles of video gaming – GoldenEye was undoubtedly a pioneer and an epitome of that. Sadly, much of the social joyfulness of that kind of multiplayer experience is often now lost in online anonymity and toxicity.

David tests his work. The BAFTA is real, the Oscar isn't.© David Doak
David tests his work. The BAFTA is real, the Oscar isn’t.

Lastly, do people ever tell you “Time to leave, Dr Doak”?

Not so much, more often it is, “I’m really sorry – I must have shot you so many times.” – which is always sweet because then I get to forgive them!


As we move forward into the newer, more costly ways of playing multiplayer online with people halfway across the world, it’s important to remember that GoldenEye certainly didn’t invent ‘in your house multiplayer’ but it did exactly what David says – “couched multiplayer, with everyone bunched up together for a good session of friendly banter and shared fun” – and outside of Switch, that’s arguably missing in today’s gaming community. We’re proud to say we were part of the ‘couched’ movement, and the memories it created whilst blowing our best friend up whilst he spun around aimlessly in The Facility toilet. Those days of gaming are almost certainly gone, replaced by heavily-marketed, expensive ways of upgrading your experience to play someone online you’ll never ever meet.

Long live GoldenEye. Long live the couch.

Dr Doak In GoldenEye 007
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Random: Is State Of Play PlayStation’s Take On Nintendo Direct?

PushSquare IMG

Sony has revealed it will be hosting a series of live broadcasts, with the first one kicking off on 25th March.

These ‘State of Play’ showcases intend to provide updates and announcements from the world of PlayStation. Here’s a bit about what to expect, direct from the PR:

State of Play will give you updates and announcements from the world of PlayStation. Our first episode will showcase upcoming PS4 and PS VR software, including new trailers, new game announcements and new gameplay footage.

As you can probably imagine, people have had an absolute field day on social media with this announcement. Most comments appear to be poking fun at PlayStation for seemingly copying Nintendo’s Direct presentations.

Even our colleagues over at Push Square seem to agree the Japanese entertainment giant has taken a page out of Nintendo’s book. After all, it wouldn’t be the first time Sony PlayStation has shamelessly copied Nintendo.

What do you think about Sony building hype with its own live broadcasts? Are you surprised it didn’t happen sooner? Share your thoughts below.

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Talking Point: What Are You Playing This Weekend? (March 23rd)

Unravel Two

Well, what a busy week we’ve had. There was the Nindies Showcase, which brought with it the Cuphead and Cadence of Hyrule reveals, the Animal Crossing tweet meltdown, and even a new gaming platform from Google, but it’s finally time for us to settle down with some games for the weekend. We’ve shared our plans below, but feel free to join in via the poll and comment sections. Enjoy!

Gavin Lane, staff writer

This weekend I’ll be settling down for a nice relaxed time with Yoshi’s Crafted World for review. I’m a big fan of his last escapades in Woolly World and an even bigger fan of Kirby’s Epic Yarn, so I have high hopes for his latest adventure.

Going by previous games in the series, I doubt it’ll be the most taxing game, so I might try upping the adrenaline levels with a little Rocket League. I fired it up for the first time in ages last weekend and it looks an awful lot sharper than it did when the game launched. God bless patches, eh? So, when I’m not waddling around a cardboard diorama as T. Yoshisaur Muchakoopas, you’ll likely find me chasing a big ball in my DeLorean. Magic.

Austin Voigt, contributing writer

To be quite honest, after seeing the trailers for the new Labo VR kits, I think I’m going to go try to finish up the rest of the Nintendo Labo Toy-Cons that have just been sitting in the box collecting dust. I never actually finished building all of the kits I bought the first time around, and now the completionist in me is feeling compelled to do so. Also, I’ve been on a bit of a building kick lately with LEGO and whatnot, so although the Toy-Con software isn’t entertaining beyond a couple of minutes’ worth of gameplay, I do get a kick out of the construction process.

Dom Reseigh-Lincoln, reviewer

This weekend is going to be a busy one for the ol’ Nintendo Switch. I’ll be taking Unravel Two for a co-operative spin to see if this charming platformer can really work on handheld hardware. I’ll also be shouting “I object!” and pointing my finger with riotous indignation while playing Phoenix Wright: Ace Attorney Trilogy. I’ll also be getting my freeform adventure on in the intriguing first-person promise of Windscape. Look out for reviews of all three next week on Nintendo Life.

Liam Doolan, news reporter

After the Nindie Direct earlier this week, this weekend I’ve decided to spend my time playing Crypt of the NecroDancer (for obvious reasons). Admittedly it’s a game I’ve purchased on multiple platforms, but somehow never got around to playing. So for the next few days, that’s my main goal. I’m also eager to try out Blaster Master Zero 2. It was probably my third favourite announcement of the recent presentation, right behind Cadence of Hyrule and Cuphead. Last of all, I intend to return to Wargroove. As much as I adore this game, I always feel I need more time to play it and this weekend will probably be no different even after I’ve spent multiple hours on it.

Gonçalo Lopes, contributing writer

WARNING: A huge import package is approaching fast! This weekend will be spent revising RXN -Raijin-, World of Final Fantasy Maxima plus premiering Zoids Wild: King of Blast, Girls und Panzer: Dream Tank Match DX and, last but not least, Darius Cozmic Collection. All games in their physical plastic glory. Whenever Zuntata is blasting from my sound system you know that always equals a good time. Still no excuse to skip some Super Smash Bros. Ultimate action of course.

My game of the week is Blaster Master Zero 2. Inti Creates has this neo-retro formula down to a tee so having this out-of-nowhere halfway into a Nindies Direct was the Switch high point for me this past week.

Which games are you playing this weekend? (206 votes)

Crypt of the NecroDancer

5%

Kirby’s Epic Yarn

1%

Nintendo Labo Toy-Con 01: Variety Kit

2%

Rocket League

3%

Unravel Two

4%

Wargroove

7%

Windscape

  0%

Yoshi’s Woolly World

3%

Blaster Master Zero 2

8%

RXN -Raijin-

  0%

World of Final Fantasy Maxima

3%

Darius Cozmic Collection

1%

Super Smash Bros. Ultimate

18%

Something else (comment below)

44%

Please login to vote in this poll.

As always, thanks for reading! Make sure to leave a vote in the poll above and a comment below with your gaming choices over the next few days…