Posted on Leave a comment

Feature: Fire Emblem Heroes’ Directors On Making Nintendo’s Most Successful Mobile Game Yet

Fire Emblem Heroes

It’s hard to believe it, but Fire Emblem Heroes is now more than two years old. In that time, the smartphone-based tactical RPG has become Nintendo’s most successful mobile venture, dramatically outperforming stablemates such as Animal Crossing: Pocket Camp, Super Mario Run and Dragalia Lost. The game accounted for a whopping 66 percent of Nintendo’s mobile revenue during 2018 (Pokémon GO isn’t included in this list, as it’s not a wholly-owned Nintendo property), which gives you some indication of how important it is to the company’s plans.

Nintendo has continued to develop and evolve Fire Emblem Heroes’ core offering over the past 24 months, and to mark its second anniversary, we were lucky enough to chat with the game’s directors Shingo Matsushita (Nintendo) and Kouhei Maeda (Intelligent Systems) about its past, present and future.

Nintendo Life: Fire Emblem Heroes has been available for two years now. How has the game evolved over that time?

Shingo Matsushita: The main team members who were developing Fire Emblem Heroes were originally developing console games. Therefore, throughout the game’s development process we have been pulling from their knowledge and experience.

Specifically, we have been proceeding with the following values: to expand new original stories every year and to occasionally add new gameplay modes.

As a result, the original characters from Fire Emblem Heroes have begun gaining popularity (I will avoid re-introducing them individually here), and we have been able to continually enhance in-game content. Also, we were finally able to add Beast type units in January 2019. We actually had plans for them since the game’s launch.

As a result of so many features being added, we think the game became something worth playing, but we also realize that this resulted in increasing gameplay elements that are hard to understand due to the sheer volume of content. As a result, we have been trying to provide useful tips for players who may not be as familiar with Fire Emblem through the ‘Learn with Sharena’ and ‘Meet some of the heroes’ series. Moving forward, we are planning to not only add content that increases player engagement but also add more content that could appeal to newcomers.

Kouhei Maeda: We have added a variety of content to Fire Emblem Heroes in the past two years.

Our development team has been continuously evolving the game by thinking about how to make Fire Emblem Heroes more fun to play and increasing the player’s attachment to their favourite characters, instead of incorporating features just because they are trending.

Aether Raids is an especially strong example of a great gameplay addition, and we have spent a long time in its development. I have personally been spending days both winning and losing when challenging other players’ tough Aether Raids.

Turning Fire Emblem – one of Nintendo’s most hardcore franchises – into a free-to-play proposition can’t have been an easy task; have you taken player feedback on board since launch to make the game even more appealing to both dedicated fans and casual players?

Shingo Matsushita: Of course, we are actively listening to player feedback and opinions. We try to consider feedback from players as much as possible, especially right after new content releases, or when additional features are added in an effort to make the game easier to play.

At the same time, we also need to focus on ensuring that the Fire Emblem series’ quality continues to stand out when translating the series’ structure into a free-to-play game as you mentioned. In situations like this, sometimes the developers themselves will need to determine what features make the Fire Emblem series unique and choose a different path than what players might want. For example, traditional Fire Emblem fans might prefer battles to take place on a vast map, but we did not adopt this feature in Fire Emblem Heroes. This was intentional so that more players could casually enjoy the game. The development team also had knowledge and experience from Famicom Wars, the Japanese predecessor to Advance Wars, and therefore was confident that it could create a full-scale game within a confined map.

Kouhei Maeda: The biggest advantage of Fire Emblem Heroes as a mobile game is that it can always evolve to become better after receiving player feedback.

I have been involved in development since the Fire Emblem: The Binding Blade and Fire Emblem: The Blazing Blade era, and the passionate feedback from our players has been an invaluable resource even since then. We take player feedback into consideration for the next console title, which is our usual process, but with Fire Emblem Heroes we can apply user feedback we receive directly back into Fire Emblem Heroes itself. I think this is a wonderful thing.

Fire Emblem Heroes

How do you feel about the response the game has had since launch?

Shingo Matsushita: I feel that we are always getting more support than we could have imagined from our enthusiastic Fire Emblem fans. Of course there is always criticism, but we value that as well and also see it as enthusiastic feedback from our fans.

Before Fire Emblem Heroes, I had primarily been developing console games, so I find it extremely rewarding to be able to develop games while in continuous communication with players.

Kouhei Maeda: I am very grateful to the game’s fans.

Since even before the time I was involved with the development of Fire Emblem games on consoles, receiving feedback from players, regardless of whether they were positive or negative, has always made me feel happy and encouraged. Since the launch of Fire Emblem Heroes, I’ve been very happy to be able to receive responses from players almost every day.

Free-to-play games often see an explosion of interest at launch which then tails off as time goes on. Have you experience this pattern with Fire Emblem Heroes, or has it bucked the trend by growing its user base over time?

Shingo Matsushita: Yes, as you can imagine, as with all mobile games we’ve also experienced this pattern where interest tails off as time goes on. From there, however, we have also seen the game regain attention and interest. This pattern is consistent for all games, and for most players, it can be very difficult to play one game for a long time without getting tired of it.

The only thing we can do to resolve this issue is to continue providing our fans with interesting and compelling content, so we look forward to continuing to deliver on that goal in the future.

Nintendo has always maintained that smartphone games are a useful tool when it comes to attracting new fans; do you think Fire Emblem Heroes has created a new generation of players who will then transition to Three Houses when it hits Switch?

Shingo Matsushita: For some players, Fire Emblem Heroes was the first Fire Emblem title they played, and there are even Fire Emblem Heroes players who used to play the games on consoles but do not own any of the latest Nintendo game systems.

I would like to continue our efforts so that these Fire Emblem Heroes players hopefully become interested in Fire Emblem Three Houses as well.

I will add, however, that it would be much more fun to play both Fire Emblem Heroes and Fire Emblem Three Houses at the same time, rather than just one over the other.

Are there any plans to have any kind of connectivity between Fire Emblem Heroes and Three Houses?

Shingo Matsushita: While I cannot confirm anything at this time, I can tell you that we are potentially considering different ways to get more fans interested in Fire Emblem Three Houses through Fire Emblem Heroes.

Fire Emblem Heroes

What does the future hold for Fire Emblem Heroes? How will you maintain player interest over the next two years?

Shingo Matsushita: We are considering many ideas, including both content we will deliver for certain and aspirational content that we would like to deliver, so that we can keep the game feeling fresh even for longtime players. For example, can we make characters with new appearances or uses? Can we offer a new mode that will introduce a social component to the game? There are so many different ideas to explore, and we are continuing to discuss new ideas that allow us to offer even more fun ways to play.

Kouhei Maeda: One thing we are looking to do is continually offer something new. Each time we release a new book chapter or new event, we want something new and appealing that our users will talk about.

Another thing we want to continue to show is our never-ending love for the characters. I want Fire Emblem Heroes to be a game where you can continue to like the characters you feel an attachment to, and where the number of characters you like increases the more you play.


We’d like to thank Shingo Matsushita and Kouhei Maeda for taking the time to speak with us, and Nintendo of America for arranging the interview.

Posted on Leave a comment

Random: This Yoshi’s Crafted World Scene Could Be A Nod To Studio Ghibli’s My Neighbor Totoro

Yoshi’s Crafted World is just around the corner, launching on Switch towards the end of this month, and we’re sure there will be lots of adorable little moments to discover when it finally does arrive. Some fans have picked up on one particularly interesting scene in the game already, though, thanks to an early preview video.

Just a few days ago, IGN shared a new stage from Nintendo’s upcoming platformer called ‘Weighing Acorns’, giving us a look at both the regular and flip sides of the level. Towards the end of this level, Yoshi can be seen constructing a little bus stop before waiting for a bus to appear in a lovely little cutscene.

Now, while it might not be obvious at first, the bus stop seems to bear a pretty striking resemblance to the hugely famous bus stop scene in Studio Ghibli’s animated film, My Neighbor Totoro. You can see the still shot of Yoshi’s Crafted World above, and we’ve included an image of the Totoro scene below; as spotted by Reddit user, Bread_Truck, notice how it’s not just Totoro’s facial features which seem to have been recreated for the stand, but also his triangular markings going all the way up the ramp. Even the stop sign is made up of the exact same shapes.

Couple all of that with the fact that this is an actual, working bus stop, rather than just a missable bit of scenery in the background, and we’re almost convinced that this is a little nod to the film.

The famous bus stop scene from My Neighbor Totoro
The famous bus stop scene from My Neighbor Totoro

If you’re interested in seeing the scene for yourself, you can catch it at around the 8-minute mark in the video below.

What do you think? A nice little reference to one of Japan’s most popular animated icons? Or just an awfully big coincidence? Feel free to argue your case in the comments below.

Posted on Leave a comment

Fate/Extella Link Arrives On Switch In The West Next Week, Numerous Editions Available

Marvelous Europe has revealed that Fate/Extella Link will be launching on Switch in Europe on 22nd March, just days after the 19th March release date planned for North America.

A sequel to Fate/Extella: The Umbral Star, this game adds 10 servants to the original roster of 16 and features a “refined” gameplay experience; the official description says that “players will battle their way through huge invading armies to retake the virtual world of SE.RA.PH from an invading force”. If you’re excited for this one, you’ll either be pleased (or concerned) to learn that there are several different versions available to choose from.

The game will be launching both physically and digitally on Switch, with certain perks available for each and some things limited to pre-order bonuses, and then there are extra collector’s editions. And that’s all before you consider the differences between different console editions. We’ll do our best to make this as painless as possible.

Lil Nero, Lil Tamamo and Lil Altera outfits come with all versions of the Switch release (but have to be downloaded separately on other systems), and the Altera Costume for Artoria is only available as a digital pre-order exclusive. The pre-order bonus is available on Switch, PS4 and Steam.

A digital deluxe edition exists on PS4, Vita, and PC with extra goodies included, but this isn’t available on Switch. Nintendo fans can, however, choose from various physical collector’s editions: the Joyeuse Edition and the Emperor of Paladins Edition in Europe, and the ‘Fleeting Glory’ Limited Edition in North America.

In Europe, the Joyeuse option comes with a soundtrack CD, a pack of 10 collectable 7.6cm by 12.7cm cards depicting each of the new Servants, a 43.1cm by 60.9cm cloth poster, and a 7.6cm by 11.4cm, whereas the Emperor Edition features the same but adds a set of ‘Holy Tile of the Moon’ Mahjong tiles featuring characters from the Fate/Extella franchise. The North American limited edition can be seen in the trailer above, featuring similar goodies.

Phew. Did we make it? We think we made it. We nearly had an ANTHEM situation for a moment there.

So, will you be picking this one up next week? Which option sounds like it might be the right one for you? We’ll just be taking a quick break while we read through your comments.

Posted on Leave a comment

Here Are The Top 20 Best-Selling Switch Retail Games In Japan (As Of February 2019)

Splatoon2

Earlier this month, Nintendo Switch celebrated its second anniversary and, to celebrate, Japanese publication Famitsu has shared a list of some of the best-selling games released on the console so far.

To be more specific, this is a list of the top 20 best-selling Switch retail games in Japan since the console launched in 2017, correct as of 24th February 2019. We’re sure you can guess the majority of these – if you haven’t had a sneaky peek at the list below already, why not have a go at jotting down your 20 guesses before reading on? – but perhaps one or two will surprise you.

Ready? Then let’s take a look at the full list (figures are total sales as of the date mentioned above):


1. Splatoon 2 – 2,980,986
2. Super Smash Bros. Ultimate – 2,885,281
3. Mario Kart 8 Deluxe – 2,185,049
4. Super Mario Odyssey – 1,940,587
5. Pokémon: Let’s Go, Pikachu! and Let’s Go, Eevee! – 1,425,935
6. The Legend of Zelda: Breath of the Wild – 1,244,404
7. Super Mario Party – 950,680
8. Kirby Star Allies – 695,303
9. Minecraft – 651,275
10. New Super Mario Bros. U Deluxe – 465,742
11. 1-2-Switch – 449,437
12. ARMS – 425,881
13. Mario Tennis Aces – 400,018
14. Taiko no Tatsujin: Drum ‘n’ Fun! – 306,250
15. Pokkén Tournament DX – 301,429
16. Monster Hunter Generations Ultimate – 254,017
17. Dragon Quest Builders 2 – 249,889
18. Nintendo Labo Toy-Con 01: Variety Kit – 240,926
19. Donkey Kong Country: Tropical Freeze – 227,296
20. Xenoblade Chronicles 2 – 221,234


A fairly predictable list? Any surprises at all? And if you played along, how many did you get? Let us know down below.

Posted on Leave a comment

PDP Launches Luigi And Peach GameCube Controllers For Nintendo Switch

PDP Controllers

Video game accessory maker PDP is back with another couple of glorious looking GameCube pads designed for use with your Nintendo Switch.

Just like previous releases, these two controllers feature the GameCube’s traditional C-stick, giving buyers the option to swap it out for a normal, full-size stick instead if they prefer. They plug into your Switch dock via a 10-foot USB cable (so no controller adapter required) and could be an ideal option for those wanting to play Super Smash Bros. Ultimate with a GameCube controller setup.

Cstick

These two designs are both launching today via GameStop and PDP’s own website (although they appear to be sold out here already). They’re also available to pre-order from Amazon for $24.99 each with worldwide shipping (for some reason, Amazon appears to be stocking them slightly later, expected to ship in May). You can get the Luigi one here, and the Peach one here.

If you missed them last time, PDP has also released other variants of these controllers featuring Mario, Zelda, and Pokémon.

Do you like the designs? Will you be treating yourself to one? Let us know which is your favourite in the comments below.

Posted on Leave a comment

Review: RICO – A Great Tactical Shooter That Truly Comes Alive In Co-Op

‘Kick doors, kill men.’ These four seemingly simple words, which appear on-screen while you patiently wait for one of RICO’s procedurally generated levels to load, might seem like a throwaway line – and yet they perfectly sum up its bombastic simplicity. For all the extra objectives and features, everything boils down to putting boots to doors and asses, and that’s what makes its first-person shooter action so addictive.

Falling into that randomly laid out and semi-roguelike corner of the industry populated by the likes of City of Brass, RICO is a co-operative FPS that revels in the moment-to-moment exchanges of its gunfights. You play an agent of a task force sent to hunt down and destabilise criminal organisations the only way you know how: by killing every drug-peddling, gun-running felon stupid enough to stray into your crosshairs. You’re here to deal out justice, one room at a time.

Quite literally, too. You’ll work your way through a web of criminals, each posted throughout a randomly-generated set of rooms. Sometimes you’ll need to collect evidence in briefcases, defuse bombs in a given timeframe or destroy assets in the field, but while you’re doing that you’ll need to end the life of every criminal you encounter. Every time you reach a door you’ll press ‘B’ to kick it in and initiate a short burst of bullet time. When every enemy inside is dead, the room will be cleared and you’ll be free to pursue any objectives or collect any ammo or health before progressing to the next room.

By defining its action with short bursts of gunplay, each set of randomised rooms is different; you never know what you’re going to get next. Will it be a large open drawing room filled with shotgun-wielding jumpsuits? Or a small corridor with bald-headed enforcers with tyre irons and desire to bash your head in? Will you choose to go in with the accuracy and reduced range of your pistol, or try and clear house with the extra power and unwieldy recoil of an AK47-style assault rifle?

You can actually finish a level at any time by returning to the door you first entered it from, but the more rooms you clear and the more objectives you complete, the better your rewards at the end. You’ll earn XP, which will level you up and unlock new traits and weapons, but you’ll also earn merits. These tokens enable you to buy new guns, attachments and tactical items, but also top up your health and your armour. Your health level is persistent throughout, so forget to restore your health and you’ll need to fight at a disadvantage and hope you breach and clear a room with some health pickups within.

Backing up that roguelike persistence comes the risk/reward of each mission. Should you die at any point while kicking doors and killing men, that mission will remain permanently failed and it’ll black out any further missions along that arm of the sting. By losing those missions you’ll also lose a source of XP and merits, so it pays to play with caution as much as it does with gung-ho gunplay. You can run and slide, enabling you to pull off the kind of moves that would turn John Woo green with envy, but it’s easy to get shredded by a flurry of enemy fire, so you’ll need to use those bursts of slow-mo to hit the biggest threats in a room quickly and pull back to pick off the rest by training your iron sights on the doorway.

You can play through every mission solo – whether through a campaign or missions, in quick play or in a daily set of rooms – but things get really interesting when you play in co-op. You team up with a buddy locally via split-screen in docked mode, or you can head online and unleash bullet-based justice from afar. With a partner in tow, you’ll need to breach doors at the same time in order for bullet time to kick in, so working together is the only way to truly excel. And it makes for one hell of a rush as you both breach a room from different directions, causing the enemies within to split their attention before a barrage of death arrives forthwith.

On Nintendo Switch, loading times can sometimes stretch on a little too long and textures can occasionally take a bit too much time to pop in, but performance is mostly pretty solid. With its semi-cel-shaded graphics and simple corridor and room designs, RICO isn’t going to make your eyes glaze over with its artistic splendour, but the simple gunplay and over-the-top encounters mean it’s a perfect fit for Switch’s pick-up-and-play ethos. There are even daily missions to complete, which come with leaderboards and the chance to earn a currency that unlocks new weapon skins, so you can keep unlocking new things even when you’ve only got five minutes to spare.

Conclusion

RICO is simple, moreish fun in arcade FPS form; a literal corridor shooter that makes every gunfight a glorious exchange of bullets as you fight your way to the words ‘Room cleared’ over and over again. It’s great fun in single-player, but when you head into each randomised set of rooms in co-op, you’ll shoot your way into an interactive buddy cop movie right there in the palm of your hands. Loading times and the occasional bit of pop-in aside, this is another fine addition to the console’s growing list of first-person shooters.

Posted on Leave a comment

Fortnite’s New Single-Player Vehicle Is The Baller, Essentially A Human Hamster Ball

The Baller

Fortnite developer Epic Games recently hinted at a new, single-player vehicle coming to the game at some point in the future and, as you might expect, fan speculation immediately went into overdrive. That new addition appears to be The Baller – a giant hamster ball-like vehicle with a Grappler plonked on the side. We doubt many had predicted this.

The news comes from Fortnite’s very own in-game messages, presented to players in between rounds. The message for The Baller is as brief as ever, with details still to be released on how it will work and when players will be able to get their hands on one.

“Round and Round We Go

Roll through the competition with the newest vehicle, The Baller!”

Twitter user and Fortnite data miner @lucas7yoshi_ recently discovered what appear to be charger bases, where The Baller will presumably sit to gain energy to move around. These have since reportedly been spotted in-game, too, so we doubt it’ll be long before the vehicle arrives – perhaps in this week’s update?

via @lucas7yoshi_
via @lucas7yoshi_

As Eurogamer points out, The Baller looks very similar to Jurassic World‘s hamster ball-like vehicles; as long as there aren’t any dinos out there just waiting to rip our faces off, we’re definitely up for having a go in one of these.

Do you still play Fortnite regularly on Switch? Will you be giving these a go when they appear in the game? Let us know in the comments.

Posted on Leave a comment

Save 50% On Top Nintendo Switch LEGO Games For A Limited Time (North America)

Lego

The Switch is slowly but surely gathering a mighty collection of LEGO games – some franchise-based, others original ideas – and a selection of these are currently on offer on the North American Nintendo eShop.

Not all LEGO games have been included (with the recently released The LEGO Movie 2 Videogame understandably missing out amongst others), but there are some very fine options available indeed. Here are those chosen games and the prices you need to know:

You can find all of these deals via Nintendo’s official website or on the eShop itself. The offer ends at 8:59am PT on 13th March.

Will you be snapping up any of these tasty offers? Are you a fan of LEGO games? Let us know in the comments.

Posted on Leave a comment

Pirates Are Already Playing The eShop Version Of Darksiders: Warmastered Edition

Darksiders Warmastered Edition

At the start of February, Darksiders: Warmastered Edition was confirmed for the Nintendo Switch after it was accidentally leaked early by its own publisher. Now, we’ve got another leak related to this same game, but this time it’s a lot worse.

According to a post over on ResetEra, during the same month of the game’s announcement for Nintendo’s hybrid platform, the “full” Switch eShop version was leaked onto the internet. Unsurprisingly, pirates took advantage of the situation, allowing them to play it roughly a month before its official launch. The “leak” is believed to be straight from THQ Nordic or Nintendo.

These pirates haven’t wasted any time investigating the performance or technical aspects of the game, either. The Switch version reportedly has two modes. High-quality mode has 720p/1080p native resolution and runs at 25-30fps, while high-performance mode operates at a lower resolution and maintains 50-60fps. The size of the digital version is supposedly 14GB.

Darksiders: Warmastered Edition for Nintendo Switch officially arrives on 2nd April 2019.

Posted on Leave a comment

Random: Disney Adds Lyrics To Iconic DuckTales Song From Original NES Game

DuckTales Remastered

In 1989, Capcom released the action platform title DuckTales on the NES. There’s a famous tune in this classic game that is still considered to be one of the greatest 8-bit songs of all-time.

Now, after all these years, Disney has paid its respects to the NES outing by featuring the iconic Moon theme in the latest episode of the animated Ducktales series and updating it with lyrics. Here’s the scene, courtesy of the Disney YouTube channel:

In order to get out of a mess, Della Duck sings the lullaby she used to sing to Huey, Dewey, and Louie! “The Moon Theme” lullaby is performed by Paget Brewster and written by Jake Kaufman, Mark Mueller and John Smith.

If you’re not familiar with this song, this is how it sounds in 8-bit (thanks explod2A03):

Now, if only we could get some DuckTales love on the Nintendo Switch. How about that remaster? Tell us if you have any fond memories of the original NES release down in the comments.