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Review: Thea: The Awakening – A Flawed World-Builder Which Tries To Do Too Many Things At Once

Games developers love a bit of survivalism. We’ve helped solo protagonists endure dangerous asylums. We’ve guided grizzled duos through zombie apocalypses. We’ve even kept entire households alive in more pedestrian fashion. But Thea: The Awakening takes a very different approach to the whole concept, casting you as a god who must preserve their existence (and their power) by keeping a settlement of villagers alive. But as you’ll discover if you pick up this unusual curio, there’s far more than population management at play here.

In a nutshell, that is Thea: The Awakening’s greatest strength. A hybrid of many genres all somehow sharing the same space. And, in true cliched form, it’s also its biggest downfall. When you begin, you can choose from eight different deities, each one with their own specific type of followers and traits they pass onto their acolytes. Mokosh is a goddess of nature, so her people are habitual gatherers and benefit from a series of bonuses as you level her up (such as gathering at a faster rate). While only two are accessible at the start, their base stats do facilitate some very different playthroughs.

When you’ve chosen your holy form, you soon encounter the sheer number of ideas developer MuHa Games has crammed in here. There are no heroes to be found, no armies to build and unleash. There’s a malevolent force called The Darkness (because being a vague antagonist means you’re almost always called The Darkness), but you’re not going to march off to its gates and give it what-for, Total War-style. You’re just regular folk living a Medieval world inspired by Slavic mythology. It’s a fresh approach, and one that plays directly into the sense of perpetual danger your people are perpetually facing.

Everything is turn-based, so you only have a set number of actions you can perform per turn. You’ll need to send out villagers to gather resources, or search nearby ruins for secrets and treasure. There’s a 4X, Civilization empire management aspect where you’re juggling a rolling story about the world emerging from an age of terror as the gods slowly make their return while turning your settlement into a far sturdier hub of life. You’ll need to make sure every villager is well fed and suitably healed, assigning items and jobs as you go.

While the busywork of having to micromanage every single member of your community does start to get very repetitive after a while, the randomness of its storytelling does help add some unexpected spice. These encounters are card-based, similar in presentation and format to the scenarios of Hand of Fate 2, where you’ll ‘choose your own adventure’ in both peaceful and rather more dangerous missions. One second you’re exploring some ruins only to encounter some haunted skeletons, the next you’re having a chat with a friendly mole.

Those card-based mini-games certainly look the part, but much like every other part of Thea: The Awakening, they’re over-complicated to the point that you’re much more likely to auto-complete an encounter than be faced with deck-based affair that should be fun first and foremost. Perhaps it’s a conscious decision to tap back into the ‘survival’ aspect of the game, but it just comes off as unintuitive at best.

The problem Thea: The Awakening has is the meat of its gameplay becomes repetitive very quickly. Even with a small village, you’ll need to make sure every settler is out gathering food, fuel or fighting monsters. Every one of them uses up both resources so you’re constantly assigning items and sending them off to complete the same tasks. The survival element soon goes out the window as actual dangers are resigned to narrated encounters and card-based combat. It’s the first time you realise that this is a game that’s simply trying to be too many things at once.

Usually, with a Civ-style 4X game, the real joy is in building up your lowly village into a bustling metropolis. The problem is Thea: The Awakening bottlenecks progress by making the most important resources unnecessarily difficult to acquire. There’s a deep and vast crafting system in place, which uses the resources you gather from searching, combat and diplomatic encounters to create everything from armour for your warriors to new buildings and structures. The problem is, even on the lowest difficulty settings, you rarely have enough at your disposal to build anything of worth. The game simply gets stuck in a rut of its own making, and rarely finds a way out.

Conclusion

Thea: The Awakening wants to be many things. It wants to be a proper 4X game; it wants to be a through-and-through survival experience; it wants to be an RPG, a CCG and many other genres all at once. It succeeds at some, but often at the expense of others. There are some really great ideas here – the almost Pratchett-esque silliness to some of its scenarios and the focus on Slavic myths serves as a striking source of inspiration – but the focus on micro-management busywork simply gets in the way of the empire-building fun Thea should really be embracing.

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Nintendo Readying One Unannounced Switch Title “Fans Would Be Delighted To Know” About

Nintendo Building

According to Wall Street Journal’s Takashi Mochizuki‏, who is based in Tokyo, Nintendo has “at least one unannounced title for Switch” planned for the next fiscal year, starting in April. Apparently, it’s one “fans would be delighted to know” about. Below is the translated tweet:

“Nintendo said it is preparing at least one unannounced title for Switch in FY19 (April onward) that “fans would be delighted to know.” What would that be? Reply your thoughts, please!”

This message was delivered during Nintendo’s latest financial briefing. Mochizuki also mentioned how Nintendo said another unannounced game for the Switch – due to arrive in the next fiscal year as well – would be a “nice fit” for the online service. Mochizuki’s interpretation suggests it’s a game you will play with or against other players over the internet.

As there’s very little to work with here, feel free to wildly speculate in the comments below.

[via nintendoeverything.com]

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Multiple Retailers Reconfirm Crash Team Racing Release Date For Nintendo Switch

Crash Team Racing IMG

In December last year, concerns were raised when multiple retailers removed pre-order options for the Switch version of Crash Team Racing Nitro-Fueled – with some even going as far as cancelling customer pre-orders. Soon after this, it was discovered the game’s official website was displaying a ‘Coming Soon’ message under the digital and standard Switch pre-order section.

Fortunately, there’s no need to worry about a potential delay, as multiple retailers including Amazon and GameStop have now opened pre-orders for the Switch version of CTR. Although the official game site still says the title is ‘Coming Soon’ and does not provide an exact release date, Nintendo’s game page has the game scheduled to arrive on 21st June, which lines up with the release on other platforms.

Take a look at the first lot of Switch screenshots above and below:

Are you relieved to hear CTR for Switch will be released alongside the other versions of the game? Tell us below.

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Super Smash Bros. Ultimate Surpasses Five Million Sales In The US

Smash Bros IMG

If you hadn’t heard, Super Smash Bros. Ultimate is already the third best-selling Switch game as of 31st December 2018. It managed to shift 12.08 million copies worldwide in a single month, placing it right underneath Super Mario Odyssey on 13.76 million and Mario Kart 8 Deluxe on 15.02 million.

With these global sales figures – combing digital, physical and bundle transactions – now out in the wild, Nintendo of America has taken to Twitter to thank fans for helping local sales of the game surpass the five million mark.

Thank you to all the fans for your strong support of Super #SmashBrosUltimate! Because of you, the game has now sold over 5 million copies in the U.S alone. Everyone is here, let’s keep the fight going through 2019 and beyond!

Thank You US

Are you at all surprised by this? Is there anyone here who doesn’t own this game yet? Tell us below.

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Talking Point: What Are You Playing This Weekend? (February 2nd)

Smash

Once again, we’ve successfully made it all the way through the week to the glorious weekend. As is tradition, Team Nintendo Life has gathered together to talk about our weekend plans, this time featuring friendly tournaments, dungeon-crawling, TATE mode goodness, and planty fighting machines. Feel free to give our entries a read and join in yourself via the poll and comment sections below. Enjoy!

Gavin Lane, contributing writer

Assuming I can stop playing the excellent Downwell, I hope to keep the TATE torch burning this fine weekend with some Ikaruga in my Flip Grip. I’ve got some reviews bubbling away, too, and I nabbed West of Loathing in the eShop sale, so it’d be nice to touch that.

A little fresh air would be good, so I might fire up Pokémon GO while I’m out and about. I’m still missing the regional exclusives from the first 151 and I’m only vaguely familiar with the post-Gen 1 roster, so nearly every silhouette I spy is a surprise – sure seems like those Game Freak devs had good days and bad when they were drawing up some of these ‘mon! Have a good one, folks.

Ryan Craddock, staff writer

Recently, a good week or so had gone by where I’d managed to completely avoid playing Super Smash Bros. Ultimate. For some reason, I decided to go on it for a quick Spirit board fight or two, and now I’m completely hooked again. I think it’s pretty safe to say I’ll be on it for the majority of my free time this weekend.

I am very much in favour of Piranha Plant’s addition to the roster and have been loving coming up against it in online matches, but I haven’t actually tried it out for myself yet – partly out of fear. I might have to give in and try it out, though – it looks incredibly fun.

Dom Reseigh-Lincoln, reviewer

This weekend I’m going to – shock horror – actually take a couple of days off. I know, mad right? I’ll likely be spending most of that time shaking my fist at the heavy snowfall outside while playing the second Anthem demo. When I do fire up my Switch I’ll be giving the Diablo-like dungeon crawling of DreamWorks Dragons Dawn of New Riders a spin. Will it be a fun game in its own right or another cheap tie-in? Find out in my review next week.

Liam Doolan, news reporter

The main game I’ll be spending some quality time with this weekend is Wargroove. I’ll admit, I probably didn’t give the Advance Wars series the attention it deserved when it was still in its prime. Fortunately, this spiritual successor developed and published by Chucklefish should be more than enough to satisfy my current cravings for tactical turn-based combat.

When I’m not spending time commanding troops on the battlefield in this, I’ll probably be getting up close and personal with the enemy in Super Smash Bros. Ultimate. I’ve gotta say – I’m absolutely loving Piranha Plant. Sakurai and his team have done a tremendous job with this particular fighter. It’s both easy and fun to use. I can only hope Joker and future DLC characters are just as great!

Austin Voigt, contributing writer

This last weekend of mine in London, I’ll be at a gaming meetup with some friends at Loading Bar: Server in Shepherd’s Bush (I’m American, so that name sounds like pure gibberish to me – but it has “bar” in it, so that’s a good sign). We’ll be competing in some Mario Kart, Splatoon 2 and Smash Ultimate tournaments, along with some topical trivia to tickle the thoughts! Looking forward to actually playing video games with other human beings, and not just alone in a room like a hermit. Anyone in the area can feel free to join!

Gonçalo Lopes, contributing writer

Import madness weekend! Will sample Katamari Damacy Reroll, Onimusha Warlords, Kamen Rider: Climax Scramble Zi-O, Monster Boy and the Cursed Kingdom, Capcom Beat ‘Em Up Bundle and (last but most certainly not least) Kunio-kun: The World Classics Collection!

More traditional affairs include Misango represention in ARMS and some Super Smash Bros. Ultimate spirit board event action. I’m hooked back on Debris Infinity (latest update added ‘Zen Mode’ that lives up to its namesake) and it’s impossible to not have another go at Downwell. Dragon Ball FighterZ is very much back in rotation thanks to the new Season 2 fighters and I will wrap up Travis Strikes Again: No More Heroes before the inevitability of Monday.

My game of the week goes to Wargroove. So much content in such a reasonably priced package. Go grab it! [We’ve got no idea how he has the time to do all of this, either. –Ed.]

Which games are you playing this weekend? (338 votes)

Downwell

7%

Ikaruga

1%

West of Loathing

1%

Pokémon GO

4%

Super Smash Bros. Ultimate

24%

Wargroove

  0%

Mario Kart 8 Deluxe

4%

Splatoon 2

6%

Katamari Damacy Reroll

1%

Onimusha: Warlords

1%

Monster Boy and the Cursed Kingdom

1%

Capcom Beat ‘Em Up Bundle

1%

Kunio-kun: The World Classics Collection

  0%

Debris Infinity

  0%

Dragon Ball FighterZ

2%

Travis Strikes Again: No More Heroes

2%

Wargroove

16%

Something else (comment below)

26%

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…

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Persona Q2: New Cinema Labyrinth On 3DS Won’t Include English Voice Work

Persona Q2 IMG

After being rated by the Australian Classification Board last month, it was yesterday confirmed Persona Q2: New Cinema Labyrinth would be released on the 3DS in both North America and Europe later this year.

If you want to find out more information about this title, check out the existing article. One other rather important detail we’ve found out about the game since is regarding the voice overs. In a statement to IGN, an Atlus representative confirmed the western release would include a Japanese voice track and English subtitles. Here’s the full statement:

Persona Q2 New Cinema Labyrinth’s localized release will be available exclusively on the Nintendo 3DS with a Japanese voice track and English subtitles. There are no plans to add an English dub to the game at this time.

This is unfortunate to hear considering past localised entries in the series have included English voice work – including the original Persona Q: Shadow of the Labyrinth. It is also hard to say why Atlus has not added English voice overs, but perhaps it is to do with cost-cutting.

New Cinema Labyrinth was released in Japan last November and will arrive locally on 4th June 2019. If you want to get to know the series a bit better before Joker is added to Super Smash Bros. Ultimate and happen to have a 3DS about, this spin-off might be a fun way to learn more about the large cast of characters in the long-running series.

Are you disappointed English voice work won’t be in Persona Q2: New Cinema Labyrinth? Did you play the first game on the 3DS? Tell us below.

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Random: Sonic Team Composer Gets Masahiro Sakurai To Sign His Copy Of Smash Bros. Ultimate

Sakurai 3

Masahiro Sakurai – the creator of the Super Smash Bros. series – isn’t only idolised by fans of his games, there are also people within the video game industry who consider him to be a living legend. One of these individuals is Sonic Team composer Tomoya Ohtani, who provided some remixed tunes for Sakurai’s latest release on Nintendo Switch.

At a recent event organised by Sakurai exclusively for the composers who worked on Super Smash Bros. Ultimate, Ohtani asked the director to sign his own copy of the game. As can be seen above, Sakurai added Kirby to the front cover.

Below is a message thanking everyone for attending the event as well as some photos of the gathering:

“Today there was a gathering of all Super Smash Bros. Ultimate composers. The percentage of composers and people who attended were amazing. Thank you everyone!”

Sakurai 1
Sakurai 2

Have you ever had a video game or system signed by a famous developer? What did you think of the selection of music in the latest Super Smash Bros. game? Tell us below.

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Pokémon Sales Slump To All-Time Low In Japan, Despite Strong Worldwide Performance Of Let’s Go

Pokemon IMG

Nintendo’s latest financial data has revealed Pokémon: Let’s Go, Pikachu! and Let’s Go, Eevee! has now shifted around 10 million units worldwide. This places these latest entries in the series as the fifth best-selling games on the Nintendo Switch. It’s quite an achievement.

As rosy as it might sound for the new Pokémon games, there’s noticeably been a sharp sales dip within Japan based on comparisons made to the sales of previous mainline entries in the series. Pikachu and Eevee have sold just 1.85 million copies in their homeland so far, which equates to around 18.5 percent of worldwide sales. Globally, the latest games are still lagging behind existing releases in terms of overall sales. Here’s how Let’s Go currently compares to existing Pokémon sales in Japan and worldwide:

Game : Sales in Japan / Sales worldwide / Percentage

Pokémon Diamond and Pearl: 5.82 million / 17.67 million / 32.9%
Pokémon Black and White: 5.49 million / 15.64 million / 35.1%
Pokémon X and Y: 4.55 million / 16.37 million / 27.8%
Pokémon Sun and Moon: 3.91 million / 16.14 million / 24.2%
Pokémon: Let’s Go, Pikachu and Eevee: 1.85 million / 10 million / 18.5%

What’s not necessarily in consideration here is the size of the current Switch userbase when making comparisons to past games released on more established systems as well as the short time frame the new games have been available. The fact these newest releases are not being classed as the next mainline entries in the series – even though The Pokémon Company says otherwise – doesn’t help, either. Of course, the sales of these new games will no doubt increase over time in Japan and around the world, so be on the lookout for more updates in the future.

Do you think the sales reception to Pokémon: Let’s Go in Japan is anything to be concerned about? Tell us below.

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Talking Point: What Do You Want From A Switch Mini?

Earlier today, we reported on a rumour from Japanese outlet Nikkei that suggests what many of us have been expecting for quite some time now: Nintendo is working on a smaller, cheaper Switch console and it may even be coming early this year.

This isn’t exactly groundbreaking news; Nintendo has a solid track record for updating and refreshing its hardware, especially its portable systems. We’ve had multiple Game Boy, Game Boy Advance, DS and 3DS consoles over the years, and only a fool would have bet against Nintendo performing the same trick with the Switch; hardware refreshes are a reliable way of maintaining sales momentum.

The Nikkei report hints that this new model will reduce costs by removing elements from the design, but what could that mean? Will we lose the dock – one of the big selling points of the platform – in an effort to slash the price? It might seem odd to remove this aspect of the package when Nintendo has done so much to push the ‘Play anywhere with anyone’ angle, but then again, this is the company that took 3D out of the 3DS, so all bets are probably off. And just because a dock isn’t in the base package, that doesn’t mean the hybrid nature of the console would need to be totally absent – the Switch Mini could still interface with your TV via a cable.

Switchmini1
Switchmini3

Another way Nintendo could reduce the complexity of the system – and thereby bring down production costs – is by making the Joy-Con controllers part of the console itself, rather than devices which slide off the sides. Again, this rather goes against the ethos of the system, but you’d still be able to use Joy-Con with the Switch Mini – you’d just have to purchase a separate pair. Another bonus with fusing the controllers to the main body is improved sturdiness; given that a Switch Mini would presumably be aimed at younger players, this would be a considerable benefit.

As you can see from the mock-ups we’ve created above, such changes would deliver obvious benefits. By streamlining the console and reducing those bezels, the screen size could be maintained while achieving a more compact and portable system. But perhaps we’re totally off the mark, and this cheaper Switch console might maintain the dock, Joy-Con and other features, with Nintendo finding other means of bringing the cost down elsewhere.

All of this is, of course, complete speculation on our part. What do you personally want to see from a Switch Mini? Leave a comment to tell us.

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Review: Tangledeep – A Challenging Roguelike That’s Best Appreciated By Grizzled Genre Veterans

On the surface, Tangledeep might seem like yet another very generic addition to Nintendo Switch’s vast eShop offerings. 16-bit graphics? Check. Turn-based combat? Check. A vast RPG-driven world to explore? Check. Myriad subsystems and mini-games scattered throughout? Check, check and check. But Impact Gameworks’ pixel art adventure is more than just the sum of its parts; it’s a throwback to what made RPGs addictively tough 25 years ago while introducing just the right amount of modern enhancements. The result is a roguelike odyssey that makes for an ideal fit on Switch.

Tangledeep’s name is a fitting one, because there’s a lot to take in and it’s easy to get a little overwhelmed the sheer amount of choice and depth at your fingertips. There are 12 classes to choose from, each with very specific skills and weapons, with a handful locked away until you’ve progressed further. Tying a specific difficulty to these classes is the first masterstroke, where the sword and shield of a Vanguard will offer new players a more balanced approach, while the speed of the Bladedancer will demand far more dexterity in combat.

Battles are turn-based, but presented in more of a real-time format. It sounds confusing, but you can move about and attack freely, but with every action counted as a frame. The monsters you encounter in the titular world above also manoeuvre in a turn-based fashion, but do so in tandem with you. It makes every battle, even with the smallest of creatures, a dance of sorts where flanking an enemy is just as important and leaping in for a killing strike. Even using consumables will take effect across turns (with some even forcing you to only consume one piece of food at a time).

This being a roguelike, your progress in the world comes with an expected element of danger. Permadeath looms in myriad forms depending on your chosen difficulty, and as you explore more of Tangledeep’s procedurally-generated dungeons, the treasure only gets more tantalising and the enemies more challenging. But there’s just so much more to this game than exploration and combat. Your town has an almost Stardew Valley quality to it, providing a source of quests and challenges as well as a means of selling and buying new items and gear. You can even plant seeds you find out on your travels, which, over time, grow into trees than provide fruit-like items to add to your inventory.

As such, Tangledeep’s opening hours are a strange mixture of challenge and tutorial. Its help system is thankfully quite dense, but can be a little too text-heavy, asking you to assimilate a lot of information early on. Still, once you do dig into Tangledeep itself and start exploring, you really get a sense of how far the rabbit hole goes. You get to choose from one of three difficulty settings, which define the nature of the world you’re about to contend with.

Adventure mode is the most forgiving, designed to temper the sting of permadeath. If you die, you’ll return to a hub-like town and you’ll lose half of your money, half your JP (Job Points, for increasing your skills in certain areas) and half your XP progress. It’s a harsh punishment, but it’s one fitting for a roguelike that doubles down on the risk of its reward-filled world. Those with a little more flair for danger might prefer Heroic mode, where permadeath kills your character build outright but saves any banked goods and additions to the town. Of course, there’s always Hardcore mode, which permanently erases your entire save if you die. Gulp.

There’s so much detail to take in, especially when exploring the peaceful overworld, with Impact Gameworks having found an aesthetic style that invokes the days of Secret of Mana and other SNES-era JRPGs while adding just enough detail to feel like a product made with modern sensibilities. Even running in handheld mode, every monster and every corner of every dungeon looks fantastic. The fact you can capture and tame any hostile creature and turn it into a pet introduces an unexpected Pokémon-style twist to proceedings.

The problem is, fittingly for a game with such title, Tangledeep can often get too tangled with intermingled systems and deep mechanics. Even following the contents of your combat feed – which tracks each action during a turn, located on the bottom-left of the screen – can be a challenge when you’re trying to get a handle on the numerous and seemingly random difficulty spikes. As such, it’s difficult to recommend this to someone with no prior experience of roguelike RPGs, because even with its heavy-handed tutorials there’s just a little bit too much going on. Hardcore fans, on the other hand, will lap it up.

Conclusion

While its difficulty spikes can be a little tough at times (and the sheer amount of information presented quite overwhelming, especially to genre newcomers), it’s impossible to not appreciate just how much has been crammed into Tangledeep’s roguelike crevices. From taming monsters and turning them into pets to the ever-changing layout of its dungeons, this is a roguelike RPG for players who yearn for a return to SNES games of old. It’s smart, deep and rewarding, but be warned: this is an adventure designed almost exclusively for seasoned players.