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Reminder: Katamari Damacy Reroll Is Out Now On Nintendo Switch

With all the hullabaloo and excitement surrounding the launch of Super Smash Bros. Ultimate last week, we wouldn’t blame you for forgetting about the release of Katamari Damacy Reroll on Switch. If this applies to you, here’s your friendly reminder that it’s available as we speak and could well be worth your time.

Launching on the same day as Smash doesn’t seem to have done the title any favours, but the excitement for this one was incredibly high among our lovely readers when it was first revealed back in September. If you haven’t heard of this one before, you are essentially given control of a highly adhesive ball (the Katamari) and are capable of collecting paper-clips, books, cars, buildings, mountains, and even continents as it grows larger and larger. It’s pretty crazy.

The Switch version features remastered graphics and cutscenes as well as new motion controls unique to the console. Using two Joy-Con in either table-top or TV mode, players can move around by simply turning their wrists (you can see this in action in the trailer above). Players will also be able to play in a two-player mode on Switch with one Joy-Con each.

You can snag your own copy now for £15.99 / $29.99 and a free demo is also available directly from the eShop. We’re aiming to have a review for you soon.

Are you one of the many who were excited for this one? Did you forget about it, or did you buy it the moment it went on sale last Friday? Let us know below.

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UK Charts: Super Smash Bros. Ultimate Becomes The Fastest-Selling Smash Game Of All Time

Last Friday’s release of Super Smash Bros. Ultimate has simultaneously broken records for Nintendo and made a huge impact in the UK charts. Not only did it sell enough copies to snag number one this week, but it has also become the fastest-selling Super Smash Bros. game of all time.

Launch sales for Ultimate are 302% higher than those achieved by Super Smash Bros. for Wii U, and 233% higher than Super Smash Bros. for 3DS. As always with chart figures, it’s worth noting that only physical sales are counted for these statistics.

If this level of success wasn’t enough, Ultimate has also become the fastest-selling game on Nintendo Switch, even managing to outsell the combined efforts of both Pokémon: Let’s Go, Pikachu! and Let’s Go, Eevee! in the UK – the titles which managed to also claim that record just three weeks ago.

Here’s a look at this week’s top ten all formats chart (physical sales only):

1. (New) Super Smash Bros. Ultimate
2. (2) Red Dead Redemption 2
3. (1) FIFA 19
4. (4) Battlefield V
5. (9) Mario Kart 8 Deluxe
6. (New) Just Cause 4
7. (3) Call of Duty: Black Ops 4
8. (6) Spyro Reignited Trilogy
9. (7) Pokémon: Let’s Go, Pikachu!
10. (10) Fortnite: Deep Freeze Bundle

< Last week’s charts

Did you buy any of these chart-topping games this week? Are you surprised at Smash Ultimate’s success? Let us know down below.

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Review: RollerCoaster Tycoon Adventures – A Fun Experience That’s Held Back By Technical And Design Hiccups

Who would have thought way back in the late ’90s – when PC gaming was producing some of its biggest and most beloved hits – that a simulator all about building and maintaining a theme park would prove to be an enduring classic in its own right? And while the RollerCoaster Tycoon games took something of a nosedive once creator and programmer Chris Sawyer departed for digital pastures new, the first three titles remain some of the best sims to ever simulate.

So, of course, there’s some genuine excitement surrounding the franchise’s debut on Nintendo Switch. The genre has come a long way since the early ’00s, and RollerCoaster has made the jump to both consoles and mobile in the two decades that have followed. The latter iteration is the basis for RollerCoaster Tycoon Adventures, a port of RollerCoaster Tycoon Touch (which itself is a port of RollerCoaster Tycoon World on PC), and sadly, it makes for a muddled experience where glimmers of that once potent magic are overshadowed by performance issues and technical hangups that should have been phased out in the porting process.

Thankfully, the microtransaction-based coin system from the mobile version has been completely removed (this adopts a full-price approach rather than the free-to-play model used in Touch) so there’s no need to worry about spending an age waiting to build one measly ride. Right out of the box, you get access to four modes all based around the zen-like art of theme park construction and management. ‘Tutorial’ is a short ‘does what it says on the tin’ experience that introduces you to the basics of the game, but most of your time will be spent in the ‘Adventure’, ‘Scenario’ and ‘Sandbox’ modes.

Drawing from the controls of RollerCoaster Tycoon Touch, RollerCoaster Tycoon Adventures does a remarkable job of transposing an experience that was once locked to keyboard and mouse into a hybrid of analog inputs and touchscreen manipulation. You can adjust the length and heights of a RollerCoaster with a few swipes of Switch’s display or use the Joy-Con sticks and buttons to place amusements and build paths. You can spin the camera around to see your gradually-expanding theme park and zoom in to see your rides and your visitors up close and personal.

Apart from the Creative version of Sandbox mode (which unlocks everything from the start, so you can just start building with infinite cash and access to every ride), Adventures kicks you off with a modest-sized site, a respectable pot of cash and a handful of amusement choices. Want to use that cool observation tower? Fancy adding that rad haunted house? You’ll need to spend money researching new options and increase your park rating high enough to earn a new permit (which in turn, unlocks new things to research).

It sounds slow and tedious in theory, but in application, it’s a measured approach that finds the right balance between keeping you satisfied with new ‘stuff’ and making you work diligently enough to achieve them. You can adjust entry prices to your park, and the cost of admission for each ride, restaurant and piece of entertainment so money is never that hard to accumulate, but hike them too high and your park rating will drop and customers will start leaving in disgust. Much like the old games, there’s a tangible pleasure in placing Ride Maintenance buildings to fix broken rides or Janitor stalls to mop up post-rollercoaster vomit.

The problem is, the transition from mobile to Switch hasn’t properly adjusted the amount of automation Adventures implements in its core gameplay. In the old games, you’d have to manually request janitors to clean said chunder, or tell mechanics to fix a faulty set of dodgems. It was an extra dimension that made the classic RollerCoaster Tycoon formula much more of a hands-on experience, but by using the Touch setup as its blueprint, Adventures simply automates all these processes by giving each utility a radius so nearby problems will be solved automatically.

You can’t hire and train workers like you can in Zoo Tycoon, or mix-and-match ride designs in the way you can splice dino DNA in Jurassic World: Evolution, so your only real concern is researching new rides, keeping customers satisfied and the general design of your park. The latter is still an engrossing experience – including using themed decorations to create distinct areas and designing path layouts the maximise space – but you’re still left hankering for the extra challenge of the older entries.

You can, however, design your own rollercoasters (there are multiple styles to choose from including ‘ye olde’ wooden variants and sickness-inducing inverted versions) and using both the touchscreen and the Joy-Con makes for one of Adventures’ best features. It’s a shame you can’t terraform the land to make these creations (and your park in general) so you’re perpetually locked into working on an amusement-filled plateau, but just being able to create rollercoasters that fit the space of your site and the limits of your imagination is a blast.

There are, unfortunately, some significant issues with performance. RollerCoaster Tycoon World had its own problems with slowdown, and its grandchild of sorts has inherited these flaws, both in handheld and docked modes. When you’re building on a small scale (such as when playing through the 16 Scenario missions, which task you with meeting different tiered challenges) things run relatively smoothly, but once you start adding lots of rides (each with their own animation cycles) the frame rate begins to plummet. It’s still playable and enjoyable, but if you really want a RollerCoaster Tycoon game on Switch you’ll have to accept a camera that chugs as you sweep through your park and button inputs that sometimes take too long to respond.

Conclusion

RollerCoaster Tycoon Adventures is both incredibly enjoyable and considerably infuriating. There’s just enough of that classic magic in there to make the design and management of a theme park a consistently rewarding experience, and using permits and research to space out your access to the good stuff makes this a genuinely fun time sink. However, the level of automation that’s migrated over from the mobile iteration really does negatively impact this Switch port, and issues with overall performance place a big caveat around its neck. While it’s not a total disaster, RollerCoaster Tycoon Adventures does leave you wanting a little more – especially if you’re a seasoned fan of the long-running series.

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Review: Guacamelee! 2 – A Fun-Packed And Often Relentlessness Metroidvania

It’s a ballsy developer that starts a game with a boss fight, but that’s precisely what developer Drinkbox Games has done in Guacamelee! 2. The opening scrap is used as a clever device for recapping the climax of the original game, as well as serving as a catch-up for those of us who either didn’t play or finish 2013’s Guacamelee (or the comprehensive Switch remix, Guacamelee! Super Turbo Championship Edition). It also sets the tone for a colourful Metroidvania platformer that’s deeply beholden to, yet also a steady progression from, its predecessor.

Seven years on from the events of the original, Guacamelee! 2 finds our hero Juan in a state of retired bliss, living with his family in peaceful Pueblucho. On an errand to purchase more avocados (which he seems to have been overindulging in), Juan discovers the need to re-don his mystical luchador mask and face a fresh inter-dimensional threat.

It’s that dimensional element that proves to be Guacamelee! 2’s key twist on the formula. You’ll soon be exposed to the concept of the Mexiverse, a daft spin on the multiverse theory of parallel realities. Here each and every one of those universes just happens to conform to Guacamelee’s cartoony Mexican folklore aesthetic, which means that even the key ‘Dark’ timeline is full of colour and humour.

Drinkbox mines this unapologetically silly premise for ample gameplay ideas, which occasionally call to mind the dual light/dark world mechanics of A Link to the Past and Metroid Prime 2, but with a major emphasis on laser-sharp platforming skills. It’s also the driver for a constant barrage of puns and intertextual references. Together with snappy dialogue that’s always played for laughs, Guacamelee! 2 proves to be a relentlessly joyous and inventive experience, despite its ‘more of the same’ nature.

For those who skipped the original, Guacamelee! 2 feels rather like a mash-up of Super Metroid and Super Smash Bros. Ultimate, with the deceptively lithe and technical combat of the latter folded into the branching exploration and tool-gathering structure of the former. It’s predominantly a single-player adventure, though up to three friends can jump in at any time to help with the game’s plentiful scraps. It’s arguably a little too cluttered and chaotic to play the entire game in this way, but the option is welcome.

Guacamelee! 2’s beat-’em-up combat really is a key distinguishing factor. Alongside the game’s gorgeous aesthetic – which has really ramped up in detail this time around – it’s what sets it apart from other Metroidvania games. There are a dizzying number of punches, throws and special moves to steadily learn and perfect, and the game is brilliant at giving you incentives to apply them.

This relentlessly expansive combat system rewards chaining multiple attack types together, and you’ll often be locked into compact arena brawls with combinations of enemies that are particularly vulnerable to certain colour-coded openers. You’ll also encounter a hot-headed combat coach, who pops up periodically to give you a practical lesson in specific disciplines.

It’s a brawler as much as a platformer, then, though the latter component certainly isn’t neglected. Indeed, some of the jumping challenges you’ll encounter in Guacamelee! 2 require every bit as much dexterity and fine-tuned muscle memory as pulling off a flawless extended combo. Smartly, many of the most demanding of these challenges have been positioned as optional challenges, either branching off from the main hub world or within the game’s handful of dense dungeons.

Some of these challenges cater to Juan’s alternate chicken form, the moves of which can occasionally outshine our hero’s for pure mechanical fun. We’re thinking predominantly about the diagonal dash move, which can be ricocheted of certain surfaces to deliciously tactile effect.

The developer’s thoughtful structuring can’t fully shield you from various instances of frustration, however. Some of the platforming challenges will have you failing repeatedly, to the point where we suspect many casual players drawn in by the colourful visuals and cheeky humour will bounce off the game quite hard. Thankfully, Drinkbox has been very generous with the checkpointing and the speed of the restart process, to the point where a little perseverance will typically see you through.

Indeed, perseverance is key if you’re to see the game through. Guacamelee! 2’s eye-blitzing aesthetic, phenomenal pace, relentless quipping and sheer bombardment of fresh moves and mechanics can make it quite exhausting to play for extended periods. It’s like a heavily-seasoned, highly-spiced dish that tastes phenomenal for the first dozen or so bites, but leaves you a little queasy by the end. The very best Metroidvanias, like Hollow Knight and Super Metroid, revel in their long-form nature, expertly interspersing moments of intensity with periods of quiet reflection and exploration. Guacamelee! 2 can feel tiresomely one-note by comparison.

Played in bite-sized chunks, however, Guacamelee is like a burst of fiery flavour that rarely fails to brighten up your day. Its combination of kinetic combat and platforming gymnastics feel fresh and inventive, even second time around.

Conclusion

A dazzling, thrilling action-platformer with a potent cocktail of combat and platforming components, all set in one of the most appealing game worlds around. It’s not a massive progression from the original, and its sheer relentlessness can prove tiresome, but Guacamelee! 2 is a real celebration of a sequel.

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NIS America Brings Lapis x Labyrinth To The West In 2019

The ‘Kinda Funny Video Game Showcase’ was able to include a Nippon Ichi Software announcement with the assistance of NIS America. If you’re one who embraces the grind in role-playing games, the dungeon-diving action title Lapis x Labyrinth is now officially arriving here locally on the Nintendo Switch at some point in 2019. The news isn’t all that surprising, consider there is less than a month left of 2018 and we haven’t heard about the international release of this title since September.

During the showcase, NIS America shared the western announcement trailer for the game, which you can view above. If you missed the previous announcement, the game places players in the center of a high-octane treasure-hunting quest. Here, danger leads to bigger and better rewards. All you have to do is slay hoards of monsters and overcome many traps to gain riches beyond your wildest imagination. Below is the full rundown:

When a struggling village falls on hard times and is desperate need of wealth, there’s only one solution: gather your comrades, venture into the Labyrinth below the Golden Forest, and claim the piles of gold and treasures hidden within! You will need all your courage and wits to survive the dangers ahead, but the treasures that await you are well worth it!

Customize your team with over 4,000 unique combinations, then use the creative stacking mechanic to perform synchronized attacks. When you’ve racked up enough destruction, unleash the explosive power of Fever Mode to really make the cash flow! With 8 different character classes, engaging monster encounters, and stylish, over-the-top visuals, this adventure has everything you need to make it rain!

As we previously noted, each of the eight playable character classes have different traits, usable weapons, and fighting styles. You can choose from a Hunter, Necromancer, Shielder, Maid, Gunner, Wizard, Destroyer, and Bishop.

The game will also receive a limited edition physical release which includes the game, a photo album, soundtrack, poster, mini-art prints and collector’s box for $59.99. Pre-orders are now live on the official NIS America store. Take a look below:

Take in the trailer above and tell us if you’re interested in playing this when it does arrive here in the west.

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Skybound Releasing Episode Three Of The Walking Dead: The Final Season On 15th January 2019

After Skybound Games CEO Ian Howe mentioned how disappointed he would be if episode three of The Walking Dead: The Final Season wasn’t released this year, the company behind the former Telltale project has now revealed the next chapter will launch on 15th January.

This announcement was made during the ‘Kinda Funny Video Game Showcase’ on Twitch. Here’s the official Twitter confirmation along with a new video for the upcoming episode, which is also a bit of a recap of the series so far.

Will you be playing and supporting the release of this game? Have you been anticipating the arrival of this episode? Tell us below.

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Limited Run Games Releasing Physical Editions Of Celeste And Windjammers

During the ‘Kinda Funny Video Game Showcase‘ on Twitch, Limited Run announced physical editions for the indie game of the year Celeste and the retro hit Windjammers.

Windjammers, developed by DotEmu, will be available to pre-order from LRG website on 21st December and Celeste by Matt Makes Games can be secured from 1st January onward. Below is a look at both of the box arts:

Right now, there’s no word on when exactly either of these games will ship or how much each one will cost.

Will you be adding these titles to your physical Switch library? Let us know in the comments.

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Thomas Was Alone Dev Has Just Launched Sci-Fi Text-Based Adventure Quarantine Circular On Switch

The May 2018 PC release Quarantine Circular has just been made available on the Switch eShop following an announcement by the game’s creator Mike Bithell during the ‘Kinda Funny Video Game Showcase’ on Twitch.

Bithell Games was previously responsible for Thomas Was Alone and Subsurface Circular. Quarantine Circular is a mature sci-fi text-based adventure set in the middle of a world-ending pandemic, as a group of scientists discover the galaxy has been watching them. The title is described as a “one-sitting game” for adults in search of a new world to discover. Here’s a bit more about it from the game’s Steam page:

Quarantine Circular is about on a par with the average network TV science fiction episode in its depiction of mature themes and gore. We like to think of it as ‘adult’ in the sense that it focuses on themes of humanity and philosophy, not because of any grossness or sexiness.

It’s also worth noting the title is its own self-contained story and does not require players to experience Subsurface Circular beforehand – a game released earlier this year on the Switch eShop.

Take a look at the trailer above and tell us if you’re in the mood for a text-based adventure on the Switch.

[via youtu.be, twitter.com]

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The Messenger Is Embarking On A Sunny Holiday In 2019

During the ‘Kinda Funny Video Game Showcase’ the developer Sabotage Games and publisher Devolver Digital lifted the lid on the next outing for The Messenger.

The 2D side-scroller inspired by the original Ninja Gaiden game will receive an entirely free DLC pack titled ‘Picnic Panic’ in 2019 that takes players on a trip to tropical paradise to defeat three bosses. Right now, there’s no other information about this upcoming content pack other than the above trailer. Below is the confirmation tweet:

Not long ago, a quality of life patch was released for The Messenger. This added New Game Plus, a jukebox mode and the ability to remap controls. You can see it all in action in this video.

Are you excited about free DLC arriving for The Messenger at some point in 2019? Have you downloaded this game yet? Leave a comment below.

[via twitter.com, youtube.com]

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Warframe Now Has One Million Players On Nintendo Switch

The free-to-play third-person shooter Warframe has already reached the one million player mark on Nintendo Switch in less than a month. Digital Extremes – the Canadian publisher behind the title – celebrated this epic milestone by sharing the following tweet:

If you haven’t tried out Warframe yet, it’s a game that’s been ported across to the Switch with the help of the specialist team at Panic Button. The title was originally released on PC in 2013 and has steadily improved over time.

Games Industry notes how the sci-fi experience saw its best concurrent user peak on Steam last month, with 132,000 Tenno logged in at once. Prior to the Switch release, the game had 38 million registered players across all platforms. Considering 22.86 million Switch have now been sold worldwide as of September this year, there’s still a sizeable audience to attract.

Are you one of the players who has downloaded Warframe on the Switch? Tell us below.