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Capcom Announces Mega Man Live-Action Hollywood Film

Movies based on popular video game series are slowly catching on in Hollywood. In recent times films for iconic characters like Mario, Sonic and Pikachu have been announced. The latest character to join this trend is Mega Man.

Capcom’s iconic character will be starring in a live-action Hollywood film for the first time ever. Debuting on the NES in 1987, the series to this day is still one of Capcom’s most respected IP after 30 years. Earlier this week, we even saw the release of Mega Man 11 on the Switch.

Here’s a bit about the upcoming film and the team behind it:

The feature film, tentatively titled MEGA MAN, will be written and directed by Henry Joost and Ariel Schulman, and is scheduled to be distributed by 20th Century Fox. Chernin Entertainment, responsible for the Planet of the Apes series, will be producing it with Masi Oka, of Heroes fame.

Capcom intends to appeal to a diverse audience – which includes fans of the game and action movies. The aim is to “maintain the world of Mega Man” while incorporating the grand production and entertainment values of Hollywood. When we find out more details, we’ll be sure to let you know.

Is this the movie announcement you’ve been waiting for? What other video game characters would you like to see adapted to the big screen? Are you even a fan of Hollywood adapting video games to cinema? Tell us below.

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Reggie Says Wii U’s Failure Ultimately Led To Success Of The Switch

The Wii U era was a difficult part of Nintendo’s history. Despite this, Nintendo of America President Reggie Fils- Aimé believes it was a vital period for the company. Speaking on stage at this week’s GeekWire Summit, Reggie said the Wii U gave Nintendo a strong idea about what consumers really wanted:

They were telling us, ‘I want to play with this tablet, this gamepad for the Wii U, but as soon as I get more than 30 feet away it disconnects.’ So the core concept, something that you could take with you anywhere anytime, was really compelling.

Reggie explained how the Wii U was not a “beta test” but more of a learning experience:

Without our experiences on the Wii U, we would not have the Nintendo Switch in terms of what we learned and importantly what we heard from our consumers.

Speaking about failure and success, Reggie said the direction of Nintendo wasn’t entirely prompted by the Wii U and also offered some words of advice:

We reinvent ourselves every five, ten years…We have to, in this fast-moving entertainment business… [it’s] in our DNA.

When you’re doing well, don’t be excited about that high-flying performance… When you’re doing poorly, don’t be sad. Always have an even keel and always focus on the next big adventure. And that’s what we do.

What do you make of Reggie’s comments? Do you think Nintendo is reactive to consumer demands? Tell us below.

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Paladins Dark Tides Update Introduces Undead Pirate Champion Admiral Dredge

Hi-Rez Studios’ free-to-play team-based shooter Paladins continues to differentiate itself from the competition with plenty of unique updates. The latest one – update 1.6 – introduces the undead pirate champion, Admiral Dredge, along with a new map (Onslaught), an event and nine new skins.

The above trailer explains Admiral Dredge’s backstory and also has an ability breakdown of the character. The champion’s primary fire is the “Cursed Howitzer” – most effective at bombarding opponents from afar. The alternate ability “Broadside” fires three rising explosives. Dredge’s first ability summons a phantom harpoon from the abyss and his second ability allows him to teleport. Unsurprisingly, his ultimate is the Kraken – crushing any enemies nearby.

Not only is this update free-to-download it’s also free-to-play online as there are no membership requirements to play these types of the games over the internet on Switch. Have you been looking forward to this latest update? Have you tried out Paladins on your Nintendo Switch yet? Tell us below.

[via twitter.com, youtube.com]

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The Blue Bomber is back!

The Blue Bomber is back!

Grab your Mega Buster and get ready to slide into a new adventure with Mega Man 11!

In the newest evolution of the iconic series, Mega Man must battle fierce Robot Masters to save the day. Using a combination of hand-drawn and 3D visuals, the iconic series blends classic side-scrolling challenge with an impressive new look.

Features

  • Introducing the new Double Gear System! Using the Speed Gear, Mega Man can slow the flow of time, granting him an advantage in difficult situations. Additionally, the Power Gear overclocks the Mega Buster, releasing powerful rapid-fire and charged-up blasts.
  • Earn the top-spot in Challenge Mode! Rise up the leader boards by playing through score attack or with various rules.

With several new features and a variety of difficulty modes, this is the perfect opportunity to everyone to experience this legendary hero’s return – whether you’re playing Mega Man for the first time or re-visiting an old friend.

If you would like to purchase the game, please visit https://www.nintendo.com/games/detail/mega-man-11-switch.

Nintendo Switch Online membership (sold separately) and Nintendo Account required for online play. Not available in all countries. Internet access required for online features. Terms apply. Learn more at https://www.nintendo.com/switch-online


Cartoon Violence

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Xenon Racer Brings High-Speed Arcade Fun To The Nintendo Switch

Futuristic racers aren’t quite as readily available as they once were during simpler times of gaming. In the ’90s, the genre had a number of competitors fighting for the top spot, including the likes of F-Zero and Wipeout. Nowadays, this racing niche tends to take a backseat – with fewer big-name companies focusing on these types of games. Fortunately, smaller teams like Shin’en Multimedia have continued on with releases such as Fast RMX.

Xenon Racer is a new game published by Soedesco and developed by 3DClouds.it. Set in the year 2030, it looks more along the lines of Ridge Racer and is about a one-off championship where traditional wheel-based vehicles – powered by Xenon gas – drift and race around multiple cities including Tokyo and Dubai.

The game has been announced for multiple platforms including the Switch but other than this, there’s no word on the release date or price. We’ll make sure to keep you updated. In the meantime, take a look at the game’s announcement trailer above and tell us in the comments if you would be interested in playing this futuristic racer on your Nintendo Switch.

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Feature: Remembering Super Mario 128, The Groundbreaking Masterpiece That Never Really Existed

The Super Mario series has been responsible for some pretty amazing forward strides in the video game industry; the NES original arguably triggered a 2D platforming goldrush which would dominate the ‘80s and early ‘90s, while Super Mario 64 did the same for 3D gaming in general. Later, Super Mario Galaxy would allow players to hop between entire planets, harnessing the power of gravity to create an entirely new gameplay hook.

As one of Nintendo’s leading franchises, it should come as no great shock to learn that the company uses Super Mario as a testbed of sorts for new gameplay concepts, but what’s interesting is that there are very few cancelled Mario games – or, at least, cancelled games that we know of. By far the most high-profile canned Mario instalment isn’t really a game at all, but a series of tech demos which would go on to inspire and influence several other titles in Nintendo’s library.

Super Mario 128 has its origins in Super Mario 64; more specifically, the name was first coined when Shigeru Miyamoto was discussing a possible sequel to the N64 game in 1997; a throwaway remark which would reverberate through the years:

Sometimes I ask myself if we should continue this approach. For example, should we keep trying to put all the new technologies into each new Mario game. What comes next? Super Mario 128? Actually, thats what I want to do. (laughs).

At the end of the same year, Miyamoto elaborated on this, but referred to the game as Mario 64-2:

We’re in the middle of preparing Mario 64-2 for release on the 64DD. I’d like to take advantage of the 64DD’s ability to store information. As of now, Luigi’s also a full part of the game, but we haven’t started thinking about 2-player gameplay with Mario and Luigi yet. We’ll tackle that once we’ve got the system ironed out—we’ve figured out the processing power issues, so we could do it if we tried.

Luigi was apparently due for a larger role in this outing (indeed, he was almost in the original), with a two-player co-operative mode a key focus for the team. However, the failure of the 64DD seems to have put paid to this project, and while the add-on’s Mario game almost saw release, it lacked the famous sibling.

In 1999, Miyamoto again mentioned the existence of a Mario-and-Luigi 3D title to Nintendo Power magazine and said that a prototype had been sitting on his desk for well over a year – the first indication that the collection of projects which would become known as ‘Super Mario 128’ was destined to endure a long and tortured existence. “We’ve been thinking about the game,” he added. “It may be something that could work on a completely new game system.”

It’s vital to remember that the name refers not to a single project, but several; this was made abundantly clear when Nintendo lifted the lid on ‘Super Mario 128’ at the 2000 SpaceWorld event. Footage was shown of a 2D Mario splitting off into – you guessed it – 128 different Marios, all in 3D form, in a world that could be rotated and manipulated to showcase realistic physics. It looks like Mii Plaza, before Mii Plaza was even a thing.

Rather than hinting at any potential game, the tech demo was intended to showcase the graphical grunt of the upcoming GameCube system, but the connection with the mysterious Super Mario 128 moniker was enough to elevate the demo to a whole new level of importance; at the time, there was speculation in the gaming press that the previous 64DD project had evolved into something more significant, and that GameCube was now the target platform.

However, the arrival of Super Mario Sunshine appeared to shoot down this theory. Announced at the following year’s SpaceWorld event, Sunshine offered a 3D world very similar to that seen in Super Mario 64, but added in gameplay elements which took it in a new direction – the F.L.U.D.D. backpack being the most notable. However, the fact that Miyamoto confirmed at the time that Super Mario 128 and Super Mario Sunshine were separate projects continued to feed the rumour that another Mario game was in active development for the console, and that it would be based on the concepts seen in the 2000 SpaceWorld video.

What followed were intermittent reports and rumours which kept the memory of this oddball game alive; Miyamoto apparently spoke to the Japanese edition of Playboy magazine confirming the existence of the game, while reports surfaced shortly afterwards that it was so mind-blowingly groundbreaking that Nintendo was scared to show it off in public, just in case rivals copied its unique ideas. In 2003, Miyamoto confirmed yet again that the game was still in production in an interview with the UK’s Nintendo Official Magazine, and that the gameplay had taken a new direction:

I can’t say anything concrete yet – sorry. We’re making it, of course and as afar as Mario games go, I want to make this a different – but still Mario-esque game. At E3, the question I was asked the most was, where is Mario 128? But I can’t say anything now. Sorry!

After another no-show at E3 2004, Miyamoto discussed the project with GameSpy, saying:

It’s moving along secretly like a submarine under the water. When developing, we often look at the different hardware and run different experiments on it and try out different ideas. There have been a number of different experiment ideas that we have been running on the GameCube. There are some that we have run on DS, and there are other ideas, too. At this point I just don’t know if we will see that game on one system or another. It is still hard for me to make that decision. I am the only director on that game right now. I have the programmers making different experiments, and when I see the results, we will make the final decision.

The word ‘experiment’ would continue to crop up whenever Miaymoto was asked about the game, which was perhaps the most glaring hint yet that Super Mario 128 was never going to surface as a fully-formed project. Nonetheless, it had so much momentum behind it that the gaming press continued to dig for answers.

At GDC 2005, GameSpot pressed Nintendo of America president Reggie Fils-Aime about the game’s existence, and was told that all would be revealed at E3:

We’re going to answer that question at E3. You know, we at Nintendo are probably waffling back and forth on what’s the best thing to do. Legend of Zelda is going to be on GameCube. We’re going to launch that this holiday. And there’s more to come on what happens with Mario 128.

In terms of how we’re going to show Mario 128, though, it’s likely that we’ll show it in video form more than playable. We have so many great games in playable form already.

When Super Mario 128 was nowhere to be seen at E3 2005, an exasperated Fils-Aime was forced to tell GameSpot: “I can only show what Mr. Miyamoto gives me to show. I’ve seen bits and pieces.” At the end of 2005, Miyamoto told Wired that Super Mario 128 would not be released on the GameCube, but for Nintendo’s ‘Revolution’ system – the Wii – instead:

Wired: But there’s still no sign of the long-rumored Mario 128 for GameCube.
Miyamoto: It’s still floating around. We’re searching for that fundamental idea that’s going to drive the next 3-D Mariogame. But we’re not sure when that’s going to jump out at us. We’re doing lots of tests with small groups.
Wired: If that’s the case – if the design process is still at the point where you’re doing experiments and tests – is it even possible that Mario 128 could come out on GameCube at this point? Or is it definitely a Revolution title?
Miyamoto: We think we want it on Revolution.
Wired: So, there will be no new GameCube Mario platform game.
Miyamoto:
Right. The Mario team can’t create too many games at the same time, so they’re concentrating on the Revolution.

It’s at this point that Super Mario 128 was effectively put to bed by Miyamoto himself; speaking in 2006 to Nintendo Dream, he struggled to recall the exact history of the project but said that elements had been absorbed into other games, and explained that the whole idea had evolved from the concept of having Mario and Luigi on-screen in Super Mario 64:.

I’m sorry. I’ve forgotten. However, I believe it’s become other games. From the time that we were originally making Mario 64, Mario and Luigi were moving together. But we couldn’t get it working in the form of a game.

Clearly, the tech demo had snowballed from that point onwards, pulling in new ideas and riding the wave of fresh hardware to remain at the back of Miaymoto’s mind; present, but never directly in his line of sight. However, in the same Nintendo Dream interview, he does touch upon the impact of Super Mario 128 on other games:

We’ve been experimenting all this time. Some percentage is included as Mario Galaxy on the Wii. Mario 128 was a test concept for Mario, so, for instance, the parts in Mario Galaxy where you’re running around on the surface have come from Mario 128.

That’s not quite the end of the Super Mario 128 story. In 2007, Miyamoto delivered the GDC 2007 keynote speech, and during his talk, he decided to mention Super Mario 128. In contrast to his previous comments over the years, he stated categorically that the ‘game’ wasn’t a game at all, and that the GameCube tech demo shown in 2000 had gone on to influence titles such as Pikmin and Super Mario Galaxy:

The one question I’m always asked is, ‘What happened to Mario 128?’… The purpose of that demo was to show how the new technology in the GameCube could dynamically change the nature of Mario games. So when people ask me what happened to it, I’m always at a loss as to how to answer it, because most of you have already played it – but you played it in a game called Pikmin. This game featured one element of Mario 128 that allowed a large number of characters to operate independently and as a group – it’s advanced AI. But of course if I was to tell you all that this is what happened to Mario 128, you’d all be pretty angry.

In Super Mario Galaxy, you’ll be playing on numerous spherical stages, and this was one of the experiments we were conducting at the time of Mario 128…

It’s little wonder that Super Mario 128 has become such a massive mystery among Nintendo fans over the years; unlike a great many cancelled projects, this one was in the public eye for quite some time, with the company even outright confirming its existence year after year, teasing players with a style of game that would rip up the rulebook, just as Super Mario 64 had done. And heck, it’s Mario. Of course Nintendo fans are going to feel bummed out about a potential mainline Mario game they never got to play.

Looking back, it’s easy to see how press and players alike got swept away in the hype, but it’s equally easy to see how the ‘game’ was never a game at all, and more a codename given to a series of experimental tests which would ultimately find their application in other titles. In the cold light of day, it’s abundantly clear that Super Mario 128 was never something we were going to actually play – but that doesn’t prevent it from being seen by many as one of the most alluring Nintendo titles that never made it onto store shelves.

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Limited Run Games Set To Release First And Only Wii U Game, Lost “A Lot” Of Money Making It Happen

Limited Run Games, one of the few publishers dedicated to releasing much-loved indie games to the market in physical form, looks set to release its first and only Wii U game.

The news comes from the following tweet shared by Josh Fairhurst, owner of the publisher, which tells the sorry tale of “a lot” of lost money and struggles along the way to make it happen.

At the moment, the tweet is simply acting as a tease, with Fairhurst yet to spill the beans on what the game in question might be. If you’re a fan of your limited physical releases, though, this could well be one to look out for – it probably doesn’t get much more ‘limited’ than this.

Do you have a favourite Wii U title that’s just begging to be released on a physical disc? Feel free to scream out your love for all things Wii U in the comments – it could do with cheering up anyway.

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Free Reshiram And Zekrom Distribution Begins This Month For Pokémon Sun & Moon

The Pokémon Company has shared details surrounding the latest distribution for the ‘Year of Legendary Pokémon’ celebrations. This time around, you can get your hands on Reshiram and Zekrom.

Originally appearing in Pokémon Black and White, these fearsome beasts will soon be available in Pokémon Sun and Moon and Pokémon Ultra Sun and Ultra Moon. Their stats will differ depending on which game you plan to send them to, with Zekrom being exclusive to the Sun versions of the games, and Reshiram being exclusive to the Moon games. Here’s all the info you need:

For UK players, the legendary beasts can be obtained via the Mystery Gift function in the games between the 5th and the 21st October. US players can snag the Pokémon from participating Target stores between the 19th and 28th October.

Also, in case you had forgotten, the Zeraora distribution is also taking place this month. This Pokémon is available to obtain between now and 15th November (from GAME in the UK, and GAME / Gamestop / Micromania across Europe) and will be available at Gamestop in the US from the 19th October, but only for the ‘Ultra’ versions of the games.

Will you be adding any of these elusive creatures to your team?

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Despite The Recent Bankruptcy and Layoffs, Retailer Toys ‘R’ Us Might Be Making A Comeback

The auction which aimed to sell off assets for toys and games retailer Toys ‘R’ Us has been cancelled as part of a potential move to revamp the brand and revive the business.

According to court papers which were filed earlier this week, and reported on by the Wall Street Journal, the lenders currently in control of the business – who previously “pulled the plug” on the retailer’s reorganisation earlier this year – have cancelled the sale of the assets as they believe that the Toys ‘R’ Us and Babies ‘R’ Us brands are strong enough to survive.

The decision comes despite the fact that some of the assets – which include website domains, registry lists and, in a devastatingly sad turn of events for children who frequently visited the stores, Geoffrey the Giraffe – received “qualified bids”.

The new court papers state that the company will now be reorganised under a plan which “among other things, contemplates a new, operating Toys “R” Us and Babies “R” Us branding company that maintains existing global license agreements and can invest in and create new, domestic, retail operating businesses…” It goes on to say that the plan includes the intention to “expand [the business’] international presence and further develop its private brands business”.

Of course, it could be quite some time before we see how successful this decision is, but steps are definitely being taken to benefit all involved. Two current stakeholders who are said to be responsible for the company’s outstanding debts have reportedly created a $20 million fund to pay severance to laid-off workers. It should be said, however, that estimations suggest workers are owed much more ($75 million).

Do you have memories of buying your favourite Nintendo games from Toys ‘R’ Us? Would you like to see the brand come back fighting? Share your thoughts with us below.

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Video: Launch Trailer Shows Off The Unlikely Legend Of Rusty Pup’s Stunning Visuals

A launch trailer has been released for The Unlikely Legend Of Rusty Pup, showcasing elements of its gameplay and a fantastic level of graphical detail.

We’ve been following the story of Rusty Pup for some time now here on Nintendo Life; from its initial Wii U reveal back in 2013, a visit to game developer Chris Seavor’s home office to learn more about the project, and then on to the eventual ‘switch’ from Wii U to Nintendo’s latest system, we’ve enjoyed seeing the game truly take shape over the last handful of years.

In case you didn’t know, Rusty Pup comes from the original creator of Conker’s Bad Fur Day and tells the story of a dog that thinks it’s a toy – or is it a toy that thinks it’s a dog? Either way, the whole thing looks beautifully intricate as you can see in the new trailer above.

This month sees the game’s launch on Steam, with the Switch version headed our way in the fullness of time. We reached out to Chris and he said the Switch edition “will be coming for sure” but it’s not as easy as flicking a (no pun intended) switch due to the game’s powerful bespoke engine.

Update: Chris has also told us that the proposed 3DS version has been scrapped. According to the developer, the console’s display resolution is way too small. He also points out that the game won’t be coming to smartphones for a similar reason – a large display is needed to fully exploit the game’s mechanics.

If you like what you see, developer Gory Detail has also shared an extended look at the game. You can check that out below.

Do you like what you see here? Would you be interested in playing the game on Switch? Let us know your thoughts below.