Posted on Leave a comment

Talking Point: Do We Still Need Review Scores?

Review scores have been a thing since the earliest days of the video game industry. Publications in the early ’80s would always rate games on their own scale, using either percentages, stars, letters of the alphabet or – as we do – a rating out of 10. If you grew up with video game magazines such as EGM, GamePro, Mean Machines, CVG and Super Play, then you’ll no doubt feel that a review isn’t a review unless it has a score attached to it.

However, things appear to be changing; yesterday, Polygon announced that it is dropping review scores and is instead moving to a more simplistic, streamlined system, with ‘Recommended’ and ‘Essential’ being the two awards. Anything that doesn’t fit in either of these two categories won’t carry a score at all, and readers will be encouraged to actually read the body text of the review to find out the reviewer’s thoughts. Polygon isn’t the first site to take this route, either; Kotaku and Eurogamer employ similar systems, and have done so for quite some time.

When it comes to defending review scores, there are plenty of arguments. Quickly scanning to the score at the bottom of the page gives you an instant indication of whether or not a game is worth bothering with; handy if you’re short on time and can’t digest an entire, 1000+ word review right at that moment. They’re also handy when it comes to comparing like-for-like titles; as human beings, we love to see things neatly scored and rated, hence the fact that so many other forms of entertainment-focused journalism use rating systems to judge the worth of the products they are talking about – and sites like Metacritic and Opencritic uses these scores to help inform their readers and provide a service which helps them make the right purchasing decision. In case the image at the top of the page isn’t obvious evidence, publishers and developers love scores, too – as long as they’re positive ones, anyway. It gives them something to put on their promotional material, and a good set of scores can often be as effective as millions of dollars spent on marketing.

However, there’s a compelling counter-argument to all of this; if you simply read the score and not the review, you’re missing out on a lot of vital information. Many publishers now see a good Metacritic rating as the be-all and end-all, and there have been cases where development teams have been shuttered because a game didn’t hit a certain rating on the site. There’s also the question of how you can possibly rate something accurately; many gamers tend to assume anything below 7/10 is a disaster, but going from our own review policy, 7/10 is ‘Good’ and 5/10 is ‘Average’. There’s clearly a disconnect here in that some readers aren’t always in tune with the ratings a site hands out, which lends further credence to the argument that scores should be dropped in favour of a system that simply says ‘Yes’ or ‘No’ when it comes to making a purchase. Then there’s the issue of when a game is ‘finished’. 20 years ago, when a game launched it was done, but in the modern age of patches, updates and DLC, games aren’t really ‘complete’ for months or even years after release. Does a score awarded on day one truly reflect the quality of a product that evolves over time?

Before you become too concerned, we’re not considering dropping review scores on Nintendo Life or Push Square – at least not at the moment, anyway. We’ll naturally listen to our readership and factor in any feedback we get, but for the time being, we feel that a well-written review combined with a clear and easy-to-understand scoring system is the best way to inform our readers on what games they should and shouldn’t buy. It’s been that way for decades, despite recent moves by sites like Polygon, Eurogamer and Kotaku, and we imagine it will remain that way for some time, as well.

If you feel strongly on the topic, now’s your chance to make your voice heard; vote in the poll below and be sure to leave a comment explaining your thoughts.

Do reviews still need scores in 2018? (766 votes)

I’m not sure

8%

I don’t care either way

9%

Please login to vote in this poll.

Posted on Leave a comment

Action-Strategy Game Siegecraft Commander Is Hurtling Towards A September Switch Release

Blowfish Studios has revealed that its action-strategy game hybrid Siegecraft Commander is strategically catapulting its way to a release on Nintendo Switch later this month.

The game tasks players with leading an army of troops on a raging battlefield, constructing a network of offensive and defensive structures to strengthen their positions and demolish enemy fortifications along the way. To expand their battlements, players catapult structures across the warzone, creating a web of connected towers linking back to the spires that spawned them and, ultimately, the central base.

Catapults can launch everything from new structures to explosives and even cows (as seen in the trailer above), all while deploying infantry to attack the opposing forces. The game features two eight-level single-player campaigns starring either a defence-focused band of knights or a tribe of offensive Lizardmen. Local split-screen and online cross-platform multiplayer for 2-4 players between Switch, Xbox One, and PC is also available (it would appear that PS4 does not support this feature).

Speaking of which, our chums over at Push Square gave this title an ‘average’ 5/10 review when the game launched on PS4 last year. With over a year and a half between the two releases, we’re hopeful that the game might have seen a couple of improvements. Here’s what Push Square had to say:

“Siegecraft Commander is a good idea which very nearly works. There is a lot of game packed in, and if a decent multiplayer community can be formed then it could be a fun one to be part of. The problem is the wonky control system which never quite feels right and undermines much of the good stuff on display.”

The game is now available to pre-order on the Nintendo Switch eShop for $19.99 / €19.99 and will launch on 19th September.

Do you have higher hopes for this one when it arrives on Switch? Feel free to share your thoughts with us down below.

Posted on Leave a comment

Taito’s Ninja Warriors Revival On Switch Gets The Most Literal Title Ever

Not so long ago, we revealed that Taito is in the process of reviving some of its key franchises, starting with Darius. The publisher is also developing a new Ninja Warriors entry – with the help of Natsume Atari – which is due to launch on Switch next year.

Amusingly, the game’s title is Ninja Warriors Once Again, which follows on from the Super Famicom entry, which was called Ninja Warriors Again. Expect any future games in the franchise to follow this convention.

We’d imagine a name-change may happen before this gets released in the west (the SNES version was called ‘The Ninja Warriors’), but in the meantime, take a look at the short trailer above and let us know what you think. The visuals are clearly based on those of the SNES version but benefit from a wider view, larger sprites and smoother animation.

Posted on Leave a comment

Nintendo Direct Airing Tomorrow To Showcase Upcoming Switch And 3DS Titles

Nintendo has confirmed that a new Nintendo Direct presentation will be airing tomorrow to showcase upcoming Switch and 3DS titles.

The confirmation has come via Nintendo’s official Twitter channels (as seen below). It will apparently last for 35 minutes, and doesn’t appear to include any information on the upcoming Nintendo Switch Online service. Here are all the times you’ll need for your area:

  • North America: 3pm PDT / 6pm EDT Thursday 6th September
  • Europe: 11pm BST Thursday 6th September / 12am CEST Friday 7th September
  • Australia: 8am AEST Friday 7th September

We’ll be live-streaming the show right here on Nintendo Life, with a blog and open chat available for some lovely discussion. Make sure to check back and get involved!

Is the hype train ready for boarding? What do you expect/hope to see tomorrow? Share your wildest dreams with us down below in the comments.

Posted on Leave a comment

Hollow Knight Was The Best-Selling Game On The European Switch eShop In August

@NEStalgia I found the beginning to be a bit off. There’s no story hook, just blank mystery about what to do and what’s happening. I had the feeling the game would be smaller, so I felt like I was covering a big percentage of the map — I wasn’t — that all felt similar looking. Plus it was dreary. I just wasn’t super into it.

That is probably its biggest flaw, however, and as it progresses, there is much to love. It is one of my favorite games ever, now. 70 hours in and I just don’t want to complete it because I don’t want it to end.

Posted on Leave a comment

Pre-Orders For The International Edition SNK Neo Geo Mini Go Live Next Week

We really liked the SNK Neo Geo Mini when we took a look at it recently. This miniature retro arcade packs in 40 classic Neo Geo games and has a lovely 3.5-inch display; it’s like a SNES Classic with the added bonus of portability, and it looks super cute on your desk as well.

We’ve just got word from UK retailer Funstock Retro – the same guys who kindly sourced our review sample – that it is planning to open pre-orders for the Internation Edition version of the SNK Neo Geo Mini this coming Monday (10th September).

If you’re interested in picking one of these up, then head over to the pre-order registration page and pop in your email address. You’ll get an email as soon as they go on sale, and Funstock is warning that it will be first come, first served situation with very limited stock.

We’ve no news about how much these will cost over here yet. Do you plan on picking up one of these bad boys? Let us know with a comment.

[via funstockretro.co.uk]

Posted on Leave a comment

Polymega Launch Trailer Reveals Sega Saturn Support

Touted as the world’s “most compatible” games console, the Polymega is now available to pre-order from the official website (note: the site is currently down due to the sheer demand for the device). To coincide with the system’s availability, the team behind it has released a launch trailer, which also reveals Sega Saturn games will be supported.

As previously explained, the system uses special modules, enabling users to play a variety of retro titles from multiple generations and platforms. In addition to Saturn games, the system supports PlayStation, Neo Geo CD, TurboGrafx-CD and Sega CD right on the base unit. There’s also expanded compatibility on offer, with modules for the NES, SNES, TurboGrafx-16 / PC-Engine, and Genesis / Mega Drive.

If you’re looking to find out more about the Polymega, be sure to check out our hands-on with the system at this year’s E3 and also our exclusive chat with the team behind the product. 

Are you interested in checking out the Polymega? Has Sega Saturn support sold you on the modular device? Tell us below. 

Posted on Leave a comment

Call Of Duty: Black Ops 4 Design Director Laughs Off Question About Switch Release

In February, there was a rumour floating around Call of Duty: Black Ops 4 would be coming to the Nintendo Switch. The Activision-published title was supposedly going to include HD Rumble, motion controls and would be ported by a developer who had existing experience with the series – which at the time was suspected to be Ravensoft or Beenox. The official announcement for the game happened a month later – with no mention of a Switch version. In May, senior producer Yale Miller officially shot down hopes of a Nintendo release claiming there were no plans for it.

During a recent rapid-fire interview with Treyarch’s design director David Vonderhaar, Game Informer asked once again about the chances of Black Ops 4 coming to the Switch. After a prolonged laugh, Vonderhaar said “I just make the shoes”, but still seemed to find the idea of the game being released on Nintendo’s hybrid device incredibly amusing. After all the stories about a potential Switch version prior to the game’s announcement, a reaction like this seems a bit harsh. 

Given the popularity of the Switch right now, do you think developers and publishers should take the system more seriously? Would you like to see a Call of Duty game on Nintendo’s latest device at some point? Are you surprised one hasn’t already been released? Tell us below. 

Posted on Leave a comment

Limited Run Games’ Yooka-Laylee Collector’s Edition Available To Pre-Order On 7th September

If you want to relive the days of the Nintendo 64, Limited Run Games’ retro-inspired Yooka-Laylee Collector’s Edition might just be for you. 

Available to pre-order this Friday on 7th September, there’ll be a total of 3,000 up for grabs. Each one contains Yooka-Laylee on Switch (the case & game), a retro-style Collector’s Edition box, a poster including all of the characters from the game, a non-functioning display cartridge and an official game soundtrack. 

Original Kickstarter backers will all receive a discount code, which will work through till 7th September. Backers of the Nintendo 64 box tier will also be given guaranteed early access to the Collector’s Edition at a discount price. 

Limited Run Games notes the Collector’s Edition box matches the exact dimensions of the classic Nintendo 64 box, and will be made of the same materials with the same finishing process. This will make the game look the part in your N64 collection, despite the fact it doesn’t actually work. 

Will you be placing a pre-order for the Collector’s Edition? Tell us in the comments. 

Posted on Leave a comment

Hands On: Streets Of Rage 4 Is A Grand (Upper) Revival

It’s been a wild ride for fans of SEGA fans the last few years. Lately, it seems as though the forgotten series of their past are returning in spades, thanks to the efforts of smaller indies the world over: Wonder Boy, Shenmue, Monster Boy, and finally, Streets of Rage. That last one is a big deal for a particularly loyal fanbase. After nearly a quarter century, Streets of Rage is getting the sequel fans have been clamouring for, but was it worth the wait? After the brief glimpse we took at the game at PAX West, we think it might just be.

As we reported earlier, Streets of Rage 4 is being brought to life by Guard Crush Games, Lizardcube, and DotEmu, the latter two being the teams behind last year’s Wonder Boy reboot, which Site Editor Damien McFerran praised for its sumptuous visuals. That praise is key here as well, as Streets of Rage 4 utilises the same techniques and a very similar art style. Unlike Wonder Boy, however, Streets is an entirely new game, rather than a remake of a beloved classic.

This distinction matters, as it means the team is not bound to the limited number of frames 16-bit consoles could handle, and as a result the character animations are incredibly fluid. In motion, Streets of Rage 4 is a sight to behold. From the movement of Axel’s hair as he slams an enemy to the pavement, to the flickering of the flames surrounding his fist as he executes of a super move, it’s clear great care is being taken to represent these characters in a way that feels right to fans of the series. 

This same care extends to the backdrops as well. The demo took place in the same city area featured briefly in the announcement trailer; it was not only gorgeous but felt alive as well. Neon lights would cast their glow on their surroundings, while shadows would accurately cast against the beautiful, hand-drawn sprites of characters as their fight their way through the streets.

The build we played was extremely early, and we were told it was more or less intended to give players an idea of where the game was headed, rather than to be representative of the finished product. In the demo only Axel and Blaze were available, and each were hard-mapped to player 1 and 2, respectively. We played the game on a PC as a Switch version has yet to be confirmed. Though considering the team behind the game, we’d be surprised if a Switch version wasn’t on the cards.

The demo consisted of two very brief combat sections, which allowed us to take on a selection of enemies, all of which appeared in the trailer. The combat was as satisfying as we remember, with attacks coming out with no discernable input lag. Despite being beautifully animated using modern techniques, Streets still feels exactly like an old-school Mega Drive/Genesis game, which is both a compliment of the highest order and little surprise considering how well these teams brought 8-bit gaming into the modern era in a way that pleased both purists and newcomers alike.

Throughout the short demo, classic Streets of Rage music and sound effects were used. DotEmu stressed to us that the effects in the demo were not final, but when asked if there would be an option to retain the classic sounds, the team did offer the following, “We understand that music is as important as gameplay itself.”

From what we played, it’s clear that Streets of Rage 4 is very early in development. It’s also clear that it’s being handled with the same care as Lizardcube’s previous project, which turned out wonderfully. After playing through the demo, we’re very optimistic about the next entry in the series. We truly believe it could not be in better hands.