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Nintendo Is Releasing A Super Mario Party Bundle In Japan

As discovered in August, the upcoming October release Super Mario Party won’t be playable with Switch Pro Controllers. Fortunately, it looks like special Joy-Con bundles will be making up for this. 

Following the reveal of a brand new bundle for game’s release in Europe, which includes a physical copy of the title and a neon green and neon pink Joy-Con set, the Japanese website has now revealed its own Super Mario Party bundle. It will include the game and a neon yellow and neon pink Joy-Con set – with each controller coming with an appropriately coloured strap. 

Similar to the European bundle’s delayed release, the Japanese bundle will also arrive at a later date on 1st December. The game launch in Japan is still scheduled for the same time as the European and North American release on 5th October. Now it’s just a matter of waiting for a North American bundle announcement.

Which bundle set do you like the look of more? The European or Japanese one? If North America receives a bundle, what colour Joy-Con are you expecting to see included? Are you looking forward to the release of Super Mario Party? Tell us below.

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Welcome the new school year with some brain-teasing games

08.31.18

General

Nintendo Power Podcast episode 8

In Episode 8, host Chris Slate (previously editor-in-chief of the Nintendo Power magazine) is joined by Toph, a competitive Super Smash Bros.TM player and commentator, and JC Rodrigo from Nintendo Treehouse to discuss recent Super Smash Bros. Ultimate announcements, the competitive scene and their favorite fighting games. Read More

In Episode 8, host Chris Slate (previously editor-in-chief of the Nintendo Power magazine) is joined by Toph, a competitive Super Smash Bros.TM player and commentator, and JC Rodrigo from Nintendo Treehouse to discuss recent Super Smash Bros. Ultimate announcements, the competitive scene and their favorite fighting games. Read More

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Review: Claws of Furry Is Yet Another Couch-Play Classic, But Solo Players Should Beware

Originally set for a release in January 2018, the co-op brawling of Claws of Furry has finally emerged from its developmental dojo and onto Nintendo Switch. But has that nine extra months in the oven helped this indie prospect add an extra edge to those titular weapons, or is this just another arcade brawler destined to be dashed on the crowded shores of the Switch eShop?

We’ll fully admit, it took a little while for us to ‘get’ Claws of Furry and what London-based developer Terahard is trying to accomplish with this title. It takes an hour or two of needless deaths at the hands of basic grunts, poorly-timed jumps over pools of glowing sewage and a belligerent desire to tackle its hard-as-nails ‘roguelike’ mode from the off. But then something clicks, and all of a sudden you begin seeing holes in enemy attacks that once seemed impregnable and dashing through danger like a deadly blur.

It’s not a perfect arcade brawler by any means, but whether played solo or with up to three other players locally, there’s a great deal to master and enjoy once you’ve borne the brunt of its demanding mechanics. Either with friends or on your lonesome, you’ll slip into the silent shoes of a ninja cat, and while you won’t be sneaking anywhere, you will be putting those claws to deadly use as you fight through its four distinct worlds to reclaim your kidnapped master. So far, so predictable.

As a feline, you have agility on your side and Terahard makes good use of it. You can dash on the ground (enabling you to pass through enemies as you’re briefly incorporeal as you move), as well as perform a handy double jump. There’s only the slightest hint of floatiness, so you’re given just enough breathing room to readjust when dodging aerial attacks. Frustratingly, you can’t dash in the air, which seems oddly counter-productive considering how important dodging is, but your double-jump just about does the job.

You have three basic attacks to your furry name – a light attack, an uppercut and a ‘ranged’ move – as well as a powerful ‘bullet’ move that enables you to use your uppercut to smash an opponent away and out of the fight (perfect for those moments when you’re about to be overwhelmed). The ranged attack (which involves throwing actual fish) is almost redundant, but a handy Special (which builds up the more you strike enemies) offers a fun way to clear out enemies like a deadly dash. Coupled with your movement model, it makes for a precise experience but one that’s almost entirely melee-based.

Interestingly, the majority of enemies won’t hurt you if you touch them, but most have an attack or offensive move that will. And there are a lot of them, so combat is more about identifying a certain foe’s tell (such as giant rats that will raise their fists to slam down with a shock, or red crocs that barrel towards you but only once they’ve made a certain shriek) and dashing through them when you need to evade those attacks. It makes tackling the bigger enemies (such as giant-yet-smartly-dressed crocodilians), and even bosses, far from undefeatable.

There are no levelling systems or XP metres to fill. Instead, the game’s unlockable factor is a set of themed costumes that offer gradually more powerful buffs. Most offer a cute pastiche on a memorable character from elsewhere – Catpool, anyone? – but they’re surprisingly useful if you’re willing to grind for them. Some are locked behind beating bosses in the game’s story, clearing waves in Arena mode or other in-game challenges. You can select them from the game’s interactive menu (or Dojo, as it’s known) before tackling one of its three modes.

Rogue mode offers a ‘one life, no saves or respawns’ setup that sees you making your way through its 50 levels from start to finish (bosses included), but with no real tangible reward, it’s definitely something to tackle once you’ve exhausted everything else. Pussycat mode (yes, Terahard, we see what you did there) follows the same route as Rogue mode, only saves your progress as you clear each level.

However, if you die during one of its many boss encounters, you’ll have to clear the level prior to it in order reach it again. Sure, it teaches you to clear that particular level perfectly as your health won’t regenerate after clearing it, but it’s still a reductive decision. Arena mode is, by far, the game’s best mode as it gradually adds in more and more enemy types, forcing you to nail its mechanics down to the millisecond or pay for it endlessly. It’s fun in solo, but it’s a proper hoot in co-op with everyone bouncing around the screen.

It does, however, bring up one of Claws of Furry’s biggest issues – there’s just so much going on on-screen and character models are often so small, that you’re going to struggle to play anything other than single-player in handheld/tabletop mode. This is something that needs the real-estate of a TV display in order to keep track of the organised chaos. But once you’re all gathered around the telly, there’s some glorious anthropomorphic action to be had.

Conclusion

While its fun for a time in single-player, Claws of Furry is definitely a brawler with two-to-four player fights in mind. With an abundance of enemies on-screen at any one time, it’s the kind of game that’s going to be twice as fun with someone sat next to you. While its Rogue mode feels like nothing more than a tokenistic doff of the cap to gaming in 2018, the Arena mode is a big selling point all on its own if you’re looking for a new regular entry in your couch-play rotation.

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Talking Point: It’s September And We Still Don’t Know Enough About Nintendo Online

We’re now firmly ensconced in the month of September, which – as Nintendo has gone to great lengths to tell us – is when its long-awaiting Switch Online service will finally be launching, a whopping 19 months after the arrival of the console itself. Even for the most dedicated of Nintendo fans, the wait is bordering on laughable, but what’s even more disconcerting is that we currently know precious little about how the service will work, exactly what games we’ll get to play in the months following launch and what benefits – outside of cloud storage for saves – we’ll get for our hard-earned cash.

Nintendo is a company which has famously been lambasted in the past for being hopelessly behind the times when it comes to the world of online gaming. While Microsoft and Sony have taken steps to encourage online play via paid-for subscriptions which ensure a decent standard of connectivity – as well as tasty bonuses like free AAA games each month – Nintendo has, throughout the past three hardware generations, been content to keep its online service distinctly no-frills; not just in terms of cost to the end user, but also in terms of any kind of meaningful bonus features as well.

The cloud save debacle was brought into sharp relief following the launch of the Switch when it became clear that save data is bonded on a hardware level rather than an account level; lose your Switch, and you’ve lost potentially hours of progress as well. That cloud saves are one of the main selling points of the Nintendo Switch Online service speaks volumes; Nintendo is listening, but is this something you should be selling a subscription service around?

But wait, we hear you cry. What about all those lovely NES games, now equipped with – gasp – online play? There’s no denying that these classic titles are a neat bonus, but when compared to the kind of content which is given away free with PlayStation Plus and Xbox Live Gold accounts on a monthly basis, repackaging dusty old 8-bit games that most Switch owners have probably owned multiple times now – across NES, Wii, Wii U and 3DS – seems painfully weak. This ‘growing’ library will be limited to a handful of titles at launch, which is sure to make the arrival of the subscription service even more of an anticlimax.

Of course, much of this negativity is down to the fact that Nintendo has been holding its cards very close to its chest on this topic. It didn’t help that it fumbled its messaging about the service early last year, initially claiming that a single NES game would be offered each month. Even after clarifying this point, the lack of genuine information on how this service – which, lest we forget, is the successor to the Virtual Console – will expand has been frustrating. 

What’s the timeline for bringing SNES, Game Boy, Nintendo 64 and other formats to the table? Will Nintendo seek to fix the rather embarrassing topic of voice chat on the console? Are there any plans to include free retail or digital games as part of the service, as Sony and Microsoft do on their respective machines? How elegantly will cloud saves work in reality? Online play is currently free – will we, therefore, see a marked improvement in performance because we’re going to be paying for the privilege from the end of the month onwards? Is Nintendo looking to introduce elements such as the ability to create private rooms for online buddies? We’ve had some info, but for certain key topics, the response remains: “we will share information on this topic at a later date”. Is it a later date yet, Nintendo?

Of course, there’s a little bit of time for Nintendo to rectify the lack of information. The company is fond of springing Nintendo Direct broadcasts at a moment’s notice, and we’d like to think we’ll get one that focuses entirely on Nintendo Switch Online at some point this month. Given that Switch firmware update 6.0.0 appears to be on the horizon, we’d imagine that the company is waiting for the right time to show us exactly what delights are contained within; given that the firmware could offer some radical changes tied to Nintendo Switch Online, it’s perhaps understandable that Nintendo doesn’t want to ruin any potential surprises by blabbing about this early. 

But still, there will be a lot of people out there mentally preparing themselves for the fact that from the end of the September, the cost of being a Switch owner is going to increase to the tune of at least £17.99 / $19.99 a year; granted, that’s less than what both Sony and Microsoft are charging for their respective services, but the difference is that all Xbox One and PS4 owners will have been aware at the point of purchase that online play costs extra. Switch owners, on the other hand, have had more than a year and a half of free access to online play (without certain bells and whistles, admittedly).

Because of this, Nintendo needs to effectively communicate why that additional cost is worthwhile – and thus far, it has done a largely terrible job of that. A handful of free NES games and cloud save support (which, while vital, is something many people may not even have to use during their time as a Switch owner) aren’t the kind of things that will have consumers gleefully reaching for their wallets; the ball is well and truly in Nintendo’s court when it comes to altering this perception, and time is running out. As we said not so long ago, we’re willing to give it a chance – but Nintendo has to give us a chance to get excited about it first, and at the time of writing, we don’t even know exactly when the service will be launching this month. 

For Nintendo, old habits die hard.

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Epic Games Now Working With Nintendo To Improve Fortnite Performance On Switch

Last week, we reported on the ongoing – and dramatically increasing – issues being experienced by Fortnite players on Switch. Fans banded together to send a plea to developer Epic Games to fix the issues, and a patch was released soon after to aid the situation as quickly as possible, but the studio has now revealed that it is working directly with Nintendo to sort out the problems once and for all.

At first, Epic addressed the situation by noting players’ concerns, specifically listing the problems that fans had been experiencing over the last few weeks.

“Switch players are reporting issues with models and environment not rendering properly, as well as an increase in hitches that have apparently gotten worse with each update. We’re investigating what the root cause for this is and will provide updates once we have more information.”

Soon after, the following update was posted.

“We’ve found an issue with with loading performance degrading over subsequent patches. We’re working with Nintendo on a fix for the root cause of this, targeting the 5.40 release. Internal test results look positive and we’re hopeful that this will improve the situation significantly.”

Fortnite’s updates are a very regular occurrence, so version 5.40 will no doubt be on the way soon. The wording here sounds very promising, especially considering the fact that Epic is working directly with Nintendo on the matter, and will hopefully help the game return to the standards it set at launch – if not improve upon them.

In the meantime, though, if you’re still experiencing issues with your version of the game, Epic notes that saving the game directly to the console, rather than on an SD card, can make a “significant difference” to load times.

Installing to an SD card makes a significant difference to building load times. If you’re seeing issues with buildings or skins not loading quickly, we recommend you install the game to system storage rather than an SD card as a workaround. To do this, archive the game and re-download it with the SD card removed. You can find more information about archiving software on the Nintendo Switch, here.

Have you been experiencing problems with Fortnite on Switch? Do you have high hopes that Epic and Nintendo will be able to turn this around? Share your thoughts with us down below.

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Review: Victor Vran: Overkill Edition Is The Perfect Diablo III Appetiser On Switch

Diablo III is coming to Switch this December. We all know this. You could spend the next few months gawping into space, imagining how great it’ll be to play Blizzard’s seminal ARPG on the go. Or, you could snap out of your stupor and get warming up those looting muscles with a highly creditable alternative. Victor Vran: Overkill Edition is just such a game. It isn’t as slick, polished, or downright accomplished as Diablo III, but then few games of this sort are. But it does have an energetic spirit all of its own, as well as a few unique advantages that might better serve a broader, Nintendo-loving crowd.

Let’s back up a little. Victor Vran: Overkill Edition is an action role-playing game, which means that it eschews complex turn-based battle systems in favour of instant hack-and-slash action. Hoovering up a near-constant stream of loot and experience points is the key driver behind the game. Waves and waves of supernatural enemies wade towards you as you roam through the open hubs and instanced dungeons of Zagoravia – a gothic city besieged by otherworldly forces. Each defeated enemy yields experience points and, often, shiny loot. That loot comes in the form of coins, ability-modifying cards, difficulty-altering hexes and completely new weapons.

Ah, the weapons. Victor Vran has a brilliant combat system, anchored by its clear and concise focus on weapon types rather than distinct character classes. There are scythes, rapiers, swords, hammers, shotguns and more. Each weapon class handles completely uniquely, and each has its use depending on the type and number of enemies that you’re facing. The rapier, for example, can issue lighting-quick attacks and is particularly useful at getting through singular armoured foes. It’s not much good against mobs of the regenerating undead, however, where a slow but wide-ranging and hard-hitting hammer might be of more use.

These weapons are even more specialised thanks to the fact that they are tied to special attacks. Where other ARPGs might give you completely separate magical moves that can be chopped and changed individually, here they’re mostly tied to each weapon type. You do get one-off demon powers that work in a more traditional way, but for the most part, it’s all about the hardware. It all feeds into Victor Vran: Overkill Edition’s distinctly hands-on combat. Most ARPGs tend to be designed with a mouse and keyboard in mind, deploying a semi-automated form of clicky combat that doesn’t always translate too well to a control pad.

Victor Vran: Overkill Edition is different. Here you have direct control of the titular demon hunter’s movement and attacks via the left Joy-Con and fascia buttons respectively. There’s a dodge-roll on the L button for nipping out of immediate danger. You even have a jump button (complete with a Mario-esque wall-bounce) for getting out of trouble and accessing hidden areas. As a result, Victor Vran: Overkill Edition feels like a half-way point between a traditional ARPG and a mainstream action-adventure game. It’s uniquely appealing to a console crowd brought up on more direct fare.

This accessibility is mostly aided by the tone of the game. It might look grim and downbeat from the screenshots, but there’s a strong line of cheeky humour running through everything – most clearly seen with the jokey disembodied narrator, who throws a constant stream of quips and insults your way. It’s a shame Victor himself is such a humourless stiff by contrast, and the jokey stuff often grates up against the portentous tone of the overarching plot. But it makes the game lighter and more palatable to an audience less versed in this sort of thing, at least.

Less palatable will be the game’s many rough edges. The menus here are downright clunky, overstuffed as they are with tiny text and unclear icons. Navigating them with the Joy-Con stick is a bit of a chore, to say the least, and simply looking to see how a new weapon compares to your current one – a core part of the gameplay, remember – feels way harder work than it needs to be. While this world certainly has some personality, the graphics are just a little ropey. There’s some brutally basic texture work on display, and large chunks of the world frequently pop into view as your view shifts a little. It’s clearly a result of this being a 3D world with a zoomed-out view, but console audiences are used to such things being handled far more smoothly.

Switch owners are also used to flexible multiplayer options, and here they’re better served. Victor Vran: Overkill Edition features both online and local co-op, which really lends itself well to this kind of ARPG experience. Playing through the story with a buddy by your side is bound to increase the loot-grabbing fun. Rough edges aside, Victor Vran: Overkill Edition is a highly entertaining action RPG with an uncommonly tactile combat system. It’ll keep you hacking and looting until Diablo III arrives, at the very least. Some of you might even prefer it, we dare say.

Conclusion

A surprisingly immediate, console-centric ARPG with a gleefully tactile combat system, Victor Vran: Overkill Edition has its fair share of rough edges and a slightly discordant tone, but is nevertheless a highly entertaining way for Diablo fans to while away the hours until the real deal arrives on Nintendo’s console.

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Nintendo Is The Sixth Most Desirable Company Among Japanese Undergraduates

A new report published by Japanese news outlet IT Media has found that Nintendo ranks as the sixth most desirable company among aspiring undergraduates in the country – a rise from last year when the company was the ninth most popular.

The idea of working at Nintendo sounds like a dream come true – making games, playing games, and a theoretical employee discount being just some of the perks – and despite there being a lack of knowledge surrounding how things are carried out behind the scenes, a job there is very high on the list of up and coming Japanese students. Importantly, this report asked students which company they’d like to work for before actually job-hunting; they’ll no doubt come crashing down a peg or two when they realise how few opportunities come about with the gaming giant.

As for the rest of the list? Well, Nintendo was narrowly beaten by Amazon Japan at number five, Google came in at number four, ‘Government Official’ was third, Apple Japan came in second, and ‘Local Government Employee’ was number one. Taking away those highly sought after governmental positions, however, only Apple, Google, and Amazon were found to be more popular – not bad going considering the size and scale of those companies.

Sony also came in at ninth, although – with the company having multiple business ventures in the worlds of electronics, music, film, and more – it’s hard to pinpoint exactly how much of this interest comes from the video game side of the business.

Do you think working at Nintendo would be a dream job? Or do you think you’d still get tired of the ol’ 9 to 5? Let us know with a comment down below.

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Sega Releasing Original Valkyria Chronicles Game On Switch This October

In June, Sega announced the Switch version of Valkyria Chronicles 4 was locked in for a physical and digital release on 25th September. This was a significant reveal at the time, as the series – incorporating a blend of turn-based strategy and third-person action – has not been released on a Nintendo platform before.

If that’s not enough, at this year’s PAX West, Sega announced a port of Valkyria Chronicles for the Switch will be released on 16th October for the affordable price of $19.99. There will also be a deal on offer for existing owners of VC4, giving them an additional 25% off. During the panel, Sega explained this would not be a port of the existing remaster.

Are you excited to hear not one but two Valkyria Chronicles games are on the way to the Switch? Will you be playing these releases in the coming months? Have you played them previously? Tell us below. 

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Ubisoft’s Rayman Ready For Battle In Free-To-Play Platform Fighter Brawlhalla

Iconic video game characters making cameo appearances in popular fighting games is all the rage right now. Indie hero Shovel Knight has popped up in multiple titles, Yooka-Laylee was recently announced for Brawlout and now Rayman is being added to Blue Mammoth’s free-to-play platform fighter, Brawlhalla

Following Ubisoft’s recent acquisition of Blue Mammoth Games, this particular cameo isn’t quite as surprising as the other above-mentioned ones. Rayman first started out in 1995, and has been overshadowed by the crazy Rabbids in recent years. It’s nice to see the original Ubi mascot receive some love. 

In case you missed it, in August, Ubisoft revealed it was bringing Brawlhalla to the Switch eShop on 6th November. Rayman will be released on this same date. The title itself draws inspiration from series like Super Smash Bros., as can be seen in the trailer above. The character roster currently features over 40 unique fighters and there’s plenty of modes including single-player, co-op, online and local competitive. The game is easy to learn but hard to master. 

Are you excited Rayman is coming to Brawlhalla? Would you like to see Ubisoft show this character more love? Tell us below. 

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Travis Strikes Again: No More Heroes Is Being Released In 2019 To Avoid A Clash With Smash

The Nintendo Switch exclusive Travis Strikes Again: No More Heroes was recently given a launch date by Grasshopper Manufacture. Instead of its original 2018 arrival, the game will now release on 18th January next year. 

Speaking to Destructoid at PAX West 2018, Goichi “Suda51” Suda explained he didn’t want to take the limelight off Super Smash Bros. Ultimate when it was released in December:

So, as you know, Super Smash Bros. is coming out in December…I’d feel really bad about impacting their sales negatively. I’ll give them a break and move it over into next year.

On a separate point, Suda51 said how Travis Strikes Again was “about 50 percent” hack-and-slash, and the other half was comprised of a racing game, puzzle action game and side-scrolling game, as Travis and Badman are stuck inside the Death Drive Mark II – a phantom games console from the ’90s. 

You’re actually always inside the game but you’re able to choose the cartridge or game you want to play from inside it…There’s actually only six games in the Death Drive machine, which is part of the story. But the final stage is the seventh stage but that’s kind of a secret.

Motion controls will also be included, with Suda describing the exact action required:

The only motion control feature is that when you’re charging up your beam saber, you have to shake the controller. There are certain special moves at the very end, you’ll shake it again — that’s about it though.

Are you excited about Travis Strikes Again: No More Heroes? Do you think Suda51 made the right decision not to release the game alongside Super Smash? Should more games avoid lining up with anticipated releases? Tell us what you think below.