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Review: Night Trap – 25th Anniversary Edition (Switch eShop)

“In the past years, some very violent and offensive games have reached the market, and of course I’m speaking about Mortal Kombat and Night Trap.” It was 9th December 1993, and the then-president of Nintendo of America, Howard Lincoln, was giving a statement at a US congressional hearing on violent video games. Mortal Kombat had already been released on the SNES, but it was a heavily censored version: the blood had been replaced with sweat and its notorious fatality moves had been removed.

As for Night Trap – the Mega CD game that featured full-motion video (FMV) of scantily-clad teenagers in mild peril – Lincoln was more scathing. “Let me say that for the record,” he told the hearing, “I want to state that Night Trap will never appear on a Nintendo system. Obviously, it would never pass our guidelines.”

In hindsight, Lincoln’s speech was less a moral crusade and more an attempt to keep the senators happy and make Nintendo look like the good guys. As soon as it became clear that the blood-soaked Mega Drive version of Mortal Kombat was vastly outselling the censored SNES one, those guidelines Lincoln spoke of were changed pronto. Mortal Kombat 2 was released fully uncut on Nintendo’s system, with fatalities and gore a-plenty.

Night Trap, meanwhile, never did make it to a Nintendo console during Lincoln’s reign, but that was more likely due to technical reasons: the company’s refusal to embrace CD-ROM meant neither the SNES or the N64 would have really been able to handle a game that consisted entirely of video clips. By the time the GameCube launched and Nintendo had a system with adequate storage, the FMV genre was already dead and Night Trap was ancient history. That was then, though. They say you should never say never, and what we have here is a shining example of this. An entire quarter of a century later, despite what Howard Lincoln promised, Night Trap has appeared on a Nintendo system, in a 25th anniversary remaster.

If you’re unfamiliar with it, the game puts you in charge of a bank of eight security cameras, each set up in a different room of the Martin household. A bunch of teenagers recently disappeared after a trip to the Martins’, so it’s up to you to figure out what’s going on by using the cameras to keep an eye on a second group spending the night there (one of whom is an undercover agent working for you).

It quickly becomes clear that the house is swarming with Augers, a group of shambling, toothless vampires who need to use a special claw tool to extract blood from their victims. It’s up to you to catch the Augers by activating one of the many traps littered around the house. Press the trap button just as an Auger passes over the right spot and they’ll be caught: miss too many of them and it’s game over.

The trick, then, is scanning through each room, attempting to catch as many Augers as you can while still trying to eavesdrop on the various conversations going on throughout the house. It’s important you do so, too, because sometimes the residents – suspicious that someone’s onto them – will change the security colour code for the traps and you’ll need to change yours accordingly in order to keep catching the blood-sucking bad guys.

Since it’s essentially just made up of a bunch of video clips, Night Trap is an extremely linear game and a short one at that: a perfect run takes around half an hour. The fun comes in trying to achieve that level of perfection, though, by slowly but surely memorising the sequence of events and learning which dialogue scenes you should watch and which can be ignored. If you prefer your games to be a completely different experience each time you play, then Night Trap certainly isn’t for you. This is about playing the events of one evening over and over, Groundhog Day-style, until you figure out how to handle it flawlessly. There’s a brilliant reason for doing so in this version, but we’ll get to that in a bit.

This 25th anniversary edition of Night Trap – originally developed by one-man team Screaming Villains and ported to Switch by Limited Run – delivers by far the best-looking version of the game. At the time it was originally released on Mega CD (and later PC and 3DO), CD-ROM video technology was still in its infancy and the extreme compression meant the video quality was horrendous. Footage was blocky and grainy, the video window was tiny and the frame rate was cut heavily in order to fit everything in.

For this version, the developer was given access to the original tapes containing all the footage shot at the time. This meant the game had to be rebuilt almost from scratch, but the result is picture quality that absolutely demolishes the ‘90s versions: the video window is satisfyingly big, the detail is far greater than before and the frame rate has been brought up to movie standard.

There are some issues, though. The game over scenes – in which your commander gives you a piece of his mind for messing up – were shot years after the other footage, and so high-quality versions of them don’t exist. As a result, these scenes appear in a tiny window in the corner of the screen, which is disappointing. The original tapes have also suffered some damage over the years, so there’s some visible picture tearing and interference in some scenes near the end – though it could be argued that this just adds to the cheesy ‘80s VHS aesthetic.

The Switch port, in particular, has its own quirks not present in the previously released PS4 version. Video can occasionally be a little janky in handheld mode and a couple of the longer scenes – the infamous ‘party’ scene where the actors all ham it up to the official Night Trap theme tune being the most notable example – are noticeably more compressed, presumably to help the Switch handle them a little better.

That’s the game itself, then: ultimately, it remains as divisive as it was when it first launched back in 1993. You’re either going to love the way it cleverly uses and interconnects video clips to give the impression you’re genuinely analysing the goings-on in this house, or you’re going to hate its linear gameplay and the fact that every game plays out exactly the same way. What’s less arguable, though, is the quality of everything else you get in this anniversary edition.

As well as the remastered version of the game itself, this shiny new Night Trap package also includes a bunch of bonus features. Some are fairly throwaway: the Survival mode randomly arranges clips of Augers in the house and tasks you with catching as many as possible, which should amuse you for a while but is a bit soulless. Far better are the other goodies. Theater mode appears when you beat the game and lets you replay any of the dialogue scenes you stumbled upon, giving you the chance to enjoy them uninterrupted without the need to jump to another room to trap someone. Meanwhile, there are two brilliant documentaries – one recorded in the ‘90s shortly after the congressional hearings and a more recent one shot in 2017 for this new edition – which are well worth a watch.

Even better, get a perfect game by capturing all the Augers and you’ll unlock Scene Of The Crime, the unreleased 1986 prototype of Night Trap that was created as a sort of proof-of-concept when the idea was being pitched to toy company Hasbro for the NEMO game system. This is an absolutely incredible addition: for years Night Trap fans had only seen tiny, seconds-long snippets of Scene Of The Crime, so to not only see the full thing but actually be able to play it too is beyond belief.

As a game it’s fair to say Night Trap is an acquired taste: on one hand, it has limited interactivity and B-movie acting that’s cheesier than Wallace and Gromit’s fridge, but on the other, its inventive use of FMV and unique trapping mechanic has earned it a cult following. There’s no denying the quality of the surrounding package, though, and regardless of your thoughts on Night Trap itself, the addition of a pair of lengthy documentaries and a playable version of its fabled prototype make it fascinating for gaming historians.

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Nintendo Switch Online Cloud Services Explained By Diablo III Associate Producer

As the launch of the Nintendo Switch Online service draws closer, we still know very little about the finer details. Fortunately, third-party developers aren’t being as tight-lipped as Nintendo. Following the Arena of Valor developer Tencent confirming free-to-play games would remain accessible after online services launched on Nintendo’s device, Blizzard has now revealed more information about the incoming cloud services. 

Speaking to Nintendo Soup, Diablo III Eternal Collection associate producer Matt Cederquist revealed save files for games on the Switch will be automatically uploaded to cloud services on a regular basis, with no manual user action required. How frequently online saves will be backed up is unknown.

Cederquist also explained how save data in the cloud would be seamlessly transferable to other Nintendo Switch systems – allowing players to continue their session on a friend or family member’s device. Discussing Diablo III’s specific cloud features on the Switch, the Blizzard associate producer said saves including achievements and campaign progress would go straight to the cloud.

Does being able to move data between systems appeal to you? Is this the kind of cloud service you hoped for? Tell us below. 

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Miyamoto Regrets Design Choices Made During Development Of Super Mario Run

As reported earlier last week, legendary Nintendo designer Shigeru Miyamoto delivered the keynote speech at this year’s Computer Entertainment Developers Conference held in Yokohama, Japan. It’s been ten years since his previous talk in 2008, with much of his discussion this time reflecting on the past decade. 

Speaking about the 2016 mobile release Super Mario Run, Miyamoto said the team made some regrettable decisions. The first problem was linked to the game’s difficulty and its reliance on running and jumping. The game was intended to slowly increase in difficulty and satisfaction, but Miyamoto wanted the game to be a bit more challenging. This resulted in the title feeling too difficult for some players, despite the simple control design. The ‘Remix 10’ mode was then added to the game to counter this, with Miyamoto reportedly admitting how the game should have been more like this mode from the beginning. 

The fixed-cost was cited as the second mistake. This model was selected at the time because Miyamoto was of the belief Mario is a game about making mistakes and then retrying until you succeed. For this reason, he felt levels should not have been restricted with micro-transactions.

Did you enjoy Super Mario Run on mobile? What did you think about the game’s difficulty? Do you appreciate the fact it was a fixed price game rather than a free-to-play one? Tell us below. 

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Adding Fox McCloud To Starlink: Battle For Atlas Was Nintendo’s Suggestion

In July we found out Reggie Fils-Aimé was one of the people who made Fox McCloud’s appearance in Starlink: Battle for Atlas happen.

During a 2018 Gamescom interview with Kotaku UK, Starlink Creative Director Laurent Malville explained more about how the original idea for the Star Fox series in the upcoming release came to fruition. It all began during E3 2017 in a tiny room behind closed doors when multiple people from Nintendo, including Reggie, came to visit:

We were like “Wow, incredible!”…to present to Nintendo. So I did the demo and at the end of the presentation, I remember one of the representatives asking us “Are you OK if I come back with more people?” and we were like “Yes, please! We’re here to show the game to as many people as we can!” – and so they came back two times, three times, four times, and they came back with incredible people – so we had the director of Mario Odyssey was there and we had the director of ARMS and Mario Kart and more like… “OK..” two times, three times… up to five times, and the fifth time that they came it was with Reggie Fills-Aime and so on. So I’ll let you imagine… we’re like ‘OK… what’s happening?

Several weeks on, the Starlink team were invited to Nintendo’s headquarters in Kyoto to present the game in front of Shigeru Miyamoto and the Star Fox Team – with Malville confirming it was actually Nintendo’s idea to collaborate:  

As far as I know yes – maybe HQ had talked together with Nintendo, I don’t know about that part, but as far as we know yes. It’s after them seeing the game at E3 and then them inviting us to Kyoto that it started for us.

Asked how he felt about the partnership, Malville described the experience as surreal: 

It feels surreal… It feels like… just having Fox and the Arwing in the game, and you haven’t played it yet but there’s a bit more… you have to see but Fox is a bit more than just a guest in the game, he’s integrated into the events and you can play the whole game with Fox, and the Arwing.

And because all of the characters have different personalities, you’ll see the events of what’s happening inStarlink through the lens of Fox McCloud, so yeah – is it odd? It’s a mix of super excitement and also being ‘Is it happening?’ – sometimes I think it’s not happening and sometimes I wake up and I’m like “We’re doing this?” Yeah – it’s cool. Wow!

Are you excited about the arrival of Starlink: Battle for Atlus this October? Tell us in the comments. 

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Competition: Win a copy of Minit

To celebrate the Summer of Devolver Digital we’ve kindly been provided with 10 North American eShop Download codes for Minit on Nintendo Switch. All you need to do is answer the question below and we’ll pick 10 lucky winners at random and assign them a code, simple right?

About The Prize

Minit is a peculiar little adventure played sixty seconds at a time. Journey outside the comfort of your home to help unusual folk, uncover countless secrets, and overcome dangerous foes, all in hopes of lifting a rather unfortunate curse that ends each day after just one minute.

How To Win

It’s simple, login or register and answer the question, we’ll randomly select the winner(s) and contact them via email.

Enter The Competition

Please login and then answer the following simple question:

Please note that this competition is only open to residents of North America.

Rules

Closing date for entry is midnight Sun 2nd September 2018, winners will be contacted via email, prizes will then be provided by download code or gifted directly to the console. You may only enter once, duplicate entries will be removed. You must be a North American resident to receive the winning prize. Please read our full competition terms and conditions before entering.

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Detective Pikachu Movie Director Reveals Idea Behind The Project

Last time we heard about the live action movie adaptation for Detective Pikachu was at the end of July when it switched distribution studios.  

At this weekend’s Pokémon World Championships, The Pokémon Company president Tsunekazu Ishihara revealed the movie would be titled Pokémon: Detective Pikachu and showed a logo to remind everyone it was due out on 10th May 2019.

Afterward, IGN had the chance to chat with director Rob Letterman about the idea behind the project:

The Pokemon Company, they’ve already made many, many movies of Ash, and they came to Legendary with this idea of using a new character. So when I came on board, I was pitched this character of Detective Pikachu, and I fell in love with the story behind it…It’s a really great story. It was something with a lot of heart, and it was just very unique. And because there’s already been so much work done with Ash, for the first live-action movie I thought it was a really good idea to try something new with a new character, but bake it into the universe of Pokemon. So it still follows all the rules, and we get to see a lot of our favorite things.

Lead cast members Justice Smith and Kathryn Newton also mentioned how Ryan Reynolds brought out the best out in Pikachu with his voice acting:

He’s hilarious, and he just brought so much to the character…He brought Pikachu to life.

On the subject of the Pokémon in the movie, Letterman said it was a challenge to narrow down the list. Fortunately, he was able to work closely with many talented individuals:

There was a long process, before [Smith and Newton] were even involved, of working closely with The Pokemon Company, with Game Freak, with [The Pokemon Company president] Ishihara-san, [Pokemon illustrator] Sugimori-san, and the whole team. Of going through every single Pokemon, different evolutions, and really narrowing down not only the favorites – which, we tried to do as many of those as possible. But also, what worked in the story, and from the visual effects teams’ point of view, what would actually work really well for a live-action movie.

Mr. Letterman also revealed he was fond of the original generation of pocket monsters but was aiming to incorporate a wide range from both newer and older generations.

Are you excited about Detective Pikachu coming to the big screen? Tell us below.

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Nintendo And ROM Website Owner Looking To Avoid Lengthy Court Proceedings

Since Nintendo filed a lawsuit at the federal court in the US state of Arizona last month against the owner of two notorious ROM and emulator websites, a series of wider events have unfolded. The latest update on the original matter comes in the form of a new court filing earlier this week – revealing both parties are hoping to agree to a settlement as soon as possible, rather than lengthen court proceedings. 

According to Torrent Freak, the attorney representing the owner of the now-defunct ROM and emulator websites has requested to extend the standard response period to the initial complaint by an extra three weeks. Nintendo previously requested a number of documents as part of settlement negotiations, which the defence provided, and now more time is needed to agree upon terms. 

A longer case would be costly for the individual, while a shorter one would allow Nintendo to avoid what is being described as “theoretical negative precedents” being established by the court over a long-term period, which could essentially work against the company. As noted by Torrent Freak, the mere act of a filing a lawsuit has already had a serious impact – with various long-running ROM sites opting to voluntarily cease operation to avoid being dragged into a potential legal battle with Nintendo. 

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Telltale Admits Its Game Engine Has Let Fans Down In Recent Years

One company supporting the Switch since its inception which has perhaps been overlooked from time to time is Telltale Games. During an interview with Eurogamer at Gamescom this week, Telltale’s executive producer for The Walking Dead – Brodie Anderson – admit their reliable but aging game engine had let players down in recent years and explained how the current transitional phase was an important step for the company:

I will say we certainly, I think, have let players down in the past a little bit, just in terms of our engine’s technology…We’re always pleased to innovate and maybe in the previous season we didn’t do enough of that.

As noted by Eurogamer, Telltale’s output has slowed in 2018, with The Walking Dead finale being the only new season launched. In contrast, 2017 saw close to 20 episodes arrive across five different franchises.

There hasn’t been as many products in the marketplace this year compared to previous which has allowed us to focus more and move to more of working on one game at a time with a dedicated team.

Anderson went on to explain how handling multiple IP and developing several story-driven game series all at once resulted in the quality of experiences dropping:

We know we ran a little hot in previous years and weren’t able to fully deliver the experiences we may have wanted to, so that was important to focus in on a polished quality experience players love. We took that to heart before the development of this season and this team is excited about it.

With the development teams within Telltale focused on fewer projects now, hopefully, the company can sort out its game engine troubles and see a return to form. 

Have you been enjoying Telltale’s Games as much as you once did? Have you noticed any change in the quality of the experiences over time? Do you agree they’ve been handling too many series at once? Is a drastic engine overhaul in need? Tell us below.

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Bethesda’s Pete Hines Says Switch Game Releases Have Been A Huge Success

There’s no hiding the fact Bethesda are big fans of the Nintendo Switch. Since the launch of the system, we’ve seen the company release Skyrim and bring across DOOM and Wolfenstein as well. In an interview in July, Todd Howard said Bethesda would certainly be doing things on the system in the future, which was then followed by the announcement of DOOM Eternal at this year’s QuakeCon. 

Speaking to IGN about the new Doom game at the 2018 Gamescom, Bethesda senior vice president of global marketing and communications Pete Hines said the demand for the company’s titles on the Switch had been huge so far – encouraging them to stay out in front of the competition:

It was hugely popular – all of the stuff that we did. I think folks enjoyed and appreciated – and we wanted to make sure to say right up front that this is a title we want to bring to Switch, and we think it’s gonna be another awesome experience.

It’s great to hear Bethesda’s hard efforts have paid off, and once again proves Switch owners are open to multiple types of video game experiences. Have you been enjoying Bethesda’s releases on the Nintendo’s system? Tell us below.

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Square Enix’s Thief Arthur Joins SNK Heroines Cast As DLC Fighter

With a stack of heroines already confirmed for the SNK Heroines: Tag Team Frenzy line-up, including the addition of “fatal cutie” Terry Bogart, you would be forgiven for thinking the roster was finalised for the game’s early September launch. 

Apparently, it’s not. During the Million Arthur: Arcana Blood finals tournament, SNK unveiled Square Enix’s Thief Arthur would be added to Heroines as a DLC fighter on 13th September. Here’s her description courtesy of Gematsu

From the Million Arthur series, Thief Arthur arrives and steals the show! Once long ago, she infiltrated Camelot to steal some of its legendary treasure, accidentally removed the legendary blade Excalibur, and became king! Her stubbornness gets in the way of showing kindness towards others as well. Now, she arrives in SNK Heroines: Tag Team Frenzy to swiftly kick, punch, and whack(!) her opponents before snagging their treasure!

Take a look at the new fighter in action above, and tell us below if you’ll be picking this game up on release.