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Hands On: Starlink Scratches That Star Fox Itch, But We’re Not Sure Who It’s For

Starlink: Battle for Atlas is a homage to the sci-fi games of right this very second. Or, you could also choose to see Starlink as mostly a rip-off. Or instead, maybe as a really cute entry point into planet spelunking spaceship genre. After some hands-on time with the game at the San Diego Comic-Con 2018, we found that the game is actually a little more than those things. And perhaps a little bit less, too.

The absolute first thing you’ll notice is the fact that you’re holding a giant toy in your hand. That’s the ideal set up, anyway. Let’s be honest here – it’s really hard to not enjoy yourself while holding something like this in your hand. It’s bulky but very lightweight, and you can easily play the game using the controller as you normally would with the toy hovering above your hands; it didn’t feel like it was impeding our enjoyment during our short hands-on with the game.

There will inevitably come a day when all the necessary pieces of plastic to play this game are lost to time, like a Rock Band playset or MechWarrior joystick, but latching a giant Arwing to your controller is exactly the kind of thing that sets the experience apart from other games you might compare it. It’s not just silliness, it’s actually pretty dang neat. More on this later.

Our expedition started in space, the red spaceship we had locked onto our controller represented identically on screen. Ubisoft told us to follow a little yellow mile marker, which meant we had to pretty much immediately dive right down to pass through a planet’s atmosphere. (This is not as fluid nor as pretty as in No Man’s Sky or Star Citizen, it just simply is.) Once you arrive on the planet, then begins the bulk of the gameplay: zooming along the ground, collecting blue stuff, and shooting red stuff.

It’s also the part of the game that, frankly, takes some getting used to. There’s just something about remaining in your ship while also exploring that seems a touch unnatural. Yes, the game is forgiving, insofar that you can’t properly crash. And thank heavens, because we found ourselves clumsily scooting around for some time, bonking into things, and just sort of being unsure if we were flying or driving. (If you’re wondering, hold “R” for a few seconds to switch between modes.) It lacks the intuition you may have gained from No Man’s Sky or Astroneer (or Star Fox 64, for that matter). If we were at a space DMV, let’s just say we wouldn’t have passed on the first trip.

The great news is that if you don’t like how things are going (or you die), you can just slide off the plastic toy from your controller base and slip on another ship with different specs. Want to add a different weapon? Two slots exist on the wings of your ship that you can mix and match to give yourself some weaponized variety. The toys-to-life element is in full force here, but minus a load-out screen that happens when you slide stuff off, the whole thing is rather seamless to accomplish. Good for Ubisoft, and good for you (if you have the cash).

So what are you shooting at? On the planet we were on, it was a little creature that held shields and shot some type of laser beams. A parry mechanic exists where you can deflect shots right back at them with a timed button press, which, thanks to the generous lock-on mechanics, is relatively satisfying. Or you can just shoot back at them, which was moderately satisfying at first, but less so the eighth or ninth time.

Our overall mission, as told to us by on-screen cartoon characters to the side of our screen display, was to find outposts, meet up with planet inhabitants that task you with missions, then zoom off towards yellow dots that tell you where they’re located. The biggest of these involved a massive boss character that lasted a solid 20 minutes and forced some fairly demanding gameplay out of us. There were at least two deaths during this long-winded battle. Thankfully, there were enough toys provided to cover for us for the damage.

Which brings us to maybe the most important takeaway from our hands-on preview. Starlink: Battle for Atlas is a game that begs to be compared to other big productions, but is absolutely childlike in most ways it presents itself. The colours are bright, the characters are Saturday-morning-cartoony, and the whole thing just feels like it’s for a slightly younger audience, especially while holding a big honking toy in your hands. This game is aimed at kids. And that’s great.

But this game isn’t exactly easy. The demanding menus, convoluted plot points, decently tough battle mechanics, and a relatively advanced quest system is the stuff “adult” games are made out of. Should games aimed at younger audiences be inept, soulless, or insipid? How awful you must be to accept that type of experience for your younger loved ones. But as a game caught somewhere in between a very accessible space shooter and a deep exploration of seven full-sized planets connected by an interstate solar system, we wonder: who is this game really for?

The demo ended with us flying back out through the atmosphere, switching back into the familiar Switch-exclusive Arwing, and finishing off an easy dogfight between some pretty easy enemies. (Important sidenote: Fox McCloud retains the same voice actor and has great on-screen cockpit animations; it is promised that a side mission which explains his involvement in this Ubisoft universe will be forthcoming in the final game.)

The demo was fun. We mean, it was no No Man’s Sky. It was a little bit cooler, but a lot lesser of an experience. But also, it was, well, different. Starlink: Battle for Atlas is, by the feel of this build, a pretty strange blend of a lot of things. But as we said before, we’re not entirely sure what its target audience is.

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Dishonored And Prey Developer Arkane Studios Seeking Developers With Knowledge Of Switch

Arkane Studios, the French developer behind titles like Dishonored, Dishonored 2, and Prey, has listed a job advertisement which asks that applicants have knowledge of Switch development kits.

The studio has never released a title on a Nintendo platform, with Call of Duty: World at War‘s online multiplayer maps being the only thing Nintendo fans have ever received from it, so seeing Switch specifically mentioned in the job application suggests that the console has a good chance of being supported in future projects. The Switch is listed alongside other platforms regularly supported by the developer under the “desired skills” section.

Elsewhere, the listing says that the roles on offer are for engine programmers who should expect to join the studio in creating “ambitious AAA games”. This could hint at another sequel in the Dishonored series, or even one for Prey, but could just as easily be an entirely new project instead. Hopefully we’ll see something that really is “ambitious” as the job listing mentions, and hopefully it really does arrive on Switch.

What would you like to see from Arkane Studios on Switch? Would you like a Dishonored or Prey game to arrive on the system? Let us know with a comment below.

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Splatoon 2’s Octoling amiibo Hit Japanese Stores On 9th November

Update: As if to lovingly prove us right, Nintendo France has shared this tweet to confirm a European release on the same day. North America is very much expected to follow suit.


Original Article: Nintendo has revealed that the lovely Octoling set of amiibo for Splatoon 2 will land in Japan this November.

To celebrate the release of Splatoon 2’s Octo Expansion, Nintendo had previously announced a three-in-one pack for Octoling amiibo, with Boy, Girl, and Octopus figures all available. This new tweet below reveals that the figures will become available in Japan on 9th November, either as that triple set or individually if you prefer.

No western release date has been confirmed just yet, but amiibo figures often release on the same day worldwide so we’d expect to see them in other regions on the same day (or at the very least in a similar time frame).

Will you be getting your tentacles on these?

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Sonic Mania Lead Talks About The Fan Service Magic That Makes The Game Tick

With Sonic Mania Plus‘ recent release on Switch, it feels fitting to allow ourselves another chance to bask in the nostalgia-filled glory the original game presented. Sonic games can be a touchy subject to talk about, with fans of the series liking and disliking different elements of each – and a general sense of disappointment emanating from some recent Sega-developed releases – but Sonic Mania seemed to change all of this. Suddenly, Sonic fans were happy again.

But how did this happen? Why were Sonic fans pretty much universally enamoured with Mania? To try and answer this, Eurogamer recently sat down with the game’s project lead Christian Whitehead – a man responsible for a number of fan-made Sonic remakes before getting the official call-up from Sega itself.

“The first game I ever really played was Sonic 2 – and that really set off my interest in video games,” he says. “There was this special cheat debug mode, and for me it was the first time you could see some of the tricks of how games work. That really sparked my curiosity in how games are developed.”

This curiosity and fan-level understanding of what makes a Sonic game truly feel like a Sonic game helped Whitehead to produce Sonic Mania. In a period of time when fans of the series were left consistently underwhelmed with the latest games, Whitehead managed to stand up and give them a game worth celebrating. The full interview is very much worth a read if you’re interested, but this snippet below talks about Whitehead’s own ideas on what makes Sonic tick – and ultimately, what makes Sonic Mania so great, too.

“It’s interesting with Sonic. There’s a lot of different fans, and they all have different feelings on what Sonic is to them. So I can only use what my own personal feelings are for Sonic, and for me it’s always been… Obviously the character itself has a very appealing design, it’s very iconic. For gameplay there are a lot of inspirations from pinball – all these outside elements – almost skateboarding, really, the idea of picking up speed as you roll down slopes. It’s all these physics interactions.

“The core premise of the game is really simple – it’s just get to the end of the level and win – but there are so many different ways you can interact with the stages, picking up speed at certain angles, jumping off at certain angles. It’s got a very playground feel. Going fast feels good – and at the time on the Mega Drive that was a very impressive technical feat – but also the freedom of gameplay, it’s what appeals to me as a Sonic fan.

What are your thoughts on Sonic Mania and its relationship to other games in the franchise? Was it a welcome return to the gameplay you’ve always loved, or were you happy with Sega’s recent efforts anyway? Share your thoughts with us below.

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Nintendo’s Bill Trinen Discusses The Possibility Of Smash Bros. Ultimate Demo And DLC

Despite Super Smash Bros. Ultimate‘s crazy reveal segment at E3, which could quite easily have been its own feature film (almost), there’s still an awful lot of details yet to be discovered – and a fair few secrets still being held back, we imagine. One interesting question is whether or not the game will receive a demo before launch, and Nintendo’s Bill Trinen has (kind of) given us an answer.

During an interview with IGN at San Diego Comic-Con, Trinen was asked whether we might see an event for Ultimate that acts in a similar way to Splatoon 2‘s Global Testfire or ARMS‘ Global Testpunch. These events allowed players to go hands-on with free demos for the games from the comfort of their own homes, letting them see the games in the flesh, and also giving Nintendo some crucial information in return. Here’s what Trinen had to say:

“Very good question. Right now they’re focused very much on getting the game ready. We have a few other things to talk about down the road between now and when it launches in December. We’ll hopefully have some news on that as we get closer to launch.”

With Mario Tennis Aces also following this trend recently with its pre-launch tournament, we’d expect this “news” that Trinen is referring to will eventually turn into a confirmation of some sort of demo. With the Switch’s audience containing many players who wouldn’t have played Super Smash Bros. for Wii U, a demo would serve as a great way to show them just how much the series has progressed.

Trinen was also asked about the potential for DLC once the main game has been released:

“Obviously that was a big part of the Wii U game, but part of Mr Sakurai’s approach is really focusing on getting the game done, and then once he has the game done, he’ll start to make some decisions about what he wants to do with other characters or DLC, things like that. Whether or not he decides to do DLC again, or whether or not he decides this is the ultimate edition and there’s nothing more I can fit in there – we’ll have to see as we get closer to launch.”

If you’re interested in seeing the whole interview, you can check it out in this video.

Would you like Super Smash Bros. Ultimate to have a global demo event to try out? Will you be buying the game regardless? Let us know with a comment below.

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Dungeon Crawler Unexplored: Unlocked Edition Secures August Switch Release

A little while ago, we exclusively revealed that top-down roguelike title Unexplored: Unlocked Edition was making its way to Nintendo Switch. The game has now received a confirmed release date for the platform, heading your way on 9th August.

The game features intense melee combat with players fighting off goblins, trollers, skeletons, wyrms, and many more creatures and bosses inside the ever-changing Dungeon of Doom – where no two runs are ever the same. You can also expect to be playing with stealth mechanics, tactical options, and challenging, generated puzzles.

There are seven distinctive character classes to unlock, such as Warrior, Rogue, Wizard, and Archer, and an adaptive soundtrack that changes its mood to fit the action on screen. The original game received an awful lot of praise upon release so we have high hopes for this new edition.

To top things off, this Unlocked Edition includes the main game and its three DLC packs: Mithril Run, Ripley Run, and The Dark Ritual. The game will be available to pre-order with a 10% discount from the Nintendo eShop starting 25th July in Europe and 30th July in North America.

What do you think? Will you be keeping an eye out for this one? Give us a cheeky comment below to tell us.

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Niantic Outlines Hard-Hitting Three-Strike Policy For Pokémon GO Cheaters

Pokémon GO developer Niantic has offered some clarification on its policies for players who cheat their way to success in the game. The mobile sensation will make use of a three-strike system made up of warnings and further punishments in an attempt to “provide multiple opportunities [for users] to change their behaviour”. 

The first of these strikes acts as a simple warning, with a message appearing in the app informing users that cheating has been detected on their account. This strike lasts for seven days, during which time the offending player may not be allowed to encounter rare Pokémon in the wild or receive new EX Raid Passes.

The second strike is a temporary suspension. When attempting to log into the game after a second offence, players will be presented with a message stating that their account is suspended – a lockdown that will stay in place for 30 days. The third strike is the simplest of all, however, with any players committing a third offence after ignoring their first two strikes receiving a permanent ban. 

Niantic defines ‘cheating’ as behaviours that violate the Pokémon GO Terms of Service and Trainer Guidelines, such as using third-party software to falsify your GPS location or accessing Pokémon GO clients or backends in an unauthorised manner. Players who feel that their accounts have received strikes unjustly can appeal against the decision.

The developer has also issued the following to support this system clarification:

“A strike serves as a warning. Everyone can make mistakes. That’s why we have created this policy to enable offenders to learn from their mistakes and change their ways. If you have been issued a strike, don’t ignore it. Take action to ensure that you do not commit any further transgressions.”

As always, we’d encourage you to play fairly and stay safe. Imagine losing two years of progress just because you used a third-party app to move your character a few metres down the street…

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Nintendo And Moleskine Team Up For Smart-Looking Range Of Mario Accessories

Finding merchandise with Mario’s glorious face plastered across it for all to see is pretty easy these days, with even the most mainstream of stores getting in on the Nintendo merch-selling act. Finding little Mario accessories that have a sense of sophistication and elegance, however, isn’t usually quite as instant.

To help rectify this somewhat, Nintendo has teamed up with Moleskine – an Italian manufacturer known for its high-quality notebooks, planners and bags – to release a small line of Mario-themed goodies. There are four lovely notebooks, a backpack, and even a mobile phone case – although this one is only available from retail stores.

All the products shown above are available directly from Moleskine’s website, with the notebooks ranging from $19.95 – $24.95 and the bag selling for a rather hefty $159.

Are you taken by any of these designs? Let us know if you’d like any of these with a comment below.

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Play as Champion’s Tunic Link in Mario Kart 8 Deluxe today!

Play as Champion’s Tunic Link in Mario Kart 8 Deluxe today!

A new update to the Mario Kart™ 8 Deluxe game is available now! Race like a champion with the Master Cycle Zero and Champion’s Tunic Link from the Legend of Zelda™: Breath of the Wild game. This update also includes the Ancient Tires and the Paraglider parts.

Game Rated:

Comic Mischief