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Rumour: IMDb Lists Rhythm Heaven’s The Chorus Kids For Super Smash Bros. Ultimate

The news it out – Super Smash Bros. Ultimate will feature every single character that has ever been present in the franchise before. It’s an amazing fact, and will no doubt make for an amazing character roster to choose from, but will it end there? Well, if this IMDb listing is anything to go by, perhaps not.

As you can see in the image below – and you can even check here if you don’t believe us – the site’s Super Smash Bros. Ultimate page lists Daniel Alegria as a voice actor for ‘The Chorus Men’. Referred to as The Chorus Kids in western releases, these characters are from the series Rhythm Heaven, often seen contorting their faces into terrifying shapes to sing notes to the beat.

Rumours have circulated around the inclusion of the Chorus Kids, or at least a character or two from the Rhythm Heaven franchise, for quite some time. Months before the release of Super Smash Bros. for Wii U and 3DS, leaks were shared online that hinted at the characters’ inclusion, but they never made it to the final roster. Whether these leaks were false, or whether the characters were removed last minute for development reasons is unclear, but perhaps we’ll finally get to see them this time around.

Of course, we’ll have to wait for any official announcements that the game will indeed feature more characters – never mind The Chorus Kids specifically, who could just as easily be an Assist Trophy – before knowing all of this for certain. The idea of a three-in-one character does present some interesting food for thought, though: would they play like the Ice Climbers but with three people to monitor instead of two? Could the idea of rhythm-based attacks be implemented, with accurate button presses dealing more damage? Who knows…

Would you like to see The Chorus Kids in Super Smash Bros. Ultimate? Who else would you like to see make the cut, perhaps as DLC? Let us know with a comment or two below.

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Pixel-Art Escape Thriller STAY Will Be Breaking Out On Switch This Summer

PQube has announced that STAY, an award-winning, pixel-art escape adventure, will be arriving on Nintendo Switch “this summer”.

The game, which launched on Xbox One and PC this spring, follows the path of Quinn – a therapist who wakes up alone in a strange, locked room with nothing but a computer hooked up to an internet chat room for company. Luckily for him, though, you’re also in this chat room, and it’s up to you to try and help Quinn escape, making suggestions in real time that will either guide him to safety, or closer to his ultimate end.

STAY has been nominated for various awards during its relatively short life, picking up the gong for ‘Best Original Idea’ at Gamelab Barcelona this year, but players on Steam have left mixed-to-positive reviews and several critics have noted that the game’s premise feels more exciting than the gameplay itself. It certainly seems intriguing, though, and could well be one to look out for. Here’s the official feature list if you’re interested:

FEATURES:
– Real-time play – the clock never stops
: STAY plays out in real-time, meaning that every minute spent away from the game is a minute Quinn is left alone. Drop out of conversations or leave Quinn to fend for himself for too long and there may be consequences to your actions.
Raise your empathy: Quinn is on edge, and every response matters. Prove yourself a compassionate ally and he’ll learn to trust you and share both his findings and deepest thoughts. Fail, and his emotions may work against you.
Interactive storytelling: Featuring 24 chapters, seven different endings, dozens of life-altering choices and entire webs of conversation, STAY is designed to be replayed multiple times. Explore myriad rooms and unearth hidden secrets in subsequent playthroughs to piece together the full story.
Uncover the truth: Webcams around the environment and on the computer enable you to watch and analyse Quinn’s reactions, mental state and actions while he is Away From Keyboard. Pick up on his lies, use that knowledge to your advantage and uncover the truth at the heart of STAY.
Solve mind-bending puzzles: Help Quinn get the better of the conundrums he encounters inside his prison by taking direct control of his actions during numerous puzzle sections.

Do you like the sound of this one? Have you played the game already on other platforms? Let us know your thoughts below.

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Funko Wants To Know What Pocket Monster Pop You Would Like Added To Its New Pokémon Line

Following speculation about a potential Pokémon series, Funko confirmed the first Pop in its new line would indeed be Pikachu. The electric rodent is due to arrive in North America this month and is exclusive to Target stores. 

Funko is also eager to know what Pokémon fans would like to see added to the new series via its Twitter page. Here’s an official video unboxing as well:

Are you a collector of Funko Pop figures? Do you intend on picking up Pikachu on release? Are there any specific Pokémon you would like to see added to this new line? Tell us in the comments.

[via twitter.com]

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Nintendo Of America’s Doug Bowser Says Switch Has “Broad Appeal” And A Diverse Library Of Games

Nintendo’s representatives at this year’s E3 made a variety of statements about the current performance of the Switch. During an interview with GameDaily at the annual video game convention, Nintendo of America’s head of sales and marketing, Doug Bowser, defended the system when asked about its ability to appeal to a broader audience and maintain momentum over the long-term.

It’s been broad, it really has. You know, we like to say that we want to appeal to players from five to 95, but as we look at the Switch, it’s been really balanced… Obviously, when you have a game like Legend of Zelda: Breath of the Wild, or some of the more core content, or mature content… that’s going to skew a bit older… But we’re also seeing games like Mario Kart 8 Deluxe appealing to a very broad segment. We saw it with Kirby Star Allies, [which] actually [saw] a younger segment coming in and playing.

He used one of Nintendo’s more modern IP to reiterate the company’s connection with a broad audience:

Splatoon 2 is a great one that we have found is skewing much younger, and so our goal is, first of all, to have a gaming device that is going to appeal to a broad audience and we believe that… we really [are] kind of transforming how people think about play. It doesn’t have to be a console experience or a handheld experience, it could be both, and that’s really what we’re continuing to stress.

Doug also emphasised how all demographics were currently covered by the vast library of games on the system:

The breadth of the games that we’re showing right now help us address those different demographics. We’re up to now, 700 titles in the first 15 months of release, and we just added an important one two days ago, with Fortnite. And [players] already downloaded two million of them; obviously, it’s the online phenomenon right now.

Do you agree with Doug Bowser? Does the Switch offer a truly balanced library of games that appeals to everyone, or is it a case of quantity over quality? Tell us what you think in the comments. 

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Feature: Concluding An Epic Trilogy With Banner Saga Developer Stoic

The Banner Saga trilogy is almost as epic as the development of the games themselves, from starting out as a Kickstarter campaign six years ago to the series concluding with the release of The Banner Saga 3 at the end of July. With an interesting combination of multiple characters, detailed narratives and tactical role-playing, The Banner Saga 3 looks set to both surprise and satisfy fans and newcomers alike. 

We spoke to Arnie Jorgensen, creative director at Stoic about the series.

Nintendo Life: Let’s go all the way back to the launch of the Kickstarter in March 2012 and the project’s incredible following. Was there ever a time when you were nervous about how well it would do?

Arnie Jorgensen: Oh yeah, more as we got closer to launch though. In the beginning, I wasn’t so nervous because we had completed the proof-of-concept for the Kickstarter video, so I pretty much knew what we were trying to do and felt good about it. Closer to launch, I was just concerned that perhaps we weren’t delivering on what people’s preconceived notions about the game were, even though that’s kind of out of our hands. The largest problem was deploying seven times more money than we planned into the game. It got tricky. It takes longer to build a game that is seven times larger.

How has the pressure changed over the course of the last six years, since the introduction of this world and these characters, following up with a sequel and now the conclusion of the trilogy?

This is a tough one to answer. As I think on it I just now realize launching these games are a bit like giving birth in that there’s a lot of pain in the delivery, but once you see the baby you tend to forget all the hardship (or so I’ve heard). I’m sitting here thinking that I don’t feel much pressure right now, but it’s because we just finished. There’s almost a sense of euphoria. We set out to do a thing, a pretty big thing for a small team, and we managed to pull it off against the odds. It’s a very gratifying feeling. Each game had its own immense, high level of pressure involved with finishing it, and each for different reasons. Saga 1 was done by a very small team with something to prove. Saga 2 was us wondering if we could keep the community engaged and bring them into the final game with us. Saga 3 had some of the workload pressure off as we added to our team, but then that brings managerial pressures as well. Long story short, don’t get into game development if you’re pressure-averse.  


How was the development of the trilogy handled in terms of narrative?  

Alex Thomas had the whole story arch basically planned out. We knew where we wanted to go with the entire thing, but the way we got there took many twists and turns. Alex left after Saga 1 and Drew McGee took over the writing chores of Saga 2 and did a great job writing with the same voice to keep it consistent – not an easy thing to do. He kept with the same narrative beats we had planned for which put Alex, who returned to the team, in a great place to finish Saga 3 the way we’d always planned.

How has the overarching story progressed during the development of the three games?

We actually changed course completely on the original idea for where the story went in Saga 3, and it took us seven months of development to realize it simply wasn’t working. We scrapped the entire thing, Alex returned, and we started again in the original direction. Once we did that, it all fell into place and now ends the way we know it should.

Is this the last we will see of these characters and this universe?

I certainly hope not! That being said, it’s really up to the players and community. Do they want more? We’d love to provide lots more as long as we can make a living doing so. We’ll just have to see how the trilogy is received when it’s complete.

How long after the events of part two does the third game take place?

A couple of days. The story picks up right where the last game left off. When Saga 3 launches and the trilogy is complete it should feel like one long game.

Do the choices we’ve made in the second game carry over?

Yes indeed. It’s actually quite difficult to pull this off we’ve found when done across three games and six years of time. It’s something I’m not sure we’d tackle again soon. So many variables to stitch together…

What can we expect in terms of new characters or locations?

We’ve got well over 40 characters by the end of Saga 3, so we were careful to only add characters that were meaningful to the story (maybe sometimes they’re just great in combat). One of my favourite characters, Alfrun, debuts in Saga 3. She’s a mender of sorts, but the other menders call her a witch. 
As far as locations, players will see a lot of Arberrang and also travel into the darkness, which was a lot of fun to work on because it’s so different than anything else we’ve done in the series.

Do you feel like the stakes are the highest as it’s the final instalment?

Definitely! The end has come. Every beloved hero can die, no one is safe now. That being said, the player can also keep most of them alive. All of creation can be undone, or… kept alive. We worked hard to make the player feel like their end to their saga really feels unique to their playthrough. Their choices must count or what was it all for?

Are there harder choices or more severe consequences?

It’s hard to say if there are “harder” choices. Sometimes the choices in this game that got me the most seemed trivial, but they were emotional to me. We certainly worked to make the choices just as hard though and yes, the consequences are a lot more severe. We don’t need to continue any story after this, so decisions can quite literally end the world in this one.

Has the system changed technically this time around?

Just like we added systems to Saga 2 from Saga 1, we’ve added more in Saga 3 than we had in Saga 2, but it should all feel like one long game. That’s been the stated goal from the beginning. When we add systems we do it through the story so it makes sense in the context of the world. It feels like a ramp up rather than a hitch.

How have you balanced adding new story elements while still having to conclude the trilogy?

In many ways, we’re closing off story elements here. There are so many loose ends to tie up and we didn’t want it to feel rushed, so when we add a new story thread it’s because it needed it organically to add power and emotion to a story the player brought in from a previous game. Some players may find that some things are left unsaid. Sometimes the players will think they made the worst mistake in the world only to find, in the end, it was a wonderful decision.

Has the design of the battle system changed from the previous games at all?

We’ve added a new ‘battle waves system’ into the game. It turns on its head the current way to do well in combat which is to hurt, but not kill enemies. With the battle waves system, the combat is on a turn timer, if the player doesn’t defeat the enemies on the board in a certain number of turns then more show up making it very difficult. So the player now has to make more tactical decisions than they had to previously. We’ve also added Heroic Titles that players can give to heroes of a high rank. A Heroic Title can make a hero far more powerful than they used to be, but this is needed as the enemies are also very powerful in the darkness.

Have you experimented with any aspects regarding specific conditions within a battle or obstacles within the environments?

We’ve got more handcrafted battles in this game with different win conditions rather than ‘kill them all’. We’ve also added different kinds of obstacles that are interactive to change things up.

What can you tell us about the POV characters in the third instalment and the impact on the story?

No one is safe in Banner Saga 3. Iver will finally get the spotlight put on him. Father and daughter pine for each other, for some players that may be resolved. Who should take up a banner if the bearer falls? [There are] many diverse outcomes for the POV characters.

Are there any main themes in the third game you wanted to convey?

Even though the story was sussed out years ago it’s interesting to see that it’s very topical to what we see in the world right now. Some will think we’re tracking what’s going on with current events and some will understand it for what it is, a timeless story about love, devotion and sacrifice.

For those playing the games for the first time, would you say the Banner Saga is a different experience when played as a whole, rather than split into three parts?

Banner Saga is most definitely a more full experience when played as a whole. It won’t be understood as well if the person comes into the story in chapter 3 without playing 1 and 2 first and we’re really not trying to slow down for new players. We throw them into the deep end here. Kinda rough for me to say that as it may dissuade some from buying Saga 3 (like they should!), but it is what it is. It should be played as a trilogy. If people are like me though, they’ll wait for the conclusion to binge on all three without having to wait between. Saga 3 will soon be out, so just get the whole trilogy and have at it!

Are you excited about generating a new influx of fans on Switch?

The Switch is an absolute blast, we’re really excited to be on it. The Switch community has lots of energy as well so we’re getting great and positive feedback from them. 

My kids love Switch and haven’t yet played Banner Saga. The other morning I downloaded both Saga 1 & 2 and then secretly loaded up the front screen for them to see. They couldn’t believe their eyes when they looked, and there before them wasn’t Mario Kart. They switched back over and raced on. Is there a crying emoji I can use here?

What’s next for Stoic?

We’re already moving on ideas for the next game which will be, you guessed it, a Tactical RPG. We can’t get enough and love what we do.

We would like to thank Arnie for his time.

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Side-Scrolling Hack And Slash Dead or School Is Making Its Way To The Switch

Currently in early access on Steam, Dead or School is a crazy side-scrolling hack and slash featuring RPG elements and starring a girl named Hisako who must reclaim Tokyo after zombies have conquered the land. 

If this premise excites you, the good news is the title has just been announced for the Nintendo Switch. It was developed over the period of several years by a three-man team at Studio Nanafushi. 

The gameplay is relatively straightforward – with the task being to defeat enemies, develop your character’s skills, collect items, create powerful weapons and save the many areas around Tokyo. You can expect to fight a ton of enemies in a variety of action-packed locations.

At this point in time, a release date has not been announced. Take a look at the game’s amusing launch trailer below and tell us in the comments if you would be interested in eventually playing this on your Switch.  

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Death Squared First Year Switch Sales Significantly Increased SMG’s Revenue

Despite the lack of financial support from the government, the Australian games industry continues to thrive. SMG Studios – a local developer behind Death Squared – has revealed it sold 52,000 copies of the game in its first year on the Nintendo Switch.

Even though this amount might not seem impressive in contrast to other sales on the eShop, the team at SMG is more than happy – explaining how the Switch release has helped increase its overall revenue.

While this title has not had the same breakout success as the fellow Australian-made game, Hollow Knight, it at least illustrates the possible financial gain for smaller developers who are willing to take a chance with Nintendo’s latest system. 

Last month, Reggie Fils-Aime revealed Hollow Knight had shifted over 250,000 copies within the first two weeks of its release on the Switch. It appears indie studios are going from strength to strength down under. 

Tell us below if you are one of the many people to purchase Death Squared on the Switch. If you aren’t one of those people, it might be worth taking a look at the demo available on the eShop.

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Accessory Maker Bionik Gaming Is Releasing A Cable That Replicates The Nintendo Switch Dock

One of the common problems for Nintendo Switch owners is the fact the system is unable to hook up to televisions without the official dock on-hand. Although a number of accessory makers have already attempted to resolve this problem, Bionik Gaming’s latest creation looks as if it could be the best solution yet.

Introducing the TV Lynx – a cable that effectively functions as a Nintendo Switch dock would. The product plugs into the USB-C port in the Switch and a supplied AC adapter on one end and then connects to a television’s HDMI port on the other. This accessory is able to support 1080p, so there shouldn’t be any reductions in quality.

In addition to this, Bionik will also be releasing a power stand for the Switch. This will allow Switch owners to charge their Pro Controller and Joy-Con simultaneously. Lastly, are two commuter bags for the Switch itself. The basic edition is waterproof and retails for $34.99 and the second is a computer bag containing a backup battery with a Type-C USB for $69.99. All of these products including the TV Lynx are coming soon.

Is a cable alternative to the Nintendo Switch dock something you would use? Are you at all interested in more ways to charge your controllers or store your Switch? Tell us below.

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Daemon X Machina Producer Believes A Lot Of Modern Games Look The Same

The annual video game convention E3 is commonly associated with dark, gritty and seemingly cutting-edge reveals. Whilst many of these titles do in fact go on to be huge successes, the producer of Daemon X Machina, Kenichiro Tsukuda, is of the belief there’s nothing particularly distinctive – from a visual standpoint – about a lot of game releases nowadays.

Speaking to Kotaku at this year’s show, Kenichiro Tsukuda was happy to divulge what he thought while at the same time hoping players would appreciate Marvelous Entertainment’s title for its colourful palette and stylised design:

These days a lot of games are starting to look a little similar…but we would [be] delighted if users appreciated something that stands out and looks a little different.

Outside of a 2019 release, Tsukuda didn’t publicise much else beyond the basics in regards to the Switch-bound exclusive. When prompted, he did admit the game’s uniqueness was inspired by team members’ previous work on titles such as Monster Hunter Stories for the 3DS, and more evidently his own history with the Armored Core series.

Developing a game about mechs also appears to have Tsukuda questioning technology:

So I have this phone but I’m a little scared of whether I’m using it or it’s using me. Are we using machines or are we being used by them?

Do you think the Japanese producer has lost a bit of his sanity one year into the development cycle of Daemon X Machina, or does he raise some fair points about the visual similarities present within modern video games? Tell us below.

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Mega Man 11 Developers Wore Robot Armour To Get In The Right Frame Of Mind

In the lead-up to the release of Mega Man 11 on multiple platforms including the Nintendo Switch, Capcom has been running a video series providing an insight into the game’s development. In the final episode sound design was the topic, with the attention on how a suit of armour was actually worn by staff to help them get into the right frame of mind.  

The team basically wanted to know how it would feel being a robot and having to wear metal. In addition to this, the full suit of armour including a helmet was used to capture sound effects for the game. This might not be the first time we’ve heard about it, but at least we’ve got photographic evidence now. 

The team’s sound director, Ryo Yoshii, took the creativity up a gear when he decided to use a rusted and broken bass drum pedal in place of a working one. This was how the team was able to capture the sound made when robots move their knees. All of these real-life sounds were then adjusted with a synthesizer and adapted to the game.

Mega Man 11 arrives on the Switch on 2nd October. Tell us if you’re excited about its release in the comments.