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MotoGP 18 Has Raced Its Way Onto Nintendo Switch, Available Today

Milestone has announced that MotoGP 18, which arrived on PS4, Xbox One and Steam on 7th June, has made the leap over to Nintendo Switch. The best news? It’s available right now.

Just last year, MotoGP developer Milestone was talking about how its racing series could eventually make it over to Switch, even suggesting that the 2018 edition of the game could be the first to arrive. Sticking to its word, MotoGP 18 has been plonked onto the platform in style – here’s everything you can expect to find in the Switch version of the game:

– The official 2018 MotoGP™ season, with all the riders and all the 19 official tracks, including the new Buriram International Circuit in Thailand;
A compelling career mode to climb the ladder from Red Bull MotoGP™ Rookies Cup to MotoGP™ class;
– An innovative bike development setup system, to significantly increase the bikes’ performance: players can collect development packages and use them to enhance their bikes, changing the engine, suspensions, brakes, chassis and aerodynamics;
– Exclusive improved features to make the game experience immersive like never before, such as new cut scenes from the starting grid, podium, parc ferme, pit and more, as well as reproduction of the most iconic gestures of the most famous MotoGP™ riders;
– Customisation options will allow all players to customise rider and bike.

As mentioned above, the game is available to buy right now for $39.99 / £49.99 in both physical and digital forms.

Are you a MotoGP fan? Will you be getting stuck into your own 2018 season on-the-go on Switch? Let us know if you’ll be grabbing this one today with a comment below.

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Nintendo Download: 28th June (North America)

The Nintendo Download update has gone live, bringing with it plenty of new additions to the eShops. From tiny indies to full-blown triple-A releases, there’s bound to be something to tickle your fancy. As always, be sure to drop a vote in the poll and a comment below with your favourite new additions to the digital stores.

Switch eShop

Wolfenstein II: The New Colossus (Bethesda, $59.99) – As BJ Blazkowicz, experience an unforgettable action-packed story brought to life by extraordinary characters. Reunite with your friends and fellow freedom fighters as you take on the evil Frau Engel and her Nazi army. Wage the second American Revolution your way – at home or on the go. And for the perfect blend of immersion and accuracy, use the Nintendo Switch system’s motion controls to stop the Nazi threat. The Wolfenstein II: The New Colossus game is available on June 29.

Crash Bandicoot N. Sane Trilogy (Activision, $39.99) – Spin, jump, wump and repeat as you take on the epic challenges and adventures through the three games that started it all: Crash Bandicoot, Crash Bandicoot 2: Cortex Strikes Back and Crash Bandicoot 3: Warped. Relive all your favorite Crash moments in their fully remastered graphical glory. The Crash Bandicoot N. Sane Trilogy game is available on June 29. 

de Blob (Nordic Games, $29.99) – Equal parts amorphous blob of paint, struggling artist, revolutionary and juvenile delinquent, de Blob’s goal is to replace the drab, lifeless gray coloring that the I.N.K.T. Corporation has imposed on Chroma City and its inhabitants, the Raydians, with a range of vibrant life-giving colors, all the while avoiding and battling the gray-clad forces of the Inkies. Read our review.

LUMINES REMASTERED (Enhance, $14.99) – The critically-acclaimed puzzle game produced by legendary creator Tetsuya Mizuguchi arrives on the Nintendo Switch! An HD remaster of the original game, LUMINES REMASTERED beautifully marries the elements of sound, light and puzzle-action into one addictive, yet easy-to-play game. Read our review.

Ys VIII: Lacrimosa of DANA (NIS America, $59.99) – Adol awakens shipwrecked and stranded on a cursed island. There, he and the other shipwrecked passengers he rescues form a village to challenge fearsome beasts and mysterious ruins on the isolated island. Amidst this, Adol begins to dream of a mysterious blue-haired maiden living in a unknown world. Join Adol as he unravels the riddle of the cursed isle and the blue-haired maiden Dana in Ys VIII: Lacrimosa of Dana! Read our review.

ACA NEOGEO Money Puzzle Exchanger (HAMSTER, $7.99) – “Money Puzzle Exchanger” is an action-puzzle game released by FACE in 1997. The definitive version of this non-stop fun money-exchanging action-puzzle game first made its debut on the Neo Geo. It offers three modes of play: VS COM, SOLO PLAY and 1P VS 2P!

Arcade Archives Renegade (HAMSTER, $7.99) – Save your good friend Hiroshi! Your enemy: the mob. In this battle your life is on the line!

Dream Alone (Fat Dog Games, $8.99 (normally $9.99)) – Dream Alone is a 2D platforming game with classic platform gameplay, deadly traps, a dark storyline and unique hero abilities.

Figment (Bedtime Digital Games, $15.99) – A action-adventure set in the recesses of the human mind… Welcome to the world of Figment. A strange and surreal world; a place filled with our deepest thoughts, urges and memories, populated by the many voices we hear in our heads. Read our review.

Fossil Hunters (Smiling Buddha Games, $16.99) – You are an adventuring Fossil Hunter who has traveled to a remote, mysterious dig site to discover the most incredible fossils the world has ever seen! Discover and assemble your own fossil creations and avoid cave-ins, monsters, and traps while you explore exciting underground environments. Find secrets, treasure and more as you uncover clues to the whereabouts of the fossil hunters who came before you.

Grave Danger (Joindots, $16.99 (normally $19.99)) – This is the Ultimate Edition of Grave Danger. It includes 10 new levels, a UI overhaul, an expanded story, and many new gameplay features.

INSIDE (Playdead, $19.99) – Hunted and alone, a boy finds himself drawn into the center of a dark project.

LIMBO (Playdead, $9.99) – Uncertain of his sister’s fate, a boy enters LIMBO.

MotoGP 18 (Milestone, $39.99) – Pursue your career as a professional rider making your way from the Red Bull MotoGP Rookies Cup up to the Premier class of the MotoGP.

No Heroes Here (Mad Mimic, $14.99) – NO HEROES HERE is a co-op game for one to four players. Coordination and cooperation are your key weapons to success – everyone must play a role in the battles to come and work together as a team to protect the castles and Kingdom from imminent doom.

Paranautical Activity (Digerati, $7.99) – Paranautical Activity is a blisteringly-fast first-person shooter that combines classic arena-style FPS action with roguelite elements. An intense and challenging test of precision, skill and reflexes awaits!

Photon Cube (SMILEAXE, $13.65) – “Photon Cube” is a unique puzzle game using light function.

The Journey Down: Chapter Two (BlitWorks, $19.99) – Far below the noisy metropolis of St. Armando, Bwana follows in the footsteps of his lost father together with Kito and Lina. In their search for the mysterious Underland, they discover a dark conspiracy shrouding the fate of Captain Kaonandodo.

Angels of Death (Active Gaming Media, $14.99) – The hit indie game (anime version coming soon) is coming to the Nintendo Switch!

Air Mail (N-Fusion, $13.49 (normally $14.99)) – N-Fusion Interactive’s award winning flight-adventure game, Air Mail, has arrived on Nintendo Switch™! Get ready for an incredible ride through a fantasy world filled with exotic lands to explore.

Cubikolor (LIGHTMAZE, $8.99) – Move your Kube by matching the kolors of the sides and the platform to complete each level. Armed only with your logic and your Kube, move through the 150 levels outwitting the traps in the System, an evil, scheming entity, to confront the machine and pass the test!

Anima: Gate of Memories (BLG Publishing) – Anima: Gate of Memories is a third person action RPG that tells the story of two beings bound by an unwilling pact, an ancient monster and a girl who lost her past… Available June 29.

NEKOPARA Vol.1 (CFK) – “NEKOPARA”, a famous PC adventure game that has sold over 2 million copies of series worldwide, is out for Nintendo Switch! Available July 4.

Runbow (Headup Games, $14.99) – With tons of competitive modes for up to nine players online and eight players locally and a massive Single Player Adventure, Runbow is the crazy, color-based platformer you’ve been waiting for. Available July 3.

SpiritSphere DX (Fabraz, $9.00) – Play solo or compete with friends by battling across fantastical realms and unleash the power of the Spirit Spheres! Available July 2.

Waking Violet (MixedBag Srl, $4.99) – Waking Violet is a classic 2D top-down puzzle game, but with awesome spells and a unique time rewind mechanic. Available June 29.

3DS eShop

I.F.O (Turtle Cream, $3.99) – I.F.O is an old school LCD-style shoot’em up game. Shoot down UFOs using a classic style aircraft and save the abducted animals from the aliens. Save the Earth from the Aliens! You’re the world’s last hope.

Demos

Block-a-Pix Color – Demo Version (Nintendo eShop on Nintendo 3DS)

What are you downloading this week? (269 votes)

de Blob

3%

LUMINES REMASTERED

10%

Ys VIII: Lacrimosa of DANA

13%

ACA NEOGEO Money Puzzle Exchanger

3%

Arcade Archives Renegade

2%

Dream Alone

  0%

Figment

1%

Fossil Hunters

  0%

Grave Danger

  0%

MotoGP 18

1%

No Heroes Here

1%

Paranautical Activity

1%

Photon Cube

  0%

The Journey Down: Chapter Two

  0%

Angels of Death

  0%

Air Mail

1%

Cubikolor

  0%

I.F.O

  0%

Wolfenstein II: The New Colossus

20%

Crash Bandicoot N. Sane Trilogy

12%

Anima: Gate of Memories

1%

NEKOPARA Vol.1

1%

SpiritSphere DX

1%

Waking Violet

  0%

Nothing for me!

13%

Please login to vote in this poll.

So that’s your lot for this week’s haul. Be sure to drop a vote in the poll and a comment down below with your hot picks for the week…

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Yo-Kai Watch Blasters Officially Revealed For Western Release, Arrives This September

Nintendo has revealed that Yo-Kai Watch Blasters: Red Cat Corps and Yo-Kai Watch Blasters: White Dog Squad will be releasing on Nintendo 3DS in the west this September.

Originally released back in 2015 in Japan – under the name Yo-Kai Watch Busters – these games have a focus on four-player co-op, with you and up to three other friends taking on towering Big Bosses, using skills and powerful Soultimate Moves along the way. While previous Yo-Kai Watch games have traditionally focused on turn-based battles, these new titles drop you into real-time skirmishes in the first ever action-RPG for the series. 

Each version of the game contains different Yo-kai, missions, and bosses, with trading between the two being encouraged to collect every last creature. You can also link save data from Yo-Kai Watch 2: Bony SpiritsYo-Kai Watch 2: Fleshy Souls or Yokai-Watch 2: Psychic Specters to get one of three special Yo-kai to take into battle.

A free update will eventually arrive for both games to add additional side stories, Yo-kai, bosses and missions, sometime after the official launch date of September 7th. Both titles are exclusive to Nintendo 3DS and have a suggested retail price of $39.99

Are you a Yo-Kai Watch fan? Have you been patiently waiting for this game to come over to the west? Let us know if you’re excited for this one with a comment below.

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The Binding Of Isaac Is Getting Its Own Card Game Thanks To Kickstarter Success

Yesterday saw the launch of a Kickstarter crowdfunding campaign from Edmund McMillen – one of the super-talented minds behind Super Meat Boy and The Binding of Isaac – for a brand new card game based on the world of that latter top-down dungeon crawler – and it’s already been completely funded.

Using basic mechanics from the game, The Binding of Isaac: Four Souls has 2-4 players taking turns playing loot cards and using items to kill monsters that yield more items, loot, and sometimes souls. The first player to end their turn with four souls is the winner. According to the crowdfunding page, “cooperation, barter, and betrayal is encouraged”.

Amazingly, the project smashed its $50,000 goal in just over an hour and is still rapidly growing with every passing minute. At the time of writing the project has already raised over $480,000 with over 7,000 backers pledging their support. If you want to get in on the action you can check out the Kickstarter page here – there are still 28 days left for you to support the project and the game is expected to arrive with backers this November.

The Kickstarter page talks through the mechanics of the game in incredible detail, and also reveals some behind-the-scenes goodness from its development. We’d encourage you to take a look if you’re interested.

Do you like the look of this? Will you be backing the project yourself? Let us know if you plan to pledge your support in the comments below.

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Nintendo’s Reggie Fils-Aimé Hints At Potential Future Crossovers With Other Studios

With the excellent Mario + Rabbids Kingdom Battle launching on Switch last year, as well as the upcoming Starlink: Battle for Atlas that is set to feature Star Fox’s Fox McCloud and his trusty Arwing, it’s clear that Nintendo has been rather open to other studios’ ideas surrounding its franchises and property. Luckily for us, it seems that more crossover projects could well be in the pipeline.

Speaking to Waypoint, Nintendo of America president Reggie Fils-Aimé has spoken about Nintendo’s relationship with external development partners. When asked about the possibility of more collaborations appearing in the future, Reggie talked about Nintendo’s “rich history” of partnerships and how the company is “always having those types of conversations”.

“Nintendo has a rich history of partnering with other companies whether it’s work we’ve done with Activision back with Skylanders and the access we gave them to some of our intellectual property. You’ve had Link show up in various fighting games in the past. I mean just look at Smash Bros. and the help that Mr. Sakurai is getting in the creation of that game.”

“And so we have a legacy of working with partners. In the end though these relationships are based on a number of factors. One is a strong understanding of us as a company and the ways that we like to do business. Second is a strong understanding of the intellectual property that we might be talking about how that might be used. And then third, a mentality of, you know, how does one plus one become something big. We want to do things that are big. And I’m not going to, I’m not going to break news per se, but we’re always having those types of conversations.”

If conversations are always ongoing with other studios, it’s possible that several crossover projects could be in development as we speak. Of course, Ubisoft has become a great partner in recent years with the two titles mentioned above, and Bandai Namco has had a big role in the development of the latest Super Smash Bros. titles, so it wouldn’t be surprising to see these studios take on more projects in the future.

Would you like to see more crossovers? Are there any particular studios you’d like to see team up with Nintendo? Let us know your wildest thoughts in the comments below.

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The YO-KAI WATCH series is back with two new co-op action games

The YO-KAI WATCH series is back with two new co-op action games

On Sept. 7, two new games in the YO-KAI WATCH series are coming to the Nintendo 3DS family of systems. And these new YO-KAI WATCH games are unlike anything the series has seen before!

In the YO-KAI WATCH BLASTERS: Red Cat Corps and YO-KAI WATCH BLASTERS: White Dog Squad games, team up with up to three other friends either locally* or online to fight towering Big Bosses, using skills and powerful Soultimate Moves. While previous YO-KAI WATCH games focused on turn-based battles, YO-KAI WATCH BLASTERS drops you into real-time skirmishes in the first ever action-RPG for the series. During these battles, you directly control your Yo-kai as you strategize with different skills and equipment to defeat huge bosses. By taking on various fast-paced missions, you will embark on a journey to meet, befriend and battle more than 400 new and returning Yo-kai.

Training Yo-kai will also affect your team’s strength in battle. By training, you can create items and equipment to use on your personal Yo-kai team! By completing missions, more powerful and useful items can be earned.

Each of the two versions of the game contains different Yo-kai, missions and bosses. By trading between the two, you can collect all the Yo-kai! And by linking save data from the YO-KAI WATCH 2: Bony Spirits, YO-KAI WATCH 2: Fleshy Souls or YO-KAI WATCH 2: Psychic Specters games, you can get one of three special Yo-kai to take into battle.

To keep the action and content going, a free post-launch update to the game will add additional side stories, Yo-kai, bosses and missions.

YO-KAI WATCH BLASTERS: Red Cat Corps and YO-KAI WATCH BLASTERS: White Dog Squad launch exclusively for the Nintendo 3DS family of systems on Sept. 7 at a suggested retail price of $39.99 each. Which version will you choose?


Comic Mischief
Fantasy Violence

*Additional games and systems are required for multiplayer mode and are sold separately.

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Titan Quest Will Support Local Co-Op From Launch On Nintendo Switch

Titan Quest is due to arrive on Nintendo Switch on 31st July, and with its release just over a month away, THQ Nordic has confirmed the classic action-RPG will feature split-screen local co-op from launch. The feature was recently rolled out across all the versions of the game, which includes a number of other tweaks to enhance gameplay and overall stability.

Performance has been improved, the UI updated and updates to remove bugs that caused loot to disappear through the ground have been applied so you can be sure the version you’re getting on Switch is as up-to-date as possible.

Will you be adding Titan Quest to your collection come the end of July? Share your thoughts on this new co-op adventure in the comments below…

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Review: The Lost Child (Switch)

If you find the setting for most modern JRPGs to be rather too much like the old JRPGs, The Lost Child might be of some interest. Set in present-day Tokyo, it casts you as Hayato, a junior reporter for an occult magazine who soon falls into the old journalistic trap of becoming part of the story.

Early in the game you’re saved from a spooky subway death by a mysterious woman, who hands you a freaky-looking suitcase before fleeing the scene. Around the same time you’re introduced to an altogether less evasive (though no less mysterious) woman in Lua, who claims to be an angel. She proceeds to inform you of your destiny as The Chosen One in a battle between Heaven and Hell.

This might seem like a clunky TLDR summary of The Lost Child’s premise, but that’s precisely how the game’s opening 30 minutes or so makes you feel. It’s a whirlwind of improbable events, clashing theologies, confusing perspective shifts and nonsensical exposition. The thrust of this story is actually quite interesting, but the actual telling of it leaves something to be desired. It might be a translation issue, or just the fact that many of the people you meet in this adventure aren’t actually people at all, but there’s something off-kilter and strangely inhuman about The Lost Child’s characterisation. We’re all for quirky story-telling and dark humour, but the detached way in which the game’s characters react to its crazy events makes it difficult to warm to them.

Unfortunately, the gameplay doesn’t do quite enough to rescue the situation. In between its bizarre narrative sections – which have the feeling of a narrative adventure thanks to the addition of occasional response choices – and some light Professor Layton-style sleuthing, there are lots and lots of old fashioned dungeon crawling to be done. These dungeons (or ‘Layers’ in the game’s terminology) share much in common with the Etrian Odyssey series. They’re brutally basic first-person environments that need to be moved through and mapped out one tile at a time. 

There are doors to be unlocked, chests to be discovered and opened, and, of course, lots of turn-based battles to be fought. There’s nothing particularly fresh about those battles either. Every now and then your progress through the blocky, repetitive Layers is halted, and you’re presented with a line of assorted abominations to tackle in order. For each of your five party members you have the opportunity of attacking, defending, or utilising one of their special skills.

Hayato himself has the most interesting ability of all – a device that combines the attributes of a Ghostbusters proton pack and a Pokémon Poké Ball. Once the device’s meter fills up through sustained attacks, you’ll be able to capture any of the spirits, demons and monsters that you face. The key part to this – and undoubtedly the best part of The Lost Child in general – is that you can then turn these captured ‘Astrals’ to your side. These spectral turncoats fill out the middle three slots of your party, adding their own elemental attributes, special attacks and passive abilities to the mix. Throw in a Pokémon-style evolution and levelling mechanic, and you might find yourself caring more about your otherworldly minions than you do the shallow characters of the story.

Visually, The Lost Child is a curious and disjointed mix. There’s something of a disconnect between the aforementioned drab 3D maze-like dungeon environments and the finely detailed (if overly lascivious) character art. Both the story and battle sections suffer from a distinct lack of animation, too, which only adds to the stilted lifelessness of it all. Overall, the game simply lacks the sparkle, wit and variety to match its outlandish premise. It might come with a modern setting and interesting monster-catching angle, but mechanically The Lost Child is still stuck in the JRPG dark ages.

Conclusion

The Lost Child is a JRPG with a number of quirky and interesting elements, not least of which is its Pokémon-like monster capture system. However, its dungeon crawling underpinnings are just too dull and repetitive, and its narrative approach too stilted to draw in anyone but die-hard fans of the genre. Even then, you’ll need to come prepared to grit your teeth and grind.

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Interview: Hisashi Nogami on Squids, Kids, and Splatoon 2’s Octo Expansion

If you’ve watched a Nintendo Direct, you’ve doubtless encountered Hisashi Nogami, better known to some as the head scientist at the Squid Research Lab. These days, Nogami is most famous for Splatoonbut his credits extend to some of Nintendo’s most timeless classics. 

We tracked the squid kid creator down at E3 a couple of weeks ago to chat about Splatoon 2, Octo Expansion, fashion, good, evil and finally, the answer to the question: how old are squid kids, really? Read on to find out. 

Nintendo Life: In the original Splatoon, hackers modded the game to add playable Octoling characters. Did that server as inspiration for the Octo Expansion, or was this idea already being thought of?

Nogami: I can’t say we got inspiration from that, but we did see that and we had the idea of wanting players to play as an Octoling character before that. We had that in our back pocket as a surprise to reveal later on, and when we say that we kind of thought to ourselves, “Aw, come on guys! You took our idea!”

 

Splatoon 2 is a first for Nintendo in that it’s a living game. It receives more updates more frequently than any game in Nintendo’s history. Have you found it difficult to manage that new style of game within Nintendo? 

I think you’re right that this is new territory for Nintendo. As a developer, the games I’ve been involved in until now have been the type where you work really hard during development to build all the contents into the game, and when it comes out you stand back and you let it go. With this game, we have a lot of things we wanted to try, that we knew we would want to bring out after the game released, while we were developing it. Some of these things were our ideas, and some were ideas from fans once the game came out. 

We want to try and strike that right balance between what we are hoping to include in the game and what the fans are wanting. Actually, I would say this was a first for me, to participate in this type of development. The speed at which we need to keep up with those demands from fans and things we want to include after the game has launched increased to a level greater than it was when we were working on the original release. 

Having to repeat this cycle for each update means we have to have ideas for what we want to include a few months ahead of time. And then we’ll have to really put our heads down and work on everything. Then we have to release that content, watch it after it’s released and then begin that cycle again of, “Okay, what’s the next idea?” This sometimes means having to work in two or three-week batches on these updates and you have to work a much faster and more compact schedule than we were previously used to.But, that’s not to say that it’s all hard work and no fun. 

The advantage to this development style is that we can have our own ideas, such as things that we want to include going forward with updates but also respond to new developments that we see from the community. We might see requests and think, “Oh, okay, that’s something we hadn’t thought of,” and we’ll see if we can find a way to weave that into our plan going forward, and that’s something I find really positive about this development style.

You mentioned that you listen to player feedback, where do you look for that feedback?

We get that type of feedback from a wide variety of places, whether that’s looking at responses to our official Twitter account in Japan, or our Tumblr account in the US. We also check places like Reddit and real-world events where we get to meet our community face-to-face and see their reactions to things. So it’s definitely a wide variety of sources. I think one thing we’re also aware of is that often times voices online that you hear expressing opinions are often a limited number of people that have the loudest voices. 

One thing we feel is really important is to play our own game as one member of that community, and by interacting with different players online in multiplayer, to experience the game from a player perspective and take our own opinions about what might be missing, or what would be cool to add and listen to our development team voices as well.

That type of listening and watching is something I think multiple people – it isn’t just me on the development team – but multiple people engage in, whether it’s watching what people are saying online, or attending events, playing the game as one of the community’s members ourselves. It’s not that we have meetings where we all get together and say, “Okay, here’s what we’re going to do,” but it’s more of a living discussion that we have as developers and say, “Hey, did you see this?” Then we’ll go and look at it and talk about it. It’s just an ongoing discussion that we have among the team.

Something that often happens on our team, will be that one of us thinks we found something really interesting and will want to show it to other members of the team and say, “Hey, come here and look at this thing I found,” and the person will come and say, “Oh yeah, I saw that,” then another person will come and say “Oh, I saw that too!” So, it’s like, okay, yeah everyone’s paying attention!

The Splatoon series occupies an interesting space, in that unlike other Nintendo franchises, Splatoon feels more like a lifestyle brand in that there have been crossovers with real-world brands like Nike and Sanrio. Do you find it interesting to see Splatoon cross over into the world of fashion, and how do you feel about the game’s cultural impact?

To start, Splatoon is a game we envisioned from the beginning as being a game people would play online, in a multiplayer setting. Mario, to take one example, is a game that puts you in the position of the hero: everything is about you. You’re going to save the princess, and you’re going to go defeat the bad guy. 

One thing that was born out of our desire to make this game have a multiplayer focus to an extent, was that you are one member of this society in this game. You’re one character but there are many other people like you in this community, so you aren’t necessarily the hero. And so, we thought the world we wanted to make was one where there would be times you became the hero in the single-player mode from Splatoon 2 or in the Octo Expansion, you take on the role of the hero, but fundamentally, you’re one member of this Inkling society and you become kind of this Inkling teenager and see the world from the eyes of just a teenager who exists in the world of Splatoon.

We wanted to create a culture in this world, as something that supported the idea that Turf War is the main sport in the world of Splatoon, and has kind of a real-world corollary in skateboarding if you could use that as an example. People who skate together might have different things that they wear and you might be like, “Oh, I have to wear something different than that guy in my skateboarding group!” In the same way, the Inklings participating in Turf War all want to have their own style, they want to stand out, and we wanted to make a world that allowed players to bring their expression to it.

In the US, we like to call them squid kids. This is the first time we’ve ever heard them called teenagers. How old are you in Splatoon 2?

On the development team, we’ve had discussions that they’re right about the peak of when you have that teen spirit, which is right about fourteen to sixteen years old. So, like a teenager at the height of their teenage years, their interests are kind of all over the place. They want to become really good at sports, and they want to look really cool. They want to do a variety of activities. Regardless of what your actual age may be, we want people to be able to enter this world and kind of inhabit that spirit of that teenager I mentioned earlier. 

 

In the Octo Expansion, Octolings and Inklings live together in Inkopolis. Were they enemies previously?

Up until this point, we’ve filled out the world of Splatoon from the Inkling perspective and players have seen primarily that. That’s not to say Inklings are the good guys and all Octolings are the bad guys. Inklings have their own society, and Octolings have their own society, and now we’re going to learn more about it.

In Hero mode, you were having to go after these Octarians who were behaving badly. They were kind of the bad guys among the Octoling clan. But in the Octo Expansion, you have an Octoling character who is combining forces with Captain Cuttlefish, who is an Inkling. They combine forces because of their shared goal to reach the surface together, and when they reach the surface, they find that society has progressed and now Octolings and Inklings live together. 

Do you think there will be any opinion among fans that they’ve been playing as the bad guys all along?

What I hope people realise is that not any one type of character in the world of Splatoon is completely good or bad. You know, the Inklings have their society, the Octolings have their society and the Salmonids from Salmon Run have their own thing going on. And, what I’m hoping is that people realise that they each have their own characteristics, but sometimes those societies intermingle and come crashing together and this is one of the examples of what happens when that occurs.

The Octo Expansion is a story from the Octoling perspective which also shows how Octolings and Inklings can get along and it sends you into a situation where that’s occurring when you get to the Plaza in multiplayer. So I’m hoping that will actually increase people’s affection not only for the Octolings, but conversely for people to show even more affection for Inklings too. 

Can you tell us what the new amiibos do?

We’re not talking specifically about what they’ll do, but I think it’s safe to say they’ll do something similar to the Splatoon amiibos that have come before. We haven’t decided quite yet exactly what you’ll get from the amiibos, but once we have decided we’ll make sure to let everyone know. 

Now that we have two factions of sorts – Octolings and Inklings – in Splatoon, is it possible we might see an Octoling vs Inkling Splatfest?

That might be a good idea!

Do you find Splatoon’s success surprising, considering its relative newness as a franchise and the console on which it originally launched?

If you had asked me prior to the release of the original Splatoon, if this many people would be playing and would have stuck with us for this long and would have continued their interest in Splatoon, I would have been surprised! 

Speaking of Splatoon’s popularity, what was it like for you to see some of the in-game clothes being reproduced in the real world such as those made by Uniqlo?

Part of my way of thinking about the game and its content, and it’s something I mentioned earlier this year at GDC, is that I don’t see a distinction between the content in the game and the content that exists in the real world outside the game. It’s an extension of the game itself. 

So, if I see someone wearing a Splatoon shirt that features a brand from the game, I’m thankful, because I can tell right away that this is someone who enjoys the game; it just fills me with a feeling of gratitude.

At GDC, you mentioned the concept of Splatoon evolved during development from tofu to rabbits and then eventually to the Inklings we all know and love. Would the series have been as successful as it is now if you had decided on one of those other concepts?

I think Splatoon’s success has a lot to do with the fact that we went with squids and Inklings as our characters that people love them as much as they do. I think it’s not just because squids are particularly cute, but the character fits the world of Splatoon really well. I think that affection people have for the Inkling characters comes from just how perfectly they fit in this world we built for them, and that might not be true if they were a block of tofu or a rabbit. 

What was it like for you and the team to see the Inklings – the youngest characters in Nintendo’s history – to be added to Smash Bros Ultimate? 

It’s truly an honor for us. This is a series that we’ve only been working on for the last three years and for a character like that, that we’ve really raised along with the community and the fans, to appear in Smash Bros. is something we’re truly honored to see.

This is something I hope we find a way to celebrate with the fans or at least that they’re aware of. While it’s an honor for us to have our character in Smash Bros. this is something the fans brought about, I think by clamoring for it and showing their affection for the Inkling character.

Are you enjoying the Octo Expansion? What did you make of Nogami’s insights into the world of Splatoon? Share your thoughts below…

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Sony “Looking At A Lot Of The Possibilities” When It Comes To Fortnite Cross-Play Support

The arrival of multiplayer hits such as Fortnite and Paladins has proved fans are really open to the idea of playing with other users, regardless of whether they’re on Nintendo Switch, PS4, Xbox One or any other platform. However, Sony continues to be the one wrinkle in the plan, with everything from Minecraft (which took shots of its own on the matter) to Epic Games’ battle royale hit affected by the firm’s unwillingness to share the same servers as players on other platforms.

A reporter from Eurogamer put that question to Shawn Layden, president and CEO of Sony Interactive Entertainment America and chairman of SIE Worldwide Studios at the Gamelab conference in Spain today, and his response, while typically vague, does at least present a glimmer of hope for the future of playing with PS4 players on your Switch:

“We’re hearing it. We’re looking at a lot of the possibilities. You can imagine that the circumstances around that affect a lot more than just one game. I’m confident we’ll get to a solution which will be understood and accepted by our gaming community, while at the same time supporting our business.”

So what do you make of Layden’s response? A hint of a U-turn on this matter or is it unlikely to ever become a reality? Share your thoughts below….