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Release Window Between Consoles And Switch “Shrinking All The Time” Says Panic Button Boss

Panic Button has certainly been making headlines lately. Not only is it in hot demand following its impressive ports of DOOM and the upcoming handheld version of Wolfenstein II: The New Colossus, but it’s also working on a new port ready for reveal next month.

All this focus on Nintendo Switch – and the sheer graphical and performance parity that’s proven to be possible on the console – has seen the window between console and Switch releases shrink drastically, and Panic Button general manager and co-founder Adam Creighton says this gap is only going to get smaller.

In an interview with MCV, Creighton had the following to say:

For example, if you look at DOOM which was finished and shipped to people when development started for the Nintendo Switch version, and that game comes out sixteen months later for Switch. then you see Wolfenstein II, where we get involved as the game is in development and almost done, this game comes out less than eight months after releasing. I see that window shrinking all the time for those publishers and developers who are planning on Switch at the outset.

In Creighton’s eyes, the big difference will be seeing more and more developers and publishers seeing Switch on equal terms with PS4 and Xbox One:

I think what’s interesting is that it has to be a prioritisation for the publisher and developer. For me I want these companies to look at the Nintendo Switch as an equal platform that they release on as they release their game and the earlier they get either internal teams or external outfits like Panic Button involved, the higher the chance we’re going to get day and date parity for big releases.

So what do you think of Adam’s thoughts on Switch? Will we see the window for triple-A ports on Switch get even smaller? We want to hear your thoughts…

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Random: This 1/2 Scale Nintendo Arcade Cabinet Made From LEGO Is Completely Playable

Sometimes fan-made creations can simply blow you away, and this 1/2 scale Donkey Kong-inspired arcade cabinet made from LEGO is certainly one of those times.

The creator of the cabinet, Helen Sham, has explained that over 15,000 LEGO bricks were required to build the entire piece. Standing at more than five feet tall, the cabinet weighs over 65 pounds (nearly 30kg).

The design of the cabinet only took Helen around six hours, but over 27 hours were needed for the build itself. With a giant Donkey Kong figure on the top, brick-built graphics on the sides, and a mock coin tray for arcade tokens, the cabinet features real arcade internals to run actual games on the screen. You can check out the whole masterpiece in action in this video below.

Do you have the brains to come up with something like this? Feel free to share your amazement with us in a comment down below.

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Pokémon GO Will Finally Allow You To Trade Pokémon With New ‘Friends’ Feature

Niantic has announced ‘Friends’ for Pokémon GO – a new feature for the game that will finally allow players to trade their prized Pokémon with one another.

Scheduled to start rolling out to players later this week, Pokémon GO Friends will allow you to connect with your real-life friends and keep track of their adventures in the game. You’ll be able to send them items and earn bonuses on top of the Pokémon trading feature.

To become friends in Pokémon GO, players will need to share Trainer Codes (which act just like friend codes on Nintendo consoles). Once you’ve invited another player to become your friend, they can then accept you and you’ll see them in your Friends List. Having friends will be beneficial for all players; spinning Photo Discs at PokéStops and Gyms will provide you with a chance of receiving a gift that you can pass on to your buddies, and these can even include an egg containing an Alolan form Pokémon.

To trade Pokémon with a friend, you’ll need to be standing close by and be at Trainer Level 10 or higher. Completing a trade earns a bonus Candy for the Pokémon you’ve traded away, and that bonus can increase if the Pokémon you traded were caught in locations far apart from each other. All trades are powered by Stardust, and some trades require more Stardust than others. Legendary Pokémon, Shiny Pokémon, or a Pokémon not currently in your Pokédex, all require a Special Trade to complete, and these can only occur once per day with a ‘Great Friend’ or ‘Best Friend’. 

Trading is a feature that players have been asking for since the game first launched, so we’re glad to see that it’s finally made its way into Pokémon GO. Will you be checking out this feature when it arrives later this week?

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Feature: Meet The Man Who’s Turning Video Games Into 3D Works Of Art

Of the many ways in which video game fans can pay tribute to their favourite titles, Steven Charles Gauntley’s 3D “shadow box” pictures are one of the most visually appealing we’ve yet seen. Gauntley creates these unique, limited edition pictures via his company 8-Bit Boutique, and also does a mean line in teeny, tiny arcade cabinets.

Keen to know more about his inspirations and background, we sat down with Gauntley for a wee chat.


Nintendo Life: Could you give us a little background info on your life as a gamer, and what systems you grew up playing?

Steven Charles Gauntley: The first system I ever played was my glorious Amstrad CPC464 green screen. This was insane to me as the only computer I had ever seen before this was the Acorn Electron which my entire primary school shared between 300 kids! I spent many happy hours watching green lines form on the screen waiting for tapes to load. As others over the age of 35 will attest to, there wasn’t much to do entertainment-wise back then, so I was captivated waiting for these bloody lines to draw on the screen. I remember my friend having the Amstrad with disk drive and colour screen! 

I progressed from there to the Sega Master System when it was first released in the UK, and it blew my mind. Instant loading cartridges and arcade graphics! I realise now these were some amazing years in video game history, where I would buy pretty much all the gaming magazines (shout out to C&VG and Mean Machines) and would see technological advancements all the time. When Sega released the Mega Drive my mind was again blown, and many a playground dispute would be over which console had the best graphics! I had an imported Mega Drive and there was an awesome shop in Doncaster that used to sell imported games. Needless to say, they saw young me coming when I visited to pick up a Super Famicom (along with the £100 copy of Street Fighter 2) sometime later. 

These years in gaming are my golden years; the time that I look back on with the most fondness. I was lucky enough to get pretty much every system as we went along, and all hold special memories for me. Amiga, NES, Game Boy, Sega Game Gear – even the Atari Lynx. When the Mega CD came out I couldn’t afford it, but those grainy FMV games like Night Trap again blew my mind. I used to love the arcades as well, and spent a lot of time blowing away my money there. This is where my love of arcade gaming and the aesthetics and art of arcades comes from. I went to Uni is 1997 and have a lot of Uni memories of N64 GoldenEye and even my beloved Sega Saturn. 

After Uni, I was somewhat forced to pretend to be a grown-up, but I’ve kept up with every generation of video game hardware. I was very sad to see Sega drop out of the hardware game, but have enjoyed every generation of Nintendo consoles. I’m even a fan of the Wii U!

How did you get started with your 3D artwork? What inspired you?

I used to have a very stressful job where I was was responsible for a lot of people, and I also had a very corporate-type job, too. After some pretty devastating life experiences – which I won’t go into as I don’t dwell, nor do I want them to define me – I decided that you’re only living and breathing for such a tiny amount of time and life is so fragile and beautiful that I had to follow my heart and find what makes me happy. I don’t mean what I think others will respect, or what will make me the most money – just what it is that makes my heart sing, and when I’m being creative is when I’m at my most happy. 

Everything I have created and continue to create, I never really know where it comes from; it’s like ideas just appear in my head, but I’ve trained myself to recognise them, even the bizarre and wacky ones. I believe a lot of people have these creative ideas, but through a lifetime of walking in lockstep and forming an orderly line, they dismiss them. I allow them to come out, and I just try and make my hands keep up with my brain!  

I’m inspired obviously by the art and design of video games, but my biggest inspiration comes from the world of literature. You probably weren’t expecting that reply! It’s a pair of quotes by William Blake that I have framed in my studio here: “I must invent my own system, because if I do not I will be forced to live by the systems of others,” and “the fool who persists in his folly becomes wise the long way around” Not that I’m purporting to be wise! 

How do you decide on which scene or screenshot you’re going to use?

Ideas for screens just pop into my head and I’ll then spend many hours pouring over old magazines and games looking for just the right scene or moment. To create my 3D art I first of all spend time in Photoshop, working digitally on imagery to create approximately 12 different pages of graphics for each one piece of art. I then print the graphics using archival inks onto 320 gsm ultra gloss card stock, and then hand cut every single graphic and detail, and add hand-touched elements to ensure all the pieces are perfect. 

I then assemble the many individual pieces, elements and layers, building the picture up into a three-dimensional space, supporting the layers with foam card artboard and balsa wood, until the final 3D diorama is achieved. Then I house the diorama art inside a deep wood shadow box, and mount using a hand cut bevelled cold press card mount. Each limited edition finished piece is then signed and numbered on the reverse. 

How long does it take to create a typical picture?

A long time! It’s a good job I love it, put it that way! 

What’s the response been like to your pictures?

It’s been overwhelming, to be honest. I’m flattered and thankful for my blessings. People seem to really love my art, and I cant ask for more than that. I’ve sent my art to dozens of countries on every continent on Earth, and I’ve done some large bespoke art jobs for companies. It’s only recently where I’ve decided to get on social media, and I am my own worst critic, so when people tell me they love my work, I’m blown away, and I have to pinch myself really. 

Do you take commissions for unique pictures?

Yes, I work with people often on unique commissions. I can usually create just about anything a client can imagine. 

Do you have any concerns that you could come under legal fire for your work, or do you think screenshots are fair use?

I see a lot of video game inspired artwork out there. Have a quick look through Etsy for one. I think what I’m doing is fair use, and my art is a tribute to the games. I have done this for many years with no problems at all, and have even made artwork for video game publishers, both to hang in their offices and to send out as PR products relating to their games, so I would say all seems cool on that front. 

You’ve also started using LEDs to create more striking pictures. Do you have any other new ideas you’ll be bringing to market?

I’m of the mind that I follow my heart and if people like what I create then that’s another month where my bills are paid and life is sweet. I’m just continuing to refine what I’m doing and adding to my portfolio, whilst also I have a sketchbook here full of ideas even I thought were too crazy, so I’m planning to go through that and let some of these ideas get life in reality. I’m developing a series of collectable 3D enamel badges, a 3D pop-up book about retro arcade games, and also my first ever officially licensed product, which I’m unable to tell you about just yet.


You can browse Gauntley’s selection of products here, as well as follow him on Twitter and Instagram.

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Blades At The Ready As Warriors Orochi 4 Lands An 18th October Release On Switch

With Warriors Orochi 3 Ultimate seemingly never getting a western release (it arrived in Japan Switch in late 2017), Omega Force and Koei Tecmo will fill that Dynasty Warriors-style gap with its much-anticipated sequel – Warriors Orochi 4.

The sandbox battles will include 170 playable characters from the Dynasty and Samurai Warriors universes, as well as the inaugural arrival of magical powers in the series. So now there are even more ways to beat up an entire crowd of spear-wielding enemies. Check out the game’s new trailer below.

So the Japan-set battles of the Warriors Orochi series are finally coming to Nintendo Switch, and in 2018 no less. Let us know what you make of this new addition to the Switch family in the comments below…

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Runbow Sprints Towards A New Release Date On Switch, Now Available 3rd July

Headup Games has announced that Runbow’s delay woes are now over, with a 3rd July release date finally secured for the title on Switch.

If you missed the game when it first arrived on Wii U, Runbow is all about multiplayer madness, with changes in the background resulting in more chaos than you’ll ever be ready to deal with. Players race and fight their way through courses and arenas, keeping an eye on the platforms and obstacles as they unforgivingly disappear. It’s fast, it’s frantic, and we loved it in our review of the Wii U version.

Here’s a handy list of features should you want to know a little more:

Features:
Go head to head with your friends, locally or online, in Run, Arena, or King of the Hill, for a colourful, crazy competition. Host a Private Game for you or your friends, or hop into an Open Party and take on the world!
– Tons of costumes and indie guest characters are waiting for you to unlock, including Shovel Knight, CommanderVideo, Shantae, Lilac, and many more.
– Save Poster District from the evil Satura in Adventure, and choose your own path through a massive map of over 140 single player levels.
– Take on The Bowhemoth, a single, ultra-difficult challenge in the belly of a colossal beast. On your own or with friends, it’s sure to test the skills of even the toughest platforming veterans.
– Hundreds of pieces of unlockable Gallery content await you, from concept art to characters, and even some hidden secrets…

A retail ‘Deluxe Version’ including all DLCs and some collectable stickers was also promised before the game’s delay, and this edition should now be arriving in “Q3 2018”.

Let us know if you’ve been waiting for this one on Switch in the comments below.

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Octopath Traveler Won’t Receive DLC According To The Game’s Producer

For anyone who recently downloaded Square Enix’s Octopath Traveler Prologue Demo and is planning on extending their stay in the wide world of Orsterra upon the game’s release, you might be interested to hear the following:  

During an interview with Dengeki Online this week, Masashi Takahashi – the producer of the upcoming Square Enix title – stated “the product version is the finished product” and no downloadable content was currently planned. 

Given how many games are quick to embrace downloadable content nowadays, it’s somewhat refreshing to hear such a promising turn-based role-playing game will buck the common industry practice, instead opting with more of a traditional model. 

If you’re planning on picking this up, how do you feel about the game possibly never receiving additional content? Do you think eight characters and the estimated 50-60 hours to complete the main game will be enough? Tell us in the comments. 

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Arc System Works Reveals Kill La Kill The Game Is In Development, Due Out 2019

Arc System Works in partnership with APLUS Games have revealed Kill la Kill the Game will be released next year. Described as a “battle action” title for up to two players, the exact platforms the game will be available on have not yet been announced. 

More details about the title based on Studio Trigger’s 2013 series will be shared at this year’s Anime Expo, held in Los Angeles from the 5th to 8th of July. Both the character designer and creative officer for Kill la Kill will be present at the event. 

Given the fact Arc System Works has already released Guilty Gear XX Accent Core Plus R and BlazBlue: Cross Tag Battle for the Switch – with Dragon Ball FighterZ also on the way, it seems there’s a reasonable chance this upcoming title will be added to the list. As for the history of the developer APLUS, its previous work includes the video game adaptation of Little Witch Academia. 

Take a look at the official Kill la Kill the Game screenshots and Japanese television advert below:

Are you a fan of the Kill la Kill anime? Would you like to see this game on the Switch? Tell us in the comments. 

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One Guy Got Crash Bandicoot N. Sane Trilogy Up And Running On Switch

It’s hard to believe a long-time dream will finally become a reality when Crash Bandicoot N. Sane Trilogy arrives on the Nintendo Switch at the end of this month. For many years now, owners of Nintendo systems have been deprived of this classic trilogy. Beyond the initial licensing concerns, it might have stayed this way as well, had it not been for one determined engineer at Vicarious Visions who happened to be a fan of the Nintendo Switch.

According to Nintendo World Report, sometime around the PlayStation 4 release of the N. Sane Trilogy, a lone engineer at Vicarious Visions spent his weekend trying to get the first level of the remaster up and running on Nintendo’s latest device. He managed to succeed, and it was at this point the company realised a port to the hybrid device was feasible.

Other than minor graphical modifications, the Switch version of the game will match the performance aspects of its PS4 counterpart. That includes running at 30 frames per second. The new ‘Future Tense’ level, shown at this year’s E3, will also be available alongside the Switch release.

Are you ready to spin like crazy when Crash Bandicoot arrives at the end of this month? Let us know in the comments.

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Video: Watch 18 Minutes Of Nintendo Minute At This Year’s E3

To close the door on this year’s E3, Nintendo Minute’s Kit and Krysta have put together a video showing viewers what the annual video game conference looked like from their perspective.

The series of clips mainly focuses on Nintendo’s events, highlighting its tournaments and the games it announced during the week. At the 12 minute mark, the pair check out the exclusive swag that was available from the Nintendo booth and also investigate the layout of the show floor. If you were watching E3 from home during the week, this might be worth taking a look at.

While on the subject of E3 2018, below is a video of Geoff Keighley taking on Reggie in a tennis rematch 12 years in the making:

How are you feeling after this week’s E3? Are you worn out from all the announcements, or are you excited about the game releases on the horizon? Tell us in the comments.