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Crazy Justice Developer Insists The Game Is Not Just A Fortnite Clone

We’ve been following the story of Crazy Justice for some time here at Nintendo Life; Black Riddles Studios’ attempt to add something new to the crazy-popular battle royale genre has been shaping up quite nicely, and is set to be the first of its kind on Nintendo Switch.

As it happens, in response to the recent rumours that suggest battle royale superstar Fortnite will be appearing on Switch at E3 next week, the studio wants to put out a strong and clear message to potential customers: “Crazy Justice is a very different game to Fortnite”.

The response comes after numerous comments appeared online from users thinking that Crazy Justice won’t be able to compete with the likes of Fortnite, especially should the game also arrive on Switch. Here’s a snippet of a press release from the studio explaining its thoughts on the matter.

“Crazy Justice is not a Fortnite replica; we don’t consider our game to be a clone by any means (we have been working on it since 2016), we don’t believe Crazy Justice is an inferior experience, and we don’t even consider our game to be at a disadvantage if Fortnite happens to release for Nintendo Switch during E3. The reason for all of this is simple: Crazy Justice is a very different game to Fortnite. It might look similar at first glance, but we are bringing a unique and alternative playstyle to the massively popular genre of Battle Royale, and for you (as a player) this is great news. Having different options to choose from is a beautiful thing, and Crazy Justice is coming to ALL major platforms”.

The press release goes on to say that the studio would actually describe the upcoming title as “PlayerUnknown’s Battlegrounds meets Overwatch with a touch of Fortnite-y looking graphics”. You can check out a full feature list below.

Key Features that make Crazy Justice a different experience to Fortnite

– Gameplay is based on heroes and abilities: There will be 23 heroes in the game (with more to come in future updates), each with their own set of unique skills and stats. There will be passive and active abilities to choose from, and you can upgrade and customise them (to a certain degree) through a collectable card deck system.
– Different game modes than Fortnite/PUBG: Including a Story Mode (co-op), Team Deathmatch, and Capture the Flag with your friends.
– Not focused on instant building: While there will be spells and skills that allow you to build structures, fast building is not an essential part of Crazy Justice.
– A larger map than Fortnite: There will also be regular new map updates in the future.
– Different biomes: Crazy Justice features a desert, and a snowy area, with procedurally generated building interiors which will change every game being considered for the future. Changing weather cycles (night/day/rain etc.) are also being considered.
– Vehicles: At some point, we want you to be able to drive even a bulldozer to escape deadly fire – or ram people into oblivion with it!
– No microtransactions: This doesn’t mean that we won’t have skins available in the future. We will always listen to the community, and if we do bring skins, we plan for them to be a reward for your time and achievements obtained in the game.

Crazy Justice will arrive on the Nintendo Switch eShop this month. Will you be keeping an eye on this one? Do you think it can stand strong against the scarily popular competition? Let us know down below.

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Officially-Licensed GameCube Controllers Are On The Way For Switch

Accessory maker PowerA has been particularly kind to fans of Nintendo’s hybrid platform, bringing a whole collection of attractive, officially-licensed controllers to the system featuring everyone’s favourite Nintendo characters. Now it seems to be targeting a slightly different audience and we can already hear the distant cheering and whooping.

It would appear that these new, also officially-licensed GameCube controller designs will be headed to stores in the near future, bringing purple cube-shaped nostalgia along for the ride. The image above comes from Mew_The_Creator who explains that the boxes are mock-ups used at the facility where he works. Sent by manufacturers, these mock-ups are used to plan product layouts in public stores, and therefore provide the facility with an understanding of how store shelves will look.

It looks like PowerA will be releasing a new line of Mario-themed controllers, too. Another photograph from the facility shows the following designs, all of which feature slightly more subtle designs than those released in the recent wave mentioned above.

We don’t know about you, but those GameCube designs certainly look like they could be a great way to have some fun on the upcoming Super Smash Bros. for Switch. Will you be grabbing any of these designs if they do indeed reach stores?

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B-Ball Fans Rejoice, NBA 2K19 Is Dribbling Its Way To Nintendo Switch

NBA 2K19 is coming to Nintendo Switch, marketing materials have revealed.

Standees have been sent to retailers which show the Switch listed as one of the formats. A 7th September launch is expected, and if you purchase the 20th Anniversary Edition you’ll get to play it four days before its official release.

2K Games hasn’t actually confirmed this as yet, but we’ve got multiple reports from stores which makes it a sure bet. Excited? Or did the botched launch of NBA 2K18 put you off the series forever?

[via nintendoeverything.com]

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Mega Man 11 Is Only Receiving A Digital Release In Europe

One of Capcom’s most anticipated upcoming releases for the Switch is that of Mega Man 11, the latest entry in the Blue Bomber’s long legacy. Given the cult status of the character, it stands to reason that many fans will want to have a physical copy of the game to display right alongside their shiny new amiibo when the game (and figure) launch in October. Well, if you happen to live in Europe, neither of those things will be on your shelf anytime soon.

Capcom just confirmed to The Nintendo Channel that Mega Man 11 will be receiving only a digital release in the UK and Europe, and it further confirmed that it currently has no announcement for a European release of the new amiibo. Considering that North Americans will be receiving both, even in a bundle, this does come as a blow, but perhaps the company will change its plans. At the very least, there’s always importing, right?

What do you think? Will this affect your purchasing decision? Why do you think Capcom isn’t releasing physical in the region? Share your thoughts in the comments below.

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Nintendo Has Updated The Switch eShop With New Functionality

One of the biggest criticisms against the Switch’s slick OS is the rather barebones eShop. Though it served its purpose well at launch, the storefront is quite utilitarian in its design and many developers and fans alike have expressed desire for Nintendo to spruce things up a bit. Though the company has said in the past that the eShop was intentionally made that way, baby steps have been made on this front over the months, and a new update has just gone live to add more to it.

If you go on to the Switch eShop now, there’s a new “Featured” tab in which Nintendo can showcase new, upcoming, and older titles that may have slipped off the charts. Additionally, the charts now feature thirty games at a time, and you can choose between two lists: All Games and Download-Only Games. Sure, it’s no browsing music, but this is a change that’s been a long time coming and shows that Nintendo is indeed interested in listening to fan feedback in the growth of the eShop.

What do you think? Are you glad this change has been made? What else would you like to see Nintendo change or add? Share your thoughts in the comments below.

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A clash of explosive proportions has arrived!

A clash of explosive proportions has arrived!

Get ready to create your own dream team and take on opponents from four different franchises!

Created through an all-star collaboration between BlazBlue, Atlus’ Persona, French Bread’s Under Night In-Birth, and Rooster Teeth’s hugely popular RWBY web series, Cross Tag Battle celebrates the fighting genre for pros and newcomers alike.

Engage in fast-paced 2v2 team battles filled with stylish action, smooth gameplay, and striking 2D graphics.

Features

  • CROSS: Cross over between 4 different universes! Play as characters from the BlazBlue, Persona, Under Night In-Birth, and (for the first time ever in a fighting game), RWBY series.
  • TAG: Dive deep into the accessible 2 vs 2 gameplay system in a gorgeous 2D tag team based fighting game. Overwhelm your opponents with the tag-team “Crush Assault”!
  • BATTLE: Take the fight to your friends, online, or against CPU opponents in robust single and multiplayer modes.
  • LOOK GOOD DOING IT: High definition anime-styled 2D characters, alongside beautiful 3D backgrounds and smooth animation, brings the game to life.
  • ARC ASSEMBLED: Developed by Arc System Works, creators and developers of critically acclaimed and fan favorite fighting series BlazBlue, Guilty Gear, and Dragon Ball Fighter Z.
  • Enjoy English and Japanese in-game voices and English, Japanese, Korean and Chinese text.

If you would like to purchase the digital version of the game, please visit https://www.nintendo.com/games/detail/blazblue-cross-tag-battle-switch.


Language
Suggestive Themes
Violence

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Polymega’s ‘Element Modules’ Will Come With Wired Classic Controllers

Polymega – the console formerly known as RetroBlox – is one of the most exciting pieces of retro hardware on the horizon. Unlike other examples, it uses special modules which enable it to play a wide range of vintage games. The catch is that each of these modules has to be purchased separately, but the selection currently includes NES, SNES, Genesis / Mega Drive, PC Engine / TG-16 and even Neo Geo CD. Support for Sega CD, PC Engine CD / TG-16 CD and PlayStation will also be included.

The team behind the console has released information on what you’ll get in the proposed ‘Element Module’ packs, and the welcome news is that each one will come bundled with its own wired controller based on the classic pads used on that particular system.

The modules will of course have ports that allow you to use your original pads, but getting your hands on these is easier said than done these days – and a pad that’s had 30 years of use might not be in the best condition these days.

Polymega will be on display this year’s E3, in the West Hall at booth #4100.

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Review: Happy Birthdays (Switch)

It’s quite hard to categorise a game that tries its hardest to defy categorisation, but it’s often something that needs to be done, in order to inform the consumer what they will experience. Happy Birthdays is best surmised as a sandbox game which, while layered with wonderfully cute visuals of flora and fauna, is about stats, numbers and nuance. The concept is simple and deftly hides the baffling number of intricacies that you’re faced with when you first open the game. Admittedly, there’s a charming little sprite called Navi who attempts to guide your journey, but – and Navi freely admits – it’s a lot to take in.

As Happy Birthdays opens, you’re told about a map you find in the pages of a book. It must be a treasure map, thinks your faceless avatar and off you toddle to investigate. This all takes place in a non-playable intro; a narrative opening which sets up an odd transition into you becoming a terraforming deity. This game comes from the frankly genius mind of Yasuhiro Wada, creator of the Harvest Moon series, so you can see where the scope of the project comes from, plus the whimsy within the stylistic choices in the design.

It would be remiss to not comment on the fact that Happy Birthdays looks at environmental change and how it affects life. In terms of global politics, it goes far in teaching you how a world works, which leaves a lot of wondering as who this game is for. Kids will surely fall for the lovely look of dinosaurs and landscapes, but will unlikely be captured by the deeper aspects of the gameplay.

So, you’ve ended up in this bizarre world where you’re urged to pick a cube – grass, desert, stone or snow – grass is the starter zone, so it’s best to choose this. Navi tells you that this tiny cube represents the entire planet. It’s a small slice of a big cake. Here begins a 20-minute tutorial (which plays each time you start a new cube, though you can skip through the dialogue by rapidly pressing ‘A’) about how to move your avatar, zoom your view in and out and, most importantly, terraform the world. This latter skill is done by raising and lowering the land, which affects the temperature of the biome. Doing so allows specific animals to appear, evolve and procreate.

While this idea is simple and actually incredibly interesting, it goes even deeper. You don’t just need to think of temperature, but also humidity, the height of land, its proximity to water and even the depth of the sea. All of these factors must be taken into consideration when attempting to spawn either an animal or plant. Thankfully, there is a record book in the pause menu that not only tells you what can be created, but also how, and you can even view it as a family tree enabling you to choose a base creature and observe how the environment needs to change for it to evolve. Of course, it becomes a very fine balance; maybe you want to increase the temperature in order for an animal to appear, but doing so may kill off a plant that can only thrive within a cooler setting.

Adjusting the land is as simple as holding ‘R’ to raise or ‘ZR’ to lower the ground and you can scroll through the size of the grid-like area of effect with the D-Pad. There are special abilities to use which can instantly create pools or hills, even boost productivity of plants or animals and using these requires energy created by terraforming. More terraforming equals more energy, more energy equals levelling up and unlocking more abilities, which all comes back around to more terraforming. And while it all looks lovely, it’s not much fun.

There’s a lot of passive gameplay; lots of recharging your HP – which falls as you terraform the land, but you don’t die – while time in your cube flows and scientific names pop up in the list of new life. To do this, you must come into Macro Mode which is a zoomed out version of the world. But doing so means you can’t watch the new life appear ‘in the flesh’, it all happens on a quite boring looking list. Zooming back in, time pauses and though the dinosaurs and other exotic animals wander around, it feels a bit lifeless. There’s no soul, despite the depth in the mechanics.

As a learning experience, Happy Birthdays is an interesting experience. Experimenting with the ecology and evolution is very different to other sandbox or life sims and you’re often encouraged to play and explore, causing some species to die off as they are no longer needed in the world, allowing others to take their place. For much of the time things happen a little too fast , when they do happen– an animal can spawn and die quickly if the biome changes rapidly and the game gives you very little direction. Clicking the right stick causes Navi to hint at what you should try to create next, but without any linear progression it becomes a simulation in pressing buttons and reading lists. For someone who wants to micro manage, the game offers a lot of potential, but for others it can lead to tedium.

It’s frustrating that the wonderful level of charm in the style isn’t reflected in the playing of the game. A challenge mode sets you the task of taking on a world already in flux, asking you to spawn a certain dinosaur, but they aren’t fun. Choosing the other biomes increases the difficulty of balance and significantly slows down the evolution gameplay to a glacial plod. If you’re coming to Happy Birthdays for the dinosaurs, you may very well be put off by the lists and balance of mechanics.

Conclusion

The saccharine visuals and bold colours will easily attract the eye and when new species appear you’ll be begging for a photo mode. But that’s only if you aren’t looking at the endless lists or stats, or charging the ever-depleting energy banks. Interesting, educational and pretty, but ultimately soulless and a little boring. 

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Rocket League Is Getting Jurassic World-Themed Goodies On 18th June

Psyonix has teamed up with Universal to bring some Jurassic World-themed DLC to Rocket League later this month, adding cars and items from the Jurassic Park franchise into the game.

As you can see from the excellent trailer above, you’ll soon be able to fly around Rocket League’s arenas, scoring hat-tricks and pulling off show-stopping saves, in a Jurassic World Jeep. Perhaps the icing on the cake, though, is that dino roar celebration. We won’t mind people scoring against us if that happens every time.

Here’s a full feature list for the DLC package:

– The Jurassic Jeep® Wrangler Battle-Car – equipped with a Jurassic World Decal for the Blue team and a Jurassic Park Decal for the Orange team
– T. rex Goal Explosion
– Jurassic Park Hard Hat Topper
– Jurassic Park, Jurassic World, and Mr. DNA Player Banners
– Jurassic World, Jurassic Park, and InGen Flags

The pack will be available to download from the eShop on 18th June, scheduled for release at $1.99.

Will you be getting yours hands on this? Let us know in the comments below.

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Review: Legend Of Kay Anniversary (Switch)

Every new(ish) console has its fair share of ports and remasters, and Nintendo Switch is no exception – especially when it comes to those that previously graced the perpetually sinking ship that was Wii U. And while we’ve been treated to Bayonetta/Bayonetta 2 and Donkey Kong Country: Tropical Freeze, we’ve also got to contend with less memorable titles such as Legend of Kay Anniversary.

That’s not to say this port of port (the original appeared on PS2 back in 2005) is a bad game as such, but rather it’s simply an unremarkable experience that would have otherwise been lost to time had it not been for THQ Nordic picking up the licence. It does all the things you’d expect a 3D platformer from the mid-’00s to do – the combat is fun, the platforming does its job and the martial arts schtick adds an extra flavour – but even in 2015 it felt undeserving of a remaster. Also it doesn’t help when you just happen to be sharing a platform with the majesty that is Super Mario Odyssey.

So while it’s pretty standard fare when it comes to platformers – and a carbon copy of the version you may have already played on Wii U – there are at some mechanics here that are as enjoyable as they were 13 years ago. You take on the role of the titular Kay, an upstart young cat living on an island inhabited by a community of anthropomorphic tribes. With rats and gorillas forming a deadly alliance, Kay sets out to bring balance back to his homeland by unleashing all manner of martial arts.

So you’ve probably guessed where Anniversary’s strongest trait lies: combat. Combos are the big selling point, with myriad movesets on offer along with a directional block system to help counter incoming attacks when you’re fighting more than one foe. There’s a variety of weapons you’ll get your paws on over the course of your journey, with each one offering a distinct style, as well as consumables such as bottled hornets for disrupting groups of enemies mid-battle.

It also plays into traversing the terrain as well, with a press of ‘X’ sending you flying right into the next enemy for another strike. If you can keep your timing right you can zip around a group of enemies in seconds (a la the Batman: Arkham series), or use it to strike rotating bells that enable you to cross large gaps or reach higher ground. It can be tricky to get the hang of, especially when the game changes up weapons mid-combo, but it’s a unique mechanic that helps the rest of its pretty standard platforming fare feel a little less rote.

Unfortunately, the issues with the game’s camera persist, just as they did in the original and in the Wii U remaster. Cameras have often been a problem for 3D platformers, but the twitchy and unpredictable nature of Anniversary’s makes it an incredibly frustrating experience. Attempting to string together a series of combos, or avoid being overwhelmed by a group of enemies increases its difficulty tenfold. Should you stray into an enclosed area where the camera is forced to adapt, then expect to frequently lose sight of Kay.

Level design is hit and miss at best. The Ancient China feel occasionally affords the game some authentically designed buildings or motifs, but on the whole both the look and the general layout of its levels are incredibly dated. Like a lot of the game, its levels feel trapped in a time capsule that’s long been improved upon by other developers in the intervening years. Compared to the creativity and depth of Yooka-Laylee, Anniversary becomes a difficult sell to anyone other than platforming die hards.

Oh, and let’s not even go into the voice acting. While the soundtrack has its moments, the voice work for Anniversary is abysmal. Kay might be the most irritating character in the entire cast, which doesn’t bode well considering he’s the hero of the story, while the various rats and gorillas you’ll encounter will often spout the same cheesy lines over and over during combat. The use of the occasional ‘naughty’ word also still feels bizarre for a game trying so hard to be Kung Fu Panda before Kung Fu Panda was a thing.

From a technical point of view, it’s still a much improved graphical update over the original game. Character models and environments have been given an HD upgrade, although this does serve to show how undetailed and blank some levels are. The frame rate also holds up a little better than the Wii U version, with frames no longer evaporating with wanton abandon when the screen fills with enemies.

Conclusion

Legend of Kay felt dated in 2005, back when the PS2 platforming renaissance was already fading, so its transition to Wii U – and now Nintendo Switch – brings with it all the same tropes that were already out of fashion long before its inception. Anniversary’s combat offers something of a saving grace, with plenty of depth to be found with its combos and warping, but you’ll have to contend with camera issues and poor voice acting while you’re at it.