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SNK Heroines: Tag Team Frenzy Locked In For A 6th September Launch In Japan

It’s been revealed that SNK Heroines: Tag Team Frenzy will be getting a 6th September release in Japan, a day earlier than the 7th September date previously confirmed for Europe and North America. The official release date was confirmed in the latest issue of Weekly Famitsu.

Along with the news on the date for the Japanese version on Switch, the issue also reveals that Sky Love, who made her debut in The King of Fighters XIV, will also be joining the all-female roster for SNK’s latest multi-brand crossover.

Will you be joining the fight in SNK Heroines: Tag Team Frenzy this September? Let us know in the comments section below…

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Gorogoa Is Getting An Update, Adding In An Extra Puzzle From The Original Demo

Unusual artistic puzzler Gorogoa has proved a strange yet popular addition to Nintendo Switch’s growing library, and owners of the game is getting some extra content today via a free update across all platforms. The update will patch in the original demo for the game, providing access to a puzzle that wasn’t included in the final game. Just log into the game today to access the new level.

So that’s an entirely new puzzle level for you to explore and solve on Switch at your leisure. Nothing like free content to bring you back into the fold. Our very own Ryan gave the game a scintillating 9/10 back in December, so check it out if you’re in need of any more convincing.

Will you be returning to Gorogoa today, or is the news enough to make you pick it up for the first time? Share your thoughts on the game below…

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Rhythm-music platforming returns in Runner3!

Rhythm-music platforming returns in Runner3!

CommanderVideo, the star of BIT.TRIP RUNNER and Runner2 is back!

The Timbletot is determined to rid the multiverse of all its love and happiness. CommanderVideo (a lover if ever there were one) refuses to let this happen. He’s ready to jump, double-jump, wall-jump, slide-jump, slide, kick, float, drive, fly, and dance his way to victory, all across a medley of thrilling, challenging, and joyous levels!

Features:

Hero Quests!- Runner3 is filled with oddball characters in need of your help. Lend them a hand and they’ll reward you generously.

Vehicles!- Players will encounter wild vehicles that stand no chance of ever being deemed street legal.

Branching Paths!- Every level in Runner3 offers branching paths of varying difficulties. Take the hard path and earn yourself some gems; opt for the normal path and line your pockets with precious gold bars.

Retro Challenges!- A series tradition, every level in Runner3 has an accompanying “retro” level ̶ it’s like two games for the price of one! These levels will also offer a series’ first: free movement! Control CommanderVideo in ways you never have before.

Item Shop!- Players will be able to spend their hard-earned Gildans and gems on costumes, capes, accessories, and more. There are no in-game purchases in Runner3 ̶ keep your dang money.

New Playable Characters!- The Commanders are joined by friends new and old, including Dave of Woah Dave! fame, Unkle Dill, Frank ‘N Stein, Awnty Rewty, and more.

Charles Martinet!- Charles Martinet, known best as the voice of Mario, returns for his role of “The Narrator.”

To purchase this game, please visit https://www.nintendo.com/games/detail/runner3-switch.

Game Shown:

Cartoon Violence
Crude Humor
Mild Language
Use of Tobacco

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Relive Mega Man’s classic adventures with these two collections!

Relive Mega Man’s classic adventures with these two collections!

Capcom’s iconic Blue Bomber has returned! Play Mega Man’s original adventures anytime, anywhere with the Nintendo Switch™ system. Each collection features faithful reproductions of the original games as well as rare illustrations, time trials, remix challenges, and more!

Mega Man Legacy Collection

  • Includes the six 8-bit classics that were originally released on the Nintendo Entertainment System™: Mega Man, Mega Man 2, Mega Man 3, Mega Man 4, Mega Man 5, and Mega Man 6.
  • Explore the series’ history with rare concept art and original promotional materials in Museum Mode.
  • Tackle stage remixes in Challenge Mode and compete against your friends for the fastest completion times on the online leaderboards.
  • Unlock additional trials in Challenge Mode using the Mega Man amiibo™ figure!
  • A new Rewind feature gives players the option to instantly reverse gameplay, correcting unexpected pitfalls or deadly enemy encounters.
  • The new Turbo CPU Speed feature reduces slowdown when the action gets intense.

Mega Man Legacy Collection 2

  • Includes the timeless 8-bit, 16-bit, and 32-bit adventures: Mega Man 7, 8, 9, & 10.
  • Additional content including time trials, remix challenges, a music player, and an extensive gallery of rare illustrations.
  • Includes the additional modes originally released as DLC for Mega Man 9 and 10, featuring extra stages and playable characters.
  • Option to reduce the amount of damage received if you need a helping hand!

Please visit https://www.nintendo.com/games/detail/mega-man-legacy-collection-switch and https://www.nintendo.com/games/detail/mega-man-legacy-collection-2-switch if you would like to purchase the digital collections.

Games Shown:

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Feature: Lumines Remastered Is Music To Our Ears At BitSummit

At last weekend’s Bitsummit indie games event in Kyoto, Japan, Tetsuya Mizuguchi of REZ and Child of Eden fame showed off his latest project – a remaster of beloved music-puzzle game, Lumines. As advocates for using the interaction between music and games in pioneering ways, it was great to play the new version and catch up with him to discuss the potential of Nintendo Switch and his vision for future titles. 

Nintendo Life: How has your Bitsummit been for you so far? 

Tetsuya Mizuguchi: Every year it is getting bigger and bigger, and I’ve been to four out of the six events. I was surprised at how many people and especially the range in age of people attending this year. 

When did you think about bringing Lumines to Switch? Did you think about doing something for the console straight away?

I was really inspired by the HD rumble and I thought this is new and also I’ve heard many voices from people who played the original on PSP but they said, ”I want to keep playing but my PSP is broken,” or some just move on to the next hardware.

I felt I needed to succeed the first Lumines, and I had been thinking about the game on new platforms and I felt I had to do that, but there was no right timing. Then Nintendo announced the Switch and I realised it was a good time to remaster the game, as well as taking advantage of the 4K available on PS4/Xbox One. I had many reasons but both the resolution and the rumble of the Switch meant it was the right time. Everything has come together.

Was it important to remaster it and use the technical features as opposed to just a port?

Yes, I wanted to remaster purely the same game because it has its fans and they have loud voices. We have no satisfaction from just a port, and we are thinking about the new technology all the time. For the remastered version, there are also online leaderboards and a few extra features such as a shuffle mode, which randomises the stages and music. The progress through stages and music in the original Luminess was linear.

Once the game was announced, what was the reaction from your perspective? 

I became very aware, and I was so, so happy. We wanted to announce around the time of GDC, and I checked social media a lot. The reaction was very positive.

What’s next to get the Mizuguchi music treatment?

It’s a never-ending story of projects but I want to try and mix these elements into a new style. This is in the future but I still have the passion and energy and I don’t want to stop. 

Luminess is also one of my ’babies’, so now if we have higher resolution technology, we can create more and more great experiences in the future. I never promise to create the next Luminess (sequel), it’s about how can we create a new thing, it’s always a new experience in my mind. Maybe in the future I can create crazy stuff! One of my reasons to produce Lumines now is that it’s 13-14 years old but maybe it will be new to some players, and we can gather a new generation of fans and go into the future together. This is one of my dreams.

Any interest in bringing Meteos back in the same way?

So Meteos is mainly a game by Masahiro Sakurai, and if Sakurai-San wants to make a new Meteos with new technology… Personally, I think it is his game and we have kind of discussed it, but his passion and mastery is so deep and great. If he wants to make a new experience or mechanism, that would be awesome, but firstly, it’s up to him. 

What’s coming up after Lumines?

Still secret…! But we are doing the next project…

With Switch in mind…?!

…Still secret…! Please wait for a while! 

We would like to thank Mizuguchi-San for his time. Are you an old school fan or new to the series? Let us know below…  

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Legendary Eleven Brings The Golden Age Of The World Cup To Switch This June

If FIFA 18 isn’t enough football action for you this World Cup year, then you might want to check out Eclipse Games’ upcoming Legendary Eleven: Epic Football.

Described as an “epic” arcade football title “inspired by the golden age of football spanning the ’70s to the ’90s”, Legendary Eleven features fluid gameplay, special “Super Shots” and 32 retro-style tradable stickers which can be used to boost the stats of your team. The developer cites Super Sidekicks, Nintendo World Cup and early ISS titles as sources of inspiration, which bodes well.

There are 36 national sides to select from and 5 cup competitions to challenge for. A morale system is also in place which varies from team to team, and special techniques such as wall passes and through balls help add some tactical depth. Local multiplayer comes as standard, but there’s sadly no mention of online play. 

Legendary Eleven hits Steam Early Access on May the 29th and will arrive on Nintendo Switch on June the 8th. Xbox One and PS4 versions are also planned, but it looks like Switch owners will be getting their hands on this before their console-based rivals. It will cost $9.99 / €9.99 / £8.99.

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Video: Resident Evil 7 Cloud Brings Both Good and Bad to Nintendo Switch

Cloud gaming is something that’s been banded around for ruddy years now, and whilst it’s had its successes and failures, it’s never properly made its break into the public’s hearts. That’s not necessary about to happen when Resident Evil 7 comes to Japanese Switch through a cloud streaming system, but it’s still something worth having a good old natter about.

In the video above we look at the good, the bad, and the other stuff that’s just a bit ‘eh’ of this idea and what it could mean for the Switch’s future. Give it a quick watch and let us know what you make of this whole thing in the comments below.

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Review: Fox n Forests (Switch eShop)

Although the idea of indie games using retro graphics is about as overdone as a chicken cooked in a volcano, very few of them are authentic. With a few exceptions – Shovel Knight and VVVVVV immediately spring to mind – the majority of indie games using 8-bit and 16-bit style visuals would simply never have been possible on systems of that era.

Fox n Forests, however, happily joins that exclusive club of games that not only use an old-school art style, but would actually have you convinced if you were told it was a long-lost unreleased game from that generation. Playing as a fox called Rick, it’s your job to recover pieces of bark that have been stolen from the old Season Tree (not the Deku Tree, honest) and return them to restore balance to the forest. To help you do this, the tree gives you a special ability: the power to change the seasons. This forms the basis of the game’s central mechanic, a cool effect where each stage has a default season and a second alternate season. By switching between them at will with the ZL or ZR buttons, you can manipulate the game world and solve basic puzzles. 

Can’t jump across that river? Switch from summer to winter to freeze it over. Can’t jump from tree to tree because the leaves are blocking your vision? Switch to autumn and the leaves disappear, exposing the branch platforms. Stuck in an autumn stage and can’t reach the ledge above? Change to spring to make fruit grow on the nearby vines and jump onto those for extra height. It’s a clever gimmick and one that’s satisfying to pull off, even though it rarely does anything more elaborate than making platforms and hazards appear or disappear. Some more intricate puzzles would’ve been nice, but what’s there is impressive. Slightly less endearing is the way Rick controls. The idea is that he starts with a basic set of abilities and over time you spend coins to upgrade him and add new moves – a double-jump spin attack, a triple-shot, a downwards thrust and so on – but the majority of the game is spent struggling with some awkward controls as a result.

Rick can either shoot enemies with his magical crossbow or attack them with a melee weapon. The problem is, you can only use each in certain situations. For the most part you can only shoot when you’re on foot (and even then he’ll stop to shoot when he’s running), and you can only perform melee attacks when you’re ducking, jumping or aiming up. If you want to jump to shoot an enemy above you, you can’t. If you want to duck an enemy’s attack and shoot them from a distance, you can’t. If you’re standing right next to an enemy who’s on a small step above you (which happens regularly) and want to melee them, you can’t: you have to duck, which means you’ll miss them. None of this is game-breaking by any means: what’s there is still a solid 16-bit platformer. It’s just a shame that if the game had simply given you two separate buttons for shooting and melee instead of a single ‘attack’ button, there could have been more scope to play the game the way you want to, rather than feeling restricted by Rick’s limitations.

Elsewhere, Fox n Forests continues to give with one hand and take away with the other. The stages are enormous, lengthy affairs, with a variety of available routes and secret pathways. It’s clear a lot of work has gone into creating each of these epic levels but it quickly becomes apparent why: there are only six of them (along with two brief but enjoyable shoot ‘em up stages, four impressive but simple boss fights and a handful of unlockable bonus levels). This is a game designed to make you play through the same level multiple times, returning each time you get a new weapon, in order to reveal new areas and collect the five magical seeds hidden in each stage. These seeds are needed to unlock the next area, but it’s not always immediately clear that this is the case, meaning there may be occasions where you’re wandering around the game map wondering what the hell you have to do to make the next world appear.

This is accompanied by occasional moments of slowdown – not authentic retro slowdown where the music and everything literally grinds to a crawl, but choppy slowdown with missed frames – and some horrendous writing. The latter is forgivable, though: the game was developed in Germany so it’s perhaps understandable that practically every joke falls flat, as it may have been translated by someone who doesn’t speak English natively. For all we know the German version may be up there with Fawlty Towers.

Fox n Forests is a game we desperately want to like more. Performance issues aside, it does a phenomenal job of replicating the days of 16-bit platformers: the developer has cited ActRaiser 2, Super Ghouls ‘n Ghosts, Do-Re-Mi Fantasy and The Magical Quest as influences and it’s clear to see that’s what they were going for (especially in terms of the brilliantly authentic SNES-style music). It’s just a shame that it constantly throws up niggles that hamper your enjoyment: the controls, the progression system, the short length (it can be beaten in under four hours), the ropey writing. The developers may have been aiming for the level of a high-quality SNES platform game, but while it certainly ticks those boxes in terms of presentation it plays like the sort of thing that would’ve been considered a “good” title on something like the Amiga, where average platformers like Superfrog and (fittingly) Titus The Fox enjoyed success.

Conclusion

Fox n Forests can’t be faulted for its fantastically accurate portrayal of 16-bit platforming; very few indie games have managed to nail the look and sound of the SNES so well. Its season-changing gimmick also makes for some inventive moments. Where it lets itself down is in its fiddly controls and its short length, which combine to make a game that’s merely good when it could have been great.

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Review: Runner3 (Switch)

Unless you’ve had experience of the BIT.TRIP games previously, you’d be forgiven for thinking Runner3 is a platform game; Commander Video and his pink lady friend counterpart both jump, kick and slide their way through obstacle-laden courses. So on the surface it looks that way and through a certain pick up in occasional levels, this certainly becomes an aspect of the game. However, BIT.TRIP Runner3 is a rhythm game and it should be treated that way. You can’t choose in which direction to run and aside from a pressing ‘L’ or ‘R’ to choose alternate paths while running, so there’s no freedom in movement.

While Commander Video runs on his own, each action, must be timed to an internal metronome or guided by the soundtrack which supplants effects into the arrangement as you collect stacks of gold or slide under an obstacle. Once you realise that your button presses are, in essence, adding something to the track, the game clicks into place. Think of it as hitting notes in the plastic guitar age of gaming – however, instead of strumming on beats, you’re jumping over an enemy or kicking through a door. Frustratingly, not all actions give a form of feedback be it via vibration or sound, which can cause setbacks in progression and at times, you’ll find yourself wondering if your fingers moved too slowly or if the hit boxes are wonky. When the anger subsides though, you’ll know where you went wrong. You’ll fall into a routine or a pattern.

Commander Video will take off from the start line in the first level and signposts let you know how to jump and even when. As the stages progress, more moves are added to your arsenal and it’s not long before you’re sliding underneath blocks or fence posts, kicking obstacles and even double-jumping to achieve more height or distance. There’s a handy checkpoint in the middle of each level which helps when button juggling becomes harder, but if you ignore it you’ll be rewarded. Collecting gold unlocks future levels – which happen to be ultra-hard challenges – and allows personalisation of the protagonist through new skins, accessories and other cosmetic features. Once a level has been cleared a second route opens up for additional playthroughs which allow for gems to be collected, these act as a secondary currency for rarer items.

The gem routes also offer a higher level of difficulty, forcing quicker reactions or narrower windows in which to land the right action and taking these routes often lead to other collectibles, one of which is a VHS cassette that unlocks a set of sub-levels called Retro Levels. It’s within these that Runner3 actually does become a platformer. Now you’re given a branch into a new area and within each level is a short platforming based experience that utilises the same actions, but within a new challenge. The idea here, is to collect five coins spread throughout the levels, which further unlock stages ending in a boss fight.

These add a little variety to the journey, but are quite clunky compared to the majority of the game. Where the usual levels rely on fluidity of movement and reaction, these Retro levels expand the parameters and require you to use precision of placement using a control scheme that often has a little too much leeway, causing more stumbles and falls than memorable moments. While this may not hinder progression – missing the odd coin is no issue unless your goal is to collect everything in sight – it does make these boss fights more awkward than they need to be. An example of this is seen early on, in the first collection of Retro stages. The boss moves through the levels on rails and at a steady pace, meaning one slip up and you’re caught and it’s back to the start. When the movement lacks the precision needed, it’s easy to feel hampered by the game, rather than your own skill.

These diversions are just that; diversions. The crux of the game, which follows a wonderfully surreal and convoluted story narrated by Charles Martinet (the voice of Mario) follows a simple blueprint. If you’re here for the ride, you can forget about some gold and the gems and just reach the end of the game. This will still hold some challenge as later levels are Switch snappingly tough, but if you like some masochistic gameplay, you can set the bar higher and attempt to hit full completion. It must be said, that the game features some great scenery and a collection of enemies that seem to have spilled from the brain of Salvador Dali. Each world has an overriding theme which grows more preposterous as you progress and the developers do a great job of keeping you rewarded for experimenting or exploring – unlocking cameo characters is a huge joy.

Runner3 is an ideal game for the ‘one more go’ flavour of gameplay suited to Nintendo Switch, playing well in handheld, though even better on the TV. The larger screen feels as if it offers a little more preparation time for reactions, plus it shows off the vibrancy of the visuals to higher effect. From the basic premise to the bonkers design of environments, this instalment brings a great deal of fun, but also challenge and does so with a bombastic soundtrack and plenty of quirky humour.

Conclusion

Runner3 is wonderfully creative and funny, relying on a style of play that belies the challenge at its heart. A few moments of unbalanced control or obstacle design can frustrate, but this will pass when Commander Video finally nails a sequence of movements and makes you feel like a fast-fingered expert.

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Some Classic Kanto Pokémon Are Coming To Pokémon GO In Alolan Form

There are exciting things on the horizon for us Pokémon GO players, with developer Niantic revealing some familiar faces are making their way to the mobile title soon. In a post on its official blog, it was revealed some classic Kanto monsters will be making their way to the ranks, albeit in their Alolan form. Here’s the official post from Niantic:

Trainers,

Sunny days are ahead! Whether your forecast calls for rain or shine, we’re celebrating all around the world by introducing some special Pokémon from the tropical Alola region to Pokémon GO. Get ready for some of the Pokémon originally discovered in the Kanto region to appear in their Alolan forms! These unique variants were first seen in the Pokémon Sun and Pokémon Moon video games, and they will make their way to Pokémon GO in the coming weeks. Keep an eye out for news related to this exciting change—and don’t forget to tell your friends! Stay safe, and happy exploring!

—The Pokémon GO team 

No word yet on which Sun and Moon Pokémon we’ll be seeing when the update goes live, but we can make an educated guess on those show in the silhouette above. We’d love to hear which ones you’d love to see, so be sure to share your thoughts below…