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South Korean Listing Suggests Ubisoft’s Hungry Shark World Will Swim From Mobile To Switch

Sales on Nintendo Switch may have only counted for 7% of Ubisoft’s recent yearly earnings, but that doesn’t mean the French publisher is abandoning the platform just yet. Well, according to one recent South Korean listing that is. If said listing is to be believed, Hungry Shark World – a smartphone title about feeding some of the sea’s deadliest creatures – will be heading to Switch at some point in the future.

The game tasks you with guiding seven different size shark around 20 missions set in a variety of open-ocean environments. There are over a 100 foods to chomp on and the ability to customise your shark. You know, because who wouldn’t strap a jet pack to an animal in the sea?

Check out the launch trailer (for the smartphone version) above and let us know what you make of it. We’d certainly prefer an Assassin’s Creed or something more substantial, but we’ll take what we can get for now, Ubi…

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Guide: Hyrule Warriors: Definitive Edition – All Weapons And How To Unlock Them

Hyrule Warriors: Definitive Edition is all about destroying hordes – and we mean hordes – of typical Zelda opponents in your quest to grab the Master Sword and ‘rescue’ Zelda. It’s only natural, then, that you want to unlock all of the various weapons on offer.

In this guide, we’re going to help you do just that. We’ve put together a list of all of the weapons together by character, and included notes on where each of the weapons and weapon upgrades can be found. Happy hunting! 

Link Weapons

Hylian Sword

Hylian Sword How To Unlock
Knight’s Sword Default
White Sword Capture East Cannon Keep in Sealed Grounds – Sealed Ambition
Magical Sword Beat H-6 of the Master Quest Map
Magical Sword + Beat C-2 of the Twilight Map

Magic Rod

Magic Rod How To Unlock
Fire Rod Capture Tunnel Square in Eldin Caves – The Sheikah Tribesman
Prism Rod Beat F-14 of the Great Sea Map
Magical Rod Beat B-8 of the Master Quest Map
Magical Rod + Beat E-1 of the Twilight Map

Gauntlets

Gauntlets How To Unlock
Silver Gauntlets Beat G-14 of the Adventure Map
Golden Gauntlets Beat B-3 of the Great Sea Map
Power Gloves Beat A-11 of the Master Quest Map
Power Gloves + Beat G-5 of the Twilight Map

Great Fairy

Great Fairy How To Unlock
Great Fountain Fairy Beat G-16 of the Adventure Map
Great Forest Fairy Beat H-1 of the Great Sea
Great Sky Fairy Beat A-9 of the Master Quest Map
Great Sky Fairy + Beat B-5 of the Termina Map

Master Sword

Weapon How To Unlock
Master Sword Complete Temple of the Sacred Sword – The Sacred Sword

Horse

Weapon How To Unlock
Epona Beat E-15 of the Adventure Map
Twilight Epona Beat G-1 of the Great Sea Map
Epona of Time Beat D-13 of the Master Quest Map
Epona of Time + Beat H-8 of the Termina Map

Spinner

Weapon How To Unlock
Ancient Spinner Beat C-2 of the Adventure Map
Enhanced Spinner Beat E-1 of the Great Sea Map
Triforce Spinner Beat F-15 of the Master Quest Map
Triforce Spinner + Beat D-5 of the Twilight Map

Impa

Giant Blade

Weapon How To Unlock
Giant’s Knife Default
Biggoron’s Knife Capture East Boulder Keep in Death Mountain – Land of Myth
Biggoron’s Sword Beat G-6 of the Master Quest Map
Biggoron’s Sword + Beat C-7 of the Termina Map

Naginata

Weapon How To Unlock
Guardian Naginata Beat G-11 of the Adventure Map
Scorching Naginata Beat G-14 of the Great Sea Map
Sheikah Naginata Beat E-3 of the Master Quest Map
Sheikah Naginata + Beat G-8 of the Twilight Map

Sheik

Harp

Weapon How To Unlock
Goddess’s Harp Default
Typhoon Harp Capture Temple Face Keep in Lake Hylia – The Water Temple
Triforce Harp Beat A-7 of the Master Quest Map
Triforce Harp + Beat H-13 of the Termina Map

Lana

Book of Sorcery

Weapon How To Unlock
Spirit’s Tome Default
Sealing Tome Capture Lower Level East in Palace of Twilight – The Shadow King 
Sorceress Tome Beat A-4 of the Master Quest Map
Sorceress Tome + Beat A-9 of the Twilight Map

Spear

Weapon How To Unlock
Deku Spear Capture West Keep in Valley of Seers – The Sorceress of the Valley
Kokiri Spear Beat A-14 of the Great Sea Map
Faron Spear Beat B-6 of the Master Quest Map
Faron Spear + Beat E-3 of the Twilight Map

Summoning Gate

Weapon How To Unlock
Gate of Time Beat A-9 of the Adventure Map
Guardian’s Gate Beat A-4 of the Great Sea Map
Gate of Souls Beat D-16 of the Master Quest Map
Gate of Souls + Beat D-16 of the Termina Map

Darunia

Hammer

Weapon How To Unlock
Magic Hammer Default
Igneous Hammer Get an A Rank in E-10 of the Great Sea Map
Megaton Hammer Get an A Rank in A-3 of the Master Quest Map
Megaton Hammer + Beat Termina Map H-7

Zelda

Rapier

Weapon How To Unlock
Polished Rapier Default
Glittering Rapier Capture South Temple Hall in Temple of the Sacred Sword – The Sacred Sword
Gleaming Rapier Beat G-5 of the Master Quest Map
Gleaming Rapier + Beat D-10 of the Twilight Map

Baton

Weapon How To Unlock
Wind Waker Beat C-15 of the Adventure Map
Sacred Baton Beat B-13 of the Great Sea Map
Glorious Baton Beat B-10 of the Master Quest Map
Glorious Baton + Beat F-13 of the Termina MAp

Rod

Weapon How To Unlock
Old Dominion Rod Beat A-2 of the Adventure Map
High Dominion Rod Beat G-3 of the Great Sea Map
Royal Dominion Rod Beat B-16 of the Master Quest Map
Royal Dominion Rod + Beat A-3 of the Termina Map

Midna

Shackle

Weapon How To Unlock
Cursed Shackle Default
Twilight Shackle Beat D-10 of the Great Sea Map
Sol Shackle Beat B-3 of the Master Quest Map
Sol Shackle + Beat E-4 of the Twilight Map

Fi

Goddess Sword

Weapon How To Unlock
Goddess Sword Default
Goddess Longsword Beat B-4 of the Great Sea Map
True Goddess Blade Beat G-15 of the Master Quest Map
True Goddess Blade + Beat C-6 of the Termina Map

Ganondorf

Great Swords

Weapon How To Unlock
Swords of Despair Default
Swords of Darkness Beat F-2 of the Great Sea Map
Swords of Demise Beat B-4 of the Master Quest Map
Swords of Demise + Beat H-2 of the Twilight Map

Trident

Weapon How To Unlock
Thief’s Trident Beat B-8 of the Adventure Map
King of Evil Trident Beat A-1 of the Great Sea Map
Trident of Demise Beat C-15 of the Master Quest Map
Trident of Demise + Beat B-1 of the Termina Map

Ghirahim

Demon Sword

Weapon How To Unlock
Demon Tribe Sword Default
Demon Longsword Beat F-8 of the Great Sea Map
True Demon Blade Beat D-1 of the Master Quest Map
True Demon Blade + Beat F-6 of the Termina Map

Ruto

Zora Scale

Weapon How To Unlock
Silver Scale Default
Golden Scale Beat D-4 of the Great Sea Map
Water Dragon Scale Beat A-12 of the Master Quest Map
Water Dragon Scale + Beat G-14 of the Termina Map

Agitha

Parasol

Weapon How To Unlock
Butterfly Parasol Default
Luna Parasol Beat A-11 of the Great Sea
Princess Parasol Beat D-15 of the Master Quest Map
Princess Parasol + Beat A-11 of the Twilight Map

Zant

Scimitars

Weapon How To Unlock
Usurper’s Scimitars Default
Shadow Scimitars Beat G-7 of the Great Sea Map
Scimitars of Twilight Beat G-16 of the Master Quest Map
Scimitar of Twilight + Beat A-3 of the Twilight Map

Cia

Scepter

Weapon How To Unlock
Scepter of Time Default
Guardian’s Scepter Beat D-14 of the Great Sea Map
Scepter of Souls Beat B-2 of the Master Quest Map
Scepter of Souls + Beat F-7 of the Termina Map

Volga

Pike

Weapon How To Unlock
Dragonbone Pike Default
Stonecleaver Claw Beat A-7 of the Great Sea Map
Flesh-Render Fang Beat G-13 of the Master Quest Map
Flesh-Render Fang + Beat D-14 of the Termina Map

Wizzro

Ring

Weapon How To Unlock
Blue Ring Default
Red Ring Beat G-6 of the Great Sea Map
Magical Ring Beat A-10 of the Master Quest Map
Magical Ring + Beat C-15 of the Termina Map

Twili Midna

Mirror

Weapon How To Unlock
Mirror of Shadows Default
Mirror of Silence Beat A-4 of the Great Sea Map
Mirror of Twilight Beat P-1 of the Master Quest Map
Mirror of Twilight + Beat Termina Map N-1

Young Link

Mask

Weapon How To Unlock
Fierce Deity Mask Default Weapon
Furious Deity Mask Beat I-4 of the Great Sea Map
Vengeful Deity Mask Beat B-8 of the Master Quest Map
Vengeful Deity Mask + Beat A-1 of the Termina Map
Inflamed Deity Mask Beat A-1 of the Koholint Island Map

Tingle

Balloon

Weapon How To Unlock
Rosy Balloon Default 
Love Filled Balloon Beat E-2 of the Great Sea Map
Mr. Fairy Balloon Beat F-1 of the Master Quest Map
Mr. Fairy Balloon + Beat G-1 of the Twilight Map

Linkle

Crossbows

Weapon How To Unlock
Simple Crossbows Default
Hylian Crossbows Beat Linkle’s Tale – The Demon Lord’s Plan
Legend’s Crossbows Beat E-2 of the Master Quest Map
Legend’s Crossbows + Beat F-4 of the Twilight Map

Boots

Weapon How To Unlock
Winged Boots Default
Roc Boots Beat G-6 of the Koholint Island Map
Pegasus Boots Beat L-5 of the Koholint Island Map
Pegasus Boots+ Beat H-6 of the Koholint Island Map

Skull Kid

Ocarina

Weapon How To Unlock
Fairy Ocarina Default
Lunar Ocarina Beat F-4 of the Great Sea Map
Majora’s Ocarina Beat E-4 of the Master Quest Map
Majora’s Ocarina + Beat F-2 of the Termina Map
Crackling Ocarina Beat L-4 of the Koholint Island Map

Toon Link

Sword

Weapon How To Unlock
Hero’s Sword Default
Phantom Sword Beat N-3 of the Great Sea Map
Lokomo Sword Beat B-3 of the Master Quest Map
Lokomo Sword + Beat F-6 of the Twilight Map

Sand Wand

Weapon How to Unlock
Sand Wand Default
Jeweled Sand Wand Found in the Grand Travels Map
Nice Sand Wand Found in the Grand Travels Map
Nice Sand Wand + Found in the Grand Travels Map

Tetra

Cutlass

Weapon How To Unlock
Pirate Cutlass Default
Jeweled Cutlass Beat Wind Waker – Reclaiming the Darkness
Regal Cutlass Beat B-6 of the Master Quest Map
Regal Cutlass + Beat D-4 of the Twilight Map
Cutlass of Light Beat E-5 of the Koholint Island Map

King Daphnes

Sail

Weapon How To Unlock
Windfall Sail Starting Weapon
Swift Sail Beat Wind Waker – Watchers of the Triforce
Sail of Red Lions Beat C-8 of the Master Quest Map
Sail of Red Lions Beat E-6 of the Twilight Map
Supercharged Sail Beat B-2 of the Koholint Island Map

Medli

Harp

Weapon How To Unlock
Sacred Harp Default
Earth God’s Harp Beat D-4 of the Master Wind Waker Map
Din’s Harp Beat K-6 of the Master Wind Waker Map
Din’s Harp + Beat M-2 of the Master Wind Waker Map

Marin

Bell

Weapon How To Unlock
Sea Lily Bell Default
Wavelet Bell Beat D-3 of the Koholint Island Map
Awakening Bell Beat J-3 of the Koholint Island Map

Toon Zelda

Phantom Arms

Weapon How To Unlock
Protector Sword Default
Warp Sword Found in the Grand Travels Map
Wrecker Sword Found in the Grand Travels Map
Wrecker Sword + Found in the Grand Travels Map

Ravio

Rental Hammer

Weapon How To Unlock
Wooden Hammer Default
White Bunny Hammer Found in Lorule Map
Nice Hammer Found in Lorule Adventure Map
Nice Hammer + Found in Lorule Adventure Map

Yuga

Mirror

Weapon How To Unlock
Wooden Frame Default
Frame of Sealing Found in Lorule Adventure Map
Demon King’s Frame Found in Lorule Adventure Map
Demon King’s Frame + Found in Lorule Adventure Map
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BlazBlue: Cross Tag Battle Enters The Nintendo Switch Arena On 22nd June

Back in March we finally got news that PQube would be publishing BlazBlue: Cross Tag Battle in Europe, putting an end to fears us 2D fighting fans outside of Japan and North America would be left out in the cold. Well, that nebulous ‘summer 2018’ release window has finally been whittled down to an actual date – 22nd June! Ta da!

If you’re new to the series – and to this game in particular – it’s a 2D fighter which enables you to pick two characters from the BlazBlue universe along with those from Persona 4 Arena, Under Night In-Birth and RWBY. There’s a brand new Story mode, and an updated combat system to make it a little more palatable to newcomers.

Will you be picking up the latest entry in the BlazBlue series when it finally leaps – kicking and screaming – onto Nintendo Switch? Dust off your fighting shoes and leave a comment or two below…

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The Stylised RPG Battles Of Shadows Of Adam Is Heading To Nintendo Switch

Circle Entertainment and developer Something Classic Games have revealed SNES-esque RPG Shadows of Adam will be making its way onto Nintendo Switch. Previously released on PC, Mac and Linux, the game will make its console debut on Switch, featuring, “a compelling story, a unique fast-paced battle system and modernized visuals for a beloved genre.”

You’ll get to play as four main characters (Asrael, Kellan, Curtis and Talon) in a deep, story-driven experience, with combat built around a compelling strategic AP management battle system. The cool selling point here is how you can actively restore AP between rounds of battle automatically and by defeating enemies.

With its SNES-era visuals, and a soundtrack featuring 44 tracks from composer Tyler Mire, you’ll be getting a modern battler with a real JRPG vibe. Will you be picking this one up when it eventually hits Nintendo Switch? Share your thoughts below…

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Welcome To Jurassic Pinball, Launching 25th May On Nintendo Switch

Do you love dinosaurs? Do you posses an undying penchant for pinball? Well, worlds are about to collide yet again as EnjoyUp Games and Super Power Up brings Jurassic Pinball to the Nintendo Switch eShop on 25th May. 

This reproduction of a real pinball machine – complete with all the usual graphic details and sounds you’d expect from a cabinet sim – comes with plenty of missions to complete and an online leaderboard to climb with your pinball flipping prowess. It comes with plenty of features including Multiball, Extraball, Skillshot and Jackpots, as well as four different cameras to choose from (should that be the kind of thing that sells you on a pinball game).

Are you a pinball wizard? Will you be adding this cute little dino-friendly pinball title to your collection? Share your thoughts with the rest of the community below…

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Cat Quest II: The Lupus Empire Will Sink Its Claws Into Nintendo Switch

Cat Quest saw the worlds of felines and action-RPGs finally brought together in the ultimate genre crossover, and the end result was a silly yet engaging adventure full of loot, battles and anthropomorphic knights. Well, it’s time to sharpen your claws yet again because developer The Gentlebros has confirmed its sequel is now in development, and it’s also headed to Nintendo Switch. 

The new game, entitled Cat Quest II: The Lupine Empire, will be the studio’s next project, so no there’s no word just yet on when the second instalment will be headed to Nintendo’s hybrid hardware. Thankfully, a trailer will be incoming soon, so at least we’ll get to see what’s new in the kingdom of Felinegard.

What did you make of the first Cat Quest? Will you be picking up the sequel when it eventually arrives? Share your thoughts on the news with the Nintendo Life community…

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Hover Will Now Pull Off Some Gnarly Tricks On Nintendo Switch

Remember Hover: Revolt of Gamers? That Kickstarted open-world title that looks like a mashup between Mirror’s Edge, Jet Set Radio and TrickStyle? Well, it was coming to Wii U when it was first announced in 2014, but like most games once destined for Nintendo’s deceased platform, the title will now be heading to Nintendo Switch instead. It’s also dropped the Revolt of Gamers subtitle.

The game is already available on PC, with developer Midgar Studio confirming the title will be hitting the hybrid console sometime in 2018. With both the PS4 and Xbox One versions also slated for 2018, fingers crossed we’re not waiting too long to see the handheld version.

Is Hover still on your radar? Let us know if this Jet Set Radio love letter is destined for your digital collection. Share your thoughts below…

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Feature: PixelJunk Monsters 2 Developer Q-Games On Nintendo-Like Design And Future Switch Projects

In the heart of Japan’s former capital Kyoto, Q-Games founder and former Argonaut programmer Dylan Cuthbert and his team are putting the finishing touches to the sequel to popular tower defence game PixelJunk Monsters.

Ten years since the original title and several ‘canon’ games later, PixelJunk Monsters 2 is a gorgeous mix of lush organic environments, cute characters and unique charm, and brings the series right up to date with fully rendered areas and creatures in high definition. 

Dylan kindly took some time to talk about the game’s upcoming launch and the series’ decade-long history. 

Nintendo Life: The demo for PixelJunk Monsters 2 just dropped on the Nintendo eShop. What’s the early reaction been like? 

Dylan Cuthbert: Very good. Loads of people are posting about how the game looks amazing, which is great to hear as we tuned it to match the richness of the screen, and it really ‘pops’. Social media has been full of positive comments. 

Would you regard this as the full realisation of PixelJunk Monsters? 

I suppose so; a few years after the first game, we did some 3D modelling for PS Home, and we had a dedicated PixelJunk area on there. The characters and environments looked really good and we started wondering if we could do a sequel. What has been great so far is that no one has said it doesn’t have the same design or things look out of place. I think we’ve done a really good job of translating it from 2D to 3D and being able to keep the atmosphere and the essence even though there’s that technical jump. We’ve been really happy with the ‘lack of response’! Normally, there’s some backlash when other games make that transition, or when they radically change the style. 

It was actually a tricky process because when you’re drawing something in 2D you can omit a lot of features and things don’t have to connect perfectly, or it may be possible to leave a gap in certain places. When building the 3D models, we went back and looked at the original drawings but sometimes there just wasn’t anything there, so it was a painstaking process. 

We might go back and do 2D games again but we have a good strength in 3D – it is where we started, after all, and it has always been in our heritage. It’s good fun.

Can you talk about the inclusion of the cinematic camera? 

We suddenly realised that when we put the camera down there (at ground level), it actually looked really good. Initially, we were just going to use it for cutscenes but it also is available to the player to scout out things in the distance. There’s also a focus button just for fun, so you can choose where to focus and you can get some pretty action-packed shots from it. In fact, all of our posters and publicity is taken straight from the game. There’s no re-rendered stuff, it’s all rendered in Unity normally (just at a higher resolution for printing) and used ‘as is’. We’ve got that quality without re-rendering in a separate program. 

Would you describe PixelJunk as a series? A franchise? A brand? 

Essentially, it’s a brand – It’s not really a series because every game is different, but it’s a brand because when I started thinking about 2D hi-res nostalgic games, I thought, I don’t want to make the same game over and over again, but to re-market it completely as a new game every time for a small company was difficult.

We were also doing other projects that weren’t indie, so we decided that this is our indie brand, call it ‘PixelJunk’, get a logo, make it work and get people to recognise it. We labelled things numerically, almost like pieces of art and we knocked up all these prototype (about 20) sketches, picked the ones we would most like to see made and then looked at figuring out an order in which to make them.

So the brand has been around for over ten years. Has it always been in your mind even while you were doing other things? 

To be honest, I’d like to just make our own games from beginning to end with our own money, because with larger projects such as those that involve a lot online support we had to have a partner, but it does take a lot of the control out of making the game and there are challenges when dealing with a publisher. With the PixelJunk stuff, there was a lot more freedom and we could do more because it’s our own game, but we can’t say to a publisher that we want to change a big part of the game because to a certain extent there’s a conflict. They might not see the entire vision of the game. After all, they can’t see into my (or the team’s) mind. 

They aren’t around every day to see what everybody’s thinking so there is a bit of tension and a barrier there, but it’s definitely a lot more fun when you can just run with things and change what you want – which is what Nintendo does, and things just get done. There’s a lot of Nintendo’s stuff that never sees the light of day, games or ideas that they just thought weren’t quite there.

Where did the initial ideas for the game and characters come from? 

It’s two parts, really. The concept where it all started from was from old 2D ZX spectrum stuff, like Sabre Wulf because it was it was a classic back in the day and it was fun running around in a colourful environment. We thought about what we could do in 1080p and even better colours and even better art, so we knocked up a rich pastel scene with lots of trees and a path and walls (as a nod to Sabre Wulf) and you were this ‘Red Riding Hood’ character which was much more in tune with that game. The thing was we couldn’t see our own game in there, but the picture and environment were very nice. 

The first real tower defence game that became really popular was browser-based game Table Tower Defence. We looked at that and thought it was quite ‘raw’, but it’s a quite addictive idea – like a casual RTS; we took the raw elements of the game and thought ‘what would Nintendo do with this?’. As we were designing for a console, we couldn’t really use a mouse to position weapons, so we had it so you could only build on the trees. That gives us that level design but also controls the design and channels the experience, which is very ‘Nintendo’.

As I said, there’s no mouse control, so we needed an avatar to be running around. Suddenly one of the artists said ‘I really want to make this rotund, cute and masked Tikiman’, then we used elements from the forest-type environment, such as walnuts and rocks, to make the enemy monsters. We decided to animate them with masks on as if they’ve been taken over by the ‘evil spirit of the forest’, and little by little it formed from there. 

The other reason was that we wanted to have the towers upgrade by the character dancing on or around them. It was one of the original ideas before we even started programming, because he doesn’t have any real direct action; he can’t attack the monsters (very much), so we wanted more stuff for the player to do. We thought about what kind of character dances – we thought maybe tribal, so African Polynesia, Micronesia or Pacific Island-style. The character itself in effect came from the requirements of the game design, having this guy to dance in order to generate towers, almost like dancing to the rain gods!

Could you explain the juxtaposition of the gorgeous organic environments and adorable characters against the chaotic, sometimes brutal nature of the game?

Yeah, there is a lot of cartoon violence! It does get quite hectic and the game doesn’t pull any punches. There are some nice tough levels in there and the easy ones can still be a challenge. There are a lot of natural elements that add risk to the action such as volcanoes and snow, as well as boulders to use if you feel the need. To make things a bit easier there’s also a warning to let players know about timing and location of incoming waves of enemies. 

There’s a lot more variation in the enemies this time around, and we changed up the boss monsters, so one type of weapon might damage it but then it might change how it moves. There’s constant resource management going on. 

The route of the monsters changes and there are things such as rivers that might be another hazard, so the placement of weapons may knock out enemies affect where coins drop – and if they fall in the wrong place, they’re essentially wasted. 

How does it feel playing it on the Switch? 

Great. The old version was released (and was really popular) on PSP and Vita, so people really liked to play it on the go and we shortened the stages a bit to make it easier for people while travelling. The original stages were 30 minutes, which was a bit long. It was more ‘acceptable’ in gaming at the time for stages to run up to half an hour, but modern gaming demands a shorter time frame. You still have a bit of freedom there.

Are there any features of the Switch you’re keen to experiment with? 

We’ve been playing with the Labo stuff at home – I have a six-year-old and I tried to give him some pointers but he could do it all himself. The IR camera, in particular, is really interesting and I’m not sure if we can find any uses for it yet but in a future game, there might way to use it. The amazing thing about the Switch is the simplicity of things like the kickstand and the separate controllers. Mario Odyssey used them for a lot for gestures and I’d like to see other games use the controllers out of the grip. I’d also like to experiment with the HD rumble because that’s pretty good. You can generate a lot of interesting sensations and with the Labo and it even gets things to move with it. It’s incredible.

It’s very ‘Yokoi’-like [Game & Watch / Game Boy designer Gunpei Yokoi]; it’s the ‘old Nintendo style’ and that’s one of the greatest strengths of Nintendo; the large screen of the Switch is great, and the Joy-Con colours give a bit of style variation.

Are you bringing anything else coming to Switch?

Yeah we are; we are definitely thinking about at least two new things in the pipeline, at least two more titles. 

We are talking to companies about merch; a lot of software is now digital, but you still want something in your hand, maybe a toy or something. We started the store at Christmas last year and it’s been popular. We have a physical version coming through Limited Run Games and there is a board game that we’ve been playing in the office which really captures the essence of tower defence – but in a board game, it’s two / four players and a six dice game which is really interesting. Both Monsters and The Tomorrow Children have generated a lot of fan art, so we definitely want to do more, and if people from Nintendo start playing it and it hits the right people at the right time, you never know. 

We’d like to thank Dylan and the team for their time. 

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Guide: Hyrule Warriors: Definitive Edition – How To Play As Breath Of The Wild Link And Zelda

Hyrule Warriors: Definitive Edition is the latest adventure featuring our favourite Link and Zelda. You’ll battle across the face of Hyrule alongside popular returning characters from the franchise. Ever wished you could get a taste of what it’s like to be Ganondorf? This is your chance.

Those who first experienced The Legend of Zelda on Switch (don’t be ashamed – we have to start somewhere) will probably be a little confused by Link donning a green outfit. This is Link’s traditional outfit he’s worn since the original on the NES, which was shifted to a blue number in Breath of the Wild.

Similarly, Zelda is more like a traditional princess in this iteration, wearing a flowing dress. That’s a far cry away from the battle-ready version we’re more recently accustomed to. Fear not though, for Link and Zelda can still take their Breath of the Wild forms in Hyrule Warriors. In this guide, we’re going to show you how to equip it so you can carry on your adventures in style.

How to play as Breath of the Wild Link and Zelda in Hyrule Warriors: Definitive Edition

Fortunately for you, it’s surprisingly easy to unlock Link and Zelda’s appearance from Breath of the Wild. First, you have to unlock these characters as playable characters. You’ll get Link after completing the first mission, but you’ll have to wait until much later in the game to unlock Zelda.

Once unlocked, you can select their Breath of the Wild costumes just before you enter a mission. Select a mission, hover over Link or Zelda when selecting the heroes to bring with you, and press ‘X to change costume. In the next screen, you’ll find an option to switch to the Breath of the Wild costume. Simple as that!

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Owlboy On Nintendo Switch Made A Profit Within 24 Hours Of Launch

We love Owlboy here at Nintendo Life – just check out Ryan’s glowing 9/10 review for proof of that – and it turns out a lot of you do, too. So well, in fact, that the Nintendo Switch port turned a profit for developer D-Pad Studio within 24 hours of launch.

The news was revealed in a recent AMA on Reddit by programmer and CEO J-Remi Madsen, with Switch proving an ideal home for his colourful platforming love letter:

“We don’t have numbers from remaining platforms yet, but ‘Owlboy’ turned a profit within 24h of it’s launch on the Switch alone, taking us by complete surprise! @[email protected] It bodes really well for funding our future projects.”

Have you played Owlboy on Nintendo Switch? Do you think it made a good fit for Nintendo’s hybrid console? Share your thoughts with us below…