Posted on Leave a comment

Review: Saturday Morning RPG (Switch eShop)

The whole point of a role-playing game is, quite obviously, to play a role. To pretend to be someone – or something – else. It’s a mystery, then, why so many RPGs ask you to play minor variations on the same part. There are only so many times you can put yourself in the shoes of an amnesiac swordsman, adopted prodigy or mysterious barbarian before your enthusiasm starts to wane. 

Saturday Morning RPG asks you to try something else on for size: you are an average 1980s high school nerd who gains access to a magical notebook. That notebook enables you to imbue everyday objects with mysterious powers, and thus take on bullies and super villains alike

It’s a fairly unorthodox setting, but it’s essentially an excuse to relentlessly riff off ’80s pop culture. Everything from Transformers and Michael Jackson to Back to the Future gets a cheeky nod. Of course, ’80s nerd culture referencing is hardly as fresh as it used to be. Since Saturday Morning RPG first launched for iOS in 2012 we’ve had the likes of Stranger Things and the Ready Player One movie dragging what used to be niche pursuits into the mainstream.

Fortunately, Saturday Morning RPG is a pretty serviceable RPG in its own right. Structurally, it’s a tribute to classic JRPGs, with each of its four episodes providing a freely explorable overworld map, several side-quests, turn-based battles and convoluted character personalisation systems. 

The key area of success here is Saturday Morning RPG’s battle system. Yes, you and a bunch of goons are still essentially taking it in turns to punch one another. But it’s carried off with a surprisingly light touch. In particular, there’s a far more hands-on feel to the combat here than in many JRPGs. After a neat nod to scratch-and-sniff stickers essentially rolls the dice on a potential stat boost for the fight ahead, you’re thrown into a surprisingly involved turn-based scrap.

Not only are your special attacks humorously outlandish (transforming into a juggernaut and running over your enemies is a highlight), but they often have a damage-boosting QTE element to them. It might just be pounding the ‘A’ button or timing a button press, but it helps lessen that feeling of being a passenger that many traditional JRPGs suffer from.

Similarly, when you’re taking a shot from your opponents, you can mitigate the damage by timing a press of ‘A’ as close to the point of impact as possible. This is a welcome provision, as the tougher fights in Saturday Morning RPG can be a bit of a slog. Having three self-healing soldiers attack you twice each without reply can stretch the patience somewhat.

Fortunately, Saturday Morning RPG is always ready with a silly side-quest or referential quip. The dialogue is a little hit and miss, but there’s always an affectionate nod to ’80s culture around the corner to restore the spirits. To that end, we suspect that your enjoyment of the game is going to depend much on whether you get the references, or even whether you are of an age that means you were around in the ’80s yourself. Otherwise, the game’s rudimentary graphics might well put you off.

There’s a narrow line between a deliberately retro aesthetic and just plain amateurish execution, and Saturday Morning RPG strays a little too close to that line on many occasions. Sometimes it nails the period with a scene that looks like it was lifted from a classic ’80s beat-’em-up, while at others it looks like a rough storyboard for an early episode of South Park.

What’s never in doubt, however, is the affection for the source material that the developer holds. There’s a giddy energy woven into the fabric of Saturday Morning RPG that will carry you through each of its episodes and past its many rough patches if you let it. Suffice to say, if you find yourself playing the role of a 30 or 40-something JRPG fan suspiciously well, then this could be the perfect Switch side-project for you in between more polished fare.

Conclusion

As a loving tribute to JRPGs and ’80s pop culture, Saturday Morning RPG has rough edges a-plenty and even more bright ideas. It can frustrate and baffle, particularly if you’re not au fait with the period, but it’s always keen to invite you into its world.

Posted on Leave a comment

Feature: Battling The Viking Horde With Bad North Dev, Plausible Concept

Over the last year, Nintendo Switch has collected a number of titles that place you in the reaving shoes of a Viking, but not many have tasked you with keeping that bloodthirsty horde at bay. Well, upcoming real-time battle sim Bad North does just that, so to celebrate its war-torn world, we sat down with Richard Meredith from developer Plausible Concept to talk all things Viking…

Hello, could you introduce yourself to the readers of Nintendo Life!

Richard Meredith: My name’s Richard Meredith, one of the founders of Plausible Concept, making Bad North. I do a mixture of code, design, and business things. Bad North is a real-time tactics roguelike about fighting Vikings on tiny, beautiful islands.

You say it’s a real-time, but there are certain nods to turn-based tactics in there as well aren’t there?

Well, it’s a paring down of real-time strategy, it is all real-time, even the slow down that happens when you’re giving your troops orders, but we don’t have things like the base building or the resource management which are kind of necessary to be classified as a real-time strategy game. Also, everything’s very immediate, you’re not making long-term planning. You’re planning only a little bit ahead and then putting that into practice fairly quickly. The strategy and tactics get interesting when you’re reacting to things, so that’s where it’s a little bit between the two.

There is a vague element of resource management in the sense that you’ve got a skill tree as well.

Yes, so when you’re playing in the islands you’re defending the houses, and from the houses you save at the end of a stage, you collect resources, and you can use those to spend on upgrades for your characters, so there is an ongoing progression. You’re assigned coins to each hero individually rather than from a collective pool, so you’re almost combining EXP and money into a single currency.

The units you control are mostly fighters, but they’re also headed up by a hero aren’t they?

Yeah, as you progress through the game you’re going to be jumping from island to island, and some of those islands will have a hero living there, and you’ll be helping them defend their island, and by doing that they’ll join your team, bringing with them some soldiers. Each one of the soldiers in a unit is expendable, obviously you want to keep them alive because you need your troops, but ultimately you can lose them and just replenish them. With the hero characters it is ultimately permadeath, and because the only way you can get a new hero is to recruit one from another island, it’s quite a big deal losing one and all the upgrades you put into them.

And presumably losing all of your heroes is a game over…

Yes, that’s a game over, and much like similar games if you lose a hero you’re likely to be behind the difficulty curve, and you’ll struggle to get back on top. You’ll probably play the game through a little bit and probably hit that game over fairly early on, but then play again and you’ll get further than you did last time. We purposefully don’t present to you the mechanics or the rules, we have all that hidden away so that people will look at their soldiers and how they’re behaving in different situations, and learn how to use them best from that, so part of that learning curve is going to be losing.

In developing the game, we’ve heard from numerous indies that working with the Nintendo Switch is a very straightforward process, would you agree with that?

I think so yeah, I did the port to Switch when we got a dev kit, and I think it took two days to get it up and running using Unity. A bunch of that was just some things in the project setup that weren’t very sensible that we had to work through. We’ve had a few Switch-specific bugs, but that’s the same with any hardware really.

And what about Nintendo themselves, have they been supportive?

They haven’t really been that involved, but they have answered queries we’ve had, and helped us out on the publishing side and events like this, and they’ve been really great with that.

You mentioned similarities to XCOM…

Yeah, the main similarities are things like the heroes and the permadeath. We want people to get attached to their heroes and squads and get upset when they die. The other thing that we’ve taken is that it’s based on a grid, and the slowdown effect when controlling troops has that slight turn-based feel to it like XCOM. I was always really impressed with how well they made a tactics game with a gamepad, and I actually prefer to play XCOM with a gamepad than a mouse and keyboard, and that’s kind of where we took the inspiration from for our control system.

Is there anything else you’d like to say to round things off?

Buy my game please!

https://www.youtube.com/watch?v=GgeNAZL0Cv4

We’d like to thank Richard for his time. Bad North is out XX on Nintendo Switch. Let us know what you make of the game in the comments below…

Posted on Leave a comment

Super Sidekicks 2 And Terra Cresta To Continue Switch Arcade Action Next Week

HAMSTER returns to double releases next week with a football sequel for Neo Geo and one of the most revered TATE shmups of yore from Nichibutsu.

With World Cup fever already rising on the horizon, this upcoming release of Super Sidekicks 2: The World Championship could not come at a better time. This sequel improves on the original in many ways and will provide Switch owners a more arcade-oriented World Cup experience to the impending FIFA 18 free update. True, EA’s game will deliver a more realistic experience, but what other game lets you suplex your opponents to the ground (strangely making Super Sidekicks 2 the best wrestling game on Switch right now).

As if upcoming releases of Gunbird 2 and little-known indie niche shmup Ikaruga were not enough reasons to be a happy shmup loving Switch owner, HAMSTER decides to spoil us with another true classic from one of Japan’s most revered software houses. Nichibutsu’s 1985 TATE masterpiece Terra Cresta, a revolutionary sequel to the prior 1980 hit Moon Cresta will put you in control of the fragile but nimble Winger as you take down both air and ground targets.

Both games will be available on the Switch eShop on the 10th May for the regular $7.99/€6.99/£6.29 price point. Will you be kicking balls and/or shooting 1985 pixels next week on your Nintendo Switch? Tells us all in the comments below…

Posted on Leave a comment

Fairune Collection Will Bundle Itself Onto Switch On 17th May

Following on from its initial announcement back in April, Flyhigh Works has now confirmed the Switch port of Fairune Collection is slated to arrive on the eShop on 17th May, with a price tag of $9.99/€9.99. In fact, we’ve been told that pre-orders are set to go live on 10th May, so you can pre-order and pre-load your copy, and nab a 10% discount while you’re at it. Not bad eh?

Fairune Collection includes four games in one package – Fairune, Fairune 2, Fairune Origin and Fairune Blast. The first two previously appeared on 3DS, while Origin and Blast are new titles that add an extra flavour to all that Zelda-esque exploration and combat.

Check out the trailer above and let us know whether you’ll be adding Fairune Collection to your digital library later this month…

Posted on Leave a comment

Nintendo Labo Drops To Fourth (And 17th) In The Japanese Charts

Nintendo Labo has finally been knocked off the top spot as God of War sales continue to surge, while the arrival of the hotly-anticipated Jikkyou Powerful Pro Baseball 2018 has pushed out everyone with both its PS4 and PS Vita versions nabbing first and second places respectively. Interestingly, the Labo Robot Kit fared worse, dropping from 3rd to 17th!

Splatoon 2 and Mario Kart 8 Deluxe have kept their respective places, while Kirby Star Allies drops from fourth to sixth in a single week. The Snack World: TreJarers Gold also had a poor week, dropping from sixth to 11th following a less impressive set of sales.

01(NEW) [PS4] Jikkyou Powerful Pro Baseball 2018 (¥7.980) – 124.831 / NEW 
02(NEW) [PSV] Jikkyou Powerful Pro Baseball 2018 (¥6.980) – 58.435 / NEW 
03(2) [PS4] God of War (¥6.900) – 29.517 / 75.608 (-36%)
04(1) [NSW] Nintendo Labo Toy-Con 01: Variety Kit (¥6.980) – 25.914 / 116.324 (-71%)
05(-) [NSW] Splatoon 2 (¥5.980) – 18.664 / 2.267.587 (+12%)
06(4) [NSW] Kirby Star Allies (¥5.980) – 17.950 / 451.439 (+3%)
07(NEW) [PS4] Utawarerumono: Chiriyukusha e no Komoriuta (¥6.800) – 14.426 /NEW
08(-) [NSW] Mario Kart 8 Deluxe (¥5.980) – 13.191 / 1.497.835 (+16%)
09(NEW) [NSW] SD Gundam G Generation: Genesis for Nintendo Switch (¥6.800) – 11.975 / NEW 
10(NEW) [PS4] The Legend of Heroes: Trails of Cold Steel II Kai – The Erebonian Civil War (¥3.980) – 11.345 / NEW 
11(6) [NSW] The Snack World: TreJarers Gold (¥5.980) – 10.482 / 61.984 (-34%)
12(NEW) [PSV] Utawarerumono: Chiriyukusha e no Komoriuta (¥6.800) – 8.591 / NEW 
13(10) [NSW] The Legend of Zelda: Breath of the Wild (¥6.980) – 7.850 / 969.276 (+14%)
14(11) [NSW] Super Mario Odyssey (¥5.980) – 7.244 / 1.704.766 (+12%)
15(NEW) [NSW] Naruto Shippuden: Ultimate Ninja Storm Legacy for Nintendo Switch (¥6.800) – 6.682 / NEW 
16(NEW) [PS4] Doukoku Soshite… (¥7.800) – 6.357 / NEW 
17(3) [NSW] Nintendo Labo Toy-Con 02: Robot Kit (¥7.980) – 5.680 / 34.309 (-80%)
18(NEW) [PS4] Bravo Team (¥4.900) – 4.980 / NEW 
19(12) [PS4] Far Cry 5 (¥8.400) – 4.430 / 127.388 (-29%)
20(13) [PS4] Cities: Skylines – PlayStation 4 Edition (¥5.400) – 4.316 / 21.432 (-25%)

In terms of hardware, PS4 had a resurgence in sales due to the arrival of Jikkyou Powerful Pro Baseball 2018 and the continued success of God of War in the East. However, Nintendo Switch still managed to outsell it by over 3,000 units.

1 Nintendo Switch: 38,165
2 PlayStation 4: 35,009
3 Nintendo 3DS: 7,733
4 PlayStation Vita: 4,562
5 Xbox One: 179

What do you make of this week’s Japanese charts? Any surprises, or business as usual? Share your thoughts with the NL community below…

Posted on Leave a comment

Video: Here Are 10 New Switch Games Coming To Nintendo Switch In May

As you’ve no doubt noticed by the changing weather (touch wood) and the influx of NSYNC memes, May is upon us, and the fifth month of the year is bringing with it a slew of new titles for Nintendo Switch. So we’ve boiled all these lovely games down to tasty 10 for your visual delectation.

And there’s a wide breadth of titles here too, from the newly-released Donkey Kong Country: Tropical Freeze to some of the wonders just waiting on the horizon, including Raging Justice and more. We won’t spoil the rest for you – you’ll have to watch the video to see the rest!

Let us know what you made of our lovely choices, and whether you’ll be adding them to your collection this May…

Posted on Leave a comment

New European My Nintendo Rewards Include Discounts On Zelda And EarthBound

Another month brings another collection of rewards for players to redeem on My Nintendo. We’ve already seen North America’s new selection, which is very heavily focused on Zelda goodies, but now it’s time for those of us in Europe to see what’s on offer.

This month sees a total of four discounts, with WarioWare: Smooth Moves appearing to build excitement for the upcoming 3DS title WarioWare Gold.

In addition to this, two Splatoon 2-themed wallpapers for computers and mobile devices have returned to the service.

  • Wallpaper – Splatoon 2 – Inkling Girl and Boy: 50 Platinum Points
  • Wallpaper – Splatoon 2 – Inkling Squids: 50 Platinum Points

Will you be using your points on any of these offers? Remember, your Gold Points can now also be spent on Nintendo Switch software from the eShop.

Posted on Leave a comment

Rumour: The SNK Neo Geo Mini Is A Tiny Arcade Cabinet With 40 Built-In Games

Last month SNK confirmed it was working on a ‘Neo Geo Classic Edition’ to mark its 40th anniversary, but bar an image showing ‘something’ draped mysteriously beneath a cloth we were left to wonder what such a throwback machine could be. YouTuber Spawn Wave may have potentially lifted the lid on these hotly-anticipated project, with some images, specs and features he says are direct from a reliable source (although not one within SNK itself).

According to his source, the hardware is called a Neo Geo Mini, is shaped like an arcade cabinet, features HDMI output (plus DC in and AV/AUX out), a built-in joystick and comes with 40 built-in Neo Geo classics. These games are:

  • The King of Fighters ’95
  • The King of Fighters ’97
  • The King of Fighters ’98
  • The King of Fighters 2000
  • The King of Fighters 2002
  • Art of Fighting
  • Fatal Fury Special
  • Real Bout Fatal Fury
  • Garou: Mark of the Wolves
  • Samurai Shodown II
  • Samurai Shodwon IV
  • Samurai Shodown V Special
  • The Last Blade 2
  • World Heroes Perfect
  • Kizuna Encounter
  • Metal Slug
  • Metal Slug 2
  • Metal Slug 3
  • King of the Monsters 2
  • Shock Troopers 2nd Squad
  • Sengouku3
  • Ninja Masters
  • Top Player’s Golf
  • Super Sidekicks
  • Blazing Star
  • Puzzled
  • Metal Slug X
  • Metal Slug 4
  • Metal Slug 5
  • Magician Lord
  • King of the Monsters
  • Blue’s Journey
  • Shock Troopers
  • Robo Army
  • Crossed Swords
  • Mutation Nation
  • 3 Count Bout
  • Last Resort
  • Ghost Pilots
  • Football Frenzy

It also comes with its own gamepad, so you can either play it on its three-and-a-half-inch screen or output to your TV and play them all with your USB-connected controller. There’s no word on price yet, but considering what it would cost you a considerable amount to invest in all the Neo Geo titles HAMSTER has already released on Switch (a large number of which feature in the list above), we don’t expect it to be exorbitantly expensive.

Obviously, none of these details have been officially confirmed by SNK, so take it with a pinch of salt, but it’s certainly an exciting prospect nonetheless. Let us know what you make of it below…

Posted on Leave a comment

We Nearly Had A Terrifying Second Pikachu Evolution With Horns And Fangs

We all love Pikachu; for people of a certain age (this writer included), that adorable little yellow face is a perfect representation of their entire childhood, when nothing else in life mattered except ‘catching em’ all’. As it turns out, things could have been very different for the electric rodent.

Ken Sugimori, Atsuko Nishida, and Koji Nishino, key illustrators and designers of the Pokémon series, recently sat down with Japanese newspaper Yomiuri to talk all things Pikachu (translated by Siliconera). When asked about Pikachu’s evolution stages, and if there were any other designs created, Nishida spoke of an early idea for a pretty scary sounding final evolution.

“Yes. It was “Pika(chu),” “Rai(chu),” and “Goro(chu).” The Pokémon known as Gorochu bared fangs and even had a pair of horns.”

The word “Goro” comes from the Japanese phrase “Goro-Goro”, which is used as an onomatopoeic description of large rumbles such as thunder, suggesting that this final evolution may have been a colossal beast of the electric mouse family.

Of course, Gorochu never made it into the games, but it wasn’t scrapped because of its scary nature, or from fear that it wouldn’t suit Pikachu’s loveable ways, as Sugimori explains.

“There wasn’t any problem with its appearances, but it was omitted due to matters surrounding game balance.”

Was it too strong? Or did it simply not fit well alongside the rest of the original 151? We’ll likely never know.

Do you think a final, beast-like evolution for Pikachu could have worked well? Let us know your thoughts in the comments.

Posted on Leave a comment

Event: The First Official Nintendo Life Pinball FX3 Tournament

A few days ago, Zen Studios put out a massive new patch for Pinball FX3 on Nintendo Switch that boosted handheld performance to a whopping 60fps, bumped docked resolution up to 1080p and made a slew of other additions and enhancements to make the game that much more enjoyable to play. In light of this patch, and just for a spot of competitive weekend gaming, we’ve opened up a tournament on Pinball FX3 that you can participate in right now.

The details for the event are as follows:

Tournament Name: NL

Table: Sorcerer’s Lair

Length: Three days

Rules: Classic

Password: Reggie

We picked Sorcerer’s Lair for the inaugural debut because that table comes free with the game, meaning that you have no good reason not to compete. The rules of the tournament are the same you’d find in a standard arcade: three balls, unlimited plays, no power-ups. And, of course, we had to appoint Reggie as the gatekeeper of our competition.

The tournament will be running through Sunday, and we’ll post a breakdown on Monday with the results of our top players. Though no prizes are being offered for this tournament, you will be rewarded with the satisfaction of knowing that you are objectively better than everyone else on this site at playing pinball. If you think you’re good enough, we dare you to come give it a go. If you don’t think you’re good enough, we double dog dare you to jump in.

Will you be joining us for a little pinball action this weekend? Let us know in the comments below…