Posted on Leave a comment

Video: Check Out The Stardew Valley Multiplayer Update In Action

Stardew Valley publisher Chucklefish has shared an official livestream exploring Stardew Valley’s multiplayer update.

A public beta version of the upcoming multiplayer mode is currently available for download on Steam, allowing users to see what the fuss is all about, and giving the developers crucial information before making the update official on all platforms. The video above shows off the features you can expect to see when the update does eventually reach Switch, including a three-player spot of fishing which will almost definitely be the cause of many hours being lost in the future. 

While we have no news on a release date for the update on Switch, we do know that Nintendo’s platform will be the first console to receive it after PC. Presumably, this public beta testing will put us one step closer to finding out when we can play it properly for ourselves.

Until then, how have you been enjoying Stardew Valley? Will you be teaming up with friends when the update goes live? Let us know down below.

Posted on Leave a comment

Embrace A Different Kind Of Virtual Console On Switch With The Adventures of Elena Temple

For those old enough to remember the classic consoles of time gone by, when the likes of HD visuals and update patches weren’t even a thing, this game might just be for you.

The Adventures of Elena Temple is a monochromatic puzzle platformer made to look as if it was created in the ’80s. The twist here is that you play all of the action on mock-ups of old consoles, inspired by classic machines such as the Commodore 64, Macintosh, Game Boy, and more.

You’ll be overcoming obstacles, figuring out how to collect every last coin, and finding all of the available gems, all while sitting in your own bedroom. As you progress through the game’s non-linear style dungeon, make sure to keep an open eye for secrets – there are several hidden goodies for you to spot.

Features:
– A dungeon of 50+ rooms to overcome, each its own mini-level
– Open exploration, you choose which way to go, but don’t worry, a helpful map is just one button press away
– Challenging, old-school platforming
– Collect as many coins as you want, but we both know you want them all
– Coins will make you rich, but there’s no escaping the dungeon without all the gems
– Secret scrolls to find for the more observant player
– Best of all, you can play the game on a selection of 7 virtual old machines, from the Pomo D’or 4, to Maple and Some Toy and all the way to the NS-Bos PC

The game is hitting the Nintendo Switch eShop on 15th May – maybe this will provide a different kind of virtual console experience while we wait to hear about Nintendo’s online plans?

Let us know if this one intrigues you in the comments below.

Posted on Leave a comment

Zarina And Sylvie Arrive In SNK Heroines On Switch To Shake Things Up

SNK Heroines: Tag Team Frenzy looks like it’s going to be a whole heap of fun when it lands on Nintendo Switch this Summer. To keep us interested until its launch on 7th September, the lovely folks over at NIS America have shared a new game trailer that shows off two new characters in the shape of Zarina and Sylvie Paula Paula. You mighty remember these hard-hitting ladies from their debut in 2016’s King of Fighters XIV.

Zarina packs a powerful punch with her Chi Attacks, and is ready to defend the home of her toucan companion, Coco, from destruction. With a knack for dancing the samba, her rhythmic moves will knock out anyone who stands in her way.

Sylvie Paula Paula is described as a cute and quirky girl who comes from a secret society known as NESTS, which experimented on her to bring out her special abilities. Those googly eyes and that voice inside her head? Well, they’re her friends, so don’t mess with any of them, or Sylvie will give you quite a shock!

There’s no doubt, this game is going to be completely bonkers. Have a watch of the trailer above and let us know if you plan to pick up SNK Heroines for your Switch later this year with a comment below.

Posted on Leave a comment

Too cool for Hyrule: May My Nintendo rewards

Too cool for Hyrule: May My Nintendo rewards

May is a special month for Legend of Zelda™ fans! The Hyrule Warriors: Definitive Edition game for the Nintendo Switch™ system launches on May 18th. The ultimate version of Hyrule Warriors brings the Legend of Zelda™ series to life in new ways, as players take controls of their favorite Legend of Zelda characters in the battle for Hyrule. You can choose from 29 playable heroes and villains, including fan favorites like Link, Zelda, Impa, Skull Kid, Young Link, and Lana.

Which one are you most excited to play as? Hyrule Warrior Definitive Edition Printable

To celebrate the game’s launch, My Nintendo is offering a Legend of Zelda: Majora’s Mask: Dire Moon Nintendo 3DS™ HOME Menu theme. You can redeem your points up to five times to receive up to five codes for the theme. You can write the code on the back of this Legend of Zelda character printable to share it or simply send cards to other Legend of Zelda fans!

Majora's Mask 3DS theme Zelda Printable

Don’t forget to redeem your reward points for a May calendar featuring the Hyrule Warriors: Definitive Edition game.

May Legend of Zelda calendar

We’re also offering discounts on select Legend of Zelda series games, including a 30% discount on the Legend of Zelda: Majora’s Mask 3D and The Legend of Zelda: Twilight Princess HD games. You can take your Legend of Zelda experience to the next level with Prima Games eGuides for the Legend of Zelda: Majora’s Mask 3D game and the Legend of Zelda: Twilight Princess HD game. Get details on in-game characters, background, and more!

You can also redeem your points to receive a 30% discount on the Ever Oasis™ game. This action-adventure RPG comes from Koichi Ishii, creator of the Mana series and producer at GREZZO, the studio that rebuilt multiple Legend of Zelda games for the Nintendo 3DS™ family of systems! For those who are looking for a classic hack-and-slash gaming experience, we’re offering a 40% discount on the Ninja Gaiden game.

Ever Oasis Ninja Gaiden

Enjoy the month of May with these great discounts on select Legend of Zelda series games and more!

Stay tuned for more discount offers! You can redeem your points and get great deals on great select games from the Legend of Zelda series and more.

Game Shown:

Posted on Leave a comment

Feature: Wishing Upon A Star With Pode Developer Henchman & Goon

Nintendo Switch has become the new home for independently-developed games. Not just as a new platform for ports of existing ones, but as a fresh space for developers to build titles with its handheld qualities and unique Nintendo magic in mind. Pode, the first game from Norwegian outfit Henchman & Goon, fits the latter to a tee, so to celebrate its upcoming release, we were lucky enough to sit down with the studio’s very own Linn Sovig at Rezzed 2018.

Nintendo Life: Hello! Could you introduce yourself to the readers of Nintendo Life?

Linn Sovig: My name’s Linn Sovig, I work with Henchmen & Goon, that’s an indie game studio from Norway. We’re working on a game called Pode, which a co-op exploration puzzle game for the Nintendo Switch.

And is it just coming to the Nintendo Switch or is it coming to other platforms as well?

We’re starting with Nintendo Switch and then we’ll see along the way, pretty much a timed exclusive.
We always knew it was going to be a living room friendly game, so consoles seemed like the most obvious platform to develop on, but then the Nintendo Switch came along and we thought ‘this is a match made in heaven’. We really feel Pode belongs on Nintendo Switch.

The name Pode, where does that come from?

‘Pode’ in Norwegian means when you graft a plant and replant that as a seedling, so you grow a new plant out of an old plant. So that’s the official meaning of what the word actually means, but then we also use it to describe our children in an affectionate way, so we’ll say ‘oh our little podes are running around, aren’t they adorable?’. We like the double meaning of that, and it really suits our game very well because it’s all about growing and has a strong botanical theme.

The two characters in the game, so they have names?

They do, the star is called Glo, and the rock character is called Bulder.

The characters are fairly child-like as well, so it’s clear where that inspiration has come from! How long has the game been in development?

Three years.

Wowsers.

Yeah, I’m really impressed by the team, I only joined in January and what they’ve managed to do in that time is crazy, especially considering it’s only been three or four people for most of that time, but now we’re up to seven, since we’re nearing launch.

Well then, we might as well get this out of the way, so when is the game coming out?

This summer, we just want to get it through the pipeline before we set an actual date, so for us internally, it’s all about getting the game ready for certification and after that we’ll be able to announce a date, but we want to see how that goes.

You said that the game was an ideal match for the Switch, what was it like to develop on the system at a base level?

Well, from what I understand, we decided that we wanted to port to the Switch by ourselves, and we use Unity so that match has been perfect. We found it was easier than we expected it to be, so we’re still expecting something to go wrong, but it’s been good!

Has Nintendo itself been supportive of the game?

Yeah, we’ve been getting a lot of Nintendo love, and we love Nintendo as well, because Nintendo’s showing off a lot of indie games at the moment, and we’re really proud to be a part of the Nindie group. So many people coming here and playing the game have said they’ve been playing more indie games because of the Nintendo Switch and that just makes us so happy, because we’re indies ourselves, so we love making games. We’re very honoured to be here with them.

Do you feel that the divide between AAA games and indie games is narrowing from your point of you?

I want to say ‘yes’ right away, but then at the same time we do recognise AAA games. At the end of the day, there’s no way a seven-man team can create Grand Theft Auto or something, there’s just no way to do that. I too think that the indie games are approaching the same level of quality as AAA games because we have such powerful tools such as Unity and Unreal, and also the game developers are becoming more experienced. 

I don’t feel comfortable saying it’s levelling out, as I think people can still see a clear difference, but I think indie games are becoming far better quality. It’s a hard question to answer at this point, but I do think that indies have this luxury of still being indies, and doing whatever the hell they want. There’s a lot more risk taking in the indie scene, and we’re taking advantage of that.

Is there anything you’d like to say before we sign off?

I will say it was very important to the game director that she create a positive experience, and I think she’s really managed to do that. She’s also managed to incorporate her culture into it, with Norwegian art styles and such. The puzzles are hard though, and I’ve been known to curse like a sailor when playing the game, but it’s satisfying when you finally get through it. I really hope people are going to enjoy playing Pode!

We’d like to thank Linn for his time. Pode will arrive on the Switch eShop in the summer.

Posted on Leave a comment

Mega Man 2 And X Are Getting Limited Edition Cartridges And We Want Them All

With the Mega Man 30th anniversary now upon us, Capcom is pulling out all the stops to celebrate. Not only have we got Mega Man 11 coming alongside the two Legacy Collections, we’ve also got these limited edition cartridges for Mega Man 2 and Mega Man X. They even work on your old NTSC NES/SNES!

Both packages are limited to 8,500 copies each and come with a premium box, instruction booklet, and some ultra-collectible retro art on the packaging. Oh, and one in eight copies randomly chosen will get a glow in the dark blue cartridge instead.

Pre-orders are now live on the iam8bit’s official store, so you log in and grab yours for $100 each before they disappear like proverbial hotcakes.

Will you be investing in this collectible retro gem? We’re already blowing our wages on one as we type us. Forgive us, bank balance…

Posted on Leave a comment

Review: Don’t Die Mr Robot! DX (Switch eShop)

Meet Mr. Robot, a 2D square, and the star of Don’t Die Mr Robot! DX. He lives in a 2D, single-screen grid where he moves around freely eating exploding fruit. Life would be pretty sweet if not for the number of increasing waves of enemies out to touch you and, yes indeed, contact is lethal. It’s from this simplest gameplay mechanic that a ridiculously additive concept is born.

Although unharmed, Mr. Robot is not completely defenceless against said enemies since the fruit explosions will destroy whatever baddies get caught on their blast radius. Begin chaining these together and the multipliers kick in, severely increasing your score. A clever addition of a risk/reward mechanic will also gift you for rubbing enemies danger-close. However, that greed might prove fatal so you should probably prioritise empty space management to ensure a longer play session.

The game offers the standard ‘Arcade’ and ‘Time Attack’ modes while ‘Remix Mode’, taking cues from NES Remix, offers diversity with several unlockable levels where the gameplay is slightly altered to create new ways to play. All the modes feature rave style visuals on the grid accompanied by some acid style electronic music that successfully enforces the arcade salon feeling of the 90’s.

Then there is ‘Chill Out’ mode which effectively turns Don’t Die, Mr. Robot! DX into ‘Vaporwave: The Video Game’. Both the music and the enemies get slowed down to a near halt, while the titular Mr. Robot retains his regular speed. It is true that the mode lives up to its name, but we were often so used to the regular game speed we actually found it difficult not to die accidentally while trying to slide off enemies.

Replay value is encouraged by in-game currency rewards that you can spend at the shop to buy customisation items for Mr. Robot, Power-Ups that let you get that little extra bit further and even unlock five special guests. It is a shame, however, that the experience remains a solo one, especially on Switch. It would surely be interesting to see more players on the field trying to survive on the ever shorter safe space among them, but alas this was not to be. Despite inspired by old arcade games the characters charming graphics are very mobile/cartonish like and that might prove to be a turn off for some people.

Conclusion

Don’t Die, Mr. Robot! DX is truly the finest version released of this game. You can drop five minutes into it or spend hours playing this pacifist twin-stick shooter without any shooting (or even the second stick!) without feeling cheated price/content ratio wise. A simple but terribly addictive little game that goes very well side-by-side with other trippy digital Switch arcade offers such as Namco’s Pac-Man Championship Edition 2 Plus. If you happen to be having a stressful day, nothing better than pumping up the volume and just play Chill Out mode to eventual bliss.

Posted on Leave a comment

This Has To Be The Most Amazing Use Of Nintendo Labo Yet

Nintendo Labo has been with us for a little over a week now, but we’re already seeing some incredible creations – including Game & Watch clones and other clever devices.

However, this latest example could be the best one yet. A Japanese user has hooked Labo up to a wheelchair, allowing the user to control its movement using the Labo motorbike Toy-Con.

On the surface, this is quite a simple project, but it’s amazing to see Labo being used to help those with limited movement; proof that there’s more to Nintendo products that meets the eye.

Posted on Leave a comment

The Studio That Brought You Immortal Redneck Is Working On A Pokémon-Style MMO

If you’re anything like us, you’ve almost certainly hungered for a Pokémon game in a shared world, a grand online experience where you can explore, catch and battle with fellow Pokémon trainers. Well, while that hope remains a pipe dream as we wait for the next entry on Switch, the studio that brought you Immortal Redneck could have the next best thing. Say hello to TemTem.

Here’s the official synopsis:

Temtem is a massively multiplayer creature collection adventure inspired by Pokémon. Seek adventure at the lovely Airborne Archipelago along your Temtem squad. Catch every Temtem, battle other trainers, customize your house, join a friend’s adventure or explore the online living-world.

Due to hit Kickstarter on 29th May, TemTem looks a lot like a proper Pokémon game so, “inspired by,” might be something of an understatement, but we’re still tentatively optimistic for what the Madrid studio is going to pull out of the bag come the end of May. Let’s just hope that direct Pokémon inspiration turns into a Nintendo Switch version.

What do you make of TemTem? Is it a blatant rip-off or the first glimpse of something special? Share your thoughts below…

Posted on Leave a comment

Soapbox: What Pokémon GO And The Pokémon Main Series Could Learn From Each Other

Soapbox features enable our individual writers to voice their own opinions on hot topics, opinions that may not necessarily be the voice of the site. In today’s article, resident Pokémon expert and webmaster of Serebii Joe Merrick ponders if Pokémon GO and the mainline Pokémon games can learn anything from each other.


Recently, like any good uncle, I started to get my nephew into Pokémon. While observing him playing, it forced me to make some observations about the Pokémon franchise in general – so much so that I felt compelled to get these thoughts down in words. In this soapbox, we’re going to look at what Pokémon GO can learn from the main series games, and vice versa.

What Pokémon GO Can Learn From Main Series Pokémon

Companionship

One of the major facets in Pokémon is how your team will grow with you as you progress through the story. This is one thing missing from Pokémon GO, where Pokémon feel little more than a means to an end; you catch loads of them in an attempt to get something good, but there’s very little you can do with each monster beyond that; you don’t feel the progression or companionship of the Pokémon – even the “Buddy” system falls a bit flat.

One way to get around this would be to implement a system akin to Effort Values in the main series. That way you get rewarded for using and training your Pokémon. This would make it beneficial for you to raise the Pokémon and give the feeling of true companionship.

Connectivity

Promised in the original reveal trailer for Pokémon GO, trading and battling with friends is still missing. This is another thing that makes it feel slightly less Pokémon-esque. Pokémon GO has always been a social game, despite initially lacking some vital elements. It has gradually been getting better thanks to Raid Battles which require co-ordination with other players if you wish to succeed, but the true spirit of Pokémon’s connectivity is still sorely missing. Trading is going to be hard to implement and we imagine that Niantic is taking its time, but it has to happen at some point.

Story

A strong, engaging story is always a good thing. It’s something that Pokémon GO has been moving towards with concept of Special Research, but full story elements would be an interesting inclusion. Of course, the concept of Pokémon GO does not lend itself to a narrative-focused game akin to Pokémon Ultra Sun & Ultra Moon, but there’s still scope to include some key plot lines and story goals.

One potential idea is to have a week of ‘Team Rocket’, where all the gyms are taken over by AI Team Rocket members and need to be defeated. Events like that could make the game seem more fun, and encourage users to continue playing. They will also tie the game in more tightly to the core Pokémon universe. Given the sheer volume of characters and storylines featured in the Pokémon TV series, the sky really is the limit here.

Shiny

While Shiny Pokémon are a great thing to include in the game, the gradual dripfeed of them doesn’t make much sense. Having all Pokémon available as shiny versions would be better. They can still increase chances for Community Days and events, but having them only be available for 2 dozen of the almost 400 Pokémon currently available just doesn’t really work, at least in my opinion.

What Main Series Pokémon Can Learn From Pokémon GO

Simplicity

Let’s face it, Pokémon has become far too complex. Even though it has always been a bit complicated, the games don’t really explain things to new players all that well. Mainline games often don’t even explain the basics – such as how to save – unless you wander around talking to random people, but conversely, the tutorials at the start of each mainline game are somewhat intrusive; a balance clearly needs to be found here.

Before you get too annoyed, I’m not suggesting the battle system needs to change, but for a new player the whole thing can be so daunting – the EV and IV system especially. Any way to make that easier to get into without killing the battle system we all know and love would be very beneficial; Pokémon GO’s success is down to the fact that it’s so easy to grasp what’s going on. I imagine a great many people who got into Pokémon via the smartphone game will have been totally and utterly intimidated by the mainline Pokémon titles.

Capture

One of the saddest things I observed watching my nephew play Pokémon on 3DS was the capture process. Rather than do it with the buttons, he tried swiping the top screen of the console, just like in Pokémon GO.

So, how can this be remedied? It could be done with a simple – preferably optional – change to the capture mechanics. On Switch, why not have a small mini-game where you can throw the Poké Ball like in GO, either with touch screen portably or using the Joy-Cons? Maybe the game could award a small bonus for doing it this way. Obviously Pokémon GO simplifies the whole process to the point where there’s no real combat with the ‘mon, and we don’t want the mainline games to become quite that basic, but there’s a middle ground here, surely.

Events

Something I’ve seen in the community lately is about how “Pokémon has died” due to less people playing after launch. Whether or not that is true, the event structure seen in Pokémon GO would be an interesting inclusion.

While online competitions and distributions do help keep the games alive in people’s minds, more in-game elements would help keep engagement. Have special swarms of Pokémon, special bonuses and so forth. To be clear, I don’t see that including micro-transactions, but rather elements that will keep players coming back to the games for more than just competitive battling.

Do you think Pokémon GO and the mainline Pokémon games can learn from one another? Let us know your own thoughts by posting a comment below.