Posted on Leave a comment

Yonder: The Cloud Catcher Chronicles Is “Coming Soon” To Nintendo Switch

Back in February, an Amazon listing suggested that Yonder: The Cloud Catcher Chronicles – an open-world action adventure game from Australian studio Prideful Sloth – was potentially arrivng on Nintendo Switch in March. Well, it’s now official, with confirmation that Yonder will be available digitally for $29.99 on the Nintendo eShop alongside a physical retail edition priced at $39.99. No word on an EU-friendly version, or an official release date, just yet.

Coming from a studio featuring veterans from Activision and Rocksteady, the Switch version of Yonder will include all the farming, crafting, cooking, brewing, fishing and exploration of the main game along with a brand new photo set to debut on Nintendo’s handheld consoles. Check out the trailer above for a glimpse of what’s to come.

What do you make of Yonder? Does this open-world paradise pique your interest? Share your thoughts with the NL community below…

Posted on Leave a comment

Poll Data Suggests Switch Owners Are More Into Mobile Games Than Their Console Friends

Do you love Nintendo Switch? Of course you do, you’re on Nintendo Life, after all. But do you love a bit of gaming on your smartphone or tablet? An ongoing poll by game market research firm EEDAR (Electronic Entertainment Design and Research) suggests Switch owners in North America are far more invested in both forms of portable gaming their those that own PS4 or Xbox One.

In a post on GamesIndustry.biz, senior analyst Matt Diener says Switch owners are happily finding a duality between the two. “They’re also more strongly engaged with mobile games than the average North American mobile gamer,” he reveals. “In other words, Switch owners are still heavily engaged with games on their phones and tablets despite owning the most portable HD console currently available.”

The data is taken from EEDAR’s own PlayerPulse tracker – an ongoing survey that polls 1,500 active North American gamers per month about their habits – and shows only 38% of Switch owners avoid mobile gaming altogether (compared to 44% that do the same on other consoles). Switch owners also spend more than their console-owning counterparts. Flashing that cash, eh?

What do you make of this poll data? Do you still invest in mobile gaming for more casual titles while using Switch for bigger time sinks? Let us know below…

Posted on Leave a comment

Video: The Latest Trailer Proves Detective Pikachu Is No Ordinary Pokémon

Detective Pikachu – the Nintendo 3DS mashup of crime investigation and talking Pokémon – is a mere 10 days away, so Nintendo has launched yet another trailer to get you in the mood for some portable sleuthing. This one is all about the titular investigator, and gives you a little insight his quirky personality and unconventional detective practices. If we’re honest, the hat has us sold already.

In the meantime, you can check out Ryan’s hands-on preview of the game right here, or enjoy it in moving picture form below via Alex’s lovely video preview:

Are you planning on picking up Detective Pikachu on Nintendo 3DS on 23rd March (it’s out the day after in Australia). Let us know below…

Posted on Leave a comment

There’s A Secret Way To Access Your Twitter Feed On Nintendo Switch

Nintendo has just rolled out update 5.0.0 for Nintendo Switch, adding in many a new or tweaked feature. One such addition is the ability to add friends connected to you via Twitter or Facebook, and it’s come with a rather handy backdoor if you’re looking to access your own Twitter feed from your Nintendo handheld.

One Nintendo Switch user discovered the loophole while connecting their Twitter account to their Switch. You’re automatically taken to the console’s basic browser in order to authenticate the sync, but if you tap on the Twitter log at any point you’ll go straight to your actual feed. It’s pretty basic and hardly user-friendly, but it really works (until Nintendo quietly patches it out, that is).

What do you make of the new Nintendo Switch update? Have you had a cheeky check of Twitter on Switch? Let us know below…

Posted on Leave a comment

Your Switch Now Knows What Colour Your Pro Controller Is

The latest firmware update to version 5.0.0 on the Nintendo Switch isn’t as dramatic as many people were hoping, but there is one new feature that you should definitely take a look at.

As you can see in the video above, the Switch is now clever enough to recognise what colour grips your Nintendo Switch Pro Controller is sporting, whether it be the standard grey, the Xenoblade Chronicles 2 special edition, or the Splatoon 2 version which is obviously the best.

Some clever bodkins have already bundled together a Windows application that allows you to change what colour your system sees your Joy-Con as (see the white examples above), so we imagine it’s only a matter of time before customised Pro Controllers get the same treatment. Has this feature alone made version 5.0 worth it for you, or are you still left wanting? Let us know in the comments below.

Posted on Leave a comment

Review: Midnight Deluxe (Switch eShop)

Midnight Deluxe is a swift follow-up to last year’s slight Switch eShop platformer, 36 Fragments Of Midnight. While it looks nigh-on identical, however, it’s actually a very different game indeed. If 36 Fragments of Midnight was a fairly traditional bite-sized 2D platformer, Midnight Deluxe has more in common with the kind of 2D arcade golf games you might have played on mobile.

You’re still controlling Midnight, who is essentially a white square with a smiley face. And you’re still bouncing around hazard-strewn levels, avoiding buzz saws and spikes. But this time Midnight is less a free-moving platformer character and more a sentient golf ball, launching from a standing start in whichever direction you choose to punt him/her. Movement is handled holding A, dragging out a flight arc with the left Joy-Con thumbstick, and then releasing A.

If you’re playing in handheld mode you can utilise Switch’s touchscreen by literally dragging out a flight path yourself. This feels more instinctive than the physical control method, although it requires you to either put your hand over an important area of the screen or else divorce the angle guide from Midnight altogether, which makes it trickier to judge things. Whichever method you choose, a released Midnight will fly off at the appropriate angle, bouncing off level furniture as physics dictates. Midnight’s blocky shape needs to be taken into account here, as you might find yourself springing off surfaces at a slightly odd angle or sliding rather than rolling down a hill.

The goal, as with any golf game, is to get the ‘ball’ in the level-ending hole with as few hits as possible. You can take as many swipes as you like, but you’ll only get a star rating (from one to three) if you’re efficient. While Midnight Deluxe’s controls and premise are simple, we find it doesn’t quite have the right degree of tactile precision that such games require. Judging the correct level of power is a little tricky in certain occasions. It comes down to the fact that the process of extending and contracting Midnight’s aiming guide feels jittery and imprecise – especially when the difference of a millimetre in any direction can lead to wildly varying results as you careen through the level.

The game’s level design doesn’t help here, rapidly ramping up to provide brutal insta-kill assault courses that will have you restarting again and again. It’s good that this can be done quickly with a simple press of X, but when it feels like you’re essentially doing the same basic thing repeatedly until you stumble across the necessary weighting and angle, it gets a little tiresome. Quite why the developer would draw attention to these finicky controls by hurrying you along in some of the levels we’re not sure. Certain stages will set a large boulder rolling towards the hole, leading to an undignified scramble and more restarts.

It all looks quite pretty, though. As with the preceding game, there’s an attractive (if hardly original) silhouette style that lends the game a feeling of class. Admittedly, this chimes more with 36 Fragments of Midnight’s platformer world than a casual golf game, but there’s a certain appeal to the incongruity of it all. Incongruous is probably the word we’d use to describe the game’s mournful piano soundtrack, too. It hardly screams ‘fantasy sport’ at you, though it does lend the game a certain zen-like appeal.

All in all, Midnight Deluxe is an interesting repurposing of 36 Fragments of Midnight’s assets, and the result is a lot more substantial. We applaud the developer for taking its fledgling series in a completely different direction, though the results lack the necessary kind of tactile joyfulness that such casual sports games really need to thrive.

Conclusion

Despite appearances, Midnight Deluxe is a completely different game to 36 Fragments of Midnight before it. While it’s a solid enough casual golf game, however, it lacks the precise control, generous level design and joyful spirit of the best examples of the genre.

Posted on Leave a comment

Feature: The Tragic Story Behind The Man Who Helped Create Tetris

Chances are, you know the name Alexey Pajitnov. Arguably the most game game designer to come out of Russia, he gave the world Tetris, which is regularly referred to as one of the greatest video games of all time.

However, the name Vladimir Pokhilko might be less familiar – despite the fact that he is often credited as co-creating the game alongside Pajitnov, and would later work with him on other video games. While Pajitnov continues to live off the fame of his most famous creation, Pokhilko has faded into history.

Pokhilko was a Russian academic and a clinical psychologist whose work included using puzzles as psychological tests. He was a close friend of Pajitnov’s, and when he was shown the concept of Tetris, he convinced Pajitnov that it would make a perfect video game. Pokhilko helped shape the final product, and post-launch used the puzzler to conducted clinical psychological experiments.

However, due to the political climate in Russia at the time, neither Pajitnov nor Pokhilko were able to make any money off the game. Because it had been created during work time on state-owned equipment, Soviet authorities demanded the rights to the title, which were duly transferred to the state-owned company Elektronorgtechnica (ELORG).

The story of how Tetris became the hottest property in video games – and created a massive legal bust-up involving the likes of Nintendo, Mirrorsoft, Sega and Tengen – has been covered many, many times in the past. Deals were conducted by Dutch businessman Henk Rogers, who would work with Pajitnov and Pokhilko to establish AnimaTek, a Moscow-based 3D software company. This venture gave the pair the means to generate their own capital away from the state-owned Academy of Science of the Soviet Union, and Pajitnov continued to search for that elusive Tetris successor. 

Games like Welltris, Hatris (which Pokhilko co-invented – he’s even included as a character in the NES version) and Wordtris couldn’t replicate the critical and commercial performance of his breakthrough hit, however. 1990’s Faces – co-created with Pokhilko – was also given a lukewarm response. 

In 1991, Rogers convinced Pajitnov and Pokhilko to leave Russia and move to the US, where they established an AnimaTek studio in San Francisco. Two years later saw the release of aquarium sim El-Fish – a moderately successful PC title – and in 1995 they produced the FPS Ice & Fire together.

In 1996, the Soviet hold on the rights to Tetris expired and they reverted back to Pajitnov, finally giving him the chance to make some money from his most famous creation. Pajitnov and Rogers formed The Tetris Company, which continues to oversee the game’s licensing to this very day.

Sadly for Pokhilko, the outlook was less positive. He was left at AnimaTek, a studio which was struggling to keep its head above water. To make matters worse, economic problems in Russia – where most of the company’s staff were based – began to apply even more pressure.

While his friend and former business associate Pajitnov was beginning a new chapter in his life which would bring the wealth and recognition he had been so cruelly denied following the initial success of Tetris, Pokhilko’s story was about to come to an abrupt and tragic end. On the night of September 21st, 1998, Pokhilko used a hammer and hunting knife to murder his wife Elena while she slept. He then killed his 12-year-old son Peter using the same tools. Pokhilko then slit his own throat with the knife and was found by the police on the floor of his son’s bedroom. 

A note was discovered at the scene, the contents of which were not disclosed until 1999. It read: 

I’ve been eaten alive. Vladimir. Just remember that I am exist. The devil.

It has been reported that Squaresoft showed up the following Wednesday at AnimaTek’s offices, ready to pay $200,000 for the company’s services – money that could have eased the company’s problems and Pokhilko’s suffering.

Pokhilko’s actions have no doubt resulted in his contributions to video games being airbrushed from history. Tetris is, after all, the perfect rages-to-riches tale which proves the endurance of the human spirit. However, while Pajitnov was able to eventually regain the rights to Tetris and gain his just reward, his friend and co-creator Pokhilko was left behind to run a failing company which would eventually drive him to the brink; without him, we may not have had Tetris at all, and without Tetris, would the Game Boy been as successful?

Thanks to Nintendo Life contributor and all-round good egg Chris Scullion for bringing this tale to our attention. If you don’t follow him on Twitter already, you really should.
 

Posted on Leave a comment

Feature: SNES-Style RPG Hazelnut Bastille Coming To Switch With Secret of Mana Composer In Tow

After being teased as ’fairly likely’ on social media in February, developer Aloft Studios has officially announced to Nintendo Life that Hazelnut Bastille, a game inspired by the golden era of SNES classic action RPGs, is planned for Switch.

Here’s what we were told:

The timescale for this release will either be simultaneous with our PC / Mac / Linux release, or following some months after, as funding and development time ultimately allows, but we would very much like to see a release across all four of our starter platforms if it proves possible!

Hazelnut Bastille, for PC, Mac, and Linux, and now Nintendo Switch, is a lush, topdown metroidvania in a 16bit JRPG style, which seeks to continue the great lineage of superior design from the mid 90’s- the moment in time when mainstream 2D titles reached arguably their greatest level of refinement, in titles such as Super Metroid and Link to the Past. We seek to emulate this period in most ways, from graphic presentation, to audio production, to general level design philosophy. Hazelnut Bastille tells the story of a young woman who travels to a foreign shore on the outskirts of her world, in order to seek out the promised gifts of mythological ancients, in hopes of retrieving something which was lost to her. On the way, her story becomes irrevocably intertwined with the lives of those living in this far off land.

In addition, legendary Secret of Mana composer Hiroki Kikuta is on board, contributing to the soundtrack. 

Hiroki Kikuta, age 55, is joining us as a celebrity guest composer . He is an acclaimed Japanese video game composer, best known for his work at Square, which he joined in 1991. He was the lead composer for Secret of Mana, Seiken Densetsu 3, Sōkaigi, and later Koudelka, for which he also acted as producer and concept designer at his own company, Sacnoth. 

Kikuta-San had this to say:

Hazelnut Bastille is a wonderful looking retro-style game! I’m looking forward to being a part of it and hope we can create music that lives up to the rest of the game and everyone’s expectations!

We talked exclusively to developer Aloft Studios about the project and the collaboration with Kikuta-San. 

Nintendo Life: Could you introduce yourself?

Dennis Varvaro: I am Dennis Varvaro; I am a 31-year-old architect and architectural historian focused on ancient classicism, and contemporary construction based on pre-20th century movements. I have also recently been employed producing architectural renderings and game asset commissions. I have led a double life, and have also had my hand deeply planted in the world of game development, specialising in art assets and design, for about 10 years now. Architecture for me started as a way to stay involved in a wide range of disciplines, and my growth as an indie game developer has only driven that goal to a relentless pitch! 

Is this your first project? 

Dennis Varvaro: Being an indie developer is a bit like being an aspiring prize fighter. In the early days, you are going to get your face pounded on a regular basis. If anyone rises, you can be sure they’ve been through a real ringer getting there, whether they admit it or not. Mark Harbaugh and I each have more than a dozen projects in our past, as we climbed the ladder developing the full background and skillset necessary to realise a project of this scope. Some of these were three month prototypes taken on as feasibility studies, and others were year-long passion projects. In the early days, there was usually something critically wrong with the approach, which taught each of us about the thousand pitfalls. We each have the benefit now of these years to help us make informed decisions about project management, and the foundational skills developed over that time as well! Our most recent small project was our Ludum Dare 40 entry, Running with Scissors, where we managed to place 2nd of 6175 in the 72 hour category! We fully recommend the LD competition to other devs out there, it was a an ultra-positive experience in every facet!

How did the team come together? 

Dennis Varvaro: Mark and I have been active in a small community for indie developers for around 5-6 years each now, created by a mutual friend, “Develteam.com”. The site started as a program to connect lone indie devs to larger collaborations, but that premise actually seemed to generate more unhealthy behaviours than positive interactions, so the site gradually grew to be more community-focused. Mark and I both loitered around as we worked on our own personal projects for years, gradually becoming friends. We had both abandoned the premise of the site ages ago, and were not looking to team up with anyone anymore, but one day Mark mentioned taking on a “Summer project”, and we conceived the idea together that later grew into Hazelnut over time. It is sort of the plot of a cheesy ’90s love story set in Seattle. 

Shannon, our main composer working alongside Hiroki Kikuta, joined a year later, after we put out an ad. We compiled a giant list of portfolios people posted online, and folks who had responded directly, and did an exhaustive study of everyone’s work and capabilities, around 200 folks to start. There were around 8 or so who had a background with a strong connection to the type of sound we were looking for, and we ultimately offered some money for a few people to try their hand at it. While each of the folks was pretty spectacular in their own domain, Shannon’s work effortlessly hit the mark with minimal feedback. We are quite lucky to have found someone with such a developed background with 16-bit soundfont music, with an intuitive sense for the Romanticist character at the center of the SNES era of compositions. 

A big part of what makes collaboration between indie developers even viable is having an established relationship. It is nearly impossible to join up with perfect strangers and form a stable development cycle. Our advice for anyone finding themselves in a similar situation, but without a close real-life partner is to immerse themselves in communities of people also focused on indie-development, and to network as much as possible to find talented, like-minded folks you jive with. Take on very small projects with your new collaborators to feel out a new relationship, and eventually you can find a strong fit! 

What was the inspiration for the game?

Dennis Varvaro: For the setting of the story, we are partially drawing on some of the settings of JRPGs like Chrono Trigger, Secret of Mana, Final Fantasy 6, Alundra, and a host of others. Hiroki Kikuta has mentioned in the past that his own music has sprung from his relationship to places he has visited, like the Fiji Islands. I myself have a personal connection to the eastern Mediterranean region, as the site for all of the foundational western cultures and architectures, from Ancient Egypt and Greece, to Rome and Italy, and Byzantium. These places, with their sun-bleached layers of history built on the foundations of yet more history, their blue agave plants, wild lemon trees, red cliffs mounted by colonial Greek temples, hold a certain romance for me, and have shown up repeatedly in my own past game projects. 

The title “Hazelnut Bastille” has a few dimensions to it. The word Hazelnut is a simple reference to the trees of the real world setting that partially inspired the game world. It produces positive mental imagery, which describes one major dimension of the game, but also has a large bit of dissonance with the second word, Bastille, which in the general sense is telling us this land and its buildings are a sort of fortress to be broken; this dissonance also hints at the the central conflict of the story… there is trouble in paradise. Finally, there is an event later in the story that also calls back to the literal French Bastille and the event that makes it significant. 

Could you outline the story for us?

Dennis Varvaro: Hazelnut Bastille tells the story of an accidental heroine who has traveled to a foreign land, to seek out the knowledge of a fabled race of long-dead ancients, on the promise that she could regain something critical that was lost to her; I think if you know a little Jung and / or Joseph Campbell, you can sort of feel out where this is going, but we won’t spoil it!

Our heroine arrives on the island just in time for the funeral honoring the loss of a great and peerless hero. After a bewilderingly unlikely series of events, she vows to take up the mantle of this same lost hero, but unbeknownst to everyone present, her motives are her own. Over the course of her journey, her life becomes inextricably interwoven with the lives and stories of the people around her, and while she is pressing ever closer to her goals, she learns about those sharing her story, and what life experiences brought them to this same place. 

We tell a heavily character-driven story which has both a grand sweeping arc, and a human scale narrative which deals with themes like social acceptance, community, ethical systems in conflict, and the process of creating a new life after experiencing major upheavals. 

Hazelnut Bastille takes inspiration from the SNES classic action RPGs, but what does it offer that is new or innovative? 

Dennis Varvaro: I’d say the biggest thing that differentiates Hazelnut Bastille from the actual 16-bit games is the climate it is being released in. A lot is made of the difficulty of the 8-bit era’s games, but a lot of that difficulty is left over from the arcade era of quarter-munching, where the player would be punished arbitrarily, or for being ignorant of what was on the next screen. Players today aren’t fond of this style of design, because it is simply about working out the quirks of a particular game, rather than actually winning a contest of skill. The 16-bit era walked a lot of this back, and designers were too afraid to lose players, and started holding their hands sometimes. The puzzles of A Link to the Past are all very tame, and the game at times tells the player exactly where the next dungeon is by marking it on the map! Recently though, there is a new philosophy about game difficulty: players are craving a challenge, as long as that challenge is fair, and they are provided the tools and knowledge to succeed. So Hazelnut Bastille is actually quite a difficult game, even compared to the 8-bit era. The puzzles get quite involved after a while, after we have provided the player with enough lessons. We lean on the same teaching methods which were canonised in the 8 and 16-bit eras, but we add some really difficult chapters toward the end, because modern games have faith in their audiences now, and this is a good thing. And at the end of the day… well there is the internet if someone really gets stuck! 

We also have tools embedded in the game for customising your play-style. Certain items or modifiers lend themselves to various approaches to the game’s combat situations, and generally in most enemy fights, there isn’t one definitive right answer in the item arsenal; this time, it is less about, “Oh, this is the guy where you pull his mask off with the puller thing, or knock these guys over with the hammer”, and more about letting the player solve the problems from their own perspective. So you are in a room with narrow passages where the enemies are pretty clingy. Do you block their path? Repel them? Stun them? 

Beyond this, the way the item-trading mechanic weaves the player into the story feels pretty new to us (we can’t think of an instance somewhere else, but it is probably out there). The story itself is a bit bolder and more confident in the risks it takes than the sorts of stories you would generally see from that time period, and while it is also embedded in a campy setting, it deals with fairly heavy issues. 

How did you approach the art style? 

Dennis Varvaro: A major goal of the visual style as it pertains to gameplay is clarity. It was a big feature of the 16-bit era, and something we found well worth emulating. In this style of art, there is extra emphasis on well-defined contours and edges, and shaping visual tiles to collision bounds pretty closely. A scene is supposed to be readable from the perspective of instantly identifying where the collision bounds are, and cataloging all of the threats and active elements on screen at any given time. 

This art style seems to most readily suggest story sequences in the same spaces as gameplay, so most of the story advances as dialogue sequences between the characters on screen. We also have some cinematic slide- show-like sequences as well (Think the opening of Super Metroid: “The Last Metroid is in captivity, the galaxy is at peace!”)

It’s clear that being faithful to the era is important. Why is the genre so special to you and the team? 

Dennis Varvaro: Part of what I think made the 16-bit era so special at the time was that it was the only game in town. Everyone was focused on developing these pixel art sprite-based experiences, and they had been at it a solid 10 years by then, and had built up a library of best practices and design tricks. Constraints are very often a powerful tool for creativity and refinement, and that was definitely true of the early-to-mid ’90s. The best examples from that time are like literal textbooks of exactly what you want to do to make the best experience possible in those settings. Very seldom does that level of refinement in level design and overall design ever get seen again, and almost never in a 2D setting. Super Metroid is probably still, all these years later, one of the best three Metroidvanias ever. A Link to the Past is what most consider the undisputed king of topdown 2D adventure design. Those days brought us Chrono Trigger and Secret of Mana and Final Fantasy 6 (and apparently Square-Enix has shamefully forgotten what pixel art even looks like in their recent re-releases, but this is another matter). 

Developing a game rooted in this era is a powerful opportunity for a number of reasons. Working under the same constraints of that time art and design-wise is a great tool for keeping us focused, and prompting creativity through constraints. It is also an opportunity to dive deeply into studying those games from a deep mechanical perspective. Every time we reach a problem, we go back to the precedents to really study how exactly they approached the same problems, and it is making us better designers, because it is increasing our level of understanding for why those stellar games were built the ways they were. 

And also… they are just freaking cool. The crisp visuals, the synthetic-yet-symphonic soundfont music, the super-focused player experience… nothing like it! 

We noticed some of the effects and sprites are pretty impressive, as well as putting a demo out last year to get user feedback. Is there anything that modern resources have allowed you to include or experiment with? 

Dennis Varvaro: One thing that anyone who studies the techniques from the 8 and 16-bit eras should remark on is that those games were all miracles of storage and efficiency. Oftentimes not a single Kb was wasted, and every single tile on a 128×128 sheet was utilised. Frankly, it is nice to be able to do this stuff and have some breathing room, not having to worry about what tiles we can afford to keep… we can have as much art as we want! We can have as many tile-sets, as many animation frames as we want, and that alone changes the look of the game slightly as compared with the actual 16-bit era. While we are striving very much not to do anything that strictly couldn’t be done in those days, we do take some conventions from that time and use them more extensively. For instance, the SNES hardware really struggled with transparencies, but we use them a fair bit more liberally. With the level-editor we built, we also make much more extensive use of layering in scenes than you would see on the SNES, oftentimes making use of 6 distinct levels of depth in a scene, and each of these being built from textures which are consolidated from multiple layers themselves. This tends to give Hazelnut a much more organic and feature-rich backdrop than would be typical of the era. We also slightly cheat with modern techniques while creating certain effects, such as the lightning arcs you can see in some our our clips and images. Even while doing things which we know would be a bit outside what the actual SNES hardware could cope with, we strive to keep the rendering style of these effects strictly within the range of what could actually be rendered. 

And as mentioned, using demos partially as a design tool is an invaluable resource. Being able to connect with our users and instantly put a vertical slice of the game in their hands, to see what happens cannot be overstated in its impact on our process. 

It must be a dream come true to work with composer Hiroki Kikuta. How did the collaboration come about? 

Dennis Varvaro: It is pretty surreal for me, not going to lie! I played Secret of Mana as a kid. I also had sheet music from Secret of Mana which I played on the piano, while developing my musical background. I had this thing in my mind, where all the folks who worked on those games back then were in this “bin”, that existed in another reality. Sort of like you can watch footage from WW1, and you will never meet a single person with direct experience of the event, so it feels significantly less “real”. We all knew that kid who had “an uncle that worked at Nintendo” (who was really just a clumsy fiction to lend weight to their speculations about the next Mario game). The idea to me that not only would I later meet someone from that era of games, but work alongside them, after having worked in a totally different field even, never once occurred to me. 

As noted above, as we were digging through the horde of super-qualified folks who applied to join us as the composer for Hazelnut, I remembered a few folks who had contacted us months back. They were scouting agents representing some established professional composers we hadn’t given much thought earlier. But when I looked through the rosters for a few, there were some classic names standing out. When I realised that Jayson Napolitano was representing on his Scarlet Moon label an actual figure from my childhood, who was also an undisputed master from the 16-bit era, we took the chance to reach out, and now here we are a year later! 

When can we expect Hazelnut Bastille?

Dennis Varvaro: That… is a very good question! It is infamously difficult to judge with indie projects like this… we have all seen projects telescope before, and some of the most responsible developers of the past years have missed their projections by 4 years+. We don’t plan to go off into the bush for that long, and we have a fairly focused schedule. We have been developing full time for 2 years now, and we plan to have it out by mid-to-late 2019 at this time. We will continue to be active on our media platforms like Discord, Twitter and Reddit, and share milestones as they come, so interested folks will be able to follow development all the way through! We will share as much as we can without spoiling some stuff that is better left experienced firsthand! 

We would like to thank Dennis for his time.

Posted on Leave a comment

Mysterious Sci-Fi Platformer Planet Alpha Is Heading To Nintendo Switch This Year

Team17 has announced a partnership with Danish indie developer Adrian Lazar to bring Planet Alpha to Nintendo Switch in 2018.

Planet Alpha is an atmospheric side-scrolling platform adventure game which combines fast platforming, creative puzzles, stealth mechanics, and a visually striking art style. Waking up on a strange alien world that is home to many mysterious, exotic flora and fauna, you are tasked with exploring the world around you, uncovering the ability to rotate and control the planet as you do so.

Development on Planet Alpha initially began in 2013 with Lazar working on the game solo in his spare time. Since then, though, he has recruited a small international team to support development and now has the backing of Team17 to publish the game, too.

“Planet Alpha is the work of passion of a small but very ambitious team. We are building something special and we’re putting everything we have into it. Developing the game for over 4 years has been a roller coaster, so when we looked for a publisher we were very selective.”

No precise release date has been announced for the game just yet, but we’ll be keeping an eye out for this one when it arrives sometime later this year. Is this game going on your wishlist?

Posted on Leave a comment

Witch and Hero 3 Arrives On 3DS eShop In Europe This Week, North America “Very Soon”

CIRCLE Entertainment has confirmed that Witch and Hero 3 will arrive on the 3DS eShop in Europe on 15th March, with an asking price of €3.99.

Concluding the trilogy of releases on 3DS, this retro-style action game shakes the series up slightly with the addition of the ‘Little’ Hero, who joins the Witch and original Hero in fighting evil. The two Heroes are physically strong and will keep fighting no matter how many times they’re beaten, but the Witch is vulnerable and even weaker in stone form; if she goes down the game is over. You must make sure to use each character effectively to take down the various evils present throughout the campaign.

A North American release date is still to be confirmed, although CIRCLE has stated that the game is coming “very soon”.

Will you be giving this final entry to the trilogy a try? Let us know in the comments below.