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Nintendo Will Freely Provide Cardboard Design Patterns For Labo

It’s pretty safe to say that nobody expected Nintendo’s announcement today of the new Nintendo Labo initiative, turning the Nintendo Switch into a decidedly more toy-like piece of kit. One of the main concerns expressed after the announcement was the durability of Labo; cardboard is a rather brittle substance, and it likely won’t take much to break it. Fortunately, Nintendo has thought of this, and has thought of an easy way to sidestep this problem.

IGN France confirmed that Labo Kits won’t actually be required to play Labo games, the cartridge or download will be all that you need. Cardboard design patterns for the various games will freely be provided online, meaning that you can replace or build parts with just about any material, provided you’re crafty enough. Here’s what was said by Nintendo:

Note that the kits will not be mandatory – although the cartridge is needed – since Nintendo plans to offer the cardboard design pattern for free for aspiring builders

What do you think? Will you be getting Labo? How do you think it’ll do commercially? Share your thoughts in the comments below.

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Feature: Nintendo Labo Shouldn’t Be A Big Surprise, Nintendo Is A Toymaker First And Foremost

No doubt the recent reveal of Nintendo Labo came as a massive surprise to many who were expecting the Japanese veteran to reveal something like Virtual Boy 2 or finally have the ill-fated Vitality Sensor brought back to life for Switch, but when you put down that pitchfork and really stop to think about it, it’s actually one of the most Nintendo-like things Nintendo could have possibly done.

While on the surface it might be easy to dismiss Nintendo Labo as a gimmick aimed at kids, when you think about their intended audience – families – the idea makes perfect sense. While the concept of Nintendo Labo is unlikely to get your pulse racing if you’re a purebred gamer, it’s probably something that only a company such as Nintendo with its roots as a toymaker would have come up with.

Nintendo was making toys for years before video games came along; indeed, some of its most significant successes in the post Hanafuda era were toys and gadgets, both mechanical and electronic. Nintendo Labo is, in many ways, the natural successor to these toys.

In honour of Nintendo Labo’s announcement, we’ve cherry picked some of the weirdest and most wonderful toys that Nintendo made during the 1960s to the 1980s before the Kyoto company entered the video game market.

Rabbit Coaster – 1964

Nintendo’s first entry into the realm of toys was the interestingly-named Rabbit Coaster in 1964. The idea was simple, but compelling. Kids would place little capsules on a track which would roll down a twisty slope to see which capsule would reach the end first. Many variations of this toy were made over the years including one with a monster resembling King Kong. Even before Donkey Kong, Nintendo was obsessed with the giant ape!

My Car Race – 1965

My Car Race was Nintendo’s first electronic toy and in a way it was like the aforementioned Rabbit Coaster on steroids. Electricity was used to power a conveyor belt that would move plastic cars placed on it to the top of the track. Who would get to the finish first?

Ultra Hand – 1966

A special mention has to go to Ultra Hand as it was devised by none other than Gunpei Yokoi, creator of the Game & Watch, inventor of the D-Pad and original designer of the Game Boy… yes, that Gunpei Yokoi. Anyway, the Ultra Hand was just a extending arm that reached out to let you grab objects from far away. While it sounds simple, it was very compelling to many a Japanese child in the swinging ’60s and became one of Nintendo’s best selling toys. As a strange factoid, Nintendo would later release Grill-Off with Ultra Hand! For WiiWare which demonstrates how fond it is of this particular toy.

Love Tester – 1969

Just as the ’60s Summer of Love was drawing to a close, the old romantic Gunpei Yokoi created a toy affectionately known as the Love Tester which could apparently calculate if two people actually loved each other. The idea was that the happy couple would hold hands and in the other hand hold one end of the Love Tester; a harmless electrical current would be passed through them. We’re not sure that a simple measurement of how conductive two people are actually determines if they love one another, but you have to give credit to Nintendo for the marketing effort here.

Ele Conga – 1970

One of the most fun Nintendo Labo toys is undoubtedly the piano set, but back in 1970 Nintendo was making a different kind of music with Ele Conga. This drum-like device was concocted by Gunpei Yokoi (yes, him again) and it made electronic sounds when drummed. It sounds rather cool to us, but it was a bit of a commercial flop at the time. You can’t win ‘em all, Gunpei.

Paper Model – 1974

Long before Labo was a twinkle in the Big N’s eye, Nintendo had a large range of paper models. In these kits you’d get various cardboard pieces and follow instructions to make things like cars and planes, depending on the theme of the kit. Sounds very Labo-like, doesn’t it? Around 40 of these model kits were made and they appear to have been quite popular at the time. This could be seen as the real forerunner to Nintendo Labo.

Duck Hunt – 1976

Nintendo had released quite a few light gun games by this time under Gunpei Yokoi’s careful watch, with Duck Hunt perhaps being the most popular of them. The package comes with a projector and a light gun which is battery powered. The device would project images of flying ducks on to your wall and was clever enough to detect when you hit one. Just watch the video above, it’s pretty amazing tech for its day really. Without this we wouldn’t have had 1984’s NES launch game Duck Hunt, of course.

Crossover – 1983

We’ll finish off our round-up of classic Nintendo toys with one of the rarest and indeed the last non-electronic toy to be made by Nintendo. Crossover was another Gunpei Yokoi creation, this puzzle game took the form of a 4×4 grid where players would slide tiles back and forth in order to solve the puzzle. If you have one of these sitting at the back of your cupboard, you might be surprised at how much it’s worth these days.


These are some of our favourite classic Nintendo toys, which ones caught your attention? Let us know if you think Nintendo Labo will continue in this great tradition of toys from the Big N with a comment below.

Thanks to Erik Voskuil, author of the excellent book Before Mario for letting us use the images and videos above. Be sure to check out his book to learn more about Nintendo’s history as a toymaker.

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Hands On: The Future Of Gaming Is Cardboard, Thanks To Nintendo Labo

Whenever an invite is extended to check something new and interesting at Nintendo’s offices immediately after a Nintendo Direct broadcast, it’s easy to fall into the trap of making rash assumptions. Given that it has just been confirmed that Dark Souls is Switch-bound, we took it almost as a given that the hands-on session we’d been booked in for would revolve at least a little around that; other possibilities were the unveiling of the much-anticipated online subscription service, which is supposed to be coming at some point this year. What we actually got was something wouldn’t have guessed in a million years, yet it could be one of the most significant ideas to come out of Nintendo’s R&D labs since the inception of the Switch itself.

Ushered into Nintendo UK’s lavishly-decorated Windsor showroom – adorned with Miyamoto artwork, framed sets of Hanafuda playing cards and even Wil Overton’s iconic Retro Gamer cover featuring some of the company’s most famous characters – we were initially befuddled to discover a large table festooned with art and craft material. The video presentation began to roll, and we were shown a assembly line of cardboard sheets which would eventually become fishing rods, pianos, houses and other toy-like objects. Even at this stage, it felt impossible to shake the idea that this was merely an elaborate stylistic choice; that these cardboard creations would be replaced in the video by fully-fledged plastic accessories, ushering in “Wii Era 2.0”. Just as we were inwardly grimacing at the thought of filling our cupboards with yet more plastic tennis racquet attachments, an anonymous finger fell onto the cardboard piano’s keys. One of the other journalists in the room summed up what we were all thinking with a simple yet perfect exclamation: “No!”

At first sight, it’s easy to dismiss Nintendo Labo; DIY creations like Google’s Cardboard VR headset have perhaps prejudiced us against this cheap and disposable material; however, Nintendo is using cardboard to shape the future of creative play – not just in the realm of video games, but in toys as well. At its most basic Labo is a selection of flat-packed creations – dubbed “Toy-Con” – which are assembled with the aid of on-screen instructions like those seen in Lego Dimensions. These play out on the Switch’s screen and show you step-by-step how to construct these objects, allowing you to rotate the model in full 3D to ensure you’ve got everything slotted in the correct place.

The Toy-Con all make use of the main Switch console and Joy-Con in unique ways. The most basic creation is the Toy-Con RC Car (which is actually a remote-controlled bug-like creature not entirely dissimilar in concept to the Hexbug Nano range of toys) and this takes around 10 minutes to make and uses the HD Rumble of two Joy-Con to move around the room; you control the action with the Switch touchscreen and you can even view the world through the right-hand Joy-Con’s IR camera, sending the bug on secret missions inside unexplored nooks and crannies. Outside of that the potential for competitive play is obvious; one of the demonstrations we took part in was a sumo battle where the last bug inside the circle wins.

At the other end of the scale there’s the aforementioned piano, which is utterly, utterly ingenious. Everything is made from cardboard, right down to the keys which use folded flaps to spring back into place when pressed. The Joy-Con slots into the back, with its IR camera pointed at a small slot just above the rear of the keys. When one is pressed, it pops into view through the slot and reveals small strip of reflective tape – the camera picks this up and plays the relevant note. The same visual trick is used to change the tone of the keyboard, adjust the pinch, record patterns and much more besides; you can even use the slot on the top of the piano to insert a cut-out (created by yourself) which changes the sound of a keypress based on the shape of cardboard.

The first time you witness this, it’s nothing short of magic. You can’t fathom how this primitive cardboard assembly is producing these sounds with such accuracy (despite the promotional video showing it quite clearly). Run your finger down the keys and it plays a perfect sequence of notes; turn the dial on the top-left and the tone of each note is subtly altered. Even when you realise the IR camera is behind all of this – perhaps the best application it’s ever had, in fact – you’ll struggle to withhold your amazement. It’s jaw-dropping stuff, made all the more remarkable by the fact that Nintendo takes delight in lifting the curtain and showing how it’s done; the app even presents you with a real-time read-out which shows the “hit boxes” the IR camera is looking for so you can place the reflective tape correctly. Even when fully constructed, the piano has an easy-to-access flap which allows you to open it up and view how it all works inside; there’s a child-like joy in seeing these tricks revealed.

The only other Toy-Con we got to play with on the day was the fishing rod, which features a clever telescopic design and is a fairly lengthy build. One Joy-Con is inserted into the handle which can be turned to reel in your catch, while the other Joy-Con slots into the bottom of the rod to track how you’re holding it. The Switch slots into a cardboard dock which connects to the rod itself via “line” – the physical line disappears over the top of the screen and appears on the display, creating a surprisingly convincing connection between the real and virtual worlds. When you get a bite a quick flick of the rod snags the catch, then it’s a case of gingerly reeling in your prize without putting too much tension on the fragile line. Sink your hook down into the shadowy depths of the ocean and you’ll pass wrecked ships and larger fishes – including some which can only be lured by first hooking a smaller fish and using it as bait. There’s a degree of depth (no pun intended) here which isn’t immediately obvious at first glance, and all of the Toy-Con models included feature similarly engaging activities and games.

Elsewhere, there’s a house into which the Switch is inserted, presenting a living doll’s house which can be interacted with using special buttons attached to the side (again, it should be stressed that everything is fashioned from cardboard here). The IR-enabled Joy-Con is placed in the chimney and “looks” for reflective tape on the button, causing something to happen on-screen (or, in this example, “in the house”). Another Toy-Con is a set of motorcycle handlebars complete with a turning throttle and string-linked brake pedal; the Switch is mounted to the handlebars and presents a view of the road. Turning into corners is a given, but like Sega’s Super Hang-On, you also need to lean into the tighter bends.

The most basic Toy-Con won’t take long to construct but the piano – the most complex build – could take you almost two hours to complete, depending on your skill level. While the idea of spending that amount of time folding cardboard might not seem all that interesting, it’s incredibly satisfying in practice; a gloriously tactile experience which has universal appeal. Nintendo’s message with this concept is simple; it wants to make “screen time” seem less like screen time. It’s easy to see how Labo can bring families together; the bigger builds are more fun with helping hands. The on-screen 3D instructions are crystal clear and superbly written, shot through with just the right amount of humour, and the sound of tabs slotting home never gets old.

Everything we’ve discussed so far relates to just one of the proposed Labo packs you’ll be able to buy this April. The second pack – which we sadly weren’t able to sample – is more focused and includes a single build, but it’s a doozy. You make a cardboard backpack into which you place your right-hand Joy-Con. This reads a series of reflective markers (like the piano) which are attached to a series of ropes. These in turn are linked to your feet and hands, allowing your real-world movements to be replicated on the TV screen; another Joy-Con is attached to your bonce for head tracking. You assume the role of a massive, Optimus Prime-style transforming robot who stomps around a massive cityscape (comparisons with the ill-fated Project Giant Robot were made by several people in the room). As we didn’t get chance to demo this pack we can’t comment on its depth or accuracy, but the video footage alone had us yelping with excitement.

After the initial surprise had worn off, concerns about Labo as a concept began to swirl and form in our consciousness. While the Toy-Con are expertly designed, with marvelous engineering which ensures that points of stress are reinforced by additional pieces of board, it’s not as robust as plastic and all of these items will have a limited lifespan. However, because it’s cardboard, there’s nothing stopping you from repairing ripped or snapped sections, and while Nintendo UK representatives couldn’t confirm it on the day, it’s highly likely that some kind of spares service will exist which allows you to purchase individual boards and replace broken parts. A key feature of Labo is customisation – the announcement video shows Toy-Con being painted, covered in tape and much more besides – so it stands to reason that Nintendo would want to make it as easy as possible to keep your designs fresh with new (and replacement) boards. Long-suffering parents concerned with how well these items will fare when left into the company of unruly children will no doubt appreciate such a service.

What initially feels like clutching at straws soon gives way to something truly revolutionary; we could happily have spent an entire day mastering the fishing game, while the adorable piano is such a remarkable feat of technical engineering it could easily have been sold as a stand-alone product. The promotional video shows other Toy-Con in action, which hints at more packs in the future and more creations to uncover, but it’s truly stunning just how much content is being included in this initial pack. Many of the builds come with optional extras and once you’ve done with the “play” side of things you can move onto the “discover” part of the game, which adds even more value and playability.

Nintendo, it should be remembered, was a toy company for many decades before it revolutionised the world of video games. That history is glaringly apparent when you look at Labo; this is unquestionably a master toy maker at work. While its rivals clamour to conquer the world of Virtual and Augmented Reality, Nintendo has thrown a curve-ball by creating actual reality; games and toys which, while dependant on hardware such as the Switch and its Joy-Con, become living, moving objects that you can touch, move and interact with. 

Can this cardboard-based concept really find a mass-market audience? How easy will it be to order spares? Will Nintendo open up the idea and allow players to create their own code and manufacture their own Toy-Con in the fullness of time? While we can’t answer any of those questions at this moment in time, we’re still stunned by the inventiveness of this concept and the fact that we weren’t expecting it in all our wildest dreams.

Please note that some of the links below are affiliate links. If you click them and make a purchase we may receive a small percentage of the sale which helps support the site. Please read our FTC Disclosure for more information.

Nintendo Labo will go on sale on 20th April 2018 with a $69.99 price tag for the Variety Kit (Toy Con 01) and $79.99 for the Robot Kit (Toy Con 02).

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Nintendo Announces Labo, A Range Of Interactive DIY Toys For Switch

Nintendo has lifted the lid on its “new way to play” by announcing Labo, a range of interactive toys which you create yourself.

Launching on 27th April, the Labo range currently comprises of two packs, each filled with cardboard panels out of which you can pop-out shapes and construct objects known as Toy-Con. These work in conjunction with the Switch console and its Joy-Con controllers to create a series of unique interactive experiences which blur the line between the real and virtual worlds.

Satoru Shibata, Nintendo of Europe’s President, had this to say:

Our goal is to put smiles on the faces of everyone Nintendo touches. Nintendo Labo invites anyone with a creative mind and a playful heart to make, play and discover in new ways with Nintendo Switch. I personally hope to see many people enjoying making kits with their family members, with big smiles on their faces.

Two kits will launch on April 27th. The Variety Kit contains the Toy-Con RC Car, Toy-Con Fishing Rod, Toy-Con House, Toy-Con Motorbike and Toy-Con Piano.

+ Toy-Con RC Car: Insert the Left and Right Joy-Con into your newly built RC Car and control its movement using touch screen controls on the Nintendo Switch. The HD rumble feature in the Joy-Con controllers will cause vibrations that move the car in the direction you choose. Materials to construct two RC Cars are included.
+ Toy-Con Fishing Rod: Construct the Fishing Rod with an active, rotating reel that is attached by string to a cradle holding the Nintendo Switch console. Catch one of many exotic fish shown swimming on the Nintendo Switch screen by casting your Fishing Rod and unwinding the reel to lower the hook. Once you feel a vibration from the Joy-Con inserted in the reel, you must crank the reel quickly and tug the Fishing Rod upwards to try and complete the catch.
+ Toy-Con House: By inserting various assembled blocks into openings in the sides and bottom of the House, you can interact, feed and play games with a cute creature on the front-facing Nintendo Switch screen. Each differently shaped block is detected by the IR Motion Camera on the Right Joy-Con inserted on top of the House.
+ Toy-Con Motorbike: Insert each Joy-Con into an assembled set of handlebars to drive a motorbike on the Nintendo Switch screen. Pressing the ignition button starts the engine, twisting the right handle activates the throttle, and leaning your body or turning the handlebars left and right controls the motorbike.
+ Toy-Con Piano: After assembling a beautifully crafted 13-key piano and inserting the Nintendo Switch console and Joy-Con, you can create your own music by pressing different keys. You can even insert different assembled knobs to create new sound effects and tones.

The second “Robot” kit only has one model, but it’s a wearable suit:

Create a wearable robot suit, and insert the Left and Right Joy-Con into the designated slots on the backpack and visor to assume control of the robot, which is shown on the TV when the Nintendo Switch console is docked. Enjoy a variety of fun game-play experiences, including Robot mode, where you can destroy in-game buildings and UFOs.

Nintendo is going big on the creative angle here; the promotional video shows Toy-Con customised with paint and tape. To support such artistic endeavours a special “Customisation Set” that includes stencils, stickers and coloured tape will also be available to purchase from 27th April.

Nintendo is holding a series of Labo Workshops where kids, parents, media and “influencers” will get the chance to come together to “make, play and discover”; the more photogenic attendees may even become part of Nintendo’s campaign to promote Labo around the world. Keep your eye on the official Labo site for more details in the future.

Please note that some of the links below are affiliate links. If you click them and make a purchase we may receive a small percentage of the sale which helps support the site. Please read our FTC Disclosure for more information.

Be sure to check out our hands-on impressions of Labo here, and then let us know what you think of the concept by posting a comment.

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Zero Gunner 2 Stealthily Launches On Japanese Switch eShop

We knew it was inbound, but out of nowhere Psikyo’s cult shmup Zero Gunner 2 has appeared on the Japanese eShop. 

It’s a pleasant surprise to see this blaster – which fetches a pretty penny on the Sega Dreamcast – pop up on Nintendo’s console. If you have a Japanese account nothing is stopping you from picking up this utterly brilliant 3D overdose of shmup action right now. Well… nothing except the 864 Yen price tag, of course.

We at Nintendo Life are keeping a close lookout in our shmup sensing radars to see if this unexpected gem pops up in European and American e-stores, as well. For now, all is quiet in the Western front… but we will be sure to update if this situation changes.

Update: Zero Gunner 2 is landing on Europe and USA next week January 25th alongside with Strikers 1945 II.

[via japanesenintendo.com, gonintendo.com]

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Strikers 1945 II Drops Its Payload Next Week On Switch

Nintendo Switch shmup-heads are in for a treat next week when Zerodiv is once again blessing the eShop with another Psikyo classic. 

The follow up to Strikers 1945 will arrive January 25th and it will bring the Lightning and the Shinden back, but the rest of the squad will feature all new WW2 era airplanes: the Ta152 Focke-Wulf, the Hayate, the pride of the Royal Airforce De Havilland Mosquito and the “I can’t believe this thing flies!” Vought V-173 Flying Pancake. 

As silly as that might sound, the Pancake actually fires a devastating homing laser, a perfect WW2-era weapon to take down WW2-era mechs of which there will be plenty in the game’s eight levels. The major addition to this entry in the series is the new charge attack bar that replaces the previous game’s options as your plane’s unique super weapon.

Like previous Zerodiv offerings on the system, Strikers 1945 II will support both regular and TATE mode along with all the usual graphical tweaks such as scanlines. Were you a fan of the original or the series as a whole? Will you be lifting off to fight mechanized horrors once more next week? Do you cringe in your seat every time we write TATE? Bombs away on the comments section below.

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Random: GoldenEye 007 Mockumentary Aims To Be The Spinal Tap Of Video Games

An indie British film company is aiming to create the video game equivalent of Spinal Tap with Going For Golden Eye, which is described as “a love letter to the heyday of the N64 and the rivalries of couch multiplayer”. 

Created by Woodhouse Pictures, the film focuses on the fictional GoldenEye 007 World Championships and follows a bunch of “deluded, cringe-inducing elite GoldenEye players who wonder why the world no longer cares about their beloved game”.

Going for Golden Eye is being released this year on Blu-Ray, DVD and video on demand by Wild Eye Releasing.

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Review: Azkend 2: The World Beneath (Switch eShop)

It might be becoming increasingly difficult to choose between the slew of board-based, connection-style puzzles titles on Switch, as their simple mechanics combined with lower price points make them a good option for casual players. Whether spinning in 360-degrees or siding from left to right, the continuous flow of colours and shapes are as popular now as they are similar. Developer 10tons continues its prolific run of games in this template with its third ‘match 3’ game in as many months, Azkend 2: The World Beneath.

Azkend 2 tells the story of sea faring adventurer Jules, who gets caught up in a maelstrom and becomes stranded in a mysterious new land. Told through chapters of journal entries chronicling her journey, your job is to escape one perilous location after the next with the aid of various objects and equipment found along the way. From here, the familiar ‘match 3’ gameplay kicks in, and you’ll connect hexagonal tiles with symbols ranging from pearls and starfish to dinosaur skulls and tortoise shells in order to build combos and complete the 60 stages of the main adventure. Although the main objective throughout is to turn over all the panels on the game board (more than once in some instances), there are a number of different twists thrown in to keep you on your toes.

On occasion, you will have to break ice or stop bugs that climb in real time from making their way to the top of the board by turning over panels next to them, or lining up hammer symbols to inflict damage. Some level sections are cordoned off by padlocks, which have to be dealt with first. Later, you’ll have to extinguish a fire that rises and surrounds a precious map before you can move on. There are many tiles with individual properties, such as the compass, which can be used to link tiles on either side of it. 

There is a real sense of organic progression to the levels, as the location and different symbols you eliminate have a direct result on the board you are trying to beat, not to mention a sense of urgency that’s more interesting than a plain time limit or reaching a certain score to progress. Once these goals have been met, it’s then a case of getting an item or piece of equipment to the bottom of the screen. Typically, there are three or four pieces of an object to collect before it’s time to move on to the next chapter.

Interspersed with the puzzle boards are single screen levels that require you to search the scenery through a telescope by touching the screen (or moving the cursor) and finding a small specific area. Find them all, and you will be rewarded with either a destructive ‘active’ power up or a ‘passive’ ability, such as slowing down time. It’s worth testing them all out to see which suit a specific stage, so that your load out is more efficient. This becomes more and more useful as the later levels and a difficult medal challenge mode require more customisation and strategy.

It’s a nice touch that the items collected throughout the campaign are suitably themed and integrated into the story, collecting fragments of various exploratory paraphernalia in addition to utilising other weapons such as activating Tesla coils to generate electricity or lighting dynamite to, well, do what dynamite does best. The animation is smooth, the various effects and environments are impressive and there’s a good sense of cohesion to the games overall presentation, and the various attempts at mixing up the formula would have not been as successful if it weren’t for its rich aesthetic outside of the puzzles. The slightly animated illustrated backdrops are both varied and detailed, alongside the decent voice work and predictably grand soundtrack from composer Jonathan Geer.

If Azkend 2 has a weakness, it’s the control scheme. While using the touchscreen is ample and by far the optimal way to play, it’s much less ideal is moving the curser around with the analog stick. When things even remotely heat up, it’s just not accurate or fast enough that you feel fully in control. All in all though, it mostly controls like any other genre title does albeit a tad finicky, and unless you play exclusively in docked mode, you won’t have any huge issues the majority of the time.

Conclusion

Azkend 2: The World Beneath does everything it can to spice up the ‘match 3’ puzzle genre, boasting a narrative thread, power ups to collect and different objectives at every turn. As derivative and repetitive as the core gameplay is, it does a decent job of maintaining your engagement and does reward your efforts. Overall, it should be commended for its sprawling take on a tried and tested genre. The variety of dynamic scenarios that genuinely affect the gameplay and an overarching story with varied exotic locations make it stand out from its competition. If you’re looking for a ‘match 3’ with more variety, challenge and narrative meat to chew on, this is a good place to drop anchor.

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Double Dragon Is Coming To The Switch This Week

By this point in time, HAMSTER’s Arcade Archives line of games must make up about half the Switch eShop. The company has been remarkably consistent in releasing new games on a regular basis, and no doubt helps to tide over retro fans still waiting for a Virtual Console of some sort to arrive on the Switch. Though many of the releases have been relatively niche arcade games, there’s still been plenty of gems, too, and one of the most recognizable names is about to see a release later this week.

HAMSTER has revealed that Arcade Archives Double Dragon will be hitting the Switch eShop on 18th January, for the usual Arcade Archives price. Featuring two-player co-op gameplay, this is a staple of arcades everywhere, and certainly will fit nicely on the Switch with its split Joy-Con capability.

What do you think? Will you be picking this one up? What’s your favorite beat ‘em up game? Share your thoughts in the comments below.

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Dark Souls: Remastered Won’t Feature Cross-Platform Play

There had been rumblings for quite some time that Dark Souls would be arriving on the Switch in some form, but it still came as a pleasant surprise when the Nintendo Direct Mini confirmed the existence of Dark Souls: Remastered. This will mark the first time that the brutal action series makes an appearance on a Nintendo platform, and a portable $40 package with all the DLC will certainly prove to be a tempting deal to many.

Dark Souls has also carved out a bit of a name for itself with its double-edged online play, where other players can assist you in battle or join the assault of the hordes of monsters out for your blood. Unfortunately, Bandai Namco confirmed that Dark Souls: Remastered will not feature cross-platform play, so you’ll need to find some friends that have it on the same console as you. While this may be disappointing, it’s likely influenced by the performance gap that’ll exist between the Switch version and the version for other platforms, though it’s worth mentioning that no platform is getting cross-play.

What do you think? Do you enjoy the online mode of Dark Souls? Will you be getting it for the Switch? Share your thoughts in the comments below.