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Splatoon 2 Version 2.2.0 Is Now Live

Splatoon 2 has come a long way since its launch last July, with a near-constant barrage of new weapons, stages, modes, and balancing updates ensuring that the game stays fresh and relevant in the following months. Carrying on in this tradition, Nintendo recently put out update 2.2.0, which makes a large number of changes and tweaks to the base game.

Though there’s nothing here in the way of major content updates, it’s nice to see that Nintendo is keeping a close eye on squashing as many bugs as possible while also working to balance the meta-game. Here’s the list of changes:

Changes to Multiplayer

  • Fixed an issue in which the bubble effect displayed when taking damage while submerged would not be displayed if you even momentarily went outside of the ink or treaded on opponent’s ink.
  • Fixed an issue in which, if the player activated the Splashdown while swinging a Roller- or Slosher-type weapon, other players would see them as floating up while holding their weapon aloft.
  • Fixed an issue in which, if the player rolled and inked immediately after doing a vertical swing with a Roller-type weapon, other players would see them as having put away the Roller.
  • Fixed an issue in which, if the player activated the Splashdown towards certain water surfaces, it would display as exploding on other players’ screens, despite it showing the player dying in the water before the explosion on the screen of the one who activated the Splashdown.
  • Fixed an issue in which, if multiple players were overlapping as they move along an Ink Rail, they would move slightly away from the center of the screen.
  • Fixed an issue in which bubbles from a Bubble Blower could take damage from attacks on the other side of terrain when they were close to the surface of said terrain.
  • Fixed a rare issue in Clam Blitz in which players could obtain a clam or power clam that just spawned without having actually touched it.
  • Fixed an issue in Clam Blitz in which, when the goal is located in an upper area, clams or power claims would occasionally be placed somewhere making them unable to be gathered
  • Fixed an issue on The Reef in Rainmaker and Clam Blitz in which players could enter the opponents’ base without using the main route.
  • Fixed an issue on Starfish Mainstage in which, when certain walls are hit by ink, the ink would not show up correctly.
  • Fixed an issue on Starfish Mainstage in Turf War in which players could get points for inking a portion of un-inkable floor.
  • Fixed an issue where the game would forcibly close when a player did a Splashdown in a certain spot under the drawbridge as it was coming down on them in Sturgeon Shipyard.
  • Fixed an issue on Moray Towers in which players could stay in squid form on certain narrow steel girders.
  • Fixed an issue on Snapper Canal in Turf War in which players could ink beneath certain obstacles and get points for it.
  • Adjusted the placement of terrain outside of the stage in Walleye Warehouse, and removed a space from which players could attack only from one team’s base.
  • Fixed an issue on Walleye Warehouse in which a player using an Inkjet could climb above the terrain using a light placed only in one team’s base.
  • Adjusted the lighting in Shellendorf Institute so the brightness doesn’t blow out depending on how light is reflected into the camera.
  • Fixed an issue on Shellendorf Institute in which, when certain unsinkable walls are hit with ink, the game would show the same animation as inking an inkable wall.
  • Fixed an issue on Shellendorf Institute in which bombs thrown at certain walls would disappear without exploding.
  • Fixed an issue on Shellendorf Institute in Splat Zones and Tower Control in which players could briefly through the surface of certain areas of terrain.
  • Fixed an issue on Shellendorf Institute in Turf War, Splat Zones, and Clam Blitz in which the box in the center would not be displayed on the Turf Map.
  • Fixed an issue on terrain that moves in Shifty Station which would occasionally move in a halting fashion.
  • Changes to Salmon Run
    • Fixed a rare issue in which a player would clip into the terrain if they touched a Scrapper stopped on a slope.
    • Fixed a rare issue in which the hit animation would displayed in an incorrect place when a player get a direct hit on a Scrapper with the Sloshing Machine.
    • Fixed a rare issue in which throwing a bomb into a Flyfish right before its hatch closed would cause the next bomb passing through that location to detonate instantly.
    • Fixed an issue in which, if any player disconnected in the interval between waves, and all remaining players died in the next wave, the job would not end until time ran out.
    • Fixed an issue in which it was possible to cause damage to a Gusher in background terrain.
  • Other Changes
    • Fixed an issue in which a piece of terrain seemed to be floating in air when viewing a match in Walleye Warehouse using the overhead camera in Spectator Mode.
    • Fixed an issue in which certain gear was displayed brightly even when in shadow.
    • Fixed an issue in which, when taking a picture with an amiibo in certain stages, a character’s hands and feet would clip into terrain or another character.
    • Fixed an issue where the equipped gear of a player with a star on their rank would change to Splattershot Jr. when they appear in the plaza.

Weapon

Adjustment

Splattershot Jr. Custom Splattershot Jr.

Made it easier to ink the area under your feet.

Dynamo Roller Gold Dynamo Roller

Increased the maximum damage for horizontal/vertical swings from 150.0 to 180.0.  Adjusted how damage from horizontal swings decreases over distance. The distance at which you can deal 100.0+ damage remains the same, but the distance at which you can deal 50.0+ damage has been increased by roughly 21%. Adjusted how damage from vertical swings decreases over distance. The distance at which you can deal 100.0+ damage remains the same, but the distance at which you can deal 50.0+ damage has been increased by roughly 11%.

Flingza Roller Foil Flingza Roller

Expanded the area inkable with a vertical swing.  Adjusted how damage from vertical swings decreases over distance. The distance at which you can deal 100.0+ damage has been increased by roughly 11%, and the distance at which you can deal 50.0+ damage has been increased by roughly 13%.

Inkbrush Inkbrush Nouveau

Increased movement speed while swinging roughly 67%.

Bamboozler 14 Mk I

Increased in-air charge speed roughly 100%.

Goo Tuber

Increased damage when not fully charged by roughly 63%. Due to this change, damage becomes 100.0+ when charge reaches roughly 71%. Decreased the range a shot flies just before a full charge by roughly 5%.

Slosher Slosher Deco Hero Slosher Replica

Reduced movement penalty after firing by 4/60 of a second.  Increased the size of the closest ink generated, and the likelihood that it will be generated at the players’ feet.

Heavy Splatling Heavy Splatling Deco Hero Splatling Replica

Increased damage from 28.0 to 32.0.

Dapple Dualies Dapple Dualies Nouveau

Slightly increased the size of hit detection between each shot and the player, making it easier to hit an opponent. Reduced ink consumption when firing by roughly 17%. Reduced the interval between sliding and when you can use a sub/special weapon by 4/60 of a second.

Splat Dualies Enperry Splat Dualies Hero Dualie Replicas

Slightly increased the size of hit detection between each shot and the player, making it easier to hit an opponent. Reduced the interval between sliding and when you can use a sub/special weapon by 4/60 of a second.

Glooga Dualies

Slightly increased the size of hit detection between each shot and the player, making it easier to hit an opponent. Reduced ink consumption when firing by roughly 11%. Reduced the width of the shot spread for shots immediately after firing.

Dual Squelcher

Slightly increased the size of hit detection between each shot and the player, making it easier to hit an opponent.

Weapon

Adjustment

Splat Bomb

Reduced the radius at which the blast can deal 30.0 damage to an opponent by roughly 13%.

Suction Bomb

Reduced the radius at which the blast can deal 30.0 damage to an opponent by roughly 11%.

Curling Bomb

Extended the interval between use and when ink begins refilling by 15/60 of a second. Reduced the radius at which the blast can deal 30.0 damage to an opponent by roughly 13%.

Curling-Bomb Launcher

Extended effect continuation by 40/60 of a second.

Bubble Blower

Made it easier for bubbles to be popped by opponents’ attacks when they have shrunken by a certain amount.

Weapon

Adjustment

.52 Gal

190 >180

Custom E-liter 4K

180 >170

Custom E-liter 4K Scope

180 >170

Dual Squelcher

190 >180

Tenta Brella

180 >170

N-ZAP ’85

190 >210

Forge Splattershot Pro

180 >200

Flingza Roller

180 >190

Foil Flingza Roller

180 >190

What do you think? Do you still play Splatoon 2 regularly? What’s your favorite weapon? Share your thoughts in the comments below.

[via en-americas-support.nintendo.com]

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Nintendo Keeps Changing The Nintendo Switch Online Service Launch Date

Nintendo has just published out a new article on its official What’s New news page, and it seemed pretty normal at first. ‘Make the most of your Nintendo Switch’ covers all the usual things you can do with your handy bit of hybrid hardware, but tucked at the bottom was a sneaky little announcement on the future of the coming Nintendo Switch Online Service and its paid multiplayer infrastructure:

“Online services and features. including online gameplay, are free until the paid Nintendo Switch Online Service launches in 2019.”

2019? Really? While the official date was largely floating around 2018, the delay to 2019 seemed like quite the surprising change to the schedule. However, moments later the page was hastily updated with almost no changes, expect:

Online services and features. including online gameplay, are free until the paid Nintendo Switch Online Service launches in 2018.

Is Nintendo having a quick midnight troll? Nope, it was just an unfortunate typo. According to a tweet by YouTuber GameXplain , Nintendo confirmed it was just an error. So 2018 it is. And while we don’t know exactly when the new service will launch, at least we know it’ll be before the year is out.

So the Nintendo Switch Online Service is still on track for this year. What are you hoping for when the full setup is revealed and implemented? Tell us, please…

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Nintendo Labo combines the magic of Nintendo Switch with the fun of DIY creations

Nintendo Labo combines the magic of Nintendo Switch with the fun of DIY creations

Introducing Nintendo Labo, a new line of interactive build-and-play experiences designed to inspire kids and those who are kids-at-heart. Building on the 129-year history of Nintendo, which is rooted in innovative entertainment and game-play experiences, Nintendo Labo continues the company’s mission of putting smiles on people’s faces.

Together with the Nintendo Switch system (sold separately), the Nintendo Labo kits provide the tools and technology to MAKE fun DIY creations, PLAY games with your creations and DISCOVER how the magic of Nintendo Switch technology shapes ideas into reality.

With each Nintendo Labo kit, kids can transform modular sheets of cardboard – specially designed to interact with the Nintendo Switch console and Joy-Con controllers – into creations called Toy-Con. From a piano to a motorbike, a robot and more, each Toy-Con comes to life when combined with Nintendo Switch in different ways. As you build, you will have fun discovering how the technology works, and might even invent new ways to play with each Toy-Con!

For example, you can build a functioning 13-key piano that brings your musical creations to life once the Nintendo Switch console and Right Joy-Con controller are inserted. As you play, the IR Motion Camera in the Right Joy-Con detects which keys are pressed and translates them into unique notes that are heard through the console. You can even take control of your very own motorbike by constructing a functioning set of handlebars, with a Joy-Con inserted in each side and the Nintendo Switch console cradled in the middle. Simply hit the ignition button, turn the right handle to engage the accelerator and watch your adventure unfold on the Nintendo Switch screen, as you race to new destinations.

“Nintendo Labo continues our longstanding mission of making people smile by surprising them with new experiences,” said Reggie Fils-Aime, Nintendo of America’s President and COO. “It is an exciting evolution of the Nintendo Switch platform – one designed to inspire curiosity, creativity and imagination in people of all ages.”

With Nintendo Labo, building is just as much fun as playing. Every Toy-Con creation presents exciting challenges and varying degrees of complexity, making each one a unique experience. Building Toy-Con is especially fun with family and friends, as you collaborate and share each other’s Nintendo Labo experiences. Once built, you can customize your Toy-Con creations with your own markers, stickers and paint to give them a personal touch – the only limit is your imagination!

Nintendo Labo launches on April 20 with two kits: the Variety Kit and the Robot Kit. With the Variety Kit, you can create many different Toy-Con, including two Toy-Con RC Cars, a Toy-Con Fishing Rod, a Toy-Con House, a Toy-Con Motorbike and a Toy-Con Piano. With the Robot Kit, you can build an interactive robot suit with a visor, backpack and straps for your hands and feet, which you can then wear to assume control of a giant in-game robot. Both kits include everything you need to assemble your Toy-Con creations, including the building materials and relevant Nintendo Switch software. The Variety Kit will be available at a suggested retail price of $69.99, and the Robot Kit will be available at a suggested retail price of $79.99. A special Customization Set that includes fun stencils, stickers and colored tape will also be available to purchase on April 20 at a suggested retail price of $9.99.

Each Nintendo Labo kit packs plenty of value, with a range of ways to make, play and discover in each kit:

Variety Kit ($69.99MSRP*)

  • 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 console. 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 tug the Fishing Rod upward and crank the reel quickly 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 with, play games with and feed 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, while twisting the right handle activates the throttle. 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 experiment with your own musical creations by pressing different keys. You can even insert different assembled knobs to create new sound effects and tones!

Robot Kit ($79.99MSRP*)

  • Toy-Con Robot: 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, in which you can destroy in-game buildings and UFOs.

For more information about Nintendo Labo, visit https://labo.nintendo.com. You can view a special introductory video about Nintendo Labo here.

*Manufacturer’s Suggested Retail Price. Actual price may vary.

Games Rated:

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It’s Lola Pop vs. Misango in the next Party Crash!

It’s Lola Pop vs. Misango in the next Party Crash!

If you’ve been keeping some of the fighters at arm’s length, now is a good time to try them out! The next Party Crash has been confirmed for the ARMS™ game.

Event Time: Friday, 1/19 [1:00 a.m. PT] – Monday, 1/22 [1:00 a.m. PT]

Featured Fighters: Lola Pop versus Misango!

Party Crash is a limited-time Party Match event with special rules. By playing these matches you can increase your Lab Level, which then grants you in-game cash and special badges. You can also get bonus multipliers by using featured characters and weapons. We hope you give it a try!

If you don’t currently own ARMs you can learn more about the game at the official website.

Game Rated:

Cartoon Violence

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Feature: Drumming To The Beat With Switch Music Title Gal Metal

Since its reveal in September, Gal Metal – an exclusive music rhythm game from Japanese gaming industry treasure Tak Fujii – has gained the attention of Nintendo Switch fans for myriad reasons. Most interesting is the fact that the game uses the technology in the Joy-Con controllers to mimic the playing of drums. 

We chatted to Tak and had some hands-on time with the title, due for release in Japan on 8th February.

Nintendo Life: So, what’s the story of Gal Metal?

Tak Fujii: There are actually parallel stories. On the one hand, some gold records have been stored on a Voyager satellite orbiting the Earth, but there was a mistake. Instead of classics like Chuck Berry, the record collection is made up exclusively of metal tunes. An unsuspecting group of octopus aliens experience this metal music and seek revenge on earth for subjecting them to this head-banging heresy. The comic book story introduces us to the invasion.

On the other hand, you are dealing with how you make a band and how you deal with a big problems within the band. In this case, for the high school girl band, it is the pretty big problem of an alien invasion. There are some dialogue choices which affect the game in terms of the main story a minor way. There are a few different play modes in the story, such as not hearing the metronome or only using one hand. 

It relies on Japanese comic book culture; the teenager as the hero and admittedly it is a silly story, but it’s not the main focus. The individual character that you play is a boy but in a girl’s body, dealing with typical high school student troubles. It’s not really swapping gender; you live together in the same body. You have to go to a girl’s school. There are a few shocks. What are we going to do about the aliens?! 

The girl is the drummer in a metal band, But the boy can’t play the drums, so she will be teaching you how to play the drums. The story Was written by Shuho Imai, director and writer of PlayStation Vita title Tokyo Twilight Ghost Hunters

Can you explain how the Joy-Cons are used in the game?

When you play the drums, you don’t play the same rhythm so you have to combine two or thre rhythms in a bar or phrase to increase your score. Don’t trust your eye or base your judgement so much on the indicators on screen. At the top of the screen, there is a menu bar at the top with a chart. There are 30-40 different patterns to unlock which increase in complexity, but in terms of playing the songs, it’s up to you. There are different categories of rhythms, such as abyss, rage, beast splash and chaos, split into groups of 2-2, 4-4, 6-8 (and so on) timing. You can build up your ability to play different rhythms to use in a song.

So the game starts by introducing two different rudiments. A simple 4-4 timing called ‘Harlot’ using the right Joy-Con as the bass drum, the second was ‘Enter Sand’ which introduces alternating the bass and the snare (left Joy-Con). Later on, we introduce swinging both Joy-Con together for the cymbals. Finally, the tutorial asks you to use both rhythms alternately. During any song, you can alternate between rhythm by yourself, or even try your own. It is also possible to swap the snare for the bass drum, and vice versa. 

Why did you decide on the manga art style? 

We are not trying to make things photorealistic. Manga style graphics are quite simple; maybe many people think the graphics are old but it’s in line with the emphasis of not concentrating on the screen. Why this style? To have fun with it. The graphics aren’t the focus. The graphics of something like Just Dance are vibrant, stylised. The graphics shouldn’t distract from what you’re doing. People are always saying ‘What do I do?’ Looking for instructions. With games like Guitar Hero there is too much focus on looking at the screen.

It’s more like the philosophy of 1-2-Switch, taking the game off of the screen. Music is about listening. There shouldn’t be indicators. The Switch is also a portable device, and having indicators would mean you have to see if it is right or wrong. The screen doesn’t mean anything in this game; you need to watch the player, their movement, which is fun! I believe that is the main fun part of the game. In real terms, there are three ways to progress: getting through the story, playing through the songs or just learning the drum patterns and freestyle.


At this point in the interview, we’re allowed to have a go ourselves and we jump straight into the action. Instinctively, we look at the screen, but there are no instructions.

“Don’t look at the screen – listen!” Tak says. 

As we think we are progressing well through the song, Tak gives us a little advice.

“You are getting only that amount of points because you are only playing one rhythm.”

Tak leans back with a smirk.

“Try something else…”

We found the best way to play is to hold the Joy-Con flat. It is natural to hold it with your full hand, but it is possible to hold it in a couple of different ways to achieve a few ‘tricks’. Tak teased how to do double bass on social media. After seeing it first hand, there are much more advanced rhythms and techniques to learn, but we’re told, “You’ll have to figure that out for yourself…!”

Later on, we’re shown that there is a difference in the sound as to how forcefully you swing the Joy-Con. There is certainly a knack to finding the right action or space, especially considering that it is initially weird to not actually hit anything. The game is designed to register the swing and hit of the drum, not pressing a button.

Another go…

Listen! 

Smile! 

“I’m concentrating!”

After two songs, it was clear that the similarity was not to games such as Guitar Hero, that focus on punishing failure or mistakes. The comparison made while playing was to the Tony Hawk series, focusing on the notions of building combinations, experimentation and variation. Immediately, we think up a few party game scenarios – where two people have a Joy-Con each, or entering into a game of one-up-manship, trying to beat each other’s score, or even being used as an accompaniment to a karaoke night. 

Due to how the game is set up in its demonstration unit, there’s a slight delay when attempting to go through the tutorial. Playing the actual song once we get a sense of timing was much better. It does feel strange not hitting a physical drum and takes a little getting used to, but it’s more responsive than previously thought. The more advanced rhythms really show off what’s possible, but what’s even more interesting is that there is no set chart to follow, and the idea that there’s no ‘punishment for failure’ is particularly cool. 

With our play session at an end, the interview resumes…


Upon completion, is there a comprehensive review of what beats you’ve done, and different parts of the song you’ve done well in?

The game really is going against the method of punishing missing the note. The main priority is having fun playing the drums. Apart from the metronome teaching you the rudiments and the timing in the tutorial, there is no actual guidance during the actual songs. We felt we had to put some kind of number-based score in there, but it’s not the goal. The goal is how you improve, it’s how you make up your original music rhythm. It’s liberating and it feels good.

What artists or songs are in the game? 

There are metal covers of classical songs from Bach and Beethoven, but the focus on what artists or songs are on it wasn’t important in terms of getting a name – it’s classic for a reason! Music games based on notes, like piano or guitar music games try to decrease the player’s score from the top, whereas this game you’re building your score from the bottom. 

We made the decision to not use recent famous music, especially rock or metal music, because there is already an answer, a ‘correct’ answer to how the song is played. There are no rules and no limit. We want to see players seeing someone on YouTube and going ‘WOW, I want to beat this guy!’

Could we see this game come to the west?

Localisation is hard because of how comics are read in Japan – from right to left, not left to right. If we bring to the west, text will have to be turned around and translated; it is easier to have subtitles, but not ideal. 


We would like to thank Tak & Maiko for their time and Ty Shughart from The Famicast for his assistance. 

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The Anthropomorphic Mystery Of Night In The Woods Arrives On Switch This Feb

Indies from across the industry have been making Nintendo Switch’s ever-growing eShop their home since the console launched last March, but one award-winning title has been keeping us waiting for a good 10 months now. Well, the wait is finally over as the charming, brilliant and poignantly melancholy Night In The Woods has been officially confirmed for Nintendo Switch… on 1st February no less!

That really is incredibly soon, and while the quick announcement has caught us off guard we’re sure this indie hit is going to fit right at home. It’s an adventure game full of anthropomorphic characters to interact with, puzzles to solve and a mystery at the heart of its charming tale. Think Life Is Strange meets a Wes Anderson film and you’re probably only just scratching the surface. Better yet, the game will include the game’s director’s cut style Weird Autumn content (which adds in some more mini-games and sequences to explore).

At the moment, it only appears to be hitting the North American eShop, with a price of $19.99. We’ve reached out for clarification on a European release date and we’ll update you when we know more.

Nintendo Switch is about to add another big indie hit to its roster, but will you be picking it up next month? Let us know your thoughts in the comments below…

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Wield The Power Of Gods (And Some Huge Guns) As Immortal Redneck Heads To Switch

An FPS set in Egypt with roguelike mechanics? God-like powers? The kind of dark humour that could crack a smile on even the stoniest of face? Sign us up! Yes, the tongue-in-cheek action of Immortal Redneck has finally been officially confirmed for a Switch port, with a still too vague ‘Q1 2018’ slated in for a release date (so that’s anytime between April and June).

It’s proved a hit with both critics and players alike on Steam, thanks mostly to how well developer Chema has distilled down its heady mix of roguelike exploration and Serious Sam-esque FPS physics into a recipe that screams ‘just one more go’. It’s also not one of the most graphically demanding shooters out there, making it an ideal fit for Switch around Easter and beyond.

Immortal Redneck has certainly caught our attention, but what do you make its genre mashup? One for the digital collection or are you hoping for another more traditional FPS on Switch?

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Soapbox: Is Super Mario Odyssey the Best Mario Game Ever?

If the general reaction is anything to go by, Super Mario Odyssey is one seriously lovely game, and we’re not sure we know anyone we trust who would dispute that. But is it the best Mario game ever? It’s a controversial issue as everyone’s favourite red plumber already has some of the finest games ever created under his belt.

Make sure you check out the video above where we discuss where it stands amongst the other big players in the Mario series. You know, the ones that could actually be considered the best.

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Unleash Some ’80s Nostalgia As Saturday Morning RPG Swaggers onto Switch

With its Saturday morning cartoon visuals, episodic setup and bags of nostalgia for ’80s pop culture, Saturday Morning RPG will be making its way onto Nintendo Switch this spring in both digital and physical forms. Publisher Limited Run Games has teamed up with developer Mighty Rabbit Studios to support the boxed edition which, like all of its published titles, will have (you guessed it) a limited run before it sells out for good.

If you’ve never played SMRPG, it’s an active turn-based RPG that follows the antics of Martin ‘Marty’ Michael Hall, a high school student who goes on fantastical adventure packed to the brim with references and call backs to classic cartoons and toys from that special decade. That nostalgia even extends to the soundtrack, composed by Vince DiCola (Transformers: The Animated Movie, Rocky IV) and his composing partner, Kenny Meriedeth (contributor for DuckTales, Power Rangers, X-Men). 

The game actually first came out on iOS in 2012, but work on a potential port began in November last year when developer Josh Fairhurst tweeted a picture of it running on Switch.

Saturday Morning RPG arrives on Switch in spring 2018. Will you be giving this indie port the time of day when it touches down in Nintendo’s hardware of choice? Let us know below…

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Rumour: A New Perfect Dark Game Is In Development, But Rare Isn’t Involved

Reports are surfacing online about a potential new entry in the popular Perfect Dark series, which began life on the Nintendo 64.

According to the rumour, Gears of War studio The Coalition has been tasked with reviving the franchise, which is now owned by Microsoft following the purchase of IP holder Rare.

Rare itself is not involved, which marks a sad repeat of the situation with the Killer Instinct reboot, which was also created without the UK studio in the driving seat. Rare is currently hard at work on Sea of Thieves for the Xbox One, so there’s a good chance it’s too busy to take on any other projects at the time of writing.

The rumour itself seems to have grown out of a (now deleted) post by Storylab Productions – which worked with The Coalition on both Gears of War 4 and Gears of War: Ultimate Edition  – stating that it was about to collaborate with The Coalition on a new project, and a somewhat cryptic forum post on ResetERA. For this reason, we’d take this with a large pinch of salt, but it would make sense for Microsoft to revive the IP to bolster the Xbox One’s exclusive line-up of games.

Why are we reporting this news on a Nintendo site when the game is never going to come to a Nintendo platform? Call it nostalgia, or a love of Rare’s past glories. Perfect Dark may now be owned by Microsoft, but for fans of the series, it will always be a Nintendo franchise. 

Excuse us, we’re off to find out where we put that N64 Expansion Pak…