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Review: Frederic 2: Evil Strikes Back (Switch eShop)

Piano-playing, musically-dueling Polish composer Frédéric Chopin is back again, with a sequel to his stylish piano game Resurrection Of Music, by developer Forever Entertainment. This time, subtitled Evil Strikes Back, our heroic maestro’s duty is to rescue his precious Muses from a new, sinister and enigmatic threat (weirdly reminiscent of Metal Gear Solid’s Psycho Mantis) and once again restore decency to the modern musical landscape. Revisiting Chopin’s repertoire of classical compositions and giving them a modern makeover, Evil Strikes Back, on the one hand, improves on its predecessor, but also maintains some of the small but significant niggles that hampered it. 

After losing his heart in the first game (and presumably for playing music this time around), a much more self-assured Chopin swaps his trusty upright for a far more radical keytar and trades in his golden flying horse-drawn carriage for a vehicular pop culture icon. Our hip and continent-hopping pianist hero travels across the globe to battle it out with eccentric (and sometimes awkwardly stereotypical) opponents. Admittedly, the story is no more or less captivating or comprehensible than the first. It isn’t helped by the fragmented dialogue exchanges and cheesy voice acting – in an attempt to compliment the bright and vivid art style with hammy caricatures, they come across as mildly crass rather than interesting. 

Chopin duels it out with wackier musical villains, based on musical icons that provide a bit of exposition to move your quest forward. Although the plot never really deviates from dealing with one vendetta to the next, the exaggerated hand-drawn art style and vivid color schemes add a distinct identity to each new location and character, with the more interesting of Chopin’s new foes appearing on film sets, county fairs and even Wembley Stadium. There are even some Easter eggs scattered around for the eagle-eyed popular culture vultures among you. 

Side by side, both the original Chopin compositions chosen and their modern interpretations are consistently better in Evil Strikes Back, focusing a little more on the style and character rather than setting from the first game. Sometimes the style or genre don’t quite match up, and unfortunately, it still suffers from curious decisions and the technical annoyances that still haven’t been addressed. For instance, during the opening of a song early on in the game, there’s little to no sound at all, which feels unnecessary. 

There are initially 10 songs and four difficulty settings on offer, and the Easy setting is still too forgiving while completing a song on the hardest setting is still really tricky. Both the general aesthetic and user interface remains the same, with cascading notes falling towards your piano keys, and a successfully timed press will fill the bar at the top until it’s green. When it’s full, you win and progress to the next destination.

While the much-preferred touch controls return, the seven piano keys can now be manually mapped to the face buttons. This will help some of you, but the touch control is still much easier to get to grips with. There might be a little trial and error involved, as holding the console in one hand in handheld mode is okay, but playing in tabletop can make activating special attacks a pain, wherever you place it. The game still obscures your view of the descending notes with praise words, and upon completion, you’ll get a breakdown of your ‘musicality’, with a pretty standard three star rating system, an accuracy percentage, and a combo count. 

Conclusion

Frederic: Evil Strikes Back is a pretty ‘by the numbers’ sequel, and despite the (still quite low) track list being superior to the first, the characters, dialogue and presentation niggles still remain. There’s plenty of personality to the tracks, and seeing Chopin go up against stadium rockers is strange yet amusing, but the satire and parodies from the first game miss the mark more often than not this time round. The visuals are still bold, and you’ll have an enjoyable experience if you can overcome its shortcomings. While Deemo and even VOEZ are still the best of the genre on Nintendo Switch, Frederick: Evil Strikes Back’s mix of interesting reinterpretations of classical compositions and sometimes charming art style are still worth a go. 

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This Nintendo-themed Masking Tape Will Keep Your Labo Stuck On-Brand

Nintendo Labo is only two+ months out, so the Big N is slowly beginning to open up pre-orders across the world and unveil official new items to support all that cardboard folding and creative programming. And that includes unveiling a new line of masking tapes complete with Nintendo-themed patterns.

They’re currently not available for purchase in the West – well, not yet at least – but they will be made available through the official Japanese My Nintendo Store. Each pack contains two designs – one has a yellow design based around ? Blocks and a red polka dot look using mushrooms. The other pack has a Bullet Bill themed one and another based around Boos. No word yet on an official price point.

So what do you make of these funky new masking tapes? It certainly beats using a rubbish brown or black one from your local hardware store. Nintendo Labo launches on 27th April, 2018.

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Manticore: Galaxy On Fire Will Swoop Onto Switch On 22nd March

Publisher Deep Silver and German developer Deep Silver FISHLABS are bringing mobile hit Manticore: Galaxy On Fire to Nintendo Switch, porting a vehicular sci-fi shooter to a much more powerful and versatile handheld platform. The series has already had four installments on mobile, Steam and Mac and it’s latest entry will pack all that space dogfighting action onto the Switch eShop.

Manticore will include a story campaign with over eight hours of play, with over two hours of fully-voiced narration in English and Japanese. There are 35 locations to explore/shoot holes in and there’s full support for Joy-Cons and HD Rumble.

It’s due to arrive on 22nd March 2018. Let us know what you think and whether it’ll be on your radar come next month…

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Mega Man X Collection May Be Coming in Two Separate Releases

The end of last year was a great one for Mega Man fans, as Capcom announced that the classic series would be continuing with Mega Man 11. Switch owners were given plenty to look for to as well; not only would Mega Man Legacy Collection and its sequel be coming to the platform, but the Mega Man X games were revealed for a future re-release, too. The details of this were unclear, though it was assumed that Capcom would be releasing them in a collection much like it did for the classic games.

A new listing from the Australian classification board has raised some eyebrows, however, as there are game ratings for both Mega Man X Legacy Collection and Mega Man X Legacy Collection 2. If this turns out to be true, that means Capcom would likely be splitting the series into two halves, possibly even releasing the 5-8th entries at a later date. Hopefully Capcom clarifies this soon; it wouldn’t be very surprising, but it’d doubtless be disappointing to some.

What do you think? Would you buy two Mega Man X collections? Which Mega Man X game was your favorite? Share your thoughts in the comments below.

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Review: Xeodrifter (Switch eShop)

Nowadays, Metroidvanias are all the rage with indie developers, all attempting to offer up their own unique take on the genre. Sometimes it works and sometimes it doesn’t, but there’s something to be said about the power of simplicity and just going back to the basics. Xeodrifter is a game that plays it straight with the that open-ended formula, offering up a focused, concise experience that hits all the notes it needs to, even if it comes off as being considerably more barebones than its peers.

The story of Xeodrifter sees the titular character flying their spaceship through the stars, only to have it crippled when a meteor strikes. You then must travel between a system of four planets, running, jumping, and shooting your way through hordes of aliens as you search for a warp core to replace your damaged one. Along the way, you’ll pick up several upgrades that grant your character meaningful bonuses in traversal and combat.

Gameplay in Xeodrifter follows the tried-and-true Super Metroid formula, doing little to expand on it, but showing mastery of what makes the genre great. Controls are a little loose, but the gunplay and platforming still manages to feel rock solid and is an absolute blast to tackle. There’s a near perfect mixture of platforming challenges, combat, and backtracking here, with the flow of the game taking you around the four planets at a brisk and exciting pace. Memorizing enemy patterns and snagging new upgrades feel quite satisfying, and you’ll frequently find yourself looking ahead to the next thing you can do. Each boss you defeat will drop another upgrade that allows you to access more of the map than before, and you can also pick up health and gun upgrades to augment your combat performance.

The gun modification is one of the stronger aspects of Xeodrifter, offering you an RPG-lite way of controlling the character’s offensive options. You can invest gun upgrades into shot speed, power, spread, range, and reach, which leaves plenty of room for mixing and matching of attributes to meet your playstyle. It’s a bit of a shame that the enemy resistance seldom demands that you switch up tactics, but the customization aspect nonetheless adds a little bit more scope for replay value on subsequent runs.

Level design of the planets is well thought out, though they can tend to feel a less mazelike than one would expect from a Metroidvania. Exploration is still encouraged and backtracking to other planets after getting an upgrade almost always yields new results, but there’s a lingering sense of linearity to the experience that stifles one’s sense of freedom somewhat. Each planet is essentially composed of a couple loops of corridors with a few secret passages scattered here or there, which means that it’s next to impossible to get lost or find yourself stumbling upon an upgrade by accident. Some might appreciate this stripped back approach, but let’s just say there are a lot less surprises in Xeodrifter than you might expect to find in a game in this genre.

From a presentation perspective, Xeodrifter is top-notch, demonstrating the concept of design by subtraction quite well. The HD 8-Bit art style is demonstrated to great effect; managing to capture the look and feel of a retro game while retaining cool elements that only modern hardware could manage. Though environment design tends to get a bit repetitive, there’s plenty of color and smooth animation here that keeps things visually interesting. 

Similarly, the sci-fi soundtrack matches the theme perfectly, capturing a sense of mystery and wonder quite well. The Switch version also features HD Rumble support, which is utilized to a greater effect here than you might think. Whether it be a missed shot impacting a wall or the rumbling of a submarine engine, you can feel just about every single kind of movement that happens on screen, which helps to significantly increase the immersion factor.

One of the most significant criticisms we have with Xeodrifter is that it feels a little too stripped back for its own good. There’s only a handful of enemies to fight across the entire game, and every boss fight consists of battling a palette swapped version of the previous boss with a little more health and one new attack. Couple this with the straightforward level design, and you’ve got a rather predictable open-ended platformer that can be cleared 100% in around three hours. Now, those three hours are a joy to play through while they last, but it feels like a bit of a let down when the credits roll and there’s nothing more to see. Xeodrifter has all the elements it needs to be considered one of the greatest games in the genre, but there simply isn’t enough content present to hold one’s interest for very long.

Conclusion

Xeodrifter is an interesting game, in that it’s both easy and difficult to recommend. The upside is that this is a finely crafted Metroidvania that oozes quality in almost every fashion, but the downside is that there just isn’t a whole lot to it. If you’re looking for a simple, straightforward open-ended platformer that’s easy to get into (or one that’s good for speedrunning), this is the game for you. If you’re looking for an in-depth experience that you can really sink your teeth into, this certainly isn’t. We’d generally give this one a recommendation – it’s a great ride while it lasts – but just bear in mind that it won’t last you long.

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New details and videos released for Nintendo Labo

New details and videos released for Nintendo Labo

You may have heard about the upcoming launch of Nintendo Labo, a series of kits that combine the magic of Nintendo Switch* with the fun of DIY creations.

Now we’ve got lots more details to share, along with three new videos that give you a deeper look at how you can Make, Play, and Discover with the Nintendo Labo Variety Kit and Robot Kit, both launching on April 20. You can check out the videos right away at https://labo.nintendo.com/

One particularly cool feature that’s part of the software included with each Nintendo Labo kit is Toy-Con Garage, which can be accessed in Discover mode. Toy-Con Garage introduces basic principles of technology in a fun and accessible way, allowing you to combine various simple inputs and outputs to invent new ways to play with your Toy-Con projects.

In addition to Toy-Con Garage, the Toy-Con projects in each kit offer many ways to have fun.

Nintendo Labo Robot Kit

  • Build your own wearable Toy-Con Robot suit and assume control of a giant in-game robot, completing challenges and destroying in-game objects to unlock powerful new abilities.
  • If you’re feeling competitive, you can even challenge a friend in two-player local battles or compare your high scores/rankings with other players! (An additional Robot Kit and Joy-Con controllers are required for two-player mode; sold separately.)
  • Nintendo Labo encourages you to use your imagination and creativity to customize your cardboard Toy-Con creations in a variety of ways. The Robot Kit even allows you to customize and level-up your in-game robot.
  • Learn more about the Nintendo Labo Robot Kit in this new video .

Nintendo Labo Variety Kit

  • Toy-Con Piano: After assembling your 13-key Piano, you can host an impromptu recital or record your songs and play them back for your biggest fans-in-the-making. Experiment with different sounds and pitches to create something truly unique – even a song composed entirely of cat noises!
  • Toy-Con Motorbike: Grab your newly-constructed handlebars and race through different tracks, challenging CPU opponents or collecting targets across mountainous terrain. You can even create your own custom tracks, so start planning your designs now!
  • Toy-Con Fishing Rod: There are many exotic fish to discover, and some of the deep-ocean fish are particularly tricky to catch. Show off your collection in Aquarium mode and have fun creating your own fish with different shapes and colors – simply insert and scan different cards in the Toy-Con Piano to get started. (Assembled Toy-Con Piano is required to access Aquarium mode.)
  • Toy-Con House: Befriend the cute creature living in your Toy-Con House (shown on the Nintendo Switch screen) and discover different ways to interact and play with it. There are a variety of experiences to discover, including mine cart races, bowling, and jump rope.
  • Toy-Con RC Car: The RC Car is full of unique and surprising features. Since the Variety Kit includes materials to build two Toy-Con RC Cars, you can race against a friend, set up obstacle courses or even compete in a sumo-inspired challenge to try to knock your opponent’s RC Car over (additional Joy-Con controllers are required; sold separately). Create a path using the reflective stickers included in the kit, and set the car to auto-drive along a specific route using the IR Motion Camera on the Right Joy-Con controller.
  • Learn more about the Nintendo Labo Variety Kit in this new video .

For more information about Nintendo Labo, visit https://labo.nintendo.com/.

*Nintendo Switch is sold separately.

Games Rated:

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Guide: Bayonetta 2 Angelic Hymns Locations – How To Find Them All And Unlock The Hidden Weapons

There are a bunch of collectibles to track down in Bayonetta 2. You’ve got Angelic Hymns, Hidden Verses, Journal Echoes, Umbran Crows, Broken Moon Pearls, Broken Witch Hearts, Accessories, Weapons, and Costumes. It’s pretty insane.

We want to make it easier for you to unlock all of these things, so we’re running a guide series on how to do just that. This one focuses on the 13 Angelic Hymns, and we’ll run down their locations by chapter. Happy hunting!

Angelic Hymns

Hymn Chapter Location Reward
One One By the square just after completing Verse 5. Rakshasa
Two Two Cathedral entrance following the battle with the angel wielding a hammer. Kafka
Three-A Four Defeat Fidelity.
Three-B Four Drop inside the slanted tower, and search the eastern area. Undine
Four-A Five At the very beginning, swim through the water to the western shore and destroy the resting place.
Four-B Five Right after completing Verse Seven, head to the western side of the map and head through a door to grab it. Chernobog
Five-A Eight Defeat Allegiance.
Five-B Eight At the end of Verse Seven, head around the portal instead of through it and destroy the resting place.
Five-C Nine Complete Verse Six and drop down onto the platforms. You’ll see it a short distance ahead. Takemikazuchi
Six-A 10 At the start of chapter 10, climb the rocks to the east and follow them along to find this piece.
Six-B 10 Defeat Resentment and follow a path to the east to grab this one.
Six-C 10 Defeat Pain then destroy the nearby resting place. Salamandra
Super Mario 64 All Defeat every chapter on Third Climax to unlock this one. Chain Chomp
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Guide: Bayonetta 2 Hidden Verses – How To Find Them In Every Single Chapter

In your single minded determination to burn through all Bayonetta 2 has to offer, you might completely miss a bunch of Hidden Verses. These provide even more battles in each chapter that let you duff up even more enemies, and beef up your score at the end.

So they’re well worth hunting down, basically. Or, you could save yourself the hard work and just follow our guide below. We’ll list every single Hidden Verse and where you can find them by chapter.

Chapter One

Verse Location
One Head past the plaza at the beginning of the chapter. Keep to the left and you’ll find a portal to this Hidden Verse.
Three Right after the fight in Verse Two, follow the path to the left to find this Hidden Verse.
Four After the water section, head in the opposite direction of the Gates of Hell to find a portal to this Hidden Verse.
Five Go beneath the archway in the plaza to find a portal to this Hidden Verse.
Eight Head to the second floor of the temple right after the fight with Valiance to find this Hidden Verse.
Eleven When you’ve completed Verse 10, head back to where Loki was caught to find this Hidden Verse.
Twelve Jump in the water right after Verse 10 to find this Hidden Verse.

Chapter Two

Verse Location
One There’s a portal to this Hidden Verse on the eastern side of the first area of this Verse.
Three Right after you escape the tidal wave, head back to Verse Two’s location.
Four Head inside the room after chatting with Loki, then head back outside to kickstart this Hidden Verse.
Six Open a couple of chests in the cathedral entrance to trigger this Verse.
Nine Defeat Belief and you’ll see a portal to this Hidden Verse on the left side of a pathway you follow right after.

Chapter Four

Verse Location
Two Defeat Fidelity, then climb the rubble near a building to the east.
Four When you’ve completed Verse Three, head back to the area where you fought to find this Hidden Verse.
Six After the Loki cutscene, leave the area and re-enter to trigger this Hidden Verse.
Eight Destroy the bench a couple is sitting on to trigger this Hidden Verse.

Chapter Five

Verse Location
Two At the beginning of the chapter, dive into the water nearby and swim under the destroyed building to find an island. There’s a Hidden Verse here.
Three There’s an underwater tunnel in this area too. Find it and swim through it to find another Hidden Verse.
Five In the flooded room, glance up on the balconies and you should spot a Hidden Verse.
Six After swimming through the water, dive back in and swim to the bottom to trigger this Hidden Verse.
Seven In a circular room, follow it around in the opposite direction of the staircase.
Eight Climb to the very top of the staircase to trigger this Hidden Verse.

Chapter Seven

Verse Location
Four Complete Verse Three and travel to the eastern side of this area to find a Hidden Verse.

Chapter Eight

Verse Location
Two Complete Verse One and climb a building on the left. Enter a room by a closed door to trigger this Hidden Verse.
Six Defeat Inferno and head back to the beginning of the chapter to trigger this Hidden Verse.
Eight When Loki creates a portal, head behind it to find this Hidden Verse.
Ten When swimming through the water, head inside a smaller room before you enter a large room to trigger this Hidden Verse.
Twelve When you enter the Ruins of Lost Memory, you’ll see this Hidden Verse on the left.

Chapter Nine

Verse Location
One Follow the floating platforms at the beginning of the chapter to find this Hidden Verse.
Three Head inside the temple and find this Hidden Verse between two pillars.
Five At the broken staircase, head left and jump onto a platform to find this Hidden Verse.

Chapter Ten

Verse Location
One At the beginning of the chapter, head down a path to the left.
Three At the end of Verse Two, jump onto the cliff to the east to trigger this Hidden Verse.
Seven Complete Verse Six and climb the hill to the east.
Eight In the branch, stick to the right and follow it all the way to the end to find this Hidden Verse.
Nine After the branch, you’ll easily spot this Hidden Verse.
Eleven Defeat Sloth and head to the right to trigger this Hidden Verse.
Twelve Defeat Sloth and activate the nearby tree to trigger this Hidden Verse.

Chapter Thirteen

Verse Location
One Find a small room in the first building you enter in this chapter and open a chest to trigger this Hidden Verse.
Two You’ll easily spot this one by a big fountain.
Eleven Before you enter the room with the crescent moon-shaped table, cross the grate on the right and you’ll find this Hidden Verse by a vase.

Chapter Fourteen

Verse Location
Three Complete Verse Two and you’ll see this Hidden Verse right away.

Chapter Fifteen

Verse Location
Seven Complete Verse Six, then follow the path. You’ll see a Hidden Verse on your left.
Eight Keep following the path to find the next Hidden Verse.

Chapter Sixteen

Verse Location
Three While climbing the stairs to the temple, head right to find this Hidden Verse.
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Review: Qbik (Switch eShop)

The hybrid design of Nintendo Switch makes it the ideal system for all types of games. As illustrated by previous releases on the platform, there are certain games catering to prolonged couch sessions while other titles have been providing audiences with shorter bursts of fun better suited to the daily commute. Qbik, developed by Norbert Palacz and published by Forever Entertainment, manages to find the right balance between these two play styles – with sessions able to be enjoyed for a few minutes in transit or even an hour or two in your living room.

Qbik is a single-player title where you take control of a self-aware blue block, with one eye and a big mouth, as it traverses 63 levels filled with challenging puzzles, riddles and brainteasers. The more levels you manage to complete, the more you learn about the block’s back story and the grim universe it resides in. The common joy from a game such as this typically comes from solving the puzzles presented before you. It’s no different in this case. The primary task is to consume all the yellow blocks in each level. This might sound simple, but as with all games of this kind, additional mechanics are slowly incorporated over time making each section increasingly difficult. 

New blocks with different properties further add to these stimulating puzzle-solving sessions. Generally, blocks will either halt your progress or aid you in finding a solution to a level. There are plenty of different varieties as well – from dirt blocks to yellow sand-like blocks that fall when a block beneath is removed. Other mechanics that come into play later include teleportation and switches. Even if these devices function in a predictable fashion, each one adds a further layer of complexity to the puzzling action, and makes it all that much more rewarding upon completion of a level.  

As you progress, levels grow in size. From this point onwards it becomes important to survey your surroundings and plan your moves in advance in order to succeed. With the forces of gravity in play, the only direction Qbik can move is horizontally. This is when other methods of movement such as teleportation become even more important – allowing you to reach higher ground if you have dropped to the depths below. If you do find yourself struggling on a certain level, you can rewind time prior to an error. 

The ability gives you the chance to experiment until you finally have that “eureka” moment and the solution becomes apparent. Of course, you can also completely restart levels from the very beginning as well. There is one last option you can resort to. That is the skip function. If a puzzle is too hard you can skip it altogether. The catch – you can only skip a total of five levels, so chose wisely – else persist. With not that much hand-holding, this is as much help as you’ll get from the game as you work your way through each level. 

Undoubtedly, the most surprising inclusion in this package is the level editor. It might not be on the same level as certain other games, however, it’s still a welcome addition. There are no limitations in terms of what can be used within the editor. Here you can use all the same blocks and special devices available to you in the main game as well as shape and decorate the levels however you like. The main setback is you can only share maps locally on your system (at the time of review). Other releases of the game enable you to upload your own custom levels and share them with the wider community. Despite this drawback, it’s still fun to create your own levels. The controls also enhance this mode – with the touch controls in the handheld mode making block placement and movement both quick and easy. Admittedly, the button controls are not quite as effortless at times.    

The world surrounding Qbik are dim caverns enhanced by atmospheric sounds and eerie tones. As recycled as the pixel-art is, it still does a great job bringing the simple game world to life and adding an extra layer of polish. The star block also has a great sense of character because of the quality animations and sound effects, along with the assistance of the dialogue and storytelling. 

Conclusion

Qbik may not be a ground-breaking puzzle game but it does what any title under the genre should do; it provides you with a great sense of accomplishment. It’s exactly how you want to feel when playing a game like this. Its puzzles get better as you progress due to the complexity, making it an obvious go to for fans of the genre. The level editor is also a nifty inclusion despite its obvious limitation. Still, in this mode you’ll be able to experiment to your heart’s content.  

As a Switch title, Qbik is yet another accessible game that can adapt to your play style – be it a brief session when you’re out and about, or a longer period of gaming in between the bigger releases you’re currently playing. If you’re eager for more puzzle action on the Switch, this is definitely an eShop game you should check out. 

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Humanity Doesn’t Deserve This Amazing Rocket League Hot Wheels Play Set

Rocket League is pretty amazing, but combined with Hot Wheels, it’s a whole new level of awesome.

Psyonix and Hot Wheels have revealed that they are collaborating on the Hot Wheels Rocket League RC Rivals Set. Due for release this fall, the set contains bluetooth-connected Octane and Dominus Battle-Cars that you can control using your smartphone or tablet.

But that’s not all – the pack will also include new Hot Wheels DLC for use within the game itself.

Jeremy Dunham, Vice President, Publishing at Psyonix, had this to say about the news:

We’re thrilled to further our partnership with Hot Wheels and bring Rocket League to life with this upcoming toy set. But that’s just the beginning of what we have planned. You can expect to see some really, really cool things come out of our new Hot Wheels alliance.

Chris Down, Senior Vice President and General Manager, Hot Wheels, added:

Hot Wheels’ partnership with Rocket League has given us the opportunity to reengage with older gamers who may have played with Hot Wheels as a kid. We know that Hot Wheels and Rocket League fans loved our digital DLC integration in 2017, and will be thrilled to take on the challenge with this new RC playset that merges physical and digital gaming.More details will be coming later this year. 

Now if you’ll excuse us, we’re going to clear some space in our bedrooms for this awesome set.