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Cyber-Noir Action Puzzler Shift Quantum Brings Unrivalled Happiness To Switch

Red Panda Interactive and Fishing Cactus have confirmed that “cyber-noir action-puzzle platformer” Shift Quantum is coming to the Switch this spring.

A unique monochrome adventure, Shift Quantum is built using Unreal Engine and uses a gameplay mechanic called ‘shifting’. Puzzles are solved by creating negative space, which involves inverting the world and transforming what once were barriers into viable escape routes.

The story revolves around Axon Vertigo, a fictional (at least we think it is, anyway) company described as “the world’s leading authority and most trusted friend in cerebral contentedness programming” which “promises to deliver better life quality for everyone”. The whole setup feels similar to Portal, so expect some narrative twists and turns along the way.

Shift Quantum is one of the latest recipients of Unreal Dev Grants, which provide financial support for developers working in Unreal Engine 4. Let us know if it’s up your street by posting a comment.

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Lots Of Developers At Square Enix Want To Make Games For Switch, Says President And CEO

Square Enix is one of the most important publishers working in the video game arena today, and it has already pledged its support to Switch with titles like I Am Setsuna and Lost Sphear.

While many Nintendo fans would have hoped for more significant support, Square Enix president and CEO Yosuke Matsuda has revealed that a great many of the company’s employees are keen to produce content for the system.

Speaking to EDGE magazine, Matsuda said:

They (our eShop titles) haven’t done badly! Obviously it only came out last March, so it hasn’t been long, but of all the publishers who are working on Switch we’ve done quite a few things. It’s a very attractive platform – there are a lot of people within the company that are looking to make games for Switch.

We’ve already had hints that Final Fantasy may be coming to Switch, but which other titles would you especially like to see on Nintendo’s console?

[via gamesradar.com, gonintendo.com]

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Review: The Fall Part 2: Unbound (Switch eShop)

The Fall Part 2: Unbound continues the story of an AI seeking to burst through its technological limitations and evolve, so it’s perhaps appropriate that this is a Switch sequel to a game that originally appeared on the Wii U. As in The Fall, you play the part of A.R.I.D, an advanced AI with a skill for manipulating robotic systems. Both story and gameplay follow on directly from the original game, but there’s a very brief (arguably too brief) summary of the events of The Fall at the outset. Fresh players shouldn’t be too confused, but some reference points will be lost on them. 

What it all amounts to is this: you, as a disembodied A.R.I.D, are forced to defend yourself against the attacks (both virtual and physical) of a mysterious human user. You must crack through cyber defences and inhabit several robot avatars in a bid to fulfil your new purpose to ‘Save Yourself’.

Early impressions of the game can prove misleading to the uninitiated. What initially seems to be an explorative Metroidvania actually turns out to be far closer to a traditional point-and-click adventure. The game switches between action-packed platforming sections, which represent your character’s TRON-like journey through the circuits of a computer system, and puzzle-driven scenarios where you must follow and exploit the rigid behavioural patterns of a butler, a self-obsessed combat droid, and a ‘companion’ robot.

The former sections incorporate simplistic gun combat and platformer exploration. The controls here are more than a little stilted, as you raise your weapon by first pressing the ZL button, then aim by pressing up and down on the right Joy-Con analog stick, before pressing ZR to shoot. This is also how you interact with items in both worlds, literally aiming at the point of interest (as designated by a tiny question mark), and then press A to bring up a context-sensitive interaction menu. It all feels rather fiddly and several stages too long – especially when it turns out that most items of interest aren’t interactive at all.

In a way, these controls really sell the premise of the story, because it really does feel like you’re controlling an AI that’s controlling a character. You very much feel one step removed from the action, with a critical lack of tactile connection to your character. These somewhat vague controls seem to point to a game that was built initially with PC in mind, and they also suggest a game that’s more comfortable with adventure-style puzzling than action.

That’s only partially true, though. TFP2:U’s role-inhabiting adventure sections are certainly far more interesting than their action-focused companions. While the latter feel a bit like a pale Super Metroid tribute at times, stepping into the shoes of a robot in the game’s futuristic ‘real’ world allows the game to explore some fairly mature themes and ask some provocative questions concerning A.R.I.D’s motives.

Questions of identity and self-determination are pretty common in sci-fi fiction these days, of course, but the narrative in TFP2:U manages to feel relatively fresh all the same. It’s a shame that the actual gameplay in these adventure sections isn’t always up to scratch. Those stilted controls and tiny question mark prompts get in the way of proper exploration – you end up walking through each scene scanning around for interaction points rather than taking in the game’s moody silhouetted scenes.

This is particularly so because the path to each solution is quite linear and also rather obscure. At certain points you will almost certainly find yourself wandering around its small levels clicking on everything to try and uncover the correct prompt to move the story forward. Point and click adventure veterans will probably be well prepared for this, but the game’s logic simply doesn’t always shine out obviously enough for the average player.

Conclusion

The Fall Part 2: Unbound continues the story from The Fall with an interesting angle on familiar sci-fi concepts, but the game that underpins this darkly cerebral world is somewhat lacking. Both its action and adventure elements suffer from stilted controls, and the imaginatively conceived point-and-click sections don’t always leave a satisfying breadcrumb trail for the player to follow. The result is a game that’s as frustratingly flawed as it is thought-provoking.

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YouTubers Bring The Pain In The Wacky World Of Subscribe & Punch!

French indie developer Hashieve Games has brought its wacky new game, Subscribe & Punch!, to Kickstarter – and if it’s successful, the cartoonish YouTuber fighting game will be sending a powered up haymaker Nintendo Switch’s way.

Made by a group of French students and junior animators, the game takes inspiration from plenty of real-life, English-speaking YouTuber personalities (with cryptic names such as Poodiepie, Jackaboy, ToastyKen and Markimoo) and transposes them into a Cartoon Network-esque world where true online dominance is decided with overly dramatic fisticuffs. So that far from that actual KSI vs Joe Weller ‘fight’ then…

Check out the Kickstarter announcement trailer above to give you a little taster of its wacky YouTubers laying the smacketh down. Be sure to let us know what you make of this quirky curio from France…

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Lost N64 Title 40 Winks Is Resurrected Thanks To Kickstarter

Back in 1998, Eurocom began work on a 3D platformer called 40 Winks which allowed you to enter a world of dreams and transform into a wide range of different characters. Sadly, when publisher GT Interactive began to haemorrhage cash the N64 version of 40 Winks – which was eventually released on PlayStation and is known in Europe as Ruff and Tumble – was one of the many projects to get the axe.

Fast forward to the present, and Piko Interactive – which has a history of reviving lost video games – has taken to Kickstarter to secure a physical release for Eurocom’s lost platformer. After a day it has already smashed its modest goal of $20,000, meaning a physical launch has been secured.

Two versions of the game are on offer, with the regular edition containing a grey game pack, colour cardboard box and insert and colour manual. The special edition has a colour game pack, special edition box and inset, colour manual, poster and a POG (Hey, remember those? Well they’re back!) featuring special artwork.

With over $28,000 already raised, the first stretch goal is in sight – a special 40 Winks N64 controller, which is unlocked at $60,000.

Let us know if you’ll be pledging your cash to this venture by posting a comment below.

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Fear Effect: Sedna Will Run, Guns Blazing, Onto Switch On 6th March

The Square Enix Collective and developer Sushee have announced Fear Effect: Sedna, the third entry in the action-adventure series, will be hitting Nintendo Switch in North America and Europe on 6th March. Originally slated for release in May 2017, the game has suffered its fair share of delays but it’s finally ready to hit the Switch eShop.

Fear Effect – and its sequel, Retro Helix – originally came out on PS1, but Sedna won’t be the third part in the trilogy per se. A third game, called Inferno, was cancelled while in development for PS2, so developer Sushee has made this Kickstarted indie more a sequel to the first game. The indie game will follow the template of the originals, tying together lots of slow-mo action sequences and puzzle-solving, although it’s now isometric rather than third-person fixed cameras of old. A remake of the first game, called Fear Effect Reinvented, is also in development for Switch.

It’ll hit Nintendo Switch shores next month with a price tag of $19.99/€19.99/£15.99. Here’s an official trailer for your troubles. Let us know what you think and if you’ll be picking it up!

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Hideki Kamiya Shares Background of Bayonetta 3 Development

Platinum Games is most known for Bayonetta, its stylish hack ‘n’ slash flagship series. Even so, the original Bayonetta was a pretty niche release, which made it difficult for Platinum to find funding for Bayonetta 2. Nintendo then stepped in, securing the release as a company exclusive, and it’s now pulled the same trick again by funding Bayonetta 3 for the Switch.

Speaking more about this, Hideki Kamiya posted a long statement on Twitter describing the behind the scenes development process of the series, ending with Bayonetta 3. It sounds like the upcoming release nearly didn’t get made, but we’ll almost certainly be glad it did when it comes out later this year. Here’s what was said:

I’ve got something I want to tell you all. It’s about Bayonetta 3. We are a developer that creates games by signing contracts with publishers and receiving funds from them in order to cover development costs. For Bayonetta 1, we signed a contract with Sega and received funds from them, then we proposed a design for the game and entered production. All of the rights belong to Sega. At the time, our company had only just been established, and we weren’t properly equipped for multiplatform development, so after discussing with Sega, we decided to develop the game exclusively for Xbox 360. However, after that, one of Sega’s trading partners ended up making a port for PS3, at Sega’s behest. More recently, they also decided that a Steam version should be developed, which was released last year. Sega owns the rights to all of these versions.

When we started making Bayonetta 2, we initially received funds from Sega to develop the game for multiple platforms, but the project was halted due to circumstances at Sega. Nintendo then stepped in to continue funding the game, allowing us to finish it. As such, the rights belong to Sega and Nintendo. The rights owners decided the game should be made for Wii U. Nintendo was also kind enough to fund a port of Bayo 1 for Wii U, and they even allowed us to use the Japanese voice track we created for the Wii U version in the PC version of Bayo 1 as well. I am extremely thankful to Nintendo for funding the game, and to Sega for allowing them to use the Bayonetta IP.

As for Bayonetta 3, it was decided from the start that the game was going to be developed using Nintendo’s funding. Without their help, we would not have been able to kick off this project. All of the rights still belong to Sega and Nintendo. The rights owners decided that the game should be made for Switch. Game development is a business. Each company has its own circumstances and strategies. Sometimes this means games get made, sometimes it means they get cancelled. But I believe that every single person involved is dedicated to delivering the best possible experience. I know that, to me at least, that’s one of the biggest goals when I set to work. I cannot express how happy I am that we get to make Bayonetta 3, and we intend to do everything within our power to make it as good as it can be. That’s all we can do, and we consider it our greatest mission. It took a while for production of Bayonetta 3 to be okayed, but now that it has kicked off, I hope it will turn into a wonderful encounter for all of you.

What do you think? Will you be picking up Bayonetta 3? What did you think of Bayonetta 2? Share your thoughts in the comments below.

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Ubisoft Is the Leading Third-Party Publisher on Nintendo Switch

Though support hasn’t always been top notch, Ubisoft has been pretty good about bringing its games to Nintendo audiences in the past, and that trend has been continuing with the Switch. The launch of Mario + Rabbids Kingdom Battle was an incredible win for the company, mixing the famous plumber and his friends with a new gameplay style that pleased a lot of fans. Evidently, the game sold extremely well, too, as it’s placed Ubisoft at the forefront of third party successes on the Switch.

In its third quarter financial results briefing today, Ubisoft revealed that Mario + Rabbids Kingdom Battle has been the highest selling third-party game on the Switch, which consequently puts the publisher in the overall lead on the Switch in terms of third party sales. Hopefully, this proves to be encourage Ubisoft and other major developers to start taking more risks on the Switch; it’d be nice if that top spot started to change hands frequently.

What do you think? Did you enjoy Mario + Rabbids Kingdom Battle? Do you think it’ll get a sequel? Share your thoughts in the comments below.

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A new platformer adventure takes to the skies with Owlboy

A new platformer adventure takes to the skies with Owlboy

Fly and explore a brand new world in the clouds!

Being a mute, Otus struggles living up to the expectations of owl-hood. Things spiral from bad to worse with the sudden appearance of sky pirates. What follows is a journey through monster infested ruins, with unexpected encounters, well kept secrets, and burdens no one should have to bear.

Features:

  • A love letter to pixel art, Owlboy is a story-driven action adventure with a unique mix of flight and platforming.
  • Recruit Otus’s friends as gunners to fight for you, each with unique abilities and stories.
  • Large dungeons with big and challenging boss battles.
  • An adventure 10 years in the making!

If you would like to purchase the digital version of the game, please visit https://www.nintendo.com/games/detail/owlboy-switch.

Game Rated:

Fantasy Violence

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Video: 9 Mario Games We Wish had Never Existed

Mario’s been in countless fantastic games over the years, but to say our favourite portly plumber has a spotless record is an outright lie. Usually at the hands of another studio, Mario’s been the figurehead of some truly awful video games over the years.

That doesn’t mean they can’t be enjoyed for what they are, of course, but needless to say in one way or another we really wish the titles featured in the video above had never been made.

Don’t worry, Hotel Mario features heavily.