GREE is bringing its smartphone series Fishing Star to Switch, it has been revealed.
Launched back in 2007 and already available on iOS and Android, Fishing Star tasks the player with capturing 100 types of fish. To achieve this you can use various rods and work with other players to gain rare fish.
Due for release worldwide via the Nintendo eShop, Fishing Star will be the mobile company’s first console title. Does the concept have you hooked, or will you be playing the waiting game?
Fantasy Hero ~unsigned legacy~ arrives on Nintendo Switch four years after its original release on PlayStation Vita, where it received a rather middling reception at best. Some praised its varied stats, skills and upgrade customisation, while others criticised it for a bland plot and uninspired combat mechanics. So in 2018, how does this JRPG fare on Nintendo’s hybrid?
You take up the role as one of four different characters. Acress is your typical JRPG hero whom the game is clearly designed around, but then you also have Ashta (a mechanic who commands a robot in battle), Mask (who uses his size and weight to eliminate enemies with melee attacks), and Haul (who works from afar with pistols). But no matter who you pick, the foursome band together to tell the same story. Humanity is close to extinction after an army of monsters called Decoders took over and slaughtered the human race, bringing it to its knees upon our introduction. But after a new material named Hero Artes is discovered, the tide of battle may be about to change.
This is a plot deeply rooted in familiar tropes. The world is in ruin and you and your friends are the only ones who can put an end to the suffering thanks to a game-changing revelation. It’s a story you’ve most likely heard a number of times already in videogames, and unfortunately the game sticks to this long beaten path. FHUL does very little to mix things up, as its narrative mostly becomes a vehicle to the next mission.
Speaking of which, mission structure is defined by three different outgoings. Main missions move the story along and naturally come with the biggest set-pieces; side missions generally have you killing certain enemies, collecting items or participating in everyone’s favourite, escort quests; and EX missions are high level undertakings that reward you with the best equipment and materials in the game.
Every one of these missions is accepted from the Community Billboard, which is located in the centre of the main hub area. It’s here where you’ll engage in some bartering with the shopkeeper in order to purchase items, enhance and upgrade your weapons with the blacksmith, and take a rest in your bed back home which allows you to allocate skill points and improve your stats. The skill tree itself is fairly basic, but you feel the weight of its rewards during battle. Separated into three branches, you can choose to focus your points on the weapon your chosen character wields, their magical abilities, or bodily enhancements that improve HP and defences.
As well as that, there’s the core stats that make up your character. HP, stamina, physical defence, attack power, luck, and others can all be bolstered through stat points gained upon every mission success. These, in combination with skill allocation, give you the biggest opportunity to streamline the experience to your preferred playstyle. A number of abilities can be allocated to the D-pad to be used to take the advantage, for example Haul’s varied ammo types could poison enemies or even set them on fire, while Acress’ talent lies in transforming himself into an armoured knight that deals extra damage. All of these skills are fun to experiment with, but unfortunately they’re only having an effect on a combat system that is far simpler than itself.
If you were to liken FHUL’s combat to anything else, it would have to be a scaled-down version of a Musou game. A light and heavy attack are mapped to the face buttons and these two can be used in unison to perform some flashier moves, but besides that the general flow of a battle is based around spamming those buttons. This is fine in the early sections of the game, but as things progress, the difficulty begins to ramp up at an alarming rate which results in some battles feeling a little too unfair.
A variety of attacking options could have circumvented this, but with just a light and heavy attack at your fingertips and a few abilities on top, the game gets too frustrating far too quickly. This is then worsened even further by the complete lack of a checkpoint system during missions, meaning that dying at the final hurdle results in you having to play the entire level over again. It’s cheap, disheartening, and cruel.
As previously mentioned, this is a port of a PlayStation Vita title, and it most definitely shows. Even in docked mode, the overall presentation looks incredibly dated, with textures being the worst offender. They look pixelated and blocky, while the characters themselves don’t fare much better. Everyone has a faint black border around their model which does help them to stand out more, but other than to give them a bit of a presence, we don’t quite understand why it’s there at all.
Problems also arise in the translation for the game, with English taking the centre stage in text boxes while conversations are fully voiced in Japanese. The English translation is rife with spelling mistakes and grammatical issues, and while this is something we can look past for the most part, others may understandably take more of an issue with it.
Conclusion
The nature of Fantasy Hero ~unsigned legacy~’s mission based structure lends itself well to the pick up and play style of Nintendo Switch, but there’s nowhere near enough compelling content here to make it worth your time. A dull plot filled to the brim with typical JRPG tropes fails to give you much of an incentive to progress, while the combat itself is far too basic and at times punishingly difficult. This may have been a passable experience upon its original release, but in 2018, this port has little to offer.
These days, gamers are pretty comfortable with the fact that there are multiple control options available when it comes to playing on their console of choice. The basic, in-the-box pad isn’t always the best that’s on offer, and there are myriad official and unofficial controllers doing the rounds, each claiming to hold a different benefit over the competition.
However, back in the days of the NES, this proliferation of pads didn’t exist to the same extent, and many players would stick with the default controller, blissfully unaware that other options may exist. Thrust into this world was the NES Advantage, an arcade-like controller which claimed to take things to the next level. Not only did it showcase a robust construction which made it ideal for bludgeoning annoying siblings when they beat you on your favourite game, but it also featured a turbo function back when turbo functions were a big deal, and a slow-motion feature when slow-motion was an even bigger deal. It was a premium controller, and if you met someone who owned one, you knew they were deadly serious about this gaming malarkey.
Fast forward to the present day, and the allure of the NES Advantage hasn’t dimmed in the hearts of true Nintendo fans. That’s why Retro-Bit has cunningly produced a clone of the controller which can be used with original NES hardware (and any clone system which has NES controller ports – like the Retro-Bit Super Retro Trio Plus, for example).
Like the device from which it draws so much inspiration, the Power Stick has two big red buttons and a robust joystick – but it offers a serious advantage (no pun intended) over the original as both of these elements are microswitched for additional precision; the original controller used rubber switches, like the NES control pad. Sadly, the auto-fire and slow-motion functionality has been removed; while we have to admit we rarely used them in the past, it’s a shame that these feature didn’t make the cut here. The ability to switch between player one and player two has also vanished; the NES Advantage had not one but two controller plugs and could be connected to both ports on the console so that, in the case of games where one player took over after the other died, you didn’t need two separate controllers.
In use, the Power Stick works like a charm. It could do with being a little bit heavier, but the build quality is still excellent. The stick and buttons make lovely, loud clicking sounds and feel incredibly precise and accurate, and the 6ft cable is just about long enough to allow you to game on the couch without dragging your NES console across the room with you.
At around $30, the Power Stick isn’t going to break the bank but purists may be dismayed to discover that certain selling-points of the NES Advantage are missing – even if they were somewhat superfluous. Still, if you’re not bothered about having an authentic arcade stick and own either a NES or a suitable clone, you can do a lot worse than pick one of these up – the microswitched stick and buttons are fantastic.
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 turned plenty of heads when it was unveiled back in January, and whether you’re sold on the premise or not, there’s no denying it’s peak Nintendo. There was, however, some concern that users were going to be limited to the Toy-Con templates designed by Nintendo. Well, Nintendo has firmly quashed those fears with the unveiling of the Toy-Con Garage.
The in-built software feature works like a basic programming tool, enabling you to take the functions of the Toy-Con and combine and tweak them to suit whatever idea is floating about in your imagination. It’s just the kind of open-ended creativity we’ve seen from Ninty countless times before, and as long as you’re able to provide the right cardboard parts, there’s no limit to what could potentially make. We saw the feature back at our first-hands on event with Nintendo Labo and it’s left us really impressed with its scope.
But what do you think of Labo’s newly revealed open-ended structure? Is this a great way to get younger Nintendo users into programming? Let us know!
The shmup has been a gaming staple for decades, and it has found something of a welcome new home on Nintendo Switch with many a retro port and and a fair few modern throwbacks nestling in the warmth of its hybrid bosom. Revived indie twin-stick affair Black Hole falls comfortably into the latter, but does its bullet hell in space gimmick offer anything new in a genre that’s long been stuck inside its own vacuum?
The short answer is no, but it’s still an enjoyable attempt to capture the ‘pick up and play’ ethos that made the shoot ’em up such a classic to begin with. Once designed for defunct platform Ouya and the Android-based ForgeTV, this modern shooter feels instantly at home on Switch. The use of HD Rumble makes every collision with an asteroid or an enemy projectile that bit more tactile, and it runs buttery smooth in both handheld and tabletop modes, with barely any drop in frames.
There’s also support for touchscreen controls, but they’re unresponsive at best and are ultimately deemed pointless when you’ve got two perfectly good (and, more importantly, responsive) analog sticks right next to them. The same applies to the game’s use of motion-based controls – you’ve got to applaud the developer for attempting to include so many control schemes in one package, but none them feel responsive enough to justify their existence.
With a more traditional set of sticks, Black Hole’s big twist on the classic shmup setup is the presence of the titular gravitational phenomenon, which adds a rotational force that constantly drags you and other items on screen around if left unattended. It’s a neat little concept, one that requires you to evade asteroids and collect glowing space crystals while fighting an ever-present resistance. Those little pickups – handily broken up into different colours – each come with a different reward. Green ones replenish your health wheel, blue ones offer a short window of shield, white ones increase your overall score and yellow ones can be spent on upgrades for your ship between levels.
It’s a rewarding combination of long-term and short-term payoff as you try to rack up that final score and rise up the leaderboard while attempting to grab as many yellow ones to increase your spending choices. Being able to upgrade everything from the spread of your fire, to armour, speed and secondary weapons adds a strong incentive to chase down this collectible currency, while risking losing it all within the chaos of asteroids that blow apart into debris and the myriad enemies that attack in waves.
The upgrade system does mean the three ships you can choose from all feel quite samey during the first two or three levels, but thankfully that early slog soon falls away once you invest in the right places. There is a caveat though – these upgrades only last as long as your set of lives, so should you burn through them all every upgrade will be lost. It might seem harsh, but levels can be blasted through so quickly that the feedback loop of shooting through levels to upgrade never feels overtly unfair if you have to start over.
The inclusion of a speedrun mode will appeal to those who can’t play any game without a clock running somewhere, while the addition of a handy Colourblind mode is a welcoming touch. Much like Portal-esque puzzle shooter ChromaGun, it’s comforting to see developers making concessions for players who wouldn’t normally be able to distinguish between on-screen colours. The use of letters instead of colours can sometimes be a little difficult to make out in handheld mode, but it’s an empowering feature nonetheless.
Considering the fixed-screen nature of Black Hole, the lack of any co-op support is a glaring omission. With the valuable use of stardust crystals and the overall high score chasing nature of the game, it seems bizarre not to include some sort of co-op or competitive mode where two or more players enter the fray. Each level would be no less chaotic in action, so it’s genuinely baffling to limit its own remit to single-player only. With 40 levels to play through, there’s plenty for that one player to enjoy, but this shmup could have added another dimensional string to its bow with support for multiplayer.
Conclusion
Black Hole’s intense shmup action feels far more suited to Nintendo Switch than its previous platforms, and the gravitational mechanic makes for a cool twist on a well-worn formula. It’s a solid little shooter for one player to blast through with twin-sticks at the ready, it’s just a shame there’s no support for local couchplay to go along with its litany of customisable options.
CyberConnect2, a Japanese developer perhaps best known for its .hack and Naruto titles, has announced a completely new vision for the company going forward, including the news that it will be bringing its ‘Trilogy of Vengeance‘ games to the Switch.
This new business strategy is a celebration of the company’s recent 20th anniversary. The biggest development to arise from this is the fact that CC2 will now be developing its own completely original properties, publishing their own titles across the world. Alongside this, it has been revealed that the company is currently working on three major projects.
Two of these concern anime; the first is a completely original project, while the second revolves around assisting animation studio TriF to create an anime called MECHA-UDE. The third, however, is a trilogy of games that are set for a worldwide release on Nintendo Switch. You can see more information about all three below.
Fuga on the Battlefield (War x Vengeance x Kemono)
A 20-year anniversary title of Little Tail Bronx! An action strategy RPG depicting hope and despair.
Tokyo Ogre Gate (Schoolgirl x Vengeance x Steampunk)
Cut down evil in the ogre capital. High speed parkour style slashing action!
Cecile (Gothic Lolitas x Vengeance x Witches)
An exciting new tale depicting a crazy world, the scramble for the witches’ hearts! 2.5D side scrolling ultra fun witch action!
One night, when the moon is full, four sisters enjoying a carefree life are summoned to an old castle by their mother. Waiting for them is a “ceremony” which will turn them into witches. Due to the ulterior motives of their mother, the four sisters are stripped of what they cherish most.
So three new games in one, and plenty more besides! Will you be checking out this trilogy when it arrives on Switch?
We all know we don’t deserve dogs and their endless ability to bring joy to our lives with their good boy and good girl antics. Well, with Nintendogs yet to make the jump to Switch, Puzzle Puppers is here with the next best thing – digital dogs stretching all over the shop in search of a doggy treat.
It’s an isometric puzzler that’s already been sniffing about the kennels of PC and Mac, and now it’s caught the scent of Nintendo Switch. You’ll be able to guide a variety of doggos through portal-like holes, across rivers and around the screen in search of the perfect bowl of chow. There’s 80 levels of canine fun to be had, so you’re bound to have something to bark about.
Puzzle Puppers will arrive on the Switch eShop on 20th February priced at £3.99/$4.99. Will you be giving this handheld pup a pat a good home? Let us know below…
Damien has over a decade of professional writing experience under his belt, as well as a repulsively hairy belly. Rumours that he turned down a role in The Hobbit to work on Nintendo Life are, to the best of our knowledge, completely and utterly unfounded.
After the very recent update to Version 5.1, ARMS fans now have even more to cheer about as the latest Party Crash is about to take place with a brand new theme: ‘Innovative Metal’.
As ever, this Party Crash will allow players to earn brand new badges, a ton of in-game cash, and learn the ins-and-outs of the two featured fighters. This time around will see Springtron take on Kid Cobra for the crown, with the usual mix of game modes and whacky bonus rounds being thrown in to test your skills.
This timed event will begin on Friday 9th February at 9am GMT / 10am CET (1am Pacific / 4am Eastern), finishing at the same time three days later on Monday 12th.
Will you be getting stuck in to the latest Party Crash? Let us know whose side you’ll be on in the comments below.
MixedBag and Adventure Productions have announced today that they will be working together to bring two brand new point and click adventure games to Nintendo Switch later this year.
Inspired by recent releases such as Thimbleweed Park which arrived on Switch last year, the two studios have decided to take on the challenge of bringing more games of the genre to consoles. The first two of these releases will be The Wardrobe and Detective Gallo. More information on these two titles has been provided below.
The Wardrobe, developed by C.I.N.I.C. Games and released on Steam in February 2017, tells the deeds of the cynical Skinny, a skeleton committed to saving the soul of his best friend in a world populated by surreal characters and tons of pop culture references from the ’90s and 2000s.
Detective Gallo, developed by Footprints and scheduled for release this Spring, narrates the investigations of the feathered private investigator Gallo and his silent assistant cactus, dealing with a bloody case of multiple plant homicide.
Hopefully you’ve already watched the teaser trailer for Detective Gallo above and, if you’re interested, you can also check out the Steam trailer for The Wardrobe here.
Both games will reportedly make use of the Switch’s touchscreen, a very handy feature for games of the genre, and will be releasing later this year. Are you happy to see more point and click games heading to the Switch?