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Nintendo Has Reportedly Delayed the Roll-Out of 64GB Switch Game Cartridges

The Nintendo Switch has, overall, had a wonderfully successful 2017. Like any new device on the market, however, there have been some issues of varying scopes, one of which has been the ‘Switch tax’, in which some retail games on the system carry higher price tags.

It’s a topic we explored in detail, learning that part of the issue is around the costs of proprietary cartridges used in the Switch. Publishers have to order them from Nintendo, and at present cartridges up to 32GB are available – however, the more capacity they have the higher the price, so in some cases publishers get smaller cartridges and force mandatory downloads on consumers. One example is L.A. Noire, published by Rockstar – the game is 27.4GB on the eShop, and if you buy the retail version there’s a mandatory 13.1GB download (on our EU copy), so logic suggests (give or take some space for practical concerns) the publisher opted for a batch of 16GB carts from Nintendo in order to maximise the profit off each sale.

Beyond that, however, some publishers willing to spend more on the highest capacity Switch media may still find 32GB isn’t enough, especially in this era of enormous game downloads on PC, PS4 and Xbox One. There’ll be disappointment, then, if a report by The Wall Street Journal (paywall) is accurate.

The report cites “people familiar with the matter” to say that Nintendo has pushed back the roll-out of bigger 64GB capacity cartridges. Originally planned for the second half of 2018, Nintendo has apparently informed major partners that they’ll now arrive in 2019, as it aims to resolve technical issues and ensure high levels of quality in the final media.

How much will this affect Nintendo? It may prompt some publishers with particularly sizeable games (in terms of file size) to reconsider release windows, but due to the nature of the hardware we’d suggest it’ll be a minority of games that require that size of card. As various examples have also shown, publishers aren’t shy of buying smaller capacity media and forcing gamers to download the rest, in any case.

Time will tell on whether this delay, if the report is indeed accurate, has much of an impact on any third-party releases on the Switch.

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Feature: Memorable Games of 2017 – DOOM

In this series of features Nintendo Life contributors will share thoughts on their most memorable games of 2017. This entry by upcoming site editor Dom Roseigh-Lincoln focuses on the high profile port of DOOM to Nintendo Switch. 

If you’d have sidled up to me six months ago and whispered in my ear that one of my favourite games of 2017 would be a port of a 2016 shooter I’d have recoiled at that blatant invasion of my personal space, then cracked a wry smile at your fictitious hot take. DOOM? On Switch? In a port that isn’t just good, but great? You’re having a laugh, mate.

Well, let’s just say I’ve put on about a stone of weight with the amount of humble pie I’ve eaten in the last month because Bethesda and Panic Button did something seemingly impossible with that id Software reboot. Not only did they get the entirety of DOOM’s gloriously violent single-player campaign on Switch, they made it look disturbingly good, too. Sure, it’s not going to give PS4 or Xbox One any sleepless nights in the visuals department, but bar a few simplified textures and less dynamic lighting its an impressive feat of developmental alchemy.

It’s hardly been gutted either. Every level, in its full glory, can be enjoyed on Switch, so you snap demon necks and stomp on their heads as Doomguy just as it was originally intended. Sure, not having the map editor does take some of the sheen off an otherwise impressive package, but retaining its two cores modes – including the latter’s full online functionality – cements Switch as a fine place for any shooter to call home.

Then there’s the multiplayer. Oh, the multiplayer! It’s this mode that takes the biggest hit when it comes to graphics, but we knew this would be the case so it’s hardly a killing blow. Much like the classic, sprint-fast days of Unreal Tournament and Quake III Arena, DOOM’s online deathmatches move at such breakneck speeds that there’s no way Switch’s hardware is going to be able to load textures as fast as you’re running and blowing other players into gore with a Super Shotgun.

But here’s the thing: it doesn’t matter. With only the occasional amount of slowdown, that sacrifice is ultimately worth it. Being able to leap into TDM, Warpath or any of its other familiar yet addictive modes from the comfort of your sofa, bed or toilet is a unit-shifting selling point in itself. It’s proof positive that twitch-style shooters can work on Switch without relying on bucket loads of paint and skater boi fashion choices.

Add in a new challenge system for unlocking new armour for your death-dealing avatar – a setup far superior to the one in place on other platforms – and you’ve got one of the best ways to mooch about online in Switch’s current lineup of games. Even if you’re terrible at shooters, you’re still not going to struggle for long. This isn’t about precision – part of DOOM’s grisly charm is its run, gun and run again formula that turns every firefight into a bullet-trading joust.

So yeah, I love this damnable thing a lot, that much is obvious, but I guarantee you’ll only need to spend a few minutes in its mad-eyed company to realise you love it too. As a vanguard for the future of FPS on Switch, DOOM is the perfect candidate for the job. Bold, brutal and baptised in buckets of blood. And on a Nintendo console, no less.

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Review: SteamWorld Heist: Ultimate Edition (Switch eShop)

After releasing the sublime SteamWorld Dig, many expected Image & Form to go the safe route of producing a follow up that more or less built on that foundation. Though we would eventually receive SteamWorld Dig 2, the company chose to defy expectations and make SteamWorld Heist, a game which belongs to another genre entirely. Now, it’s arriving on the Switch in the form of SteamWorld Heist: Ultimate Edition, and as expected this iteration lives up to its name.

First, let’s address that “Ultimate” part of the title. This version of SteamWorld Heist contains all previously released DLC, along with some certain extra content not in the original release. In addition to this, optional touch screen controls are included, which are just as useful as traditional button controls. Of course, the real draw here is the ability to play the game in HD both on the go and at home; it plays brilliantly in either configuration, though this writer particularly enjoyed playing it in portable mode. At any rate, there’s been nothing lost in the translation to a new platform, and having all the extra content included really helps to round out the package nicely.

The premise of SteamWorld Heist is quite a bit different than its Dig brethren, taking place in a separate part of the timeline. You primarily play the role of Captain Piper Faraday, a “Cowbot” captain with a team of mercs-for-hire who travel the stars in a desperate struggle for survival in the wake of the Earth’s destruction. The story can be surprisingly involved at times, and ties together with the broader SteamWorld storyline in exciting and unexpected ways.

The main gameplay of SteamWorld Heist is quite different from the Metroidvania inclinations of its Dig brethren. Though it’s still a 2D action game, SteamWorld Heist is an XCOM-like turn-based strategy game, with some elements that rely more directly on player skill. The tactical element sees you manoeuvring your team through procedural levels, figuring out how to best search the ships and dispatch enemies. The skill element comes with how you attack your enemies; manually aiming each character’s gun and ricocheting bullets off walls to get around cover.

Your team is as diverse as it is sizeable, with different characters that suit a variety of playstyles. Different classes dictate the kinds of guns that each character can use, with everything from snipers to grenade launchers to shotguns being fair game. Properly kitting out a well-balanced team is essential to success, and the different mission types do a great job of encouraging you to switch things up regularly. A mission that features tightly focused squads of enemies, for example, might be best overcome by using a demolitions-focused team. New characters are made available at a decent clip, too, and though many of them share the same classes, each one has their own quirks and personalities that make them feel unique.

Rotating team members is especially encouraged due to how experience points are only awarded to those who partake in a given mission, and most characters really start to hit their stride after you level them up a couple times. Though you’ll occasionally be given stat boosts that increase health or movement range, the real upgrades come in the unique character abilities that greatly boost their effectiveness in certain situations. Piper, for example, has an ability that buffs that damage output of characters around her, while also allowing her the option to heal them. Billy has an ability that grants him additional movement capability if he successfully kills an enemy with a melee strike. Each character becomes more unique as you develop them, and it can be genuinely exciting to see them evolve as you move them up. Suffice to say, you won’t be at much of a loss for options when it comes to team arrangement, and that’s before you factor swag into the equation.

Each mission has a series of swag bags sitting around, and once you successfully complete the mission these are then opened. Many of them contain water — the game’s currency — but a few pieces of loot are also handed out each time. These can either take the shape of new guns or “utilities”, which are equippable items that you can give two of to each character. These have a wide array of applications, be it extending health and movement, or giving your character an additional attack option. Surplus or unwanted utilities can then be sold off for water, which you can then invest in the many shops you pass through on your journey to get better stuff that fits your team. This whole loot system is brilliantly implemented and is one of the primary motivating forces of progression in SteamWorld Heist; it’s always exciting when a mission ends to see what you’ve gotten this time around.

For a download game, SteamWorld Heist boasts a surprising amount of content and replay value. The story lasts for about fifteen hours and maintains a fantastic pace; just when you’re starting to get used to a given enemy type or mission, the game throws in another curveball to ratchet things up another notch. As this is the definitive edition of the game, the Outsider DLC expansion is integrated into the main game, with all levels, characters, weapons and hats included right from the off. Couple all this with a fascinating New Game Plus mode, and you’ve got a game that will last you for quite a long time. After all, why not do another run and challenge yourself by prioritizing another team setup? It’s that constant encouragement of experimentation that keeps one engaged in the game, and the broad variety of tactical options leaves quite a hefty sum of possibilities.

From a presentation standpoint, SteamWorld Heist is an absolute delight. The charming steampunk artstyle that the SteamWorld games are known for is here in full force, and the early 1930’s-style voiceovers add a certain vintage quality to cutscenes. There’s plenty of lighthearted humour present, too. Dialogue between characters plays into this, and the things your characters sometimes shout when they get pegged by a bullet will put a smile on your face. All characters can also wear a hat into battle, with plenty of ridiculous options available as you build a collection. The soundtrack does a great job of matching the industrial theme, too, providing a series of plodding tracks that evoke the sounds of a steadily running machine. It’s great music for the thoughtful pace of gameplay, while also being quite applicable to a combat setting. Overall, this is a stylish game that clearly understands its identity well and fully embraces it.

Conclusion

SteamWorld Heist: Ultimate Edition is a fantastic port of a fantastic game, and it fits perfectly on the Switch. Deep, engaging gameplay and stylish presentation combine to make this one of the standout indie releases of the year; this is a great example of a well put-together game. If you are at all a fan of strategy games, or are just looking for a fun diversion to occupy your time over the next couple weeks, pick up this game. It puts a neat twist on standard turn-based strategy gameplay, and stands as another fantastic entry in the SteamWorld series.

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Feature: Video Game Ghosts Of Christmas Past

So, Christmas is over for yet another year. Presents have been opened, food has been consumed in vast quantities and much fun has been had by (hopefully) all.

This is the first Christmas that Switch has been available, and we assume that it will have contributed to many a household’s latest festive memories, but what about all those big holiday milestones from your gaming past? 

We popped the question to the Twitterverse and had some impressive replies:

Our friends over at iRetrogamer always do a good line in Christmas videos, and this year’s is no exception:

Hopefully all of that has gotten you in a suitable nostalgic mood, so what are you biggest and best gaming-related Christmas memories? Are you old enough to have received a NES or Game Boy from Santa, or was the SNES your first console? Perhaps the N64 era was your time, or the GameCube period? Maybe you’re a young whippersnapper and can count the DS or Wii as your first Christmas consoles?

Whichever system you got, we’d like to know – so why not post your memories below?

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Nintendo Switch Continues to Dominate in Japan

We may be in the middle of the Holidays, but we still have the Media Create results to show us what’s hot – and what’s not – in Japan. Unsurprisingly, Nintendo’s latest system is continuing to fly off the shelves.

Before we get to that, though, we have the software results to look at, and the number one with some fantastic numbers is a surprise with Super Mario Odyssey; the fact the sales include the hardware bundle will have contributed a lot. The top 9 are all Switch and 3DS titles, which is excellent for Nintendo in such a key shopping period – results are below with lifetime sales in brackets.

  1. [NSW] Super Mario Odyssey (Bundle Version Included) (Nintendo, 10/27/17) – 209,630 (1,292,281)
  2. [3DS] Yo-kai Watch Busters 2: Treasure Legend Banbaraya – Sword / Magnmum (Level-5, 12/16/17) – 184,739 (393,279)
  3. [3DS] Pokemon Ultra Sun / Ultra Moon (Nintendo, 11/17/17) – 176,789 (1,345,962)
  4. [NSW] Splatoon 2 (Bundle Version Included) (Nintendo, 07/21/17) – 137,607 (1,668,466)
  5. [NSW] Mario Kart 8 Deluxe (Nintendo, 04,28,17) – 100,205 (1,045,438)
  6. [3DS] Kirby: Battle Royale (Nintendo, 11/30/17) – 42,796 (115,324)
  7. [NSW] The Legend of Zelda: Breath of the Wild (Limited Edition Included) (Nintendo, 03/03/17) – 35,565 (738,026)
  8. [NSW] Pokken Tournament DX (Nintendo, 09/22/17) – 27,053 (297,491)
  9. [NSW] Arms (Nintendo, 06/16/17) – 25,285 (297,491)
  10. [PS4] The Idolmaster: Stella Stage (Limited Edition Included) (Bandai Namco, 12/21/17) – 23,772 (New)
  11. [NSW] 1-2-Switch (Nintendo, 03/03/17) – 23,156 (328,694)
  12. [3DS] Style Savvy: Styling Star (Nintendo, 11/03/17) – 21,321 (105,557)
  13. [PS4] Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings (Gust, 12/21/17) – 21,129 (New)
  14. [PS4] Earth Defense Force 5 (D3 Publisher, 12/07/17) – 20,536 (164,944)
  15. [3DS] Animal Crossing: New Leaf Amiibo+ (Nintendo, 11/23/16) – 18,019 (336,543)
  16. [NSW] Sumikko Gurashi: Sumikko Park he Youkoso (Nippon Columbia, 12/07/17) – 17,769 (110,355)
  17. [3DS] Pokemon Ultra Sun / Ultra Moon Double Pack (Nintendo, 11/17/17) – 17,679 (319,945)
  18. [PS4] Okami HD (Limited Edition Included) (Capcom, 12/21/17) – 16,536 (New)
  19. [NSW] One Piece: Pirate Warriors 3 Deluxe Edition (Bandai Namco, 12/21/17) – 16,011 (New)
  20. [NSW] Dragon Ball Xenoverse 2 for Nintendo Switch (Bandai Namco, 09/07/17) – 15,916 (89,161)

Moving on to hardware sales we see the Switch go past a quarter of a million sales in just one week. Most systems saw sales climb, with notable gains for New 2DS LL and New 3DS LL (XL) too – the results are below with last week’s sales in brackets.

  1. Switch – 269,684 (221,210)
  2. PlayStation 4 – 50,662 (45,161)
  3. New 2DS LL – 45,387 (31,653)
  4. New 3DS LL – 27,947 (19,115)
  5. PlayStation 4 Pro – 16,595 (17,804)
  6. PlayStation Vita – 14,041 (9,049)
  7. 2DS – 6,992 (4,324)
  8. Xbox One – 687 (2,175)
  9. New 3DS – 311 (421)
  10. Wii U – 98 (75)
  11. PlayStation 3 – 40 (44)
  12. Xbox One X – 32 (132)

These are all hugely positive and impressive results for Nintendo in Japan, and certainly bode well for 2018.

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The Latest Zelda: Breath of the Wild Gift is Genuinely Useful for Hunting Guardians

‘Tis the season to be jolly, slightly bloated and – most importantly of all – generous in spirit. Nintendo’s clearly aware of that, as its latest free gift for The Legend of Zelda: Breath of the Wild is arguably the most useful and valuable yet.

The ‘Tips From the Wild’ post is the third part focused on The Champions’ Ballad DLC, in this case going into the important distinction between the ‘glow’ of different Guardians.

Most importantly, loading the game from the news post gives you 2 Ancient Screws, an Ancient Shaft and an Arrow – you can use these to make an Ancient Arrow. In terms of usefulness and value it’s the best gift we can remember from the Switch series of news posts.

Happy Holidays indeed!

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Review: Max: The Curse of Brotherhood (Switch eShop)

Max: The Curse of Brotherhood is a puzzle-platformer that is actually just over four years old now; it originally released in 2013 on other consoles as a sequel to Max & The Magic Marker (a Wiiware and Nintendo DS title). Now the game has made it onto the Switch, no doubt hoping to sit amongst the numerous success stories we’ve been seeing for indie developers on the eShop. Can it perch itself proudly amongst the stars of the show, then, or have these last few years been unkind to it? Let’s have a look.

The game opens with a beautifully animated (almost Pixar standard) cutscene where Max becomes exasperated at his younger brother, Felix. Using the search engine ‘Giggle’ for some advice, Max stumbles across a chant of sorts that he reads aloud, accidentally getting his brother stolen through a magical portal in the process. Jumping straight in to save him, Max finds himself in a strange world full of platforms, puzzles and enemies to fight his way through.

Split across several chapters, you’ll be facing all of these gameplay elements within themed worlds; the usual forest and lava-type levels are all present here, as well some occasional, less commonly used ideas that really shine when encountered. As well as the standard jumping up and over platforms, you’ll also come across a number of chase sequences throughout your adventure. The difficulty of these moments never becomes a mighty, daunting challenge, but they will definitely cause several deaths and introduce a welcome bit of intensity when they arrive.

The best part by far, however, and the mechanic that the entire game revolves around, is the way in which you must use a magic marker pen to solve puzzles. The pen will unlock various abilities as you reach new chapters, essentially allowing you to interact with scenery in a new (but similar) way each time. Starting from specific points on the screen indicated by set colours, you can use the marker to draw shapes with branches or vines for travelling, or even raise platforms and create gushes of water to propel yourself or objects around. The creativity isn’t fully free – you can’t just draw any shape anywhere – but the puzzles allow enough wiggle room for them to be a lot of fun.

Despite being limited to a just a handful of abilities, the puzzles are always a little different to before; you’ll never see the same piece of scenery or puzzle layout twice. Each one arrives at just the right time, too; just as you are in danger of getting slightly bored, a new way to solve puzzles will unlock. This welcome pacing remains throughout, and with a very generous frequency of save points the supposedly dramatic action can actually feel quite calm and relaxed. It may not have been the developer’s intention, but we actually enjoyed this gentler approach – the puzzles, and taking the time to figure them out, work much better when you know you won’t have to keep repeating things if you mess up.

Thanks to the nature of the Switch, if you choose to play the game in Handheld mode you will be able to use the touchscreen to draw with your finger. Or, if you prefer, you can use a combination of the left stick, right trigger and face buttons on any controller setup you like. Both methods work just fine, although we’d argue that playing with a controller in your hands feels slightly more precise. Dragging the marker around the screen with a control stick isn’t really any slower than using your finger and, in fact, using your finger means that your hand will sometimes be in the way of where you are drawing. We’d also recommend playing on a TV if you can as there are times when the camera pans out to particularly wide shots – it isn’t awful in Handheld mode, but this was a game designed for traditional home consoles and that becomes particular apparent in times like this.

The art of each world you visit, and especially the animation of the game’s cutscenes as we mentioned earlier, are lovely at times. The performance of the game on the whole isn’t quite as strong as it would be in an ideal world, though; you’ll notice a lot of blurry edges, blurry backgrounds, and moments where everything just needs half a second to catch up. This never impacts the playability of the puzzles or causes any level of frustration – it just prevents it from being a truly top-quality package. Essentially, the puzzles and the interaction with the scenery are the things that will win you over here; any visual resolution woes are mostly forgotten. 

Conclusion

Max: Curse of the Brotherhood uses a wonderfully implemented drawing mechanic to solve puzzles that can often feel familiar, but are usually just about different enough to remain fun and fresh. The platforming, chase sequences, and even the final boss won’t put up too much of a fight against you in the seven-or-so hour campaign, but you may find yourself occasionally stumped by the odd puzzle that strays from the norm.

It isn’t quite perfect, and there are several small areas where we feel the game could be improved, but ultimately we had a great time playing through the adventure and enjoyed the core mechanic. It can’t quite compete with the true elites of its genres but it is definitely a welcome addition to the eShop – if you love the puzzle-platform genre and want to add another game to your collection, this wouldn’t be a bad place to start.

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Review: Dimension Drive (Switch eShop)

Dimension Drive might be a familiar name to some, but unfortunately it wasn’t always known for the game itself. A news story broke in May 2015 about the crowdfunded project from Dutch studio 2Awesome, but it was for the wrong reasons. What the two man team experienced was agonisingly documented as their project was short of the required goal, only to be seemingly rescued before the relevant donation’s account was outed as fraudulent. Needless to say the campaign was promptly relaunched, and the pleasing end result is that the game is now available on the Nintendo Switch. 

Turbulent history not withstanding, Dimension Drive is a 2D, vertically scrolling space shooter following female pilot Jack, who has acquired a fragment of mysterious technology from a well travelled and all conquering alien race known as the Ashajule. Jack is the sole survivor of one destroyed civilisation. Flying her ship – the Manticore – and accompanied by on-board artificial intelligence system V.E.R.A (British soap opera reference only just barely resisted), they venture out on a journey to rid the universe of evil. 

The thing is that this technology allows space craft to shift between two inter-dimensional planes. Rather than serving solely as a plot device, the dimension shifting Macguffin is important to the gameplay, too.

In one respect it is easy to reminisce about old school shooter experiences like R-Type or even more recent bullet hell titles like Sine Mora EX, as Dimension Drive on paper sounds like another to simply get in line – it isn’t. Not completely, anyway. You will be frantically dodging incoming enemy fire, avoiding structural obstacles and trying to pick up green energy blobs or other power ups. Enemy ships dart around the screen, relentlessly firing in waves, spirals or circle patterns. So far, so familiar. It would be easy to dismiss this as another generic shooter until you see a screenshot, or more specifically see it in motion. While it does invoke feelings somewhere between tension and exhilaration – like trying to pull of a perfect loop de loop to avoid a screen filling tractor beam or being involved other such intense space dog fights – Dimension Drive has one ace up its sleeve that sets it apart from its competitors. 

The hand drawn characters presented in static cutscenes – along with parallax scrolling levels – are detailed and polished, even if some obstacles are more difficult to make out as the game progresses. The mix of crunchy guitar riffs and meandering synth soundtrack are equally accomplished. Taking full advantage of 16:9 and the Switch’s widescreen display, Dimension Drive’s battlefield is split equally into two, akin to any racing couch multiplayer, except you are in charge of both. 

If this brings back memories of Star Fox Zero‘s dual screen shenanigans, let it be known that while it is easier to deal with here it might require the same perseverance. By tapping B your ship will cross over from one side to the other, with the corresponding position on the other screen displayed as a small purple orb. After a few stages you’ll earn new abilities that will allow you to shoot behind and slow your craft’s speed. Each of the worlds feels distinct, but as the different sides are asymmetrical, sometimes it is difficult to distinguish structures from background when things get hectic. One misplaced or mistimed transfer will result in a spectacular, explosive end. 

In the early skirmishes there a couple of brutal difficulty spikes, and it might be painfully tough to get to grips with. It’s like memorising the twists and turns of a race track. Rhythmically alternating between screens to navigate laser gates, impassable architecture or weaving in and out of tight alcoves to retrieve the last power cube is integral to progressing, and this micro-management – combined with the genre’s gameplay tropes – isn’t easy to master. With practice, however, there is plenty of opportunity to accumulate high scores. The reward for switching between the two planes to take out all possible enemies and gather all the power ups is not only numerical, though. 

Dimension Drive isn’t a game you should be content with giving up on easily, or merely stumbling through; that said there is a level of coordination that will frustrate or even overwhelm some. Its relentless attack patterns and environmental hazards – and demands for rapid reaction speeds – can result in satisfaction like all good shooters, and push the player to develop their skills and read the game in a new way. This certainly leads to real high points, though we should note that the broader design doesn’t always excel in the same way as the concept – take away the dual screen hook and it is a competent but not revolutionary shooter. 

In addition to the single player campaign there’s also a two player cooperative mode where two pilots can tackle levels from the main story. For the less-skilled audience it can turn into a confusing and hilarious mix of ridiculing each other’s abilities. Get better though, and it turns into an immensely gratifying synchronised experience. Have you ever tried to play both sides of a splitscreen multiplayer game? The rational answer is no, but Dimension Drive requires the same level of simultaneous manoeuvring in order to fully appreciate it.

Conclusion

It’s not been the smoothest of journeys to release for Dimension Drive, and nor will yours be through its initial twelve stage campaign, but it is a polished and engaging shooter that asks more of each player. This is definitely not a ‘turn your brain off at the door’ kind of bullet hell experience, but it’s worthy of the effort. Failure will be frequent, and frustratingly so in the early stages, but it’s not cheap and beating a section or level never feels unattainable. There is a specific type of coordination required that will take time to perfect, and for some it might overwhelm, but Dimension Drive is a game that can be as rewarding as it is demanding. 

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Feature: Memorable Games of 2017 – The Legend of Zelda: Breath of the Wild

In this series of features Nintendo Life writers will share thoughts on their most memorable games of 2017. This first article by Dave Letcavage focuses on The Legend of Zelda: Breath of the Wild on both Switch and Wii U. Later entries will also focus on lesser known games that have entertained and enthralled us this year.

Since Ocarina of Time, one could assert that The Legend of Zelda series has relied too heavily on tonal shifts and gameplay gimmicks – as opposed to genuine reinvention – to differentiate each instalment from its predecessor. But now, 19 long years later, Nintendo has finally flipped the script and redefined what it means to be a Zelda game. While the thought of such a monumental shakeup may sound scary, the reality is that The Legend of Zelda: Breath of the Wild is not just a great game; in my opinion, it’s arguably the most ambitious, innovative AAA Nintendo game since the original Metroid Prime.

Providing players with the ability to climb and scale nearly every surface, structure and obstacle is a liberating approach to open-world design, not unlike swinging through the streets of NYC as Spider-Man or grinding/dashing about the world of the Xbox One’s Sunset Overdrive. Climbing isn’t exactly as exhilarating as traversal in those games, but Link’s glider – which allows you to gracefully descend from dangerous heights and soar great distances – makes up for any sluggish bouts of climbing. Once Link’s back is to the tutorial area, the Great Plateau, it’s up to you to decide where you want to go next. Navigating the world is a puzzle in and of itself, one that stimulates and rewards for dozens and dozens of hours before it ever threatens to become stale.

That’s because Hyrule is such a vast, dynamic, multilayered place to explore, filled with deadly enemies, environmental hazards, organically-positioned secrets, and no shortage of brain teasers. What’s more, this is a world that reacts to your presence and instigation in innumerable ways, unlike any other open-world game before it. Link’s “utility belt” of tools, weapons, and abilities create many avenues to go about accomplishing whatever it is you aim to do. You can manipulate metallic objects, fool around with stasis, set flammable materials ablaze, and much, much more. Because of this, experimentation is encouraged, rewarded, and incredibly fulfilling.

Meaningful discoveries and “ah-ha!” moments are in abundance, which makes thorough exploration an irresistible proposition; rarely will you travel to a specific destination without being led astray by your curiosities. While the idea of virtually endless distractions may not sound conducive to story progress, it’s in these impromptu deviations that the real magic occurs. Because you make the decision to investigate, or because you notice something suspicious within the environment, there’s a unique sense of ownership and accomplishment attached to your discoveries and the puzzles you solve. It’s a sensation that open-world games – and video games in general – rarely afford the player.

As I played through the game on the Switch, my wife played the Wii U version on the GamePad. We discussed our progress and revelations frequently, and very rarely did we know precisely what the other person was talking about. Even after I spent 80 hours in Hyrule, my wife was mentioning NPC encounters and world details that were alien to me. What’s more, in many cases we learned that we overcame challenges in completely different ways. And that’s really Breath of the Wild’s greatest achievement – it’s able to make chunks of your experience feel exclusive to you and you alone.

While some players will lament the absence of traditional themed dungeons, most will find the 120 shrines (which are essentially bite-sized dungeons) and four primary dungeons (referred to as Divine Beasts) to be more-than-adequate replacements. These can be tackled in any order you desire on your journey to vanquish Ganon from Hyrule Castle, and you can do as many or as few as you want. You don’t level up attributes as you would in a traditional RPG, but through these efforts you will obtain more hearts, expand your stamina meter, gain new powers, and earn more resilient gear. It fits into the open-world, freedom-focused approach almost perfectly.

But Breath of the Wild isn’t fault-free. I like the fact that weapons break and inspire off-the-cuff battle strategies; I just wish they’d break a little less often. I like the fact that rain causes you to spontaneously reassess your agenda; I just wish rain would roll in with less frequency. I like that stamina factors into how and what you climb; I just wish it didn’t have as much of an impact on running. These things can add up and will annoy on occasion, but thankfully they’re relatively minor and easy enough to brush off in the grand scheme of things.

While the usual Zelda formula has been upended, Breath of the Wild retains the essence of the series. This is how you revitalize a franchise. This is how you properly follow up Ocarina of Time (even if it’s 19 years and numerous instalments later). This is the new benchmark for open-world design. It’s by no means a perfect game, but it’s most definitely a masterpiece – as well as an assurance that Nintendo has plenty of creativity and ambition left in the tank to deliver experiences that can impress and stimulate our imaginations in a way few other publishers and developers can.

Pardon such a cliched phrase, but it has to be said: What a breath of fresh air.

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The Nintendo Network and eShop Are Back to Life After a Festive Mishap

Going back a while now, the release of Pokemon Bank in Japan caused a festive Nintendo Network meltdown. The service was sporadic and mostly inaccessible for a few days, with Nintendo and The Pokemon Company eventually resorting to taking Pokemon Bank down.

This year hasn’t been anywhere near as dramatic, but there was a brief period of instability on the eShop – likely caused by an influx of Switch systems connecting to the Network and store. It prompted Nintendo to apologise online.

We didn’t see any notable issues when checking the eShop for North America or Europe, though we accessed the latter more often. It clearly did affect NA throughout the day; there were some getting by without too many problems while others were a little more unlucky. Some also had a pragmatic and realistic perspective on the issues.

In any case, as we type this the network is running as normal, though previously confirmed maintenance later today / tomorrow may affect some online gaming.


North America:

Tuesday, December 26, 2017 8pm Pacific / 11pm Eastern to Wednesday, December 27, 2017 1am Pacific / 4am Eastern

Europe:

Wednesday, December 27, 2017 4am UK / 5am CET to Wednesday, December 27, 2017 9am UK / 10am CET


Did you have any issues with the Nintendo Network / eShop on Christmas Day?