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Digital Foundry Gets Into Gear With a Rocket League Switch Tech Analysis

Rocket League has proven to be hugely popular on the Switch eShop, as shown by its consistent placing at the top – or near enough – of the store’s regional charts. A smash hit on PC and other consoles, it’s no surprise that Switch owners have been keen to join in – especially with cross-platform online play also supported.

A recent update aimed to boost performance of the Switch version, with 60fps gameplay having been the target since day one. Now our chums at Digital Foundry have done their tech analysis of the title to see whether it hits that target, and what compromises are made in order to do so.

There are still a couple of arenas that look particularly shonky on the portable, but for the most part we’ve merrily played a lot of games in handheld mode and on the TV. It’s the old ‘graphics vs performance’ debate, as we can’t always have both when playing on a tablet-form device.

Have you picked up Rocket League on Switch? If so let us know what you think of it in the comments.

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Review: The Deer God (Switch eShop)

You are a hunter. In the distance is a graceful deer – a protector of the forest. Just as you go to take aim at the deer you are attacked by wolves, as if the forest was defending one of its own. From here, you awake to find that you have been reincarnated as a baby deer and are spoken to by the Deer God; she explains that you must now live a new life to learn from your mistakes and repent your sins.

The opening to The Deer God prepares you for a wonderful adventure; the idea behind the story is full of potential and naturally contains a very positive message. The developer’s aim for the game is to have you questioning your beliefs, trying to find answers to questions you may have never pondered before. This is all well and good, and this opening sequence had us looking forward to what was about to come, but it was at this point where the fun abruptly ended.

From the moment you first take control of the deer, until the very final moment of the game, you are simply tasked with running. You’ll be running along various platforms, using your double jump to traverse large gaps, and then you’ll run some more. Along the way you’ll come across fruit that can be eaten to restore your energy bar (which will kill you and make you re-spawn at your last save point if it fully depletes) and you’ll notice that you slowly grow with each successful run to become larger and stronger. If you die, you return as the weaker baby deer and will have to work your way back to full strength.

The point to all of this is to complete occasional quests that are given to you by people throughout your journey. These usually consist of finding an item for them, which will be hidden somewhere up ahead within the environment – the procedurally generated landscape will just keep looping back to the start of the quest until you find the right item. Unfortunately, if you find the item on the first run then each quest will be over in seconds, but if you are really struggling to find it you’ll be stuck in this loop for what feels like forever.

You’ll also encounter enemies along the way that can deal damage to your health and, as before, if this fully depletes you will have to restart from your last save point. Again, though, the enemies feel like a rather pointless addition; 90% of the time you can just jump over and ignore them, rendering them useless, and when you do go to fight them the battles are basically a head-butting contest until someone drops to the ground.

You will uncover extra attacks as time goes on, and can also use various items to help you in either your platforming abilities or give you a boost in battle. The new attacks, which include throwing fireballs and sending lightning down from above, feel very satisfying to use and could well have been a saving grace for the game. Realistically, though, you’ll hardly ever need to use them and the process of equipping them and rotating back and forth between each one doesn’t feel worth the effort.

There are occasional boss fights that manage to change things up for the better at times; in these situations you’ll need to whittle down their health bar whilst making clever use of the scenery around you. If the game had focused on this level of combat throughout the experience and put less of an emphasis on the blind, constant running, it may have resulted in a much more rewarding gameplay experience. The bosses are tough, but a more standardised version of them throughout the main game would have been lovely.

Something that does stand out as an impressive feature is the art-style and the various environments that are created from it. Using an appealing pixelated approach with some lovely lighting effects as the sun rises each morning, coming across new landscapes is a treat to behold. You’ll see areas within woodland, icy areas with penguins, and at one point you’ll even have to jump onto a train that speeds through tunnels.

As seems to be the case with almost every aspect of the game, though, this is still let down by its repetitive nature; you’ll be seeing the exact same shapes and layouts in platforms over and over again in quick succession. The game ultimately left us feeling frustrated on far too many levels; rather than wanting to explore the world and its questions, we were desperate to see new, exciting things that unfortunately never really came.

Conclusion

Set in pretty landscapes with a storyline full of theoretical potential, The Deer God had us highly intrigued during the first few moments of the game. Unfortunately, though, this instantly faded away and never returned; the repetitive nature of the core gameplay, which mostly consists of just running to the right over the same platforms, meant that we lost all interest in discovering the answers to its philosophical questions.

Each aspect of the game, be it the platforming, combat, or occasional puzzles, feel like the early beginnings of decent ideas. Instead of being truly interesting and worth your time, however, each individual part falls flat, resulting in an disappointingly poor overall experience.

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Pokémon GO Receives New iPhone Exclusive Features

A brand new feature called AR+ has been made available for Pokémon GO, allowing trainers to experience “even more realistic Pokémon encounters”. You’ll need to be running the game on iOS 11 on the iPhone 6s or newer models to make use of it, however.

This enhanced augmented reality improves the functions available to players when catching Pokémon using their phone’s camera. The Pokémon are now fixed to a specific point in space, allowing you to walk right up to them and see their true size in comparison to your current surroundings. If you get too close to one of the lovely critters, though, they’ll run away – you’ll need to be careful to be successful.

An awareness meter will appear next to the Pokémon to indicate how close it is to fleeing the scene. If it does run away, you can try tapping on the tall grass nearby to hopefully make the Pokémon reappear. If you manage to get close enough you’ll receive an Expert Handler bonus which will award more XP and Stardust than usual.

If you are one of the lucky ones capable of trying this new feature, will you be braving the cold to take some close-up AR shots of your favourite creatures? Let us know in the comments below.

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Expect Inti Creates To Spread The Love (And Some New Details) On Gal Gun 2

There certainly are some weird and wonderful subgenres out there in the world of video games, which probably goes some way to explaining why a series about firing pheromones at schoolgirls and sucking their clothes off has attracted such a cult following. The latest entry, Gal Gun 2, is coming to Switch in Q1 2018 and developer Inti Creates has just announced some new livestreams to showcase the characters, mechanics and a rather risque sounding ‘Doki Doki mode’.

One livestream took place a few hours ago with Inti Creates’ president and VP looking back on 2017, but the second one – due to air on YouTube on 27 December at 21:00 JST (that’s 12pm UK time) – will be one to watch, with voice actors from the oddball rail shooter (including MC Yuna Taniguchi, Chinami Hashimoto and Chisa Kimura) joining the broadcast to discuss all the embarrassing things the developer asked them to do in the name of video game innuendo.

In the meantime, here’s a crazy Japanese trailer for Gal Gun 2:

Are you planning to pick up Gun*Gal 2 in 2018? Are there any other Japanese titles you’d love to see get the localisation treatment on Switch? Let us know! 

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Nintendo Switch Picks Up Incredible Sales in Japan to Continue Its Strong Run

It’s no surprise to hear that the Switch is already close to overtaking the lifetime sales of the Wii U, even if it’s a statistic that’ll always be harsh on the last-gen system. Nintendo’s hybrid console is hot stuff right now and that’s especially the case in Japan, where the latest Media Create charts show its dominance in this vital shopping season.

Let’s start with software, however – Yo-kai Watch Busters 2 has arrived on 3DS and taken the number one spot. In second place is Super Mario Odyssey, which has now passed one million retail sales in the Media Create figures. There are multiple evergreen Switch and 3DS games to be found elsewhere in the top 20, with Bokujou Monogatari: Futari no Mura+ being the only other new release on Nintendo hardware down in 12 place. The results below have lifetime sales in brackets.

  1. [3DS] Yo-kai Watch Busters 2: Treasure Legend Banbaraya – Sword / Magnmum (Level-5, 12/16/17) – 208,540 (New)
  2. [NSW] Super Mario Odyssey (Nintendo, 10/27/17) – 133,180 (1,082,650)
  3. [3DS] Pokemon Ultra Sun / Ultra Moon (Nintendo, 11/17/17) – 119,005 (1,169,173)
  4. [NSW] Splatoon 2 (Nintendo, 07/21/17) – 70,489 (1,530,859)
  5. [NSW] Mario Kart 8 Deluxe (Nintendo, 04,28,17) – 5,0679 (945,232)
  6. [PS4] Earth Defense Force 5 (D3 Publisher, 12/07/17) – 33,333 (144,408)
  7. [PS4] Yakuza: Kiwami 2 (Limited Edition Included) (Sega, 12/07/17) – 26,650 (158,581)
  8. [3DS] Kirby: Battle Royale (Nintendo, 11/30/17) – 25,180 (72,528)
  9. [PSV] Digimon Story: Cyber Sleuth – Hacker’s Memory (Bandai Namco, 12/14/17) – 24,636 (New)
  10. [PS4] Digimon Story: Cyber Sleuth – Hacker’s Memory (Bandai Namco, 12/14/17) – 20,890 (New)
  11. [NSW] The Legend of Zelda: Breath of the Wild (Limited Edition Included) (Nintendo, 03/03/17) – 19,469 (702,460)
  12. [3DS] Bokujou Monogatari: Futari no Mura+ (Marvelous, 12/14/17) – 15,612 (New)
  13. [PS4] Resident Evil 7: biohazard Gold Edition Grotesque Ver. (Capcom, 12/14/17) – 14,787 (New)
  14. [3DS] Style Savvy: Styling Star (Nintendo, 11/03/17) – 13,532 (84,236)
  15. [3DS] Pokemon Ultra Sun / Ultra Moon Double Pack (Nintendo, 11/17/17) – 12,117 (302,266)
  16. [NSW] Xenoblade Chronicles 2 (Limited Edition Included) (Nintendo, 12/01/17) – 12,017 (129,426)
  17. [3DS] Animal Crossing: New Leaf Amiibo+ (Nintendo, 11/23/16) – 12,007 (318,524)
  18. [NSW] Pokken Tournament DX (Nintendo, 09/22/17) – 11,144 (150,782)
  19. [NSW] Arms (Nintendo, 06/16/17) – 10,714 (272,206)
  20. [NSW] Sumikko Gurashi: Sumikko Park he Youkoso (Nippon Columbia, 12/07/17) – 10,072 (92,586)

Hardware sales were up mostly across the board, with only the PS4 Pro dropping following a spike from a previous Monster Hunter: Worlds system. The headline is the Switch, however, which sold a whopping 221,210 units last week, a hefty increase on figures that were already impressive. The New 2DS LL and New 3DS LL (XL) are back up to third and fourth place overall, too. That Switch number, we should add, surpasses the sales of all other systems combined.

  1. Switch – 221,210 (164,908)
  2. PlayStation 4 – 45,161 (40,524)
  3. New 2DS LL – 31,653 (27,074)
  4. New 3DS LL – 19,115 (15,059)
  5. PlayStation 4 Pro – 17,804 (45,163)
  6. PlayStation Vita – 9,049 (8,483)
  7. 2DS – 4,324 (3,192)
  8. Xbox One – 2,175 (406)
  9. New 3DS – 421 (248)
  10. Xbox One X – 132 (75)
  11. Wii U – 75 (70)
  12. PlayStation 3 – 44 (48)

Another fantastic week for Nintendo’s new system in Japan and a sign that momentum is picking up as the year ends. Nintendo will undoubtedly be heading into 2018 with a lot of confidence.

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Feature: nDreams Talks About Reanimating Bloody Zombies for a Festive Switch Release

For some gamers of a certain age, the beat ’em up genre is a rather important part of the gaming scene. There may not be many major titles that ask you to walk through an area crudely punching and kicking the snot out of foes, but it still has a certain appeal. This year Wulverblade gave us a stylised fix in the genre, and now Bloody Zombies will bring its spin to the Switch – it’s out on 23rd December priced at £10.99 / €13.49 / $14.99.

It’s a game that brings some genre classics to mind, but also has its own tweaks with ‘freeform’ combat that evolves as you progress. It also throws in online co-op for four players in addition to the equivalent local options, which is a great feature to have. Combine that with the thematic simplicity of beating up a wide range of disgusting zombies, and it’s an enticing concept.

We had a chat with Dan Sheridan, communications manager at nDreams, to learn more about this one ahead of its release.

Can you introduce yourself and your role in the development of Bloody Zombies?

My name is Dan Sheridan, I am the communications manager at nDreams. I’ve been working very closely with the development team over the course of the creation of Bloody Zombies, showcasing the game at various events worldwide, sharing news and updates and providing feedback to the dev team on what has been well received and what could be improved.

The game has previously arrived on PC and PS4 with VR support. Going back to the beginning of development, was VR part of the initial planning, or did it become a focus after development had started?

VR was implemented early in development, however, the intention was to make a game that could work equally on any console or device. The focus of Bloody Zombies has always been on making something that you can play together with others, and a key benefit of VR multiplayer was that it actively encouraged you to work together with people on the TV screen. Funnily enough this similar to what we’ve found with the Nintendo Switch – it’s a console where you want to share your game with others.

Based on your experiences at events and any data you may have, how many Bloody Zombies players on PS4 and PC have opted to use the VR mode?

We saw a broad range of people playing the game – on TV, in VR, across both, and even switching between the two. We hope to see something similar on the Switch where we feel the game is equally comfortable being played on the TV, handheld or tabletop play modes.

At what point did you decide that you wanted to bring the game to the Switch, and what were the main reasons for this?

We were discussing the possibility of a Switch release from around the time the console launched. Several colleagues bought the console and whilst we all expected the multiplayer to be great, we were surprised how at home a lot of indie titles felt on the console. It was great to hear feedback from the community that they would love to see this title on the Switch and from that we felt that Bloody Zombies would make a terrific fit. The campaign and core gameplay suits the device and allows gamers to pick-up and play on the go in local or online multiplayer.

Can you talk about the process of developing on the Switch hardware, including positives and negatives?

The game came together very smoothly on the platform with only minimal challenges to overcome. Nintendo has provided fantastic support, helping us get the game onto the system – overall a great experience.

In terms of Switch features, which are the most important for the Bloody Zombies experience?

As a co-op game, Bloody Zombies makes full use of the Switch’s flexible controller and play mode options to make playing the game in multiplayer, at home or on the go as easy and painless as possible. Additionally, the game fully supports online and local multiplayer, so there’s that too!

Following previous releases on other platforms, has feedback from gamers influenced the Switch port in any way?

Following the launch on other platforms, we have made a few changes based on community feedback. We have implemented an easy mode which is more suitable for gamers who are new to the genre. If you are playing with friends the difficulty scales up accordingly and players will notice more zombies and bosses needing a few extra hits to take them down. In addition to balancing, we’ve fixed minor bugs to improve the overall experience. The reaction to the updates has been positive and we hope Switch players will appreciate them too.

Co-op is naturally a big focus of the game, and the Switch suits that rather well. How important do you think the accessibility of multiplayer and co-op on the Switch have been to its success?

Multiplayer and the ease that it supports gamers wanting to play together, certainly feels like it has been one of the drivers for its success, along with some phenomenal titles. Additionally, we feel there is room for this area to
keep growing – not everything supports four players or online yet.

There are only a small number of beat ’em up titles on the Switch so far, how notable an advantage is that for your release?

You could certainly say we’re lucky to be one of the first brawlers to release on the platform. We’re confident that the core fighting mechanics hold up well to anyone looking for this type of title on the Switch. The freeform combat (simple to learn, hard to master) where you can chain special moves together to create combos, is heavily inspired by genre greats and the variety of enemies and levels in the game gives a lot of substance for players to get their teeth/samurai sword/chainsaw into.

Are you optimistic that the game will prove a success with the Switch audience?

We’re looking forward to seeing the game’s reception given the Switch’s current popularity with gamers. We hope they receive it with open arms and a bloody fist!

Based on your experiences with the hardware so far, are you planning to incorporate it into your future projects?

We’ll see – this will depend on having the right game which is the right fit for the Nintendo Switch.


We’d like to thank Dan Sheridan for his time.

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SUPERBEAT: XONiC Has Two New, and Free, Songs to Enjoy

Some developers are certainly in a giving mood. Arriving on the same day as a new free island as DLC in Kingdom: New Lands, now the rather good music rhythm game SUPERBEAT: XONiC has a couple of new tracks, which should be available at no cost in the Switch version right now. 

A preview video and some details are below.

~ Song List ~

1. Expressive Air 06
2. Vertical Horizon

This new song pack features Yousuke Yasui who has worked on titles like dodonpachi, Carnage Heart, Touhou, RIDGE Racer & Arcana Heart!

Also, Planetboom famous for his previous works on the DJMAX franchise makes a COMEBACK with his latest single [exclusive to the game], Vertical Horizon!

Free content is always a nice thing to have – will you be trying out these new tracks?

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Kingdom: New Lands Gets Some Free DLC – Skull Island

Kingdom: New Lands is quite an intriguing title on the Switch eShop, with an interesting blend of town management and tower defence to accompany some neat visuals.

If you’re a fan of the game then there’s good news, with Raw Fury releasing some free DLC in the form of a sixth island – Skull Island. It’s described as a ‘tough’ challenge that should be out now on Switch; check out a teaser trailer below.

Let us know if you’re planning to try this out.

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Sega Dreamcast, Saturn And Mega Drive Hardware Coming From Retro-Bit in 2018

It’s safe to say we’re big fans of the retro-focused wonders coming out of Retro-Bit – including the brilliant Retro-Bit RES Plus and the wealth of classic titles on its Super Retro-Bit micro-console – so you can imagine how excited we are following the announcement that it’s teaming up with Sega to bring a new line of products based on Sega Mega Drive/Genesis, Saturn and Dreamcast.

That’s right, the misunderstood greatness that was Sega Saturn and Sega Dreamcast are about to get the modern makeover treatment, with Retro-Bit promising to retain original formats while adding in contemporary upgrades such as USB and Bluetooth connectivity.

No word on exactly what products, consoles or accessories this new partnership will conjure just yet, but Retro-Bit has teased a proper reveal come CES 2018 (the big tech trade show which kicks off from 7 January in Las Vegas).

What do you guys make of the Retro-Bit announcement? And what do you want it to reveal come 2018? Let us know… 

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Deals: Pokémon Gift Ideas: Clothing, Toys, Games, Plush And Merchandise

The Pokémon brand is on a all-time high following the release of Pokémon GOSun and Moon and – more recently – Pokémon Ultra Sun and Ultra Moon. Now that it’s almost Christmas, hopefully you can still manage to dress up warm and get out and about collecting the little critters while getting some fresh, bracing air at the time. 

Whatever kind of Pokémon trainer you are, you’ll need to look at the part and have the best gear. Say hello to our handy Pokémon Merchandise guide, updated in time for the holidays!

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.

Clothing

You need to make sure you look the part when you’re out and about hunting Pokémon, so be sure to check out in rather fetching clothes. You’ll be the envy of all the other Pokémon trainers out there!

Pokémon Themed Consoles & Hardware

Who doesn’t love limited edition Pokémon-themed hardware, right?

Pokémon Video Games

Of course with all the Pokémon mania it’s easy to forget that there are actually Pokémon video games for the Switch, Wii U and 3DS.

Pokémon amiibo

These Pokémon amiibo are lovely to look at and also useful in Super Smash Bros, as well as a range of other games too. Try them out in Kirby: Planet Robobot to see what happens!

Pokémon Trading Cards

If collecting amiibo wasn’t expensive enough, try your hand with these Pokémon cards. The Pokémon Trading Card game has been going for years but it shows no signs of flagging.

Pokémon Toys

Whether you want an Ash figure for your desk at work or an authentic Pokéball to throw around the house, we’ve got something for you here.

Pokémon Plushies

Everyone loves something soft and cuddly to snuggle up to at night, so why not pick one of these adorable Pokémon plushes?


We’re sure you’ll agree these are lovely Pokémon related items, have we missed anything? Drop a link below.