Nintendo Switch is getting another port next month in the form of Renegade Kid’s Xeodrifter. You’ll probably recognise the name as it’s featured on both 3DS and Wii U already, and it left a strong impression on Nintendo Life in both of our reviews. If you’ve never heard of it before, you play an astronaut who hops between different planets, exploring them Metroidvania style for parts to repair his ship. It also borrows a few mechanics from Renegade Kid’s own Mutant Mudds (another game that’s claimed the holy trinity of 3DS, Wii U and Nintendo Switch).
Xeodrifter will he… ahem… drifting its way onto the Switch eShop on 15 February in both North America and the EU, so if you missed the first two times around, here’s a cheeky third one for you. Be sure to let us know your thoughts on the game, too!
Okay, you might need a tissue for this one. The Make-A-Wish Northeastern California and Northern Nevada – a regional wing of the US-based charity that provides unique and memorable experiences for children with life-threatening conditions – was able to grant the wish of one brave, local boy who asked: “I wish to have a video game themed playground.”
Jake Lebrene, 14, was born without a pulmonary valve in his heart, which has caused him to face an incredibly tough battle with his own health over the years. But that hasn’t got in the way of his enduring love of video games and all things Mario, so the fine folks at Make-A-Wish granted his wish and helped design, build and paint a Mario-themed playground. It’s amazing – a proper real-life little Super Mario Odyssey – and will almost certainly have you crying into your keyboard like we are right now.
According to the Spanish wing of Gamereactor, the hybrid console has now surpassed the 300K of sales Microsoft’s console – which launched on 22 November 2013 – with Switch said to have sold 300K+ in just 10 months. No word on official figures yet, but it’s certainly another promising potential milestone. We should point out that Spain has never been a strong territory for Xbox in general, but it’s a milestone nonetheless.
What do you guys make of the news? Another country and another success story for Nintendo Switch. Roll on the rest of 2018…
Akin to Pokémon Yellow‘s existence to Pokémon Red and Blue, Pokémon Crystal is the next critter-catching adventure to round-off a generation of main series, handheld Pokémon games – that being Pokémon Gold and Silver. But what could Crystal do to top what Yellow did so magnificently to stand out from a preceding duo of titles? Well, thanks to it following suit to its predecessors, Pokémon Crystal is now available to both explore and rediscover on Nintendo 3DS family of systems via the Virtual Console. Before we get started, those unfamiliar with what Gold and Silver brought to the table initially can read our review of them here, as naturally, this review will focus on how Crystal evolved its current generation of Pokémon games that much further.
Right off the bat, Crystal presents those familiar with Gold and Silver with a variety of new tweaks and features. For starters, you can choose whether they wish to be a male or female Pokémon Trainer for your journey – a first for the franchise back then. Also, every time you enter a town, city, or area of significance, a wooden board is presented at the bottom of the screen containing its name. It’s nothing to scream and shout about, but certainly an appreciated tweak from a UI standpoint compared to the title’s prequels. It’s easy to get lost in the large world that this generation of games has to offer.
Additionally – and arguably one of the best things Crystal has going for it – each Pokémon sprite possesses its own animation when encountered. This alone really makes filling up the Pokédex worthwhile, for witnessing the detail and character the developers have poured into each monster’s animation is a joyous payoff. Many Pokémon overworld sprites have been updated too, instead of the typical generic pixelated entity that categorises each Pokémon in groups (for example bipedal, bird, and fish). Retrospectively, features such as these may not seem so impressive due to what we’re used to now with modern Pokémon outings, but for an 8-bit adventure, these were certainly welcome additions to the respective era and still hold well today on Nintendo’s latest family of handheld systems.
As for the game’s poster boy, Legendary Pokémon Suicune is the main star of the show with its own unique story. No, it doesn’t follow you around in the way that Pikachu does in Pokémon Yellow, but actually quite the opposite – you follow it (or accidentally finds it) throughout your adventure in various locations. Without getting into spoiler territory, once the three Legendary beasts have been encountered for the first time, Suicune doesn’t play ball with its four-legged brethren, Entei and Raikou, in roaming the world of Johto – a stark difference to Gold and Silver.
Instead, it takes its own path, and along the events of this story, you will meet with newcomer Eusine – an enthusiastic researcher and expert in the field of the Legendary beasts – who claims to have been chasing Suicune for 10 years. The story is an excellent contribution to what Pokémon Gold, Silver, and Crystal do so well; creating awe and wonder about the world of Pokémon and around the intriguing creatures that inhabit said world. Speaking of story, the Ruins Of Alph – a mysterious area that concerns itself with the Pokémon known as Unown – has a new subplot to that of Gold and Silver, enabling you to find out more about the alphabetically-shaped Pokémon’s background. The area also contains more puzzles than it did in Gold and Silver.
Pokémon Crystal also contains a few neat changes that may go unnoticed, for example certain Legendary Pokémon only becoming available after specific criteria are met, more than one of each Elemental Stone being obtainable, updated Pokémon movesets via breeding and levelling up, new in-game trades, and Trainers who call your phone after battling now have distinct personalities. More notably, however, are the debuts of the Move Tutor and the Battle Tower – both of which have become staples of modern Pokémon games. The former is an invaluable asset when it comes to team building, and the latter is an excellent intra and postgame challenge.
When it comes to major platform differences, Pokémon Crystal benefits in the same way its Red, Blue, Yellow, Gold, and Silver 3DS Virtual Console counterparts do, with access to wireless communication features that allow for trading and battling, as well as compatibility with Pokémon Bank. You can also trade certain Pokémon between Generations I and II using the game’s Time Capsule function, available at Pokémon Centers. Moving on, those familiar with Gold, Silver, and Crystal will know that Mythical Pokémon Celebi (Generation II’s answer to Generation I’s Mew) was next to impossible to add to your Pokédex, for back then it could only be obtained using a special accessory or at a special event nowhere near your home. Thankfully, this re-release grants you the opportunity to catch your very own Celebi in an event after completing the main quest.
Conclusion
All in all, Pokémon Crystal is the perfect swan song to what many fans consider the best generation of Pokémon games. Nostalgia hat aside, the 3DS Virtual Console re-release is the perfect opportunity to both those who have yet to experience its timeless, era-defining magic, and those who are looking for an excuse to replay arguably one of the best Pokémon entries in the series’ illustrious history. With a plethora of welcomed new features, more things to do, improved graphics and UI, a slight notch in the challenge department, and the implementation of the 3DS’ new capabilities that generally make Pokémon games that much more accessible and enjoyable, Pokémon Crystal takes what Pokémon Gold and Silver did so marvellously and proves that Johto is worth exploring once more – and Kanto for the umpteenth time for that matter! It truly proves that nostalgia is far from the sole factor that makes this game so great to pick up again on the Nintendo 3DS family of systems.
Kirby Star Allies is looking better and better with each video we feast our eyes on. It wasn’t too long ago that we learnt all about the brand new copy abilities being introduced to the series in that Nintendo Direct Mini a couple of weeks back, and now we have a brand new Japanese trailer which shows off a whole bunch of the game’s playable characters.
The characters shown are Poppy Bros. Jr., Blade Knight, Burning Leo, Parasol Waddle Dee, Chilly, Sir Kibble, Gim and Waddle Doo. As you can see from the trailer, the heavy emphasis on elemental abilities such as ice, electricity, and fire seems to have remained perfectly intact, and playing as all of the different characters looks as fun as ever.
Are you looking forward to Kirby’s first outing on the Switch? Let us know if you’re thinking of picking up the game when it launches on 16th March in the comments below.
The official synopsis goes a little something like this:
“Following the announcement of Nintendo Labo, host Chris Slate discusses what it’s like to build Toy-Con with guests Krysta Yang, co-host of Nintendo Minute, and Nate Bihldorff, Senior Director of Localization at Nintendo of America.”
What did you guys make of episode one? Excited for another dose of Nintendo Power? Give it a listen and let us know what you think…
Another weekend is almost upon us, bringing with it the latest weapon addition to everyone’s favourite paintball/squid/turf war mash up, Splatoon 2.
This time around we see the return of the Rapid Blaster Deco, complete with its signature luminous yellow stickers on the side. It will come with the Suction Bomb as its sub weapon, and the Inkjet as its special; in the original Splatoon it came with the Bomb Rush as its special weapon so it will be interesting to see how players adapt.
As always, the update will likely roll out at 6pm Pacific / 9pm Eastern today (26th January), which means the early hours of the morning (2am UK / 3am CET) in Europe.
Was this a weapon that you favoured in the original game, or are you perhaps looking forward to using for the first time over the coming days? Feel free to sound off about your latest Turf War experiences in the comments below.
Starting out life as an entry for a game jam back in 2015, developer Matt Makes Games (of TowerFall fame) has brought Celeste to Nintendo Switch as a fully realised action platformer. Popularised by fellow Switch indie Super Meat Boy– which was in turn inspired by designer Matt Thorson’s freeware series Jumper – Celeste on the surface is another brutally challenging and fast-paced title. Traversing the titular and treacherous mountain by way of climbing, jumping and dashing over deadly traps, this formula is as popular as it is prominent on the eShop right now. Celeste does have more than a few tricks up its sleeve both mechanically and stylistically that give it a sure footing.
From the outset, it is clear that Celeste is a dangerous and hostile place, with a bitter cold and harsh terrain. However, there is a warmth and sincerity to protagonist Madeline, as she tries to reach her goal. In the early stages it feels like there is a greater, more personal journey that is waiting to be uncovered. She is vulnerable but determined. She doubts herself but supports others. Both you and Madeline will have to share determination and persistence to conquer both physical and personal challenges.
The game has plenty of atmosphere and tension, but there’s also hope and the cathartic sense of self-discovery is rich throughout. Internal voices clash, text judders with emphasis, Seemingly innocuous warning boards mistakenly dismissed as scenery actually have purpose. The game deals with complex personal themes with refreshing candor and nuance.
Aesthetically, Celeste is a mix of myriad art styles, but they compliment each other well. The simple pixel art levels and sprites hark back to its roots as a demo developed in ‘fantasy console’ PICO 8. That’s not to say they haven’t been given a bit of extra polish, as the characters have fluid and varied motion animations, the backgrounds and weather effects feel suitably unforgiving and various mechanical platforms have a great kinetic energy.
Just when proceedings feel like they are going to get into a groove of familiarity in terms of location, things start to get a little otherworldly and surreal. From here, Celeste really flexes its graphical muscles, moving on from the expected snow covered trail to present new and consistently more vibrant fantastical locations, as well as some truly stunning vistas and set pieces. The chapter select is a low polygon 3D model of the mountain and is as equally charming as the in game graphics.
When Madeline interacts with the people she meets along the way, it’s a different approach, as bold drawings convey a range of emotion and expression during dialogue presented at the top of the screen, and serene expositional illustrations document your journey beautifully. There’s more emphasis on exploration in Celeste than most of its contemporaries, as hitting switches and finding keys to unlock doors that can be a fair distance apart.
Level design and controls are great throughout, especially when secret areas and more unique tasks are factored in. Combinations and routes may initially look impossible, but every death is a lesson so you can observe and fully exploit the environment with Madeline’s move set. Whether you’re utilizing the environmental elements, perfectly placed balloons or crystals to replenish your dash (indicated by Madeline’s hair colour) or taking a breather on barley visible ledges, Celeste constantly feels more immense than its retro art style suggests.
Clinging to a wall within a pixel of your life, or spring boarding across a screen-wide chasm only to perform a perfectly timed dash to safety is incredibly satisfying, and with practise, the game rewards your ambition to take risks. The balance of timing, reactions, dexterity and momentum feel great, and it’s clear that there’s a hint of the hyper jumping mechanic that made TowerFall so good. Later, sparkling dream blocks refill both dash and stamina while thrusting you from one side to the other, and extra objects that effect your movement. We won’t spoil what they are, but suffice to say that they are integral to both the narrative and gameplay.
There are two main types of collectibles on your quest to reach the summit. While the practical use of strawberries is pretty negligible, the temptation to push yourself and gather every last one is very gratifying. In addition, each chapter contains a ‘b side’ cassette tape, which is where the real challenge lies. Find it, and an even harder, alternate of the chapter opens. They are definitely worth the effort. Speaking of cassettes, Lena Raine’s soundtrack is absolutely superb, with reflective and intricate piano being a particular personal highlight, as well as heart pounding grandeur during thrilling set pieces. Seriously, the soundtrack is best just experienced rather than explained.
The function of Madeline’s dash may vary from simply making it across a gap to triggering switch or platform. The complexity of the levels you’re playing might not be apparent early on, but they soon become sprawling and interesting puzzles within themselves, and sometimes it’s just as crucial to see the bigger, sometimes intimidatingly challenging picture (through a well placed pair of binoculars) as it is to play what’s right in front of you.
You’ll have to plan your route meticulously a genuine sense of achievement that could even change your outlook on life/ challenges faced once you’ve put your Switch down. There’s a big heart beating under Celeste’s harsh and unforgiving exterior. There’s a warmth to the characters and a personal conflict that’s as resonant as it is relatable, with surprises at every turn.
While games in this genre have a reputation for their difficulty, the Assist mode in Celeste is a master stroke. Unintrusive, highly customisable and excellently implemented. Categorising elements of the gameplay that can be adjusted in a non binary manner truly can allow a balance between difficulty and accessibility. In fullAassist mode, you’ll basically tear through the game for the story, as it’s possible to slow down the speed, have infinite dash and stamina along with complete invincibility. The game is challenging enough to make you go to the options screen regularly, but perseverance pays off as you’ll be missing out on a lot of what makes Celeste such a joy to play.
Mastering the game’s precision timing and having lightning quick reactions will take a lot of patience and persistence, but it’s worth every minute. With no aid whatsoever, Celeste as a game is a sadistically challenging yet immensely rewarding experience, to the point where you will want to put yourself through the hardships to reap the sense of satisfaction in an ‘art imitating life’ kind of way. While Celeste’s tight and tough platforming is highly competent if a little familiar, it’s the narrative and art direction that makes it truly special.
There are instances of true magnificence in Celeste, going beyond the core platform mechanics and it’s all in the details. An exquisite balance of incredibly well designed levels, conscious effort to make it accessible while still having a level of difficulty and potential speed running community will salivate over.
It’s a game of conflict. It’s a heartfelt story of determination and self worth, with a cherished handful of eccentric characters, personality and a thoroughly enjoyable experience regardless of your ability. As accessible as it is relentless, as cute as it is harsh. The exposition, while candid and relevant, is a bit unevenly placed and affects the pace. It’s a small niggle that it wasn’t a bit more evenly spread out somehow, but that doesn’t detract from its personal and emotional weight.
Conclusion
Celeste is an exemplary amalgamation of style, mechanics and character. A devilishly brilliant action platformer with enough skill required to excite genre purists and the speed running community, while at the same time featuring a breakdown of gameplay elements to customize and cater for all audiences. While the game mechanically is great, if familiar, the art style and narrative are truly special, showing both a visual and emotional range and depth that will resonate and inspire. Celeste is the absolute peak of personal exploration and discovery on Nintendo Switch.
Nintendo games seem to be a particularly popular option for counterfeit product makers; the chances of finding a whole host of knock-off goods from any car boot sale or eBay search is scarily high. While we don’t always see how companies such as the ‘Big N’ deal with such matters, these recently rediscovered photos show what is possibly the best method we could ever imagine.
Enter the steamroller. Found by the archivists at , these images of counterfeit Nintendo products being crushed were reportedly taken in the Netherlands back in 1994. The photos featuring some lucky employee whose job was to go around stomping on the fake games in a Mario outfit stood out as a particular highlight to us, although that actually does seem like a good way to put across a strong message to potential fraudsters.
Translated, the caption from this final photo reads:
Video game company Nintendo is using a roller to combat piracy. At Lelystad airport ten thousand counterfeit video games were crushed. The Japanese company has started a targeted and structured worldwide campagn to combat forgeries of their video games. The destroyed games came from Hong Kong and were confiscated from a Dutch importing company.
If that’s not an effective way of getting rid of counterfeit goods then we don’t know what is. We bet you weren’t expecting to see photos like this to kick-start your weekend!