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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.

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WorldNeverland: Elnea Kingdom is Coming to Switch Next Year

According to the latest issue of Japanese gaming magazine Famitsu, WorldNeverland: Elnea Kingdom will be released on Nintendo Switch in Spring 2018.

The game was originally released on iOS and Android stores in 2015 and aims to act as a simulation of a living society. With hints of RPG gameplay elements also involved, players can get married and start a family, build houses and farms, battle against monsters, cook ingredients, and are generally free to do as they please. You can see a trailer for the original release below.

There are no details on a western release as of yet but, considering the game was localised on mobile devices, we’re feeling rather optimistic that a release will come our way. Do you think this looks like another welcome addition to the Switch’s library? Let us know with a comment.

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Review: Bleed (Switch eShop)

Bleed is a vibrant, pixel art 2D run and gun platformer that comes from one man team Ian Campbell/ Bootdisk Revolution. For our spunky protagonist Wryn, winning the coveted title of the best hero in video games (trademark) is her one and only objective, and a hand written checklist of competitors are all that stand in her way in order to prove what a true hero looks like. This Scott Pilgrim-esque setup is split into a handful of distinct, decently designed stages, each consisting of a mix of platforming, gunplay and a mini boss before it’s time to take down one of Wryn’s seven rivals.

At the beginning of each stage, you have the choice of four difficulty settings, and there’s a witty mission briefing that sets up the impending duel. As well as the standard (and upgradable) health, the other items on the HUD are integral to your progress and, if used properly, will earn you valuable points. Holding ‘ZL’ will deplete your orange meter and slow down time, enabling you to take out multiple enemies in a single, arcing move, dodge a rapidly incoming attack or steal precious seconds in order to evade oncoming obstacles.

In addition, there’s an ever changing alphabetical ranking system, so if you want that elusive S rank you’ll need to show ability to string together kills in a short time frame as well as avoiding damage. The controls will initially take a bit of getting used to, especially at the paced required to advance on the more challenging settings. Using the left stick to move and pushing the right in any direction will automatically shoot your weapon of choice, and load outs can be selected before a stage and switched on fly with ‘R’. Using movement and weapons in tandem is incredibly important during the course of the game. ‘ZR’ is your jump, and it’s possible to combine three jumps with directional dashes to replicate some Smash Bros-esque acrobatics, snatching survival from a gap of demise. There’s an interesting degree of verticality in some stages, a nice homage to a Mission: Impossible set-piece and even a venture into a living creature.

What the environments and enemies lack in detail, they try to make up for in variety. Whether biological or mechanical, hazards will always keep you on your toes and in the air. Although the overall presentation could do with more polish in some areas, one thing Bleed does do is nail the thrill that comes with fluidly refining a set of moves that require skill, dexterity and speed. It is incredibly satisfying to link jumping, dashing, dodging and shooting in the blink of an eye, but seeing the whole sequence play out in slow motion is even more accomplished.

From the beginning to it’s premature end, Bleed is constantly and consistently lighthearted and fun, complementing the intense action well. There’s plenty of self aware banter, especially after a failed attempt, and there are plenty of humorous exchanges between Wryn and her septet of wacky competitors. You’ll be greeted with a stats screen upon each successful run, breaking down your time, style and number of deaths, Your score is then converted into points that can be carried over between levels, and you can shop for different weapons that have various balance between range, damage and firing speed. More exotic and expensive upgrades include mines and a laser sword, but there’s no ammo management to worry about.

Conclusion

Overall, Bleed does a great job of providing a balance between brains and brawn, finesse and firepower. Initially jarring to get to grips with, practice and persistence will reap reward. Being able to nimbly navigate platforms as well as take out groups of enemies darting around the screen without as much as a scratch is both a mountain to climb and a gratifying sight to behold. There are new characters to unlock and even an arcade/challenge mode for high score hunters determined to achieve that perfect run. Bleed might be light on content and rough around the edges, but when the gameplay is this tight – and there are this many neat ideas and varied, cool set-pieces –  but it’s still a sassy, funny ride that thoroughly respects your time and deserves your attention.

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LEGO Marvel Super Heroes 2 Adds Guardians of the Galaxy Vol. 2 DLC

Today sees the release of a Guardians of the Galaxy Vol. 2 DLC pack in LEGO Marvel Super Heroes 2, adding a brand new level and several characters from the franchise.

The new level is inspired by the opening scene of the movie, allowing players to battle a giant alien-monster-thing known as the Abilisk. The playable characters included are Star-Lord (variant), Kraglin, Stakar Ogord, Tullk, Rocket (Ravager variant), and Ego, all of which can utilise their own unique abilities as they go to battle against the inter-dimensional creature. For the sake of clarification, it is worth noting that this is a separate release to the original Guardians of the Galaxy pack which was available from day one.

This new DLC is available to purchase separately for £2.50 / $2.99, or comes included with the season pass for £11.99 / $14.99. Coupled with two extra character packs that have appeared alongside this release (‘Agents of Atlas’ and ‘Out of Time’), today brings some nice little additions to the game.

Are you interested in this new DLC for LEGO Marvel Super Heroes 2, or have you perhaps already purchased the season pass and are looking forward to exploring the new content? As ever, let us know your thoughts below.

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Poll: Surprise! A New Zelda Is In Development, But What Do You Want From It?

To the surprise of absolutely nobody at all, Nintendo has recently confirmed that work has already begun on the next instalment in the Zelda franchise. The blindingly obvious announcement came in The Legend of Zelda: Breath of the Wild: Master Works, a book which has recently launched in Japan and contains production material and artwork from the epic Switch and Wii U outing.

Given the lengthy development period Breath of the Wild endured, it’s highly unlikely that we’ll see anything of this new game any time soon, but that doesn’t mean we can’t wildly speculate about what form it will take. As we discussed not so long ago on this very site, Breath of the Wild is perhaps the most drastic re-imagining of the core Zelda concept since the inception of the series on the NES in the ’80s. Can the franchise ever return to its more linear roots after the gloriously expansive open-world gameplay of Link’s latest adventure? Will players be content to have their freedom and agency scaled back in order to re-establish “traditional” elements such as rigid gear-gated dungeons, unbreakable weapons and classic items, like the Hook Shot?

The team behind the Zelda series is certainly at an interesting crossroads, and as ever, we’d love to hear what you think they should do with the next entry. Be sure to cast your vote in the poll below and then post a comment explaining your choice, and what shape you hope the next Zelda game will take.

What do you want the next Zelda to be like? (1,020 votes)

A 3D open-world outing, like Breath of the Wild

35%

Same as above, but in 2D

5%

A 3D return to the classic roots, like Ocarina of Time or Wind Waker

15%

A 2D return to the classic roots, like A Link to the Past or Minish Cap

8%

I don’t really mind which route Nintendo takes, I’ll play it regardless

12%

A new Zelda CDi game, please

6%

I like to be surprised, and I trust Nintendo to take the series in whichever direction it sees fit

20%

Please login to vote in this poll.

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Review: Brawlout (Switch eShop)

Countless comparisons will no doubt be made between Brawlout and the Super Smash Bros. series as we see the game launch on Switch, and for good reason. Not only is its gameplay distinctly similar to Nintendo’s giant franchise, but we are of course yet to see a Super Smash Bros. game on the console; Brawlout is aiming to lure in fans of the genre that are waiting patiently for their platform-fighting fix. So with its colourful blend of characters and much cheaper price point, is this a worthy genre arrival on the Switch?

If you’re familiar with the feel of any Smash Bros. games you’ll feel instantly at home here; everything from the controls, rules and layout are almost identical to what we have seen before. You’ll be using a mixture of the ‘A’ button’s standard attacks, the ‘B’ button’s special attacks, and variations of the two when combined with a directional movement, with all damage dealt increasing your opponents percentage. As the percentage rises the distance they travel when hit will increase, allowing you to send them flying off the screen to win.

There are eight characters available to choose from, with new character unlocks essentially being remodelled versions of the main cast. Six of these are original to Brawlout, with the other two being guests from other franchises: Juan from Guacamelee and The Drifter from Hyper Light Drifter. The characters have slightly different feels to them in terms of the speed of their movements, although for the most part they act in relatively similar ways.

Some characters, such as the four-armed frog Paco who uses a throw for his special move, are primarily built around brute force. Others, like The Drifter, are much quicker in their movements, darting around the stage at lightning speeds. Each character’s special moveset is different, although the scope for variety and creativity is rather limited on the whole. Similar ideas appear to those seen in Smash Bros. (such as projectiles and attacks from above) but the relatively small character roster means you’ll be used to them all quickly and any similar moves assigned to more than one character feel even more noticeable.

Brawlout has a fast-paced feel when you’re deep in the action. Ditching any kind of defensive capabilities by removing the ability to block, the game puts an emphasis on all-out attack. With four players on the screen, all darting around and dealing hits often, matches can feel rather frantic; you’ll rarely get a moment to catch your breath because any break could cost you some damage. Playing against similarly skilled opponents, or CPU that are at a perfect level to match you, will result in some very fun matches indeed.

At its best Brawlout feels really smooth; running at 60fps both docked and undocked, the game allows this fast pace to work really well (and everything looks really pretty too). Unfortunately, though, every minute or so (especially if a character gets blasted over to a far edge of the screen), the game seems to need a second to catch up, resulting in very noticeable stutters. We’d be more forgiving of the odd hiccup in normal circumstances, but there were times when that particular second resulted in an unfair loss in a couple of our matches.

The game has several modes for you to get stuck into, as well as an in-game store to unlock extra goodies. Single player offerings include your standard quickplay and tutorial options, a free practice mode, and an arcade mode where you have to play through rounds of matches across three difficulties. Playing in these matches will raise the ‘mastery’ (or skill level) of your chosen character, eventually working towards future unlocks.

Some things, such as new skins or taunts, are unlocked randomly as you earn more in-game currency by playing matches and completing daily challenges. New stages, on the other hand, are locked behind specific characters – you’ll need to get each character to level 10 to get their specific arena. Whilst we’re glad that the stages aren’t included in the random draw of the other items, this does mean that you’ll only have three locations to choose from for quite some time.

There is also an online mode which consists exclusively of 1 on 1 matches. In a nice touch you are able to jump into local matches or browse through the in-game store whilst the game tries to find an online match for you. Following the theme of the action so far, when online matches are working perfectly they are great fun and you can host your own games for friends to join if you like.

Unfortunately, due to the nature of peer-to-peer online servers, several matches where a user had a poor internet connection caused the entire match to run in unplayable slow-motion. Of course, everyone’s experience with this will differ but we recommend ensuring that you have a very fast and secure connection if you wish to jump online.

Conclusion

Brawlout’s core action is a lot of fun; with a huge amount of ideas inspired by genre greats such as Super Smash Bros., the action feels tight, fast, and can be a pleasure to play. The limited character roster means that attack variations can only go so far, and some performance hiccups prevent Brawlout from being truly wonderful, but for an on-the-go, cheaper alternative to a game that hasn’t even been announced for the console yet, this isn’t a bad choice – just make sure to keep the issues we mentioned in mind.

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Capcom on the Audio Design of Mega Man 11

The Mega Man franchise is iconic for many reasons, one of which is the chiptune soundtrack that accompanies each game. Though there have been highs and lows with the different soundtracks, they’ve all captured that mechanical, synthesized sound, and it’s expected that the upcoming Mega Man 11 will be no different.

Game Informer recently talked with the game’s Audio Director, Ryo Yoshii, and he talked about how he wants to modernize the sound, explaining that Mega Man 11 will be the first game in the series to incorporate real world sounds into its audio. For example, manhole covers, construction hats, and ski boots have all been utilized to make some unique sounds for enemies and stage hazards. Here’s what he had to say:

Because the visuals have been updated, it’s a more 3D look and a little more realistic, we figured that incorporating previous sounds wouldn’t jive well with the visuals. We didn’t want there to be a disconnect, so we felt that in order to match the visuals we needed to make sure that the audio was a little more modernized. We didn’t want to just use synthesized sounds. We wanted to mix it with Foley work to create a more authentic sound.

What do you think? Which Mega Man game has your favorite music? How do you think the new direction will work out? Share your thoughts in the comments below.

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Feature: Chatting to 10tons About Its Prolific First Year on the Switch eShop

The Nintendo Switch has been a notable success this year, and its eShop is attracting more and more indie developers and publishers. One of the most prolific has been Finnish team 10tons, with top down shooters such as JYDGE and Time Recoil, as well as puzzlers and physics-based games including King Oddball and Tennis in the Face.

With so much of the company’s back-catalogue coming to Nintendo’s system, we thought it’d be a good time to catch up with 10tons. We spoke to Jaakko Maaniemi about the company’s experience with the console, Nintendo, and his thoughts on the current indie game landscape. 

Hello, first of all could you introduce yourself to our readers?

Jaako Maaneimi: I’m Jaakko, and I handle PR, distribution, and sometimes a bit of game design stuff at 10tons.

What has the critical and commercial reaction been like to your line-up on the Switch so far? 

As a multiplatform developer and publisher, we had a really good idea about what to expect commercially based on our experience with Playstation 4 and Xbox One over the last few years. We were superbly aware of the huge commercial window of opportunity in the early days of the Switch eShop, before the bulk of competition would be there. We got on PS4 very early and our titles did great, and while we got much later on Xbox One, the onboarding process had been slow for other developers as well and there weren’t that many titles around. Again our titles did well.

We got on Switch at the end of September, and while we’d have preferred to be there six months earlier, the 150 titles or so that were in eShop at that time can still be considered a low amount, and we did see elevated sales for our early releases. Now that the game count has doubled, we’re seeing clearly lower sales, but still higher than we’d expect if we were releasing on a fully matured platform. All of this is due to the discoverability issues prevalent in all storefronts these days; once there are hundreds or thousands of titles, the odds of a customer picking up one of yours is just low. A small minority of customers seem to pay attention to games media, as the big dropoff in sales, for all of our games on all platforms, occurs exactly at the moment the game drops off from whatever more or less good spot of visibility it gets at launch.

Critically there haven’t been any major surprises. Currently the average of our Switch Metacritic averages seems to be 66.6, which is the ballpark the average hovers at for other platforms. Metacritic is very volatile for indies these days, as not nearly all games even get four Metacritic ranked reviews, and with 4-6 ranked reviews, each score may swing the average quite a bit. There’s a lot of fluctuation in there. We’ve struggled to see much correlation between Metacritic scores or reviews overall with sales though, on any platform, so the scores are a minor, but the most easily trackable, datapoint for us. In critical reviews we focus on the content, what’s praised and what’s critiqued, and try to keep that in mind when developing upcoming titles.

Hands down the most meaningful stat for us is user reviews. It’s a shame there are no user reviews in eShop, as we’d really love to see whether it’d look the same as on PS4, Xbox One, or Steam, where our titles typically carry a 4 out of 5 or 85%+ positive rating. On Switch we’re kind of in the dark regarding this. We do see an equal amount of enthusiasm for our titles on Switch in Twitter than what we’re used to seeing for other platforms, so maybe that indicates something. One of our biggest hopes was finding new fans on Switch anyway, and that has certainly worked out. There have been some individual surprises regarding critical reception though. I’m a former games journalist myself and I’ve reviewed something like 150 titles back in the day, and even for me it’s kind of mystifying, yet kind of relatable, how a game like Neon Chrome is rated 95% positive in Steam based on 281 user reviews, yet its Switch Metacritic average is 67.

I just noted a pretty wild difference regarding Xenoraid, which is rated a pretty atrocious 56 on Switch, compared to the highest one, which is 68 on Xbox One. JYDGE, which was a big success for us late this year, carries a PC Metacritic average of 81 and Switch average of 67. Be it as it may, it’s difficult for us to see this as anything but natural variance, somewhat amplified by the low amount of ranked reviews. Overall, we’ve been really happy with our fortunes on Switch. Certainly we couldn’t have hope for more!

You’ve made games across a number of genres. Are there favourite genres among the team?  

Top-down shooters are obviously dear to us, stemming from all the way back in 2003 when the company was founded on and for Crimsonland. We’re happy we got to work with the genre again first while remastering Crimsonland in 2014 and then with Neon Chrome. The flurry of Neon Chrome, Time Recoil, JYDGE, and the upcoming Tesla vs Lovecraft probably overstates the situation somewhat though, we’re not THAT obsessed about it. There were a lot of factors that just steered us that way over the past two years. The great thing about being fully indie is that we get to choose what we make, and that’s why we’ve worked a lot with casual games like the Sparkle titles, physics-based puzzles like Tennis in the Face, and fully unique stuff like Spellspire. Nowadays mid-tier indies like us pretty much need to consider commercial realities quite a bit though, so there’s no way we can let our creativity run completely free either. There’s also ten developers at 10tons, and we try to have 2-3 titles in production at all times, so individual developer tastes play a big role as well.

You have been a very prolific developer for the Switch, with new titles announced regularly. Is there a concrete release schedule in place or is the selection process more organic? 

10tons has appeared quite anomalous to the Switch scene, hasn’t it? And it’s probably true no other indie has done what we have, at least to quite the same extent. There are perfectly understandable reasons to our perceived prolifity though. Firstly, we had 12 console ready titles in our catalog when we started porting to Switch. Well, 10, and Time Recoil and JYDGE just happened to be completed this fall. We had spent years and years building that catalog, it didn’t come from nowhere, or by rushing. Secondly, being a multiplatform publisher is the core of our strategy, and our prorietary tech, and our games catalog, are fully made with that in mind, to make porting as easy and effective as possible. And we knew perfectly well that the time to market would dictate 90% of our success, or lack of, with Switch.

Finally, Nintendo made the tools and processes for publishing on Switch really developer friendly, so we were able to execute our entry to Switch nearly perfectly. If we’d gotten the dev kits some months earlier, we wouldn’t have released our titles on consecutive weeks, as there’d have been less pressure from competition to do so. We obviously had a specific order for our releases, and there were no significant changes on the way. We expected we’d end up improvising a little simply due to the platform and processes being new to us. Sparkle 2 was always the most obvious debut title, as it’s one of our best sellers on any platform, there weren’t any similar games on Switch, and it’s technically simpler than for example our titles with online leaderboards, which is a far more development intensive feature than gamers realize. With the experience we got from Sparkle 2, and seeing as 19 titles released that week, it was immediately clear that we’d need to get our flagship titles out as soon as possible.

Neon Chrome followed in two weeks. We agonized whether we’d release JYDGE the next week, but we were disappointed we didn’t get it out a couple of weeks ealier when the other console versions launched, so we decided to do it, even though the setup of competing with ourselves was clear. Roughly at this time we had our online leaderboards ready, so it was Time Recoil’s turn, similarly motivated by getting our newest titles for Switch gamers with as little delay compared to other platforms as possible. We figured we’d get a full day of storefront visibility before Super Mario Odyssey, as we didn’t realize it would launch at midnight. We were even more surprised that so many other titles launched as well, as we were kind of betting nearly all would skirt around Mario. We had a similar gamble with King Oddball the next week, but it didn’t work out exactly as hoped either. With the flurry of shooters and flagships out of the way, we were able to go back to diversifying our offerings with Spellspire, another unique puzzle title for eShop.

We had a really good idea by this time that everything that had happened on other console storefronts were happening in fast forward on Switch, as everyone seems to be firehosing Switch with games. Next up were Xenoraid and Crimsonland, in this order because it was the way to get a full month between Time Recoil and Crimsonland, which are technically both twin stick shooters, although wholly different experiences. Now we’ve met our goals, as we have all our flagship titles on Switch, and we’ve introduced at least one game from the breadth of our catalog. Well, in hindsight we could have swapped Sparkle Unleashed due December 25th with Azkend 2: The World Beneath now slated for January, but overall everything went swimmingly.

Looking back a little, what was your exposure to the rumours of the NX?  

We heard all the public rumors everyone else did, and practically nothing more. But the rumors alone, followed by the official unveiling, made it clear for us that this’d be the platform we’d be making our Nintendo debut with, something we’ve been dreaming of for years. It was only natural after having settled in with Sony and Microsoft, and we couldn’t have been happier to learn that the Switch would be an exact fit for our titles; touch screen, gamepads, mobile, console, plenty of power.

We’d wanted to be on a Nintendo platform for years, but the earlier platforms like Wii U and 3DS were problematic due to unique hardware features. We prefer to have our games as identical on all platforms as possible.

As you noted above the turnaround in releases has been remarkably quick – what is the system like to develop for? 

The tools and processes Nintendo has put in place for Switch are excellent. A good anecdote about this is that we got the dev kits on a Monday, and submitted Sparkle 2 to Nintendo’s tests on Friday. Almost all of the ports have been made by one developer, with me handling the publishing tasks, so it’s been 90% a two man effort to bring ten titles to Switch in less than three months. We needed a couple of attempts with our first few titles in Nintendo’s tests, but nowadays we routinely pass on first try. I can’t comment in detail about the technical specifics or performance profiles, but I do know there haven’t been any major issues.

What has your communication and relationship been like with Nintendo? 

We’ve had a very practical relationship with Nintendo thus far, mainly focused on current releases. This suits us fine, as we’re still in the process of porting our existing catalog and getting a feel for the platform. I’m sure there’ll be more chitchat next year, when everyone’s hopefully slightly less busy.

From your body of work, what game are you most pleased with on Switch, either critically or commercially? 

It’s hard not to say JYDGE, as it was something of a surprise hit for us this fall. It launched great on Steam, and Switch came actually really really close. It’s quite a bit above expectations, and the player feedback has been simply enthusiastic. It’s a fun game for sure, I love the happy-go-lucky spin it puts on the moody and broody Neon Chrome.

It must be exciting to see your games on a console that is only in its first year, yet is so popular among consumers and the media.

It is, although for us the excitement comes mainly from finally being on a Nintendo console. We felt like big boys three years ago when we got on Steam and PS4, already with Xbox One that novelty was gone. But the immense popularity of Switch is exciting, I don’t think many expected it to take off this well. I didn’t, for sure.

Are you working on (or are you interested in) exclusive titles for the console? 

Our core strategy of multiplatform development and publishing is an exact antithesis of platform exclusives. We thank ourselves every day we made the multiplatform choice years and years ago, it’s very difficult to see how we’d survive in this day and age with narrower distribution. 10tons has been profitable every year, and we’re celebrating 15 years of indie development next year. Things would certainly be very different if we weren’t multiplatform.

Does that approach rule out the prospect of Switch-specific features, for example?

As multiplatform developers, we’ve discovered hands down the best way to go is to treat every platform equally. Feature and content parity is mostly required anyway, so if we were to make some platform specific features or content, we might have to make something comparable for the other platforms as well. That would be an enormous burden, and indie life is frankly tough enough these days even without additional burdens.

What experience did you have of Nintendo systems growing up? 

Super Mario Bros. and Duck Hunt on NES, and much more sporadic and fleeting encounters with Super Nintendo, Game Boy, and Nintendo 64. My first Nintendo consoles were the GameCube, GBAs, DS, and Wii during my games journalist days. I really appreciated the wealth of family friendly titles always on offer, even if I personally liked Metroid and Zelda the most. Advance Wars titles are in my all time top-3, and I’m frankly bitter there aren’t even many passable clones widely available. I’m hoping for Tiny Metal and Wargroove to rectify that shortly.

What are your favourite Nintendo games? 

While Advance Wars, Metroid, and a couple of Zeldas are probably my favourite ones, I do appreciate Mario (even the Mario Party titles to an extent) as much as anyone. Pikmin was good, Donkey Konga was good… A lot of good stuff in there!

If you could work on any Nintendo IP, what would it be and would you stay true to form or make a different kind of game?

This is a tough one. I think pretty much all Nintendo IPs are so beloved that it’d be enormously stressful to go either way. If you changed it, a whole bunch of people would be fumbling for their pitchforks already. If you didn’t change it, then it’d certainly have to meet in quality whatever the previous title would have been like. Then again, such conservatism may be going away somewhat, seeing as how Ubisoft did great with Mario + Rabbids Kingdom Battle.


We’d like to thank Jaakko Maaniemi for his time.

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SoulCalibur VI Isn’t In Development For Switch, But That Might Change In The Future

Whatever happened to the space in-between Soul and Calibur? That’s just one of the questions that keeps us awake at night. One of the other questions relates to the sixth game in the illustrious weapon-based fighting series, and its chances of coming to the Nintendo Switch – something that was rumoured not so long ago (just like pretty much every other new game announcement of note, in fact).

Producer Motohiro Okubo has put our minds at ease, even if it’s not quite the response we were looking for. Speaking to Metro, he admits that SoulCalibur VI isn’t currently in development for Switch, but that doesn’t necessarily mean the game will bypass the console altogether:

Is there any chance of a Switch version, so we can have Link again?

Motohiro Okubo: SoulCalibur VI development started more than three years ago. And nobody knew anything about Switch back then. So, as a matter of fact we are not working on Switch, as of now. But of course, personally, I’m interested in the platform. So if the Unreal Engine can adapt to Switch, and evolve itself, then maybe the possibility will be more.

It always helps if you have a console which interests developers, so the chances of SoulCalibur VI coming to Switch are hopefully quite high. This might seem like a silly question (unlike us asking about what happened to that space – that’s a perfectly reasonable question, thanks very much) but would you like to see this title come to Switch? 

Let us know with a comment below. Be sure to include the correct number of spaces.

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Review: The Sexy Brutale (Switch eShop)

If Groundhog Day took on the form of a video game, it might very well be The Sexy Brutale. It’s a 3D puzzle and adventure title developed by Cavalier Game Studios and Tequila Works (Rime) focused on intrigue, murder and mystery with a huge emphasis placed on the manipulation of time.

Taking control of the ludicrously-named Lafcadio Boone, it’s up to you to uncover the secrets of the titular casino-cum-mansion and its inhabitants, as you’re forced to relive the same mysterious and murderous masked ball over and over again in order to save many a life.

While it might sound like a cross between Majora’s Mask and an episode of Agatha Christie’s Poirot, the stylish setting and art direction along with colourful and varied cast of characters gives The Sexy Brutale a palpable sense of sophistication. The game’s central mechanics revolve around spying through loop holes, moving from room to room investigating every nook and cranny (in a way that is somewhat of reminiscent of Luigi’s Mansion), hiding in closets and solving a series of intriguing murder mystery puzzles by continually winding back time in order to piece it all together.

The stealthier elements of The Sexy Brutale allow you to learn about individual narratives in the game and obtain clues, while the action and puzzling combined with this and the time mechanic ultimately reveal a grander story with plenty of twists and turns along the way.

Observation and a strong understanding of the time-sensitive patterns at each stage of the game are all beneficial to progression. If you don’t take the chance to absorb your surroundings and analyse the routines of the characters at certain hours of the day in the mansion, you’re going to find it hard to advance. The first murder you’re required to prevent occurs in the chapel. A shooting takes place and your job is to go back in time with the assistance of a broken pocket watch and prevent it from occurring. It’s all gone a bit Bernard’s Watch.

As the pocket watch is broken, days are restarted at 12pm and reset at 5pm – this leaves you with the time in between to find a solution (in the form of a puzzle) and save the day. Having witnessed the murder weapon in action at a certain hour of the day, you’ll find a blank cartridge on the floor of a particular room to load into the weapon on display in a sitting room on the other side of the mansion. As soon as you do this, the same scene plays out and no guests are hurt. What’s better is your pocket watch is then fixed enabling you to save your game at any clock – setting it as your starting point for each day. With the watch repaired, the full day is now also available.

The reasoning behind the murders and surprises linked to the casino are slowly revealed over time. This naturally makes you more and more invested in solving the puzzles. With every murder confined to a unique location in the mansion from the main casino floor to the theatre, the usual process is to examine the surrounding environment to work out how it can prevent certain situations from occurring (or in some cases better the potential outcome), observe the characters and then use the clock to time actions in with particular scenes that play out. Lafcadio Boone is not allowed to be in the same room as other characters, further encouraging a stealthier approach to the way you play. 

As you progress and save more characters, the protagonist increases the power of his abilities – opening new doors (in both a literal and figurative sense) within the title. It all becomes very routine but there’s enough intrigue along the way to keep you motivated. Additionally, the game has a detailed pause menu to both assist you and highlight the inhabitants you’re required to save, your inventory – with items obviously able to prevent and activate sequences, and the map allowing you to note points of interest.

The visuals in The Sexy Brutale really do give the title a unique sense of identity. The diorama-like scenes highlight intricate details that perhaps other art styles would not have. Unfortunately, the Switch version isn’t sporting quite the same high-quality visual standards as rival platforms, but it at least manages to keep the fantastic charming character of the game intact. In handheld mode, the game performs well enough. About the only minor disruptions are linked to the load times. The overall performance though really isn’t that much of a problem due to the style of the game. Finally, the music and sound effects all add to the main themes – and definitely make you feel like you’re located in a fun but threatening world. 

Conclusion

As short-lived as the story is, The Sexy Brutale is still a standout murder mystery title. The stimulating 3D puzzle and adventure elements makes it one of the best within its genre. The chosen theme and locale is also the exact type of setting you want for a title built on intrigue, murder and mystery. If you’re more of a shoot first, ask questions later sort of player, this might not be for you, but for the type of person who enjoys a slower-paced but equally as rewarding game experience, this is a murder mystery worth looking into.