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Review: Floor Kids (Switch eShop)

While the Switch has already booked an array of both dance (Just Dance 2017 and 2018) and rhythm games (like VOEZ, Deemo, and Superbeat Xonic), it’s safe to say that there’s nothing else in the system’s lineup quite like Floor Kids. In fact, this labour of love from Montreal-based duo JonJon (animator and former bboy) and Kid Koala (DJ/producer of Deltron 3030 and Gorillaz fame) alongside a talented team is one of the most unique — and uniquely enjoyable — experiences we’ve come across in gaming as a whole. A breakdance battle trip with infectious sketch-art style, a driving musical pulse, and engaging, creative flow-state gameplay, Floor Kids is a triumph of funky fresh fun.

Floor Kids’ main Story mode is structured as a journey across town, from humble studio beginnings to a final showdown at the Peace Summit. You’ll choose one of eight diverse characters to start with, and then fill out your crew with the rest as you work your way across the map. Each spot, from an arcade and a metro station to the grocery store, plays host to a breakdance battle, with three songs to throw down to, and your goal is to earn a high score — and up to five ‘Crowns’ — in every one. That means dancing your heart out, and in Floor Kids that’s a very good time.

From the moment we stepped into our first cipher, Floor Kids’ unique gameplay knocked us out. It’s ostensibly a rhythm game, but in the moment-to-moment execution it plays more like a stationary Tony Hawk’s Pro Skater, or a fighting game with no opponent.

Allow us to try and unpack those analogies a bit. After a few introductory bars, each stage in Floor Kids consists of two longer ‘verse’ sections, each followed by a shorter ‘chorus’. The choruses are more or less traditional rhythm game challenges — you’ll have to match a four-bar pattern by hitting buttons in time, and then go nuts on the next four to tap as fast as you can — but the verses are completely freeform. There’s an underlying base of tapping in time with the beat — the system accepts both single- and double-time with appropriate scoring balance, which is a nice touch — but beyond that, you’re free to dial in and string together moves in any way you like.

Moves are divided into four categories: Top Rock, Down Rock, Power, and Freeze. Top Rock moves — like a sidestep or shuffle — are performed standing up, and triggered by tapping any of the four face buttons in time. Down Rock moves — like a six step or super worm — are done on the ground, and are also performed with the face buttons; flicking the left stick up or down will switch between Top Rock and Down Rock modes. Power moves involve rotating the left analogue stick either clockwise or anticlockwise, with or without the ‘R’ button held, and include showstoppers like headpins and windmills, while Freeze moves — like one-hand-stands and air chairs — are done by holding down a face button with the left stick tilted in the corresponding direction.

These controls take a few minutes to click, but when they do, hitting the mat in Floor Kids feels absolutely incredible. The steady tapping of Top and Down Rock modes makes for a strong rhythmic base, which you can then embellish with Power and Freeze moves, buffering the motions in before a beat for smooth transitions. Power moves can be sped up by continuously flicking the stick left or right after the initial circle, Freezes can be ‘hopped’ by tapping the shoulder buttons, and keeping each of these going for as long as you can — listening to audio cues to avoid falling over and wiping out! — will bring both big bonuses and cheers from the cipher.

Taken all together, these elements converge into an enormously satisfying sense of flow — after a few bars, the Joy-Con are forgotten and you simply find yourself jamming along to the music in an endlessly smile-inducing state of breakdance bliss. It’s also commendably creative; each character has their own moveset, and with four moves of each main type — plus flourishes like Poses and Flips — there’s an incredible amount of variety to work with, and every time through a song feels like a unique performance. Perhaps the closest rhythm game analogy is if PaRappa the Rapper were played entirely in the U Rappin’ Cool state — you’re going for timing, flow, and funkiness with a predetermined set of moves, but the way you rock it is entirely up to you.

Refreshingly, Floor Kids’ scoring system reflects that individuality. You’ll be scored on five pleasantly alliterative aspects of your performance, including Funk (timing), Flavour (move variety, with more points for fresh moves than repeats), Flow (not stopping, not falling, and putting together combos), Fire (taking audience requests as they pop up), and Flyness (pulling off Holds, Poses, and Hops). Again, these guidelines remind us of the best of Tony Hawk’s Pro Skater — good dancing means stringing together combos (specific to each character), going for big spins and long holds, not relying on the same moves over and over, and keeping a line going as long as possible. It’s an irresistible rush.

In addition to bragging rights and personal satisfaction, high scores will also help you unlock new characters. Earning more than three crowns on certain stages can net you ‘character cards’, and nabbing all four for a particular bboy or bgirl will add them to your crew. While you can play through the whole story with a single character — in a few hours, give or take — so much of the fun is in going back and revisiting dance battles with new blood; dancers vary not only in their movesets but also their combos and specialties, which in turn affects their scoring. It’s another way in which Floor Kids feels quite a bit like a (non-combative) fighting game, in fact. You’ll undoubtedly settle on a ‘main’, but learning new characters — trying out their moves, discovering their combos, and playing to their strengths — adds a huge amount of depth to the experience.

Continuing the similarities, Floor Kids also has a dance battle mode for two, which lets you face off against a friend in any song you’ve already unlocked in the story. As you might imagine, this is a blast — as perfect as Floor Kids feels as a solo form of expression, it also feels tailor made for dance-offs. The multiplayer mode gives each player equal time to show off their best moves in turn in the verses, while the choruses are tackled by both dancers simultaneously. Single Joy-Cons are supported as well, and while they’re admittedly less ideal — there’s something so effortless about split JoyCon controls here — it’s fantastic to be able to throw down anywhere, with no extra hardware required. Our only disappointment with the multiplayer is that it’s so much fun we wished we’d been able to tackle the main story cooperatively in some way as well.

Even if only one player can hold the controller in Story mode, however, Floor Kids is still a wonderful spectator event, and so much of that is down to the incredible sense of style that pulses through the entire experience. The hand-drawn sketch-art visuals are bursting with colour and personality, with unique and immediately appealing character design, and the animation is particularly lovely; rather than buttery smooth, it’s flip-book chic in a way that lets you appreciate every individual lovingly-drawn frame.

And the music! No rhythm game could survive without a worthy soundtrack, but Floor Kids’ repertoire goes above and beyond. Kid Koala’s cuts provide a beautiful backdrop of instrumental hip hop and breaks for your moves, and it really does feel like a DJ is scoring your set live — you can hear the vinyl hiss and crackle as the records play, and the telltale push-pull of the master turntablist at work in the grooves. None of the twenty-plus tracks stray very far in terms of basic style, but that’s part of the game’s breakdancing conceit; rather than the variety of genres you’d see in many music games, Floor Kids sticks to one broad genre and does it very, very well. Each area’s tracks have their own identity, as well — cuts from the Arcade feature 8-bit synths, for instance, and the Peace Summit’s tunes carry the chaos and chop of a true final boss battle — and it’s telling that even with an all-instrumental soundtrack, we’ve had chorus stings and beat loops stick with us long after playing.

The soundtrack is such an integral part of Floor Kids, in fact, that it extends out of the rhythm stages to seep into every aspect of the game. Menus feature mid-tempo beats that bounce and play with the HD Rumble as you cycle through their options, navigating the dance move database triggers a limitless series of turntable scratches, and the warm analogue dust of vinyl records is a comforting background sound throughout. It’s brilliant because it makes for a ‘music game’ through and through — from the moment you hit the title screen, every element in Floor Kids is nodding and bopping in time to the beat, and it’s completely infectious.

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Review: Human: Fall Flat (Switch eShop)

It has been said that the essence of comedy is tragedy plus time. A good-natured pratfall here and there is enough to brighten up anyone’s day, but when you play the role of both the audience and the victim of said pratfall, things get a little more complicated. Developer No Brakes has created an experience where physical comedy is inevitable, where a bumbling idiot is forced to solve complex physics puzzles, and trying to keep control of it all is the real challenge. Human Fall Flat throws away the classic banana peel, insisting on the comedic virtues of cargo ships, wrecking balls, and coal furnaces in its place.

You play as a vaguely human-shaped lump of clay named Bob, who must navigate a variety of open environments with the simple goal of reaching the exit by any means necessary. Each broader level is broken down into a handful of smaller areas that all fit into an overarching theme. One medieval level for example tasks you with breaching the walls of a castle, before venturing through a small village and eventually diving into an underground network of caves. It’s a seemingly straightforward journey from A to B, but that journey is entirely what you make of it.

Your sense of control over Bob is constantly and purposefully undermined by his wobbly movement, clumsy jumping, and awkward arm-flailing. While the world might seem fit for a 3D platforming hero, you’ll quickly find it’s a struggle to even open doors sometimes given the limited moveset on offer. The game’s introductory level acts as a tutorial, teaching the basics of movement and the importance of using those jelly-like limbs. By pressing the left and right shoulder buttons respectively, Bob can lift his arms to pick up items, grab on to different surfaces, and even clamber up ledges. There’s an instant, magnetic attachment to anything his hands come into contact with, so all you really need to do is aim your wild flailing by looking towards whatever your target might be. A key on the floor? Look downwards and Bob will bend over to pick it up. A wire hanging from the ceiling? Gaze upwards and hold your arms aloft to try and snag it.

If this kind of movement sounds a little messy. well that’s because it definitely is. Initial puzzles might involve simply crossing from one side of a canyon to another, swiftly introducing the finicky mechanic of throwing your arms up onto the ledge and hauling yourself to safety without losing your grip. There are times where this kind of clambering is absolutely necessary, so you’re given plenty of opportunities to test it out, and if you’re truly stuck then a remote control will spawn in to offer optional tips or reminders. You need to maintain awareness of the weight of your character, and how he’ll bump and nudge against every surface like a pudgy ragdoll. Aside from the physicality of drunken parkour, later areas also introduce vehicles, electrical circuitry and other gizmos to keep things interesting.  

While the game is eager to set you loose in these large, chaotic playgrounds, the look and feel of the environments are actually quite restrained. Everything is rendered in a minimalist style, with stark, untextured surfaces cast against silent backdrops devoid of other life. Red doors, green fields, and solemn stone towers do stand out nicely against these environments, which helps keep things on track given the amount of distractions strewn about. Somber classical music sets a serious tone even in the silliest of circumstances, and it lends a bizarre sense of loneliness to proceedings. Even in wild feats of idiotic brilliance we were slightly numb to it all, which was pretty unsatisfying as a result, but then we tried out co-op play…

Without exaggeration, this co-operative play was a total game changer. Bringing another person on board with their own Bob and their own dumb ideas is a recipe for insanity of the best kind. Suddenly, every movement was sillier, every plan got more abstract, and every action just seemed so much funnier. Playing solo is fine, but we would strongly encourage inviting a friend to experience as much of the game as possible. What’s meant to be a 30 minute test session ends up stretching on for hours once we give it a go, as the bumbling duo create makeshift slides out of bits of wood, launch each other out of catapults and repeatedly fail at any form of teamwork whatsoever. It could be argued that the game is sometimes more fun to watch than it is to play, but tackling the challenges with a friend gives you the best of both worlds. You can laugh at them, they can laugh at you.

In practical terms, many puzzles are a lot more manageable with two people as well. Larger items are easier to lift, machinery can be used without having to juggle different control panels; it’s far more efficient overall. This is almost problematic given how many areas rely on weight-activated buttons, which are meant to be solved by finding a box and dragging it back. If you’re feeling lazy, just have another player sit on the button while you head for the door – works a charm. We’d say that mischievous solutions such as this were always intended to be possible, but it still feels a little too exploitative. Even so, we feel as though this is the way that Human Fall Flat is meant to be played, and with the recent patch allowing for a single Joy-Con to be used per player, it’s easier than ever to make this happen.

Co-op play is unfortunately split-screen only, as the possibility for online multiplayer has been omitted from this version of the game. Even having three or four players share a single screen isn’t possible, two being the absolute maximum. We wonder if this has to do with the performance in multiplayer, as the framerate takes a definite hit in busier areas with multiple items or bits of debris. Add this to a temperamental camera you’ll be fighting with more than a few times, and it’s not always a laughing matter. We know that the visuals have a purposefully ‘unfinished’ feeling to them, but there were also points where sound effects seemed to be incorrect or outright missing. It isn’t a sloppy port in every aspect, but it does feel quite limited even with the additional Aztec level that’s included. Bob’s customisation options took a hit too, losing the ability to draw on his person to add in facial features or otherwise. 

While you’re free to take your time in navigating the game’s open areas at your own pace, we would wager it takes about six hours at most for an average playthrough. Replaying older levels is easy thanks to a level select screen, so it might be worthwhile to go back and try out different techniques or let friends have a go. We reckon there’s a potential (and thematically appropriate) drinking game possible, though of course we wouldn’t condone that sort of silliness… Stick to operating the wrecking ball and trying to crush your buddy, it’s much safer. 

Conclusion

Human Fall Flat recognises a simple truth – People falling down is hilarious, and when they’re seemingly impervious to damage that’s just an added guilt-free bonus. Playing as a wobbly, awkward avatar takes a lot of getting used to, and perhaps you never really get used to it at all, but the game leaves each level wide open to a variety of solutions to suit your own personal style. Tackling the five-to-six hour long adventure solo isn’t entirely recommended, so if possible we’d definitely encourage getting a second player to join in on the fun, even if the game’s performance takes a hit. While online multiplayer is sadly missing, we reckon that you and a fellow human might really fall for this little puzzler. Over and over and over again.

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Review: Party Planet (Switch)

The holidays are fast approaching and, if you’re anything like us, you’ll likely end up being thrown into some form of endearingly awkward family gathering wishing that there was something fun to do as everyone starts to fall asleep. Party Planet aims to shine in this very situation; a collection of mini-games that can be played by up to four players is the sort of thing that could well tick all the boxes. Is it worth picking up, then? Let’s find out.

Upon loading the game, you’ll be presented with a handful of the 30 mini-games that this collection offers. Each time you play a game you’ll increase what is effectively an experience meter, eventually seeing it rise through levels to unlock the next group of games until you end up having all of them ready to play. Each player can use either a full controller or a single Joy-Con on its side, and swapping between these different combinations is easily done on the game’s main menu.

Most of the games included can be played by anywhere from one to four players, although there are a few which are single-player only. There are a decent variety of game types available; you’ll be playing co-operatively for some, competitively in others, and – as is usually the case for games of this genre – you’ll likely get the most fun out of each game if you can recruit a full roster of players.

The great thing about the majority of the games is that their concepts are nice and simple to instantly pick up (especially thanks to descriptions and controls being shown each time you jump into one). It really could work nicely for families with differing levels of gaming ability – you may find that some players grasp the controls quicker than others, but none of the games are so tough that more reserved players will feel intimidated to have a quick go.

Unfortunately, though, the designs of the games themselves (which are, of course, the most important part) are sadly lacking in imagination. Whilst this doesn’t apply to all of them, many of the games you’ll see are simply re-made versions of other, classic games with a fresh lick of paint. You’ll find yourself playing Snake, Pairs, Zuma, and a Pong-like hockey game, as well as various others that are simple ideas often seen elsewhere. Whilst the number thirty gives the impression that you’ll have a lot to do, you’ll likely have already done most of it before.

Also, while many of the games are good fun initially (there are some that use interesting mechanics or offer addictive levels of challenge), we can’t imagine Party Planet being the sort of game that you’ll play for a particularly long time. Once you’ve played most of the games a couple of times there isn’t really any urge to go back to them again. You can work towards high-scores and getting a gold star rating on each game if you like, which is definitely something that any solo players will want to do, but realistically it seems unlikely that entire families will be so riveted that they’ll want to keep playing.

In all other areas, Party Planet is really nicely put together; everything is charmingly presented with bright and colourful artwork throughout, the music is upbeat and fun, and the games all control really well for the most part. Likewise, in an area where some other party games have fallen flat on Switch, Party Planet manages to make the process of altering each individual’s controller set-up nice and easy, adding to the sleek and smooth performance of the package as a whole. If all of the games were more interesting and gripping in their own right, rather than just having a couple that stand out from the rest, we could have had a great release on our hands that may have truly justified the game’s cost.

Conclusion

Party Planet looks wonderful on the surface with a bright, colourful, and slick interface that suggests you have a top-quality game in your hands. Unfortunately, though, a series of mini-games that vary from being good to disappointing may well start to feel rather stale after a short time; everything is nice and interesting at first, but there’s little reason to keep playing once you’ve seen each game a couple of times.

If you’re looking for a game that can successfully get the family gathered around the TV to play together, Party Planet will definitely be able to do that – how long for is another matter, however. We fear that this particular title isn’t for life, it might just be for Christmas.

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Review: Enter The Gungeon (Switch eShop)

Nintendo Switch received one of the finest roguelike indie games in the business earlier this year with The Binding of Isaac: Afterbirth+. Now it has another in Enter The Gungeon. Much like Edmund McMillen’s reworked masterpiece, ETG takes the basic form of a top-down twin-stick shooter. Dodge Roll’s game, however, has an obsession with firearms and gunplay that would seem unhealthy had it not been executed with such spirit and humour.

Your lone gunslinger (chosen from a selection of four) enters a multi-layered dungeon populated by an assortment of anthropomorphic gun paraphernalia. You’ll be shooting bullets in both senses of the phrase, which is admittedly rather odd. Surprisingly, the whole gun world premise sticks, and that’s largely thanks to Dodge Roll’s painstaking world and myth-building work. Every gun you fire, boss you fight and item you collect has a story to accompany it, with each fresh discovery filling out your dusty Ammonomicon.

It also helps that Enter the Gungeon doesn’t take itself at all seriously. There’s a rich seam of humour running through everything, from the puntastic boss and item names to countless cheeky pop culture references. It looks great too, with an expressive pixel art style and fluid animation. Who knew that a homicidal bullet with a human face could be so thoroughly charming?

All of that would be for nought if the core gameplay wasn’t up to scratch. Thankfully, this is where ETG is at its strongest. The feel of the game’s second-to-second action is among the best you’ll find on Switch. There’s a weightiness to the combat and a nimbleness to the movement system that makes it a pleasure to return to the game again and again. ETG manages to strike the ideal balance between empowering you and making you feel perilously vulnerable. The screen is usually filled with bullets of all shapes, sizes, and movement patterns, but these glowing projectiles always feel avoidable.

Enemy bullets typically move very slowly, so you can sidestep them like Neo in bullet time if you have your wits about you. The randomised levels typically throw up plenty of cover opportunities too, and you can even turn over tables to form your own on the fly. Get ready to live out your favourite Western fantasies. But the key to ETG’s dance-like combat is there in the name of the developer itself. Hit the ‘L’ button and your gunslinger will execute a dodge roll, offering a brief window of invulnerability. It means that you can be confronted with a literal wave of death and still emerge unscathed.

Of course, a twin-stick shooter is nothing without its firearms, and here too ETG excels. There’s a dauntingly vast roster of pistols, rifles, shotguns and who-knows-whats for you to unlock and discover here. Real-life gun equivalents sit alongside conceptual jokes, like a letter ‘r’ that spits out the letters to the word ‘bullet’, or a T-shirt gun that leaves crumpled up clothes strewn across the levels. We’ve pumped countless hours into ETG now both here and on other platforms, and it continues to throw up new surprises.

The odds are far from stacked in your favour, however. The sheer weight of enemy numbers, some tough boss battles and the cruel hands that the game’s random spawns can deal out all ensure that you’ll be dying plenty. Once you’re dead, moreover, it’s back to the start for you.

We usually say this when a beloved indie game comes to Switch, but ETG really does feel at home on Nintendo’s console. Being able to play such a brilliantly rewarding twin stick shooter on the go is a real treat, while hooking the game up to your TV and using the Pro Controller brings its own precision-related rewards. Local co-op also makes the cut, though you’ll need a second pad or set of Joy-Cons to play it.

Better yet, ETG on Switch will be receiving the Advanced Gungeons And Draguns Update in early 2018, providing even more guns, items and levels. This really is a game that keeps on giving, and action-loving Switch fans owe it to themselves to give it try.

Conclusion

Enter The Gungeon is a brilliantly tactile, endlessly replayable twin-stick roguelike that sits right up there with the very best indie games on Nintendo Switch. With satisfying combat, random levels, and an endless supply of inventive weapons, items and secrets, it’s always a total joy to play. Yet another modern indie classic has found a natural home on Nintendo’s console.

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First 4 Figures Reveals Stunning Shovel Knight Collectibles

High-quality collectible maker First 4 Figures has revealed its first statue from the Shovel Knight universe and, as always, it’s rather breathtaking to behold.

Available in Regular, Exclusive, and Ornate Plate Armor editions – as well as a Combo edition which gives you those second two variants in one package – this new figure is likely to have fans of the series frantically scrambling for their credit cards and thinking up ways to justify the $299 cost to their significant others. You can see the figure in the flesh in this video below, and we’ve thrown in some photos for you to feast your eyes on, too.

In what is a rather marvellous touch, all versions other than the Regular edition will come with an interchangeable Fish Head, resembling the character ‘????’ from the games. We can’t imagine anything better than displaying a shining, golden, shovel-grasping knight with a fish for a head on the dining table, and now that dream has finally become a reality!

Certain editions of the figure will be released through a limited pre-order window so, if you’re looking to grab one for yourself, you might want to head over to the First 4 Figures website pretty soon. As ever, we’d love to know your thoughts on the figure in the comments below.

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Pikachu Gets A Villainous Makeover With These New Secret Team Pokémon Plushies

We all know eternal Pokémon mascot Pikachu will forever remain a force for good – including when he hits the big screen with Ryan Reynolds’ voice, no less – but that doesn’t mean The Pokémon Company can’t throw an adorable curve ball in the form of these new bad guy-themed plushies.

They’re part of a new ‘Rainbow Rocket’ line designed to tie in with the post-game content of the same name that extends the life of Pokémon Ultra Sun and Ultra Moon, one that… well, play it and find out.

And the best part? We’re getting six special takes on the iconic monster in soft, cuddly form. Each one is based on a famous team leader, so if you’ve ever wanted an evil version of Pikachu that looked like Giovanni, then you’re in serious luck. The bad news? They’re only available in Japan. Boo, we want evil soft toys, too!

Are you feeling these new heel-turn takes on a Pokémon icon, or do you prefer your pocket monsters to remain true to canon? Go on, comment, you know you want to…

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Image & Form Will Be Bringing More Games To Switch Next Year

With SteamWorld Heist: Ultimate Edition blasting its way onto the Switch’s eShop on 28th December, and with the incredible success of the wonderful SteamWorld Dig 2 that came to the console earlier this year, it’s pretty safe to say that Image & Form had a pretty decent 2017. The future is looking just as welcoming, however, as the developer has now announced plans to bring more games to the Switch in 2018.

In a new video on their YouTube channel, CEO and Community Manager, Brjánn and Julius talk about what you can expect from SteamWorld Heist: Ultimate Edition when it launches very, very soon, and also talk about how the Switch has generated far more sales of SteamWorld Dig 2 than other console rivals, and even Steam, managed.

The charming video gets even more exciting, though, as the pair begin to discuss the possibility of bringing more Image & Form titles to the console in the future. The tower-defence, mobile game Anthill is one of the games shown in the video, possibly hinting at more news to come, and talk of “a few surprises” definitely piques our interest, too.

What would you like to see from Image & Form in 2018? Would you like to see older games be reborn on Switch such as the original SteamWorld Dig, or perhaps you’d like to see some entirely new franchises? Let us know your ideas in the comments below.

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Video: This SNES Classic Mini Teardown Explores the Similarities to the NES Model

It’s been known for a good while that the innards of the SNES Classic Mini are pretty much the same as the NES Classic Mini. It makes perfect logistical sense for Nintendo and no doubt means solid profits on each unit, but it also raises questions around supply issues and what Nintendo may need to do for future ‘Classic’ consoles, should it opt to make more.

The teardown below, by The Ben Heck Show, is a pretty interesting take on the construction of the little SNES. He doesn’t pull his punches, either, questioning the logic behind some shortages, cable lengths and so on.

What do you think of this teardown and some of the questions it poses? Would you like to see Nintendo produce a Nintendo 64 Classic, and do you feel criticism around some of the choices with the NES and SNES model is fair? Sound off in the comments.

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Video: These D-Pad Joy-Con Shells are Great, But Come with a Cautionary Tale

When we covered these D-Pad-boasting replacement Joy-Con shells last month, we were pretty impressed with how they looked, and we knew we wanted to get our mitts on them in real life. As explained in the video above, the shells are of high quality and are certainly a good bit of kit, but the journey to get to an actual useable product was far from straightforward.

If you’re keen to hear the story of tribulation surrounding these shells that’s been one month in the making, make sure you check out the surprisingly lengthy video above. Trust us, it’s worth it.

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Take A Look Behind The Scenes Of Xenoblade Chronicles 2’s Character Design

Xenoblade Chronicles 2 has been sitting firmly in the cartridge slots of countless Switch consoles since its release at the start of the month. If after hours and hours of exploration you’re just as enamoured with the game’s art as we are, you may be interested to take a look at some behind the scenes discussion about the process.

In a recent series appearing on Nintendo UK’s official website, Xenoblade Chronicles 2 main character designer Masatsugu Saito has delved into some juicy details about the thought process behind the design and creation of characters such as Rex and Pyra. One key detail talks about how the characters were designed with a very obvious, and very different, colour palette to ensure that players could quickly identify them from far away. 

Interestingly, Saito-san goes on to explain that he made a request to the development team to ensure that each character’s personality shined through as they walk – a subtle feature that can go a long way to making them feel more ‘real’. 

If you’re interested in reading up on his thoughts and looking through some lovely concept art for your favourite characters, make sure to read through part one and part two of the blog series.