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Zen Studios Working On Pinball FX3 Patch For Switch That Brings 1080p Docked And 60fps Handheld

Update: Zen’s Mel Kirk has responded to this story stating that the “looks terrible” comment was attributed to a customer service representative and was in relation to a query from a buyer, rather than a reflection on the graphical quality of the game itself. 

In reflection of these comments, we’ve amended the title of this piece.


Original Story: If you’ve already downloaded Zen Studio’s Pinball FX3 on Switch then you may be underwhelmed by the game’s performance in docked mode, where it runs at a sub-1080p resolution. Not only are the visuals lacking in definition, the 3D models are also missing graphical detail.

This has led to some buyers contacting the developer to ask if a fix is in the works – and thankfully, it is.

It’s great to hear that Zen Studio is addressing these concerns as we speak; you may want to hold off buying the game until the fix arrives, but the developer has stressed that you may not encounter these problems if you’re playing on a modest-sized television.

Let us know your thoughts on the game by posting a comment below.

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Feature: Testing The Best RGB SCART Cables Known To Humanity

Not all retro gaming AV cables are created equal, despite what you may have read or heard. Unlike HDMI – which is a digital signal – the analogue realm is subject to wild variances when it comes to quality, and the pursuit of the perfect audio visual setup has become the lifelong objective of many a retro gamer. Some will spend a small fortune on what were top-of-the-line professional video monitors back in the day, while others are happier to settle on upscalers like the Open Source Scan Converter, but there is a more reasonable option in the form of really good RGB SCART cables.

Now, SCART may not be a format you’re familiar with if you happen to live outside of Europe, but it is generally accepted to be the best option when it comes to getting a good image out of your vintage gaming tech. RGB SCART provides a sharp, colourful image on the right display, making older games look simply stunning. A sizeable market has grown as a result of the demand for good quality cables, and UK-based Retro Gaming Cables has been satisfying this demand for a good few years now.

The company prides itself on crafting excellent leads and cables for a dazzling array of classic systems, but its flagship range – dubbed “Packapunch” – takes things to the next level. These thick cables are constructed from the best components to protect against external magnetic interference and “crosstalk” between individual signals within the cable. The end result is picture and audio quality the likes of which we’ve personally not seen before, and believe us, we’ve spent a lot of cash on RGB SCART leads over the decades.

Even if you simply use the Packapunch cable on its own, you’ll unquestionably notice a big difference on your flatscreen TV. Colours look sharper, but the contrast is also vastly improved; the image may appear darker initially but soon you’ll be able to pick out fine pixel detail that simply wasn’t there before. A good example is the clouds in Sonic the Hedgehog on the Mega Drive; they looked white previously but, using one of these cables, it’s possible to see that they are made up of more than one colour. Combine the Packapunch cables with the aforementioned OSSC and you’ve basically got the ultimate setup, short of buying an expensive (and bulky) professional-grade CRT video monitor; the OSSC loves it when you fed in a really good RGB signal.

Packapunch cables are available for a wide range of systems, including the SNES, Mega Drive, Neo Geo, PC Engine, Dreamcast, Master System, Wii, PlayStation and GameCube – basically any console which is capable of outputting an RGB single. When the range was launched a few years back the prices were sky-high compared to bog-standard SCART leads, but more recently they’ve settled down slightly, with a typical cable costing around £30 including shipping. It should be noted that due to the highly specialised nature of these leads, they are often made to order.

While many people will be content to simply use whatever cables they have to hand in order to get their vintage systems up and running on modern TVs, it’s only when you see the massive gulf in quality between cheaper leads and premium products like the Packapunch that you realise how much visual fidelity you’re missing out on by pinching those pennies; sure, there are viable ways of getting retro games onto your television via HDMI (clone systems and the SNES Classic Mini, for starters) which provide excellent image quality for a reasonable price, but if you’re the kind if gamer who simply has to use the original hardware, you need these cables in your life.

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RIVE Update Adds Video Capture and Some Helpful Fixes

We’re big fans of RIVE: Ultimate Edition on the Nintendo Switch, the explosive final hurrah from Two Tribes. It’s full of intense 60fps action that looks great on the system, and we didn’t hold back on the praise in our review.

Two Tribes has been working away on an update and has now pushed out version 1.21; the key addition is support for for video through the capture button, so if you do something amazing and want to capture the last 30 seconds you can.

Some other tweaks and improvements have been confirmed.

  • Added video recording.
  • Improved the checkpoint system, so there’s an even smaller chance you die, respawn and get stuck in a loop of hell in a loop of hell in a loop of hell.
  • Improved support for Asian characters in the Leaderboards, like テ but not like Major Motoko Kusanagi.
  • Your Achievements now survive the Reset Save Data option in the RIVE Settings menu. Deliberately want to get rid of them? The Delete Save Data option in the Switch System Settings is way more ruthless.
  • Fixed an issue where foggy levels could look iffy after switching from TV mode to handheld/tabletop mode and vice versa. Now they look mesmerizing all of the time.
  • Fixed an issue with positional audio effects, so their volume is no longer INCORRECTLY LOUD.
  • Various other small fixes and improvements.

So there you have it – it’s a game that certainly suits snappy video highlights due to all of its set-pieces. If you’ve played this let us know in the comments which set-pieces and sequences are your favourites.

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Rumour: Burnout Paradise Gets Rated For Switch Release In Brazil

Classic open world racing title Burnout Paradise has apparently received a classification rating for Switch in Brazil.

The listing – which has since been removed – also mentions possible Xbox One and PS4 editions, which would hint at a forthcoming remaster project. The game originally launched on PS3, Xbox One and PC back in 2008 and is widely regarded as the pinnacle of the (now dormant) Burnout series.

Interestingly, a Brazilian retailer listed Burnout Paradise for Xbox One and PS4 release yesterday. Coincidence? Foul play? You decide, and when you’ve done that, be sure to post a comment.

Burnout Paradise on the go. Please Santa, we’ve been awful good this year.

[via theenemy.com.br, nintendoeverything.com]

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The Hyperkin “Pupper” Switch Joy-Con Grip Is Just Too Cute For Words

When the Nintendo Switch was first revealed to an unsuspecting world, it didn’t take long for people to make the connection that the attachment into which you slide the Joy-Con kinda looks like a cute puppy face with droopy ears. Shortly after, we got this successful Kickstarter.

Thankfully the dream of turning your controllers into pooches hasn’t died. Hyperkin has been beavering away in the background and may well have just perfected the concept as you can see in this new Amazon product listing.

Unlike the standard Joy-Con controller grip, this one is wider at the bottom to make the dog ears even more pronounced. It comes with three dog face stickers so you can express your individuality.

The Pupper Joy-Con group also charges your Joy-Con too, which is pretty cool. The Pupper will be available from 21st December and will cost $20 – which makes it quite a bit cheaper than the official charging grip, as well as cuter.

Do you plan to pick up one of these hot dogs?

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Fallen Legion Drops Onto Switch In 2018 With The Rise Of Glory collection

Having already slashed up a storm on other platforms, the Fallen Legion series is finally making a beeline for Nintendo Switch – and its arriving in 2018. The new Rise Of Glory collection will unite Fallen Legion: Sins Of The Empire and Fallen: Legion: Flames Of Rebellion (which were previously released on PS4 and PS Vita respectively) for the very first time, as well as packing in new routes and extra content to make the fresh collection all the more appetising to new and old fans alike.

The Fallen Legion games tell the story of a war for the land of Fenumia, with each game following the same conflict from the perspective of each side (in this case it’s Princess Cecille’s story in Sins Of The Empire and the man leading the coup against her, Legatus Laendur in Flames Of Rebellion). It’s a neat little concept, with control of your 2D squad locked to the face buttons. Add in the ability to choose the path of each game’s story via decision-based cards and you’ve got one fast-paced tactical RPG on Switch.

What do you make of YummyYummyTummy Inc’s (yes, that’s really the developer’s name) new collection? 2018 is shaping up nicely already…

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Feature: Throwing Shapes With Floor Kids’ JonJon And Kid Koala

There are plenty of dance-based games out there – with the likes of Just Dance 2017 and Just Dance 2018 having already moonwalked their way onto Switch – but the classic art of breakdancing is yet to have its proper time in the virtual spotlight. Well, one little indie is about to change all that, and with style, too. Welcome, to the world of Floor Kids.

With its eye-catching hand-drawn graphics by award-winning animator (and former bboy) JonJon set to an original soundtrack by world-renowned scratch DJ/producer Kid Koala, Floor Kids is set to make a big entrance on Switch. The duo have worked closely before with the Floor Kids, with them appearing in a number of short animations as well as being incorporated into some of Kid Koala’s live performances. So it seems a perfect fit to bring the hip-hop beats and that instantly recognisable art style together into a game that rewards creativity, originality and sick dance floor moves.

With Floor Kids out now in North America and due very soon in Europe, we sat down with JonJon and Kid Koala to talk musical influences, working on Switch and tips for any prospective bboys or bgirls out there…

Floor Kids’ soundtrack is phenomenal, and it’s such a huge part of the experience — can you tell us about the musical influences that went into it?

Kid Koala: Thank you for the kind words. I’m glad you enjoyed the music! I’ve been doing more film soundtrack and scoring work in recent years, so I kind of applied that “score to picture” mentality to Floor Kids. JonJon’s art style is very raw and scratchy, so I just tried to make music that would fit the visual world that he created. I pretty much used everything in my studio and tried to make tracks that had the energy of the bboy/bgirl events that I’ve deejayed at over the years. I have a vinyl cutting machine in my studio, so often I would play the instruments and then cut them on to vinyl to re-scratch them back into the track. That way you get that turntable push/pull and record dust into the mix, which I love. I got to use equipment from every era because I’m a bit of a gear geek. Jon drew a venue that’s an old school video arcade, so I brought out the Commodore SID chip, 4 bit, 8 bit, synths for that. By the time the player gets to the Peace Summit, I wanted the music to feel like some insane “Final Boss Battle”. I laughed a lot making those tracks also (sometimes maniacally)  because the chorus sections are ridiculously difficult. During the menu music and story cut scenes, I made more mid-tempo tracks just give a little break from the uptempo battle tracks.  

How did the gameplay structure in Floor Kids inform your compositions?

Kid Koala: From deejaying at break events, I had a sense of how long dancers usually spent on the mat during a cipher. That’s how we set up the duration of one round. Normally you would just loop the break on 2 turntables and the dancers would go at it.  Each round has 2 “verse” sections, where the player is free to create their own dance routines. Then we added mini rhythm games in the “chorus” sections so you can hit stabs with the musicians (one of my favorite pastimes from playing with bands) before you go back to freestyle mode.

Lots of your musical work has involved either virtuality or multimodality, from Gorillaz and Deltron 3030 to film, fashion shows, and puppets with Vinyl Vaudeville — how are those projects similar (or different) to composing music for a video game? Are there any specific challenges or freedoms that come with making music for games?

Kid Koala: Games are very much a LIVE thing, so during the battles the point was to make tracks that would push the energy forward, and hopefully inspire the dancer/player to get in the moment and rock out. I had to imagine these tracks actually playing at break events. Or at least some motivational music for you to quickly clean your house!  For the story cut scenes, it was more about finding the right tones to match that particular moment in the story. In the menu music, it was about making tracks to give a little down time time or breathing room so you could explore the map, check the Breakdeck or get ready for the next round. At any rate, it’s all in the name of making some rad fun happen!

Doing the sound design and foley for the game was a new experience for me. It’s like creating audio sprinkles for a sonic ice cream sundae. I tried to create a set of sounds that would be fun, cut through the mix, fit the feeling of each move, and hopefully not get stale even if that sound was triggered hundreds of times in a round. My favorite moments in the game are the Strobe State Power Moves, Raquettes Super Worm, and Saboya’s Top Rock spins. We also made scanning through the Breakdeck cards a sort of scratch virtual instrument. I think I originally made over 300 slices of scratch sounds that would trigger randomly as you scrolled through the break deck. I’m not sure how many slices the coders ended up implementing, but you can have fun making your own scratch solo just by clicking, scanning through the cards with the left stick and L&R buttons.  That was something that just happened in the studio when we realized each card needed a sound and there was over a hundred different move cards. There were a lot of aha! moments where something the game engine required gave us an opportunity to do something a little bit creative.

One of the things that’s really impressed us about Floor Kids’ animations is the transitions between different moves. Since players are able to essentially string moves together however they like, how did you deal with those possibilities as an animator?

JonJon: The animator in me was like “oh noes.” The bboy in me was like “hells yeaah”.

Do you play rhythm games? What are a few of your favourites?

Kid Koala: No, but sometimes I’ll try to play Super Mario Bros. using the dance mat.

JonJon: I played Beat Sneak Bandit when we started developing for the game, but other than that I am definitely not the guy who sings rap at the local karaoke spot on Wednesday nights.

Do you feel any influence from video games (or video game music) on your other creative projects?

Kid Koala: Tetris, and it’s music, causes me low level anxiety, but I love it!

JonJon: My favorite games from childhood are NBA Jam, Star Fox, Star Fox 64, Mario Bros., Mario Kart, Tetris, NHL 94 and Street Fighter although I really suck at every single one of them. When I got older I played Tony Hawk and Bboy for PS2. One time I got addicted to Plants Vs Zombies. I’ve never played Super Time Force but I love watching it. I played a lot of Dr. Mario while working on Floor Kids on an NES emulator.

Kid Koala: I’ve been playing Castlevania since I was a kid.  I didn’t score Floor Kids as a side scroller soundtrack, but I’m sure that music is in my DNA by now.  

With both of you based in Montreal, are there elements of Floor Kids that reflect the Montreal break scene?

Kid Koala: I believe the Metro venue is my metro station.  But I think they would kick us out if you started a dance cipher on the platform like that.  

What do you hope players will experience as they play Floor Kids?

Kid Koala: Pure, uninhibited (funky) joy.

JonJon: Living vicariously through these characters to do the moves they could never hit. (If you can hit these moves in real life, whyyyy are you playing this gaaaaame? LOL)

If players get inspired by Floor Kids and want to take part in real life — either b-boying/b-girling or DJing — what’s the best way to jump in?

Kid Koala: For the starter DJs out there, I would suggest picking up one of these portable scratch turntables they’re making these days.  It’s an inexpensive way to get scratching right away to see if it’s a craft for you.  These new portables are light, have a built in fader or switch and can even be powered with batteries, so you can scratch at your next picnic!  AND they have headphone outs so you don’t annoy your parents, siblings, neighbors.


We’d like to thank Kid Koala and JonJon for their time. Floor Kids is available to download from the Switch eShop in North America now.

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The Gorgeous-Looking InnerSpace Glides Onto Switch Early Next Year

PolyKnight Games is releasing its unique flying game InnerSpace on the Switch early next year, it has been revealed.

Placing you in the role of an archaeologist who must recover the last remaining memories before the Inverse collapses on itself, InnerSpace sees you flying through “ancient skies and abandoned oceans” where “entire civilizations have been lost to history, yet their gods still wander.”

Packed with inside-out planets where gravity is reversed, InnerSpace began life as a 2014 Kickstarter campaign. It looks a bit like RiME in space, if you ask us; those distinctive visuals look amazing.

InnerSpace takes flight on January 16th 2018 and will cost $19.99. Will you be stepping aboard?

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Review: The Next Penelope (Switch eShop)

One of the most famous Greek myths of all time might not seem like an ideal starting point for an intense, top-down combat racer, but the setup for The Next Penelope feels perfect. You assume the role of the titular heroine, wife of the long-absent Odysseus who is famed for her undying loyalty despite the advances of many persistent suitors. While this might make Penelope sound like your tiresomely stereotypical passive female character and little more than a trophy for the hero to swoop in and rescue, she is not content to simply sit and wait for her beloved to return. Instead, she hops into a spaceship and explores the intergalactic kingdom of Ithaca, desperate for news of her husband.

Inspired by the likes of the Japanese / French cartoon series Ulysses 31, The Next Penelope combines engaging action with superb presentation, and is all the more remarkable for being the work of just one man, Aurelien Regard. It borrows concepts from the likes of Micro Machines and F-Zero as well as 2D shooters, throwing together a startling number of ideas into the same bubbling pot. What’s truly stunning is how well this medley holds together.

The controls in The Next Penelope start out quite simple, but quickly grow in complexity the more weapons and abilities you unlock. Acceleration is automatic and there’s no means of slowing your speed, beyond hitting trackside objects or flying over special panels designed to halt your pace. You can essentially steer left and right using either the analogue stick, D-pad cluster or the ZL and ZR buttons. Weaponry and abilities are assigned to the button cluster on the right-hand Joy-Con and the L and R shoulder buttons.

Penelope’s quest to find Odysseus sees her participating in a series of three-stage challenges which comprise roughly of an opening level – which gently introduces the player to a new weapon – followed by a race against those aforementioned suitors but ending in a boss encounter; the latter two stages are usually focused on effective use of the new weapon bequeathed in the opening level. For example, one trio of stages teaches you the basics of the teleport move before placing you in a race where – at a certain point in the track – it’s possible to teleport ahead of your rivals. The third stage is a boss battle against the legendary Minotaur (re-imagined here as a floating bull’s head spaceship) where you have to teleport across various lanes while constantly firing at your opponent.

Each weapon adds a little wrinkle to the way the game plays, and once you’ve unlocked one it can be used on other courses in the game. One weapon gives your craft a short boost which can be used to smash through obstacles, ram other racers or simply gain a bit of pace. Your guns can be used to take down suitors and each bullet satisfyingly ricochets off walls. Mines are perhaps the most useful of all of the armaments, as they slow down racers and also suck away some of their precious shield energy, adding it to your total. The aforementioned teleport move is only really useful on certain levels, as is the grappling hook which allows you to remove large blocks in your path and – in one boss encounter – peel away armour. The final weapon turns enemy projectiles into experience points, which are used to boost the capabilities of Penelope’s craft.

All of these powers deplete your shield energy when used, so the game is a constant balancing act; fire your guns too many times or use too much boost and you’ll run out of power, which brings a premature end to your race. Recharge points exist on certain parts of the track, but it’s the mines which you’ll rely upon most, especially during boss fights where they are often your only means of replenishing health. In races you can happy drop them in the path of your onrushing rivals – but caution is still required as these mines will damage your ship as well.

Throughout this review we’ve spoken a lot about racing, but in actual fact that’s rather misleading. The Next Penelope isn’t really a racing game as such; granted, many of the stages pit you in a dash to the finish against other ships, but there are levels which are totally open and allow you to fly in any direction. Similarly, the boss battles we’ve touched upon so far play out more like a ‘shump’ where you’re blessed with the ability to move wherever you wish. This variety ensures that The Next Penelope feels fresh throughout, with each new challenge offering something very different from the last.

Experience points are dished out for finishing a level and wrecking an opponent, and can even be found lying around certain stages in small quantities. Using these points you can boost the speed of your ship, increase its manoeuvrability and even zoom out the camera a little so you have a wider view of the action. In order to accrue all of the points required to unlock every one of these abilities you’ll need to re-play several of the challenges – this is something we had to do repeatedly as we found some of the later levels to be quite tricky. 

Indeed, The Next Penelope will pose a stern task for even the most experienced player, although it should be said that in most cases, it’s simply a matter of adopting the right strategy rather than having lightning-fast reflexes. A good example of this is the spider-like end-of-level boss Arachne; our on first few goes we blindly tried to blow her up with our main guns only to fail several times over. We soon discovered (thanks in no small part to a handy hint system which flashes up before each encounter, which we’d foolishly ignored) that it made more sense to use mines to take her down, carefully laying them in her pre-determined pathway while avoiding incoming fire.

The Next Penelope’s main campaign lasts for around five hours – if you’re a veteran player you may even finish it sooner. There are bonus missions to unlock post-game but after seeing the end credits you may well find your interest in the game diminishing. Thankfully an excellent four-player race mode (single Joy-Con support is included here, even though it’s not in the main game) keeps you coming back for more. Each player assumes the role of one of Penelope’s suitors and the aim is to be the last racer standing at the end of the challenge. While online play would have been nice, this mode is still jolly good fun when played with a group of friends.

In terms of presentation, The Next Penelope is near-faultless. From the stylised low-poly graphics – which call to mind the likes of F-Zero X  – to the intricate anime portraits and the infectiously catchy soundtrack, it looks and sounds like an entire building of artists has been working on it – yet every single element has been produced by just one man (admittedly, Aurelien Regard didn’t handle this Switch port, it was done by Seaven Studio). An incredible solo achievement.

Conclusion

The Next Penelope may be quite a short experience but it’s one that will challenge your skills and dazzle you at the same time. Fans of the classic ’80s series Ulysses 31 will appreciate the excellent adaptation of Homer’s Odyssey, while those of you who like your gaming to be fast and intense are sure to be pleased by the thrilling racing, engaging shooter sections and overall variety in the experience. The amusing four-player mode picks up some of the slack when it comes to longevity; the short nature of the solo campaign is the solitary black mark in The Next Penelope’s copybook. That aside, this is a truly amazing indie title and one that deserves to do well on the Switch eShop.

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Tactical RPG Regalia: Of Man And Monarchs Is Plotting Its Way To A Switch Release

Indie studios Crunching Koalas and Pixelated Milk are bringing the tactical RPG Regalia: Of Man And Monarchs to consoles, it has announced. 

Influenced by JRPG classics, Regalia is already available on PC and the console versions (under the “Royal Edition” banner) will benefit from all available DLC as well as an “endless” mode and new characters.

Here’s some of the title’s key selling points, courtesy of the developer:

+ Traverse through lands of robust turn-based battles, diverse quests and distinct bosses.
+ Bond with dozens of colourful characters who will help you along your journey.
+ Tone down the difficulty level or skip battles if you’re not in a mood for a fight.
+ Experience a fair amount of epicness and tons of humour; Samurai dwarves?!
+ Bring back your best jRPG memories with hours of engaging gameplay.
+ Face the newly-added endless mode and prove your tactical skills.

Does this sound like it’s something you’d want to play on your Switch? Let us know with a comment.