Posted on Leave a comment

Random: Turns Out Everyone’s Favourite Video Game Analyst Was Right, Nintendo Fans Will Buy Cardboard

Love him, or hate him, Wedbush Securities research analyst Michael Pachter sometimes makes some quite interesting predictions when it comes to Nintendo, and this blast from the past really makes us chuckle.

Back in 2012 on a episode of Bonus Round, everyone’s favourite analyst inadvertently predicted that Nintendo fans would go crazy for Nintendo Labo.

First he said Nintendo fans weren’t that stupid:

I don’t think Nintendo fans are so stupid they would buy a piece of cardboard.

But then, when explaining his position, he went on to say:

A box on the other hand, that says Nintendo on it, they probably would. Remember when you were a kid and you get gifts, and when you’re really little you like the box better than the gift? That’s how I think of Nintendo fanboys.

Quite a damning view of “Nintendo fanboys” from our old chum Pachter there, but it is amusing that he even thought of the idea of Nintendo selling cardboard in the first place.

Of course, Labo is so much more than just cardboard; it’s got the engineering precision of an IKEA chest of drawers – and lest we forget both sets come with innovative games to play, too.

Let us know what you think about Pachter’s prediction with a comment below.

Posted on Leave a comment

Aperion Cyberstorm Flies Onto The Switch eShop On 8th February

We first played Aperion Cyberstorm – by aPriori Digital – back in early 2015 as shown in the video above, and had a lot of fun with its stylish twin-stick shooting. That was on Wii U, but the realities of making games with limited resources and the rapid decline of the console saw it fall off the radar, which was a real pity.

Well, the game is still very much alive, and it’s now been confirmed that it is coming to the Nintendo Switch on the 8th of February; importantly it’s still coming to the Wii U on the same day as well, so those with the previous system won’t miss out.

This bullet-hell shooter has various modes for single or multiplayer, with up to five people able to take part. On the Switch it’ll support various configurations and controls, and in a particularly nice touch it’ll have accessibility options including ‘lefty-flip’ controls and optional settings for resizing text, auto-fire and so on. 

Here’s what Jonathan Price, co-founder and designer had to say about the imminent release:

Prototyping for Aperion Cyberstorm began development in October 2013 as a cooperative space shooter made with the XNA framework and in mid-2014 we decided to move the game from XNA to Unity. This then gave us the ability to bring the game to Nintendo Wii U. During the lifetime of the project, we have revised the release date more times than we would like. The reason for doing so is that we understand that the game may not make back its development costs, which is a reality that a lot of studios face, but we wanted to make a game we could be proud of and that can be played years from now by a variety of people of different abilities.

Jack David, co-founder and artist enthusiastically added:

At aPriori we find joy in making games games and we are delighted to finally be able to bring Aperion Cyberstorm to market this year. The development process has really been a case of life imitating art – as a studio we’ve enjoyed the ride and we hope gamers will enjoy their virtual ride when they get their hands on the code in February!

It’s been a long time coming, but we can’t wait to get our hands on Aperion Cyberstorm and we think it will be a great fit for the Switch. Let us know if you plan to pick it up with a comment below.

Posted on Leave a comment

Feature: Conquering The Indie Mountain With Celeste Creator Matt Makes Games

Celeste is a tight, tough and tantalisingly precise platformer from the creator of the TowerFall series. Starting life as a game jam project in a ‘fantasy console’ called PICO-8, this new slice of indie challenge has blossomed into a beautifully crafted old school-style title. With its Nintendo Switch release date imminent, we chatted to one of its creators about the journey to Nintendo Switch, the games that shaped Celeste and what it takes to build an indie title in 2018. 

Nintendo Life: Could you introduce yourself?

Noel Berry: Hey! I’m Noel Berry, and along with Matt Thorson and many other very good friends, we created Celeste.

When did the development of Celeste start?

We created the original Celeste in August of 2015, but started on the new one in January of 2016.

When was the decision made to bring it to Nintendo Switch?

There was a time when we were far more optimistic about how fast we could get Celeste done, and initially thought we could be a launch title for the Switch. Both Matt and I grew up playing Nintendo games, so being able to release on a Nintendo console was a really exciting prospect. But we missed that by … nine months, and wrapped up the game at the end of 2017 instead. Better late than never!

We actually have experience of the game’s original engine PICO-8, a ‘fantasy console’ and its ecosystem. In fact, We’ve visited the creator and his cafe in Tokyo many times.

That’s awesome, I’m hoping to someday make a trip there and visit for myself!

How did you discover PICO-8? What was your experience in game development prior to using it?

I had been following Zep, the creator of PICO-8, for a little while due to his work on Voxatron, and at some point PICO-8 showed up in my Twitter feed. Once I had some free time I decided to dive into it a little bit. Before PICO-8, I think pretty much everyone on the team had been making games for several years. I started out with Game Maker as a teenager, and later worked in Flash and then C#.

How did you find working with it?

It’s awesome! I highly recommend PICO-8 to… basically everyone! It’s accessible and has a strong vision. It does come with some fairly big limitations, but I often feel constraints are great for experimentation.

Which engine did you choose to develop Celeste in after PICO-8?

The newer Celeste was created in C# and XNA, a now deprecated framework originally created for Xbox 360 games. We use various open source ports that are highly maintained to get the game out on other platforms.

How was the transition from moving the game over to a format that was supported by consoles?

The new Celeste took us around two years to create… so going from the PICO-8 game to the full game people will be playing on consoles was a lot of work. I did recreate the original PICO-8 game inside our new one (as an unlockable), and porting that over was only about a day of work.

Is it true the initial concept was realised within four days from a game jam?

Yes, the original PICO-8 game was created in four days.

Could you explain the game’s origins?

Matt and I wanted to create a short game in PICO-8 over a weekend. We wanted our concept to be fairly minimalist (partially due to the time constraints we set on ourselves and the limitations of the tool), but that also had a lot of depth in mechanics. The idea of a character struggling to climb a mountain felt like it fit really well with this.

How did the ideas in the game grow from this initial version?

The game stayed very true to the vision of the PICO-8 version, but it was able to explore the space, story, and characters a lot more. Our plan was to take our initial jam game and see where it would go if we had more time and a larger canvas to work with, and it kept surprising us.

Was there anything you experimented with but ultimately left out?

Yes, basically every chapter in the game had ideas, mechanics, art, and levels that were eventually thrown out. I think when making a game you have to be alright with throwing things out, especially when they don’t really end up matching the vision. It’s not lost work or time, it’s part of the process of coming to the final realisation of the game.

It’s fair to say that Celeste is a departure from your previous work, such as TowerFall?

Yes, though I think a lot of the lessons from TowerFall make their way into Celeste.

Was this a conscious decision or did the game develop organically?

I think it happened fairly organically. Matt and I had approached Celeste from the beginning as a single-player adventure, and it grew from there.

What do you think about the game being mechanically compared to Super Meat Boy?

On the surface I think the games are similar – both are difficult indie platformers. However, I think at a closer look they approach that concept in very different directions, thematically and mechanically.

Was there a process behind balancing the difficulty?

Yes: Making our friends come over and play very rough segments of the game, over and over. And over. We also had a general philosophy that, though we want the game to feel hard, we always want it to feel fair. The game works in the player’s favor, wherever possible, and when it felt like a level or mechanic was hard in the ‘wrong’ way, it was cut or modified.

What was your interest and exposure to rumors of NX?

We’ve all been pretty big Nintendo fans our entire lives so…. we were all pretty excited for whatever Nintendo’s new console was. I don’t really recall what specific rumors we had heard at the time.

What do you think of the Switch hardware?

It’s awesome.

What influenced the design of Celeste?

Donkey Kong Country 2, Metroid, Mario, Kero Blaster, and many others.

What Nintendo games did you play growing up?

Oh man, I played so much A Link to the Past. That’s my go to, for sure. Yoshi’s Island is really up there for me, too. I think for Matt it’s going to be Super Mario Bros 3.

What does the future hold for Celeste?

Hopefully, a game that people remember and come back to fondly. I don’t think we have any plans to create a sequel to Celeste – it really feels like we told the story we wanted to tell.

We would like to thank Noel, Matt and the team for their time. Celeste hits the Switch eShop on 25th January for $19.99.

Posted on Leave a comment

Capcom Explains (Again) Why Monster Hunter World Isn’t Coming To Switch

Monster Hunter World is shaping up to be pretty special indeed, but for Nintendo fans missing out on this blockbuster title it’s something of a sore point – especially when you consider how the 3DS iterations of the series did so much to expand its core audience.

Well all know that the game isn’t coming to Switch – Nintendo fans have been graced with Monster Hunter XX instead – but at least Capcom has an excuse. A while back, co-director Kaname Fujioka stated that his team’s aim was to make the best Monster Hunter for PS4 and Xbox One, and now Fujioka – alongside fellow director Yuya Tokuda – has offered another (similar) reason:

We don’t have any plans for the Switch at the moment. Part of the reason is that the title has been in development for almost 4 years. At the time we had to commit to our hardware choices, we decided on using the most powerful current generation consoles available at the time, which was Playstation 4 and Xbox One. So [the decision was made] before the Switch was even announced or on sale.

It’s also because for every title we decide what the best fit for hardware is for the concept. We don’t just look at everything. It’s more like ‘if we want to achieve this kind of game concept, where’s the best place to achieve that?’ and for this title the Playstation 4 and Xbox One were the best fit for us.

That’s a fair comment – if a game enters development for a target platform many years before another (technically weaker) system is announced and revealed, it’s hardly fair to expect it to be ported over right away – especially when you consider that Monster Hunter world is an ambitious outing which pushes Sony and Microsoft’s consoles to their respective limits.

However, when you see the way other companies have scaled their software for Switch – such as Rocket League and DOOM – one does wonder if Capcom’s decision to bypass what could potentially be the biggest platform for Monster Hunter World is a wise one.

We assume that Capcom will eventually give Switch owners a “proper” Monster Hunter game in the fullness of time, but will it be World or an entirely fresh outing? Let us know your thoughts with a comment.

Posted on Leave a comment

The Iconic Danger Mouse Comes To Switch With The Danger Games

Famous secret agent and ’80s cartoon sensation Danger Mouse is coming to the Nintendo Switch, courtesy of 9th Impact Studios.

Danger Mouse: The Danger Games features DM, Penfold and Silas Greenback as they race around the streets of London in an effort to prove who’s the fastest. The gameplay looks quite basic, which is no surprise when you learn that The Danger Games originally launched on smartphones. 

Still, after countless mornings spent watching DM’s heroic feats as children (as well as checking out the recent reboot when nobody else is in the room) we have to admit our love of the character may mean we overlook such issues. Maybe.

Let us know if you’ll be downloading this acclaimed secret agent’s latest game by posting a comment below.

Posted on Leave a comment

The Original SteamWorld Dig Will Tunnel Onto Switch Next Month

SteamWorld Dig is one of our favourite Wii U and 3DS eShop titles so the news that we’ll get the chance to play it a third time on Switch is very welcome indeed.

Image & Form’s Brjann Sigurgeirsson has stated that it’s coming on February 1st and will cost $9.99 in North America.

Sigurgeirsson said that he hopes bringing the original game to Switch will help fans see things have evolved when compared to the sequel. While it’s certainly true that SteamWorld Dig 2 is a more ambitious game, we have a real soft spot for the first title.

What about you? Will you be downloading this one on Switch?

Posted on Leave a comment

Feature: Bugging Out With Hollow Knight’s Team Cherry

Hollow Knight is a cute yet dark Metroidvania from the talented minds at Australian developer Team Cherry. After a hugely successful 2017, the insectoid platformer is preparing to embark on the greatest adventure of all as it makes its way to Nintendo Switch this year. To celebrate its impending arrival, Nintendo Life was lucky enough up to catch up with director Ari Gibson to discuss the game’s reception, its passionate fan art community, the Nintendo franchises that inspired Team Cherry and much more… 

Nintendo Life: Congratulations on the upcoming release of Hollow Knight on Nintendo Switch!

Ari Gibson: Thanks! We’re really excited for the release. There’s a whole new audience of Nintendo fans who’ll finally be able to play the game and we think it’s a great fit with the console.

How has the development of the game been going on the platform?

Development has been quite smooth and Nintendo have been fantastic to work with, helpful throughout. The testing process in particular has been a nice change, playing on a couch, rather than just glued to our PCs.

So when did development start for the Switch port?

Way back in 2016 we were developing a Wii U version of the game, alongside the PC version. Eventually we shifted that version to Switch as the players moved across to the new Nintendo system.

Indies in general have been much more prominent on Nintendo Switch compared to recent years. It must be exciting to work on such a popular platform so early in its life cycle?

With Hollow Knight on Switch we feel like we’re right in the middle of the activity and we couldn’t be more excited. Nintendo have been a huge supporter of indies with the Switch and it’s the perfect home for many of them with its handheld/home-console modularity and those cute little turn-them-on-their-side controllers. It’s got everything we’d want!

It’s great to see Hollow Knight receiving so much praise on social media, but there’s been a large influx of fan art, too. Considering the relative age of your company and the game, this must be very flattering.

It’s the craziest thing! We’d never of guessed there’d be such an interest in weird, slightly-spooky insects. The fan art is a huge inspiration and motivation even as we continue to create more Hollow Knight stories in our upcoming content packs.

Looking at the game itself, there’s an interesting contrast between the cute characters and the atmospheric colour palette. How did the aesthetic of the game develop?

The Hollow Knight look is all about speed. Simple is fast. Monotone is fast. The whole thing started as part of a 72-hour Game Jam event, which William and I took part in. Obviously, our ambitions for the game grew beyond the scale (and time-frame) of the Jam, but the quick-to-produce aesthetic remained from it.

How did you go about balancing the atmosphere with the narrative and humor – was there a priority or did it evolve organically?

Everything evolved naturally, with William and I writing the narrative as we built the world. There are plenty of dark bits and plenty of dark-yet-slightly-humourous bits but we never consciously worried about the balance between the two.

You’re a young team made up of a few people from South Australia. What was your exposure to video games growing up?

William and I both grew up on the NES, then SNES and we still have huge fondness for games of that era. With Hollow Knight we set out to make a game that evoked the feelings when playing Metroid, Faxanadu or Zelda II for the first time. Quite a bit of Mega Man X influence also crept in as we built the game.

Hollow Knight has been a very well supported game after it’s release. Can Switch owners expect all of the content in one package and how much more DLC is there still to come?

Absolutely! Hollow Knight on Switch will launch bundled with the two previous free content packs, Hidden Dreams & The Grimm Troupe, and a bunch of smaller optimisations and improvements we’ve made along the way. We’ll be announcing details on the third content pack in the near future, which is looking likely to arrive shortly after the Switch launch. Beyond that pack, we have our second playable character, Hornet, in the works. She has her own story, abilities, bosses and more, which we’ll be talking about at a later date.

We would like to thank Ari for his time. Hollow Knight on Nintendo Switch is expected in Q1 2018.

Posted on Leave a comment

Review: Arcade Archives Double Dragon (Switch eShop)

Scrolling beat ‘em ups may be simple affairs that just have you moving along smacking groups of thugs in the face, but when they are done right they can be hugely entertaining. Before Streets Of Rage, before Final Fight the game that got people excited was Technos’ Double Dragon, which put you in control of Billy and Jimmy Lee and tasked you with defeating the Black Warriors in order to rescue the kidnapped Marian. Ported to many systems over the years, the NES and Game Boy versions have seen Virtual Console releases in recent times. Now Arcade Archives Double Dragon brings the original coin-op experience to Switch with unlimited credits as you set about punching and kicking, but mostly elbowing your way to victory.

There are a few enemy types in the game, but the standard goons largely perform the same, walking up and attempting to punch you before you can attack them. It’s not completely repetitive, however, as should you have two around you, one will grab you from behind to allow the other to attack. Weapons provide further variety and you’ll have to contend with swinging baseball bats, cracking whips and thrown dynamite/knives. These weapons can also be picked up by the heroes, sometimes leading to a race to grab them in order to gain an advantage. Similarly, the likes of oil drums and rocks can be picked up and thrown by either the Lee brothers or the Black Warriors that can be useful for attacks from distance.

Apart from weapons and objects, Billy and Jimmy have their fighting skills to draw on in their battle against the gang members. There’s a button to punch and one to kick and should you get close to the criminal types you can knee them in the face or throw them. A jump button is also present, enabling you to perform a jumping kick, but it is also used for two other moves. Pressing kick and jump when grounded will perform a spinning kick, or should you opt for punch and jump, your Lee brother will throw an elbow behind him to take out a would-be attacker. These combinations are helpfully mapped to Switch’s Z buttons allowing you to perform them with ease.

There’s never more than four enemies on screen, but often there is limited space in which to manoeuvre, making combat tricky as you go to attack one foe, while avoiding the others. Get stuck between two thugs and you can quickly find your energy depleted as they take turns to give you a kicking. More powerful members of the gang also show up as you progress, including one with similar moves to your own and hulking brute Abobo who will grab and throw you if you are not careful.

Having a second player join you in the fight eases the challenge, but it can still be difficult to get in an attack before the gang members, particularly if they have weapons. Weaving out of their way helps and you’ll quickly find the elbow becomes your most useful move. Get the timing right and you can catch them with it before they are within striking range. This isn’t always a solution, however, as should someone be approaching from the front, you’ll be knocked on your back shortly after catching their chum with an elbow. Also, as the move uses the punch button it can sometimes lead to you picking up a weapon you didn’t intend to and consequently getting punched in the back of the head.

Combat is generally entertaining, but there is a big problem with slowdown, with performance dropping should three enemies appear on screen (and things slowing to a crawl should a fourth enter the fray). It’s extremely off-putting when the game speeds back up again as foes are dispatched; it’s disorientating and can lead to mistakes being made. As the game progresses four enemies being on screen is a more frequent occurrence, leading to an increase in slow-motion fights as you get nearer the end, lessening your enjoyment.

Your rescue mission begins in the streets, but takes in the sights of a factory, a woodland area and cliffs before entering the final base. These locations also featured in the NES and Game Boy ports, but the more powerful arcade hardware naturally leads to more detail and colour. Those ports also split into distinct levels (a typical approach within the genre), but here each area flows in to the next. Time bonuses are awarded and health topped up after each section, but the factory is accessed from the streets which leads out into the woodland area that then takes you to the cliffs. Only when the Black Warrior base is reached is there a cut to inside, before the final battle begins. The way the locations are stitched together works well, but taken as a whole it’s actually a short trip to rescue Marian, with sections ending soon after they’ve begun. 

The NES and Game Boy versions also featured moments of ladder climbing and platforming sections, but there’s little of that here. A few ladders do make an appearance, but you don’t need to climb them, they just serve as a means of clambering on to a platform to escape a tricky situation. In theory. In practice, they can be an irritant that you stick to when you’d just hoped to walk away from an attacker. There’s a gap in a wooden bridge to hop over and the jump button is required to reach higher levels towards the end of the factory section, but otherwise jumping is not called upon to navigate the path to Marian. 

Audio-wise there’s a good range of simple sound effects as moves connect and groans from defeated characters and Abobo’s growling add to the experience. The music has an adventure sound, but occasionally goes with slower tracks. There’s the occasional beep and whine, but they are hummable pieces that work well. Less enjoyable was the heavily distorted audio that occurred on a couple of occasions during our time with the game, but in both instances simply entering then exiting the settings menu fixed the issue.

While in the settings menu you may want to adjust the game to your liking, changing number of lives and difficulty. As with all HAMSTER retro releases you can add scanlines to the image, but the options here are a bit different to what’s usually provided. The option to add a horizontal video line is gone and there are 10 thickness settings for the scanlines as well as giving you a choice of soft or sharp lines. Exciting stuff!

The game gets tougher as you progress with the powerful enemies appearing more often. Once inside the base, you need to work your way through a section of blocks pushing out from the wall and jabbing spears which can quickly deplete your stock of lives. The final boss can also be tough due to the fact he’s armed with a gun and much of your battle involves avoiding his insta-death bullets. Of course, as an Arcade Archives release extra credits can be added at the touch of a button, so if you are simply looking to beat the game, that’s something that can be done with ease.

The challenge comes from seeing how well you can do on a single credit. The score resets upon continuing so you’ll need to be somewhat competent if you hope to score 50,000 on Double Dragon. For this you can play HAMSTER’s single credit Hi Score mode or the regular arcade mode – the latter featuring adjustable difficulty; increase for a higher point scoring opportunity. Trying to beat the game on a single credit is enjoyable, but trying to improve your score to move up the online leaderboards adds to its replay value. A third online leaderboard is provided in the five-minute caravan mode and this provides a different challenge as you find yourself taking more risks in your fight against the Black Warriors, hoping to dispatch as many of them as possible before the timer runs out.

Conclusion

Double Dragon gives you a number of ways to dispatch enemies, a few different attacks to deal with thanks to the use of weapons and the fighting generally works well. There are a few issues with the game, however, with the biggest two being its short length and its distracting slowdown. If you are just looking to clear the game, then there’s little long term value here, although it is fun to go through again with a friend, battling the bad guys before your final showdown. Arcade Archives Double Dragon is not an essential download, but there’s still enjoyment to be had from this old school title.

Posted on Leave a comment

Review: Super Meat Boy (Switch eShop)

Stop us if you’ve heard this one before; Switch just got a port of a last-gen classic and it’s selling like hotcakes. Super Meat Boy is the latest success story on Nintendo’s latest hardware, despite having released on Wii U late in 2016. SMB is the brainchild of Binding Of Isaac creator Edmund McMillen, who started the Meat Boy franchise on Newgrounds in 2008.

If you haven’t played SMB before, you’re in for a treat. It’s an unforgiving, old-school style platformer, both mechanically and visually. Veterans of the 8-bit era will find it to be an exaggerated version of the hard games from the NES days. Jumps require pixel-perfect accuracy to avoid traps such as spikes, salt and blades that will reduce the titular Meat Boy to a puddle of blood. 

As with heroes of the games of old, his repertoire is limited, but effective. He has a blood-fueled dash, a jump that would make Mario blush and a wall-jump that behaves very similarly to that of Mega Man X.  As with old games, you really only need two buttons, with the Y button controlling your dash and the B button controlling your jump. There are no enemies to speak of, save for the occasional boss, but all of the challenges you’ll face involve navigating perilous environs to reunite Meat Boy with his main squeeze, Bandage Girl. At the end of each stage, the dastardly Professor Fetus will re-abduct said damsel, thus forcing you to continue on your path.

SMB supports all the myriad control options available on Switch, so if you want to play on a single Joy-Con or the ridiculously comfortable Pro Controller, you’re all set. We vastly prefer the Pro Controller to the other options available, but none feel as though they were a hindrance. 

Unfortunately, the Switch version of does not carry the original soundtrack, which many fans prefer. Team Meat has been unable to license the original soundtrack starting with the PlayStation 4 release of the game, and the same issues force its exclusion from the Switch incarnation. Aside from this change, the Switch port is identical to all others. All the levels and cutscenes are intact and accounted for. If you could clear every stage on your first attempt (you won’t), the game likely wouldn’t last long, but in reality, most players will spend dozens of hours trying to overcome each level’s many trials (especially if you try to find all the retro-themed warp zones).  

We would love to see one specific addition to the Switch take, and that’s support for video capture. While support for the feature is far from universal, SMB practically begs for it. The bespoke replay feature is decent and can be interesting in that it shows all of your attempts at once in the form of many, many Meat Boys meeting their demise while one succeeds, but there’s no way to share your accomplishment with friends. Couple that with the fact that levels times often fall within Switch’s 30 second video clip cap and you’ve got yourself a way to share an excellent, albeit still cult game with those that may not otherwise be aware of its existence. 

Conclusion

Super Meat Boy is another excellent indie addition to Switch’s library. The short, but challenging levels are a perfect fit for portable play, and the game runs perfectly in both handheld and TV modes. The tight platforming mechanics and wealth of hidden warp zones, bandages and playable characters are enough to keep us coming back for more. We wish it would add support for video capture features, if only so we can brag about our accomplishments, but it doesn’t hinder our enjoyment of the game. If you haven’t played this on another platform, or just want to play it on the go, pick this up.