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PolyGod Aims to Bring ‘Hardcore’ and Colourful FPS Action to Switch Next Year

For those that like shooting things the Switch is, slowly and surely, offering some solid options. We already have DOOM and others, with Morphies Law also due relatively soon. Another game hoping to fill the gap in early 2018 is PolyGod by Krafted Games.

Though in some ways it’s sporting a basic look, it has a clear style and focus on colourful, fast-paced shooting. It’ll have online multiplayer and co-op, among other things – check out the trailer and some PR details below.

Boutique, indie studio ‘Krafted Games’ today announced their minimalist, rogue-like, randomly generated, first person shooter, POLYGOD which features a brutal difficulty curve, epic boss fights with arena-shooter style online multiplayer/co-op, will launch worldwide for Xbox One, PC Steam and Nintendo Switch in early 2018 for £16.19 / $14.99 / €16.59

It looks quite interesting to us – let us know what you think in the comments.

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Details Emerge on Mega Man 11 Difficulty Options, a Weapon Wheel and More

And yes, you can tackle all 8 Robot Masters from the start

This week brought some welcome news with a glut of Mega Man announcements, all of them including the Switch as a platform. Perhaps most exciting was confirmation of Mega Man 11, which is coming to all current-gen systems – and most importantly the Switch! – in late 2018.

It’s a while away yet, then, but some snippets of details have come out via Game Informer, which has featured Mega Man 11 as its cover game for the January issue. With the digital version of the cover story live Rockman-Corner and USGamer have picked out some neat details; we’ve included a few below, but by all means pick up the magazine if you want the full lowdown along with pretty pictures, interviews etc.

  • There’ll be four difficulty options. “Normal” will be as expected, but “Superhero” should challenge skilful veterans.
  • The Robot Masters are former allies of Dr. Light, and this one will allow you to tackle all eight from the start in any order. That’s the norm that many are used to, but don’t forget that some Mega Man games have split these stages into a couple of tiers, so it’s nice to have all eight as targets from the get-go.
  • There’ll be a weapon wheel applied to the right stick, which could mean quick switches between them if you remember which is assigned to each direction. Also, as you can see in the trailer the slide move is back, but the final controls for that aren’t yet decided.
  • The gears seen under the health bar in the trailer and screens relate to “an entirely new gameplay mechanic that will impact Mega Man’s moment-to-moment action”. Not much more is said on that, but we get a glimpse of it right at the end of the trailer when Mega Man is surrounded by some sort of destructive field, with the gears spinning away in the top left.

All good stuff, and we’re looking forward to seeing more on Mega Man 11 throughout 2018. Here’s hoping it lives up to expectations.

[via gameinformer.com, rockman-corner.com, usgamer.net]

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The Next Penelope Races Onto The Nintendo Switch This Month

Originally pitched as a Wii U port a few years back, The Next Penelope is finally touching down on a Nintendo console – the Switch, to be precise.

The top-down combat racer will launch on the Switch eShop on December 21st. Seaven Studio appears to be the team behind the port of Aurelien Regard’s PC-based original – which, incidentally, we really enjoyed. It’s half racer, half shooter and features some massive boss battles which – once complete – give you additional weapons to use.

These amazing Switch games just keep on coming. Will you be loading this one up in time for Christmas?

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Random: Check Out This Japanese Guide to Classic LCD Games

There are lots of gamers out there who seem to love physical media. Whenever a digital-only game gets a sudden print run on card or disc, people go crazy! Also, plenty of gamers love books – especially books on games. There have been countless tomes released over the last few years; practically every topic has been covered.

In Japan, the same love of print and physicality is taken even further. The Okura Mook series of books has been covering different genres and hardware for ages, and has outdone itself with a great book on LCD games.

Nintendo fans would be no stranger to some of the games in this book. The Nintendo Game & Watch series is covered extensively, giving in-depth information on each game. The most obscure details are covered. For example, who knew that the release date for Green House was 6 December 1981?! Surely, I did not. 

Nintendo is not the only star of the show in this book though, as Bandai, Tomy, Mattel, Epoch and more are featured here. It should be noted that in the early days of gaming Epoch and Nintendo were huge rivals. Not quite at the level of a Console War, but they were competitive games companies in Japan in the late 70s and early 80s

Though the book is in Japanese, you don’t need any ability in the language to admire the unique designs of each LCD game unit. Many followed the Game & Watch “square and thin” style, yet others copied their respective arcade cabinet or went with something unique. That is one of the great things about these types of games – each one is its own experience. Considering how many gigabytes games take up these days, its just a marvel to see a fully playable game put into such a restricted space in original ways every time. 

The one unfortunate thing about the LCD games is that you need the original hardware to play them. There are a few browser games out there and the Game & Watch Collections, but most of these games are not playable by emulated means. With that in mind this book – if you’re in Japan and can track it down – makes for a great crash course in the primordial days of handheld gaming.

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Xenoblade Chronicles 2: Message from Director Takahashi

Xenoblade Chronicles 2: Message from Director Takahashi

Hi, this is Tetsuya Takahashi, executive director of Xenoblade Chronicles 2 which finally made it safely to launch!

Young-Adult Fiction & Boy Meets Girl
The basic story of this game revolves around a feeling similar to a novel told in first-person. While many countries and factions appear in the game, information such as scheming between countries or political sagas have been omitted from the narrative as much as possible because this information is not directly available to the protagonist, Rex. We wanted to create a story that follows his perspective.

Once this axis has been determined, we next worked on what direction the story would take. While we considered a story with many actors that involves a lot of interpersonal conflict, in which you can’t even trust your allies, we thought that now and then it would also be nice to have a story where you can trust your allies to watch your back without any reservations. This is the direction we took for this story.

Even so, an old guy like me born in the Showa era can’t possibly write a modern story, and it’d come across as awkward if I tried. So I gave up and decided to just accept the challenge with my outdated Showa sensibilities. I felt that, even if the tone is Showa and the plot points that players feel are sympathetic or moving may differ between cultures, the core of human emotion should not differ that much between regions and time periods. Because we’re all Homo sapiens. And in that sense, I can say that the story direction is the same as that for Xenoblade Chronicles.

For those who are already playing the game, you might have noticed that Rex’s catchphrase is “Let’s go!” As these words suggest, he will always keep moving forward. And he won’t turn back to the past. His characterization is probably due to the fact that I was born and raised in the Showa era. This is just the reminiscence of an old man, but I felt that it was a good thing that we always looked forward in the past. Even if there were individual differences in how well your life turned out, we had the hope of achieving a bright future so long as we worked hard for it. Of course the world around us was still gloomy, but society flourished because we could avoid looking at it. That is why we all worked hard and kept looking forward. The world feels more constrained now, even with all this information flying about. We’re forced to observe the dismal world around us regardless of whether we want to or not. Corny old words like “hope” aren’t popular in the current times. But I thought, wouldn’t it be better to have a character like Rex precisely because we live in such an era?

Rex is a salvager. While he has some physical prowess due to his occupation, he’s not a hero’s son or the prince of a major country. He’s just a normal kid that you might find anywhere. Of course, he’s not in the military either, so he won’t be leading armies or fighting courageously against legions. His reasons for fighting are very personal, and it’s because he’s fighting for a single girl (and their friends). There are limits to what one boy can do even if he acquires supernatural abilities. But if a boy were to race to his limits for the sake of a single girl, what kind of future would await them? And even if I can fight for myself (to some degree), can I fight for someone else? These thoughts are collected within Rex, and this is what I mean by the themes of young-adult fiction and boy-meets-girl. This is the basic concept behind the game, and the root theme throughout the story. While most people probably expect many buried hints and hidden information from the Xeno series, the story for this installment is a lot simpler and straightforward, and covers more well-worn territory. And that’s because this is Rex’s story.

The Climbing Down Game
The Titans offer a wide variety of scenery. While map design and the level design for those maps is something that Monolith Soft excels at, we have changed some of the designs for this installment compared to our previous games. While players found enjoyment in climbing up mountains in Xenoblade Chronicles X, the gameplay for this installment can be summarized as climbing down them. There are sort-of pathways that lead downward at many locations. Even if it first appears that you can’t climb down a certain location, there may be routes where you can walk across girders or fences, or hop across boulders to get to a new location.

However, in this installment, it’s dangerous if you fall from a high place, so make sure to think carefully about whether you can make it before you resolve yourself to make jumps. In the locations you descend to, you might find some adventure waiting for you, such as landmarks or Secret Areas, super strong unique monsters, unexpected rare items or quest objectives.

Rare Blades
While there are a fair number of Rare Blades, encountering them is completely random. Although it’s interesting to wonder who you will encounter, some players may also become anxious about whether they will actually meet one. I will make a firm statement. You will definitely (probably…if you’re lucky?) always encounter every single Rare Blade. (I found the last Rare Blade at 220 hours of playtime. There are still many things to do in the game at this point.)

While there are initially few opportunities to get Core Crystals, you’ll get more of them than you’d ever want later on (laugh). Although there are three types of Core Crystals: Common, Rare, and Legendary. Common and Rare Core Crystals can be maxed out by just playing the game normally. Even the valuable Legendary Core Crystals will be dropped in abundance if you Launch a unique monster of level 100 or greater and then Smash them down.

In addition, while most of the common Blades that you can get with epics are 4-star, the combination of stats and skills is completely random, so you might find a Blade that is even stronger than a Rare Blade. Therefore, we encourage you to use resonance as much as possible.

The Driver stats are also low in the beginning, so it’s enough to just resonate with Common Core Crystals instead of forcing your characters to use Rare or Legendary Core Crystals. In addition, the “Unnamed Core Crystal” that Gramps gives you at the start will always contain a Wind-element Blade with Knuckle Claws, so note that there’s no point in trying to reroll this item.

Enjoy playing!

For more information about Xenoblade Chronicles 2, visit the official site.

My Nintendo™ is celebrating with a special December calendar and wallpapers featuring imagery from the Xenoblade Chronicles 2 game. Redeem your points for these rewards today!

Game Rated:

Language
Suggestive Themes
Use of Alcohol and Tobacco
Violence

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Review: Red Game Without a Great Name (Switch eShop)

The influx of mobile games on the Nintendo Switch since its launch has been met with mixed reactions. On the one hand it provides some approachable experiences, complimenting the other games on the eShop and indeed on store shelves. At their best, these mobile titles introduce new audiences to hidden gems with complete content packages and extra control schemes, such as Deemo or Piczle lines DX. The other side of the coin, however, is that the blemishes become easier to see and cracks begin to appear. Recent, sloppy ports of MUJO and Maria the Witch prove that consoles can – to a certain extent – become a victim of their own success, especially in the first year.

Red Game Without a Great Name is yet another port of a mobile (and PlayStation Vita) game that was released in 2015 from developer ifun4all, which has also recently brought over the similar Green Game: TimeSwapper to the Switch.

The crux of ‘Red Game’ involves guiding our mechanical avian hero in order to navigate levels by teleportation. Dodge barbed wire and spikes, collect gears and make it to the safe zone. You will weave through narrow passageways and between towering structures that are lined with windmilling saw blades and other such obstacles. By holding your finger down you’ll be able to extend a dotted line so you can zoom through walls and dodge traps. Initially, a few short tutorial levels will help establish the parameters in which you can manoeuvre and it is deceptively easy, until it isn’t. Collect three cogs on your way to the end zone and it’s on to the next level, of which there are 60 in total.

That’s your lot as far as the gameplay goes. Red Game follows (or is followed by, depending on which country you’re in) its colourful sibling by having a ‘simple to pick up, difficult to master’ rhetoric. While chronologically the two games were released over a year apart, with ‘Green’ technically being the sequel, the two have been released very close together on Switch and in a different order between territories; to the untrained eye the two games, besides their strikingly different colour palette (if not their design) could be almost mistaken for each other. 

Red is indeed more of an arcade-style game, as it doesn’t require as much tricky manipulation as Green. There are a few power-ups to pick up along the way and the jazzy, swing soundtrack is welcome, but the self-proclaimed addictive qualities may turn into frustration for even persistent players. As with the Green variation the core gameplay idea here is still centred exclusively around the touchscreen, which brings about the same issues.

The lack of any extra control options is annoying, especially considering that using your finger all over the screen obscures the view, not to mention its occasional lack of responsiveness. If you aren’t tired of the silhouette aesthetic it would at least look pleasing on a big screen, given the chance. The second notable issue is that the game, despite its neat mechanic, is impeded by its autorunning nature. Make your first move and (most of the time) the screen is constantly in motion, so you’ll go back and forth waiting for the right gap to appear, only to get caught on a spike trap or pillar that’s just out of shot.

The collision detection also felt inconsistent in our time with the game, which made for some infuriatingly cheap deaths. Admittedly the restarts are swift, but that is beside the point. It seems even more curious, then, that a prominent death counter is never far away to taunt you. There’s no punishment for incompetence (aside from the constant reminders) and there’s no real reward for a perfect run besides a ‘flawless’ message upon completing a level. The combination of iffy controls and an automatically moving screen add only awkwardness to a mediocre experience. Furthermore, the potential for puzzles or unlockable areas is never fulfilled, and its reliance on player persistence keeps the game shallow and repetitive.

Regardless of which you were aware of first, both the ‘Red’ and ‘Green’ games have a very similar style, control scheme, gameplay and overall experience. They are inexpensive and each has a good if undeveloped core idea, but with very little attempt to add variety, expand or optimise for the Switch, they’re unable to reach the heights we hope to see on dedicated gaming hardware.

Conclusion

There is no shortage of quality games to play – covering a wide range of genres, styles and just about any other criteria you could ask for – in the Switch eShop library. Red Game Without a Great Name ends up being disappointing, then, as you’ll likely become frustrated with its occasionally inconsistent touch-based controls, along with its initially cool but repetitive mechanic and devilish level design. It attempts to hide its flaws behind some stylish yet derivative silhouette designs and some pretty cool jazz tunes. In the end, though, we have an average game with a bad name.

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Random: Yoko Taro Shares Impressions on Tiny Metal After a 5 Minute Preview

Tiny Metal may have been delayed, but it’s still on track to become – potentially – a viable option for Advance Wars and Switch fans around the globe. The latest news regarding the Sony-published title has not been the best, but this week the director of the game invited famous Japanese video game director and scenario writer Yoko Taro to share a play session and some opinions about Tiny Metal. The surreal result is below.

We have to admit it is one of the most honest opinions we’ve seen in a video of this nature. To endorse or not a whole game with such a short five minute session is not easy, but we expected nothing less than straight answers from the director of Nier: Automata.

That’s a title, by the way, that we would not mind seeing on the Switch.

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Poly Bridge Looks Set to Meet Up With the Switch eShop on 14th December

Throughout this year Nintendo has used Direct and Nindie Showcase broadcasts to highlight Switch exclusives of various types, including those that will be ‘console exclusive’. That was the title given to Poly Bridge, an intriguing engineering / puzzle game already out on PC and smart devices.

It has a campaign of 105 levels in which you need to construct increasingly extravagant – and solid – bridges within a budget. Beyond that there’s a Sandbox mode where you can do, well, pretty much anything you want.

Originally slated for a Holiday release, the European eShop is now listing the game for 14th December priced at £13.49 in the UK; this’ll likely convert to €14.99 / $14.99USD. All going well we’d expect the North American release date to be the same.

Are you planning to build some bridges on the Switch?

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Video: Xenoblade Chronicles 2’s Combat is More Straightforward Than You Might Think

Xenoblade Chronicles as a series has a bit of a reputation for being a bit complex at times, especially in regards to its combat system. It’s not as deep or inaccessible as say the Monster Hunter series, but it’s still a daunting array of numbers and graphics for someone fresh to the series.

Well, as explained in the video above, not only is the whole system not as technical as it first appears, but Xenoblade Chronicles 2 does and excellent job of simplifying and streamlining the whole affair, making it potentially the best entry to kick your adventure off with.

If you are a little cautious or just don’t think you’ll be able to get your head around it, check out the video above and let your fears be quashed.

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Guide: The Best Nintendo Christmas Gifts For 2017 – US Edition

It’s that time of year when we look forward to the Holidays on the one hand, and suffer sweaty brows on the other as we fret over late gift purchases. What to get your Nintendo-obsessed loved one this festive season? What gift will be good enough?

Well, don’t fret, we’ve looked around the web to find a range of gifts that you can buy for family, friends, or just for yourself as a treat. There’s the usual mix of consoles and games, but we’ve also picked a few favourites in clothing, board games and more too. This is a gift guide though – the Black Friday discount bonanza is long gone.

This is the US edition, as we’ve already done a UK edition. Naturally prices are subject to change, but we’ll keep an eye on your comments below and update where necessary, adding any particularly good suggestions.

Happy festive shopping!

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