Posted on Leave a comment

Feature: Figment – A Switch eShop Game With Imagination and a Mind Of Its Own

In this era of accessibility for development studios of all sizes, games are more varied than ever. If you divert your gaze away from retail outlets and towards download stores you’re met with a dizzying array of experiences. We may still be in the first year of the Switch eShop, but it’s contributing a lot to that modern trend, with a number of talented developers making their mark on the system.

One game announcement that caught our eye was for Figment by Bedtime Digital Games – it pitches itself as a musical action-adventure, and having played the first hour on PC we can see where it’s coming from. After a surprisingly serious opening we’re transported into a character’s mind, or at least that seems to be the case. It’s a scattering of different areas of the brain, with architecture to reflect passions, fears and experiences. It’s bright, colourful and on occasions rather odd, and its soundtrack is certainly a key component in driving the momentum through puzzles and occasional battles.

Then, at key moments, it bursts into actual song; the few we’ve come across to date are peculiar and absurd, in a good way, very much reflected in the trailer below. Gameplay, meanwhile, is pretty linear and simple in the early stages, but the presentation and audio has kept us engaged.

It’s an experience designed with care and positioned to make you think as well as progress, with smart little gags and interesting layouts. It’s the sort of game, frankly, that can only be a download title – a project that belongs in the independent space, with a concept and look that is sure to tempt those browsing virtual stores.

It’s a fascinating game, which is unsurprising as it’s from the same developer as Wii U eShop release Back to Bed. Eager to learn more about it we had the opportunity to learn more from creative director Jonas Byrresen, as we discussed the ideas behind the game and its transition to the Nintendo Switch.

Can we start off with the initial concept of the game (with music driving the narrative), how did that come together and what inspired the idea?

The first inspirations and ideas for the game came due to the reception to our previous game, Back to Bed. That also had a dreamlike world that was very surreal, but that game was a straight-up puzzle game with more divided levels. The reception was very positive, and people were constantly asking “is there more story to tell, can we go and explore this world more”.

So, on a flight back from the US myself and my colleague Klaus started talking about whether we could take the idea of diving into the mind further, to the next step. We decided to go deeper; instead of going into a dream we went into the subconscious mind, to create a world where the player would restore something and it’d be more of an adventure game.

In the start that was the focus, we always wanted it to have a unique audio side, too. But in the start the focus was very much on the visuals and the story. Then, some time in pre-production we had the chance to have an experienced audio designer – Nils – join the team, and he was also experienced in game design. Luckily for us he is also an Indie ‘underground’ rock musician – the best way to describe him is the Mad Hatter of music! He just started doing some weird stuff and asked to take some days to experiment with some ideas, and then he came back with a pitch of music for one of the first bosses in the game. We fell in love with the idea of having these big enemies that each represent a major fear and communicate through music.

It took us back to old cartoons, in which a good villain had to have a good song. It helps set the tone, and the tone in different areas of the game is so important – the experience of getting sucked into these surreal landscapes and so on.

It was a kind of luck, and also taking a chance with what was there, to go all in on the musical part. But that’s game development; you never know from the start what you’ll end up with. Sometimes ideas change, you fall in love with a certain concept.

It’s interesting that the project started without that musical focus. The visuals are also distinctive – what sort of artistic inspirations influence that design?

Definitely. We certainly kept some ideas and inspirations from our earlier games, with multiple classic surreal artists. We also started looking wider – a lot of people noticed some Miyazaki in the art style. We see it as a mix between classic children’s books but also classic surreal art, and then a smidge of Eastern influences.

At a convention someone said it was almost like if Miyazaki did Adventure Time, that was their take on it!

With games like Figment having such a distinct and artistic approach, do you feel that’s one of the strengths of modern download indie studios like yours, where you can make a business out of games that – 20 years ago – likely never would have arrived?

The games industry has become more mature, in that a quintessential ‘Indie gamer’ has now seen a lot more. Plenty have lived through the generic ‘brown’ years of gaming where everything was explosions and variations of dull colours. Now some gamers really want to see and hear something new, and it’s something that we definitely encounter at conventions and when we go around the world. More experienced gamers want something that sticks out.

It’s really needed, I think – it’s a combination for us in that it’s interesting, and we don’t want to do something that’s a cookie-cutter setting, but rather something different. At the same time you need to stand out in the market.

From the perspective of producing games, more tools are available that allow you to actually experiment.

In terms of Figment’s gameplay, can you talk about its overall approach and what you have tried to achieve in that area?

We didn’t want to go completely away from the puzzles, so they’re still in the game. We did focus more on exploration and understanding the world you’re in – when you come to a new area there’s always a new object or mechanic that you have to understand. It’s a mix of action, puzzles and exploration; sometimes you have to understand a certain puzzle or mechanic to succeed in the action parts, too. The styles work together – so after a tricky puzzle it’s good to unwind with some action afterwards, and vice-versa you can relax with a puzzle if you’ve had a tough battle.

It is very much a quintessential adventure game, as you’re constantly looking for fear creatures / nightmares that you hunt down, but they’re not forthcoming in standing their ground and battling you. You have to corner them, and there are long chase sequences where you try to get around obstacles to keep up with them, and they have minions in wait.

I’d still call it more of a puzzle game than an action game, but it is a good mix. It very much rewards exploration, too, not just for story but also to make progress; so you might need an object to make something else work, and you need to try going in another direction to learn something new. There are also small stories hidden behind many doors in the game.

Was it quite a challenge combining that gameplay design with the narrative approach and soundtrack?

There were definitely challenges. Mixing action and puzzles can be hard – the enemies need to have a clear mechanic for you to identify and counter. It’s not just run up and beat everything, and the big boss events are more of a puzzle as you figure out how to get close to them and stop their actions.

There’s always a hidden rhythm in the music, it’s very layered. We’d try to use that as cues for mechanics and certain things, so you need to try and get into that rhythm and pattern. Combining that from a gameplay perspective was a challenge – if the game was too hard we also had to consider whether to change the rhythm of the music, so linking up music and more action-heavy events was tricky. It’s hard to decide what comes first, sometimes.

It was an interesting journey and new, but I think we got away with it pretty well.

How’s the reception been to the game on PC so far?

From the perspective of all of the players and reviewers we’re really happy. People seem to really enjoy it and spend time with the game. It was very important to me that the game had a certain length so that player’s stay in the world for a certain time, and we seem to have achieved that. I’ve heard from a lot of people that have been looking forward to a good time, like a Sunday afternoon, where they can just sit down and get absorbed into the game.

Do you feel it is the sort of game that demands a player’s attention, as opposed to the sort of title you’d just dip into for short sessions?

It’s designed to be enjoyed both ways. You can leave the game and come back to it – we designed it so you never feel you’re caught in a stressful situation and can’t leave the game. But I would say playing it for a certain time is good to get absorbed into it, and also so you don’t come out of the experience. It’s very much a multi-layered story – you can enjoy it as the hero just going after the bad guys, but if you read between the lines and connect the dots of what’s being said and what you experience, that’s actually a deep story about how the human psyche deals with different objects. How experience shapes us, the nature of fear. You need to read between the lines of what the character says and their encounters in the game.

I’d say it’s worth sitting down and taking the time to get absorbed into the world.

In terms of the Switch version, at what point did you decide to work on bringing the game to the system?

Our company philosophy is to make games that go on multiple platforms, from the start. When Nintendo was just talking about the Switch as a new concept we didn’t really know what it was, so we were on the fence. But once we actually tried the Switch it was different – as I see it, it’s not just another console, it’s something new. We were completely in love with it.

I can sit on the couch and enjoy the game, but the small screen gives you another experience that works well with our aesthetic. That’s something we learnt from our previous game, that the hand-drawn style looks good on a small screen because it’s almost like you’re holding a picture frame and playing inside a piece of art. Every time I walk by the guys working on the Switch version I’m always hoping to catch a glance to see if the game is running on it. Because it feels so right on the Switch, so for us it was a case of “we need to get on this” as soon as we saw and tried the system.

We also feel the game world fits the platform, that’s a gut feeling we have.

There seems to be a big appetite among Switch owners for intriguing download games on the eShop. The aesthetic of Figment certainly seems to suit the Nintendo platform and audience.

When we first mentioned with Figment that we were thinking about the Switch, I remember a thread on Reddit that was full of enthusiasm – this was the kind of thing they wanted.

You mentioned the picture frame feel of playing on the handheld. Do you think this is a game particularly well suited to portable play with a good pair of headphones plugged in?

Definitely. Especially if you plug in headphones and immerse yourself into the game world. We’ve seen times at conventions where that applies – we always use headphones for our demos because the sound is unique and players can really get into it. Sometimes people at PAX etc vanish into the game and don’t react to anything around them, and then they realise that they’ve sat there for half an hour and are late for an appointment. They’d just get so immersed.

I think if you put on the headphones with the portable you’ll go to a totally different world.

How is the Switch development progressing? What’s the team’s experience been like with the hardware?

So far it’s not been a challenge in terms of the system’s speed or power. With a game like Figment it’s more about aesthetics rather than fidelity, it’s not about the amount of polygons to make something unique and gorgeous. It’s the artistic side of it.

I won’t say there isn’t any challenges, because there always is going onto a new platform, but it’s mostly with things like different ways that shaders are set up. Different ways to handle things like saving the game, reloading and so on, which are sometimes a bit more technical on the Switch. Last time I talked with the programmer he said that technically it is running, it just encounters problems that he’s fixing right now. Stuff like that does take some time, but so far it hasn’t been as frightening as when we did Back to Bed for the Wii U. That was way different in terms of structure, so it’s not the same kind of challenges on Switch.

It’s very positive, I’ve heard from a lot of other developers that it’s not as terrifying to port to the Switch as they thought it would be. There is a power difference compared to other consoles, but I don’t see Indie games like ours having that big a problem with it.

We’ve seen an explosion of releases on the Switch eShop, with plenty of busy weeks. Do you think that momentum will hold up?

Yeah, through the years we’ve built up a network of small developers, and you talk to each other and share experiences. From most of what I’ve heard some have actually had more success on Switch than they have on the other consoles combined. I think it’s definitely there; I also think that there’ll be plenty of Switch systems under Christmas trees around the world, so there’s room there. I don’t see the Switch as the same thing as the other consoles, it’s kind of it’s own thing, so it attracts other gamers as well.

A lot of people in the company, game developers, have a tendency to be big gamers, and a lot of us are PC gamers. So the other two consoles don’t really do anything for us because it’s the same games, and we have powerful PC rigs anyway. But a lot of us want or already have a Switch because it’s a different experience and way more interesting to us. It’s a whole new market, and I have a good feeling about it.

Absolutely, everyone in my family has one, including my parents. A factor seems to be the combination of the tablet form with other capabilities and ideas, it seems to draw in a lot of people. That bodes well for the eShop too, as there’ll be Switch owners who perhaps aren’t typical console / PC gamers.

Also there’s the societal change towards it being ok to buy digital, which we see more year on year, with more people buying downloads than hard copies of games. When they come onto a new platform they expect to have a download marketplace, so there are good opportunities there.

In terms of Figment’s upcoming Switch version, can you confirm whether it uses any unique features like HD Rumble? Also, the soundtrack is available standalone or in a deluxe version on Steam, has that been explored at all for the eShop release?

We’ll definitely look into it, and if there’s a way to get the soundtrack onto the Switch eShop as well that’d be awesome. I’m not the one that really deals with that, and we’ll certainly look at things like HD Rumble. I think for now it’s just a question of getting it to run smoothly, but we definitely want to use that stuff.

To wrap up, do you have any final thoughts about the journey of Figment as a project, and it’s route onto the Switch eShop?

One thing that I think people should take to heart, especially with the game coming to Switch as a console version, is that this is also a game that you can play together with other people. It’s got layered storytelling, so we know that it’s something that parents can play with their children, for example, because parents can help kids understand the deeper layers.

We aim for it to be kind of like a Pixar movie – as a parent you’re also entertained while sharing it with your kid. I also know friends who have played it with their better half, to help with puzzles and share the story, interpret it. With parts of it there’s no definitive answer to what it means, so it’s ok to interpret some things their own way; that’s cool, and it can be an interesting experience to share with another person.

It’s been a fun experience since release, with a lot of people saying it’s a strange mix – music and light-hearted humour with a serious topic like the subconscious and coping with fear. But I think that it’s just a very Scandinavian and Danish way of dealing with it – be honest about these topics, they’re relevant to a lot of people and it’s ok to discuss them in a very open way.

We see a lot of games nowadays tackling complex issues, it seems to be a positive step forward.

For me as a creative director games are the new media; it’s what movies were years ago. Movies would tackle serious subjects in different ways and there can be hidden meanings; games can be the same thing. It can be a serious topic while still being entertaining; we just do it in a way where we can combine gameplay, visuals and music. So in a way it’s a new media, and we need to have interesting themes and discussions.

The goal is to have game design and story work together, where neither is overshadowing the other. I think that’s what you need in games as a medium. Because we also see story-driven games that have no game mechanics; they might have a good theme, but sometimes I’m left feeling that I could have seen it as a short movie and had the same experience. So to get it right is to try and have a lot of things combined to help each other.

With Switch and Figment it represents a project with a lot of time, stress, blood, sweat and tears – I’m just really looking forward to getting it out there.


We’d like to thank Jonas Byrresen for his time, and Lewis Denby for his assistance.

Posted on Leave a comment

Random: You’ve Seen The NES Classic, Now Check Out The CoolBaby HDMI HD Video Game

While Nintendo’s U-turn on discontinuing the NES Classic Edition means that the thousands of people who missed out last year will now get a better chance of owning one, for a time it seemed like the Japanese company really was going to walk away from a profitable revenue stream. In that void came the clones; cheap knock-off replicas of the micro-console produced in the hope of catching out buyers desperate to get their hands on this slice of 8-bit history.

It’s hard not to see the fascination of this sector of the gaming industry; granted, it’s little more than shameless (and legally questionable) profiteering but “fake” systems are nonetheless interesting. During the Famicom and NES era there were countless clone consoles which supported Nintendo cartridges, and throughout the decades these have been hilariously clad in different shells to make them appealing to a new generation of unsuspecting parents (a PlayStation that runs NES carts, anyone?)

So, put aside your prejudices and preconceptions for a moment and join us as we dive into the often worrying world of the CoolBaby HDMI HD Video Game, a totally shameless replication of the NES Classic Mini. From the box design to the actual console itself, it’s a blatant attempt to capitalise on the success of Nintendo’s resurrected 8-bitter, but the difference here is that it comes pre-loaded with 500 games, as opposed to the 30 which ship on the real thing.

The console itself is a close match to the real deal, although it boasts old-school 9-pin controller ports (fitted upside down, charmingly) instead of Nintendo’s proprietary controller interface. Two pads are included, and they’re surprisingly robust – the only real giveaway that something is amiss is the fact that they have four buttons instead of the traditional two.

The image quality is quite fuzzy, despite the use of HDMI; it’s nowhere near as sharp as the NES Classic and looks more like a composite signal. The 500 games are, somewhat predictably given the origin of the console, composed mostly of unofficial ROM hacks of varying quality. Alongside legit originals such as Mega Man 3, Adventure Island 2 and Gradius we have Teletubbies (which turns out to be Mario Bros) and Hot Mario, which simply takes the main sprite from Super Mario Bros. 3 and places it in Data East’s Joe & Mac. Elsewhere we have such NES “classics” as Harry Potter, Lattice Winner and Utmost Warfare. Rifling through the amusing is actually more enjoyable than you might suspect, especially when you unearth something that offers a fair degree of playability.

The end result is a library of titles that holds a few pleasant surprises as well as some solid-gold classics. There are enough authentic releases included for you to extract some enjoyment, even if wading through the weaker offerings does get a little tiresome. Still, any system which offers Super Mario Bros, Donkey Kong, Contra, Teenage Mutant Ninja Turtles, Ninja Gaiden, Bomberman, Galaga, Bubble Bobble, Power Blade, Paperboy and Double Dragon can’t be all bad – putting aside the rather troublesome point that the manufacturer hasn’t obtained the legal right to include such games, of course. As such, the CoolBaby HDMI HD Video Game is a curio rather than a recommended purchase. While it’s tempting to pity any child who ends up with this in their stocking this Christmas instead of a NES Mini, they may well end up having so much fun being a Teletubby in Wrecking Crew that they won’t even notice. It’s the stuff festive gaming memories are made of.

Thanks to Tom’s Retro Shack for supplying the CoolBaby HDMI HD Video Game console used in this review, and opening our eyes to the wonderfully bonkers world of clone hardware.

Posted on Leave a comment

Guide: Super Mario Odyssey: Snow Kingdom Power Moon Locations And Walkthrough

Welcome to our ultimate guide for collecting every Power Moon from the Snow Kingdom in Super Mario Odyssey! Below, you’ll find maps detailing the exact location for all 55 of the Power Moons located in this Kingdom, as well as descriptions on how to get each and every one of them.

The numbers on the maps correspond to the relevant Power Moon listed below and, whilst most of them appear in that spot from the beginning (or after you’ve completed the story at least), it is worth nothing that sometimes you are required to perform a specific action to make it appear. Use a combination of our maps and walkthrough information to grab each of the Power Moons with ease. Enjoy!

Snow Kingdom Power Moons (1-37)

Several Power Moons in the Snow Kingdom are located in the underground ‘Shiveria Town’. As this town does not have a map in the game, any Moons from this location are indicated by [S] below. You can find the entrance to Shiveria Town at location ‘S’ on our map above.

[S] 1. The Icicle Barrier: At the bottom of Shiveria Town, enter the first tunnel on the right. Make your way to the end of this room and walk over the three ‘X’s surrounding the ice patch to make it drop to the ground below. Drop down and collect the Power Moon waiting for you.

[S] 2. The Ice Wall Barrier: Enter the second tunnel on the right at the bottom of Shiveria Town. You’ll need to collect the five Moon Shards hovering over the ground from this room to be rewarded with a Power Moon.

[S] 3. The Gusty Barrier: Enter the first tunnel on the left at the bottom of Shiveria Town. Make your way through the room until you reach the last gap before the green pipe exit. Capture the Ty-Foo to fly across and collect your Power Moon.

[S] 4. The Snowy Mountain Barrier: At the bottom of Shiveria Town, enter the second tunnel on the left and defeat Rango to collect this Power Moon.

[S] 5. The Bound Bowl Grand Prix: After you’ve cleared all four tunnels at the bottom of Shiveria Town, you’ll be able to participate in the grand prix. Head down the slope to the race and then over to the nearby room to find a Shiverian who doesn’t want to move. Capture him with Cappy and return to start the race. You’ll need to win to get the Power Moon.

[S] 6. Entrance to Shiveria: When you first drop down into the Shiveria Town entrance, turn around to find a tall stack of cardboard boxes leading up to a Power Moon. Use wall jumps between the boxes and the wall to get yourself up to the Moon.

[S] 7. Behind Snowy Mountain: In the Shiveria Town tunnel where you fought Rango (second one on the left), keep an eye out for a wooden posts sticking out of the ground. You’ll notice that behind one of these wooden posts, on the left hand side, is a slightly discoloured patch of wall. Walk through this patch to reveal a hidden tunnel leading to a Power Moon.

[S] 8. Shining in the Snow in Town: At the bottom of Shiveria Town, climb the pole located just to the right of the right hand side tunnels. Run around to the left and jump across the wooden light beams to the other side. Now smash your way through the giant snow pile to uncover a Power Moon.

[S] 9. Atop a Blustery Arch: In the first tunnel on the left at the bottom of Shiveria Town, make your way to the area where two Ty-Foos are pushing a block between them. Capture the second one of these Ty-Foos and use it to blow the staircase behind him away from you. Now continue through the room until you come across the next Ty-Foo (who won’t be trapped by fencing) and blow the stairs back to their original position. You should now be able to climb the stairs up to a wooden archway which has a small ‘X’ scratched into it. Ground pound this spot for a Power Moon.

10. Caught Hopping in the Snow!: South of the Odyssey, around location number 10 on our map, you should be able to find a rabbit hopping around. Chase the rabbit, using Cappy to stun it if necessary to catch it and claim your Power Moon.

[S] 11. The Shiverian Treasure Chest: Complete all the steps for Power Moon number 8 above, and then continue smashing your way through the snow on this side of the second floor. Enter the hallway that is revealed from behind this snow and follow it around to the left. You’ll come across a treasure chest containing a Power Moon.

[S] 12. Treasure in the Ice Wall: Enter the second tunnel on the right at the bottom of Shiveria Town to find the room with the Bitefrosts who pop up out of the ground. Make your way to the final Bitefrost (just to the right of where the green pipe exit is) and ride it up until it reaches full extension. Jump up out of the way of its bite and grip onto a thin ledge in the wall. Shimmy over to the right to find a treasure chest containing a Power Moon.

13. Snow Kingdom Timer Challenge 1: Head to location 13 on our map to find a scarecrow. Throw Cappy at the scarecrow and make your way over the circular ice platforms in front of you to get the Power Moon.

14. Snow Kingdom Timer Challenge 2: At location 14 on our map (underneath the archway on the ground below) you’ll find a scarecrow. Throw Cappy at the scarecrow and make your way across the beams that appear to reach the Power Moon. If you’re struggling for time, make sure to shake your controller(s) as you climb the poles to move quicker.

15. Moon Shards in the Snow: For this Power Moon, you’ll need to find five Moon Shards dotted around the Kingdom. All of the shards are located above the ground; none are below in Shiveria Town. Look around on the platforms in the main area, on the snow banks that surround the outer edges, and even underwater to find them all.

16. Taking Notes: Snow Path Dash: Head to location 16 on our map to find a glowing treble clef. Touch it, and then collect all of the music notes that appear in various directions, to get the Power Moon. 

17. Fishing in the Glacier!: Head to the glacier in the southeast corner of the map and capture the Lakitu who is fishing there. Use his rod to lure in the largest underwater shadow to find a Cheep Cheep who will give you a Power Moon.

[S] 18. Ice-Dodging Goomba Stack: In the first tunnel on the right at the bottom of Shiveria town, you’ll notice a Goomba-shaped button with a large number 4 on it. Capture a Goomba, and then jump on other Goombas to create a stack of four, before walking to the shadow in front of the button. Move out of the way again quickly to allow the icicle to fall from the ceiling, allowing you to jump up to the button as the four Goombas. Stand on it to reveal the Power Moon.

19. Captain Toad is Chilly!: On the north shore, quite a way up the hill around location 19 on our map, you’ll come across a small cave that has been covered in a layer of snow. Smash your way through the snow to find Captain Toad inside. Talk to him to receive a Power Moon.

[S] 20. I’m Not Cold!: Opposite the Crazy Cap store in Shiveria Town, you’ll find a Shiverian who explains that their racing uniform is their ‘undies’. You’ll need to wear the Boxer Shorts (available from the Crazy Cap store for 1,000 gold coins) and talk to him again to recieve a Power Moon.

[S] 21. Shopping in Shiveria: You can purchase this Moon from the Crazy Cap store in Shiveria Town for 100 gold coins.

22. Walking on Ice!: Head through the red hat door right next to the Corner of the Freezing Sea checkpoint flag. Inside you’ll face a triangular walking challenge. Be very careful here with how quickly you walk – the ice will make you slide behind where you would naturally stop. If you get enough points, you’ll be rewarded with a Power Moon.

[S] 23. Snowline Circuit Class S: Head back to the race track in Shiveria Town (as the Shiverian that you captured last time) to have another go at the race and collect a second Power Moon. To win, you’ll need to make effective use of bounding, pressing ‘B’ every time you make contact with the floor and using the slanted parts of the track to bounce across the screen in the direction of the track to cut corners. 

24. Dashing Over Cold Water!: Head to location 24 on our map and clear the pile of snow to reveal a red hat door. Enter this room and use the Rocket Flowers to make your way to the end to find a Power Moon.

25. Dashing Above and Beyond! (see location 24): In the same area as Power Moon 24, keep collecting Rocket Flowers and pass the area where you can see the room’s main Power Moon, jumping up onto the slope behind it. Climb this slope and dodge the barriers in the way to make it to an area with a second Power Moon.

26. Jump ‘n’ Swim in the Freezing Water: Follow the path northeast of the Odyssey and jump off the edge near location 26 on our map. Turn around to find a blue door next to a scarecrow. Throw Cappy at the scarecrow to enter, and then make your way through the room inside – using the columns of water to move around – to find a Power Moon.

27. Freezing Water Near the Ceiling (see location 26): In the same room as Power Moon 26, make your way to the end of the room where a wide column of water takes you to the exit. Instead of going down to the exit here, jump on top of it and swing across the poles to find a second Power Moon.

28. Blowing and Sliding: For this Power Moon, you’ll first need to capture one of the Ty-Foos near the entrance to Shiveria Town and take it to the south side of the column where the Odyssey is sitting above. With the Ty-Foo, blow the wooden block across to reveal a door (if your Ty-Foo isn’t at the right height to do this, go back and grab another one). Inside, use the Ty-Foo to complete to puzzle, blowing the blocks around to get them into place, to receive a Power Moon.

[S] 29. Moon Shards in the Cold Room: Make sure you’re wearing the Snow Hood and Snow Suit (available from this Kingdom’s Crazy Cap store) and then head to the pole just to the right of the right hand side tunnels at the bottom of Shiveria Town. Climb the pole and talk to the Shiverian to gain access to a locked door – collect five Moon Shards within the 2D area to receive a Power Moon.

[S] 30. Slip Behind the Ice: In the same location as Power Moon 29, make your way through the 2D section until you reach the platform above the green pipe exit. Jump up here to reveal some hidden blocks that allow you to access the area above in the ceiling. Run to the left (you don’t need to jump over the tiny gaps) and collect the Power Moon at the end.

31. Spinning Above the Clouds: Near the entrance to Shiveria Town, you should find a seed frozen in a small block of ice. Smash the ice and grab the seed – you’ll need to take it to location 31 on our map (heading back towards the Odyssey). At that location you’ll find a plant pot – throw the seed in and climb the beanstalk that appears to access a new area. Use the wind and trampolines to make it to the end of the room to grab a Power Moon.

32. High-Altitude Spinning (see location 31): In the same area as Power Moon 31 you should find that, by riding one of the wind updrafts to the very top, you can turn around and land on a trampoline that takes you back the way you came. Land on this trampoline and travel backwards to find a Power Moon floating really high in the air.

33. Secret Path to Shiveria!: Depending on your choices in the game, the warp painting needed to travel to the Snow Kingdom for this Power Moon will either be located in Bowser’s Kingdom or the Mushroom Kingdom.

In Bowser’s Kingdom, head to the Main Courtyard Entrance checkpoint flag and run around to the back of a building on the left. If the painting here depicts the Snow Kingdom, jump inside to be warped to this Power Moon.

If a different Kingdom is shown instead, head to the Mushroom Kingdom and run south from the Odyssey to find a painting in the middle of a group of trees. This should take you to the Snow Kingdom if the previous painting lead elsewhere.

[S] 34. Found with Snow Kingdom Art: As soon as you enter Shiveria Town, turn to the left to find some hint art on the wall. Use this hint art to find the same location in the Lost Kingdom. When you’ve arrived at the Lost Kingdom, warp to the Mountainside Platform checkpoint. Head north from here and then turn east, jumping over to the roots of the tree that are depicted in the hint art. Ground pound on the correct root to receive a Power Moon.

35. Snow Kingdom Regular Cup: Head to location 35 on our map in the northwest to find a Koopa who will challenge you to a race. The hardest part of this race is learning the route you need to take as the blizzard obscures your view. Take a couple of run-throughs to learn the routes that the Koopas take and where the goal is, before returning with your new-found knowledge to win and receive the Power Moon.

[S] 36. Hat-and-Seek in the Snow: Head to the area of Shiveria Town where the races take place and find the Shiverian who is wearing a hat with eyes just like Cappy (on the left side of the room if you’re facing the podium). Talk to the hat to receive a Power Moon.

[S] 37. Peach in the Snow Kingdom: Inside Shiveria Town, from the entrance, walk down the pathway and look to the left to find Shiverians sitting on steps. Princess Peach will be here too – talk to her to receive a Power Moon.

Snow Kingdom ‘Moon Rock’ Power Moons (38-55)

These Power Moons will become available to you when you have smashed the Moon Rock located in this Kingdom. As before, any Moons located in Shiveria Town are indicated by [S] below. You can find the entrance to Shiveria Town at location ‘S’ on our map.

38. Shining on High: Climb onto the top of the Odyssey and perform a long jump to reach a Power Moon floating nearby.

39. Above the Freezing Fishing Pond: Head southeast from the Odyssey and you’ll see a Power Moon floating above the fishing pond.

40. Ice Floe Swimming: Head to location 40 on our map and dive underwater. You’ll find a small underwater alcove containing some coins and a Power Moon.

[S] 41. Icy Jump Challenge: In the first tunnel on the left at the bottom of Shiveria Town, make your way to the area where two Ty-Foos are pushing a block between them. Jump on top of this block and perform a backflip at the right moment to get the Power Moon floating above you.

[S] 42. Forgotten in the Holding Room: Head to the bottom of Shiveria Town and jump into the hole at the end to reach the racecourse. Enter the room on the left hand side of this area, jump up the stairs inside, and turn left to find a room full of boxes stacked into tall piles. One of these boxes (near the top of one of the piles) will be glowing – smash the boxes to make this one fall down and smash it to reveal a Power Moon.

43. It Popped Out of the Ice: Warp to the Above the Ice Well checkpoint flag and climb the tall ice structure that has regular ledges. Jump from the top of this structure to the other one nearby in an easterly direction. You’ll find a glowing spot on this structure which contains a Power Moon – ground pound the spot to make it appear.

44. Deep in the Cold, Cold Water: Head to location 44 on our map and dive underwater. You should notice a glowing spot on the floor below the water – ground pound this spot to reveal a Power Moon.

[S] 45. Water Pooling in the Crevasse: Enter the second tunnel on the right hand side at the bottom of Shiveria Town. At the far end of this area (near where there are lots of gold coins in a square-like shape) you’ll see a glowing patch underwater. Jump into the water and ground pound this spot to reveal a Power Moon.

[S] 46. Squirming Under Ice: Enter the second tunnel on the left hand side at the bottom of Shiveria Town. Make your way right to the end of this area until you reach the place where you fought Rango. You’ll see a bump moving around in the ground – hit it with Cappy and then perform a ground pound on it to reveal a Power Moon.

47. Snow Kingdom Timer Challenge 3: Head to location 47 on our map to find a P-Switch underwater. You’ll need to hit this P-Switch and make your way over to the Power Moon that appears before the timer runs out. You can either do this as Mario by constantly jumping through the water and performing a long jump at the end to touch the Moon before it disappears, or by capturing a Cheep Cheep before you press the switch and swimming over (making sure to jump over the snow that is in the way).

[S] 48. Stacked-Up Ice Climb: Enter the first tunnel on the right hand side at the bottom of Shiveria Town. Inside, make sure to capture the first Goomba you see and keep jumping on other Goombas to build a high tower. Make your way to the end of the level, collecting all of the Goombas, until you see a new Goomba-shaped button with a number 10 written on it. If you have 10 Goombas, stand on it to reveal a Power Moon; if you don’t, just jump back down to collect more as they re-spawn.

49. I Met a Snow Cheep Cheep!: At location 49 on our map you’ll find a Bonneter who wants to see a Cheep Cheep up close. Head into the water to find a Cheep Cheep and take it over to this area, hopping all the way up as quickly as you can to get the Cheep Cheep inside the small pool of water right next to the Bonneter. If you do this, you’ll be rewarded with a Power Moon.

50. Even More Walking on Ice!: At location number 50 on our map and re-enter the door here to start a second walking challenge. The pattern is exactly the same as before, but this time you’ll need to score 90 points to get the Power Moon. As before, make sure to keep an eye on how Mario slides on the ice – you don’t want to accidentally overshoot as he slips.

51. Snow Kingdom Master Cup: Head to location 51 on our map to talk to the Koopa who will challenge you to a second race for a second Power Moon. The key to winning this race is to take the exact same route as the golden Koopa – you just need to do it quicker! Capture a Cheep Cheep as early as possible until you reach the land, pop out the wooden peg and ride the updraft, then keep long-jumping across the platform above to fly past the Ty-Foo before he manages to blow you off the edge – the Koopa will wait for the Ty-Foo to blow before running past so this is your chance.

52. Iceburn Circuit Class A: Head to where the Moon Rock originally was (near the Corner of the Freezing Sea checkpoint flag) to find a door that will take you to a second racetrack. Capture the Shiverian and win the race to claim your Power Moon. The best advice for these races is to make sure you bound each time you make contact with the floor or walls (and at the right time with the right amount of strength). This will come with practice and you’ll start to learn the layout of the circuit too – you’ll need to bounce off the walls at just the right time and place to ping yourself across the screen to make the most out of every corner.

53. Iceburn Circuit Class S (see location 52): In the same area as Power Moon 52, simply talk to the organiser of the race again after winning the A Class race to enter into a second S Class race. You’ll need to be even quicker this time to get the win and the Power Moon but the same advice applies.

54. Running the Flower Road: Head to location 54 on our map (near the Above the Ice Well checkpoint) to find a grey warp pipe. Enter the pipe and throw Cappy at each of the scarecrows to reveal flower paths – make your way to the end of the room to collect a Power Moon.

55. Looking Back on the Flower Road (see location 54): In the same area as Power Moon 54, make your way through the room until you reach the Banzai Bill section. Here, you’ll need to hop back over to the left flower road path after you pass the second Banzai Bill. If you turn around you should see a Power Moon waiting for you there.

We hope that you have found this guide on collecting all Power Moons in Super Mario Odyssey’s Snow Kingdom useful. Let us know if you’ve managed to grab them all with a comment below.

Posted on Leave a comment

Top Hunter Is Your Next Neo Geo ACA Release On Switch

Looks like Hamster is starting of December in a big way with SNK’s 1994 delightful (and somehow still sadly overlooked) dual plane grab’em up Top Hunter: Cathy & Roddy as they try to “grab” (arf!) our hard earned eShop funds on December 7th.

Taking control of the titular bounty hunters, it is your mission to take on the evil space pirates. Pick one of the four available biomes (the perfect excuse to have varied elemental themed levels) and off you go punching, grabbing, smashing your way to the end level bosses who just happen to be wanted criminals on your bounty list. 

There are a few weapons to pick up with limited ammo and you are even able to ride mechs and vehicles that will make you wonder if you didn’t just happen to accidentally stumble upon a long lost Metal Slug game. Skilled players might even discover the odd secret special move accessed by Street Fighterlike inputs!

Despite being released over two decades ago, it remains a visual tour de force that really showcased the hardware difference between the Neo Geo and our humble Super Nintendos, PC Engines and Mega Drives at home. Will you be grabbing these couple of grabbers next week on your Switch?

Posted on Leave a comment

Super Mario Cereal Has Shown Up in Target’s Online Inventory

Update: It’s real! But only for the US at present. Boo.


Original story: Yesterday saw the arrival of an odd rumour that Nintendo is producing a Super Mario themed cereal in partnership with Kellogg’s, with each box containing an NFC chip that has amiibo functionality. Though the evidence for it was a little shaky, it was an idea that would certainly make sense given Nintendo’s interest in giving its brands more exposure beyond video games. Now, more evidence has mounted pointing towards the cereal’s existence.

BrickSeek is a site which can be used to track the digital inventories of certain retailers, one of which is Target. Interestingly enough, a listing for the Super Mario Cereal has popped up in Target’s inventory, though it still can’t be viewed on the company’s site itself. If it’s legitimate, then that would mean that the cereal should be popping up on store shelves relatively soon, though do bear in mind that nothing is confirmed yet.

What do you think? Is this all for real? Do you think the cereal would be any good? Share your thoughts in the comments below.

Posted on Leave a comment

Review: Crimsonland (Switch eShop)

It was once said that imitation is the highest form of flattery, and with the icon / box art being a homage to a certain hellish current-gen first-person shooter, 10tons’ most recent port – Crimsonland – tries to establish its similarly savage tone and style right from the off. It’s such a brazen reference that you’ll feel like you’ve been caught in the blood soaked crossfire. Although it’s a top down, twin stick shooter, the game is certainly a callback to the gratuitous violence and sly wit of early ’90s gore fests as well as basic yet addictive arcade classics.

Originally released on PC way back in 2003 and later brought to consoles and mobile in 2014 / 2015, the game finds a new home on Nintendo Switch with no new bells or whistles to speak of, aside from the obligatory local co-op taking advantage of the hardware. Performance wise, Nintendo’s hybrid console is more than up to the task and everything runs smoothly- dealing with tens, sometimes even hundreds of enemies on screen at once, as well as all sorts of lasers, explosions and liberal splatterings of the red stuff.

Crimsonland spends very little time attempting to set up a scenario – it’s a standard post-apocalyptic invasion, and it’s pretty inconsequential in any case. Upon starting the game you are presented with two gameplay options. A survival mode and a criminally misleading quest mode. In order to fully get the most out of survival mode, however, you’ll have to wade through the campaign made up of six sets of ten levels that are as limited as they are repetitive.

The goal is to kill all of the various beasties that appear in order to fill up a green meter at the top of the screen and progress. Each level is intense but normally over quickly – you’ll see the statistics-laden end of level screen within a couple of minutes. Hit accuracy, the time taken and your weapon of choice are all logged, as well as any new power ups you have collected along the way, but more on that later. You’ll get more enemies or a combination of different critters as you plough through. Lizards, spiders and the undead will bother rather than cause serious trouble, but the further into the campaign you go spawn points start to appear, which need to be dealt with quickly.

There is a decent range of weapons to try out from your trusty – if pretty rubbish – pistol, to shotguns and assault rifles, to flame throwers and rocket launchers. These are all handy in taking down the handful of different enemy types, and bigger enemies take a bit more firepower to mow down. The difference between the levels, however, is aesthetically as well as geographically negligible. There are no additional objectives, no architecture to navigate or verticality to utilise, no destructible buildings, nothing. Just the odd skull, road or helipad on a slightly different shade of muted, earthy colour to cover in the remnants of your foes over and over. Likewise, the chugging guitar soundtrack, serviceable weapon sound effects and various agonising groans as you plough through zombies or get ‘caught by the reaper’ try to enhance the overall presentation. It’s a real shame that these aspect don’t have more impact, as the action and the perk system are what makes Crimsonland a fun and frantic experience.

As the action ramps up – and it does, rapidly – enemies continually drop power ups which are instantly usable. These orbs are the backbone of what make Crimsonland as fun and as addictive as it is. In addition, the four different perks are offered each time the blue bar is filled, and are both great in number and wide in variety – mixing luck, extra speed and accuracy, to health and damage, to freezing or slowing down everything on screen to give you the upper hand. They add a thin layer of strategy as each involves a balance between attributes, and selecting the right perk at the right time can be key.

There are even bits of cheeky humour in the description that amuse during the brief breaks from the carnage. The item drops and perks keep things both fresh and fast paced, and it is constantly entertaining to see dozens of zombies get wiped out in a few short seconds. Turning evasive manoeuvres into devastating chains of attack makes for some genuinely thrilling and cathartic situations. Backing away from a seemingly impenetrable and ever increasing cluster of creepy crawlies, only to clear just enough of a path to snatch a weapon that spews out spiralling fireballs and obliterates anything on screen is incredibly gratifying.

When you head back to survival mode there are variations on time limits, using certain weapons, sacrificing mobility for increased damage and so on. The local multiplayer for up to four Joy-Con wielding troopers is fun in short bursts, and the global online leaderboards will likely keep high score junkies coming back for just one more round. 

Conclusion

Progressing the twin stick shooter genre is no easy task, and Crimsonland makes a mechanically valiant if visually lethargic attempt. There are the foundations of a great game here – the moment to moment gameplay is a basic yet guilty pleasure of relentless, gratuitous violence, and the perk system and weapons within a level are consistently and immensely rewarding to use. While the action is ludicrous, fun, dumb and obnoxiously brash, the game is let down by its bland presentation, repetitive and uninspired quest mode and non-existent level design. It hides what is, at its core, an addictive and sadistically entertaining experience. It will make you realise how awesome it would be to have something like Dead Nation or even DOOM on the system. Oh, wait…

Posted on Leave a comment

Nintendo Launches Some Charming Festive Switch Commercials in Japan

We’re into the final few weeks before the festive season – that’s another month of shopping before some much needed downtime to wrap up the year. Nintendo’s had a fantastic 2017 with the launch of the Switch, and is naturally hoping to finish it strongly.

Perhaps due to the different shopping habits in Japan – some of the biggest Japanese hardware sales come in December, whereas the ‘Black Friday’ phenomenon makes November the big month in various Western territories – Nintendo is just now pushing a major new ad campaign for the Switch in its homeland. The festive-themed trailers show people enjoying the Switch in various ways, wrapping up with a festive get-together.

They’re arguably a bit cheesy – we’re not sure about the song, frankly – but they do get the job done. The first focuses on young gamers and their families, while the second shifts to trendy young adults. Check them out below.

Do you like these Japanese commercials for the Nintendo Switch?

Posted on Leave a comment

Crawl Will Pit Friends Against Each Other on Nintendo Switch

Combat-heavy dungeon games are plentiful across various platforms, so finding a neat hook is always a priority. Crawl arguably has that hook, as it blends its awesome visual style with a clever local multiplayer concept – one player is the main protagonist, but up to three friends possess traps and monsters to try and kill them. The goal for the non-hero players is to get the kill and then take over that main role. With playthroughs up to half an hour for snappy matches it sounds perfect for the multiplayer-friendly Switch.

Well, it’s heading to the eShop on 19th December priced at 12.99 / $14.99USD / €14,99. It’s a title that’s proven popular on previous platforms – the Steam community seems to bloomin’ love it – and is certainly eye-catching. Check out the slightly bonkers trailer below.

It could be a fun bit of alternative multiplayer gaming over the festive period, that’s for sure. Do you like the look of this?

Posted on Leave a comment

Xenoblade Chronicles 2: Main character design – part 1

Xenoblade Chronicles 2: Main character design – part 1

Hi, everyone. My name is Masatsugu Saito. I am in charge of main character design for Xenoblade Chronicles 2. I have been given the opportunity to write about main character design, and would like to discuss the thought process that went into these characters, broken down across a few posts.

I first heard about plans for Xenoblade Chronicles 2 around February 2015. First, I structured an outline of the characters by reading director Tetsuya Takahashi’s plot. Then I participated in screenplay conferences with Tetsuya Takahashi, Yuichiro Takeda, and Kazuho Hyodo to start expanding on my character drawings. Rex and the other characters seemed very lively in the screenplay and plot. Their emotions were very clear, and every word they said was very moving.

It was at this point that I decided the characters should be modeled simply and clearly. One way of doing this was with a design that emphasized their eyes. Putting emphasis on their eyes allows a variety of emotions to be expressed during cut scenes, and makes it easier to see the character’s expressions, even when they are far away.

I also gave the characters some obvious color coding to make them easy to locate from afar in fields that are packed with detail. Rex is blue, for example, while Pyra is red, and so on.

The development team requested that the characters each have something that would blow in the wind (e.g., a cape or scarf) to express the atmosphere of the field. I wasn’t able to do this for a few of the characters (including Rex, Dromarch, and Tora). For these characters, the subtle movement of their hair or other features helps give a sense of the air around them.

One request that I made was that each character have their personality reflected in how they walk. I think their personalities come through quite well. Especially Poppi, who you can easily tell is artificial. The other characters also have some slight differences in how they walk and run, which is something I’d like you to look out for while you play.

Next time I will go into more detail about designing Rex and the other main characters.

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

Game Rated:

Language
Suggestive Themes
Use of Alcohol and Tobacco
Violence

Posted on Leave a comment

Video: Meet the Crew in the Latest Floor Kids Gameplay Trailer

Nintendo has given a high profile to a number of fascinating download games this year through Direct and Nindie Showcase broadcasts, and one title that we’ve been looking out for is Floor Kids. Due out this Holiday season, it boasts a cool art style and a funky soundtrack.

The latest trailer for the game gives a brief insight into gameplay, shows off battle mode and also introduces us to the Floor Kids cast. Check it out below.

Are you feeling the beat with this one?