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Enter the Gungeon Has Been a Sales Success on the Switch eShop

Anyone that’s been paying attention to the Switch eShop charts for North America or Europe has probably figured out that Enter the Gungeon has been a popular release. Now Dodge Roll Games has given an early sales figure to highlight how quickly the eShop userbase has embraced the dungeon crawler.

Check it out below.

We were big fans of it in our Enter the Gungeon review, describing the twin-stick shooting roguelike as being “right up there with the very best indie games on Nintendo Switch”. It seems like a game particularly well suited to the hardware too – we’ve seen gamers on social media say that it’s the sort of title they want to have on the Switch for easy portable play, while it can also be a fun one to tackle on the TV.

It’s certainly pleasing to see another eShop success story on the Switch.

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Switch Hackers Declare That a Homebrew Launcher Will Be Available ‘Soon’

In November it became clear that homebrew was going to be a reality on the Switch, with a breakthrough declared for those most determined to use it. That process appears to be continually moving forward, with a Homebrew Launcher apparently coming ‘soon’.

This was confirmed by hackers Plutoo, Derrek and Naehrwert, who appeared at the 34C3 hacking conference in Germany this week. They confirmed that they’re working with the team behind the November announcement to finalise the Launcher, though no deadline was given beyond ‘soon’.

The talk itself, regardless of feelings about the nature of such hacking, was interesting; after all, it delved into detail on what makes the Switch tick, and even the sorts of changes Nintendo implemented to make hacking tougher compared to the 3DS, for example. It transpired that the GPU – a stock NVIDIA Tegra X1 – was a bit of a weak point, as the chip is so well known and documented from other hardware that’s readily available. The talk shows how many security gaps Nintendo has closed since the 3DS, albeit that hasn’t stopped determined hackers.

The hackers themselves, in this case, are being very deliberate in what data and tools they’re releasing; their stated intent is that the work will be used for homebrew, not outright piracy. Of course, the likelihood is that some will work on options to support piracy of Switch games.

Of course, much has changed since the days of rampant DS piracy. With this exploit systems need to be on version 3.0, whereas Nintendo is already well beyond that. Those that get a clean unit, keep it offline and then update from the Pokkén Tournament DX cartridge can install version 3.0, but that system will be restricted to that firmware for anyone wanting to utilise this homebrew exploit in its current form. As a result it’s a very restrictive and niche option, likely to pass the vast majority of Switch owners by.

In any case, it seems a Homebrew Launcher is now close to being a reality on Switch, something that’s always seemed inevitable since the system launched.

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Feature: We Learn More About the Ambitious ‘Cycle Across Kanto’ Pokémon Documentary

Earlier this month, production company Gravity Dog launched a Kickstarter campaign to make a documentary exploring the real world locations from the immensely popular Pokémon video games series. Travelling across the Kanto region in Japan by bicycle over the course of 40 days, the team hopes to find the inspiration for the games, as well as discover secrets about Japan’s rural landscapes.

It’s an ambitious documentary, and one that is clearly a passion project for all involved. The project’s fundraising page has been carefully put together, with a pitch video that leaves a rather good impression. The team has also been at pains to emphasize that the film shouldn’t fall foul of copyright issues – it’ll aim to utilise fair use, avoiding copyrighted imagery in the final result while it will be distributed and shown for free, with Kickstarter funding being broken down to highlight how the money will be used. It’s a tricky line to walk, however, and is perhaps reflected by a slow start – at the time of publication – in the fundraising.

It’s an interesting project, in any case, and we took the opportunity to learn more by chatting with producer/ writer / director Stephen Aymond. 

First of all, congratulations on the launch of your Kickstarter campaign for ‘Cycle across Kanto’.

Thank you. The campaign video you’ll find on our Kickstarter page was a labor of love to make. After three months of planning, we’re excited to finally have it public. We need everyone’s help to bring this adventure to everyone’s screens.

How did the team come together? And when did the project start and gather momentum?

I was a fan of Javed Sterritt (our editor) from ‘Good Blood’ since he released his first video essay ‘DEAR SEGA’. (It’s a brilliant piece with nearly half a million views, if you haven’t seen it yet.) I approached him this September (2017) through a Twitter DM with the very basic idea of making a video tour of the real-life locations that inspired the Pokémon games, and he fell in love with the idea on the spot when I phrased it as “a cinematic glimpse into the real-life world of Pokémon.” Javed, of course, had some notes that helped bring the idea from 50% to 100 by adding in the human element – making the documentary about the journey in addition to learning about the land’s cultures and people.

To make a film, you need a team tailored specifically for it. I needed filmmakers who were 1) able to clear 40 days in their schedules, 2) willing to train for endurance biking, and 3) grew up with the original Pokémon games. That last point was important, because passion makes a project shine. I knew of only two people who fit the bill, film school pals Nick Solorzano (our director of photography) and Ahmad Evans (field audio and grip) of Gravity Dog Productions. Nick introduced me to Mai Gozu of Maiography (cinematographer and translator) who would later become one of the biggest assets to the team. I later hired friend and current-day Pokémon narrator Mike Pollock (with permission from The Pokémon Company) to reprise his role for the documentary, as well as Jonny Higgins, a wicked talented composer and friend of Javed’s. 

Together, we spent the next three months creating the most ambitious crowdfunding video campaign that we could conceive.

What is the teams experience in Japan?

Mai is a Japanese native and spent roughly half her life in Japan. Other than her, I visited for nine days back in 2011. You’d think a week over five years ago wouldn’t be enough experience to return for a 40-day biking excavation, but Japan is remarkably easy to navigate and nearly every person you come across is very helpful. Mai and I are very excited to return, as we miss it daily.

Are any of the team experiencing the area for the first time?

Nick and Ahmad will be visiting for the first time. Nick was planning to visit Japan eventually and often travels for work, so this project will be both new and unfamiliar for him. They’re both very excited to see what Japan has to offer if we reach our budget on Kickstarter.

Miyamoto-san has shared anecdotes about childhood experiences influencing games such as Zelda and Star Fox – What do you think makes the Pokémon series so popular and special?

I love that developers find inspiration from the world around them and recreate it one way or another in their work. It just hit me that our crew intends to relive their experience, but in reverse.

The Pokémon games have every reason to be popular. They are as complicated or as simple as anyone wants to make them, so anyone can pick it up and become enthralled. I experienced this first hand. As a kid, I would just grind and grind until my Pokémon were strong enough to defeat anything instead of worry about strategy. As an adult, I think carefully about my team’s assembly and move sets. And with such a vast array of monsters to choose from, playstyle allows each person to experience the game very differently. We can share our different experiences with each other. We can trade the monsters we tamed. The worlds are quirky, and the music is fun. Pokémon is magical.

You get to experience Kanto by bicycle. How important was this aspect of the project?

Cycling across the Kanto region is one of the most important aspects of this film. Driving from location to location wouldn’t be nearly as entertaining and it certainly wouldn’t feel like an adventure. People would rather witness a story unfold as we undertake a great physical challenge. We want to stick as close to the source material as we can by walking and biking everywhere (however, we’ll be picking up our bikes in Pallet Town. No waiting until Vermillion City to find some bike vouchers).

When did you and the team first start to form the idea of the documentary?

The idea was born about a year ago, but it first began as something quite different, not even as a documentary. My best friend Miwa and I would often talk about walking across the connected United States, from Key West in Florida all the way to Cape Flattery in Washington State. The trip would have taken us about six months, and, having never done something so ambitious, we looked at smaller goals, like walking across Japan, her home country. At some point, I came across an article that talked about how Pokémon X and Y were based on North France. Naturally, I wanted to see if the earlier titles did the same, and surely enough they did! 

From Japan and NYC to France and Hawaii, every main series Pokémon game takes inspiration from locations here on Earth. There’s an entire page on Bulbapedia that goes into great detail about the similarities between every town, mountain, forest, and so on. It’s impressive. I had to see these places for myself and share them with everyone. To “travel across the land searching far and wide.” However, Miwa was soon unable to join on anything involving a lot of physical activity due to abrupt health concerns. The idea left. Then it would come back. Then it would leave again. And after a long while, I decided to revisit again it in September by approaching Javed Sterrit, and the rest unfolded from there.

 Are there any filmmakers that have influenced or inspired you?

There certainly have been filmmakers that inspired us. For me, off the top of my head, Edgar Wright, Jamie Hewlett, and Wes Anderson. For this project, however, we decided it’d be best to not take inspiration from our film heroes, but to instead emulate the first season of the Pokémon anime: Lots of straight-on and profile shots, foreground and background foliage, birds-eye angle to emulate the games, very saturated colors, etc. It wasn’t an easy task; we shot everything in our home state of Florida. Vegetation here isn’t very green, and it was about to get less green as Winter approached. We had to quickly scout out three cities all far from each other (Orlando, Daytona, and Jacksonville) to get exactly what we needed. 

Pokémon has always been immensely popular in Japan, but last yearPokémon GO has taken it to another level (if that was possible)!

For a while, I was considering making it a goal to catch as many of the original 151 as I could in Pokémon Go while in the Kanto region, but due to copyright reasons we’ve decided to cut all visual references of Pokémon in the final cut of the documentary. Nintendo are basically the Disney of video games, so we are doing everything in our power to tread lightly on their intellectual properties by keeping ALL REFERENCES to a “verbal-only” rule, to ensure everything falls under Fair Use. …Sorry, I’ve gone off topic. Uh, Pokémon GO is great! I intend to catch my Asia-exclusive Farfetch’d while there.

What is the balance like between finding the references in the games and being able to discover the hidden landscapes of Japan?

There is a little interpretation involved when comparing the two worlds. Pallet Town for instance is just a couple of houses and a lab next to the ocean. That’s not exactly a lot to go on except for its geographical location being similar to Shimoda City. However, places like Mt Silver being indicative of Mt Fuji, Pewter City and Midori City sharing rocky slopes and fossil museums, Lavender Town and Narita City sharing the fame of their massive grave sites, those are more obvious when comparing and contrasting. But we won’t stop there. We’ll display what other specialities each town has to offer so long as it fits the theme of the area. But this unexplored concept will be left in the dark if the project isn’t funded. We’re hoping to garner a lot of $10 donations since it’s an amount that won’t break the bank for anyone.  

What is your favourite Pokémon game?

It’s been very hard to pin down a favorite. The games have become more complex with each iteration to keep things fresh, but I’d have to say that X and Y had so many features that I was beginning to feel overwhelmed. And triple battles in Black and White were definitely… a thing. Sun and Moon were a breath of fresh air by simplifying things again. But in all honesty, I see myself returning to the original games more often than the others. Red/Blue and Gold/Silver are simply too charming to put down.

Quick story – we filmed 7 and 8-year-olds in our campaign video and, man, they were hard to keep still. When we tasked them with playing Pokémon Blue and Pokémon Snap, they started complaining about how there wasn’t anything to do and that it was boring and so on. Five minutes later, they were hooked and back to having a great weekend. They didn’t want to put it down!

There’s something about the originals. They’re magical.

What are your hopes for the upcoming Switch Pokémon game?

Game mechanics-wise, who knows. But, our Pokémon games are moving on up to 900p and 1080p. With a resolution like that, everything sort of has to scale up with it. Expectations will be higher both visually and audibly. Will the budget significantly rise in order to meet that demand? One thing’s for sure, the team working on the Pokémon games will be working with fewer hardware restrictions, so I hope that they utilize the new specs, and I hope that they’re ready for what it means to make an HD Pokémon game. A lower-poly avatar with a few facial expressions might not cut it, you know? If you asked me, I’m imagining something similar to Ni No Kuni, in terms of how to visually represent the world. That would sell me in a heartbeat.


We’d like the thank Stephen Aymond for his time; you can check out the Kickstarter page at the link below.

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Feature: Memorable Games of 2017 – ARMS

In this series of features Nintendo Life contributors will share thoughts on their most memorable games of 2017. This entry by feature writer Arjun Joshi focuses on the year’s new IP from Nintendo – ARMS.

What memorable game really grabbed me this year? Pun intended, it’s ARMS! ARMS is a unique and innovative take on your typical brawler-boxer fighting game, as it gets you moving (if you choose to play with motion controls), relies on mind games and precision, and really makes you feel like you’re in the fighter’s shoes. Sadly, due to the plethora of big N and third-party releases on the Switch since the game’s launch, it seems to have gotten lost in the shuffle a tad – but it certainly deserves more than just a swift pick-up-and-play.

Back in January I was lucky enough to attend the Nintendo UK Switch premiere event, and what stole the show for me was the whacky yet intricate beat-em-up. I didn’t think I would say that considering titans like Breath of the Wild were also present to try out at the event, but the pure fun my comrade and I had when throwing both physical and verbal jabs at each other on the wrestling-ring-styled stage could not be topped. I knew there and then that it was a day one purchase for me.

Forward to the Spring, and I was again fortunate enough to attend Nintendo UK’s ‘influencer’ event for the game. I got to learn the game’s deep mechanics – from unique character abilities to a variety of arm combinations – and it really hammered home that there was so much more to consider than it simply being an arm-flailer. I also managed to place 2nd in the tournament that was hosted after we got to learn the game, which topped off the day nicely! The event further cemented that it was a must-have on the Switch due to the amount of fun we all had with it, and that there was so much more to explore!

Moving onto the game’s release, I can’t express enough how much enjoyment my pals and I have had with it since. My friends aren’t really “Nintendo gamers” – well, at least compared to me – but we’ve spent a helluva lot of time on ARMS, creating our own tournaments and really getting competitive with it. It shows that the game is accessible enough for newbies to enjoy and pickup instantly, while also offering a deeper layer of mechanics to learn and master for those who’re motivated. Unfortunately, the same can’t be said about my beloved Smash Bros., a game I’ve tried time and time again to get my friends into, but for whatever reason they simply can’t grasp. It’s this instant “grab” that makes ARMS special – it’s immediately obvious what the game is about and offers right from the start, but the more you play, the more you want to learn, practice, and implement new strategies.

Regarding control schemes for ARMS, my friends and I have always preferred motion controls via Joy-Cons over Pro Controllers. Sure, the latter provides more of a competitive edge, but for us, actually manipulating your punches etc. with the push of your forearms and the twist of your wrists is the beauty of the game – it really does create that feeling that you are in the fight. But what’s interesting about ARMS is that every character has access to the same arms, if you will, with only their exclusive abilities and handling that makes them different from the next guy with the same arm setup. With that said, it’s great to witness what characters (and their abilities) and arm combinations suit different play styles, especially when you haven’t played a friend for a while, only for them to show up with a completely new setup that throws you off track. You know they’ve been putting the work in elsewhere!

ARMS is an unsung hero among video game releases this year. It provides a new and novel take on fighting games in a way only Nintendo can apply, and offers a great experience for both newbies and veterans. Couple this with a fun selection of modes, a plethora of things to unlock and collect, and copious amounts of free DLC, ARMS is a game that’ll sure keep you both on your seat, and off it!

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Soapbox: Yoshi’s Woolly World Mended My Rocky Relationship With Yoshi

Yoshi has been my favourite character from the Super Mario series since he made his dino-riffic debut in Super Mario World back in ’91. I was so fond of him at that time that I convinced my parents to name our new Bichon Frise puppy in his honour. To this day, when I play Mario Kart or Mario Party with friends, I selfishly rush to select Yoshi before anyone else can. When I stumble on a new Yoshi figurine at the store, I usually cough up the plastic quicker than Yoshi devours and expels his enemies. Even though my prehistoric pal has a history of disappointing me (which I’ll get to shortly), he and I have developed a seemingly unbreakable bond, one that keeps me saddling back up whenever he flutter jumps back into town asking for money.

Here’s a short tale that should shed some extra light on the impact of this character’s presence in my life.

About a year after the Nintendo 64 launched, Taco Bell gave away Nintendo-themed toys with its kids meals. One of those toys was a rubber-ish, vinyl-like Yoshi figurine, perfect for displaying in a bedroom or office. So that’s what I did with it. For the next 10 years of my life, that same Yoshi toy was a constant fixture on either my desk or TV stand. When I moved on from my parent’s house in my early 20s – bouncing between places to live at least once a year – the toy joined me on my travels. I didn’t have any other significant childhood mementos with me during that era of my life, but I always kept that cheap figurine on display in the basements, bedrooms, and small living spaces I temporarily called home. In retrospect, I’d like to think it served as a daily reminder of my youth, ensuring that, even though I was growing up, I never lost sight of my childhood views and ambitions.

Sadly, the figure was eventually stolen (long story), and I’m now realising it’s about time I visit eBay and seek out a replacement. But I digress.

With such a profound effect, I’m sure you can see why I’m so attached to the Yoshster. That’s why it’s been heartbreaking to be an unwavering participant in his inconsistent video game career. During the SNES era, we had Super Mario World and Super Mario World 2: Yoshi’s Island, which were absolutely stellar, imaginative games. After that, however, things have been much more… mediocre. Yoshi’s Story for N64 was a fun but half-hearted successor to Yoshi’s Island. Yoshi’s Island DS was modelled after the original, too much so, and it failed to evolve its concepts in an exciting, meaningful way. The two spin-offs, Touch & Go and Topsy-Turvy, were bite-sized distractions that couldn’t substitute for the absence of the real deal. And don’t even get me started on Yoshi’s New Island for 3DS (Check out my review if you want to know more). In summary, even though most Yoshi games have at least been competent and mildly amusing, they’ve lacked the same level of magic and wonder that cemented the aforementioned-SNES games as classics.

For many, many years, I held out hope that the next Yoshi game would be the one to make up for past letdowns, but I’d be lying if I said my attitude wasn’t pessimistic for quite some time. That is, until Yoshi’s Woolly World wrapped my jaded adult heart in a layer of the coziest, fuzziest yarn known to man.

While not a perfect game, Yoshi’s Woolly World is the most creative, charming, and memorable platformer to star Mario’s preferred method of transportation since the original Yoshi’s Island. Quality-wise, I’d say Woolly World is a notch or two below Donkey Kong Country Returns and Tropical Freeze but a bit better than the best entry in the New Super Mario Bros. series. It successfully marries a gorgeous yarn aesthetic with inventive gameplay themes, offering something fresh with each successive level. While World 4, and beyond, can present some turbulence due to an occasional disparity between the stop-and-shoot mechanics and escalating platforming intensity, which will likely only cause problems for completionists, it doesn’t tarnish what makes this game so overwhelmingly delightful.

From the moment the title screen took over my television, accompanied by the serene, innocuous sound of acoustic guitars, I knew Woolly World was going to be a charmer. And by the end of the first world I was entirely confident it was going to be the best Yoshi game since the Super Nintendo was considered current-gen. I wasn’t wrong. While I certainly could aim a very tiny, mostly yolk-less egg’s worth of criticism its way, the important thing is that the game is so good that the past two decades of disappointment have mostly faded from memory. Yoshi can once again puff out his chest with pride, and I no longer must sigh whenever I mention I’m a fan.

Now, I know Yoshi’s Woolly World released on the 3DS in the form of Poochy & Yoshi’s Woolly World earlier this year, and there’s an all-new Yoshi game, tentatively titled Yoshi, in the works for Switch, but Woolly World is a game I think would fit marvellously on Nintendo’s latest console at some point down the road. Between the stunning HD visuals of the Wii U version, the two-player local co-op, and the many objectives required to achieve 100% completion, this would be a sensible addition to the Switch library for play on the TV or on-the-go, especially if it comes with the additional Poochy content in tow.

But, even if it doesn’t make it over to Switch, I’ll remain a happy guy. After years of flirting with fossilization, Yoshi’s name is attached to one of the best side-scrolling platformers in recent memory – and for now, that’s more than enough for me.

Now let’s just hope that the forthcoming Yoshi game continues this upward trend.

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Review: Stern Pinball Arcade (Switch eShop)

Stern Pinball Arcade for the Switch eShop prides itself on authenticity. The company Stern – as featured in the title’s name – was founded in 1977, plying its trade as a pinball and arcade video game manufacturer.  As the most experienced and largest producer of real pinball machines to this day, the publisher and developer FarSight Studios has taken up the challenge to digitalise Stern’s collection of tables.

Released the same week as Zen Studio’s Pinball FX3 on the Switch eShop, Stern Pinball Arcade channels its own company heritage to deliver a free pinball experience (featuring paid content) that’s aiming to be a proper pinball simulator. The game has realistic physics, but due to its accurate depiction of the source material it’s not as forgiving or fun as its competitors. 

The 10 downloadable tables, available for purchase in two separate packages or individually, likely won’t be as enticing to younger audiences. Forget The Walking Dead, Valve’s Portal and a series of colourful themes covering a range of genres, because here you’ll be playing the original Ghostbusters table and rocking out to AC/DC on another. A table based on the latest Star Trek movies is one of the newer ones, though all it really highlights is the weaker collection of licenses.

Stern Pinball Arcade is very much like a time machine, transporting the player back to a period when life was much simpler. Depending on your age, you’re likely going to embrace this, or you’re not. This simplicity is reflected throughout the game. Unlike other pinball games, there’s no online connectivity, global leaderboards, multiplayer or cross-network play. There’s not even a local multiplayer option. At the time of review, FarSight Studios is also still yet to incorporate a vertical camera angle for the handheld mode – whereas Zen Studio’s latest release shipped with this feature.

What is present is a high score mode with unique pinball goals on each table  and a challenge mode (where the player must complete particular tasks on each table). Each table has a table guide explaining its features and secrets as well. It’s the exact type of content you would expect from a pinball game. Once you’ve grasped the basics, setting high scores and achieving goals becomes less difficult. The controls make use the L and R buttons as bumpers, the left analog nudges the table while the right one launches the ball into play – nothing all that different to other pinball games.

As jaded as a number of the tables look, the most impressive aspect is the accurate recreation of each one. Each table includes a description about its history and you also have the ability to view each table on certain angles. The music and sounds are authentic to the respective franchises and the game runs smoothly in both the handheld and docked mode. Collectively, these are definitely some of the stronger aspects of Stern Pinball. 

Conclusion

The limited content in Stern Pinball is nonetheless well-crafted and certainly accurate when compared to real pinball. The issue is it’s a rather simplistic game. The simulation aspects and overall realism does not make up for the severe lack of modern features within this title. Its primary competitor excels at offering a connected online experience with cross-platform play, global leaderboards and tournaments. Not to mention a large collection of prominent licenses. Stern Pinball has none of this and a limited selection of purchasable tables. It’s by no means at the forefront of the digital pinball game market and in its current state is probably a good indication as to why pinball lost traction over the years. 

This is reminiscent of a title that would have been released at some point during the early ’90s due to its limited content – so even as a video game, it’s considerably behind the times. The classic design might appeal to certain generations of players, but unless you’re seeking a dose of nostalgia, you’re probably better off looking elsewhere to get your pinball fix. It’s also worth noting the game is available in a boxed version in the UK, the US version is free-to-play on the eShop (with extra purchases, naturally).

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Feature: Memorable Games of 2017 – Ever Oasis

In this series of features Nintendo Life contributors will share thoughts on their most memorable games of 2017. This entry by Tony Stephenson – who runs our Facebook page – focuses on the underappreciated 3DS title Ever Oasis. 

It’s been an epic year to be a Nintendo gamer. The launch of the Switch and the subsequent release of some virtually perfect games such as Super Mario Odyssey, The Legend of Zelda: Breath of the Wild and Splatoon 2 have made it very memorable already. However, I’ll leave it to others to pick one of those and talk how great they are. 

For me personally, I have decided to a talk about a game that has pretty much gone under the radar for most people, and that game is Ever Oasis. I have been eager to get my hands on it since it was announced last year in a Nintendo Direct. While most were riding the Breath of the Wild bandwagon – don’t get me wrong I do love that as well – I was getting my teeth into the world beneath the sands. 

You play as Tethu, a young seedling, who embarks on creating an Oasis on the eastern side of Qarr Dunes together with the aid of the beautiful water spirit Esna. After learning about the kidnap of your brother and hearing that his own Oasis has fallen into Chaos, you start the journey into building your Oasis and attracting new residents. On the way you explore the world around you, taking on quests – both key to the story and those that residents have requested – venturing into caves and dungeons with unique characteristics. 

Ever Oasis combines two styles of gameplay seamlessly. The first is the Oasis management side of the game. Akin to Animal Crossing, you form relationships with many of the residents, mostly seedlings, who initially setup small businesses known as Bloom Booths along the roads inside the Oasis once you have befriended them. Each of them has particular skills which help aid you later on in the journey. In the early game there is a bit of micro-management as you try and keep the Booths stocked with materials that you gather from exploring in the game; as the Oasis expands the option for macro-management opens up, allowing you to automatically restock, so this does not become a chore. You can also ask residents to tend to the garden – a farming aspect – or send them on quests to gather materials themselves. 

The second gameplay style is the action-adventure side to the game. As you progress you will explore the world. Initially, it is quite daunting – I remember dying instantly a few times on my first few trips out of the Oasis – but once you level up things become slightly easier. This part of the game has the feel of playing a 3DS Zelda game – which is no surprise as the developer, Grezzo, also worked on the Ocarina of Time and Majora’s Mask 3DS remakes. Many of the dungeons will have some kind of puzzle aspect to solving them, which requires the right team of skills to complete. My only criticism of the game is that sometimes it can be a bit laborious have to travel back to the Oasis to get the right team for the job. Luckily you don’t have to physically traverse back and forth – the use of an Aqua Gate takes you back to the Oasis allowing you to get the right team for the job, and then use the gate again to get back to where you were.

As you progress through the story, which I won’t spoil, you’ll meet three main races who you will befriend to aid with the quests at hand. Once they hear of your Oasis you will see them visiting and even taking up residence, bringing whole new skill sets to use. The story is very sweet and easy to follow, not too ‘wordy’ – which does put me off a few similar lifestyle RPGs like Fantasy Life. However, the battle system is much like Fantasy Life – simple controls, two buttons for differing attacks and a dodge mechanic. You can also switch between characters in your party; while essential for solving some of the puzzles, it’s actually nice if you are getting bored of playing with the same character all the time.

In conclusion, Ever Oasis is a truly stunning game. I won’t lie, I’ve still yet to complete it fully, but for the 30 hours or so I have played I have not once been bored. Progress goes really quickly – I have spent more hours on Breath of the Wild and feel I have achieved far less than I have within Ever Oasis. The controls are nice and simple, the music is very sweet and visually it looks amazing on the small screen of the 3DS. You will find yourself falling in love with Esna, the water spirit, and may get lost many times during the exploration. The difficulty curve ramps up smoothly, too; at no point did I ever feel I had to grind in the game to level up. Yep, there will be occasions when running is the best course of action, but it has only been a handful of times. If you like Monster Hunter, Fantasy Life or any of the 3DS Zelda remakes, you’ll love this game.

For those reasons above, Ever Oasis is my most memorable game of 2017.  

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Review: Sparkle Unleashed (Switch eShop)

In a time where the eShop is flourishing, more than a dozen games are launching every week with no let up in sight, and prolific Finnish developer/ publisher 10tons continues its long run by bringing puzzle game Sparkle Unleashed to Nintendo Switch in time for the holiday season.

The premise is a simple one: in an attempt to save the world from darkness, you must destroy an ever increasing line of coloured orbs. Over the last seven years, there have been a fair few tweaks to the formula, but for all the voice acted narration telling the tales of enchanted kingdoms, magical powers and evil sweeping the lands, Sparkle Unleashed boils down to a match three shooter.

Your task is simple: rid the screen of all balls before an almighty gold pushing scoop drops them all down a black hole. Rather than being static and able to spin in 360 degrees like it’s predecessor, Sparkle 2 (released on Switch in October), Unleashed enables you to move your mystical orb flinging cannon from left to right at the bottom of the screen. All you have to do is fire upwards towards orbs of corresponding colour, which are being continually pushed by that gold scoop. You can also toggle an aiming light on or off to make things easier, and swap the orbs at your disposal with the right shoulder button or B. Touchscreen support is also available, but isn’t ideal as it obstructs the view. Connect more than three and they will vanish in a puff of smoke. Clear all of the orbs and it’s level complete.

As you progress through your epic quest, the more gold scoops there are to remove. Missing combos will enable your snaking line of mystical spheres to get to close to the aforementioned black holes. Get too close and they will helplessly plummet to their doom in a black cloud of evil and… you’ll have to start the level again. Honestly, if you are at all familiar with the series or the genre, particularly games such as Zuma (or ’80’s classics such as Ballistic), all the mystical vocabulary and words of wizardry and wonder won’t detract from the fact that this is an incredibly derivative, if well produced match three tile game.

The stellar soundtrack could have been lifted straight from one of Tim Burton and Danny Elfman’s many scores. From whimsical, jaunty tunes to rousing strings and horns when getting close to failure, the experience is akin to listening to a Lord Of The Rings soundtrack while doing a Sudoku. The game has a decent range of sound effects and lighting to make the experience more exciting.

Upon finishing a stage, you have your completion time and will fill a purple meter in your ‘spell book like’ journal, called a brazier. These braziers unlock special powers and abilities – such as a blast of frost that slows everything right down – add a bit of spice to proceedings, and are especially useful when things get a little more hectic. The further you go, the more braziers you will need to collect to unlock another power up.

To up the challenge, some of the levels contain multiple lines of balls for you to destroy, increasingly winding paths, bridges and hills to overcome. In addition, there are balls covered in chains which have to be hit twice and rocks that get in the way of making combos. There is also the odd intermittent stage which gives you a certain amount of time to survive the spherical onslaught in order to progress.

Despite there being multiple lines and black holes later on, things never really become impossible in terms of difficulty, but it is important to use everything at your disposal when you have the chance. The game boasts a wealth of statistics, 12 achievements and a survival mode with a five star ranking system to unlock more stages from the campaign. There’s also a new, appropriately named Nightmare difficulty setting for those looking for that extra challenge. 

Conclusion

If you’ve never jumped in to the enchanted world of Sparkle, this is as good a place as any to start. It’s a polished, competent match three game with decent production, plenty of stages and addictive ball blasting action, even if it is very derivative and repetitive. For those familiar with the series or the genre as a whole, Sparkle unleashed is merely a slight variation on more of the same. With Sparkle 2 already out on Switch, as well as it being released for every other system in all the known kingdoms, Sparkle Unleashed is another solid, if unremarkable addition to the console’s library.

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Review: Frederic: Resurrection Of Music (Switch eShop)

Nintendo Switch’s music rhythm games thus far have been stellar editions to the console’s library. Whether it’s the raw power of Thumper or the serene ambient songs of Deemo, the genre fits the hardware well, using either the touchscreen or traditional inputs, and with Frederic: Resurrection Of Music, developer Forever Entertainment bring a fresh take on a selection of songs by renowned classical Polish composer Frédéric Chopin to the console, after previously releasing on iOS, PC and Wii U.

Our titular pianist hero has been brought back from the dead as a savior to rid the world of soulless, mass produced pop stars sapping music of all its creativity. With the help of a miniature piano and a golden flying horse-drawn carriage, Chopin travels across the globe to duel it out with opponents by playing remixes of his own music and restore peace and decency to our musical tastes.

Bonkers story notwithstanding, Chopin duels it out with 12 wacky musical villains of our time, all providing a tidbit of exposition as to why he was brought back as he goes. The exaggerated handdrawn style and vivid color schemes add a distinct identity to each location, from the streets of downtown New York to the green fields of Ireland. There are even a few sly popular culture nods scattered around for extra humor. There is over an hour of fully voiced animated cutscenes utilising the larger than life characters, even if the voices vary in quality and the scenes themselves do outstay their welcome on occasion.

The new versions of Chopin’s compositions are mostly enjoyable. While the original song titles themselves might not be exactly memorable, there some more recognizable work to mainstream audiences, but some genre choices don’t quite fit. A particularly interesting highlight is Piano Sonata No 2 in B flat minor (better known as ‘The Funeral March’) played as a bluegrass ditty against a surly county sheriff that raises as many eyebrows as it does smiles.

There are initially nine songs and four difficulty settings on offer here, but going from easy to normal (and beyond) is not only a fairly sizable jump- on easy, it is almost too forgiving, while completing a song on the hardest setting is brutally tough and requires a lot of practice. Cascading notes fall in a Guitar Hero like fashion, and a successfully timed press will fill the bar at the top green. When it’s full, your foe is beaten.

In addition to using the obligatory touch controls, the seven piano keys are also mapped to face buttons. While on the left Joy-Con, left, up and right, with Y, X and A mapped to the right, the centre key is curiously assigned to ZL. This is functional, if not ideal, and takes a fair bit of getting used to (so much so you might be more likely to resort back to touch controls). This in turn brings another issue, as upon filling the orange gauge on the left-hand side of the screen, Chopin will be able to use a special attack. This is triggered by pressing both of the shoulder buttons at the same time. If you are holding the console in one hand, its okay, but playing in tabletop can make this a hassle. Since the amount of time you have to use it is brief, it turns in to a ‘catch 22’ of jeopardising your combo or missing out on a devastating blow.

Upon completion, you’ll get a breakdown of your ‘musicality’. A pretty standard three star rating system, an accuracy percentage and combo count. A defeated foe will confess all and it is on to the next location. The animation and hand-drawn style are bold, quirky and fittingly eccentric, but the ratio of gameplay to cutscene is so disappointingly even it’s hard to ignore.

Conclusion

Frederic: Resurrection Of Music has plenty of personality to its name, even though the lack of content stops it from being the headline act when compered to other genre titles on the eShop. Still, seeing maestro Chopin coming back with a magical piano to play remixes of his own work and battle against rapper gangsters is certainly an interesting angle. The overall presentation visually is decent, even if the voice acted cutscenes are cheesy and overly long. An intriguing curio that simply needs more content considering the asking price.

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Feature: Memorable Games of 2017 – Thumper

In this series of features Nintendo Life contributors will share thoughts on their most memorable games of 2017. This entry by editor Tom Whitehead focuses on an eShop game that may be responsible for his left Joy-Con’s early demise. 

I first played Thumper in 2014 or 2015 at EGX (I honestly can’t remember which year), a gaming expo in the UK. At the time I asked the developer if they were considering Wii U (they politely said they were ‘considering’ it), and had a go of the PC demo. At this point it was a normal game, whereas when it arrived on PC and PS4 some time later it forged a positive reputation as a fantastic VR experience. I was just playing it in plain old 2D on a monitor, but once the headphones were on and I figured out what was happening it became an eye-opening experience. In fact I annoyed everyone I met at the expo by telling them they just had to play it.

The concept is rather unique – you play a metallic beetle/thing that’s propelled along tracks, and you have to turn into corners, ‘hit’ beats and eventually swap lanes, hop, ground pound and do anything to survive. You’re blitzing through a hellish landscape and can only sustain two hits at the most, assuming you have the protective shell – if you lose it you need to earn another one. The soundtrack, meanwhile, is unlike any other game I’ve played – it’s described as ‘rhythm violence’ by the devs, with a soundtrack that hammers you with concussive beats and aggressive synth.

I happened to review the game, but then something relatively rare happened – after publishing the review I kept playing it, again and again and again. Whenever I had a spare 15 minutes I booted it up and played a level; it kept drawing me back.

It appeals to me in two different ways. There’s the challenge of trying to actually clear it, which is brutal; the final couple of levels are some of the toughest I’ve faced in any game in recent times, and I consider myself to be decent at rhythm games. Then there’s the option to tackle levels as one-off challenges. In the campaign dying puts you back to a checkpoint, but I like tackling levels 2, 3 and 4 in ‘Play +’, where you have one chance to clear the whole thing with no continues. I love chasing my own scores and uploading them online, then scratching my head at how the top scores in the global leaderboard are even possible.

It’s Play + that I still go back to regularly, and the way I enjoy the game has evolved. In the early days it was the tension and the challenge that drew me in, and I would become aware that I was gripping the Switch that bit too tightly as the struggle intensified. In fact, my original left Joy-Con died a couple of months ago, which may be from me pushing the stick too hard in games like Thumper. In truth the Joy-Con do have shoddy analogue sticks, nowhere near the build quality of a Pro Controller – perhaps I had an unlucky set.

As time has passed I’ve started to enjoy the game as a nice way to unwind, firing up those favoured levels and spending 10-15 minutes on a run. I know the stages well, now, but still compete with my high score each time around.

I always play on the portable, too, because it has no input lag. I have a TV with a good ‘Game Mode’, and in 99% of games I sense no real input lag – with Thumper, though, it becomes noticeable, especially in tough sections where every millisecond counts. I hear that another way to get zero input lag is to play in VR, and that it’s a fantastic experience with the technology; if ever I get a VR headset Thumper will be the first game I buy.

And so it’s my left-field ‘Indie’ submission for memorable games of the year. The split-second reactions, the thumping soundtrack that occasionally gives way to brief respite and gorgeous sweeping notes, and visuals that are both hellish and beautiful. It’s a wonderful video game, and there’s nothing else like it (or even close) on the Switch eShop.