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Sky Force Reloaded is Blasting Onto Switch in December

Sky Force Anniversary only arrived on the Wii U eShop in March this year, making it a relatively rare beast – a new release on the now last-gen system. It’s a darn good shoot ’em up, and in positive news for fans of the genre its follow-up – Sky Force Reloaded – is heading to the Switch in December.

It’s a new instalment in the series that carries across various ideas and mechanics from the original, which is no bad thing.

Neat features and options will include local co-op, ship customisation and weekly tournaments that’ll take place on new stages.

It has firm release dates for PC, PS4 and Xbox One but is currently down for ‘December’ on Switch, with a price on all platforms of $9.99USD (with regional variations).

Let us know whether you’re looking forward to this on the Switch.

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Introducing Misango, a new ARMS fighter. Available now for free in the 4.0 Update!

Introducing Misango, a new ARMS fighter. Available now for free in the 4.0 Update!

Waiting to achieve stretchy greatness in the ARMS™ game? Well, it’s time to go for it! Or rather, time to go “4” it.

Yes, the game is receiving a free update that bumps it up to version 4.0. The most exciting additions are a brand-new character, a scenic new stage, and three new ARMS!

So without further ado, please join your arms together for Misango, the Spirited Fighter!

Misango is a spiritual man devoted to his homeland and his fellow Misangans. You can find him practicing in his legendary Temple Grounds stage, a majestic place with much history. Misango is also different from other fighters because charging up with his mysterious entity grants him special effects such as protection from flinching and increased speed.

Three new ARMS are also being added to the game: the Scorpio, Glusher, and Skully. Misango starts out with this set, but all characters will be able to unlock them via the Get ARMS mode.

To check if you have the update, select the ARMS icon on the HOME Menu, press the + Button, and select Software Update.*

And if you are thinking of joining the flexible fight, please visit https://arms.nintendo.com.

Game Rated:

Cartoon Violence

*Requires internet connection.

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Pokkén Tournament DX Update Adds Welcome New Features

As eager players have no doubt noticed, the promised update to Pokkén Tournament DX has now gone live. It may only be version 1.1, but it has the feel of a full ‘version 2’ set of additions.

As previously confirmed it adds the ability to tackle Team Battles online (this was local multiplayer only before), while group matches have also been added. You can also record movements in training, and then take control of another Pokemon to play back against the recorded ‘mon, a feature sure to be put to good use by experienced players looking to improve.

They’re some solid additions to an already meaty game; let us know if you plan to check them out.

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Feature: Two Tribes on RIVE, the Switch eShop and Keeping Its Promise to Nintendo Gamers

Two Tribes has been a familiar name among Nintendo download fans, well known for its Toki Tori mascot and for publishing some excellent titles on 3DS and Wii U, in particular. There were tougher times, however, and sadness when the company co-founders Collin van Ginkel and Martijn Reuvers confirmed that intense action shooter RIVE would be their last new game as a studio. It arrived on PC and PS4 but never made it to Wii U, eventually shifting into development for the Nintendo Switch.

It’s a topic we covered in the past, but with the ‘Ultimate Edition’ about to arrive on the eShop we caught up with Collin van Ginkel for a chat about the road to this release, the completion of a promise to Nintendo gamers and potential next steps – even as Two Tribes wraps up.

Also worth noting before we delve into the interview, RIVE will have a launch discount on Switch to honour the original ‘[email protected]‘ promotion from way back in 2015. The standard price will be £13.49 / €14,99 / $14.99, but there’ll be a 15% discount for the first two weeks; it launches on 17th November.

With RIVE now all set for Nintendo Switch, what are the overriding emotions within the team?

We’re quite ecstatic actually. We’re finally able to make good on a promise we made in 2015. RIVE is coming to Nintendo gamers!

It wasn’t an easy decision to cancel the Wii U version, but we still stand by our assessment back then. If you’re making a game that is a tribute to 90’s shooters, you cannot release something that doesn’t run smoothly 99.9% of the time.

We previously spoke about your work with Engine Software and the push to deliver 60fps across all areas. Were there any notable chokepoints with this, or was it simply a case of steadily working through the project?

The original team came back together to dig deep into the existing game and fix a lot of chokepoints. Realistically speaking, Switch isn’t as powerful as the PS4, but with the extra time we got we managed to squeeze out a lot more performance than we expected. The result really fits the Ultimate Edition moniker, with faster loading times and fewer noticeable hiccups during checkpoints for instance.

Did you hit the target of native 720p portable and 1080p docked, or was a little trickery needed with the resolution?

Yes we did, it looks super clean on both an HDTV or the Switch’s built-in screen. We didn’t consider anything lower than full resolution to be honest, same goes for the 60fps refresh.

Our main challenge was with the CPU, which is harder to optimise than the graphics processor (GPU). It’s easier to cut a few visual features than it is to cut code, since that influences the game experience directly.

You’ve branded this as the ‘Ultimate Version’ due to Copilot mode and HD Rumble. Can you talk a little more about implementing the rumble, in particular?

We were really surprised by how different HD Rumble is from normal rumble. On Wii and Wii U the rumble functionality was really limited as we could only turn it on and off for a set amount of time. To me, HD Rumble feels more like touching a speaker and feeling the vibrations directly.

So instead of the existing rumble code in RIVE, which was very digital in nature, we constructed audio samples for a series of events in the game. Touching a small object like a cone will simulate a subtle bump, while being hit by an explosion results in a really hard rumble which fades out over time to simulate the spider tank’s hull vibrating after the hit. It was a lot of fun fooling around with that.

Are you optimistic that Copilot mode will be a hit feature on the Switch?

I think it’s a really cool extra feature for when you have a friend over. Each time you die, the controls switch from shooting to moving or vice versa, which means you have to prove your skills on both fronts! Of course you can just swap Joy-Cons in real life, which we don’t mind!

For those unfamiliar with the game’s updates and evolution on other platforms, what other modes and features are there beyond the main campaign mode?

We’ve been able to cram quite a bit into the Ultimate Edition for Switch. Aside from the main campaign mode, which will take even seasoned players quite a while to complete, we’ve got Single Credit and Speedrun campaign modes. On top of that we also have Daily Challenges and the Battle Arenas which are endless! Oh and I’m forgetting the Achievements and Leaderboards. Players will get their money’s worth for sure!

When testing the game, have you had a favoured way of playing between portable and docked?

I’ve been traveling a lot since late last year, so my preferred play style is definitely portable. The game has been altered to be less dark in places for this style of play.

I think Martijn Reuvers, also co-founder and programmer extraordinaire, plays mostly on his TV. It comes down to personal preference I guess, either way the game plays as intended, don’t worry.

With this being the last new Two Tribes game, will the Switch release be particularly emotional for you?

Like I said at the start of the interview, we feel like we’re making good on a promise. RIVE was always supposed to be in the hands of Nintendo gamers, so we are very pleased to be able to finally release it. We’ve spent as much time as we needed to make RIVE the perfect goodbye present to Nintendo gamers, now it’s up them to tell us if they thought it was worth the wait!

Are you confident that RIVE will connect with a Switch audience, and is it still your hope (as you previously said to us) to bring your back-catalogue to the system in the future?

With the announcement of the Ultimate Edition we noticed quite a few people anticipating the game, and a poll on our Twitter pointed to 80% of the people wanting to play it on Switch. It’s getting very crowded on the eShop though, so let’s hope we don’t get buried underneath all the other, admittedly high quality, releases this week!

As for back catalogue releases, we’re always keeping the door open for those. It would be a shame if people wouldn’t be able to play our classic games on newer hardware, wouldn’t it?

As you look at current trends in download gaming, do you envisage the Switch eShop becoming a notable platform for Indies over the next few years?

I think it already is actually. It’s just powerful enough to allow game creators to realise their creative vision and it’s cheap enough to be present in every household. I’m expecting big things for Nintendo’s latest hardware, especially from Indie developers.

What’s next for the core Two Tribes team, are there any individual projects you’d like to talk about?

This question I have to split into two different answers. Working on RIVE’s Switch version has taken up a lot of Martijn’s time, so he hasn’t been looking to other projects as of yet. He’s started a band with his friends though, maybe that will be his next career move?

As for me, I’m traveling a lot and I’m looking for my next challenge. I’ve noticed the past year that the videogame industry is difficult to let go for me. Perhaps I’ll be back in some capacity, but probably not as a developer.

As you look back over Two Tribes and its history, what are you most proud of?

I am most proud of the fact that two kids from the small Dutch town of Harderwijk managed to run a successful games company for over 17 years.

At the last Dutch game awards, all games nominated for ‘Game of the Year’ were worked on by (ex) Two Tribes employees, including our own RIVE. That made us feel very proud.


We’d like to thank Collin van Ginkel for his time.

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GAME Praises Nintendo and Talks of ‘A Constant Supply of Stock’ for Switch

Nintendo, with the exception of the relatively niche Xenoblade Chronicles 2, has pushed out its big-selling retail games ahead of the festive shopping season. It’s also been ramping up its production in order to ensure that retailers have enough Switch systems to meet demand – now the CEO of GAME in the UK, Martyn Gibbs, spoke positively about the console’s prospects.

Talking to MCV about stock for the retailer, Gibbs praised Nintendo for its efforts in turning around early supply issues.

We’ve got enough Switch coming in on a week-by-week basis, Nintendo needs to take some real credit operationally for how they’ve managed to work this through.

We’ve now got a constant supply of stock coming into the business on a weekly basis, Don’t get me wrong I don’t have [Distribution Centre] stuffed full of 100,000 units, but we do have a good, regular supply from Nintendo.

Gibbs also addressed the perspective that Switch may have ‘peaked early’ for the shopping season with the timing of Super Mario Odyssey’s launch; he disagreed, expected it to be a hot product over the next six weeks.

I’m not sure on that, it’s probably going to be the number one tech-toy for peak, so I think across those two spectrums and across such a wide-ranging base of gamers who all want to play Nintendo Switch I think we’re clear it’s got great demand, the absolute peak of that demand I don’t think we’re anywhere near yet.

More positive vibes around the Switch, and it’s pleasing to see retailers sharing confidence in the system. It could certainly be a lucrative festive period for Nintendo.

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Random: Pokémon Fans Are Losing Their Minds Over Pikachu Talking

Pokémon fans, like any other fans you could mention, aren’t always welcoming of change. That’s certainly the case with those who have seen the Pokémon The Movie: I Choose You!, which features a Pikachu that can (gasp!) speak English.

The most famous Pocket Monster of all has traditionally only been able to utter its name, but in the new film it actually converses with the hero Ash. 

You can watch that moment here, but be warned – not only does the original Tweet contain bad language, there are naughty-type swears in the footage as the audience reacts in shock.

Kate Bristol is the person behind Pikachu’s new voice, and she told Guardian Australia about the recording process:

I know a lot of people might think it’s out of the ordinary for Pikachu to speak English. It’s definitely out of the ordinary. It was hilarious being in the theater with the rest of the cast and hearing the audience’s reaction as a huge collective ‘What?’ rose up.

Personally, I did my best to mimic [Japanese voice actor] Ikue Otani as she is the master. This part in Japanese is adorable. At the end of the day Pokémon is a good time and I sure as hell enjoyed being a Pikachu for 0.5 seconds.

Some fans have interpreted the scene as a dream sequence which occurs entirely in Ash’s imagination. What’s your take? Let us know with a comment.

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Music: Metroid, Kid Icarus And Earthbound Composer Has Released His First Album

Video game composer Hirokazu “Hip” Tanaka – also known as Chip Tanaka – has just released his first full album, and the opening single Beaver even has its own animated music video featuring Michael Jackson, several disembodied breasts and Donald Trump. The album is called Django and it launches today.

Tanaka created the music for games like Earthbound, Metroid, Super Mario Land, Kid Icarus and Balloon Fight, and today is president of Creatures, which is involved with the Pokémon franchise.

As well as working on music, Tanaka has assisted in many of Nintendo’s hardware ventures, including the Famicom and Game Boy audio hardware, as well as the NES Zapper, Game Boy Camera, and Game Boy Printer.

Here’s the official PR:

As an innovator who has been transmitting game music across the globe since the 1980s when he worked as a sound engineer at Nintendo, Hirokazu Tanaka knows chipsounds. His illustrious career has taken him from games (EarthBound Beginnings, EarthBound, Super Mario Land) to TV (the Pokémon animated series) to feature films. And now , for the first time ever, he is releasing a complete album under his stage name, Chip Tanaka.

For two decades, Tanaka has been channeling his singular inner whimsy and his love for reggae, dub, and techno to bridge the gap between game music and dance music. This collection of 13 tracks from his own personal label represents a new creative pinnacle. The music video for the lead tr ack, “Beaver,” has been produced by Jun Oson, known for his prolific work in the Asahi Shogakusei Shinbun newspaper, the NHK Educational TV series Aware! Meisakukun, and a number of advertising projects.

Says Tanaka, whose live shows have taken him across Japan and abroad: “If my music can be divided into ʻfor adultsʼ and ʻfor kids,ʼ then this is the culmination of m y harder side, the kind of game music you hear in EarthBoundʼs battle tracks.”

You can purchase Django from iTunes and Bandcamp. It’s also available for streaming on Apple Music and Spotify.

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Sonic Forces Struggles in Japan as Super Mario Odyssey and Switch Lead Charts

The Japanese Media Create chart results are out and as always make for some interesting reading. Last week saw a number of new releases, though familiar names continue to lead the way.

Still skipping along at number one is Super Mario Odyssey, holding off Call of Duty: WW2. Despite there being a number of new releases they all struggled to bother the top of the charts. Sonic Forces only managed 10th place and 5,938 sales on PS4, with the Switch version a little behind on 4,686 sales. It’s worth noting that Sonic often struggles in Japan, with the Wii U version of Sonic Lost World failing to even hit the top 20 at launch, for example.

Also of note, Koei Tecmo released three Warriors ports on Switch last week – Dynasty Warriors 7: Empires, Samurai Warriors: Spirit of Sanada, and Warriors Orochi 3 Ultimate – and all failed to chart. Results are below with lifetime sales in brackets.

  1. [NSW] Super Mario Odyssey (Nintendo, 10/27/17) – 73,315 (652,284)
  2. [PS4] Call of Duty: WW2 (SIE, 11/03/17) – 67,044 (235,368)
  3. [NSW] Splatoon 2 (Nintendo, 07/21/17) – 23,130 (1,318,138)
  4. [PS4] Need for Speed: Payback (EA, 11/10/17) – 20,964 (New)
  5. [NSW] Mario Kart 8 Deluxe (Nintendo, 04,28,17) – 14,027 (802,472)
  6. [PS4] Assassin’s Creed Origins (Ubisoft, 10/27/17) – 11,051 (82,742)
  7. [PS4] ARK: Survival Evolved (Spike Chunsoft, 10/26/17) – 10,253 (103,800)
  8. [3DS] Style Savvy: Styling Star (Nintendo, 11/03/17) – 9,650 (41,826)
  9. [PS4] .hack//G.U. Last Recode (Limited Edition Included) (Bandai Namco, 11/02/17) – 6,659 (68,475)
  10. [PS4] Sonic Forces (Sega, 11/09/17) – 5,938 (New)
  11. [PS4] Occultic;Nine (5pb., 11/09/17) – 5,846 (New)
  12. [NSW] The Legend of Zelda: Breath of the Wild (Limited Edition Included) (Nintendo, 03/03/17) – 5,498 (634,850)
  13. [PS4] Gran Turismo Sport (Limited Edition Included) (SIE, 10/19/17) – 5,439 (182,440)
  14. [NSW] Sonic Forces (Sega, 11/09/17) – 4,686 (New)
  15. [PSV] Occultic;Nine (5pb., 11/09/17) – 4,595 (New)
  16. [PS4] DJMAX Respect (Limited Edition Included) (Arc System Works, 11/09/17) – 4,376 (New)
  17. [PS4] Taiko Drum Master: Drum Session (Bundle Edition Included) (Bandai Namco, 10/26/17) – 4,002 (39,925)
  18. [NSW] Pokken Tournament DX (Nintendo, 09/22/17) – 3,862 (115,691)
  19. [3DS] Shin Megami Tensei: Strange Journey Redux (Limited Edition Included) (Atlus, 10/26/17) – 3,533 (74,180)
  20. [3DS] Animal Crossing: New Leaf Amiibo+ (Nintendo, 11/23/16) – 3,085 (267,322)

Moving on to hardware there’s good news for Switch, with sales climbing (likely in response to additional stock) to ensure that Nintendo’s system sold more units than all other consoles combined. The New 2DS LL and New 3DS LL (XL) hold their usual positions, while the Xbox One X made a modest debut; it’s a brand that struggles in Japan. Results are below with last week’s sales in brackets.

  1. Switch – 79,958 (64,387)
  2. PlayStation 4 – 20,021 (21,830)
  3. New 2DS LL – 10,323 (11,116)
  4. New 3DS LL – 7,296 (7,914)
  5. PlayStation 4 Pro – 6,037 (6,993)
  6. PlayStation Vita – 3,210 (3,576)
  7. 2DS – 1,484 (1,539)
  8. Xbox One X – 1,344 (New)
  9. New 3DS – 266 (287)
  10. Xbox One – 121 (114)
  11. PlayStation 3 – 41 (56)
  12. Wii U – 36 (38)

Some interesting chart results, all told, and more positive news for Nintendo in terms of hardware sales and ongoing Mario momentum.

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Worms W.M.D Will Bring Havoc to the Switch on 23rd November

Team17 has been offering some decent support for the Switch eShop with upcoming releases, and the next to arrive will be Worms W.M.D. The publisher has confirmed that the turn-based battler will be arriving on Switch on 23rd November.

It should be a pretty good edition, with Team17 previously confirming new content and goodies that’ll be found on the Switch. Beyond that the company has also confirmed a download size of 4.6GB and pricing of £19.99 / 29,99€ / $29.99.

Will you be tempted to dig into this one next week?

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Video: BOXBOY! Trailer Hints At Possible New Title

BOXBOY! studio HAL Laboratory has published a video which hints that the series will continue.

The video – shown above – ends with a graphics that says “To be continued”.

Box Boy! was something of a sleep hit on the 3DS eShop and the character was popular enough to gets his own amiibo figure. But what could this teaser be for? A new 3DS outing, or perhaps a new game on Switch? Maybe we’ll see a collection of the existing games on Nintendo’s latest console?

Make your predictions below.