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Out Today: L.A. Noire and Rocket League Lead the Way in Fresh Switch eShop Releases

As regulars will know we’re now in the habit of sharing mini Download Updates on a Tuesday, with the pleasing support for the Switch prompting some studios to bring a mix of retail and download-only titles out a little earlier each week. Typically there are 4-5 new games on offer at this point each time around, which sure is a strain on the wallet.

This week is a pretty tasty one, all told. Rockstar is leading the way with a notable port, but that’s not to say that the other releases out today should be overlooked; there’s some good stuff on offer. It’s worth noting that in all cases where an entry specifies a region it’s already out or due soon in other territories.

So, without further ado, here are the latest Switch eShop releases.

L.A. Noire (Rockstar) – £44.99 / $49.99 USD

Also making its way to PS4 and Xbox One, the big selling points for the Switch iteration are the inclusion of touchscreen segments, along with goodies like HD Rumble and portability. This was a big deal in its last-gen guise, and it’ll be interesting to see whether it strikes gold a second time around.

Rocket League (Psyonix Studios) – £15.04 / $19.99USD

One of the most eagerly awaited eShop titles of the year (there will eventually be a retail version, too), this brings the PC and console smash hit to Nintendo gamers. On Switch there are some unique Nintendo-themed vehicles, along with all the relevant modes, cross-platform multiplayer and more.

Combine zany LEGO gameplay with a Marvel mash-up and you potentially have a bit of a family-friendly gem. In addition to the story there’ll also be battle arenas for local multiplayer, if co-op isn’t turning out so well… Out in Europe on 17th November.

It’s pleasing to have another Telltale release on the Switch, although it feels like this one’s arrival has been rather low-key, with an official announcement coming long after retail listings. Nevertheless it’s another step towards Nintendo’s system catching up with Telltale’s output and it’ll be interesting to see whether it achieves decent sales. Out in Europe on 17th November.

RiME (Grey Box, NA only) – $29.99USD

This has taken a little while to make its way to Switch, and represents one of the most ambitious Indie retail releases of the year. It’s a charming and at times emotional adventure, but unfortunately has some technical issues on Nintendo’s system – check out our RiME review to learn more. Out in Europe on 17th November.

Ittle Dew 2+ (Nicalis) – £26.99 / $29.99USD

A sequel to a rather charming top-down adventure that we saw on the Wii U eShop, this looks to deliver more of a good thing with bright visuals and attractive design. In truth some may opt for the neat retail edition with the usual Nicalis extras.

A retro platforming experience remastered for modern systems (previously also on Wii U and 3DS), this features a protagonist that “can inflate, morph, stretch, punch, jump and absorb”. In principle that sounds like rather good fun. Previously released in North America.

Ben 10 (Bandai Namco, North America) – $29.99USD

A single player action brawler which could certainly be fun for fans of the TV series. Previously released in Europe.


That’s the slate of fresh releases in the Switch eShop (and stores in some cases) that are out today. Let us know if you’ll be buying any of these in the comments below.

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Nintendo Of Europe Isn’t Happy About Broken Street Dates

Nintendo of Europe has revealed that it will be shipping stock closer to launch to avoid games being sold to consumers early.

The company confirmed the news to Gamesindustry.biz, stating that it is “constantly reviewing” its shipping schedule to ensure that games are not sold before the official release date.

Getting games early might be a nice bonus for players, but it’s not fair to other retailers who do honour the street date. Recently, with Super Mario Odyssey, there were cases where buyers had the game several days before launch; the rise of social media has made it even more obvious how much of a problem this is.

It’s worth noting that someone people get games early when they order online as the retailer in question usually wants to avoid the issue of players not getting their game in time for launch. However, this usually means the game arrives perhaps a day before release, rather than several days.

It’s understandable that Nintendo is annoyed about street dates being broken, but by holding back stock it is effectively throwing the baby out with the bathwater and punishing those smaller indie stores which do play by the book.

One prominent UK indie store told Gamesindustry.biz:

It’s a bit of a worry. Nintendo is doing so well at the moment, and it’s been a boost to us in what would have been a difficult year. If I end up getting stock late, then customers will just shop at the supermarket instead.

Have you ever been sold a game early by your local indie? Let us know by posting a comment.

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Nicalis Is Bringing The End Is Nigh To Switch Just In Time For Christmas

What are you hoping Santa will bring you for Christmas this year? If you are lucky perhaps you will get the cheerily-titled The End Is Nigh, which Nicalis is bringing to Switch as a physical release on 12th December. 

For those not in the know, The End Is Nigh is the latest game from award-winning designer Edmund McMillen, creator of indie-game sensations like The Binding of Isaac and Super Meat Boy.

In the game you play as Ash, a little anthropomorphic globule who sets out to find himself a friend in the aftermath of a global catastrophic event. Ash must avoid mutated monsters, lethal hazards and deadly pitfalls as he navigates the wasteland, picking up collectable tumors (yum!) and playable mini-game cartridges along the way.

Nicalis president Tyrone Rodriguez shares his thoughts on maintaining a positive attitude in face of the coming apocalypse:

The key themes are survival and the basic human need for friendship. But The End Is Nigh is also a parable about persistence, facing adversity and maintaining a positive attitude in unbelievably stressful situations. You get a rush of pride and delirious satisfaction every time you clear a screen.

Thankfully for the faint-hearted, there is no life counter in The End Is Nigh; you’re free to try and fail as many times as it takes to conquer each challenge. Ash’s plight is accented by the game’s dramatic soundtrack, a collection of classical music themes arranged by the fan-favorite game music composition team known as Ridiculon.

As with all Nicalis boxed games there will be a few fun bonus items included. The initial print run of retail copies will include the Game Card along with a full-colour instruction booklet and a squishy Ash toy made of sticky silicone. Double yum!

Do you plan to pick this up to enjoy on Christmas day with a cup of eggnog?

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Rocket League blasts onto Nintendo Switch today!

Rocket League blasts onto Nintendo Switch today!

Winner or nominee of more than 150 “Game of the Year” awards, Rocket League is a high-powered hybrid of arcade soccer and driving with rewarding physics-based gameplay.

Take to the pitch for a fully-featured offline season mode, multiple game types, casual and competitive online matches, and special “Mutators” that let you change the rules entirely. Express yourself with one of the deepest customization systems around and battle opponents on other platforms with groundbreaking cross-network play!

Features:

  • More than 100 billion possible customization combinations.
  • Exclusive Nintendo Switch Customization Items and Battle-Cars.
  • Online play supports 1-8 players, TV mode supports 1-4 players, and Local/Handheld mode supports 1-8 players*.
  • Cross-Network play with Xbox One and PC users.

If you are interested in purchasing the digital copy of the game, please visit https://www.nintendo.com/games/detail/rocket-league-switch .

Game Rated:

Mild Lyrics

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Track down criminals in 1940s LA and uncover the elusive truth

Track down criminals in 1940s LA and uncover the elusive truth

Amid the post-war boom of Hollywood’s Golden Age, newly-minted officer Cole Phelps embarks on a desperate search for truth in a city where everyone has something to hide.

Utilizing revolutionary facial animation technology, L.A. Noire blends the breathtaking action of chases and shootouts with true detective work including interrogations and clue-finding for an engrossing, interactive experience.

Features:

  • Enhanced specifically for the Nintendo Switch™ console with different ways to play. A Joy-Con™ controller mode provides gyroscopic, gesture-based controls with HD rumble, while contextual touch screen controls are great for portable detective work.
  • Includes the complete original game, all additional downloadable content, plus new collectibles and detective suits to unlock (each with unique special abilities).

If you would like more info on the game, including how to purchase the digital version, please visit https://www.nintendo.com/games/detail/la-noire-switch .

Game Rated:

Blood and Gore
Nudity
Sexual Themes
Strong Language
Use of Drugs
Violence

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The Secret of Necrozma – New information announced for Pokémon Ultra Sun and Pokémon Ultra Moon

The Secret of Necrozma – New information announced for Pokémon Ultra Sun and Pokémon Ultra Moon

The Pokémon Company International and Nintendo today announced new details for the upcoming games Pokémon Ultra Sun and Pokémon Ultra Moon.

In Pokémon Ultra Sun and Pokémon Ultra Moon, the Legendary Pokémon Necrozma takes on the overwhelmingly powerful form of Dusk Mane Necrozma or of Dawn Wings Necrozma by capturing the Legendary Pokémon Solgaleo or Lunala. More of the mysterious Pokémon Necrozma will soon be uncovered, as a new image of Necrozma enveloped in bright light has been revealed. What kind of secret does Necrozma hold? All will become clear throughout players’ adventures across Alola!

In Pokémon Ultra Sun and Pokémon Ultra Moon, players will be able to teach their Pokémon moves in exchange for Battle Points (BP)—moves that they would not be able to learn by leveling up or through any Technical Machine (TM). Players can earn BP by winning battles in the Alola region’s battle facilities, such as the Battle Royal Dome and the Battle Tree, or by using Mantine Surf from various beaches. Players can teach moves to the Pokémon that travel with them on their journey or even to the Legendary Pokémon that they catch passing through the Ultra Wormhole.

Pokémon Ultra Sun and Pokémon Ultra Moon will launch this Friday, November 17, exclusively on the Nintendo 3DS family of systems. A special 3DS theme will also release on the same day. For more details about today’s announcement, please visit Pokemon.com/UltraSunMoon.

The 2018 Pokémon Europe International Championships take place this Friday and the best of the best will battle it out in the Pokémon Trading Card Game and Pokémon Sun and Pokémon Moon video game tournaments. The exciting three-day event will be live streamed from 9:30 A.M. on Friday, November 17, and you can follow all the action by tuning in via the following links:

Pokémon Video Game channel: twitch.tv/pokemonvgc_eu

Pokémon Trading Card Game channel: twitch.tv/pokemontcg_eu

You can check out the 2018 Pokémon Europe International Championships teaser trailer here: https://www.youtube.com/watch?v=JoqQIjIeW_I&t=20s

Games Rated:

Mild Cartoon Violence

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Video: RiME Is An Example Of How Not To Port A Game To Switch

RiME’s finally out on Switch, and the results are… disappointing. The game’s bewitching atmosphere and rewarding puzzles are swallowed up by some irksome performance problems, and in conclusion it’s perhaps the worst way to experience the game – yet it’s also the most expensive, at the time of writing.

Our video man Alex has compared the Nintendo port with the Xbox One edition to highlight some of the technical woes. Spoiler alert: he’s not a fan.

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Review: RiME (Switch)

After what feels like forever, RiME is finally touching down on Switch. The original game had already endured a tortuous development period prior to its launch on PS4, Xbox One and PC earlier in the year, but Nintendo fans have had to suffer an additional wait to get their hands on this promising adventure, which draws comparisons with the likes of Journey, ICO and The Legend of Zelda. The good news is RiME presents an enchanting experience which can stand alongside those legendary titles in terms of atmosphere and immersion, but this is tempered by the fact that bringing the game to Switch has resulted in a less than satisfactory conversion.

RiME is a game which takes delight in avoiding exposition. You’re told literally nothing about the game’s story; all you know is that you control a young boy who washes up on the shore of a mysterious island covered in ruins and other strange structures. Soon in your adventure you’ll befriend an inquisitive fox and – piece by piece – you’ll uncover the history of this bewitching, sun-drenching location. RiME’s controls are also kept simple; you can interact with objects, run and crouch, but by far the most important command is your voice, which is used to trigger elements of the environment. Your character is able to shout, giggle or simply mutter to himself; these commands are contextual and depend entirely on what’s nearby to interact with.

At the core of RiME you’ll find exploration and puzzle-solving. There’s no hand-holding here, and you need to work out solutions unaided. An early example sees your pathway barred by a wild boar. Beyond the boar you can see the remains of fruit – the same fruit which has fallen from a nearby tree. Pick up the fruit and place it in front of the boar and it leaves its post to consume the meal, allowing you access. This is at the basic end of the scale and other solutions require not just mental dexterity but fast reflexes; these are combined with platforming sections which see you leaping from stone pillars and using hand-holds to negotiate certain areas. RiME layers puzzle on top of puzzle to create a satisfying stream of problem-solving which ultimately serves as the game’s biggest draw; don’t expect Zelda-style combat in this game, because there is none.

A special mention has to go to the world the developers have crafted. Governed by a real-time night-and-day cycle, the island is covered with structures, wildlife and flora and is surrounded by gorgeous deep-blue waters. The mediterranean feel permeates the entire experience, while the sumptuous contextual soundtrack places you in the moment perfectly, adding a sense of scale to proceedings but also delivering some of the game’s most memorable atmospheric moments. When twinned with its rewarding cycle of wordless puzzle solving, RiME offers up quite a stirring gameplay experience.

There are some issues present which need mentioning, however. While RiME is comparable with Zelda: Breath of the Wild from a purely aesthetic perspective, it doesn’t offer as convincing a game world as Nintendo’s title. In Breath of the Wild it felt like you could literally go anywhere, and while RiME also employs a “if you can see it, you can reach it” ethos, there are moments when its inflexibility becomes annoying. For example, our hero is able to scale certain blocks but, when faced with smaller, knee-high boulders off the game’s beaten track, he simply cannot negotiate them. It’s clear that the developers have, to a certain degree, created an illusion of freedom here, rather than true freedom; where you’re supposed to go the pathway is clear and obvious, but if you decide to strike out and explore, you’ll find dead ends and unclimbable surfaces abound.

Another issue is the controls, which don’t ever feel as responsive as they should. The camera – controlled with the right-hand stick – is sluggish to respond to input, which can make some of the trickier platforming sections unnecessarily annoying. The camera also refuses to play nice in certain situations when walls and other structures prevent you from getting a clear view of the action. Add in some similarly spotty button and directional commands and you’ve got a game which tests your patience more than it should.

The game’s modest length may displease some players, too. Depending on how you approach the experience, you can expect to see the end credits in around 8 hours; fully exploring the island for bonus collectables will surely extend this figure, while those who are equipped with excellent puzzle-solving skills (or a guide) can perhaps finish it all off in around 6 hours or less. That’s quite short when you consider the amount of time it’s possible to invest in Breath of the Wild, but it’s not to say that RiME doesn’t offer any replay value; rather cleverly, the developers have made in-game collectables permanent, so if you don’t manage to get them all on your first play-through then you can seek them out on your second while retaining those you’ve already found.

That RiME is a stirring and enjoyable experience will not be news to anyone who has already played the game on other systems, or heard feedback from those who have. Sadly though, the Switch port does suffer from some irksome niggles which make it, on paper, perhaps the least pleasurable way to experience RiME. When playing in docked mode the resolution appears to be 720p, and while the game is undeniably handsome there are serious frame rate problems almost everywhere you look. When navigating some of the more detail-rich locations the game stutters quite alarmingly. In handheld mode, things are even more dire; the game is rendered at noticeably less than the screen’s 720p resolution, resulting in a fuzzy appearance that almost looks like a tub of vaseline has been smeared all over the display. Despite the significant drop in pixels the game’s performance is just as woeful – the stuttering got so bad at one point that it gave this reviewer motion sickness, as the delayed camera controls conspired with the wildly fluctuating frame rate to create a deeply unpleasant visual experience. RiME on other consoles could hardly be described as a faultless technical spectacle, but on Switch things are significantly worse.

Conclusion

RiME on Switch is a disappointing experience, despite the obvious quality of the game itself. As a puzzle-led adventure RiME is enjoyable, atmospheric and at times deeply moving; all of these qualities are undone by spotty performance, low resolution visuals and a frame rate which sputters along like a battered car engine. When played docked things are just about passable, but in handheld mode the game’s technical problems sap away the satisfaction of playing it. If you have any other means of accessing the game on other systems then you should pick those over this port; while enough of RiME’s magic remains on show, the Switch version of the game is almost crippled by technical problems which unfortunately rob this captivating quest of its lustre.

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Review: Tallowmere (Switch eShop)

One genre that has seen a big resurgence in recent years – particularly in indie games – is the roguelike, and some have been popping up on the Switch eShop as a result. Crafting lengthy, well-designed games takes countless man-hours of good work, something that smaller developers will struggle with given limited resources and experience. The roguelike, then, allows for a relatively small amount of game content to be stretched out much farther than ever before, even making gameplay limitless according to some. Tallowmere is just about the purest roguelike that you can play on the eShop right now, and if you can get past the sub-par presentation there’s a pretty good game here.

Gameplay in Tallowmere follows the format of a 2D action platformer, although there’s far more emphasis on action than platforming; you can tap the jump button for an infinite number of jumps which functionally enable you to fly. You’re tasked with getting as deep into the randomly generated dungeon as possible, picking up loot and slaying enemies you come across along the way, as you gradually get stronger through level ups and loot drops. When you die, all progress is wiped and you start a new run over with the same stats and starting weapon, while your score from the run is added to a high score board.

Combat is simple to pick up and utilize, but it’s extremely difficult in practice, a bit like a 2D Dark Souls. You start every run with a short ranged axe, but can expand your inventory to a whole slew of swords, knives, bazookas, magic wands and more. Each weapon has a distinct feel, but they all roughly use the same playstyle. You also have a shield that can block most frontal attacks as long as you hold ZR, though you move slower and can’t jump as high when the shield is up.

What this all adds up to is an extremely basic combat system that prioritizes raw skill over flair or complexity. Rather like in Dark Souls, everything here is based around timing and strategy. If you just charge in and spam your attack, you’re going to die pretty early. You need to get a good feel for when to press forward or when to retreat, and how and where to block, which takes several runs to really click. It can be frustrating at first, but once the combat comes together it can be great fun clearing out rooms and becoming increasingly more overpowered as you face an equally increasing number of dangerous foes.

Combat is just part of the game, and a deeper form of strategy is there with earned loot drops. Most rooms will have a merchant or some treasure chests, both of which will have new gear for you to equip. There’s a seven star rating system that ranks gear, with more stars equaling more powerful loot. The strategy comes in with the kind of passives and bonuses that different items bestow. Considering the variety and intensity of the monsters you’ll be facing, it’s a good idea to establish a diverse array of both armor and weapons so you can be adequately prepared to meet any challenge. The loot drops are random and usually feel genuinely empowering, which gives each run a great sense of progression as it moves forward.

Between fireballs, acid clouds, lightning bolts, buzzsaws and spikes, it’s pretty easy to go from full power to bleeding and stunned in a matter of seconds. For those of you that find the difficulty to be too harsh, you can choose to sacrifice up to nine kittens in the hub world on each run, with each kitten adding ten points to your overall health. The catch is that your score upon death will then be put on a separate board, depending on how many kittens you decided to butcher. And for those of you that wish to add more difficulty to the game, you can talk to the Grim Reaper and have a series of Punishments added to your run that do things like make enemies hit harder or prevent you from gaining health. These don’t net you anything new, but at least your score on the board will reflect your masochistic accomplishments. These difficulty modifiers are a welcome inclusion to a challenging game, allowing players of all skill levels a chance at playing in the way they desire.

That’s not the only purpose that the hub has, however; randomly appearing warp points in rooms will allow you to return briefly to recharge before taking on another layer. The eponymous Lady Tallowmere resides here, and she will fully heal your character free of charge if you talk to her. A demon statue allows you to level up if you have enough experience points and there’s also a merchant who will sell you different goods each time you visit, which you can buy with coins picked up from slain enemies. As the only safe spot in the game, this is a good place to come catch your breath.

Those of you that still aren’t satisfied with the amount of content in the regular gameplay loop can participate in a series of challenges from another NPC in the hub. These will task you with getting to a predetermined floor while doing the run locked to a specific weapon, or with a high spawn rate for certain enemy types. These are still randomized in terms of room layouts, but they can add a nice extra flavour to proceedings that sufficiently mix things up. In addition to this, there’s also an in-game achievement system, which acts as the only thing that doesn’t get erased in a run. Doing things like dying in a particularly spectacular way or reaching a certain floor may unlock an achievement, and though they don’t do anything completionists will no doubt enjoy the extra challenges.

All of this together makes for a game that has a lot of content in concept, though it does tend to run into issues with repetition over time. Sure, there’s a lot to do, but it’s rather like small changes are being made to the same basic concept. Also, it can be rather soul-crushing to have a bad room spawn and lose all that good work on the character that you spent so much time on, and this makes it difficult to start once again from square one. This would be negated somewhat if there were some sort of overarching progression in play — like more goodies becoming gradually unlocked as different runs played out— but, alas, there’s little to show for hours of play.

Co-op gameplay also factors in — up to four players can play with any assortment of controllers — and it definitely works in the game’s favour. There’s an element of competition to proceedings as you work out who gets what loot, which adds a fun extra layer to the base game. Co-op also has the double-edged sword of making things a lot easier. This naturally levels out as you move deeper, but it’s worth mentioning that the early parts of a co-op run can be a bit boring as you steamroll through the pathetic opposition. Even so, having a buddy jump in can help break up the monotony of repetition in a meaningful way; co-op is certainly a welcome inclusion.

As for the presentation, Tallowmere leaves much to be desired. The graphics and animation are just about as basic as they could possibly be and the UI elements utilize a no frills plaintext approach. There’s little artistic flair, and while the utilitarian look gets the job done it feels rather unfinished. This is unfortunately an ugly game to behold, and the soundtrack doesn’t hold up any better. A sad collection of bland, loading screen-esque music backs the experience, deflating any sense of tension or special moments that could be present with the right tracks. To its credit the music fits the visuals, but that’s not saying a whole lot. Make no mistake, the gameplay of Tallowmere is solid, but the aesthetics struggle to hold up their end of the bargain.

Conclusion

Tallowmere is a solid budget roguelike that offers approachable yet deep combat and a fantastic amount of replayability, at the cost of becoming stale with time due to repetition. Although that core gameplay is rather fun, the visuals and soundtrack are offputting, and fail to adequately present the much better underlying game mechanics. We’d mostly recommend Tallowmere to fans of the roguelike genre, or for those looking for a pretty good game at a low price. There are definitely some blemishes and shortcomings that prevent the experience from being anything memorable, but you’ll probably find enough entertainment here to justify the purchase.

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Feature: 13AM Games on Runbow for Switch and Its Hopes for the Future

It’s easy to get drawn into the Switch eShop’s current surge in momentum and get a little carried away, declaring it as a bright new dawn for the download store. That does a disservice to the early efforts of the Wii and DSi stores, and the notable improvements and variety of games seen on the 3DS and Wii U eShop. Though the last-gen home console struggled commercially it was home to a number of fantastic games, including some download-only gems.

One impressive title from that era was the debut title of 13AM Games, Runbow. It embraced the multiplayer potential of the Wii U and fared quite well, before moving across to other consoles and also the New 3DS. The latter portable entry was quite a challenge, and the company has also dabbled with publishing in bringing Pirate Pop Plus to Wii U and 3DS. Now it’s all about the future, with Runbow due on the Switch in 2018 and work underway on the studio’s next big game.

We caught up with 13AM Games’ CEO Alex Rushdy talk a little about that history, and his thoughts on the Nintendo Switch.

First of all, congratulations on the success of Runbow on Nintendo platforms and its upcoming release on the Switch. Can you talk about how and when did 13AM first started out? 

We started out in 2014, when we were all still in school at George Brown College. We jammed on a weekend game together. Two actually- a top-down arcade game called Ms Cthulhu and a party game called Runbow. Runbow became a hit around the Toronto dev scene and won an award at Level Up Showcase, so we decided to put all our chips on the table and work on it full time. Fast forward a year and a bit and we had it shipped on Wii U, with a promotional video guest starring the man, the legend: Reggie Fils-Aime. Pretty surreal.

You made your Wii U debut with Runbow and then moved on to publish Pirate Pop Plus; can you talk about how they performed critically and commercially?

Runbow is our pride and joy. The critical success of that game brought a tear to my eye on launch day. People just “got it” – you know? We still get tweets, e-mails, and in-person compliments thanking us for making it. Makes me all warm and fuzzy inside. While Satura’s Space Adventure didn’t get a lot of standalone reviews, it’s definitely the strongest single-player content in Runbow period. It’s head and shoulders above the original in quality. Everyone who has played it seems to agree. We’re really happy with how it turned out, and are happy to deliver a Satura adventure for all of her fans! Commercially, we’re one of the better selling Wii U indies out there, and after releasing on Xbox, 3DS and PC we’ve managed to make a lot from this game. I wouldn’t say we’ve reached Shovel Knight or Cuphead levels of success, but we’ve had a strong enough showing that we’ve used it to keep us alive for a few years!

Pirate Pop Plus was a bit of an experiment for us. We wanted to try game publishing after the success of Runbow. I fell in love with PPP after playing it in Tokyo in 2015. The guy behind it, Hawken King from Dadako, is a really smart and talented guy. We worked with him to expand it a bit and get it on Wii U, 3DS and Steam. 

What made you decide, initially, to launch Runbow on a Nintendo platform? 

Well, for starters it always felt like a “Nintendo” game to us – and when we showed it to Nintendo they agreed. Really, Nintendo’s very positive reaction to the game and their support in terms of marketing and development sealed the deal for us. 

How did you come up with the core concept for Runbow?

At Global Game Jam 2014, a group of us wanted to make a multiplayer game and were given the theme of “We don’t see the world as it is – we see it as we are” – from that we started designing concepts around color and vision and things appearing and disappearing, and we ended up with the color mechanic and an 8-player multiplayer game. We just kept evolving it from that initial concept.

What were the game’s influences, and did you feel any pressure regarding the nature of the game and the legacy Nintendo has with making platformers and multiplayer titles? 

We were definitely influenced by games like Bomberman, Smash Bros., Mario Kart, and Nidhogg. We were also heavily influenced by the art of Saul Bass, the Czech New Wave poster design, and Pink Panther cartoons, as well as a general love of movies that translated into a ‘movie poster’ aesthetic. 

We definitely felt some pressure regarding making a platformer as our studio’s first ever game on a Nintendo platformer (for the majority of us, it was our first game ever). But that pressure never scared us – it just pushed us to make something we knew would be up to the challenge. We spent months fine-tuning and redesigning things like jump arcs, controls, combat, etc – we wanted to make sure the game was tight and responsive because we knew Nintendo games would take nothing less than Nintendo-level-quality when it comes to platformers. It kind of felt like cooking a meal for a professional food critic!

What were you and your team’s favourite Nintendo games growing up, and during the transition into game development? 

Well, a lot of us grew up on classics like Mario, Smash Bros., Mario Kart, and Mario Party – we also have some big Zelda and Metroid fans as well. I’m personally a huge F-Zero fan but we are a rarer breed nowadays sadly!

When it came to development the games that kept us sane were Game and Wario (the multiplayer in this is still a favourite), Spin the Bottle: Bumpies Party, and the occasional game of Nintendo Land. The Wii U was such an awesome local MP system!

Moving onto the game’s transition to the New 3DS, how was the process of bringing the game to a portable system? 

As far as I know we are the only Unity game on 3DS with online play, and that involved doing a lot more work than we expected.

Were there any  particular challenges? 

Loads. Runbow Pocket was a real monster! Despite looking fairly clean and simple, Runbow has a lot going on under the hood. What can be made to run at 1080p60 on Wii U struggled to fit into a console with less than a quarter of the available resources (considering Unity overhead). But we got through it, learned a lot, and now we’re one of the few devs who can say we pulled it off!

Runbow is now on XBOX One/ PS4 and scheduled for release on Nintendo Switch in Q1 2018. What was your interest and exposure to the console when it was known as the ‘NX’, especially after the fate of the Wii U? 

From the get-go we were all really excited about the NX and had a lot of faith in it. To us it just made sense for so many reasons and it was exciting to see Nintendo approaching a more traditional game console again. I mean, I’ll miss asymmetrical play for sure, but the Switch is just a lovely rugged little machine that works beautifully.

What are your thoughts on the success of the console and its library this year? 

It makes me wish we didn’t have so much on our plate so we could get Runbow out earlier! I’m happy that the Switch is doing well and I’m glad to see indies being successful on the eShop. I hope this is something that doesn’t have a sharp drop off like Wii U and that this momentum keeps going. A healthy platform is good for everyone!

It’s a perfect fit for Switch’s hardware, but when was the decision made to bring the game over? 

The decision was made a long time ago, well before the Switch reveal, but we didn’t finalize plans to get working on it until we found the right partner.

We want to keep working on new games and not just keep making ports, so once we wrapped Xbox and 3DS we decided to outsource the Switch and PS4 versions. We had to find a partner that we could trust and that was right for us, and so far we are really happy with what HeadUp Games and Stage Clear Studios have done. Those guys rock. While it means Runbow will take a little longer to come out, it ultimately means we can get more games out sooner. So look forward to that, please!

Besides its control set up, are there any other Switch features you are interested in using with Runbow or future projects?

While not for Runbow, I wanna use that silly little IR camera. Like, what even is that? No one has been able to show off its use or the reason behind its inclusion on the Switch. I need to make something that uses it!

How has development been compared to the other Nintendo, as well as current gen consoles? 

So far, Switch is very easy to work with. And the dev kits are way more streamlined and pretty. 

There’s a strong sense of community among indie developers recently, and that was demonstrated by characters from Image and Form’s SteamWorld Dig and Drinkbox’s Guacamelee appearing in the game, as well as your characters appearing in elsewhere too. With the ongoing success of Indies on the Switch, will we see any more crossovers or Switch-specific content at launch or in the future? 

Possibly! We’d love to see Hue, Val and Satura appear in more crossovers, and maybe have future 13AM IP appear in crossovers as well!

Is there anyone you’d like to see in the Runbow universe? 

I feel like we tackled the indie scene pretty well, so I’d like to see someone like Mario or Sonic show up in our game. Expand into all types of characters. Hell, if it were up to me I’d throw Ultraman in there. I wanna see that happen.

What’s next for 13AM games? 

We’re cooking up a spicy new game in our lab – I wish I could share it with everyone right now but it’s still top secret. Look forward to hearing about it next year – on the Switch!


 We’d like to thank Alex Rushdy for his time.