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Feature: Going Deeper Into the Incredible Design of Gorogoa

Though the eShop has been bombarded with new titles in December, one that has stood out is Gorogoa, earning praise for its elegance and smart design. It takes a unique approach to puzzle-solving along with a beautiful aesthetic and artful storytelling – we loved it in our Gorogoa review.

Eager to learn more about its development and design we caught up with its creator, Jason Roberts, to talk about its long and varied road to release. 

First of all, congratulations on bringing Gorogoa to the Nintendo Switch.

Jason Roberts: Thanks!

The critical reception has been overwhelmingly positive, even since its first demo in 2012. As this is your first game, did you seek much advice regarding dealing with conventions, public or the media?

Hmm. Not specifically, no. I’ve been to many shows over the years since 2012 and have interacted with the public and press at sort of a low simmer for most of that time. Maybe this gives me a false sense of security regarding my ability to deal with it, I don’t know. Of course now I’m also very fortunate to work with a publisher that handles a lot of PR duties.

Gorogoa is a perfect advocate for video games as an art form, but as a game, how difficult was it to implement the story you wanted to tell and the type of puzzles you designed?

It was very difficult, and took a huge amount of trial and error. Because the pieces that make up the puzzles are also scenes within a story, gameplay and narrative are entangled in such a way that pulling on one thread would always dislodge something else. Balancing those constraints was really the overarching challenge of the whole project, and it took me the first year or two before I even understood that.

Were there any games that influenced you  artistically or technically during development?

Let’s see. This is going way back, but one game that ended up changing the course of the design early on was a game called Continuity, a clever 2D platformer with levels divided up into sliding tiles. When I saw that game I was still designing Gorogoa, mostly in my head. I had imagined sequences for Gorogoa where the character traverses a 2D maze from tile to tile, but since Continuity was already doing that successfully, I decided to try and explore in a different direction. Gorogoa came to play more like a first-person game within each tile; scenes were designed to emphasize z-axis “depth”; tile stacking became a big part of gameplay; and puzzles involving elaborate character traversal were toned down in favor of more “first person” object-based puzzles.

After that big swerve in the design I tried to worry less about other games. Once the 2012 demo was made the design took on its own momentum and it was basically too late to fundamentally change direction again. And I’m glad I didn’t!

Did any other core ideas change dramatically during development?

I don’t know about dramatic changes, but there were points where I decided to break rules that I had previously set for myself, for example by including timing-based puzzles that involve some degree of dexterity, or a scene where two tiles interact in a way unrelated to visual connection between pictures. I broke those rules because surprise and variety felt more important than consistency.

There’s a wonderful ‘old fashioned’ process and methodology to your work – you’ve produced pages and pages of hand drawn sprites, backgrounds etc. how did you balance designing the game (literally) on paper and building it digitally?

I drew the art on paper (and then colored it digitally) but most of the design was done in the game engine itself (using highly simplified art), because the shifting perspectives that make up the puzzles are really hard to sketch on paper!

Any plans to document it all, either commercially or just as a personal momento?

I’ll probably write some articles about the development process at some point. I’m looking forward to that.

How did you balance the time frame of publicly showing the game and its eventual release?

There really wasn’t much planning involved initially. I submitted the original demo to IndieCade in 2012, and then spontaneously decided to make that demo available online to everyone for free. Because the game is hard to describe but easy to pick up once you have your hands on it, I felt the demo would be the best advertisement for the game. From that point on I always underestimated the time it would take me to finish, so it’s hard to say that I consciously planned out the timing between each wave of publicity and final release. Only once I started working with Annapurna was there a plan for PR timing.

Were you excited by the interest being generated or did you feel more pressure from the public’s expectations?

Both. The pressure of expectations created by the original demo was always a concern, especially when I started taking the game in a somewhat different direction. I just had to trust that the sensibilities that made the first version work would ultimately be there in the final version and people would feel that. I don’t know. 

Looking back to 2016, what was your knowledge and interest regarding the rumours surrounding the NX?

I read about it on gaming sites before it was released. I was definitely intrigued because it looked like it would allow people to approach a game either like a touch-based tablet game, or a portable game with dedicated controls, or a living room couch console game. That resolves a lot of the pressure for players when choosing between platforms with wildly different modes of interaction.

While you were working on your game, when did the Switch become a platform of interest?

I think maybe the similarity between the tablet interface on the Switch and the mobile interface made it feel like a comfortable console to approach. From there we went on to develop a controller-based interface for the game, which turned out to be an enjoyable challenge.

When did development start on the Switch version?

About 4 or 5 months prior to release, I think?

What was the Switch like to develop for?

Apart from the challenges of designing the controller interface, which I was involved with, I’d have to defer to the port engineer Matt Whiting who did the actual coding for Switch.

Going forward, are you interested in utilizing the hardware or seeing a future project on the system?

Absolutely. As I said, I really like its versatility, which supports the many different ways people fit gaming into their lives.

What was your exposure to Nintendo growing up and do you have any favourite games/ franchises?

JR The truth is I wasn’t a console kid growing up, so missed all the early generations of Nintendo. My first Nintendo console was the GameCube. I really fell in love with the Metroid Prime games on that system, and those are among my favorite games to this day.


We’d like to thank Jason for his time.

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ARMS Version 5.0 Is The Last Content Update The Game Will Recieve

ARMS version 5.0 has just gone live today, the latest update in what has been a surprisingly active period for the game. 

However, Nintendo has confirmed that the flurry of new content is now at an end; just like Zelda: Breath of the Wild, ARMS is considered “finished” following this new update.

Here’s the Google translated statement:

As a big update, this time will be the last update. Of course, I will continue to adjust the game balance in the future, so I hope you will continue to enjoy “ARMS”, which has become more lively as more fighters participate.

The updates naturally had to stop at some point, but it’s a shame that ARMS won’t see its longevity increased with DLC in 2018. Perhaps Nintendo is already hard at work on the sequel? Let us know your thoughts by posting a comment.

Thanks to SLIGEACH_EIRE for the tip!

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Wonder Boy: The Dragon’s Trap Gets Updated With Video Capture Support

The superb Wonder Boy: The Dragon’s Trap has just received an update which enables in-game video capture.

A remake of the equally brilliant Sega Master System original, Wonder Boy has also benefited from some other minor fixes as well, which are detailed below.

With so many amazing games arriving on Switch this year it’s easy to forget some of the earlier gems from 2017, so if you haven’t purchased Wonder Boy yet, now’s as good a time as any – especially as you’ll be able to record 30 second snippets of your quest for posterity.

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Review: Crawl (Switch eShop)

Some games are just a perfect match for Switch. Whether they’re designed with its portability and local multiplayer support in mind, or simply ported so well you’d think Switch was always part of the developers plan all along. Couchplay-orientated hack ‘n’ slasher Crawl comfortably fits into the latter category, bringing with it a blood-drenched formula that’s right at home with a Joy-Con in hand.

Part homage to the monster mayhem of classic horror films, part tribute to the good old days of four-player arcade titles, Crawl embraces its asymmetrical multiplayer concept right from the first swing of your blade. You play a hero exploring a dungeon filled with monsters, ghouls and other unsavoury beasts. On the surface it seems like a run of the mill dungeon crawling romp, albeit with gorgeous pixel art graphics and a chiptune soundtrack that drips with atmosphere and electro beats.

Then Crawl pulls out its grisly trump card: should you perish in your battle with the demonic foes, you’ll be raised from the dead as a phantom. As a spectral being you can’t touch the living, but you can possess traps, objects and monsters – so when another hero conveniently enters the dungeon you can fully embrace your dark side as you burn, bite and eviscerate your victim into a similar grave. Should you hit the killing blow you’ll find your humanity restored and the cycle starts all over again.

It’s a glorious feedback loop that informs the local multiplayer concept at its heart, one that escalates in intensity and difficulty the longer you devote to it. You can play on your own, with the other three phantoms controlled by AI, but nothing compares to breaking out an extra pair of Joy-Cons and gathering around your TV, or the Switch itself. There’s a constant sense of palpable fear diluted with excitement as you enter each new chamber while three other pallet-swapped ghosts scout the room for dangers to possess.

Each room in the dungeons is full of things to do, regardless of which role you’re in. As the hero, you can buy spells to improve your rechargeable special ability, but you’ll need to earn that gold by doing damage to another hero when in phantom mode. Playing as a monster also earns you wrath, which can then be used to upgrade your monsters after each round. It’s a set of systems that will be instantly familiar to anyone who’s played an RPG of any kind, but that doesn’t stop them feeding back into the consistently rewarding cycle that never leaves you feeling left out of the action.

There’s a devilish endgame in place, too. When one player reaches level 10 a portal will activate, enabling you to escape that infernal dungeon. Unfortunately, a boss fight with the tentacled horror of The Beast awaits you first. Oh, and did we mention that the other three players/AI get to control different parts of the monster? It’s the handicap match to end all handicap matches and it’s just as involving and laugh-out-loud as every moment you’ll spend in Crawl.

Having spent three years on PC, two-man developer Powerhoof has brought the most up-to-date and streamlined version to Switch, ironing out most of the kinks that had previously cracked the game’s veneer. There’s still a slight issue with players who gain an early advantage becoming too OP as a result, but it’s mostly muted by a more fair approach to wrath distribution. So if you’re struggling and floundering at a lower level, you’ll have access to more powerful monsters when in phantom mode.

Add in narrator whose hammy, scenery-chewing delivery sounds like the best tribute to Vincent Price, a brilliant soundtrack that keeps the blood pumping while it sprays all over the walls and a genuinely unique approach to monster design, and Crawl is quite a package. Whether it’s sentient blobs, spell-throwing necromancers or winged eyeballs, there’s seemingly a beast for any nightmarish occasion trapped within this game.

While some kind of online play would have been welcome, Crawl isn’t really geared up for playing with people who aren’t in the same room. Part of the game’s appeal stems from the fact that you’re always within punching distance of your fellow players, and an online mode would lack that all-important social element.

Conclusion

As you might have guessed, we really like Crawl, and we’d bet our collected stash of gold and wrath you will, too. It’s great fun in single-player thanks to some aggressive AI that will hound you at every moment, but that consistent danger takes on a new lease of enjoyment when you and three of your friends are jostling for XP and that all important killing blow. Couchplay doesn’t get much better than this on Switch.

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Data East Arcade Titles Are Coming To Switch, Courtesy Of One Of Gaming’s Worst Mascots

Flying Tiger Entertainment has announced that it is bringing some of Data East’s most beloved arcade titles to the Switch.

Over 20 titles are coming to Switch, PS4, Xbox One and Steam, with the only confirmed game so far being the 1990 fantasy action release Gate of Doom (also known as Dark Seal). Games are expected to sell for $7.99 each on the eShop.

The really weird part of all of this is that Flying Tiger is using Turbo Technologies Inc. mascot Johnny Turbo to promote this range of games. If you need a reminder of this most embarrassing of company figureheads, check out this rather excellent video summary:

The apparent connection here is that Flying Tiger was founded by Johnny Brandstetter, the brand manager for the TurboGrafx-16 (PC Engine) in North America. The character of Johnny Turbo was based on Brandstetter, and we assume that since TTI’s collapse in the ’90s and Hudson Soft’s purchase by Konami in more recent years, he’s retained the rights to the character.

Which Data East classics would you like to see come to Switch? Bad Dudes? Midnight Resistance? BurgerTime? Sly Spy? Let us know with a comment.

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Bloodstained’s Latest Level Reveal Has A Very Far Eastern Feel To It

A new stage from the eagerly-awaited Bloodstained: Ritual of the Night has been shown off, and it’s perhaps a little different from what fans of the Castlevania series might be expecting.

The level is set in a Japanese-style environment complete with subtle, chilled-out music and some particularly beautiful background detail. 

No enemies or items are in place at the moment so it looks a bit bare, but at least that gives you chance to appreciate its atmosphere.

Bloodstained is due for release some time next year.

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The Donkey Kong World High Score Record Just Got Smashed To Bits (Again)

In video games, there are high scores and then there are high scores. The long battle for Donkey Kong’s biggest score definitely falls into the latter category; it’s the holy grail of arcade scores and it’s played host to some of the most competitive rivalries in history.

Well, the arcade classic’s high score has been smashed yet again, with previous record holder (and former pro poker player) Robbie Lakeman surpassing the current record of 218,000 set by Wes Copeland in May, 2016. Lakeman, who’s been trading stewardship of the record with Copeland since he won it from Hank Chien in 2014, hit a whopping 1,230,100 last night while livestreaming the attempt on Facebook.

Lakeman admits on air that he could’ve reached an even higher score, but we imagine regaining his world record will be enough to satisfy the legendary player for tonight at least. And three and a half hours of DK? That’s some dedication right there.

What do you guys think of another classic record getting smashed? Will Copeland be able to win it back? Sound off below

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It Looks Like The Windjammers-Style Sports Game Disc Jam Is Coming To Switch

High Horse Entertainment’s Disc Jam might be making its way to the Nintendo Switch.

There’s been no official confirmation yet, but the game has been listed on the Switch’s News Feed application, which would suggest one is coming very soon.

Seen by many as a spiritual successor to the classic Neo Geo title Windjammers, Disc Jam features similar gameplay bit adopts a behind-the-shoulder, third-person view of the action. Already available on Steam and PS4, the game features 1 vs 1 and 2 vs 2 matches, and also has online play support.

Disc Jam has been dubbed “the next Rocket League” by some players, but has received mixed some rather reviews since launch; our friends over at Push Square gave it a cautious recommendation with their 6/10 review.

Let us know if you’ll be downloading this on Switch, should an official confirmation be forthcoming.

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Super Sonic Is Coming to Sonic Forces as DLC

After the excellent Sonic Mania graced consoles late this summer, fans were hoping that SEGA would be able to replicate the success with Sonic Forces and give the hedgehog one of his greatest years. Unfortunately, Sonic Forces turned out to be a bit of a dud; not a bad game by any means, but nothing particularly great either. SEGA isn’t quite ready to give up on the title yet though, as it just revealed a bit of DLC that fans will no doubt appreciate.

Super Sonic has been added to the game, allowing fans to play as the powered-up version of Sonic in either his classic or modern forms. The DLC is available for free right now and will be for the next few weeks, but on 23rd January, SEGA will start charging $1.99 / €1.99 / £1.69. Here’s a trailer showing him off:

What do you think? Did you like Sonic Forces? Will you be giving Super Sonic a try? Share your thoughts in the comments below.

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ARMS Version 5.0 Is Now Live, Along With A Brand-New Fighter

Nintendo has been doing a fantastic job of keeping ARMS updated with new stages, characters, and ARMS, and that support has been continuing nearly nonstop up until now. The company has been teasing version 5.0, which would be adding in a new character, for a few days now, and the update only just went live. As expected, it adds quite a large amount of new content.

The headlining feature of this one is a new fighter named Dr. Coyle, who can be encountered when playing through Grand Prix on LV6 or higher. Alongside the doctor, a new stage and some new arms have been added, along with some new badges and a handful of other tweaks.

Here’s the full list of patch notes:

·  New fighter “Dr. Coyle” is now available. Play the Grand Prix at LV6 or higher as someone other than Dr. Coyle and see what happens…

·  New ARM “Lokjaw” added.

·  New ARM “Parabola” added.

·  New ARM “Brrchuk” added.

·  New stage [NAME REDACTED] added.

·  For Grand Prix LV6 and lower, the computer will now get stronger as you get deeper into the Grand Prix.

·  For Grand Prix LV7, the computer will start out strong right from the first match, as usual.

·  You can now view stats from previous Party Crash events in “Stats.”

·  Added new badges related to Dr. Coyle.

·  Fixed issue in online play where the healing area created by HP Juice would sometimes shift position.

·  Adjusted abilities of some fighters and ARMS as follows.

Fighters / Arms

Adjustments

Lola Pop

The holidays are a busy season for street performers, so Lola Pop is fired up! Her charges now persist longer.

Whammer Kablammer Blorb

Lessened deceleration when knocking down mid-weight ARMS.

Scorpio

Increased retraction speed. Shortened waiting time between flying off and retrieval. Fixed issue where time needed for retraction could be greatly protracted.

Skully

Improved curving. Increased rush damage. Decreased speed of initial rush attack. Adjusted the number of attacks needed for rush range to reach a maximum.

Glusher

Lessened deceleration when knocking down mid-weight ARMS. Increased expansion rate of charge attacks.

Megaton Megawatt

Lessened deceleration when knocking down mid-weight ARMS. Increased speed of charge attacks. Decreased speed of normal attacks.

Toaster Sparky Chilla Bubb Buff Roaster Nade

Decreased speed of initial rush attack. Adjusted the number of attacks needed for rush range to reach a maximum.

Slapamander Slamamander

Increased the time interval between initial launch and extension. Increased extension speed.

What do you think? Will you be playing much as Dr. Coyle? Who’s your favorite character thus far? Share your thoughts in the comments below.