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There’s Plenty Of Retail Opportunity For Third Parties On Switch, Says Sold Out Boss

The Switch continues to sell like hot cakes the world over but amazingly we’re still seeing some reluctant publishers, such as EA, playing the waiting game when it comes to supporting the system. As a result, Switch is given less shelf space within retail stores than the PS4 and Xbox One, which seems to have created a vicious circle where big third party publishers see little in the way of physical retail opportunities on the system – despite the fact that indies are reporting massive success with downloads on the eShop.

One company which has bucked this trend is UK firm Sold Out, which recently announced that it is working with Team17 to bring Overcooked and Worms W.M.D. to physical retail.

Speaking to Gamesindustry.biz, Sold Out CEO Garry Williams stated that there is a greater chance of success on Switch than many third party publishers assume:

There are many companies who have managed to earn really good revenues through Nintendo hardware sales to consumers. When I worked for Imagineer in Japan we made some very welcome revenues making Sim City SNES, many of us also did well on GameCube, Wii and DS. The opportunities are there. Nintendo does not exclude you, it just asks you to ‘up your game’. If it were easy, everyone would be doing it.

Williams argues that finding the right game for the audience is key:

The boxed retail model is a tough model on Switch so you need to feel pretty certain your title works before entering the market. Luckily for us, the Team17 Switch releases are tried, tested and proven on the Nintendo decks. Overcooked, for example, is a double BAFTA-winning title and already successful on the Nintendo format.

Sold Out is not in the business of ‘vanity publishing’. If we were not certain we could generate profits, we would not enter the Switch boxed retail market. Nintendo simply delivers the platform for success and it is up to third-party publishers to decide how best to either get on board or to watch the sales juggernaut leave the depot.

He also feels that the Switch’s current lowly status in the picking order when it comes to physical shelf space is down to the poor performance of the Wii U, and that this situation will change over time:

If Switch continues at it’s current pace then it will receive the same space in store. Content is king and retail will support whatever the customer is choosing to buy as long as there are significant revenues delivered in the process.

While EA may be keeping its powder dry, we’re certainly seeing a notable increase in the number of games getting physical releases on Switch. Do you think by this time next year the console could command more shelf space in your local game store than the Xbox One, or even the PS4? It sounds silly, but cast your mind back to the Wii era and that was the case in many outlets. 

Let us know with a comment.

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1-2 Switch Update Adds Video Sharing Functionality

Do you remember good old 1-2-Switch, the slightly forgettable minigame bonanza everyone bought alongside the rather excellent The Legend of Zelda: Breath of the Wild? It went on to sell a whopping 1.37 million units, so it certainly found its audience.

Even if like many of us at Nintendo Life you have grown tired of virtual cow-milking and gunfights, Nintendo hasn’t forgotten about its Switch launch game and has put out a v1.1 update – it doesn’t add any new minigames, but it will allow you to capture 30 seconds of video footage to share on social media by holding down the capture button. So, if you always wanted to show off your soda shaking skills to the world, now you can.

In truth it’s an odd update, as it’s a game that encourages players to look at each other and not the simplistic on-screen visuals that will be captured in the video. Still, it increases the small tally of games supporting video capture on the Switch, so that’s something.

Let us know if you are still playing 1-2-Switch with a comment below.

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Microsoft Wants To Reach Gamers On Rival Systems, Says Xbox Chief Phil Spencer

Microsoft is about to launch the Xbox One X worldwide, the company’s latest play in what has become an increasingly competitive hardware arena.

The Xbox One has lost out to the PlayStation 4 in terms of global share, while Nintendo’s Switch has seemingly carved out a whole new sector of the market thanks to its hybrid nature. Microsoft is playing catch-up to a certain degree, but Xbox boss Phil Spencer has said that the firm’s aim is to reach as many gamers as possible regardless of the platform they choose – and that could mean key Xbox exclusives being available on other consoles.

This is already happening with Minecraft, a Microsoft-owned property which is available on PlayStation 4, Wii U, New 3DS and Switch. However, Minecraft is subtly different because it was a brand with global appeal before Microsoft purchased it; what we could potentially see moving forward is AAA Xbox exclusives heading elsewhere.

Spencer was promoted in September to the role of executive vice president, which means he now reports directly to Chief Executive Satya Nadella rather than Windows boss Terry Myerson. Spencer revealed that his new role gives him more “latitude” to reach gamers on any device, rather than using “gaming to make Windows more successful.”

Spencer has acknowledged that console sales continue to be of the utmost importance, but said that Microsoft is now more focused on “growing game software and services”, stating that success is measured by the number of people who use its Xbox Live service. 

In its fiscal first quarter ended September 30th, Xbox Live clocked up 53 million monthly active users, which is a rise of 13 percent from a year earlier. However, overall gaming revenue rose just a single percent to $1.9 billion as a 48 percent fall in hardware sales was balanced out by a 21 percent rise in software and services.

Microsoft’s platform agnostic approach may be some way off, but the company has proven itself to be the most open when it comes to exploring the possibilities of working with its hardware rivals. The company has employed cross-platform play in Minecraft, whereas Sony has blocked a similar move.

Do you think we’ll ever see a day when Halo, Forza and other big Microsoft exclusives appear on Switch, or future Nintendo hardware? Would you want to see that day, personally? Let us know with a comment.

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Review: Monster Jam: Crush It! (Switch)

Even to someone without an earnest interest in them, monster trucks are an awe-inspiring sight. The giant wheels, the loud engine and a gauche chassis upholding a crazily designed body scream power both literally and figuratively. It’s not hard to imagine wanting to drive one, jumping over destroyed cars and hills whilst the muffler hollers in rage. There’s a lot that you could do with that in a video game to bring that suffocating and unhinged power to a player, ideal for vehicular power fantasies.

Monster Jam: Crush It! doesn’t fulfill this wanderlust. In fact, it barely functions as a mediocre game at most points.

The biggest point of contention, and what is ultimately the crux as to whether this type of game works, is that something is amiss in the feel of how the vehicles drive. Being loose and slippery is to be expected, but Monster Jam goes so far down that path it’s as if the tires are made of soap and you’re driving on a watery surface. The sense of control isn’t acceptable; you never feel as if your hands are on the wheel, but rather that you’re passively suggesting where your truck goes. There’s no feedback on the screen and not even any rumble to give you a feel for the drive; with that in mind, the modes can’t hold together because they are just as broken as the controls.

Monster Jam floats four options to you. The first is races, which has you haphazardly hitting check points in various loops in contained arenas against another truck. At no point does it feel like you’re competing against anything but your own patience, as the other truck randomly moves around and you float across checkpoints. Proceeding is a matter of attrition as, even when tackling the track in the same manner, whether or not you win feels like it’s based on fortune. Freestyle is a trick competition that has you hopping, doing wheelies and spinning donuts to meet an arbitrary point total. While the racing feels utterly reliant on luck, freestyle is always an “I win” game because there’s no skill needed to pull off the high point tricks. Rounding out the ways to play is a demolition mode that loosely scores you based on how well you run over things, and a hill climb that feels like Excitebike or Trials – only without the thrills.

The final nail in the giant coffin is a presentation that fails on both a thematic and technical scale – this makes it even harder to recommend Monster Jam to even the most stalwart monster truck aficionado. The game has numerous collision issues that add to that lack of true control, and in our time with it the game even crashed on multiple occasions. The visuals are ho-hum in general, but a low resolution smeariness permeates the entire experience. Match this with a terrible metal soundtrack and an obnoxious announcer and you have a game that isn’t fun to look at, listen to or play.

Conclusion

Whether you’re a monster truck nut or not, you should avoid Monster Jam: Crush It! at all costs. It lacks a lot of polish, has a lackluster presentation, poor controls and no semblance of progression that can in any way be construed as satisfying. It feels like a slapdash attempt at riding the wave of Switch goodwill, but doesn’t join the growing list of games on the system that are worth playing.

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Pokémon GO’s Raid Battle Roster Gets A Rejig

Niantic has surprised Pokémon GO players by updating the game’s raid roster over the weekend.

The most noticeable change is the fact that raids now last for 45 minutes instead of the usual hour. However, Niantic has also changed the raid roster around a bit, with some of the choices proving to make more sense than others.

Here are the new raid tiers:

Tier 1

  • Ivysaur
  • Charmeleon
  • Wartortle
  • Metapod

Tier 2

  • Sableye
  • Magneton
  • Marowak
  • Cloyster
  • Tentacruel
  • Sandslash

Tier 3

  • Porygon
  • Ninetales
  • Scyther
  • Omastar
  • Alakazam
  • Gengar
  • Machamp

Tier 4

  • Poliwrath
  • Victreebel
  • Golem
  • Nidoking
  • Nidoqueen
  • Lapras
  • Tyanitar
  • Snorlax

It’s nice to finally have an altered raid lineup, but what do you make of some of those picks? Let us know with a comment.

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Random: Bask in the Nostalgia of Nintendo’s Old Flash Games and Websites

The internet has evolved a great deal over the last 20 years, to put it mildly. There was a time in the early-to-mid noughties, for example, when Flash was a big part of online browsing. Sometimes it was used extremely poorly, but it was also a useful tool for making websites more interactive and interesting; naturally Nintendo and other game makers jumped on board.

An intrepid fan called SKELUX has set about ‘collecting’ Nintendo’s old flash websites and games, giving us a look at how official video game websites worked in generations long gone. By viewing this website you can experiment with quite a few archived sites and minigames that run through Flash, and there are some fun examples in there. Not all of them are running fully, with SKELUX offering a small reward to those that help him complete the collection.

It’s an interesting blast from the past, that’s for sure.

[via origami64.net, motherboard.vice.com]

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Nintendo’s Updated Switch and 3DS Infographic Shows Off Winter Line-Up

We’re well and truly into the silly – and also fun – season of retail game releases, as publishers scramble to claim a big slice of the Holiday shopping pie. Nintendo is in on the act too, and over the weekend its European subsidiary released an updated infographic that shows the variety of Switch and 3DS games we had during Autumn / Fall, but also those still to come through the Winter.

It promotes a few select third-party games, too, with both systems having some major arrivals around the corner. Check it out below.

There are certainly some big names on the way over the next few months; which games are on your wishlist?

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Review: Art of Fighting 3: The Path of the Warrior (Switch eShop / Neo Geo)

HAMSTER’s ACA Neo Geo series has brought a number of one-on-one brawlers to the Switch, and now here’s another one. The first Art of Fighting game may have been visually impressive for its time, but it was lacking in the gameplay department meaning there was little reason to pick it up on Switch. Laughing in the face of sequential order, HAMSTER now skipped the second game in the series to bring Art of Fighting 3: The Path of the Warrior to the eShop. That’s no bad thing, however, as it improves on the formula considerably.

The visual presentation of Art of Fighting 3 is superb. The gritty look of the first two games has been ditched in favour of an animated one that works wonderfully thanks to good detail in the surroundings and the smooth animation of the fighters. The zooming camera (based on the relative positions of the fighters) still features – which enhances the experience – and stages are varied with good touches such as scenery distorted behind flowing water, grass gently swaying in the wind and impressive shadow effects in one particular level.

There’s a good range of sound effects along with rocking and jazz-like music tracks that add to the atmosphere, but the most effective stage from an audio point of view is the one that takes place in a street some distance away from carnival-like celebrations. Lights and fireworks can be seen far away as you fight in a quiet street (a lone dejected-looking man at a bar the only other visible person), and here the music is provided by a distant band, rather than featuring prominently in the sound mix.

As before there is a button for punch and a button for kick, with a third button providing strong attacks (what these are depend on your current position). Once again your ability to perform special moves is dependent on your spirit gauge, but thankfully it doesn’t decrease too much with performed specials, though should your opponent taunt you it does take a big chunk away. You can of course recharge it by holding down an attack button.

The lack of attack buttons could be limiting, but there are still a number of moves you can perform and the new rush attacks add to the excitement of battle; these are performed by simply holding forwards and mashing the punch or kick button. Should you find a good opening these can prove to be very effective, particularly as you can also combine these with special moves.

Your fighter has a number of other moves too, such as a throw and the ability to attack your opponent when they are lying on the floor. Attacks can be sidestepped and with careful timing of your moves you can juggle your opponent in midair to deal lots of damage. It feels quite different to other games, more Virtua Fighter than a typical 2D brawler. Should you be the one who has received a lot of damage you can turn the tide of battle with a devastating Desperation move when low on energy. All of these elements fit together well, with fast paced and smooth gameplay that leads to plenty of enjoyable fighting.

The only returning characters are Ryo and Robert (plus Yuri as an NPC) and disappointingly they are joined by just eight others. There’s some good variety in the fighters however, with various spinning, jumping and projectile attacks giving a different feel to each of them, as does the fact some have weapons. Sword-wielding Sinclair and hulking end-of-game boss Wyler are not visible on the character select screen, but picking them is simply a matter of pushing the cursor past the edges of the screen.

Aside from Sinclair and Wyler each character has an ending, so there’s some replayability in trying to see them all. On the default difficulty setting (4 of 8) this is not too difficult, as whilst the fights get tougher as you progress there’s a lot of opportunity for rush attacks, a very useful strategy to master. Increase the difficulty, however, and the CPU opposition will counter many of your button-mashing attempts at victory, providing a tougher challenge as you learn new ways to fight.

As standard, games released in the ACA Neo Geo series come with some nifty features such as button remapping and the ability to add scanlines (and even a scrolling video line) to the image for that old-school CRT look. There’s also two extra ways to play the games thanks to the one-credit Hi Score and five-minute Caravan modes. Typically you try and see how many points you can rack up with these limitations and then replay to do better as you try and move up the online leaderboards. These modes work better in some games than others, and in Art of Fighting 3 they work very well indeed.

When playing a one-on-one brawler the focus is more on winning than on how many points you’ve got. SNK seemed to realise this and here it’s ditched the score and added a timer to keep track of how quickly you can clear the game. The faster you are, the higher you are on the game’s leaderboard and subsequently this has had an effect on the additional ACA modes.

For example, the five minute Caravan mode now challenges you to see how many wins you can get in that period. Is it possible to clear the game in that time? At the time of writing the best anyone has managed is seven wins. With only nine fights in the game, possible placements on the leaderboard are limited, but there’s an addictive quality when you miss out on a win by a few seconds, then go again as you hope to manage it the next time around to increase that win tally.

Hi score mode is simply about clearing the game as quickly as possible, with the 1-credit limit adding some additional challenge. There’s also an online leaderboard for the regular arcade mode, and whilst that too is about beating the game quickly it allows continues. As continuing sets the timer back to what it was at going into the fight it doesn’t matter if you mess up as (unlike in Hi score) you have another attempt at it rather than heading back to the beginning. If looking to set super-quick times in the arcade mode you can also dive into the options menu to set the game to single-round brawling.

Trying to improve your placement on the leaderboards adds a lot of replayability to the game, but the multiplayer is another reason to keep returning. As always a second player can buy into the arcade mode at any time and challenge you to a fight, and here the game shines as you attempt to string combos together against each other, dodge attacks and look for new ways to be victorious. The only downside being the paltry ten-character lineup that is considerably less than other games, including some HAMSTER has already brought to the eShop.

Conclusion

Characters would continue to turn up in the King of Fighters games, but this was the final instalment of the Art of Fighting series – and it goes out on a high. Despite the limited three attack button setup there’s a lot of enjoyable and fluid fighting provided thanks to the rush attacks combining well with special moves. Juggling and dodging attacks adds to the fun and the animated look of the game works well. The low number of fighters included is disappointing, but trying to set a new fast time is addictive, particularly with the standard ACA online leaderboards. The first game may have been one to skip, but Art of Fighting 3: Path of the Warrior is a welcome fighting option for the eShop.

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Your Joy-Con Can Now Have a D-Pad if You’re Brave Enough

Since time immemorial, or at least since the console was announced, many Switch fanciers have yearned for a traditional D-Pad on their left Joy-Con. The button alternative makes sense for using the controllers on their side, but it can be frustrating to use for many of the 2D games available.

Nintendo hasn’t offered a solution, but now a third party has leapt into the fray. You may well remember our custom white Joy-Con mod from a while ago, and now that same manufacturer is offering a version with a real bonefide D-Pad.

It’s not the cheapest solution, and it does require a degree of confidence as you’ll need to install it all yourself, but if you’re bold enough it may well be worth it.

That is, of course, providing that the build quality is up to snuff. These products live or die by how well they’re made and handle, and we’re unable to attest how they perform, so picking one up is a bit of a gamble.

You can grab them in various colours, but they’re currently only available in the US unless you want to import them directly from China. Is this something you’d be keen to explore? Let us know in the comments down below.

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Rayman Legends: Definitive Edition Update Tackles Load Times and Framerate on Switch

Rayman Legends: Definitive Edition is a solid Switch iteration of a fantastic game. However, it arguably isn’t ‘definitive’ – for one thing it lacks a few features from other versions that could have been possible and, oddly, had some minor performance and loading quirks at launch. Our chums at Digital Foundry explained it nicely.

It seems the issues could be linked to the aggressive compression that Ubisoft undertook, which made it less than 3GB and – ironically – smaller than the Wii U version. Based on what we know of the retail model around the Switch, Ubisoft may have done this to cheap out and use 4GB cartridges, as the bigger the capacity of the bespoke media the more it costs publishers; yes, it’s becoming a familiar tale.

In any case, this compression seemed to lead to the Switch version having longer load times than any other version, and even brief framerate issues as the game unpacked assets. Ubisoft has finally address this, issuing an update and the following patch notes.

We appreciate your patience concerning performance issues that some of you may have encountered while playing Rayman Legends: Definitive Edition on the Nintendo Switch. This latest patch, available for download now, reduces loading times between levels and fixes frame rate-related issues as well.

It’s good to see those improvements coming into place, and it’ll be interesting to see whether the patch fully resolves the minor but noticeable issues with the launch build.

If you have Rayman Legends: Definitive Edition on Switch let us know if you’ve noticed any differences.