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Guide: The Simple Trick To Finding All Of Super Mario Odyssey’s Power Moons

If you’re one of the many people who purchased Super Mario Odyssey last week then chances are you’re already gripped by the desire to find as many Power Moons as possible. These collectable items are key to the game’s longevity, and are hidden away all over each of its varied worlds.

The trouble is, the map doesn’t actually tell you where they are. Sure, the locations of some will pop up at certain points but the vast majority don’t get marked on the map until you either ask a friendly Toad to point them out (for a 50 coin fee) or use an amiibo – the latter being a much better option, even if many players totally overlook it.

We’re loathe to call this a “hint” because Uncle amiibo – the robot who makes this process possible – is easy enough to find on each level. Chat with him and he’ll ask if you want to tap an amiibo character. Do this, and he’ll send that amiibo off into the level to find the location of a Power Moon. The catch is that it takes five minutes for the location to be confirmed, but on the upside you can tap up to three amiibo at any one time. Return to Uncle amiibo when the time has elapsed and he’ll update your map. You can then send three amiibo back out into the level to find more.

Using this method, it’s possible to unearth the locations of many Power Moons in a short space of time. Given that many Nintendo fans have an aversion to amiibo it’s quite possible that they will unfairly ignore this mechanic, but it’s another way Nintendo is making those NFC-enabled figures valuable. We honestly don’t know where we’d be without it in our quest to find all the Power Moons. It should also be noted that certain amiibo give you bonuses in game – so be sure to try all of yours out.

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Chess Ultra Arrives on the Switch eShop, With Cross-Platform Play, This Week

Some may recall when Ripstone published Pure Chess on Wii U and 3DS, a game developed by VooFoo Studios. It was an impressive title (despite some nagging flaws) that offered cross-platform play and attractive visuals. A little while ago Ripstone confirmed that its own internal team was bringing Chess Ultra to the Switch, which should be rather enticing for those that enjoyed Pure Chess back in the day.

Now it’s confirmed for this week, arriving on 2nd November with a price tag of £9.99 / $12.49USD / €12.49 depending on your region.

A particularly pleasing feature will be cross-platform online play with Xbox One and PC, so it shouldn’t be too hard to find matches. A feature-set is below.

  • Stunning environments and beautiful chess sets, including a ‘Fire and Brimstone’ chess set that literally burns
  • 10 Grandmaster approved AI levels
  • Comprehensive time controls, including Classical, Blitz and Marathon, all available online
  • Intuitive local and online multiplayer with ELO ranking system
  • Cross-platform online play against Xbox One and PC players
  • Spectate and compete in Official Ripstone tournaments
  • Numerous playing options including full touch screen and cross-table playing modes
  • Over 80 chess puzzles
  • Re-write the past by winning the biggest historic matches
  • In-depth tutorials

Unique to the Switch will be ‘cross-table’ chess, in which you can lay the Switch down flat when undocked.

Will you be making a move for Chess Ultra on Switch?

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Super Mario Odyssey Loses Out To Assassin’s Creed Origins In UK Charts Race

Assassin’s Creed Origins has beaten Super Mario Odyssey to claim the top spot in the UK’s physical sales chart.

Both games launched at the end of last week, but according to Chart-Track it was Ubisoft’s historical action title which came out on top, and Mario was forced to settle for second place.

However, it’s worth noting that Assassin’s Creed Origins launched on PlayStation 4, Xbox One and PC, while Super Mario Odyssey was exclusive to a single console. In fact, if you look at the single-format chart – which breaks down game sales on individual systems – Mario’s latest outing is actually the UK’s number one, beating out the PS4 version of Assassin’s Creed Origins (which accounted for around 60 percent of that game’s total sales).

Odyssey ranks as the biggest Switch launch of the year, overtaking even the mighty Legend of Zelda: Breath of the Wild. The game’s release also spurred a 64 percent increase in Switch hardware sales compared to the previous week, allowing the system to pass 300,000 sales in the UK – although this is based on data supplied by retailers, and does not include figures sold directly by Nintendo via its online store, so the total is likely to be higher already.

Also of note to Nintendo players is the launch of Wolfenstein II: The New Colossus. While it’s not out on Switch yet, the sequel has made a somewhat disappointing debut on PS4, Xbox One and PC, only managing to reach number 4 in the chart. Week one sales are a massive 60 percent down on 2014’s Wolfenstein. Bethesda will be hoping that the forthcoming Switch port will perhaps fare a little better.

When taking all of the above information into account it’s worth noting that Chart-Track does not cover downloaded games, only physical ones.

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Review: This Is The Police (Switch)

Freeburg City is suffering. Far from a shining beacon of American civilisation, it bears closer resemblance to a wounded fighter on the ropes, reeling from hit after hit but too old and stubborn to give up entirely. The neon skyline of the ’80s is fading, giving way to a new decade painted in varying shades of grey. What liberty there is suffers constantly under the influence of powerful gangs, a corrupt city hall, and escalating crime rates. At the centre of it all is a man as broken and weary as the city itself, struggling to hold all the pieces in place. This Is The Police.

For Jack Boyd, every day is just the same headache for a different reason. He’s the flabby, surly chief of police that’s way past his prime, and no stranger to his own list of personal vices. Like it or not, you’ll be stepping into his shoes for the last few months before his retirement, and Freeburg’s mess is now your responsibility to clean up. Weappy Games has mashed together elements of film noir, crime drama and strategy/simulation into a grim cocktail, and now that it’s available on the ever-portable Switch there’s simply no getting away from its gritty influence. 

First impressions might lead you to believe that this is something of a power fantasy, enabling the player to control an entire city and the very laws that govern it. On the contrary, This Is The Police hammers home the point that power is fleeting, and rarely allows you to feel like you’re totally in charge. Your view of Freeburg is from the perspective of a miniature model found in Jack’s office, often obscured by shadows and flickering lights as one long day slowly rolls into the next. Each day is spent managing resources, assigning police to answer distress calls, and balancing allegiances with a number of shady third parties who have a hand in how your story will unfold. One of the first major decisions you’re asked to make is whether or not to sacrifice your integrity in the face of an offer from the mob, and it’s a punishing lesson that makes one thing very clear – there’s no place in the city for an honest man. 

One way or another you need to make $500,000 dollars as a healthy nest egg in the 180 days before retirement, and while you could potentially scrape that amount by earning every bonus and flawlessly keeping the peace, the temptation to make a little extra on the side is always there, and your debt to a certain crime lord keeps the noose tight around your neck. From the outset you’re thrust into Jack’s troubled existence and surrounded by a cast of characters as memorable as they are villainous. Whether you’re pleading for an increased budget from city hall, wrestling with the media, or trying to keep out of the way of various gangs, everyone you interact with has their own distinct personality traits and agendas to contend with, and the already compelling story is bolstered even further by a cast of characters that wouldn’t feel out of place in an HBO drama.

Each in-game day begins with a flash of newspaper headlines, the rev of a car engine, and a choice of music to play in the background as work begins. You’ve got two shifts of police officers and detectives to command, assigning them to their relevant distress calls or investigative cases, and dealing with the fallout of each and every decision. Your employees have energy and skill ratings to keep in mind, alongside their own political and personal prejudices to make them feel that bit more believable. When a call comes in, you get a quick synopsis of the situation and need to gauge how many officers need to be on the scene, remembering that the more you send, the less you’ll have to respond to any further crimes. Some calls require a bit of extra decision making if your officers aren’t sure how to handle certain situations, but for the most part you’re simply asked to choose the best team for the job and hope they’re up to the task. 

More serious situations might even require extra resources in the form of SWAT teams and paddy wagons, or employees with a higher skill rating than usual. Skimp out on your squads and you could end up losing the perp or suffering a civilian casualty, potentially even losing one of your officers if things really get out of hand. Devote too many of your resources to one distress call, however, and you’re left unable to respond to any others until they’re back in the station, so there’s a constant juggling act that demands time management and snap judgement. There’s nothing worse than sending top brass to answer a call, only to find out it was a hoax.

Your detectives, meanwhile, are reserved for more serious cases; ongoing investigations into repeat offenders or chasing a lead to take down a gang. These scenarios are a little more interactive, and require you to piece together a timeline of events as your team gathers eyewitness reports and evidence. As with all of your employees, there’s a chance that they’ll ask for days off, show up drunk, or decide to quit of their own free will, and you’ll need to deal with this however you see fit. Send your best officer out while exhausted or under the influence and he puts himself and others at severe risk, but sometimes you just need the extra help and have to take a chance. On top of all this, city hall will often ask you to give up officers for much more inane circumstances such as choral performances, spreading your resources even thinner.

Once this daily routine is in place and you grow more confident in your abilities, it unfortunately becomes a little too easy to start viewing everything as a raw resource instead of an actual person. Officers become numbers, the content of distress calls becomes less important, and you just work through strategies until you find a reliable (and repetitious) system. To its credit, the game does make an effort to keep things fresh, however, even going so far as to introduce a Hollywood-style criminal and a few unique gameplay scenarios later on, but the bulk of your time is still spent on repeat. 

The stylish sheen begins to wear off as that repetition sets in, though a huge incentive to continue playing is actually the story itself. Interspersed throughout the game are cutscenes rendered in a gloriously restrained mix of block colours and harsh lines, removing intricate detail and allowing your imagination and the excellent voice work to fill in the blanks. Jack Boyd – voiced by the iconic Jon St.John of Duke Nukem fame – is a sympathetic protagonist despite all of his flaws, and while the tortured cop persona might not be the most original in noir storytelling, it’s more effective given that we have some sway over the path he takes. There are certain scenes that strike a particularly emotional chord, so these moments where the player can sit back and enjoy the dialogue offer a welcome respite. Of course you can skip these without much real consequence if you so choose, but we feel as though the heart of the experience is lost by doing so.

Less successful are some of the attempts to weigh in on widespread societal issues such as racism and sexism, largely as a result of the ridiculously monstrous mayor and his outlandish demands. Shocking requests such as firing all employees of a certain ethnicity overnight are enough to give the player serious pause, but even in the midst of protests and widespread unease within Freeburg, the whole affair comes to down to either complying with or refusing the request, and that’s that. It feels toothless to introduce such mature decision-making while neglecting to really make a statement with it. The consequence of meeting protests with violence is largely the same regardless of the nature of that protest, so at most the inclusion of these issues simply remind us that they exist, and to be mindful of the bias and corruption around us. It’s fine, but a missed opportunity given how serious the plot can be.

As everything is controlled via a series of menus and text boxes, it’s a huge plus that the interface is so clear and responsive. In fact, the entire aesthetic is phenomenal, right down to the choice of classical music and jazz which permeates each working day. Whether it’s the sound of raindrops hitting the window, the glow of sirens streaking through the city, or the smoke billowing from a half-chewed cigar, everything forms a cohesive vision of a dingy, late 1980s metropolis straight out of a detective novel. Better yet, the Switch version allows for touchscreen control while in handheld mode, which is a genuine improvement over standard inputs for certain tasks, such as placing crime scene photos in order during investigations. Some of the text also appears a little too small when viewed from a distance on the television, so we ended up primarily conducting investigations while on the go.

By the end of our stint as chief of police we’d clocked about 18 hours of gameplay overall. Despite several split paths during the course of the story, there isn’t any genuine replay value given the fact that each day is on a pre-determined schedule, rather than being randomly generated. There are some bonuses to discover – a “Dr.Boyd”  mini game is one such surprise – but we actually found that towards the end we were very ready for retirement. The game begins to outstay its welcome after the first 7-8 hours, and while it does try to pull your attention back, by that point you’ve begun to recognise the patterns, too familiar with the daily routine to enjoy it to its fullest. 

Conclusion

This Is The Police asks players to step into a career that’s already on the rocks, in a city beyond saving, and then demands that you try and make things right regardless. It’s a mature, compelling experience that combines elements of strategy, resource management and text adventure games, while telling a gripping story of corruption and withered hope – albeit with some muddled attempts to deal with real world issues. The meat of the game is solid, if extremely repetitious after some hours, so we can’t help but feel if it was a shorter, more tightly focused game with a bit more variety, it would have felt more satisfying overall. As it stands there’s hours of gameplay here for any budding cop, it just outstays its welcome a little.

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The Next European Splatfest is All About Breakfast

Now that the Splatoon 2 Splatfest events are well and truly divided by region, we have the latest European event on the way. Due to take place on the weekend starting at 3pm UK / 4pm CEST on 4th November, it’ll be all about ‘the most important meal of the day’.

Yep, the topic is your preferred type of breakfast, which is certainly better than debating the merits of toilet roll conventions.

Naturally you can sign up right now in the game. So – which team will you join?

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KORG Gadget is Coming to the Switch in Spring 2018

Music producers can rejoice as news of KORG and Detune bringing their music producing suite KORG Gadget to the Nintendo Switch broke out at the M3 event in Japan. A header picture was posted by Nobuyoshi Sano on his Facebook account, clearly showcasing that this Spring 2018 switch release will allow up to four players / music producers to collabote at the same time; it also looks like Joy-Con motion controls will be supported (thanks to cfgk24 for the translation).

The original product was released for iOS and Mac, and features thirty different synthesizers and drum machines. Couple that with a step sequencer and you will have everything you need to fully produce music on your Nintendo Switch, of pretty much any genre you can imagine. Considering the system’s unique hybrid nature, we wonder if KORG Gadget will have some live performance potential. Have a look at the original product introduction video while we wait for further information.

If all of this sounds too good and you can’t wait, do check out KORG and Detune‘s already impressive track record on Nintendo hardware, with solid conversions of KORG M01D and KORG DSN-12 for 3DS proving quite popular among music making enthusiasts. Also take the opportunity to revisit our Nobuyoshi Sano interview.

Shout-out to the NL community: If you make music and have ever used Nintendo hardware in your productions, fill the comments section with your finest works below.

Thanks to all that sent this in.

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Feature: Adapting to Day-To-Day Life in Animal Crossing: Pocket Camp

While the rest of the world waits until late November for the official release of Animal Crossing: Pocket Camp on iOS and Google Play devices, your humble scribe – who happens to be located in Australia – has now had a few more days to adapt to life in this new world. With the first steps already taken, it’s now time to investigate how exactly Pocket Camp operates under the conditions of a smartphone format. In this article we’ll look at the game functioning within these restraints and how they impact the overall quality of life at the campsite.

If you do want to join in our guide to getting it early is here, but patience can also be a virtue.

Setting the Scene 

Obviously mobile titles aren’t always warmly embraced by video game traditionalists. With any Nintendo franchise adapted to the smart device market in recent times, there have been initial fears and concerns – from both fans and critics alike – regarding quality control. Various game series during this sensitive transitional phase often undergo extensive changes. Depending on the company behind it, the final product can be very much hit and miss.

Nintendo has proven in the past it won’t resort to the same level of aggressive tactics certain other developers and publishers will to entice players to spend money in mobile games. So far, it’s been very generous; offering a one-time transaction to permanently acquire Super Mario Run, and other titles like the social app Miitomo as completely free-to-play, with micro-transactions on the side allowing the player to obtain non-essential bonuses and unlock in-game content quicker. In these existing releases there are no third-party advertisements or pesky pop-ups disrupting the fluency of game play – making each one feel like a more premium experience you wouldn’t normally find on a phone or tablet.  

Money Makes the World Go Round

So, how does Animal Crossing: Pocket Camp compare? The Leaf Tickets are the micro-transaction element of the game. During the big reveal of Pocket Camp, the misunderstood raccoon Tom Nook acted as the face of this new form of currency. Without Leaf Tickets, making progress at the campsite and in the surrounding areas is slower but not impossible.

In general, the world of Pocket Camp is predominantly fuelled by trading, Bells and also these tickets on the side. It’s one big supply chain. You collect basic items like fish and fruit in order to earn vital crafting materials and other rewards like in-game currency. With the crafting supplies and Bells obtained, you can then ask Cyrus the alpaca to create new furniture to further develop your campsite and ultimately attract even more animals to your location. At this point you should be levelling up your friendships with the animals as well as your own character’s level, unlocking more animals to befriend and furniture to craft at the same time. The result is even more rewards for your hard work. It’s very much a rinse and repeat process.

The Rundown on Leaf Tickets and Micro-Management

The Leaf Tickets are intended to assist the daily routine, making life at the campsite slightly easier; some can be earned by mingling with animals and completing various goals. If you’ve been levelling up at a reasonable rate, you may now have the option to craft more furniture and also replace your starter tent with a themed one. When you finally have enough Bells and crafting materials for this themed tent, Cyrus will begin construction, which takes place over a 12 hour time frame. The crafting space Cyrus has includes four slots to craft items. At the beginning, two of the slots are accessible. One is allocated to crafting amenities and the other dedicated to the construction of furniture.

You may come to a sudden halt if you decide to make an amenity that can take an entire day and also want to craft a drum kit that could take up to five hours. At this point you now have to wait for both of these items to be crafted. It’s advisable to start crafting furniture and amenities that require multiple hours to construct before you go to sleep in real life. That way, when you wake up the next day your order will be ready.

If you foolishly filled all your available item slots with furniture and amenities that will take a long time to construct, you have two options from here. You can either use Leaf Tickets to instantly build the item or amenity, or you could consider buying more crafting slots to craft items – so you can continue your speedy construction progress. Depending on the price and hours required to construct a certain item or amenity, the price to speed up construction can be a hefty sum. A fee of around 80 Leaf Tickets or above becomes a common sight. With furniture, some items will require a payment of one Leaf Ticket to be sped up if you’re too impatient to wait an entire minute. This fee slowly increases depending on the item. Users will have to consider if spending these precious tickets on basic crafting tasks is worthwhile when you can just sleep on it instead. Ultimately an additional crafting slot might be required – making the micro-management a lot easier in the long run.  

Leaf Tickets’ presence slowly become more noticeable as you play. After collecting items such as fruit, sea shells and bugs you’ll come to the realisation that you’re steadily using up space in your inventory. In this case you can use 20 Leaf Tickets to expand your inventory by five units at a time. The Market Box offers similar expansion options with Leaf Tickets, allowing players to add more slots to sell items. In other areas of the game, certain levels of customisation use tickets. At OK Motors, a small selection of camper van patterns can only be purchased with Leaf Tickets. Luckily login bonuses reward you with special patterns for free. It’s also worth noting as you level in the game you’ll be rewarded with free upgrades such as an additional Market Box slots. These types of rewards are definitely appreciated, but it is admittedly hard waiting for more space to be added here and in other storage locations, when it’s really needed sooner rather than later. 

Some other areas of the game encouraging the use of tickets are linked to bug catching and fishing – with players able to catch giant hauls of bugs or fish with honey and nets. It should be noted that these items – like other areas of expansion in the game – are not entirely locked off, and can be obtained for free on an irregular basis with the assistance of goals, log-in-bonuses and other methods. One particular location in the game – Shovel Strike Quarry – where you go to find precious minerals is a bit more extreme with its entry requirements. Pay upfront with Leaf Tickets, or else you’ll need five friends to help you gain free entry. In this area you can redeem minerals that can be sold at a good price. An array of crafting materials and Bells can also be gathered up. Restricting access to this part of the game obviously acts as an incentive to spend real money. In terms of the harsh realities of monetary transactions, Leaf Tickets start out at AU$1.49 for a pile of 20 and go right up to 800 (plus a 400 ticket bonus) for AU$62.99. Just like Miitomo and other Nintendo smart device games, the higher the amount spent, the more bonus tickets included in the transaction.

Limited-Time Exclusive Content

Arguably the most absurd Leaf Ticket pricing so far is tied to the limited-time special promotion. Cyrus can craft you K.K.Slider’s chair or Tom Nook’s chair for the insanely large sum of 250 Leaf Tickets if you would like to see them show up at your campsite and hang out. Fortunately, within the opening days of the game you should be rewarded enough Leaf Tickets to buy at least one of these characters immediately. The promotion itself also lasts 45 days (these rewards and period of availability may vary depending on region), so you should have plenty of time to obtain both characters. The only downside is that these iconic characters of the Animal Crossing series are essentially locked behind tickets that can be obtained using real money. If they required a bag of Bells, this concept might have been perceived in a better light. At the very least, if you make the effort, you can acquire enough tickets for free.

So far the overall implementation of Leaf Tickets and micro-transactions in Animal Crossing: Pocket Camp is neither intrusive nor compulsory. Bells and trading still fuel the economy, so it’s better to just accept whatever amount of Leaf Tickets you can obtain on the side.  

My Nintendo Rewards Make Life in Camp Easier

In the earlier stages of the game, My Nintendo Rewards can be of great assistance. This might sound like a ridiculous statement given the website’s limited use (at this point in time) when it comes to the Nintendo Switch, but in the case of Pocket Camp on mobile it allows you to rapidly accelerate the opening phases of the game.

You can earn Animal Crossing points by completing tasks within and outside of Pocket Camp. Linking a Nintendo, Twitter or Facebook account will give you 300 points each time. Currently, there are also three weekly missions – complete 10, 50 and 100 camper requests per week. It’s similar to the My Nintendo tasks and rewards in the likes of Miitomo, Super Mario Run and Fire Emblem Heroes. Completing these missions will give you coins on My Nintendo to spend alongside your regular points on rewards. Currently there is an OK Motors cap and jacket for 300 points each, and also the option to buy crafting materials in clumps of 20 for 50 points each. These materials include wood, steel, cotton, paper and preserves. Additionally, there is a onetime 50 Leaf Tickets deal, redeemable for free. There is also a bag of 5,000 Bells for 100 coins. This item can be redeemed multiple times. It’s worth noting rewards and tasks may be different depending on your region.

It is advisable when first logging in to claim the Animal Crossing: Pocket Camp rewards to also redeem Leaf Tickets and at least a few Bells bags – provided you can spare the My Nintendo points. On top of all the rewards you’ll get for first time goals in-game, the My Nintendo rewards will give your bank account a bit of padding. With the Bells, you can immediately use them to pay-off your first camper van upgrade. Additionally, you can craft more furniture for a prolonged period and have the freedom to buy items and clothing from the Market Place whenever you please. The Leaf tickets aren’t all that fantastic, but may prevent the temptation of paying actual money to obtain more during the early stages of the game. Ideally, you want to put these towards slot upgrades, crafting space or maybe make them go towards a more serious priority like an amenity including the previously mentioned tent upgrade, or the limited-time Tom Nook and K.K.Slider chairs.

If My Nintendo is refreshed with new Animal Crossing: Pocket Camp rewards and missions on a regular basis, combined with existing Nintendo points obtained using other methods or playing other games, this could become a great alternative to paying real money for Leaf Tickets or trying to earn a large sum of Bells.

Is Pocket Camp Actually the Real Deal?

The more you play Pocket Camp, the more you’ll come to realise it is not worried about the small stuff and finer details that make ‘main’ Animal Crossing games so unique in the first place. That’s not to say it’s less of an experience, or a completely different one for that matter, it’s just got a slight different approach. If anything, it is more like Animal Crossing: Happy Home Designer on the 3DS, and takes some inspiration from the Welcome amiibo update that added the RV campground and other new content to Animal Crossing: New Leaf for free. No longer will you be worrying about weeding your garden or trying to shoot a balloon down before it floats out of sight, as there is less of an emphasis on random events or the upkeep of the surrounding environment. Instead the focus is on developing strong relations and friendships with animals so you can continue to develop the campsite and build more furniture and amenities to appeal to what is essentially your clientele (the animals).

There’s still a sense of freedom in Pocket Camp that has been so integral to the success of the series over the years. You can mostly do what you like and talk to whoever you want including visiting your friends, their campsites and camper vans. It is tasks like fruit picking, bug catching, mineral finding and fishing that no longer have the same level of importance. These are actions that are simply a means to an end, and admittedly discourage you from becoming the fishing pro or bug catching enthusiast you may have once been known as in the main series.

The fruit trees in Pocket Camp act as a reminder you’re in familiar but uncharted territory. Seeing a tree with a timer above it for the first time might be a tad startling but once you realise the fruit re-generates every three hours and you don’t have to plant trees and wait multiple days like existing releases, you’ll quickly adapt to the cycle. If you find yourself missing the classic Animal Crossing experience, don’t worry, the day and night and seasonal cycles have remained intact. Major events also have a role in this entry – as teased during the Direct announcement. Although there appears to be less random events included; at this point in time we’re yet to see a regular event occur. Hopefully these elements make the game feel even closer to the traditional mainline counterparts.

Device Performance and Compatibility 

The overall performance of this title seems to be better than some of the existing Nintendo IPs released on smart devices so far. You would think a fully-realised 3D game such as Animal Crossing would be more intensive than the likes of Super Mario Run, but that’s not the case. Animal Crossing: Pocket Camp is either better optimised or less intensive than previous Nintendo releases on mobile; it certainly runs better than Miitomo does. Surprisingly there are no graphical settings in the menu, either – only a power-saving option to conserve battery. The game should function on the majority of mobile devices released in the past few years with relative ease. Due to the nature of the series as well, fast paced response, actions or movements aren’t regularly required.

The loading times may vary from device to device but because they are relatively quick it doesn’t matter that you often must load between every separate area, or even to reveal new items or events. The framerate will depend on your handset, but even on older devices it performs well. Across iOS and Google Play devices, the overall experience is relatively similar. Overall, compared to existing Nintendo mobile titles this game runs pretty well. It still requires an internet connection, but you can take it on the go and use your mobile data, of course. 

What does the future hold?

Initially you’ll be overwhelmed by the amount of content in Animal Crossing: Pocket Camp. During the early stages of the game you’re frequently socialising with animals, crafting furniture and gathering items and materials. It eventually gets to the point where you finally come to a standstill and are required to play the waiting game while a major amenity is constructed. Else it’ll be a briefer pause where you’ve run low on supplies and Bells, or you have completed all of the animal requests. This is where the known routine of Animal Crossing comes into play. You’ll do certain tasks on a daily basis, but if you want more you’ll either have to seriously commit to the game and level-up or resort to the use of Leaf Tickets and other tickets to accelerate progress. This is the key difference between the mobile game and the console & handheld counterparts. It’s an additional option to speed up the game’s cycles, although some players may view it as a drawback.

In existing entries, there wasn’t always an option tied to every aspect of the game that would decrease waiting times. You either had to work hard visiting shops and talking to villagers for 365 days a year, manipulate time or get a friend to help you out. In Pocket Camp you can take a shortcut and accelerate the development of your campsite provided you’re willing to make use of the Leaf Tickets on a regular basis, and perhaps even spend some real coin.

As Animal Crossing: Pocket Camp evolves over time, it will be interesting to see how Nintendo continues to tempt players into buying Leaf Tickets. If it’s anything like Miitomo, a lot of timed events and content with limited odds attached is a plausible scenario. If Pocket Camp was to follow this exact template, at this stage, it looks like users will still be able to freely enjoy the game provided the mindset isn’t to collect every item and befriend every animal in the game. Players will no doubt also need to remain engaged in order to be able to have enough materials and in-game currency to purchase items. If you can tolerate missing out on a few limited edition items and characters from time to time, it looks like it will be worth your while to continue developing your campsite.  

Stay tuned for our upcoming review of Pocket Camp!

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Art of Fighting 3 Is Your Next HAMSTER ACA Release on Switch

Further evidence that HAMSTER simply does not care about continuity, next week the Switch eShop will be graced with none other than the final episode of Ryūko no Ken, better know among us westerners as Art of Fighting. We assume we will see Art of Fighting 2 somewhere in 2018.

Despite the cast continuing to endure within The King of Fighters franchise, 1996’s Art of Fighting 3: The Path of the Warrior was the third and last standalone entry in the series. It might be hard to believe with a system that is mostly populated by one-on-one fighting games, but this one actually does quite a lot to distinguish itself from the norm, starting with the control scheme and the way you can seamlessly string combos together. The stunningly fluid animation of the characters is due to SNK going with rotorscoping techniques, used previously in such genre defining games as Karateka, Prince of Persia, Another World and Flashback. Overall it is quite a unique and standout game among the many SNK brawlers already available on the Switch.

We might as well take advantage of this news to ask the NL community to help us settle this one once and for all: who would you pick as being the best between Ryo Sakazaki and Robert Garcia?

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Review: Moon Hunters (Switch eShop)

With each passing day the Switch cements itself ever more as the home of some fantastic and unique indie games, and it’s showing no signs of slowing down. Carrying on in this tradition is Moon Hunters, a successfully funded Kickstarter project that promises a roguelike co-op RPG experience with a high amount of replayability. It delivers on this promise, too, though there are a few issues that hold it back from being an absolute classic.

The premise of Moon Hunters is quite interesting, in that it is slowly filled out as you replay the game over and over. As a worshipper of the Moon Goddess you and your village prepare a feast to celebrate the moonrise, but the moon fails to show up. You set out to find out why, and soon encounter the self-proclaimed king of the Sun Cult, who says he’ll destroy you in three days. How it all ends, and indeed how the rest of it fills in, ultimately is decided by how you play the game and what choices you make. It works well and rewards repeat playthroughs; the world is quite a mystery at the start, and this makes you want to keep playing to fill in details and piece together events, not unlike the storytelling style of Dark Souls.

As you adventure across deserts and mountains and forests, you’ll come across a series of procedurally generated events that propose two options for you. Do you choose to drink the soup you just found, or wait for someone to exit the tent? Do you help this old man walk up the mountain, or do you discourage him? There are no right or wrong answers, but every choice will boost different stats and give you different traits, like “Foolish” or “Patient”, which will in turn affect how you are remembered when that hero’s story ends.

Gameplay could most closely be described as a roguelike Hyper Light Drifter. You start by selecting a class type — all of which play the same in terms of their foundations but have different nuances — and then you pick a village to start in. From there, you can select areas to visit on the world map and work to clear them of monsters and enemies. Along the way you encounter various events as mentioned above, and once you reach the end of the area you can choose a few stats to boost. This cycle repeats for about an hour and then you “beat” the game, but the gimmick is that you keep doing it over with different heroes so that you can explore different branching paths and uncover more of the story.

Combat is simple but satisfying, though it becomes infinitely easier as the run goes on and your character becomes more overpowered. Everyone has a basic attack, a crowd control attack, and an escape move, with the latter two depending on an energy bar that refills quickly. It’s fun to play as new heroes and discover how they differ from the other. One character’s crowd control attack might be a beam of energy that can reach across the screen, while another’s is an area of effect push that blasts back any enemies within a certain distance. It works well and there’s just enough diversity that each class feels unique, but just enough of the same that it isn’t a radical shift when you choose another hero; it’s rather like the balance of characters in Super Smash Bros.

Exploration is the other half of the core gameplay, as you explore sprawling areas in search of things to do that upgrade your character. Though there aren’t strictly any experience points, killing enemies often nets you opals, which can be exchanged with merchants for upgrades to your character, like higher damage or quicker cooldowns. It works well enough, though opals are given out quite generously, so it doesn’t take long before your character is a nearly un-killable machine. This extends to the stat boosts that come from events, too. After the first day or so your character will likely be in a spot where most enemies can be killed in a couple of hits and there are very few that can put up a serious fight. Combat is dynamic and interesting, which keeps things fun, but it can be a bit stifling when you get hoarded by enemies and kill all of them without too much trouble.

Though the game is fun when playing in single player, it supports up to four in co-op, and this is where the gameplay shows its greatest strengths and weaknesses. On one hand, it can be great fun having a well-balanced group of players with abilities that mix well; fighting monsters and exploring strange lands is much more enjoyable when it’s a team effort shared with others. On the other hand, the game becomes even easier when you throw in some friends, and it can be a bit frustrating if you’re looking for more than the pathetic resistance most enemies put up. Even so, the co-op mode is well implemented — with neat features like voting on dialogue options — and the support for split Joy-Con play is quite convenient for impulse sessions. Beyond that, the length of one story run is just enough that it keeps everyone engaged without losing too much pace.

On the presentation side of things Moon Hunters is top notch. Retro-style indie games are a dime a dozen nowadays, but the pixel art of Moon Hunters stands above its peers with superior spritework and animation quality. Colours pop off the screen, and environments are rich with minor details; it’s quite clear that a good deal of time was dedicated to the art and it was time well spent; the land of Issaria feels like a very real place at times. The music is similarly impressive, sporting a series of low-key tracks that fall somewhere between the music of Minecraft and Metroid Prime. It does a fantastic job of creating an air of mystery around the world and that just serves to pull you in even more.

We have one notable gripe with Moon Hunters, however, and that is the load times. They can vary depending on the size of the environment or building that you are entering, ranging from mostly unnoticeable to absolutely frustrating. We had a few instances where we timed the loading screens of the larger areas, and the clock ran over two minutes. Granted, the loading screens aren’t a deal breaker, but it’s a disappointing blemish on an otherwise excellent game.

Conclusion

All told, Moon Hunters is a wonderful roguelike RPG that is quite unlike anything else available on the Switch, offering a bite-sized, engaging adventure that is extremely replayable and can be enjoyed both alone and with friends. Though there are some issues with the easy difficulty and the occasionally heinous load times, we still give this one a strong recommendation. Moon Hunters offers a lot with a relatively small amount of content, and you’ll likely find yourself revisiting this one for quite some time.

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Zelda: Breath of the Wild’s Champions’ Ballad DLC is Still Due This Year

It’s a fantastic time of the year for those that love big-time game releases, but one download-only addition we’re rather excited about is the Champions’ Ballad DLC for The Legend of Zelda: Breath of the Wild. With new amiibo for those Champions due in just a couple of weeks some have been wondering if the DLC would come at the same time. It seems that won’t be the case, but the wait shouldn’t be too long.

Nintendo Australia / New Zealand has published a video in which Eiji Aonuma gives a special message to the fans. He says some pleasant things and reminds us about the amiibo, before shifting to the DLC and stating that the team is “currently working on it with great effort” and “it’ll be available by the end of this year”.

It seems like a pretty definitive indication that it won’t arrive alongside the amiibo (though perhaps that was the plan originally). That said, as the most notable and story-driven expansion to the game it’s understandable that Nintendo wants to get it right.

We’re eager to see what it’ll have to offer, in any case – it’s possible some further update on the release will be given when Nintendo reports its financial results on Monday 30th October.

Are you excited about the Champions’ Ballad story DLC for Breath of the Wild?

With thanks to Zac for the heads up.