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Super-Hard Action Title Furi Is Hacking Its Way To Switch In 2018

Tough-as-nails 3D brawler Furi is coming to the Switch next year, it has been announced.

Featuring character designs by Takashi Okazaki (Afro Samurai) and boasting a soundtrack which contains the likes of Carpenter Brut and Danger, Furi focuses on intense one-on-one battles and has been compared to Japanese titles like No More Heroes, Metal Gear Solid and Godhand.

Creative Director Emeric Thoa explains why this version is so special:

Furi is a game that’s constantly taunting you. There is something deeply personal about a boss fight: it’s just you against one opponent. And being interrupted is even more frustrating than losing. But with the Switch, you can take the game and all of its boss fights with you wherever you go.

The Switch port will have feature parity with other versions and will include all of the content and improvements released so far. The price will be 20/20€.

Our friends over at Push Square awarded the PS4 version 7/10, saying:

Furi excels when you’re in the heat of the moment, fighting for survival against great looking boss characters. Super responsive controls elevate the action, and a fantastic soundtrack only adds to the brilliant rush that the game’s capable of providing – it’s just a shame that everything outside of the crisp combat doesn’t quite measure up. When Furi’s on point, it looks, sounds, and feels incredible, but a little too often, it struggles to maintain its intensity.

Will you be laying down some cash for this when it arrives?

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Strictly Limited Is Resurrecting A Lost Classic From The Creator Of Wonder Boy On Switch

Limited Run Games is famous with collectors for its range of physical releases of digital titles, but the company now has some competition in this arena.

German-based Strictly Limited Games has announced its intention to publish a new physical game each month, with the exact print number of every release being disclosed openly, with no reprints likely. Strictly Limited will also offer original art prints and soundtracks, depending on the games.

The company’s opening releases are Tokyo 42 on PlayStation 4 and Umihara Kawase on PS Vita, but the most exciting news is that the company is working with Wonder Boy creator Ryuichi Nishizawa on the physical release of one of his “never before seen” games. 

While confirmation is expected soon, we’d be willing to bet the farm on this being the legendary Aquario of the Clockwork, which, it was confirmed a while back, M2 has the source files for.

We approached Strictly Limit’s co-founder Dennis Mendel to ask if the firm had plans for Switch, and were told:

A few weeks ago we had the invitation to visit Nintendo of Europe’s Headquarter in Frankfurt, Germany. The next day we were officially licensed for Nintendo Switch.

There are several games that we intend to publish for Nintendo Switch, one of them is our yet to be revealed “mystery project” by the creator of Wonder Boy.

We also have plans to work with Toshinobu Kondo from Studio Saizensen on something related to Umihara Kawase (a series which started on Nintendo Super Famicom in 1994).

It seems that Strictly Limited has big plans for Switch, and if the “mystery game” does indeed turn out to be Aquario, then it will make a lot of Nishizawa fans very happy. What do you think the game will be? Let us know with a comment.

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The Adventure Pals Will Bring a Zany Adventure to Switch in Spring 2018

Plenty of publishers are recognising the merits of bringing download games to the Switch eShop, with a number of studios enjoying plenty of success on the store. Armor Games Studios is getting in on the act, confirming that it’s bringing the Massive Monsters-developed title The Adventure Pals to the Switch in Spring 2018 alongside PC / Mac, PS4 and Xbox One releases.

A sidescrolling action game with optional local co-op, it looks rather bonkers – check out a trailer and press release details below.

The Adventure Pals is a side-scrolling action-adventure platformer about friendship and exploration, featuring RPG elements and two-player local drop-in/drop-out co-op. Leap, slash and blast your way through increasingly madcap levels filled with dangerous traps, weird enemies, ridiculous bosses and glorious treasure. Visit friendly towns, unlock fun costumes and fill your scrapbook with secret stickers on a journey with a bizarre but lovable cast and colorfully animated storytelling.

Hop on the back of your giraffe, Sparkles, and discover 105 levels across five whimsical worlds filled with unique quests and characters, including zombie pirate cats, post-apocalyptic dinosaurs and hot dogs that poop explosive mines. Help a whale regain confidence, take a side in the battle between toast and dinosaur, travel to a legendary sunken city, decide the fate of a pirate election and more, all while leveling up to gain new and more powerful abilities!

Is this going on your wishlist for next year?

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Nintendo of America Adds Nindie Game Rewards ‘Volume 2’ to My Nintendo

One of the nicer developments in recent times on My Nintendo has been the addition of full ‘Nindie’ games that can be picked up in exchange for Gold Points. Yes, they’re all Wii U and 3DS titles, but it’s a nice way to try something different for free.

The European service added its latest batch of free downloads last week, and now Nintendo of America has stepped in with four new eShop downloads to choose from. We had a sense of deja-vu looking at the list, and that’s because it’s very similar to previous European updates – check out the details below.

Those are all rather good games, so if any of them passed you by when they originally released they’re all worth consideration.

Will any of you in North America be picking up these My Nintendo rewards?

Thanks to all that sent this in.

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Get games with Gold Points, just in time for the holidays!

Get games with Gold Points, just in time for the holidays!

This holiday season, My Nintendo users can now redeem Gold Points for some of the hottest indie games on Nintendo platforms. For a limited time, you can redeem points to download select Nintendo 3DS and Wii U titles from our talented independent developers. Users will receive a download code that is redeemed in Nintendo eShop. Get it with Gold Points!

Toki Tori 3D (Nintendo 3DS) 20 Gold Points
The gameplay in Toki Tori is a blend of two genres. While it looks like a platform game, it’s a puzzle game at heart. To progress through the game, players will have to look and plan ahead carefully while using items such as the Telewarp, Freeze-o-Matic and InstantRock™. Additional tools are gradually introduced as the player progresses through the game’s 80+ levels covering five worlds.

Retro City Rampage: DX (Nintendo 3DS) 80 Gold Points
Rampage the open-world, steal cars and run missions — all while jumping on civilians for coins and outrunning the law with power-ups! This send-up to ’80s and ’90s video games and pop-culture includes both a full Story Mode of open-world adventure as well as an Arcade Mode for quick pick-up-and-play action. If that’s not enough, it also packs an interactive city full of shops, minigames, customizations, collectibles, special guest stars, and more.

Tengami (Wii U) 80 Gold Points
Tengami is an atmospheric adventure game set inside a Japanese pop-up book. Fold and slide the beautifully crafted paper world to solve puzzles and discover secrets. Discover the wonders of a folding world — go on a serene journey through Japan of ancient fairy tales brought to life through striking visuals, gameplay and haunting music. Experience dark forests, abandoned shrines and tranquil mountain waterfalls as you seek to uncover the secret behind the lone dying cherry tree.

XType Plus (Wii U) (Nintendo 3DS) 30 Gold Points
Take the pilot seat of the XType attack ship and defeat an ever growing enemy force in this uncompromising Shoot’em’Up. XType Plus combines classic arcade action with a modern look and feel. The procedurally generated boss battles always provide a new challenge. Each time you defeat a boss, the next one will come back even bigger and meaner. You have to evade hundreds of bullets, lasers and rockets while taking out the enemy part by part.

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Super Mario Cereal from Kellogg’s makes breakfast a playful experience

Super Mario Cereal from Kellogg’s makes breakfast a playful experience

With Super Mario™ Cereal, Nintendo and Kellogg’s® have teamed up to take fans on a breakfast odyssey that will continue long after the cereal box is empty. In addition to collectible Super Mario Odyssey™ box art, each Super Mario Cereal box functions as an amiibo™ accessory, making breakfast a more playful experience.

“This powered-up partnership with Kellogg’s is another exciting way for us to expand the Nintendo brand in unique and creative ways,” said Tom Prata, Nintendo of America’s Senior Vice President of Strategic Initiatives. “We are always looking for new opportunities to bring smiles to people of all ages, and this is a fun way to kick off the day.”

The limited-edition cereal box will begin hitting store shelves across the U.S. as early as Dec. 11. Those playing the Super Mario Odyssey game can tap the cereal box on the Nintendo Switch™ system, like you would an amiibo, to receive gold coins or a heart in the game. Even the cereal itself has a Super Mario twist, with colorful power-up marshmallows and a blast of mixed berry flavor in every box.

“We are thrilled to pack so much fun into one box of cereal,” said Brad Schwan, Senior Director of Morning Foods Marketing. “The package adds value and excitement for fans, with marshmallow shapes in the cereal inspired by Super Mario power-ups to tie the theme together.”

For more information about Kellogg’s, visit https://www.kelloggs.com.

Remember that Nintendo Switch features parental controls that let adults manage the content their children can access. For more information about other features, visit http://www.nintendo.com/switch/.

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Traverse USA Is Your First Irem ACA Release On Switch

HAMSTER has been rather busy with Arcade Archives titles on the Switch, with a lot of Neo Geo releases and a planned roll-out of Nintendo arcade classics. Now Irem’s debut title as part of the Arcade Archives line-up is on the way with Tate functionality (hold the Switch vertically); Traverse USA will be joining up with World Heroes this week on the Switch eShop.

Irem’s 1983 title (aka Zippy Race in Japan) is both a motorcycle overhead racing and sprite scaling hybrid game affair. In good OutRun fashion your quest is to race across the old U.S of A. from Los Angeles to New York. However, things are far from being a leisurely trek across the country, since every single other racer seems hellbent on trashing you and your bike. Any sane rider would slow down, but since you’re fighting your declining fuel gauge the game offers a very nice balance between risk/reward. You can even take a chance to try and grab some extra points, do slick maneuvers and even get some fuel cans along the way if you opt to race along the more dangerous bits of the track.

A challenging and fairly colourful game by 1983 standards, and a curious insight onto Irem’s early days. Will you pick this up tomorrow? Were you already born in 1983? And how long until R-Type shows up?

Keep a lookout for more Irem-related news in the Nintendo Life retro coverage, because we here know that there is no better school than old school.

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Review: Spellspire (Switch eShop)

Put down those pens; when it comes to traversing dangerous towers it’s the wand that’s mightier than the sword. Blending together Scrabble and sorcery, Spellspire is the latest title from prolific indie developer 10tons. Light on story and setup, it relies on its central concept to hook the player in for shorter play sessions that are ideal for a handheld. But is there enough magic here to make it last in the long run? 

Whether you fancy yourself as a wordsmith or a wizard, there’s a tower full of monsters to conquer across 100 different floors. Our brave hero totters from left to right, pausing in front of enemies to attack before moving on to the next. You never assume direct control of the little guy, rather you get an overall view of the floor and a bundle of ten random letters to the bottom right of the screen. Your job is to select any of the available letters and form them into a word that’s comprised of at least three, which is then cast as your attack. Enemies will only offer a brief window of opportunity before they retaliate, so you’ll need to think on your feet and throw out as many words as possible within that time. 

By defeating any monsters in your way you’ll eventually make it through to the end of the floor, earning a chance to rest your weary brain before jumping into the next. In between levels you’re also able to visit the shop, where gold pieces you earn from fallen enemies can be spent on upgrading your equipment or buying entirely new gear with different stats and abilities. There are stats determining your health, your attack rating, and even status ailments you can inflict by using certain wands. Enemies will also randomly drop usable items – such as health potions – but for the most part there isn’t too much in the way of decision making before simply continuing on. Just equip your strongest gear and hope the letters land in your favour. 

Similarly, there isn’t really any thematic rhyme or reason to what you’re doing or why – other than the fact that goblins and skeletons are just evil by default – so your journey to the top of the tower is fueled only by the simplistic gameplay itself. While things start off relatively easy, it quickly becomes apparent that replaying older levels is downright inevitable in order to grind for coins, as later gear becomes all the more necessary and all the more expensive. Thankfully this repetition is alleviated by extra challenges to complete, and the fact that your selection of letters is totally randomised every time you enter a floor.

Difficulty is also somewhat anchored around which random letters you receive. Things get pretty tricky, and while initially confident, later levels left us wondering if we could ever spell at all. Having a nice mix of vowels and consonants makes for a varied selection of words, but it’s also possible to be stuck with three ‘O’s or too few vowels to work with. This can be a bit frustrating, especially against boss enemies which can easily kill you in one hit, so we’re happy to report that you can use some not-so-nice words and they’ll be recognised in-game. If you’ve ever wanted to shout abuse at a persistent enemy and have it do some actual damage, now’s your chance. 

All of this in practice makes for a bit of a grind, but there’s a breezy interface that cuts down on loading and trims most of the fat. It’s easy to revert back to word stems to jump around more complicated combinations. ‘Door’ for example can quckly be recalled and expanded into ‘Doorway’ if the letters fit, and the ever-adaptable letter ‘S’ comes in handy to squeeze a few more uses out of words with plurals. You’ll need to pull tricks like this in order to survive, and opting to use the game’s touchscreen controls while in portable mode can speed up your word-wrangling in a pinch. Traditional controls also work fine, though you’ll need lightning reflexes to cope. At the end of a stage the game automatically tells you the longest word possible from the available letters, which is an exercise in learning dumb words you never knew existed. Like Jentacular. 

Spellspire definitely works better in shorter bursts, given that each floor only lasts a couple of minutes, and you’ll likely be replaying previous levels to gather coins. There are hours of content here but it’s basically the same routine on a loop, with different enemy types and new gear to break the monotony. Clearing all 100 floors unlocks an additional mode to test your skills further, but learning to adapt and work with the 10 letters you’re dealt is as far as the gameplay really goes. If you like word puzzles then this is great, and the fantasy setting lends a nice overlay to proceedings at the very least. The game runs smoothly, and the music sounds straight out of a spooky cartoon castle, which is perfect. If you definitely don’t like word puzzles then this will likely fall short for you.

Conclusion

Spellspire is simple, unique, and will make you feel like your English skills are on par with a 10-year old. The fun blend of word puzzle and fantasy adventure is enough to flesh out hours of content, and the snappy interface makes it easy to jump in for a few floors of spellbinding action. Longer play sessions wear a bit thin due to the need to grind, and the inconsistent difficulty makes progression feel less satisfying than it really should. It’s not out to impress with its story or visuals, but if you want something quick and easy to play in handheld mode then it’s a pretty solid choice. At its current price we’d only really recommend it to players who enjoy word games in general, and maybe keep a dictionary close to hand…

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Feature: Figment – A Switch eShop Game With Imagination and a Mind Of Its Own

In this era of accessibility for development studios of all sizes, games are more varied than ever. If you divert your gaze away from retail outlets and towards download stores you’re met with a dizzying array of experiences. We may still be in the first year of the Switch eShop, but it’s contributing a lot to that modern trend, with a number of talented developers making their mark on the system.

One game announcement that caught our eye was for Figment by Bedtime Digital Games – it pitches itself as a musical action-adventure, and having played the first hour on PC we can see where it’s coming from. After a surprisingly serious opening we’re transported into a character’s mind, or at least that seems to be the case. It’s a scattering of different areas of the brain, with architecture to reflect passions, fears and experiences. It’s bright, colourful and on occasions rather odd, and its soundtrack is certainly a key component in driving the momentum through puzzles and occasional battles.

Then, at key moments, it bursts into actual song; the few we’ve come across to date are peculiar and absurd, in a good way, very much reflected in the trailer below. Gameplay, meanwhile, is pretty linear and simple in the early stages, but the presentation and audio has kept us engaged.

It’s an experience designed with care and positioned to make you think as well as progress, with smart little gags and interesting layouts. It’s the sort of game, frankly, that can only be a download title – a project that belongs in the independent space, with a concept and look that is sure to tempt those browsing virtual stores.

It’s a fascinating game, which is unsurprising as it’s from the same developer as Wii U eShop release Back to Bed. Eager to learn more about it we had the opportunity to learn more from creative director Jonas Byrresen, as we discussed the ideas behind the game and its transition to the Nintendo Switch.

Can we start off with the initial concept of the game (with music driving the narrative), how did that come together and what inspired the idea?

The first inspirations and ideas for the game came due to the reception to our previous game, Back to Bed. That also had a dreamlike world that was very surreal, but that game was a straight-up puzzle game with more divided levels. The reception was very positive, and people were constantly asking “is there more story to tell, can we go and explore this world more”.

So, on a flight back from the US myself and my colleague Klaus started talking about whether we could take the idea of diving into the mind further, to the next step. We decided to go deeper; instead of going into a dream we went into the subconscious mind, to create a world where the player would restore something and it’d be more of an adventure game.

In the start that was the focus, we always wanted it to have a unique audio side, too. But in the start the focus was very much on the visuals and the story. Then, some time in pre-production we had the chance to have an experienced audio designer – Nils – join the team, and he was also experienced in game design. Luckily for us he is also an Indie ‘underground’ rock musician – the best way to describe him is the Mad Hatter of music! He just started doing some weird stuff and asked to take some days to experiment with some ideas, and then he came back with a pitch of music for one of the first bosses in the game. We fell in love with the idea of having these big enemies that each represent a major fear and communicate through music.

It took us back to old cartoons, in which a good villain had to have a good song. It helps set the tone, and the tone in different areas of the game is so important – the experience of getting sucked into these surreal landscapes and so on.

It was a kind of luck, and also taking a chance with what was there, to go all in on the musical part. But that’s game development; you never know from the start what you’ll end up with. Sometimes ideas change, you fall in love with a certain concept.

It’s interesting that the project started without that musical focus. The visuals are also distinctive – what sort of artistic inspirations influence that design?

Definitely. We certainly kept some ideas and inspirations from our earlier games, with multiple classic surreal artists. We also started looking wider – a lot of people noticed some Miyazaki in the art style. We see it as a mix between classic children’s books but also classic surreal art, and then a smidge of Eastern influences.

At a convention someone said it was almost like if Miyazaki did Adventure Time, that was their take on it!

With games like Figment having such a distinct and artistic approach, do you feel that’s one of the strengths of modern download indie studios like yours, where you can make a business out of games that – 20 years ago – likely never would have arrived?

The games industry has become more mature, in that a quintessential ‘Indie gamer’ has now seen a lot more. Plenty have lived through the generic ‘brown’ years of gaming where everything was explosions and variations of dull colours. Now some gamers really want to see and hear something new, and it’s something that we definitely encounter at conventions and when we go around the world. More experienced gamers want something that sticks out.

It’s really needed, I think – it’s a combination for us in that it’s interesting, and we don’t want to do something that’s a cookie-cutter setting, but rather something different. At the same time you need to stand out in the market.

From the perspective of producing games, more tools are available that allow you to actually experiment.

In terms of Figment’s gameplay, can you talk about its overall approach and what you have tried to achieve in that area?

We didn’t want to go completely away from the puzzles, so they’re still in the game. We did focus more on exploration and understanding the world you’re in – when you come to a new area there’s always a new object or mechanic that you have to understand. It’s a mix of action, puzzles and exploration; sometimes you have to understand a certain puzzle or mechanic to succeed in the action parts, too. The styles work together – so after a tricky puzzle it’s good to unwind with some action afterwards, and vice-versa you can relax with a puzzle if you’ve had a tough battle.

It is very much a quintessential adventure game, as you’re constantly looking for fear creatures / nightmares that you hunt down, but they’re not forthcoming in standing their ground and battling you. You have to corner them, and there are long chase sequences where you try to get around obstacles to keep up with them, and they have minions in wait.

I’d still call it more of a puzzle game than an action game, but it is a good mix. It very much rewards exploration, too, not just for story but also to make progress; so you might need an object to make something else work, and you need to try going in another direction to learn something new. There are also small stories hidden behind many doors in the game.

Was it quite a challenge combining that gameplay design with the narrative approach and soundtrack?

There were definitely challenges. Mixing action and puzzles can be hard – the enemies need to have a clear mechanic for you to identify and counter. It’s not just run up and beat everything, and the big boss events are more of a puzzle as you figure out how to get close to them and stop their actions.

There’s always a hidden rhythm in the music, it’s very layered. We’d try to use that as cues for mechanics and certain things, so you need to try and get into that rhythm and pattern. Combining that from a gameplay perspective was a challenge – if the game was too hard we also had to consider whether to change the rhythm of the music, so linking up music and more action-heavy events was tricky. It’s hard to decide what comes first, sometimes.

It was an interesting journey and new, but I think we got away with it pretty well.

How’s the reception been to the game on PC so far?

From the perspective of all of the players and reviewers we’re really happy. People seem to really enjoy it and spend time with the game. It was very important to me that the game had a certain length so that player’s stay in the world for a certain time, and we seem to have achieved that. I’ve heard from a lot of people that have been looking forward to a good time, like a Sunday afternoon, where they can just sit down and get absorbed into the game.

Do you feel it is the sort of game that demands a player’s attention, as opposed to the sort of title you’d just dip into for short sessions?

It’s designed to be enjoyed both ways. You can leave the game and come back to it – we designed it so you never feel you’re caught in a stressful situation and can’t leave the game. But I would say playing it for a certain time is good to get absorbed into it, and also so you don’t come out of the experience. It’s very much a multi-layered story – you can enjoy it as the hero just going after the bad guys, but if you read between the lines and connect the dots of what’s being said and what you experience, that’s actually a deep story about how the human psyche deals with different objects. How experience shapes us, the nature of fear. You need to read between the lines of what the character says and their encounters in the game.

I’d say it’s worth sitting down and taking the time to get absorbed into the world.

In terms of the Switch version, at what point did you decide to work on bringing the game to the system?

Our company philosophy is to make games that go on multiple platforms, from the start. When Nintendo was just talking about the Switch as a new concept we didn’t really know what it was, so we were on the fence. But once we actually tried the Switch it was different – as I see it, it’s not just another console, it’s something new. We were completely in love with it.

I can sit on the couch and enjoy the game, but the small screen gives you another experience that works well with our aesthetic. That’s something we learnt from our previous game, that the hand-drawn style looks good on a small screen because it’s almost like you’re holding a picture frame and playing inside a piece of art. Every time I walk by the guys working on the Switch version I’m always hoping to catch a glance to see if the game is running on it. Because it feels so right on the Switch, so for us it was a case of “we need to get on this” as soon as we saw and tried the system.

We also feel the game world fits the platform, that’s a gut feeling we have.

There seems to be a big appetite among Switch owners for intriguing download games on the eShop. The aesthetic of Figment certainly seems to suit the Nintendo platform and audience.

When we first mentioned with Figment that we were thinking about the Switch, I remember a thread on Reddit that was full of enthusiasm – this was the kind of thing they wanted.

You mentioned the picture frame feel of playing on the handheld. Do you think this is a game particularly well suited to portable play with a good pair of headphones plugged in?

Definitely. Especially if you plug in headphones and immerse yourself into the game world. We’ve seen times at conventions where that applies – we always use headphones for our demos because the sound is unique and players can really get into it. Sometimes people at PAX etc vanish into the game and don’t react to anything around them, and then they realise that they’ve sat there for half an hour and are late for an appointment. They’d just get so immersed.

I think if you put on the headphones with the portable you’ll go to a totally different world.

How is the Switch development progressing? What’s the team’s experience been like with the hardware?

So far it’s not been a challenge in terms of the system’s speed or power. With a game like Figment it’s more about aesthetics rather than fidelity, it’s not about the amount of polygons to make something unique and gorgeous. It’s the artistic side of it.

I won’t say there isn’t any challenges, because there always is going onto a new platform, but it’s mostly with things like different ways that shaders are set up. Different ways to handle things like saving the game, reloading and so on, which are sometimes a bit more technical on the Switch. Last time I talked with the programmer he said that technically it is running, it just encounters problems that he’s fixing right now. Stuff like that does take some time, but so far it hasn’t been as frightening as when we did Back to Bed for the Wii U. That was way different in terms of structure, so it’s not the same kind of challenges on Switch.

It’s very positive, I’ve heard from a lot of other developers that it’s not as terrifying to port to the Switch as they thought it would be. There is a power difference compared to other consoles, but I don’t see Indie games like ours having that big a problem with it.

We’ve seen an explosion of releases on the Switch eShop, with plenty of busy weeks. Do you think that momentum will hold up?

Yeah, through the years we’ve built up a network of small developers, and you talk to each other and share experiences. From most of what I’ve heard some have actually had more success on Switch than they have on the other consoles combined. I think it’s definitely there; I also think that there’ll be plenty of Switch systems under Christmas trees around the world, so there’s room there. I don’t see the Switch as the same thing as the other consoles, it’s kind of it’s own thing, so it attracts other gamers as well.

A lot of people in the company, game developers, have a tendency to be big gamers, and a lot of us are PC gamers. So the other two consoles don’t really do anything for us because it’s the same games, and we have powerful PC rigs anyway. But a lot of us want or already have a Switch because it’s a different experience and way more interesting to us. It’s a whole new market, and I have a good feeling about it.

Absolutely, everyone in my family has one, including my parents. A factor seems to be the combination of the tablet form with other capabilities and ideas, it seems to draw in a lot of people. That bodes well for the eShop too, as there’ll be Switch owners who perhaps aren’t typical console / PC gamers.

Also there’s the societal change towards it being ok to buy digital, which we see more year on year, with more people buying downloads than hard copies of games. When they come onto a new platform they expect to have a download marketplace, so there are good opportunities there.

In terms of Figment’s upcoming Switch version, can you confirm whether it uses any unique features like HD Rumble? Also, the soundtrack is available standalone or in a deluxe version on Steam, has that been explored at all for the eShop release?

We’ll definitely look into it, and if there’s a way to get the soundtrack onto the Switch eShop as well that’d be awesome. I’m not the one that really deals with that, and we’ll certainly look at things like HD Rumble. I think for now it’s just a question of getting it to run smoothly, but we definitely want to use that stuff.

To wrap up, do you have any final thoughts about the journey of Figment as a project, and it’s route onto the Switch eShop?

One thing that I think people should take to heart, especially with the game coming to Switch as a console version, is that this is also a game that you can play together with other people. It’s got layered storytelling, so we know that it’s something that parents can play with their children, for example, because parents can help kids understand the deeper layers.

We aim for it to be kind of like a Pixar movie – as a parent you’re also entertained while sharing it with your kid. I also know friends who have played it with their better half, to help with puzzles and share the story, interpret it. With parts of it there’s no definitive answer to what it means, so it’s ok to interpret some things their own way; that’s cool, and it can be an interesting experience to share with another person.

It’s been a fun experience since release, with a lot of people saying it’s a strange mix – music and light-hearted humour with a serious topic like the subconscious and coping with fear. But I think that it’s just a very Scandinavian and Danish way of dealing with it – be honest about these topics, they’re relevant to a lot of people and it’s ok to discuss them in a very open way.

We see a lot of games nowadays tackling complex issues, it seems to be a positive step forward.

For me as a creative director games are the new media; it’s what movies were years ago. Movies would tackle serious subjects in different ways and there can be hidden meanings; games can be the same thing. It can be a serious topic while still being entertaining; we just do it in a way where we can combine gameplay, visuals and music. So in a way it’s a new media, and we need to have interesting themes and discussions.

The goal is to have game design and story work together, where neither is overshadowing the other. I think that’s what you need in games as a medium. Because we also see story-driven games that have no game mechanics; they might have a good theme, but sometimes I’m left feeling that I could have seen it as a short movie and had the same experience. So to get it right is to try and have a lot of things combined to help each other.

With Switch and Figment it represents a project with a lot of time, stress, blood, sweat and tears – I’m just really looking forward to getting it out there.


We’d like to thank Jonas Byrresen for his time, and Lewis Denby for his assistance.

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Random: You’ve Seen The NES Classic, Now Check Out The CoolBaby HDMI HD Video Game

While Nintendo’s U-turn on discontinuing the NES Classic Edition means that the thousands of people who missed out last year will now get a better chance of owning one, for a time it seemed like the Japanese company really was going to walk away from a profitable revenue stream. In that void came the clones; cheap knock-off replicas of the micro-console produced in the hope of catching out buyers desperate to get their hands on this slice of 8-bit history.

It’s hard not to see the fascination of this sector of the gaming industry; granted, it’s little more than shameless (and legally questionable) profiteering but “fake” systems are nonetheless interesting. During the Famicom and NES era there were countless clone consoles which supported Nintendo cartridges, and throughout the decades these have been hilariously clad in different shells to make them appealing to a new generation of unsuspecting parents (a PlayStation that runs NES carts, anyone?)

So, put aside your prejudices and preconceptions for a moment and join us as we dive into the often worrying world of the CoolBaby HDMI HD Video Game, a totally shameless replication of the NES Classic Mini. From the box design to the actual console itself, it’s a blatant attempt to capitalise on the success of Nintendo’s resurrected 8-bitter, but the difference here is that it comes pre-loaded with 500 games, as opposed to the 30 which ship on the real thing.

The console itself is a close match to the real deal, although it boasts old-school 9-pin controller ports (fitted upside down, charmingly) instead of Nintendo’s proprietary controller interface. Two pads are included, and they’re surprisingly robust – the only real giveaway that something is amiss is the fact that they have four buttons instead of the traditional two.

The image quality is quite fuzzy, despite the use of HDMI; it’s nowhere near as sharp as the NES Classic and looks more like a composite signal. The 500 games are, somewhat predictably given the origin of the console, composed mostly of unofficial ROM hacks of varying quality. Alongside legit originals such as Mega Man 3, Adventure Island 2 and Gradius we have Teletubbies (which turns out to be Mario Bros) and Hot Mario, which simply takes the main sprite from Super Mario Bros. 3 and places it in Data East’s Joe & Mac. Elsewhere we have such NES “classics” as Harry Potter, Lattice Winner and Utmost Warfare. Rifling through the amusing is actually more enjoyable than you might suspect, especially when you unearth something that offers a fair degree of playability.

The end result is a library of titles that holds a few pleasant surprises as well as some solid-gold classics. There are enough authentic releases included for you to extract some enjoyment, even if wading through the weaker offerings does get a little tiresome. Still, any system which offers Super Mario Bros, Donkey Kong, Contra, Teenage Mutant Ninja Turtles, Ninja Gaiden, Bomberman, Galaga, Bubble Bobble, Power Blade, Paperboy and Double Dragon can’t be all bad – putting aside the rather troublesome point that the manufacturer hasn’t obtained the legal right to include such games, of course. As such, the CoolBaby HDMI HD Video Game is a curio rather than a recommended purchase. While it’s tempting to pity any child who ends up with this in their stocking this Christmas instead of a NES Mini, they may well end up having so much fun being a Teletubby in Wrecking Crew that they won’t even notice. It’s the stuff festive gaming memories are made of.

Thanks to Tom’s Retro Shack for supplying the CoolBaby HDMI HD Video Game console used in this review, and opening our eyes to the wonderfully bonkers world of clone hardware.