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FIFA 18 on Nintendo Switch Accounts for a Tiny Percentage of UK Launch Sales

FIFA 18 has been a notable release on Nintendo hardware in the past week, a first for a number of years. Plenty of focus has been on assessing whether the Switch audience will back the game and, as a result, encourage EA to continue support. Based on initial UK launch results we’ll need to get used to the Switch iteration continuing as secondary to its ‘main’ releases, however – at least if EA follows the money with its investment.

The football title took number one in the UK, of course, but it’s the breakdown of sales that are most startling. 97% of sales units for the release were shared between Xbox One and PS4, leaving just 3% left over for Switch and ‘Legacy’ releases on Xbox 360 / PS3. In fact, in the single format results we can see that the hefty Xbox 360 userbase is still keen on the series; the 360 version finished 5th in the single-format chart with Switch in 7th place. 7th in the single-format results isn’t necessarily terrible for the Switch version, but it is very modest by FIFA standards.

Moving on to other Switch titles, a host of familiar names are still shifting units and appearing in the all-format top 40. Mario Kart 8 Deluxe climbed a place to grab 10th, while Pokkén Tournament DX drops nine places to 14th in its second week. The Legend of Zelda: Breath of the Wild finished the week in 17th, while some GAME hardware bundles may have helped Rayman Legends: Definitive Edition move up to 18th.

Moving outside the top 20 we have Mario + Rabbids Kingdom Battle in 23rd, Splatoon 2 in 32nd and 1-2-Switch in 37th; throw in a decent contribution of the Switch version of LEGO Worlds in that title’s overall top 10 placing and it was a decent week for games on Nintendo’s latest system.

It’s unsurprisingly quieter on the 3DS front, with Metroid: Samus Returns dropping out of the top 40 entirely. The only representatives for the portable are Pokemon Gold and Silver in 33rd (Silver) and 38th (Gold).

Let us know if you were among those to pick up FIFA on Switch; it’ll be interesting to see how it performs in other territories, too.

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Random: Odd FIFA 18 Glitch Leaves Players With No Face on Nintendo Switch

FIFA 18 launched on Switch last week, and plenty of eyes will be on the performance of the ‘custom’ version on Nintendo’s portable powerhouse. We liked it in our review, with yer man Scullion awarding it 8/10.

However it appears that the game has a rather quirky glitch on some occasions, as you will see in the video above (via Snorth93) and shared around on social media. It causes players to have no face, which is mildly disturbing to say the least; poor old Huddersfield Town, they deserve better than this.

Hopefully this’ll get patched soon and won’t fully detract from what is a solid debut for the series on Switch. Let us know if you have experienced this unnerving bug with a comment below.

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Review: BUTCHER (Switch eShop)

The news that DOOM is on its way to the Switch will have no doubt excited many Nintendo players who never had the chance to play the game when it was initially released last year. We still have some time to kill until it arrives, however, and luckily Crunching Koalas has brought the “DOOM-inspired” game BUTCHER to the console whilst we wait. Can it fend off our cravings for id Software’s mega-hit for now, though? Well, the instant inclusion of a chainsaw is a pretty good start!

BUTCHER is a fast-paced, 2D shooter which asks you to travel through hellish lairs full of enemies that seem intent on brutally murdering you in the face; the general rule here is “if it moves – shoot it”. There are a variety of weapons that you collect as you progress through the game – the aforementioned chainsaw, a shotgun, an assault rifle, a flamethrower, and so on – all of which will come in handy for different enemies or individual play-styles. As you travel around the levels you’ll also find things such as health and ammo – constantly keeping an eye on your current state for both of these is essential.

Things can get pretty intense very quickly; the enemies just keep on coming as you explore each small section and there are moments where you have to survive an “extermination” round where you get surrounded from all sides. Despite the 2D approach, the game actually manages to physically feel a little like a 3D first-person shooter at times (especially when using the optimum setup of a Pro Controller and the TV). This is thanks to the fact that the right control stick is used for your aiming and can be put in any direction – it feels great too; your aim snaps on to nearby enemies allowing you to really whizz around the screen, jumping or running as you fire your weapons.

Each shot feels incredibly satisfying too – probably in part thanks to some wonderful sound design. Every gun shot is loud and powerful-feeling; it has a real ‘oomph’ to it when you press the trigger. The soundtrack on the whole is rather wonderful too, actually; there are some genuinely creepy sounds of things dying and screeching in the background as if you have been thrown into the fiery depths of Mordor – it’s great. The visuals continue this success too; its pixelated look takes a little getting used to at first, but soon it really starts to feel natural and everything clicks into place.

Each of the game’s five areas (six if you include the devilish final boss) looks completely different too. They each have their own theme – a volcano, a jungle, and a city for example – and these differences affect how the levels are put together. The jungle levels make use of verticality (deep bodies of water and highly stacked ledges are often found here), whereas other areas might trap you into really narrow, horizontal areas. The gameplay itself doesn’t change that much, however; the goal is always to simply ‘not die’ and activate switches when necessary until you reach the exit.

That is probably BUTCHER’s only downfall – there is a lot of repetition. There are things in place to combat this such as the different area themes and the steady introduction of new weapons and enemies (mechanical spiders with rotating saws, anyone?), but essentially every level is a case of move, shoot, press switch, move, shoot, etc. Another thing that may be seen as a negative by some is the level of difficulty, although other players will no doubt love this aspect. The game isn’t ashamed to admit just how hard it is; when loading for the first time it instantly tells you that “the easiest mode is ‘HARD’!”, which, whilst not completely true, does set the scene rather accurately.

The easiest mode that you can choose is in fact “Casual”. Here, the challenge is almost entirely taken away; the enemies take much longer to fire at you, items you pick up give you double the amount of goodies that they usually would, and you’ll often find yourself just running carelessly through areas with no concern whatsoever. This really isn’t the case on the game’s ‘Hard’ (or even harder) difficulties, though. Things can get incredibly brutal on these modes but, thankfully, it is never unfair – you can study the enemies’ locations and patterns of movement to try and figure out better ways of tackling situations when you restart a level. By no means does this mean you’ll ever find yourself thinking “hey, this is easy!”, but it does mean that dying over and over again does actually feel worth it.

Conclusion

To answer our initial question, then: yes, BUTCHER is a great game to play if you have that DOOM itch, as well as being a great game in its own right. It feels fantastic to play; your movement and shooting feel wonderfully responsive and every trigger press is immensely satisfying. It could have been better with more content, and Handheld mode doesn’t feel quite as impressive as TV mode, but for the price you can’t really go wrong with what is an enjoyable game that does ultimately do a lot of things right. Maybe one for those who like their games on the more challenging side – give it a chance if you’re brave enough!

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Deals: The Best Nintendo Switch Micro SD Cards

If you’re the proud owner of a Nintendo Switch then chances are you’ve already realised that the 32GB the system comes with is woefully inadequate if you’re planning on downloading loads of lovely games from the eShop.

Thankfully it is easy to boost the storage by using Micro SD cards for Nintendo Switch. While the Nintendo Switch technically supports Micro SD cards as big as 2TB, these don’t exist yet and would be far too expensive for the average consumer even if they did. Realistically at the moment you’ll want to buy a 400GB card at the top end, and maybe consider a lower-capacity option if you don’t want to hurt your bank balance too much.

With that in mind here are the best Nintendo Switch Micro SD cards on the market right now. We’ve tried to include an option to suit all budgets, because we’re nice like that.

Please note that some of the links below are affiliate links. If you click them and make a purchase we may receive a small percentage of the sale which helps support the site. Please read our FTC Disclosure for more information.

SanDisk Ultra 400GB microSDXC Memory Card

SanDisk have finally released a Micro SD card with a capacity of 400GB. This is a fantastic option for Switch owners who plan to download a lot of retail games, of course it comes with a high price tag at the moment.

Samsung 256GB EVO+ Micro SD

Let’s get one of the most expensive cards out of the way first. The Samsung 256GB EVO+ isn’t cheap, but it’s reasonable when compared to the prices of other quality brands. If you’re after a long term investment for your Nintendo Switch which you won’t have to swap out after a year or two then this is a good place to start.

SanDisk Ultra 200GB Micro SD

Did you even know that 200GB capacity Micro SD cards were a thing? Realistically this card is probably your best option – it’ll give your Nintendo Switch a more than adequate boost storage, while not breaking the bank at the same time. SanDisk is one of the most reputable brands in the memory card business, so you can’t go wrong here.

Lexar High-Performance 128GB Micro SD

If you’re not planning to download many retail games then a 128GB Micro SD card will do just fine. These offer a great balance between cost and capacity. Heck, it might even be worth buying two 128GB cards and just swapping them over when needed. The UK version of this product also comes bundled with a nice looking Micro SD card USB reader which we’re sure will come in handy.

SanDisk Ultra 128GB Micro SD

We’ve thrown in another 128GB micro SD into our guide as we think they are probably the best bang for your buck and the SanDisk branded cards are known for their high quality. You won’t go too far wrong here.

Samsung EVO 128GB MicroSDXC

This 128GB option from Samsung should give you enough space for a fair few eShop purchases, and it won’t break the bank, either.

Toshiba Exceria 128GB Micro SD

Toshiba has two excellent value cards on the market at the moment, including this 128GB option which should be enough for most Switch owners.

Samsung EVO Select 64GB Micro SDXC

Here’s an option for those who really don’t plan on downloading too much on to their Nintendo Switch. This will still give a nice boost to the paltry 32GB onboard memory for basic functions like game patches and DLC, and you’ll even still have room left over for some great indie games too. This could be a good option for you.

Toshiba Exceria 64GB Micro SD

This is Toshiba’s other offering. 64GB isn’t much additional storage but these cards are quite cheap, making them ideal for those of you who plan to buy retail games mainly and don’t want to spend too much money on expanding your Switch storage.

Whichever Micro SD card you pick, you’re going to be increasing the potential of your beloved Nintendo Switch. If you plan on taking your Switch out with you on your travels, having a large capacity will be a great idea as you won’t need to carry loads of pesky carts around with you.

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Digital Foundry Does a Deep Dive on the Super NES Classic / SNES Mini Emulation

Plenty of us will have been playing the SNES this weekend; well, a very small SNES. The Super NES Classic / SNES Mini arrived on 29th September, and we think it’s pretty darn good. It’s an interesting bit of kit from a software perspective, too, as Nintendo finally emulates Super FX to bring us some games that never made it to the conventional Virtual Console platforms.

When you dive deep into the emulation, though, how good is it? Digital Foundry goes all in with a 30 minute look at the technology, individual games and potential alternatives. If you’re into the small but important details of retro emulation, it’s well worth a watch.

Anyway, time to play more Star Fox 2

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Feature: Learn More About Indie Pogo, a Quirky Brawler Featuring Iconic Nindies

Indie Pogo, from developer Lowe Bros. Studios, is not only a love letter to Nintendo fighting institution Super Smash Bros. and similar brawlers, but is also an ultimate indie game collaboration; it features characters from many popular indie (and ‘Nindie’) games. The Kickstarter for the project is well under way, though sadly its Switch stretch goal is still some way off; at present the GameMaker engine isn’t supported on Switch, which means it’d need to be ported to a new engine unless that scenario changes.

As Indie Pogo features so many characters and IPs familiar to eShop gamers, however, we just had to know more. We took the chance to talk to the masterminds behind such a bonkers yet gloriously ambitious project. 

First of all, congratulations on the reaction to your kickstarter project, Indie Pogo.

Oh, hey there! Yeah It’s been incredible. It definitely justifies the last 3 years of development!

How has the development process been so far?

Honestly, it’s been somewhat of a struggle. Not the development on the game itself, but situations in my life that have happened as a result of me deciding to go indie. You sacrifice a ton of stuff in order to make these happen, independent of a publisher, such as a stable career and many of life’s finer things. That said, I wouldn’t do anything differently if I were given the chance. No regrets.

What attracted you to develop a game with such a wide variety of characters?

I’ve always been somewhat of a collector/completionist. When we decided early on to make it a crossover, it’s in my personality to strive towards having ALL the best cameos. So far, I’m pretty happy with the one’s we’ve got! Funnily enough, it wasn’t always meant to be a cameo crossover. It was meant to be a marketing platform for our own games where we would retroactively add new characters in with each release. That’s why Stardrop is a playable fighter.

We can see there may be a few aesthetic and technical Influences. Was there a particular aspect of the game that was the focus or did everything come together organically?

I was primarily influenced by 4 games: Slambots (iOS) was the first. It’s an autojumping arcade platformer that I played and thought “What if this were multiplayer?!” The humorous tone and retro art style is very much inspired by Legend of the Mystical Ninja (SNES). As we developed the basis for the engine, we kept saying “this feels like it needs more X to make it competitive” which where the obvious Super Smash Bros. inspiration comes into play. And the simple movesets that have communicative functionality stems from my unhealthy obsession with League of Legends!.

I learned a design process in my time at Zynga called “The Onion.” Basically, it means you don’t develop ANYTHING until the base is solid. For us, that was autojumping. That meant we narrowed in on gravity/momentum, landing squish, dust particles, collision, jumping/landing sound effects, etc. And then you build out naturally from there. So we added a second instance of the prototype character and focused on hitstun, visual effects, head-jump, sounds, knockback, facedown state….all before ever looking at attacks, character traits, weight classes and more. You essentially build in layers, and this gives a great result because you’re not building up incomplete systems with the intention to fix things later. In game design, that’s like building a house in quicksand.

Since the announcement of the kickstarter, it’s been incredible to see the reaction from fans and devs offering support and contributing IP. How has it been for you?

It’s honestly been so vindicating. I’ve had movesets planned for some of these newly recruited characters for years. Keep in mind, I’m a HUGE fan of these characters and worlds, otherwise I couldn’t justify including them.

It’s also nice to see that the social connections I’ve carefully built have been paying off. It almost feels like we’re in the center of a big indie network. I think it’s been a good time for many people involved!


Not only has the reaction been (rightly) fantastic, but seeing the roster increase ‘in real time’ on social media is pretty uncharted territory. That must be exciting.

It’s funny you should mention that because I was thinking the exact same thing. I can’t think of another instance where a project has expanded so rapidly in such a public manner. We’re definitely doing things nobody else has done before and it’s easy to forget that in the heat of the moment. We get compared to Super Smash Bros. a lot (and I definitely stoke that fire) and I think there’s a natural tendency to advertise character reveals in a similar way. But we’re doing our own thing, regardless of what Smash or other indie crossovers are doing. I think that’s important in order to maintain our identity.

Also, the sense of community amongst indie developers is unprecedented. How has it been making these new relationships?

It has definitely gotten easier lately. We’re finally able to ride on the momentum we worked hard to build. There have been quite a few times when a studio or developer has given us the hookup with another studio. I try not to ask for that until I’ve proven we can implement their character/world in a way that’s faithful to the original. I think that’s an important thing when building trust: to gain respect, one must respect their counterpart’s work.


With little to no characters initially, how did the look of the game start and develop?

I think that the best word to use here is simple. And that was part of the reason we were able to make a strong foundation. We had to make something unique and polished in order to appeal to some of the more famous studios. I think if we had started out with all the flashy characters and well-known IP’s the game would be very different at it’s foundation. I’ve always said, beyond anything else, I just want to make a good game. And then I want to make a good indie crossover. Because you can have the best graphics or all the famous indies in the world, and nobody will care if the game isn’t fun.

There is of course one game above all others that the game resembles…!

If you’re referring to Super Smash Bros. I obviously see some similarities, but by no means are we a clone. I don’t think it would have done anybody justice to simply clone Smash and call it a day. That would have been easy. We want to be memorable.

Does the team have tournaments?!

We’ve never done any public tournaments, although we usually have a crowd of players who like to stay at our convention booth for hours and compete! Internally, my brother and I testplay everything in detail. That’s how I’m confident we’ve made something fun. He’s my rock in many ways, even though he’s only a part-timer on this project.

One of the stretch goals is to get the game onto Nintendo Switch. Indie Pogo seems perfect fit for the system.

I am heavily influenced by Nintendo games in my art style and game design values.  So I think it’s natural that the game I create as a result would fit there! 

Are you excited about potentially working with Nintendo?

I SINCERELY hope Yoyo Games and Nintendo can allow GameMaker to port to Switch. I’ve owned every Nintendo console since the NES. That would be an absolute dream come true for me.

What games influenced you growing up?

Super Mario RPG: Legend of the Seven Stars (SNES) is still one of the best games I’ve ever played. It has a way of being so much more than the sum of its parts. That and The Legend of Zelda: Majora’s Mask are games I think about often. But I let myself be inspired by many mechanics from many games. It’s hard to pinpoint them all.

Have you got a Switch? If so what are the games you are playing?

Personally, I’ve not been able to afford one, but I’ve played more than enough Breath of the Wild on my brother’s Switch. Once this Kickstarter is done, I may splurge so I can study the market! My brother and I sincerely loved Snipperclips as well. I’d love to see that in Indie Pogo.

What was your interest regarding the rumours and announcements around the NX (Switch)?

Well the only rumor that keeps my interest are the whispers regarding GameMaker porting….And I’m certainly curious to see if Nintendo will port Smash to Switch. I’d be shocked if they didn’t.

Have you had the chance to look at the Switch’s unique features/ have they been experimented with?

I haven’t spent too much time with a Switch. I hear HD Rumble is pretty neat. Nothing jumps out at me as being so revolutionary that my next game would have to be centered around. But I love that it can be portable and a console. There’s definitely some interesting game design possibilities to come from that.

All the best for the Kickstarter campaign.

Thanks! Keep a weathered eye on that pledge! We’re over half way!


You can follow the project’s progress over on its Kickstarter page.

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Deals: Upcoming Nintendo Switch Games And Accessories For October And November

Can you believe it’s October already? It’s a great time to be a Switch owner; we’ve recently seen the release of Mario + Rabbids Kingdom Battle and Pokkén Tournament DX and there’s still lots more to look forward to in the coming months. 

So, what’s on the horizon for Nintendo Switch fans, then? We’ve complied a list of all the good stuff coming out at retail in October and November, so you don’t miss a single thing.

Please note that some of the links below are affiliate links. If you click them and make a purchase we may receive a small percentage of the sale which helps support the site. Please read our FTC Disclosure for more information.

Super Mario Odyssey

27th October cannot come soon enough, with Super Mario Odyssey set to be an epic Mario adventure with the themes of exploration and travel. You’ve got this one pre-ordered already, right?

Fire Emblem Warriors

Another big game in October is Fire Emblem Warriors. This hack-and-slash action game developed by Omega Force, Team Ninja and Intelligent Systems is sure to be a winner.

The Elder Scrolls V: Skyrim

One of the Switch’s earliest confirmed third part titles, The Elder Scrolls V: Skyrim isn’t far away now. Are your ready to give up hours of your life to this RPG classic?

L.A. Noire

This was certainly a shock announcement but we can’t wait to get our hands on this modern classic when it hits Switch this November, complete with motion controls, touch-screen commands and much more besides.

More Awesome Nintendo Switch Games

Other than Super Mario Odyssey and Skyrim there are lots more Switch retail games which might take your fancy in October and beyond.

Nyko Portable Nintendo Switch Docking Kit

While we love the official Switch dock, it’s not the most portable of devices. The Nyko Switch Docking Kit is certainly a solid alternative. At only $49.99 it is reasonably priced, too.

Awesome Accessories For Your Switch

We saw a whole slew of interesting accessories released for the Switch in the past few months, but more are on the way. Here are some tantalising accessories coming up in October and beyond which we found for your consideration.

So that’s it for October and November – did we miss anything? Let us know with a comment and also tell us if you’ve preordered any of these goodies!

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Hardware Review: Pokkén Tournament DX Pro Pad by Hori

Pokkén Tournament DX is one of the more recent retail big-hitters on Switch, and with it Hori has released a new version of its Pokken Tournament Pro Pad, fittingly dubbed the Pokken Tournament DX Pro Pad.

We’re fans of the original, and the same things we liked are still present. The same design that’s based on the arcade controller which is also made by Hori. The pad features a cross-shaped d-pad in a concave section on the left of the controller, which makes it easy to roll your thumb around the pad without it catching or creating unnecessary friction.

The bottom of the controller is lined with the Select/- Start/+, ZL and ZR buttons. There are four large face buttons in a cross shape mirroring the layout Nintendo has been using since the SNES era, and there are two oversized triggers on the back where one’s index finders would naturally come to rest. We would have loved to see a home button added to the controller’s layout, as there’s no way to power on the console using the pad right now.

The controller plugs into the Switch dock via USB; it uses a type A connector, meaning it unfortunately can’t be used in tabletop mode, which is a shame considering Hori also makes a Switch stand that would pair perfectly with this controller. You can remedy the issue with a USB type c to USB type a converter, which we would have loved to see in the box, but ultimately isn’t a dealbreaker. The built-in cable is also plenty long, meaning it should reach from your dock to your couch in most typical setups.

We spent many hours playing around with this controller and it was a joy to use throughout our testing. The pad feels very comfortable and the buttons have just the right amount of travel to them. The shoulder buttons aren’t overly sensitive, so even with your fingers resting on them you aren’t going to find yourself pushing them by mistake.

The build quality of the Pokken Tournament DX Pro Pad is superb. After extended sessions and exposure to domestic life in the form of children and pets, the pad still has its attractive black and grey finish intact, and the glossy backing on the face of the controller shows no signs of wear.

Most impressively, however, the new iteration of the pad works with any Switch game you throw at it, as long as they can be controlled completely with the pad’s limited amount of input as it lacks analogue sticks. We played through Sonic Mania on the pad and actually preferred it to the Switch Pro Controller for this particular application.

In summary, for $24.99 you can’t go too far wrong with Hori’s Pokkén Pad. If you’re a fan of fighting games and especially if you’re a fan of Pokkén, it’s well worth considering, especially with that modest price tag. Its build quality is every bit as good as Nintendo’s own first-party offerings, albeit its functionality is more limited and focused on a particular style of gaming. Yes, we would have loved to have seen the share and home buttons make an appearance, but we can respect the singular focus on making the fighting experience as pure as possible. For every suggestion we have, there are more things we love about this controller.

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Poll: A Retro Quest – Were You Able to Buy a Super NES Classic Edition / SNES Mini?

Well, it’s here – the Super NES Classic Edition / SNES Mini has arrived, bringing with it 21 games including the first official release of Star Fox 2. It’s pretty much exactly what you’d expect – a cute and utterly charming little gadget that does a great job emulating iconic SNES games.

Nintendo, pleasingly, has also stated on multiple occasions that it’s learnt from the stock problems that blighted the NES Mini. It’s claimed that launch stock allocation (in North America, at least) for the SNES Classic is greater than the entire original run of its predecessor. On top of that it’s stated that manufacturing will continue into 2018, and then the NES will make a comeback next summer. It helps that both systems use practically identical hardware, a clever logistical move by the big N.

Of course, companies (including Nintendo) make promises all the time that don’t quite come to bear in reality. Initial pre-ordering in the UK was a bit of a farce due to stock disappearing seemingly minutes after unannounced listings appeared, and even this week a major retailer had issues with its website when buyers rushed to secure a fresh batch of pre-orders. Most that were very determined in the UK seemed to be able to nab a unit based upon our conversations with friends and colleagues, though anyone looking more casually may have been baffled by the absence of available orders outside of those brief, chaotic pre-order windows through the Summer.

In North America it’s been a bit different. Online pre-orders were rare and very brief, with more of a focus on launch day purchases. Plenty jumped into queues early at stores or watched websites closely yesterday (29th September); the question is, was there stock to satisfy the most eager of buyers? The NES Mini’s release was such a mess (in terms of distribution) that many were left disappointed; hopefully it’s been better this time.

Well, we want to know how it’s been for you trying to buy a SNES Mini. Has there been enough stock to reward patience and persistence, or have units been too elusive and small in number? Have you been able to set yourself up for a weekend of 16-bit gaming bliss?

Let us know how your quest for a SNES Mini has gone in the polls and comments below.

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Review: DEEMO (Switch eShop)

Taiwanese developer Rayark may best be known for its music games on mobile platforms, but it was also responsible for one of the best surprises in the Switch’s launch lineup with VOEZ. Brought to the Switch by publisher Flyhigh Works, this colourful title showed how well once-free-to-play rhythm games could work on Nintendo’s handheld wonder, and now Flyhigh Works is back to bring another well-respected Rayark rhythm game to the eShop: DEEMO. Stylish and fun, with a wonderful soundtrack and compelling narrative, Deemo is every bit the hit that VOEZ was — and this Switch port is the best version yet.

Our story begins with a young girl named Alice who falls, Wonderland-like, through a trapdoor in the sky, and down into the castle home of a mysterious pianist named Deemo. With an indistinct face and long, slender limbs, Deemo seems like something out of a hazy dream, and he may well be — everything’s delightfully surreal this side of the rabbit hole, including the large tree stump on which his piano rests. As Deemo plays, the tree suddenly springs to life and begins to grow around the piano, higher and higher, and towards Alice’s entry point in the sky. So the two set to making music, in the hopes of growing her a way to get back home.

It’s a lovely, melancholy tale, and to help them on their way and watch it unfold all you have to do is pick a song and get playing. Deemo opens with only a few tracks to choose from, but as the tree shoots up — encouraged ever upward as you play —you’ll quickly unlock many, many more. Songs are organized into different ‘packs’, and you’ll earn new ones by nudging the tree to certain meter milestones or by clearing specific songs — there are even a few to be found by searching point-and-click-style in Deemo’s ethereal treehouse.

There are over 200 tracks in all, and if music is the heart of a rhythm game, Deemo has a great, big, wonderful heart. The selection is fantastic, and leans heavily on indie composers and producers from Taiwan, Japan, South Korea, and Hong Kong; this isn’t the kind of rhythm game where you’ll know the songs ahead of time, but you’ll absolutely find plenty to fall in love with along the way. 

Deemo’s instrument of choice means there’s a strong focus on piano in the instrumentation, but the genres go well beyond what you might expect. There’s instrumental and vocal J-pop, rock, and dance; cabaret, lounge, and light jazz; classical, Asian folk, and dubstep; bossa nova, ragtime, and club bangers. The variety is wonderful, and aside from a tiny number of exceptions — there’s a bit of generic-sounding electronica — it’s top quality, memorable music.

It’s also a blast to play along to. Deemo’s touchscreen-only rhythm gameplay is simple and straightforward: notes fall from the top of the screen, and when they reach the horizontal line stretched along the bottom, you’ll tap where they hit. There aren’t any predefined ‘lanes’ in Deemo; rather, notes of varying widths trickle down from the top at angles, and you’ll move your fingers to meet them wherever they may fall on the line. Aside from the basic black ‘tap notes’, there are also yellow ‘slide notes’, which come in rhythmically-tight-knit groups; you can either treat these as taps or — as is pretty much essential in faster songs — slide a finger across the line to catch them all in quick succession.

For both types of notes the closer you are to perfect in your timing the better grade (and visual feedback) you’ll get for the hit, from “Charming” (orange) down to “Non-Charming” (green) and a “Miss” (blue). You’ll earn a percentage score at the end for how well you did, with higher scores sending the tree skyward faster.

Each song can be played in Easy, Normal, or Hard difficulties (with individual 1-10 challenge ratings for each song), and the charts themselves are well thought out and fun to learn. The piano basis for most songs means you won’t see many crazy kinetics or screen-hopping acrobatics à la VOEZ — Deemo charts actually mirror real-life piano fingerings quite closely, so if you’ve ever played a keyboard instrument the chord rolls, parallel thirds, and hand-over-hands you practiced will come in handy here — but it does really feel like you’re playing the song, and there are plenty of intricate passages to master.

The difficulty scales well too; easy charts generally pick out the most salient anchor points of a melody to follow, and should be accessible for rhythm newcomers while still providing a sense of accomplishment. Normal charts are tough-but-fun runs with chords and arpeggios, and Hard is a good challenge for rhythm aficionados, with plenty of parallel movement and every syncopation, trill, and grace note intact. The only issue we had was with the Hard mode charts for certain solo piano pieces; the more expressive of these can involve lots of micro-variations in tempo, all of which are reflected in the note patterns, and it seems unreasonable to ask players to essentially sightread the rubato.

No matter the tempo of the piece, however, you can also control the speed at which the notes fall independently of the difficulty, and this makes a huge difference. Speeding up the charts can make otherwise dense patterns easier to read on harder songs, and also means more tolerant timing — if you’re finding things harder than you’d expect, we recommend revving the speed up a few notches.

One of the reasons Deemo is so much fun to play on Switch is that it’s such a great fit for the system, and we mean that literally. Having spent time with the mobile and PlayStation Vita versions as well, the Switch’s touchscreen feels like the best way to play — the screen is perfectly sized to comfortably accommodate two hands side-by-side, letting you put two or three fingers from each one in charge of a different side of the chart. In comparison to the sometimes cramped finger-athletics on other devices, playing Deemo like this on Switch feels effortless and smooth, and more like playing an instrument than plunking away at a screen. Our preferred way to play is with the Switch lying flat on a table, but we also found it comfortable in tablet mode in the lap; button play is planned in a future update, but for now, this in an exclusively undocked experience.

The screen size isn’t the only improvement Deemo’s Switch port can boast over its brethren; this version also has our favourite progression system of the bunch. The mobile and Vita versions are both quite grindy, doling out new songs at a slow enough drip that you’ll find yourself replaying the same tracks several times on different difficulties to make progress on the tree. While replaying songs is certainly part of the fun of rhythm games, it’s less fun to have to flounder your way through Hard Mode charts before you’re ready just to progress, and happily the Switch version drops these free-to-play gatings in favour of a much more generous model. New songs and packs are unlocked faster than you can play through them, and we reached the end credits — though far from the end of the adventure! — without playing a single song twice. This also means you’ll be able to see the story through to the end even if you can’t hack Hard mode, which is a nice improvement over VOEZ. 

Comparison with VOEZ also brings up one of Deemo’s few shortcomings to the forefront, however: the presentation in the music game itself is quite drab. That’s not to say that Deemo’s a dull game; on the contrary, the backdrops to the point-and-click adventure portion are gorgeous, and the key art that accompanies each song in the selection menu is fun and fantastically varied — we loved seeing Deemo and Alice in all different sorts of art styles and adventures. The problem is that once you get into the actual rhythm gameplay, that personality disappears, replaced by a sepia-tone score with the song title written out matter-of-factly in between the staves. There are admittedly some nice touches within that frame — like the second piano part accompanying your own floating out from the rhythm line in small shadowy notes — but when you play more than a few charts in a row, the lack of colour and visual variety becomes readily apparent.

Other than that, however, we don’t have any real complaints with Deemo. While this Switch port lacks the animated cutscenes and extra epilogue of the Vita version, for us, the hundred-odd extra tracks and much-improved progression system here easily eclipse the omissions. Audio quality is excellent, and there are ample options to calibrate input timing and adjust response sound volume — we found turning it off entirely made solo piano pieces much more pleasant. We’d love the ability to mark songs as favourites and sort by difficulty, but that’s a minor nitpick, and the current pack-based arrangement is much better for thematic browsing than a single massive tracklist.