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Warner Bros. Confirms That LEGO Dimensions Is No More

It was only a few days ago that we were talking about the slow demise of LEGO Dimensions and how the game’s expansion packs seemed to be coming to an end much earlier than first planned. Now, thanks to a statement from all parties involved in the creation of the game, this has been confirmed to be the case.

The confirmation came in the form of a tweet from the official LEGO Dimensions account.

As you can see in the statement, support for the game’s online servers, as well as its customer service, will remain intact and packs that have already been released will still be available to purchase. Of course, the continued support of the game’s servers is welcome (and quite frankly to be expected) but it is a huge shame nonetheless that we’ll never see the title’s third year and the expansions it would have presented.

The tweet has already received numerous replies from fans of the series and, pleasingly, the majority of these are thanking the developers for their creation and talking about great memories they have of the game. If you have any thoughts you wish to share, feel free to leave them in the comments below.

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Shin Megami Tensei V is Coming to the Nintendo Switch

The DS and 3DS have benefitted for a number of fantastic titles in the Shin Megami Tensei series, while the Wii U also got the rather quirky Tokyo Mirage Sessions #FE. Now that we’re into a new generation of hardware, however, the good news is that Atlus is continuing to back Nintendo systems with the franchise.

During a livestream to celebrate the series a trailer revealed that Shin Megami Tensei V is coming to the Switch, seemingly – at this stage – as an exclusive. Check it out below.

An upcoming issue of Famitsu is expected to have more details, so that’ll be well worth a look. In the meantime it’s pleasing to see another notable IP on the way to Nintendo’s latest system.

Are you excited about this announcement? Tell us all about it in the comments below.

Hat-tip to tabris95 for the heads up.

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SEGA’s Shun Nakamura ‘Really’ Wants to Make Samba de Amigo for the Switch

Plenty of developers have spoken about seeing the Nintendo Switch – and its integrated Joy-Con controllers – and being inspired with gaming ideas. That seems to have happened to Sonic Team designer and producer Shun Nakamura, which could be good news for Dreamcast fans.

The cult hit on SEGA’s last console – which had a Wii re-release – was Samba de Amigo, a music rhythm game famous for its add-on maraca controllers that you would shake to the beat. On Wii it naturally made use of the Wii Remote, though ideally it would have been played with two of the controllers (rather than with a wired Nunchuk). Asked by Eurogamer whether the series could make a comeback with the Switch, Nakamura-san made clear that he’d love to do it; naturally getting the money-men to approve such a project will need more than enthusiasm, but it’s a good start.

I really, really want to make it! This is coming from someone who had to make physical items you had to buy and plug into your console in order to play Samba de Amigo at home. When the Wii came out, there was only one Wii Remote, and you had to buy another one. You could still do it, but it’s a bit of a hurdle to get over. The first time I saw the Switch, I thought oh my god – this is it! You don’t have to buy another peripheral, you don’t need to buy another controller. I’m really, really interested in that.

Elsewhere in the interview Nakamura-san is positive but a little non-committal on how the success and critical acclaim of Sonic Mania could influence future Sonic Team projects. Acknowledging that it’s 30fps on Switch and 60fps on PS4 / Xbox One, he spoke about Sonic Forces as a project in the works for a number of years, and that development on the Nintendo system’s version was initially tricky due to the hardware being rather surprising.

When we were doing concepts for the game, we really wanted to make it multiplatform. Regardless of what hardware you have, how you’re playing the game – the base idea is for that experience to be the same on the machine. And this was back before anyone knew what the Nintendo Switch would be. Even when we were drawing the lines of having Xbox One, PS4, we were going to have Nintendo’s new hardware – even though we didn’t know anything about it, we got the budget and schedule sorted before we even knew what existed. It was a bit of a panic when we first got the Switch – it was a little bit different to what we were expecting, so it was a case of seeing how we could make that work. There were some challenges – but because we have our own engine, we were able to customise it very quickly in a way that could work for the Switch, and in a way that it could really be the same experience on the Switch without it having to feel or look different.

We’ll see how Sonic Forces turns out very soon. In the meantime we can fantasize about Samba de Amigo on Switch – come on SEGA, make it happen!

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Game Freak Says Its Younger Devs Have Created Pokémon Ultra Sun & Ultra Moon

Game Freak has revealed that Pokémon Ultra Sun and Ultra Moon has been a “growth-based project for younger staff members”, with veteran members of the team tackling the first title for the series on Switch.

The information comes from an interview conducted by Gamespot in which Shigeru Ohmori and Kazumasa Iwao (both Ultra Sun and Ultra Moon directors) discuss the new games and the way in which Game Freak organises its staff. Ohmori-san talks about how Game Freak likes to use certain projects as a way for younger developers to grow in their craft, whilst the more experienced crew are let loose on new projects. By doing this, Game Freak believes that all of their projects “have a positive effect on one another as they go”.

Whilst it would be easy to jump to conclusions and suspect that this approach could cause Pokémon Ultra Sun and Ultra Moon to be a lesser product, Game Freak has assured us that this is not the case. The battle system featured in the new games has been worked on by Shigeki Morimoto (who has been involved in nearly every main series game including Pokémon Red and Blue) and, according to Iwao-san, the company “always have veterans – really experienced people – involved on the quality control side of things”.

Pokémon Ultra Sun and Ultra Moon arrive on November 17th and, if you’re still deciding whether or not to visit Alola for a second time, you can check out our own interview with the directors in which they tell us why we should all play them. In the meantime, what do you think about the studio’s approach to assigning its developers in this way? Feel free to unleash your thoughts in the comments.

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SFANS Provokes the Ire of Indiegogo Backers With Delay and Design Change

Crowdfunding can be a temperamental affair – some campaigns on the likes of Kickstarter and Indiegogo can be impressive success stories, but others turn into somewhat messy and protracted projects.

SFANS is a case and point – as a Switch ‘dock’ adapter it does a solid job and comfortably met its funding target, but then some hardware teardowns showed it was repurposing Chinese technology designed for Samsung phones. That didn’t change the fact it worked and didn’t harm its campaign too much, but it was a talking point nonetheless. In the months since SFANS has been pushing back shipping dates, often citing production and manufacturing issues. The latest update and delay, though, is somewhat extraordinary and has angered a number of backers.

The company has, seemingly without consulting backers that have already long since paid their money, substantially changed the design. Originally a small, flat and portable adapter with a cable, it’s been reformed and turned into an actual dock. The explanation and some images are below.

Nyko released its Switch™ dock half of a month before and we have researched the customer feedback from Amazon. We also have researched many other Switch™ dock/adapter on Amazon and we found that customer not only need an adapter but also want a dock for Switch™. Our team discussed and decided to redesign Sfans to add the dock function to Sfans. Finally, we get a new Sfans looks like the pic below.

With the new Sfans, we don’t need to concern your Switch™ will warp in the dock because of heat.  We also have removed the creepy cable from Sfans and reduce the size of Sfans to make it more portable & multifunctional. The new Sfans will be a much better dock and provide a much better gaming experience.

Because of redesigning Sfans, we have to stop the old mold making and re-make a new mold which probably finishes at the end of this month. We will finish mold testing a Nov 5nd and then assemble PCB and case, we will start shipping on Nov 8th. We will finish shipping at the end of November.

It’s a double-whammy in terms of complaints; yet another delay is an issue, but of more concern is the shifting of the goalposts after a project has been fully funded. Plenty of commenters on the project page have expressed their frustration at the sudden change in design (and its focus in terms of functionality), with plenty requesting refunds. Some examples are below.

The only thing which works for me is the old design. Otherwise I want a refund. It`s a shame to change the design without asking your supporters before. What would you say if you order a limousine and get a station wagon?!?

Why did you change the design? This is exactly what I did not want! If I wanted a dock, I could as well just have ordered the nyko one and would already have it. I explicitly wanted an adapter that I can also use on other devices. I could tolerate the delays. But this is unacceptable. I demand a refund.

Ship the original design or refund

This is what I was waiting for. NOT. I cannot wait for the comments again here, who are still supporting this. Since the last update some weeks ago, I knew one thing: I will never see my money again and I will never see this product. Your company is dead now, have fun with your new „innovative“ ideas…

I paid extra for a stand that would support your design. Now I don’t need it. Is it even still included? I’d like more information on how this redesign effects me and if I can change my pledge to not include a stand.

It’ll be interesting to see if the company backtracks and offers backers the original design. However, if manufacturing is indeed being rejigged for the new product this may not be easy.

It’s been a messy campaign, nevertheless, and this latest update hasn’t done it any favours.

With thanks to Graham for the heads up.

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Super Turrican: Director’s Cut Comes With With Every Analogue Super Nt Console

If you cast your mind back a short while you’ll remember we reported on a story relating to the SNES run-and-gun classic Super Turrican, originally released in 1993.

While the game was critically acclaimed at the time, it wasn’t the version that developer Factor 5 wanted to release. Originally intended to be a 6Mbit game, the publisher made the developer cut it down to 4Mbits so it could fit on a smaller, cheaper cartridge.

Factor 5’s Julian Eggebrecht has always maintained that the full version exists and it would have been released on the Wii Virtual Console back in 2008 were it not for Nintendo’s draconian policy that all VC games had to have had a full commercial release previously. 

Thankfully, after 24 years of waiting, the full version of Super Turrican is about to be released. 

Today, Analogue has revealed that each and every Super Nt console sold will come with a pre-installed digital copy of Super Turrican: The Director’s Cut. It features an entirely new level with fresh music, additional enemies, improved sound effects and enhanced graphics – it even offers a new way to use the game’s famous beam weapon. The game comes with an authentic box to boot.

And that’s not all – Super Turrican 2 is also included, so you can play through both epic games, one after the other.

Pre-orders for the Super Nt opened last week. Have you ordered one?

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Review: Hive Jump (Wii U eShop)

By this point in time Nintendo has cleanly put the Wii U in the rearview mirror; virtually all support has transferred over to the Switch from both first- and third-parties, and few are looking back. Even so, some games are still trickling out on the Wii U eShop; one such release is Hive Jump. Though Hive Jump presents some interesting ideas, it’s marred by a series of technical setbacks and gameplay issues that hold it back from being something truly exceptional.

The premise of Hive Jump is simple and rather forgettable. Humanity is at war with an evil alien race, and it’s up to a team of space marines — the J.U.M.P Corps — to outgun the alien menace in an intergalactic war. Though Hive Jump doesn’t get any points for a riveting story or gripping characters, it’s clear that the story is simply here to serve the purpose of providing context, and in that sense it fulfills its job well.

There are a few game modes here – a campaign, an arcade mode, and a challenge mode. Those latter two are exactly what they sound like; arcade mode strips away all superfluous elements to give you a good pick up and play experience while challenge mode will task you with missions under certain objectives and restrictions. The bulk of the gameplay is found in the campaign mode, which mixes turn based SRPG elements with roguelike run ‘n’ gun action. On the SRPG side you’re presented with a map that has a series of connected nodes on it, and you can spend Goo — the game’s currency — to build bases on empty nodes or fortify existing ones. Some nodes will be occupied by alien hives which you can attack once per turn, and after the turn passes some aliens will attempt to take the nearest base and succeed if it isn’t fortified properly.

The strategy side is really just a small portion of the main game, however; you’ll be spending most of your time trekking deep into alien hives to take them down from the inside. You and up to three other friends (locally) will be tasked with clearing out floors of randomly generated levels that are filled with aliens, killing everything that moves and collecting all the goo that you can. Along the way you can also occasionally find challenge caves that reward you with a relic — items that upgrade things like shot speed or respawn time — or find treasure chests full of goo. And should you go down in combat you’ll take temporary control of a “backpack” your marine was carrying, which has its own health bar. Once the backpack dies it’s game over, man.

All of this sounds good enough on paper, but it’s the execution that leaves something to be desired. For one thing, the SRPG elements feel awkward and tacked on; there’s not a whole lot of depth here that really necessitates strategy, and you spend so little time managing bases and resources that it’s easy to forget that this part of the game even exists. This is the kind of filler that adds little to nothing to the main game and it just serves to make Hive Jump feel like an unfocused and unfinished project. The foundation of an interesting concept is laid out here, but nothing is built to take advantage of that.

Then there’s the hive jumping itself. Though the action and exploration can be fun at first, it quickly devolves to a repetitive slog that fails to provide a satisfying gameplay hook that keeps players coming back. Adding in a friend or two helps liven it up a little more, but that doesn’t negate the core issues with the overall structure. There’s lots of déjà vu here as you find yourself running through the same environments, pumping rounds into the same spongey enemies, and collecting all this goo for upgrades that aren’t all that rewarding for the time you put in. And if, after spending ten to fifteen minutes fighting to the hive’s boss, you happen to lose the backpack and die? Well, you can just start from the top and do it all over again. There’s a fine line that roguelikes straddle which divides mindless repetition from randomized variety, and Hive Jump unfortunately falls firmly in the camp of the former.

That’s not even speaking to the disappointing quality of the performance. Hive Jump seems to target 30fps, but it fails to consistently hit this mark. This game drops frames frequently; we often found ourselves meeting a death that we didn’t actually get to witness because the image just completely skipped over displaying the last few seconds of gameplay. It’s passable and certainly playable, but the framerate stutters enough that it becomes an irritation that never goes away. Throw in another player, or two, or three, and the technical problems become that much more noticeable. The main gameplay is uninspiring to start with, and these are just magnified by the sluggish performance.

On the presentation front Hive Jump is competent, but it still feels lacking. The spritework is solid and the colours are bright, but the animation quality is poor and stilted. Everything looks good when standing still, but once things get moving that illusion is shattered. Similarly, the soundtrack provides a good dosage of upbeat chiptunes, but there’s nothing here that’ll have you tapping your foot or otherwise catch your attention. It’s uninvasive and it fits well with the theme of the game, and that’s all there really is to say about it.

Conclusion

Overall, Hive Jump is a disappointing game in light of the attention and buzz it once attracted. There are the bones of an interesting concept here, but it never seems to come together quite right once everything gets rolling. Repetitive gameplay, disappointing performance and ho-hum presentation make this a game that’s ‘ok’ at best. We’d recommend this one only to players who are eager for a co-op action shooter for their Wii U. It does what it says on the tin, just don’t expect to come away from this one wowed by the experience.

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Animal Crossing for Mobile is All Set for a Nintendo Direct Reveal This Week

Update:

Nintendo of Europe has confirmed it’ll release a localised version of the Direct a few hours after the Japanese video.

Nintendo of America has also confirmed the Direct for the initial time of 8pm Pacific / 11pm Eastern, so there’ll likely be an English translation for us to watch live.

Original Article:

Whenever the topic of Nintendo Mobile comes up, plenty naturally wonder aloud about the Animal Crossing app. Since its confirmation last year Nintendo has said next-to-nothing about it, but that will change this week.

Nintendo has confirmed that there’ll be a Nintendo Direct for the smart device app, stating that it’ll only be mobile and not Switch or 3DS news.

It’s set to be around 15 minutes in playtime and is at noon Tokyo time on 25th October – that’ll be 8pm Pacific / 11pm Eastern on 24th October, and 4am UK / 5am CEST on 25th October in Europe. At the time of writing Nintendo of America and Europe are yet to share news on the broadcast, but we’ll keep an eye out for confirmation on their end.

As always we’ll be live streaming and blogging the Direct as it happens. What do you hope to see for Animal Crossing on mobile?

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Video: Here’s a Look at Some Intriguing Failed Nintendo Game Pitches

Sometimes the history around games that never made it out of the door can be fascinating, as we look back at what might have been if different decisions had been made. Rejected or failed projects often come back in different forms, but occasionally they’re lost forever.

Unseen64 has teamed up with DidYouKnowGaming to look at some ‘failed pitches’ from Nintendo history. It’s a summary video of sorts that retreads a few familiar tales, but also touches upon a couple of projects that haven’t been mentioned in the past. A couple that are either new or missed by this scribe previously relate to an Art Academy ‘all stars’ idea, and an attempted Super Mario Bros. 3 PC port by two very familiar and highly regarded names.

We’re still a bit disappointed that the Star Fox 3DS port never got approved…

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Amazon Opens Pre-Orders for New Nintendo 3DS XL – Super NES Edition in North America

In a bit of a surprising move Amazon has opened pre-orders on a New Nintendo 3DS XL – Super NES Edition in North America, which hasn’t (at the time of writing) been revealed by Nintendo [Update: Nintendo of America has now re-tweeted an official announcement by Amazon].

Pre-orders on both Amazon US and Amazon Canada give a release date of 27th November, with box art showing that Super Mario Kart is pre-installed on the device. An equivalent arrived with the relevant regional design in Europe recently, but there’d been little indication that Nintendo of America was planning to follow suit.

It’s priced at $199.99 in the US and CDN$239.99 in Canada; pre-order links are below.

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.

Order from Amazon Canada here


An official announcement is probably imminent; do you think you’ll grab one of these systems?