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Review: Art of Fighting (Switch eShop / Neo Geo)

Street Fighter II took the arcades by storm in 1991, leading to a slew of one-on-one brawlers in the months and years that followed. SNK would develop a number of fighting series in the hope of tempting players away from Capcom’s game, samples of which have already arrived on Switch via HAMSTER’s ACA Neo Geo series. Now Art of Fighting arrives on the eShop and – despite some interesting features – this early effort is the weakest of the SNK fighting options.
 
It should be said that visually the game looks great. Generally Neo Geo titles did, but here the sprites are noticeably larger than those featured in other fighting games of the time. Moves connect with a good sense of weight behind them and there’s a neat battle damage feature for faces that sees glasses knocked off and cuts and bruises develop as the combatants take a battering. Stages also look impressive (despite static spectators), with some good features like glowing signs, steam and furniture reflected in a polished floor.
 
Another good touch is the way the camera zooms in or out based on how close the fighters are to each other. Later used in Samurai Shodown, it isn’t always smooth, but it adds to the experience as does the moody music and the various yells, grunts and other noises from impacting fists or background police sirens. There’s also a story that plays out between fights (and in pre-fight chatter): Yuri Sakazaki has been kidnapped and her brother Ryo and his friend Robert are out to get her back. It’s basic stuff, but it gives the game the feel of an action movie that actually works well.

Whilst the game is a good showcase of what SNK’s hardware was capable of visually, it falls down on the gameplay side of things. A wider choice is available when fighting against a friend, but it is only possible to play through the game as either Ryo or Robert. Despite some dialogue differences the story plays out the same way, so there isn’t a big reason to try and clear the game with both other than the fact that as you’ve only got those two characters, you might as well give it a go.

The fighting is limited to a button to punch and a button to kick. A third button will perform a strong attack, but what this is depends on whether you previously threw a punch or a kick. This is awkward (especially as the button can also be used for throws) as you may find yourself in a situation where a strong kick would be useful but your previous attack was a regular punch. Do you then go for a regular kick or unleash a strong punch and hope for the best?

Ryo and Robert have similar movesets, but they do have differences (more so than Ryu and Ken did at the time) and players may find one more suited to a fight than the other. Our heroes also have a few special moves they can perform including a flying double kick and a fireball, although these are limited due to the presence of the spirit gauge.

Located under the traditional energy bar, the spirit gauge decreases each time you perform a special move. It’ll slowly recharge over time or you can charge it up by holding an attack button down, but should it be empty your special moves will be useless with fireballs quickly fizzling out in to nothingness. This would be the inspiration for Capcom to create Dan for the Street Fighter games; a lovable parody character with similar moves and a look based on a combination of Ryo and Robert.

The game also has a taunt button and this actually has a practical use; it decreases your opponent’s spirit gauge. This along with managing your own spirit gauge leads to a different kind of fighting game. Being different can work well for a game and indeed in the years that followed SNK would treat gamers to the weapon-based fights of Samurai Shodown and the team battles of the King of Fighters, but the result here is less successful.

Despite the size of the sprites it’s surprisingly easy to miss with a special move, which can frustrate especially when the CPU fighters have much greater success. You need to judge the distance correctly, but even then there are problems due to the slow startup time on your specials. Get too close and your opponent has a chance to give Ryo or Robert a kicking just as they are beginning to make their fighting noises. Get too far away and they can use the distance to perform a spirit-depleting taunt.

As you get to know when best to use your various attacks, the game should entertain, but despite the possibilities of what you can do in a round it feels very limited. After a few fights your opponents increase the tempo of their assaults, meaning you don’t really have time to recharge your spirit gauge. You’ll also find they favour certain attacks and that outside of your special moves there’s only a few effective ways of dealing with them. Figure out what works (be it a jumping punch or a kick to the shins) and it’ll help you make it through, but it’s not a particularly fun way to fight.

More successful are the game’s bonus stages encountered after the second, fourth and sixth fights. Typically in games these would just award points bonuses but here you can gain useful rewards. One requires timing as you attempt to karate chop the tops off a row of bottles, rewarding you with a larger spirit gauge; useful if you’re not getting a chance to recharge it. Another is the traditional “hammer the button as fast as you can” as you attempt to break blocks of ice to gain a larger life bar. The final one asks you to perform a new move a set number of times within the time limit; manage it and the devastating move is added to your repertoire.

This release features the standard ACA features such as those for remapping buttons and adding scanlines to the image. Specific to this game the number of rounds (and the time of those rounds) can be changed and there are eight difficulty settings. The one credit Hi Score and five minute Caravan modes provide the usual alternate challenges as well as giving you a online leaderboard to try and move up. Although at the time of writing those leaderboards contain less than ten people, and that includes the Hamster account.

More appealing is two-player competition, as this allows you to play as the other fighter in the game. A second player can join in at any point and in addition to Ryo and Robert, this makes the initial six fighters you encounter available to select. If you want to play as Mr Big or the mysterious Mr Karate, however, you’ll have to reach them in the single player game first.

Some characters have more special moves than others (and Mr Big can’t jump), but the variety of brawlers makes for some interesting fights. Moves are still limited and at times it becomes a battle of who can pull off a special move first, but there is some enjoyment to be had. Battles can get tactical as you decide whether to execute a special move or recharge your spirit gauge after your attack has left them stunned. Of course your friend might also be stunned that you’ve got them playing this and not The King of Fighters ’98 or Garou: Mark of the Wolves instead.

Conclusion

Art of Fighting was certainly visually impressive when it arrived in 1992 with large sprites, a good camera system and a (simple) story that works well. Unfortunately the game is quite limited, with only two of the ten characters available in the single player mode. The strong attacks are awkwardly implemented and whilst the spirit gauge could provide an interesting way of playing, it is quickly forgotten about as you move to fight against the CPU’s repetitive attacks. There are some good ideas here and a two-player fight can provide a little entertainment, but SNK would produce more successful fighting games after this. Some of them are available on the Switch (for the same price) and would be a better choice than Art of Fighting.

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A Sonic Mania Patch is Rolling Out, Includes Switch HOME Button Fix

Sonic Mania is pretty darn good but it can be a tad buggy at times, from minor issues to problems that have frustrated some players. It’s taken a short while, but the first update to tackle fixes seems to be rolling out.

The official social channels for the mascot announced the news.

At the time of publication the update hasn’t kicked in on our copy (even after manually checking for updates), though as it’s rolling out it’ll hopefully reach everyone soon. Rather humorously some responding to the tweet have been joking that the update is really a meme; the social media channels are reaping what they sow.

We’ll keep an eye out for the update, in any case.

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Thumper Gets a 25% Discount on the Switch eShop

We’re big fans of Thumper here at Nintendo Life, awarding it a 9 in our review – its ‘rhythm violence’ approach is heart pounding, challenging and a blast on Switch. A game that made its name on PSVR, the option with Nintendo’s system is to have it on the TV or on the go, preferably with a good pair of headphones plugged in.

For those that have been on the fence with this one there’s a little extra incentive – a 25% discount is live in the North American and European store.

It’s normally $19.99 / €19.99, so you’ll be able to pick it up for $14.99USD / €14.99 until 2nd October.

Are you tempted to pick this up?

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Playtonic Games is Working on Unity Issues for Yooka-Laylee on Switch

Yooka-Laylee arrived back in April across PC and various systems, but it’s had a longer route to Nintendo hardware. The Wii U version somewhat predictably bit the dust, and since then it’s been a wait for the title to make its way to the Switch.

Playtonic has given various updates, and its latest includes a new GIF of gameplay and assurances that progress is being made. A transition to an updated version of Unity is cited as causing some hiccups, with the goal still being to clear outstanding issues and get the game submitted to Nintendo.

The Playtonic team has been working tirelessly to bring Yooka-Laylee to Nintendo Switch and we’re very nearly there (we promise!) However, we’ve encountered some final technical hurdles and had been waiting for the arrival of Unity 5.6 in order to fix them. Although this has now been released, it has unfortunately introduced other issues which we are working with Unity to resolve before we can submit to Nintendo and lock in our release timeline.

We understand the frustration that it’s taken so long to get the game in your hands but we hope that you understand that we’re working as fast as we can and want the game to perform as well as it possibly can on Switch. Once these remaining issues are resolved we hope to finally be able to commit to and share a launch date. Thanks as ever for your patience and please bear with us – we are getting there!

Here’s hoping that the final steps go smoothly for the Playtonic team.

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Four More Games Available for Gold Points in European My Nintendo Update

The My Nintendo programme may not be blowing the doors off quite yet, but it has been improving a little in recent months. One example has been the opportunity to redeem Gold Points for some full downloads, a way to turn purchases on the eShop into free games.

The latest European update to the loyalty programme adds four more games to this list, two each for the Wii U and 3DS; details are below.

3DS:

Wii U:

Are you tempted to grab any of these, or are you holding out for the Nintendo Switch Rewards that are still ‘coming soon’?

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Video: Fan-Made Showcase Illustrates The Potential Of Animal Crossing On Switch

Long-time readers of the site make recall that we covered Josh “Bit Block” Thomas’ previous efforts in the “Make Believe” series of YouTube videos, where he creates his own assets to show how future Nintendo titles could look.

He’s retooled the format to focus around static, mocked-up shots and has created a surprisingly fleshed out part of a possible future Animal Crossing game, focused on a fishing mini-game. The level of depth is stunning; it’s not hard to believe that these screens could be taken from an official video game (a trick Thomas has pulled before).

Animal Crossing has become one of Nintendo’s most important franchises, scoring million-selling hits on the DS and 3DS. We already know that a smartphone title is one the way, but the inevitable Switch release could be one of the console’s biggest releases yet, if the life-consuming 3DS entry, New Leaf, is anything to go by.

Let us know what you make of this fan-made take on Animal Crossing by posting a comment below.

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Nintendo Highlights The Visual Changes in Xenoblade Chronicles 2

Xenoblade Chronicles 2 is all set to be an enormous – and likely intimidating – release at the end of the year. Since its announcement it’s nestled comfortably on plenty of wishlists, as it’ll be the first hefty RPG from Monolith Soft on the Nintendo Switch.

Nintendo is keen to demonstrate, too, how the game continues to progress in development. An interesting tweet highlights visual differences with Rex in a cutscene, for example.

The recent screen also shows increased detail around his outfit. The two trailers in question – from January and then this month’s Direct – are also below.

Nintendo Switch Presentation – January

Nintendo Direct – September

It’s pretty clear, we think, that the development team has been doing plenty of optimisation and polish through the course of this year; here’s hoping the end result delivers the quality we’re all hoping to see.

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Golf Story Will Swing Into Action This Week on the Switch eShop

Golf Story has been capturing attention since it was first unveiled for the Switch eShop; developed by Sidebar Games, it blends RPG elements with retro-styled overhead golf. In the recent Nindies Showcase it was confirmed for a September release, and if the European Switch eShop is correct it’ll hit that target.

It’s dated for 28th September, priced at £13.49 in the UK; the North American eShop doesn’t have a game page yet, though it’s typically less thorough in listing games ahead of time. Golf Story’s hook is that you go through the plot – full of quirky characters – across eight different courses, as well as solving puzzles by hitting a golf ball at them.

We’re looking forward to getting into the swing of this one soon.

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Nintendo details DLC coming to Fire Emblem Warriors for Nintendo Switch

Nintendo details DLC coming to Fire Emblem Warriors for Nintendo Switch

Fire Emblem Warriors, launching for the Nintendo Switch and New Nintendo 3DS family of systems on Oct. 20, is a game overflowing with action-packed content. But fans who want to expand their adventure can do so with a host of paid DLC options that begin launching this year. All DLC can be purchased separately for both Nintendo Switch and New Nintendo 3DS systems.

  • Season Pass (Oct. 20, $19.99): The Fire Emblem Warriors Season Pass includes all three DLC packs, which become available as they release. Each DLC pack is filled with new playable characters and weapons. By purchasing the Season Pass for either the Nintendo Switch or New Nintendo 3DS version, players will receive a bridal costume for Lucina.
  • DLC Pack #1 (Dec 2017, $8.99): The content in this pack is inspired by Fire Emblem Fates.
  • DLC Pack #2 (Feb 2018, $8.99): Many of the characters and items in this DLC pack hail from Fire Emblem: Shadow Dragon.
  • DLC Pack #3 (March 2018, $8.99): Fans of Fire Emblem Awakening will love this DLC, as much of the content is themed after the classic game.

More details about each DLC pack will be revealed in the future.

The Fire Emblem Warriors game is compatible with the new Chrom and Tiki amiibo figures, which both launch on Oct. 20. These, along with other compatible Fire Emblem amiibo figures including Marth, Ike, Robin and Lucina, grant players weapons or materials when tapped. Up to five different compatible amiibo figures can be tapped per day.

Fire Emblem Warriors launches for Nintendo Switch, as well as New Nintendo 3DS, New Nintendo 3DS XL and New Nintendo 2DS XL systems on Oct. 20. A special-edition bundle of the game will launch exclusively for the Nintendo Switch system on the same day at a suggested retail price of $79.99. The special edition includes the game, premium character card set with slip case, a double-sided poster and a three-CD music set.

For more information about Fire Emblem Warriors, visit http://fireemblemwarriors.nintendo.com/.

Games Rated:

Suggestive Themes
Violence

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Random: Sega Joins Up With Hooters To Promote Sonic Forces In Japan

We almost didn’t believe it ourselves, but Sega of Japan is teaming up with the racy restaurant chain Hooters to promote the forthcoming Sonic Forces.

We can’t help but feel this kind of marketing would be better suited for Sega’s Yakuza franchise, but there you go. 

The full, lurid details of the campaign are yet to be fully announced, but we do know that the Hooters locations where the promotion is due to take place are apparently located in Akasaka, Ginza and Shibuya West.

The campaign also appears to be exclusive to Japan. Sorry to get your hopes up, Sonic fans.