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Deals: Gear Up With Xenoblade Chronicles 2 Collector’s Edition And Pro Controller

One of the games wthat we are really looking forward to on the Switch this year is of course Xenoblade Chronicles 2, which isn’t all that far away now. Roll on 1st December.

The Nintendo UK Store has recently listed two different versions of the game for fans, along with a tempting limited edition Pro Controller. As always it’s worth getting in early to secure these as they do appear to actually be quite limited in supply.

The “Fan Pack” includes a lovely A2 sized poster and a pin badge along with the game; it’s not much of a price bump at £49.99. Of course hardcore Xenoblade fans will want to grab the “Collector’s Edition”, which bundles the game with a steelbook case, soundtrack CD and a 200 page art book for £79.99.

And what can we say about this Xenoblade Chronicles 2 themed Pro Controller? It is certainly quite eye-catching, but it might not appeal to everyone…

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.

Of course if you are not bothered about all that extra gubbins you can pick up the no-thrills standard game from Amazon for less, with the usual small discount for Prime members.

Also of note, in both Europe and North America you can currently get 40% off Xenoblade Chronicles 3D on the New Nintendo 3DS via My Nintendo. That’ll cost you 100 Gold Points in Europe and 120 Gold Points in North America.

Let us know if you have secured your copy of Xenoblade Chronicles 2 with a comment below!

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Pokémon GO Leak Hints At Gen 3 For Upcoming Halloween Event

It would appear that Gen 3 monsters will be unleashed as part of Pokémon GO’s upcoming Halloween event.

The evidence is two leaks, the first of which is an image found in data files for the game. A piece of artwork – presumably the loading screen art – clearly shows Gen 3 monsters Duskull, Dusknoir, Shuppet, Sableye and Banette.

The second leak is Apple’s doing; an image showing Gen 3 Pokémon – as well as a witch hat-wearing Pikachu – has been spotted on the iOS App Store. The Pikachu will presumably be a time-limited offering, as has been the case previously.

While we’ve yet to hear any official confirmation that Gen 3 is coming this Halloween, these two leaks would suggest it’s almost certainly on the cards.

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Mario + Rabbids Kingdom Battle DLC Gets Shown Off In Shiny New Trailer

Yesterday we revealed that the first main addition to Mario + Rabbids Kingdom Battle – the Ultra Challenge Pack DLC – had gone live, allowing season pass buyers to get their hands on some lovely new content. Today, Ubisoft has released a trailer for the package, giving us a quick look at these new features.

The trailer shows off its new co-op campaign (which consists of five exclusive new maps), and a glimpse of the eight ‘Ultra Hard Challenges’ that have made their way to the Secret Chapters of each world. You can check out the trailer for yourself below.

These new modes look as beautiful and fun as ever and, if you have bought (or now buy) the season pass, they should be available for you to play when you next update the game.

Have you decided to grab yourself the season pass for Mario + Rabbids Kingdom Battle?

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Sony is Publishing an Indie Title, Tiny Metal, on the Switch

While Nintendo’s corporate structure is easy to understand, fellow platform holders Sony and Microsoft are broader and more complex. They’re companies with numerous sizable divisions and spin-offs, with various businesses and interests outside the game industry. That subverts any idea of ‘console wars’ in the modern era, to a degree, especially when you see examples such as Microsoft-owned IPs like Minecraft making a hugely profitable impact across platforms.

The latest example of business trumping tribalism has come via Sony Music Entertainment, which recently established its own publishing label called Unties. The new publisher’s brief is pretty clear – to find quality titles and bring them to gamers around the world (translation via Gematsu).

At Unties, we dig up the masterpieces buried in those situations, and support them so that more users notice and pick them up. We spread information about excellent games and sell titles for multiple platforms.

It so happens that one of the games the company will publish is Tiny Metal, developed by Area35. It was first confirmed for Switch back in May, and drew intrigued looks due to its visual style and isometric strategy. Yes, some hope it’ll basically be an indie Advance Wars.

Though in this case it’s Sony’s music subsidiary behind the release, via Unties, it’s another positive sign that platform holders can support each other when necessary. If only some of the more vocal fans of each corporation could be as supportive in online debates – it’s all just gaming, after all.

In any case, Tiny Metal is arriving on Switch, PS4 and PC on 21st November; are you planning to give it a try?

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Review: The Flame in the Flood (Switch eShop)

At first glance, The Flame in the Flood depicts a beautifully crafted world with its use of stylized art and charming audio. What isn’t quickly apparent about The Molasses Flood’s debut title is that it actually details the harsh reality of survival. Hunger, thirst, sleep, broken legs and bear attacks, it’s all part of a world that is constantly trying to knock the player down. This sense of realism is spot on and is The Flame in the Flood’s greatest strength, and conversely its biggest weakness. 

Set in a world where the water has risen and flooded the land, Scout and her companion dog Daisy set off to find a radio tower after discovering a radio transmission needing a stronger signal. Using a raft to sail through the raging river, players stop by different procedurally generated areas that provide supplies, shelter, and the imminent threat of death. From here the story goes through a few more updates but nothing too consistent. While the story updates feel more like mere checkpoints, the environmental storytelling at play helps give glimpses into what happened to this world. An old tire swing gives details on how long it’s been since the world changed, while random characters like the gravedigger show that there are still survivors. Unfortunately, because the areas are not the same each time they’re visited, most of these characters do not get the luxury of progressing the main story.

The overall concept is simple. Collect supplies to ensure survival long enough to make it to the next day, and keep moving down the river. And that’s about it; it’s a very repetitious cycle that won’t see any major mix ups before the credits roll. There will be upgrades to the raft that make sailing easier and different enemies that allow new items to be created, but the loop of find an area, get supplies and start sailing rarely changes. It’s realistic and the atmosphere calls for it, but that doesn’t mean that it’ll be enjoyable for everyone the entire way through. Towards the end, in our case, it was becoming a routine and the sense of discovery was starting to wear off.

Every detail matters. Hunger and thirst are important factors but you will soon be dealing with the need for sleep, weapons, medicine, and a variety of other smaller supplies that would truly be needed to survive in this kind of harsh environment. Crafting is simple and there is always that sense of relief when the right item is found in order to survive. The game doesn’t joke around. Getting attacked by a boar can result in a broken leg, staying out in the rain can start a sickness, running through poison ivy can create lacerations and poisoning. The list goes on. The Flame in the Flood nails the sense of desperation and resourcefulness, and its atmosphere is its biggest strong point.

For a game as beautiful as The Flame in the Flood, a lot of time is spent staring at menus. Inventory space, while realistic, is an immediate concern from the start of the game. Being out of room and deciding what to remove or transfer will be a constant requirement that usually ends in frustration. Moving items from the backpack to the dog or to the raft plays out rather like a chore. Not being able to stack items automatically within the different inventories is another headscratcher that makes the process needlessly more complicated. A more intuitive UI would have been appreciated, especially considering how vital it is for the entire experience.

A lot of talk has gone into praising the visuals, but an equal amount has to go to the vibrant and fitting soundtrack. The classic Americana vibes put a fitting tone to the setting and the environment compliments it with its southern looks. Music plays appropriately and even gives the much needed sense of hope when the right tune plays. 

Since this is the Complete Edition players can also expect an option to play with developer commentary, along with an endless mode that lets you play for as long as possible. If the repetitious nature of the game is not a hindrance, this mode will be an excellent addition to anyone that picks it up. Being able to play on the Switch is another plus; although some of the icons and text are small to read while playing in portable mode, nothing important is left out.

Conclusion

The Flame in the Flood is a gorgeous title that tries to find a good balance between realism and difficulty. The ideas and concepts are smart and make sense, but don’t expect them to delve too much deeper that what is presented at the start. A few nitpicks with the menu system and cumbersome inventory management take a bit away from the experience, but the core mechanics work well. The Flame in the Flood is a good addition to the survival genre, and another satisfying inclusion to the ever growing eShop library.

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Rainway Streaming App Continues to Push the Switch Version, Teasing Cuphead Footage

One of the intriguing plotlines of the early months of the Switch was the very public efforts of those behind the Rainway streaming app to promote its future on the system. If you need a reminder, it’s an app that allows you to stream a PC to a variety of devices via web browser technology; utilising this the developers showed many top tier games running on Nintendo’s system.

The appeal is obvious – those with a gaming PC would be able to play games on the Switch that will never otherwise see the light of day on the hardware. The big question mark, however, is whether the app will ever be allowed – officially – on the Switch; naturally there are a lot of doubts about that.

Over recent weeks and months the Rainway team hasn’t been put off, and is now teasing footage of co-op Cuphead play via the Switch; it’s been a hot recent release on PC and Xbox One.

There are a few issues to be cleared before this should generate legitimate hype – performance via Switch (through its browser) still needs to be shown to be strong. The bigger problem is that already highlighted above – actually getting permission from Nintendo to release the app on the eShop. The Switch doesn’t even have conventional apps like YouTube, Netflix etc yet, and there are various pitfalls and considerations around an app that would allow people to stream content from an external device (in this case their PC) to play non-platform games on the console.

It seems like a longshot, but strange things happen sometimes. Rainway is planning to release a beta of its app soon, though any prospective Switch release is still up in the air.

Thanks to all that sent this in.

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The Analogue Super Nt Is The Ultimate SNES Clone, And You Can Pre-Order Now

Retro hardware specialist Analogue has lifted the lid on its next major project, the Analogue Super Nt.

Like the Analogue Nt and Analogue Nt Mini before it, the Super Nt uses Field Programmable Gate Array (FPGA) technology to replicate the performance of vintage hardware (in this case, the SNES) on a hardware rather than a software level. That means zero lag, total accuracy and superb compatibility – the team has apparently tested over two thousand SNES and Super Famicom games to make sure they work.

The system accepts original cartridges and comes with two controller ports so you can use your original pads. It’s compatible with 8Bitdo’s new SNES-style wireless controllers, as well.

Output is 1080p via HDMI (720 and 480p modes are also available), and the system comes packed with unique features such as scanlines, scaling and 48KHz, 16-bit digital stereo sound. There’s an SD card slot to update the firmware, which suggests that (like the Analogue Nt), you’ll be able to install custom firmware and replicate other systems as well.

Here’s the machine in action:

The real surprise here is the price; Analogue products usually carry high price tags, and with good reason – they’re produced to the highest possible standards. We’re sure the Super Nt will be no exception, but the difference is it won’t break the bank – the unit costs a very reasonable $189.99. 

The Super Nt comes in four different designs: Black, Classic (North American SNES), SF (Super Famicom / Euro SNES) and Transparent. The 8Bitdo pads are available at a discounted price of $39.99 (you don’t get one in the box), complete with the all-important Retro Receiver which allows them to connect to the console wirelessly. If you have existing 8Bitdo pads then they will work as well.

Pre-orders are open right now, and the console is expected to ship in February 2018. Let us know if you’ll be placing an order by posting a comment below.

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Feature: Getting Reacquainted With Tamagotchi, The Original Virtual Pet

Back in June 1997, the cover of Computer & Video Games – then one of the UK’s biggest-selling specialist gaming magazines – was packed with the most popular titles of the time, as well as some familiar faces. Sega’s Sonic the Hedgehog took center stage, with news from the ’97 Tokyo Game Show regarding the company’s latest drive to promote the character, dubbed “Project Sonic” – an initiative which would ultimately give us Sonic Jam and Sonic R on the Saturn but little else of note. PlayStation classics Rage Racer and Final Fantasy VII also get a mention, while Blast Corps and Star Fox 64 fight in Nintendo’s corner. However, the reason this particular issue sticks out in my mind is the fact that it was my first exposure to Bandai’s Tamagotchi, the original virtual pet which, back in ’97, had just taken its homeland Japan by a storm.

Ever on the pulse of all things gaming in the days before the internet took over, CVG devoted two full pages to these bizarre-looking keyrings from Japan, explaining how they came to be, their success in the Far East (“3 million already sold!”) and – perhaps most importantly of all – exactly how they worked. It was the kind of in-depth, passionate coverage that the magazine was famous for at that point in time, and it had the desired effect on me, your humble scribe – at the earliest opportunity I was down my local Toys R Us attempting to ascertain exactly when stock would arrive, only to be told they’d all sold out. 

This began what was to become a rather depressing pattern for the next few months, as stores all over the UK were promptly relieved of Tamagotchis the very moment they hit the shelves. I was therefore forced to watch on enviously as one of my close friends – the only person I knew who had somehow been able to secure one – prodded and poked this strange beeping pebble. Tamagotchi ownership eluded me, at least for a short while.

Thankfully, in an event which perhaps says more of my friend’s attention span than the appeal of the gadget itself, I was able to buy his Tamagotchi from him. It was the transparent blue model, with fetching yellow buttons, and for the next few weeks it became the center of my teenage world. I cared dutifully for it, feeding it when necessary, cleaning up its mess and playing games to keep it happy and content. Then (and this is predictably where my recollection becomes hazy) it drifted into the mists of time, lost at the back of a drawer with its battery exhausted.

I’ll be honest, since that fateful day when I cast aside my once-beloved virtual pet, I’ve given very little thought to Tamagotchi. I’ve been aware that the series continued beyond 1997, has sold over 82 million units worldwide and has even found its way onto consoles like the Nintendo DS. However, I’ve never really given any deeper thought to these digital creatures, until very recently when it was confirmed that Bandai would be bringing back Tamagotchi to mark the 20th anniversary of the brand in the west. And that’s why, sat here in 2017 – older but most certainly not much wiser – I find myself once again cradling a small plastic lump with a crude LCD screen which periodically beeps at me when it craves my attention.

Rather than simply recycle the original Tamagotchi design, Bandai has delivered a tinier, streamlined version of the pet. It’s around 20 percent smaller than the original version, and lacks some of the functionality you may remember from 1997. Back then, you could give your creature medication, punish it for bad behaviour and play games with it. Bandai has pared back these features and now you simply press a button to deal with whatever your virtual pet needs. Has it pooped? Press the left-hand button to clean it up. Want to feed it? Press the left-hand button again, and select either a large meal or a treat. What this ultimately means is that dealing with your pet’s needs is easier than ever, but you don’t feel quite as involved as before; it’s possible that Bandai has simply reasoned that with so many other mobile devices fighting for our attention, Tamagotchi in 2017 needs to be a little easier to manage.

That’s ultimately the biggest difference here, at least from my perspective. Back in 1997 I didn’t have a mobile phone, my most advanced handheld was a monochrome Game Boy and we had no internet access at home, so the idea of pouring days or even weeks of effort into a small beeping trinket seemed like a pretty swell idea, thanks very much. Fast forward to the present day, and Tamagotchi is almost like a relic; Bandai has already done console games and you can download the official smartphone app for less cash, so the idea of carrying around a keyring to look after seems positively archaic. Still, we all know that Bandai is peddling nostalgia here, just like Nintendo is with the NES Mini and SNES Mini. These toys aren’t designed to capture the hearts and minds of kids in 2017; instead, they are aimed at adults who were kids in 1997.

As was the case back then, I can’t see Tamagotchi in 2017 being more than a passing novelty, at least to me personally – perhaps even more so, given how many other devices we have jostling for our attention on a daily basis. Still, there’s something unique about raising and caring for something so small, and because it’s a reassuringly round physical object it’s arguably more tangible than running an app on your phone. Interestingly, I’ve noticed that my 9-year-old son, against all odds, has really taken to the Tamagotchi – although it remains to be seen if his patience lasts beyond the first unfortunate death. For me, becoming acquainted with Tamagotchi in 2017 is bittersweet, like meeting a beloved childhood friend who you discover has refused to grow up and still lives with their parents. I’m happy for the chance meeting to reminisce about old times, though I’m not sure I’m leaving it any wiser or more enriched. But will I do it again in 2037? Of course I bloody will.


Tamagotchi is available this November in North America and Europe, priced $14.99 / £9.99.

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DOOM Confirmed for Nintendo Switch Launch on 10th November

One of the most notable third party releases coming up for the Switch later this year is DOOM, which held up really well in our hands-on preview; an impressive feat for the diminutive system.

While we knew that the game was targeted for a Q4 release this year, Bethesda has revealed today that the launch date will be 10th November. In addition to this a new id Software developer video has been released by Nintendo, which you can view above. 

In it creative director Hugo Martin and executive producer Marty Stratton discuss the features that players will experience in DOOM on Nintendo Switch, including the full single-player campaign, Arcade Mode, and the entire suite of Multiplayer maps and modes, including all previously released DLC content. They also go into further depth about working with developer Panic Button to ensure DOOM on Nintendo Switch feels fast, brutal, and true to the experience gamers have loved on other platforms.

Let us know if you are ready to bring the pain to the host of demonic hordes in November with a comment below.

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The Mario + Rabbids Kingdom Battle Ultra Challenge Pack DLC is Now Live

Mario + Rabbids Kingdom Battle is a bit of a gem, but beyond its core campaign it’s also had a low profile ‘Season Pass’. Though it’s been available to buy from the front screen of the game since launch, it’s had very little publicity.

Up to now the only content available has been in the form of ‘pixel’ and steampunk weapons, which look neat but are ultimately weaker than late-game equivalents. Now, however, the first ‘main’ part of the season pass content has gone live (at least in the UK, at the time of writing) – the Ultra Challenge Pack. Its release date is supposed to be 17th October, but evidently the roll-out is underway and it was available to us after manually updating the game.

It includes a couple of things – first up are ‘Special Challenges’, in the form of difficult maps that you can now tackle from the ‘Secret Area’ in each of the four worlds. Second up is the ‘Cataclysm Kerfuffle’ co-op campaign, which consists of five maps (and the unlockable ‘hard mode’ versions).

We’ll be checking out the content to see whether it offers much value as the initial notable addition from the season pass. Perhaps of more interest will be the ‘Story Mode’ pack that’s due on 16th January. These dates are from eShop receipts, as Ubisoft is yet to do much to promote the content.

Are you planning to try out this DLC?