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Review: Lovers in a Dangerous Spacetime (Switch eShop)

Lovers in a Dangerous Spacetime is a multiplayer experience that finds itself sitting somewhere between the action and party genres. Developed by Toronto-based indie studio Asteroid Base, the game has received a lot of love and attention across its PC and other console releases with its use of colour, imagination, and pure fun often being praised. Now, thanks to the game being released on the Switch’s eShop, it is time for us to see what all the fuss is about. Let’s dig in, shall we?

Lovers in a Dangerous Spacetime has been designed with co-op play in mind but you can also play the entire thing on your own, if you prefer. When your team has been assembled (up to a total of four players), your job is to work together to guide a spaceship around enemy-infested levels. The ship has controls for driving, operating a shield, four independent turrets, a map, and a really powerful weapon that has limited use. The trick here is that each player can only operate one of these things at a time; each team member must dart back and forth across the ship to use whichever controls are necessary to progress, communicating with each other as they go. To be truly successful, teams must have either a solid plan for each member’s role before heading into a level, or be incredibly efficient at ad-lib instructions during play.

The goal of most levels is to find a minimum of five space-bunnies to unlock a giant love heart in the sky. By travelling to this unlocked heart you are able to head to the next stage of your current campaign – the game has four campaigns in total, each containing four normal stages and a boss stage. Along the way there are several enemy types that can hurt you in different ways and variations on the scenery that can impact how you fly, how your weapons work, or even affect your shooting strategies. As well as this, upgrades for your ship will become available as you progress (as long as you find them within the levels), allowing you to beef up your set of controls. Whether you want to use these power-ups on your turrets for added fire power, your shield for extra defence, or even your engine for added bonuses is completely up to you (or your team at least!).

If you decide to go it alone, you will be buddied up with an AI-controlled pet for company on your quest (we went with Kepler the cat because he was just too cute to resist). Instead of communicating with your real, human friends, you will be presented with an extra control option that is for your new found pet-friend; by holding down ‘X’ and selecting a control within the ship, you are able to tell your pet to take control of the engine, man the turrets, or just sit about idly doing nothing, if you like. The AI does a surprisingly good job of shooting at the targets you would hope for, which is great; it really doesn’t feel like you are at any disadvantage being on your own. In fact, playing this way feels like a whole new game and we actually found ourselves enjoying this play-style just as much as, if not more than, playing in multiplayer. If you have the time we’d recommend playing through the entire campaign both alone, and with friends – the game is good enough to justify the second trip.

Everything is rather beautiful to look at, too. This is a wonderfully polished product, always looking bright and cheerful, always feeling smooth and precise. At first, it seems like there will be quite a lot to take in – running around the spaceship can get rather hectic as you have to navigate ladders and platforms inside just to reach your desired control, never mind then operating said control before the swarm of space-bug-things come to eat your face off. Somehow, though, everything seems to gel instantly and you’ll soon be commanding your team around with as much self-confidence and conviction as a slightly tipsy Captain Olimar. It’s marvellously done.

The campaigns get surprisingly challenging for a game that is based around the theme of love and cute little bunnies. This is a never a real problem, though; at any time (even between each individual stage) you are able to change the difficulty as you see fit. We aren’t ashamed to admit that a particularly tough level which had us fending off waves of enemies approaching our ship was a bit much on the standard difficulty – dropping down to an easier setting to catch our breath couldn’t have been easier.

It isn’t too often that a game built around multiplayer is equally enjoyable when playing alone, yet Lovers in a Dangerous Spacetime has nailed the concept for both methods. It isn’t the longest game in the world and, aside from those “wave” type stages and the bosses, the main set of levels can feel quite similar but it even goes some way to make up for this too. If you wish, you can aim to collect every single space-bunny and work towards a glowing 100% on your save file and each level is randomly generated so you won’t see the exact same layout twice. A lot of ‘love’ has been put into this game and it really does get almost everything right.

Conclusion

Lovers in a Dangerous Spacetime caught us by surprise; we were expecting a great multiplayer party experience but ended up with something much more than that. If you have a great bunch of friends and the necessary controllers, be sure to gather everyone round for some challenging but hilarious teamwork. If you don’t, or if you prefer playing alone, load the game up anyway and enjoy an intense, strategically-minded campaign with a warm and welcoming exterior. Lovers in a Dangerous Spacetime deserves to be played and should most definitely be on your eShop wishlist – we’re in love, for sure. 

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Don’t Knock Twice Is Bringing Supernatural Horror To Switch

Halloween is on the way and our chums over at Wales Interactive are ready to embrace the scary season with their upcoming supernatural horror game Don’t Knock Twice, which is coming to Switch eShop on 17th October priced at £9.99 / €12.49 / $12.49.

Here’s some blurb from the PR to get you up to speed on the game:

Don’t Knock Twice is a first-person horror game based on a psychologically terrifying urban legend. To save her estranged daughter, a guilt-ridden mother must uncover the frightening truth behind the urban tale of a vengeful, demonic witch. One knock to wake her from her bed, twice to raise her from the dead.
 
To find and save your daughter, you will explore all depths of a grand manor house, searching for hidden clues and wield items to escape the terror that surrounds you.
 
The game was developed alongside the 2017 horror film, Don’t Knock Twice, starring Katee Sackhoff (Battlestar Galactica) and directed by Caradog James (The Machine).

It all sounds like a ruddy good time to us. Do you plan to check this one out later in the month, or are you too scared?

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Super Mario Odyssey Director Explains Why the Life Counter Has Been Dropped

One of the things that many fans noticed immediately when shown in-game footage of Super Mario Odyssey was that the life counter, a staple in every Mario game till now, was missing. Should the plumber meet his demise, the game merely subtracts some coins from your total and then restarts you at a checkpoint. It’s divided opinion somewhat, but this is something that’s become more and more of a trend in modern platformers, as lives are really just a holdover from the glory days of arcades.

Speaking more on this issue in this month’s Game Informer, Kenta Motokura—the director of Super Mario Odyssey—explained that the concept was canned because it wouldn’t gel well with the general design of the game. Here’s what he said:

We thought about how a lives system would work in this kind of broad, exploration-focused game. In this sort of game, there would be a lot of different restart points. We decided not to use the lives system because it was not an element that was absolutely necessary. We also thought that it would affect some users’ desire to play because, while users who are good at the game would rarely see the (game over) screen that comes up when Mario runs out of lives, inexperienced users would probably end up seeing it frequently.

It makes a lot of sense, but the question is whether this will become a standard for all Mario games, or if it’s just for Odyssey.

What do you think? Does a life counter still have a place in modern game design? Do you think they’re going to drop it from Mario games for good? Share your thoughts in the comments below.

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Reminder: Lovers in a Dangerous Spacetime is Out Today on the Switch eShop

eShop aficionados naturally fall into a pattern of looking for new download games each Thursday (and Friday for retail downloads), and as a result attention can drift away from releases that line up on, for example, a Tuesday. It’s worth a reminder, then, that the rather promising Lovers in a Dangerous Spacetime is out today on the eShop for $14.99 / £11.99.

It was listed in last week’s North American Download Update details but not in the European equivalent, highlighting the potential challenges titles like this have for launch day visibility. Nintendo of Europe has used social media to remind people it’s out today, though.

A hit on other systems, this is a colourful title in which up to four players frantically rush around a spaceship to control various weapons and systems in order to hold off enemy attacks. Perhaps best in co-op, you can also play solo with AI companions helping you out.

Despite what Nintendo of Europe has tweeted, at the time of publication the game hasn’t gone live in Europe or North America, but it should be a matter of hours before it’s available. Is this on your radar?

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Review: Physical Contact: Picture Place (Switch eShop)

Physical Contact: Picture Place is the third entry in a series of games from publisher, Collavier Corporation. It is also a completely unnecessarily long and misleading name for a game that is effectively just a collection of Sudoku puzzles. We haven’t been having much joy with the first two games in the series so far (Physical Contact: 2048 and Physical Contact: SPEED) but, being the optimistic bunch that we are, we were hoping that Picture Place might be the one to turn everything around. Unfortunately, this is not the case.

As we touched upon above, Physical Contact: Picture Place has 100 Sudoku levels for you to clear. For those not in the know, Sudoku is a puzzle game where you aim to completely fill a 9×9 grid with the numbers 1 to 9 (although this game replaces the numbers with different coloured gems by default). Each horizontal and vertical line, as well as each individual 3×3 block within the main board, must contain only one of each number (or gem). In the game’s earlier levels you’ll find that the boards on offer only have a small amount of gaps for you to fill; over time, though, the amount of gaps will start to increase, adding to the complexity of the puzzles.

There are a couple of other things that you can do too: the first of which is a multiplayer mode. This is a competitive game where both players are playing on the same board, trying to fill in the blank squares before the other. You score points for each gap that you manage to fill and get bonus points for securing a complete line or 3×3 block. As well as this, there is a shop where you spend your in-game earnings on new avatars and background images to customise your experience. The background images make sense as the personalisation is nice but the avatars feel rather pointless – you hardly even notice them as you play and they don’t add anything to the game.

This brings us on to our next point, though – there are so many strange or even downright ridiculous decisions in the game’s design that you have to wonder why they were ever made in the first place. Firstly, despite this being a simple, happy-looking puzzle game, the avatars are all pixelated images of demons, vampire bats, and insects that look like they have just crawled out of Hell. As well as this, the solo player mode has a ranking system where you receive rewards depending on how well you did in each level. For a bronze award you must simply clear the level, for silver you must clear it under 3 minutes, and for gold you must clear it in under 5 minutes. Just take a second to read that sentence one more time, though – the gold achievement is easier to complete than the silver and it is actually impossible to complete the silver challenge without also completing the gold!

It doesn’t stop here, either; the controls are a bit of a shambles too. Menus can only be navigated by using the D-Pad or touchscreen, but the gameplay itself shifts over to the control stick meaning that you have to constantly shift back and forth between different control schemes. Also, when playing in multiplayer mode, the layout of the controls completely changes with new buttons being assigned to the various actions – this was hard enough to figure out the first time around as neither mode ever shows you what the controls actually are. To make this worse, the multiplayer mode has actually been designed in such a way that both Joy-Cons act as ‘Player 1’ with the assumption that you will hand one to a friend. This means that if you try to play multiplayer with a Pro Controller, the game expects you to pass half of the Pro Controller to a friend with one person using each stick – there is no option to use a full controller each. Madness.

The whole thing is an exhaustively infuriating experience, in part because it could have been a fine game without all of the silliness. The Sudoku puzzles themselves are fine (albeit a little easy for people who know how to play) and we could see ourselves playing through a few levels every now and then when we had some spare time. The soundtrack is also rather surprisingly wonderful at times; some pieces of music featured in the background are beautiful and we’d often find ourselves humming along after a short while with the game. If the presentation wasn’t so poor (and wasn’t clearly lifted straight from the first two games in the series) then this game would have been rather enjoyable; as it is, though, it just isn’t worth the kafuffle.

Conclusion

Unfortunately, the third entry in the Physical Contact series looks like it should probably be the third one that you consider avoiding. The Sudoku puzzles themselves are fine, and you could definitely pass the time by going through them, but why bother; the game has too many faults to make it a definitive Sudoku experience and you could just as easily play the game in real, non-infuriating puzzle books. If you are a Sudoku fiend, excited by the idea of having puzzles on your Switch despite our warnings, then go ahead; everyone else, though – stay away!

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Hands On: Picking The Right Moves With Chess Ultra

British game publisher Ripstone announced during the Summer that TIGA Awards finalist Chess Ultra will be arriving on the Nintendo Switch sometime in 2017. The company – known for previously publishing the likes of Ironcast, Extreme Exorcism and Pure Chess for the Wii U and 3DS – are looking to replicate previous success, after the game garnered a strong fan base with 2.5 million players enjoying the age-old game.

Speaking to Hollie Pattison (Community Manager for Ripstone Games) at EGX, we were told the company is looking at “making Chess sexy”. More of a humourous in-joke by Ripstone, perhaps, but you can see what it means with the game’s detailed ornaments and lavish arenas. We go from sophisticated classical lounges to the fiery pits of hell, giving the classic game a big overhaul in terms of look whilst keeping the core strategy untouched. This is one of the key goals for Ripstone and appears to be appreciated by the Chess community itself, if previous statistics are anything to go by.

What will be most interesting is that on the Switch, Chess Ultra will become a great way for players to be introduced into the world whilst giving experienced fans a reason to jump in. Ripstone confirmed to us that basically no issues were experienced porting to the console, and it’s great to hear more developers finding the software much easier to work with when compared to Nintendo’s previous hardware.

We gave it a try; the controls are integral and work well with the Joy-Con (they do work with the Pro-Controller, however we were unable to test) allowing for each player to hold one and still make all the necessary moves. A nice touch is the ability to move the camera angle down to the chess piece level or any 180 degree angle, so nothing is overlooked.

Extra detail has also gone into tutorial mode to try and ensure that even the most seasoned of players will learn a thing or two, along with some enjoyable puzzles to mull over outside of the main game.

We were also reminded of PR details previously release, outlining more of what we can expect when it arrives on Switch.

  • Stunning environments and beautiful chess sets, including a ‘Fire and Brimstone’ chess set that literally burns
  • 10 Grandmaster approved AI levels
  • Comprehensive time controls, including Classical, Blitz and Marathon, all available online
  • Intuitive local and online multiplayer with ELO ranking system
  • Over 80 chess puzzles
  • Re-write the past by winning the biggest historic matches
  • In-depth tutorials

Earlier this Summer the game released for PlayStation 4, Xbox One, PC and VR, with new DLC dropping in the form of the “Patheon Game Pack”; this will come bundled with the Switch version. In this new content a Roman environment set in the Pantheon Temple is available along with an Imperial themed set that uses Roman soldiers as Chess pieces.

Chess Ultra is expected to release for around the £9.99 mark (TBC) as per its Steam counterpart on the sometime in the remainder of 2017. Is it on your wishlist?

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Metal Slug X is Your Next ACA Neo Geo Release on the Switch eShop

HAMSTER’s range of ACA Neo Geo downloads keeps growing on the Switch eShop, and this week we seem to be getting another good one – the European eShop lists Metal Slug X for a 5th October release.

We’ve already had three Metal Slug titles on the store to date, though X is considered to be pretty darn good – it’s a rearranged version of Metal Slug 2 (fixing that game’s drastic slowdown) and we loved it in our Wii Virtual Console review. Like all ACA titles we can expect various customisation options and online leaderboards, and likely a very solid emulation.

You can see a longplay video of the game below.

Let us know if you plan to pick this up on the Switch eShop.

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Over The Moon Gives a Gameplay and Project Update on The Fall Part 2: Unbound

The Fall was an intriguing release on the Wii U eShop and a range of other platforms, and left fans hanging on for a sequel. Developer Over The Moon has been busy with its task of ensuring that follow-up steps everything up a notch, and also had to shift the project from Wii U to Nintendo Switch.

The Fall Part 2: Unbound was originally slated for release in this window, but the developer has posted a video explaining that it’ll now arrive in February 2018. This is partly due to taking a little extra time to polish the game, and to avoid the risky business move of releasing right in the middle of the ‘triple-A’ silly-season.

In any case, the studio’s head honcho John Warner has posted an interesting video talking about this and also discussing aspects of the title’s gameplay and design. He makes a pretty good pitch for the game, and talks about the studio’s upcoming challenge of successfully marketing the title. It’s well worth a watch, so check it out below.

This certainly looks like one to follow ahead of its release next year.

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Random: There’s a Mario and Peach Marriage License Available In Japan

With only a few weeks left to go until the release of Super Mario Odyssey, many promotional items are starting to pop up in preparation for release day. One of the more unusual that has come up is from a Japanese bridal magazine called Zexy. In an issue released on 23rd August – and still available now – a few Nintendo related items are included. 

The one that grabbed our attention was the full page marriage registration form above. These forms, called “Kekkon Todoke” in Japanese, are a little bit different than those in the West. Mainly the difference is that once you and your soon-to-be spouse sign it, you are legally married right there, as opposed to most Western countries where you do paperwork beforehand and it is official after a ceremony. Zexy claims proudly in its pages that the Mario and Peach Kekkon Todoke can be filled out and will be a legally binding certificate upon submission!

There are also wedding invitations with Mario and Peach in wedding clothes, styled like their new amiibo figures. A waterproof passport case is included as well. It’s all done as a special feature in the magazine about having a wedding ceremony overseas, specifically in Hawaii. The article also gives tips on preparation for overseas travel and lists emergency numbers for Japanese travelers.

While it isn’t unheard of for Nintendo and non-gaming entitles to cross promote, this is one of the cuter ones, and is well timed in preparation for Super Mario Odyssey. If nothing else it will surely be a group of unusual collectibles to have and to hold.

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Old Skool’s Classiq 2 HD Plays SNES And NES Carts, Costs Less Than The SNES Classic Mini

The launch of the SNES Classic Mini has not only pushed Nintendo’s 16-bit wonder back into the public eye, it has created legions of unhappy gamers who sadly haven’t been able to get their hands on one.

To capitalise on the increased interest in the SNES several other manufacturers are pushing out clone systems, including the Hyperkin Supa Retron HD and the SFC Compact HDMI.

Now, another company is joining the fray, but Old Skool’s Classiq 2 HD has a twist – not only does it play PAL and NTSC SNES games, it also plays NES cartridges as well – and all for $69.99, which is $10 less than the price of a SNES Classic.

The Classiq 2 HD comes with two wired controllers (one “Dogbone”-style NES pad, the other a SNES-style controller) with 6ft of cable. HD output is limited to 720p, and there’s an aspect ratio switch (just like on Hyperkin’s effort) which allows you to toggle between 16:9 and 4:3. It’s powered via Micro USB so you can either use your phone’s charger or plug it directly into your TV, if it has USB ports. Finally, bog-standard composite AV cables are included in case you want that authentic “fuzzy” look you remember from the ’90s.

The Classiq 2 HD is entering final production as we speak and pre-orders are live right now. If you missed out on a SNES Classic and don’t mind sourcing cartridges, this could be a viable alternative to Nintendo’s micro-console – but you’re spolit for choice when it comes to SNES clones, so which one do you choose?