Posted on Leave a comment

Random: The Voice Of Mario Once Rapped As Dracula For A Corporate Video

Charles Martinet is famous to Nintendo fans the world over as the voice of Mario, and has filled this role brilliantly since the ’90s. However, it would be doing Martinet a great injustice to assume this is the only thing he has done in his illustrious career; he’s acted on stage, in film and on TV, with movies such as The Game and Nine Months to his name.

However, like so many actors, Martinet has some skeletons in his closet; roles which were perhaps taken for the money rather than any promise of artistic fulfilment or critical acclaim. The 1986 corporate video shown above seems to fit this description; in it, Martinet assumes the role of a rapping Dracula, who rises from the grave to sing the praises of ECAD Systems. Later in the video, he becomes the swashbuckling Sinbad and continues to rap about things like time-saving system solutions and all that good stuff.

This may well be the best thing we’ve seen on the internet in the past year. No, make that the past decade.

Posted on Leave a comment

Yono and the Celestial Elephants lands on eShop today!

Yono and the Celestial Elephants lands on eShop today!

Many adventure games have a distinct lack of elephants … but that’s all about to change. Elephant Yono is about to arrive in a phantastical realm of Humans, Robots and the Undead. He will run, open chests with his trunk, head-butt bad guys, spray water and throw explosives.

But Yono is still so very young and in a kingdom inhabited by feudal Humans, undead Bonewights and robotic Mekani, it’s not easy to keep one’s trunk out of trouble.

Yono and the Celestial Elephant is a grand adventure with carefully designed puzzles, treasure hunts, a sprinkling combat and a world full of people. Play as a young elephant tasked to save a world he’s never seen before, and explore the rich history of a kingdom where humans, zombies and robots live side by side.

Yono and the Celestial Elephants is now available exclusively on Nintendo Switch today .

Game Rated:

Mild Fantasy Violence

Posted on Leave a comment

New Pokémon Ultra Sun and Pokémon Ultra Moon details revealed!

New Pokémon Ultra Sun and Pokémon Ultra Moon details revealed!

The Pokémon Company International and Nintendo today revealed new information about the mysterious Pokémon Necrozma, new Z-Moves and more for the upcoming games Pokémon Ultra Sun and Pokémon Ultra Moon.

After taking over the Legendary Pokémon Solgaleo in Pokémon Ultra Sun or the Legendary Pokémon Lunala in Pokémon Ultra Moon, Necrozma will become Dusk Mane Necrozma or Dawn Wings Necrozma!

Dusk Mane Necrozma
Type: Psychic/Steel
This form of Necrozma manifests when the Pokémon takes control of both the body and mind of the Legendary Pokémon Solgaleo, absorbing the light energy that pours out of it. It slices opponents with its strong claws on its four legs and it can propel itself forward by shooting black light from both sides of its chest.

Dawn Wings Necrozma
Type: Psychic/Ghost
This form of Necrozma manifests when the Pokémon takes control of the Legendary Pokémon Lunala, stealing its light energy by force. Dawn Wings Necrozma accelerates by shooting black light from its back. This Necrozma form shoots energy that glows darkly from the black parts of its wings.

Photon Geyser is a Psychic-type special move that only Necrozma can learn. This attack engulfs the target in a pillar of light and compares the user’s Attack and Sp. Atk stats, dealing damage to the opponent according to whichever is higher. Necrozma can also learn this move when it is in Dusk Mane form or Dawn Wings form. Alongside this new move, Solgaleo and Lunala will receive the exclusive Z-Moves Searing Sunraze Smash and Menacing Moonraze Maelstrom, respectively.

Searing Sunraze Smash is a new Steel-type Z-Move that can be used if you have a Solgaleo that knows Sunsteel Strike hold the exclusive Z-Crystal Solganium Z. This attack damages a target while ignoring any effects of the target’s Ability. Menacing Moonraze Maelstrom is a new Ghost-type Z-Move that can be used if you have a Lunala that knows Moongeist Beam hold the exclusive Z-Crystal Lunalium Z. As with Searing Sunraze Smash, this attack also damages a target while ignoring any effects of the target’s Ability. A Necrozma that knows Sunsteel Strike or Moongeist Beam and is holding the corresponding Z-Crystal will also be able to unleash Searing Sunraze Smash or Menacing Moonraze Maelstrom!

The Rotom Dex returns in Pokémon Ultra Sun and Pokémon Ultra Moon and has been powered up! Throughout your adventure, you will grow closer to the Rotom Dex the more you communicate with it, which will cause it to be more helpful. By deepening the bond with the Rotom Dex throughout the game, you will be able to get special items via the Roto Loto feature. These special items come in different varieties, with some increasing the Exp. Points that you receive for a set period of time, while others may make it easier to catch Pokémon. If you become close enough with the Rotom Dex, it will use a special power for you called Rotom’s Z-Power. This lets you use a second Z-Move in battle, even though normally players can only use one Z-Move per battle.

Pokémon Ultra Sun and Pokémon Ultra Moon will launch on November 17 2017, exclusively on the Nintendo 3DS family of systems. For more details about today’s announcement, please visit http://www.pokemon-sunmoon.com/ultra/en-us/

Game Rated:

Mild Cartoon Violence

Posted on Leave a comment

Review: Touhou Kobuto V: Burst Battle (Switch)

Touhou Kobuto V: Burst Battle is a fighting game spin-off from the Touhou Project – a series of video games, print works, and CDs that follow protagonist Reimu Hakurei adventuring through a haunted region of Japan. Reimu, as well as the series’ secondary character Marisa Kirisame, join a host of playable characters to seemingly fight each other for a bit and have a good old laugh about it afterwards (because why not?).

At its core, Burst Battle is a fighting game with immediate similarities to ARMS and Pokkén Tournament DX; you battle it out in a 3D arena with a variety of attacks assigned to different buttons. The ‘A’ button acts as your main attack, ‘Y’ is a sub attack, and ‘X’ is a charge attack – all three of these have a cool-down period when used too much. The attacks (and available combos) vary slightly between characters and you’ll likely find yourself preferring certain play-styles over others, although the differences are rather minimal for the most part. You are also able to jump and dash, allowing you to dodge attacks or move around the battlefield quicker, as well as being able to block with the ‘L’ button. This block seems very temperamental, though, and pressing the corresponding button often doesn’t actually do anything.

Unfortunately the fighting is never really the thrilling, well-polished and accurate experience that it needs to be. The camera isn’t the easiest to keep on top of and often you’ll lose track of your opponent’s location. When a player is knocked to the ground they seem to stay down for an entire age – during this time there is nothing you can do except sit and wait. When you pick yourself back up again you’ll be momentarily protected from attacks, which is useful, but most typically want a fighting game to feel fast and action packed; everything about this game – from the knock-downs to the general movement in arenas – feels sluggish.

The game’s Story Mode sees you play through five fights against CPU opponents before meeting the final boss (which is genuinely terrifying in its own, creepy way). You re-play these fights as different characters, seeing the same story told from alternative view points. This is a nice concept in theory but on later run-throughs you’ll start to get bored of the characters wondering what the final boss might be when you’ve already seen it countless times. Of course, the storyline isn’t really the most important part – but when that’s the only thing separating this mode from every other in the game, we would have hoped for more.

There is also an Arcade Mode which sees you play match after match, aiming to beat your high-score of successive victories. Your health only recovers slightly after each round so it becomes a test of stamina, trying to ensure you lose as little health as possible each time. Score Attack mode is exactly the same as Arcade except for the the high-score setup. Instead of accumulating victories, you gain points depending on how well you performed in each round. As before though, your health only recovers slightly and you just fight until you lose.

If you’re after a more relaxing experience (although all modes are rather sedate in truth), you can play against the computer in the ‘VS Com’ mode just for fun, altering your opponents’ difficulty level, or just do some training if you prefer. Despite there being a training mode, no real guidance is given as to how to play – some attacks and combos are listed in a menu but the game never explains what the ‘Charge’ and ‘Action’ bars on the fighting screen actually do. It also never explains how to use a Spell Card – a particularly strong attack that appears to work in the same way as Pokkén’s ‘Synergy Burst’ or ARMS’ ‘Rush Attack’.

As well as this you have the option to play against others locally via split-screen, or local wireless connection (which is confusingly called ‘VS Online’). The split-screen mode works exactly as you might expect, one player takes the left side of the screen whilst the other has their own view on the right, and runs just as the main single player mode does. Playing via local wireless allows to users to play on their own consoles independently – one must host a room and wait for their friend to join. There is no option to play with players around the world online, however.

The presentation within the game’s menus and storytelling is beautiful, featuring wonderful illustrations of characters from the series. Unfortunately, though, the same cannot really be said for the fighting gameplay itself – the characters look a little ‘clunky’ and to move they actually float along the ground rather than walk. This sums up the game on the whole; it all feels a little weak, never quite realising its ambitions and falling flat at every step. With such great fighting alternatives already available on the console, the only reason we could really see for wanting this is to grab yourself a cheaper alternative. The problem here is that it isn’t actually that cheap; the difference in price between this and the major fighting releases does not accurately reflect the difference in quality.

Conclusion

Fans of the Touhou Project might get some enjoyment purely from seeing their favourite characters on the big (or little) screen once more, but this isn’t a quality fighting spin-off. The game’s slow pace, disinteresting plot, and lack of any serious fighting credentials leave an awful lot to be desired. If the game was considerably cheaper you could potentially justify a purchase for having quick, easy-to-set-up fighting rounds; as it stands, though, this may well be best left alone.

Posted on Leave a comment

DOOM Provides a ‘Good Reference Point’ to What Wolfenstein II Will Offer on Switch

With DOOM and Wolfenstein II: The New Colossus heading to Switch, many are understandably intrigued to see exactly how well they will perform on the system. Recently we shared details on how DOOM is set to look on the console – perhaps most notably including the fact that it will run at 720p in both docked and undocked modes – and, thanks to a Gamespot interview with the game’s director (Jens Matthies), we now know to expect a similar performance for Wolfenstein II.

When asked about the experience we can expect to have with the Switch version of the game, Matthies mentions DOOM as being a good “reference point”, emphasizing that both games are running on the same engine. This should, in theory, mean that both games will perform equally in terms of things such as their graphical output and framerates. It’s also reiterated that, beyond that, “it doesn’t really matter what kind of platform you’re on, it’s still the same game”.

As you may well be aware, DOOM is scheduled for release this holiday season with Wolfenstein II following in its footsteps sometime next year. Once we can get our hands on the former properly later this year we should have a better understanding of what to expect for the latter. That said, we were pleased with what we saw when we played it in the handheld mode not too long ago.

Are you looking forward to these games coming to Nintendo Switch, and do you think they’ll hold up well on the hardware?

Posted on Leave a comment

Mario & Luigi: Superstar Saga Takes Number One Spot in Japan, Switch Still on Top

It’s the middle of the week, which means we have the Media Create chart results out of Japan; there are some interesting points to consider in what was clearly a relatively quiet week in the market.

Starting with software we have Mario & Luigi: Superstar Saga + Bowser’s Minions making its debut at number one. That’s a positive, but its sales of 25,788 units are undeniably modest; for comparison Mario & Luigi: Paper Jam shifted nearly double that number when it launched in late 2015. That’s it for new Nintendo system games in the top 20, though in a quiet week we do have Splatoon 2 and Mario Kart 8 Deluxe ticking along nicely in 2nd and 3rd.

  1. [3DS] Mario & Luigi: Superstar Saga + Bowser’s Minions (Nintendo, 10/05/17) – 25,788 (New)
  2. [NSW] Splatoon 2 (Nintendo, 07/21/17) – 22,338 (1,212,901)
  3. [NSW] Mario Kart 8 Deluxe (Nintendo, 04,28,17) – 13,392 (734,133)
  4. [PS4] FIFA 18 (Electronic Arts, 09/29/17) – 13,169 (69,088)
  5. [PS4] The Legend of Heroes: Trails of Cold Steel III (Limited Edition Included) (Falcom, 09/28/17) – 12,581 (99,841)
  6. [NSW] Pokken Tournament DX (Nintendo, 09/22/17) – 11,831 (88,768)
  7. [PS4] Dragon’s Dogma: Dark Arisen (Capcom, 10/05/17) – 11,666 (New)
  8. [PS4] Sniper: Ghost Warrior 3 (Ubisoft, 10/05/17) – 10,825 (New)
  9. [NSW] Fire Emblem Warriors (Nintendo, 09/28/17) – 8,024 (49,514)
  10. [PS4] Pro Evolution Soccer 2018 (Konami, 09/14/17) – 6,266 (97,712)
  11. [NSW] The Legend of Zelda: Breath of the Wild (Limited Edition Included) (Nintendo, 03/03/17) – 6,196 (604,865)
  12. [PSV] Tokyo Clanpool (Limited Edition Included) (Compile Heart, 10/05/17) – 5,197 (New)
  13. [3DS] Fire Emblem Warriors (Nintendo, 09/28/17) – 4,952 (23,309)
  14. [NSW] Monster Hunter XX Nintendo Switch Ver. (Capcom, 08/25/17) – 4,785 (151,668)
  15. [NSW] FIFA 18 (Electronic Arts, 09/29/17) – 4,660 (17,276)
  16. [3DS] Dragon Quest XI: Echoes of an Elusive Age (Square Enix, 07/29/17) – 4,370 (1,737,922)
  17. [NSW] Dragon Ball Xenoverse 2 for Nintendo Switch (Bandai Namco, 09/07/17) – 4,339 (40,424)
  18. [3DS] The Snack World: Trejarers (Level-5, 08/10/17) – 4,126 (176,959)
  19. [NSW] Arms (Nintendo, 06/16/17) – 3,340 (232,688)
  20. [PS4] Destiny 2 (SIE, 09/06/17) – 3,205 (91,893)

Moving on to hardware numbers are down for the top two, with Switch losing nearly half its sales from the previous week but still coming out well on top. The New 3DS LL and New 2DS LL (XL) both saw increases, however. Results are below with last week’s sales in brackets.

  1. Switch – 38,204 (73,231)
  2. PlayStation 4 – 16,680 (22,822)
  3. New 3DS LL – 12,658 (9,915)
  4. New 2DS LL – 8,534 (8,359)
  5. PlayStation 4 Pro – 5,869 (6,547)
  6. PlayStation Vita – 3,545 (3,732)
  7. 2DS – 1,594 (1,655)
  8. New 3DS – 265 (392)
  9. Xbox One – 186 (71)
  10. PlayStation 3 – 72 (64)
  11. Wii U – 45 (68)

A reasonable week for Nintendo, though the sales of Superstar Saga’s re-release are a little disappointing; it likely reflects a mix of its remake status and declining interest in 3DS titles. As for the Switch, it’s still comfortably leading the way in hardware; here’s hoping Nintendo gets plenty of units in stock as the shopping season heats up.

Posted on Leave a comment

This is the Police Gets Switch Retail and eShop Release Dates

THQ Nordic has been quite supportive of the Switch in its early days, opting to target the budget retail space with releases like Sine Mora EX. Next in line is This is the Policeconfirmed during the Summer, it now has firm release details.

Confirming that it has an M rating from ESRB, it’s been announced that it’ll arrive on the eShop on 24th October and at retail on 5th December.

This is the Police is a strategy and adventure game set in the crime-ridden city of Freeburg. You assume the role of Police Chief Jack Boyd – voiced by Jon St. John (Duke Nukem) – and have to tackle a wide range of crimes, assigning officers to certain jobs and facing numerous moral dilemmas along the way. The ultimate aim is to raise $500,000 in 180 days, but you can choose to do that in any way you wish.

So, are you planning to pick this up?

Posted on Leave a comment

Get the Official Free Download of Super Mario Odyssey’s Jump Up, Super Star!

Super Mario Odyssey was a hit at E3 this year, but a surprising part of the show was the popularity of the game’s song, ‘Jump Up, Super Star!’. Its chirpy lyrics and Big Band stylings took off, and before long the track had been ripped and lovingly shared online.

Now, following the release of an awesome musical video, Nintendo has made the shortened version of the song available as a free download. All you need to do is head to supermario.nintendo.com, click on the ‘download for free’ area and your computer will automatically grab the mp4 file.

It’s a nice touch, for sure, though beware YouTubers; we bet Nintendo will still copyright strike the heck out of you if you use it in a monetised video…

Nintendo’s certainly touched on a smart piece of marketing; the song has almost taken on a life of its own and does absolutely no harm to the game’s hype.

Posted on Leave a comment

Rock ‘N Racing Off Road DX Will Be Crashing Onto Nintendo Switch

EnjoyUp Games has announced that Rock ‘N Racing Off Road DX, a game that was previously released on Wii U as well as other platforms, is on its way to Nintendo Switch.

The game features a variety of tracks, an arcade mode, time trials, and multiplayer action to get stuck into as well as a rock ‘n’ roll soundtrack for accompaniment. The game initially released without its ‘DX’ tagline, offering a not too dissimilar experience; the newer DX version added some extra tracks but didn’t really improve on the gameplay itself. We didn’t have a great experience with the game on Wii U so we’re hoping for a pleasant surprise when it launches on the new console.

You can check out some screens of the game below.

Have you played the game before? Are you happy to see it make its way to the Switch? Let us know in the comments.

Posted on Leave a comment

Feature: Keeping Our Eyes Wide Open for Dimension Drive on Nintendo Switch

The Switch eShop’s library of upcoming games continues to grow, but one game due relatively soon that needs to stay on the radar is Dimension Drive. Confirmed earlier in the year and currently in the final steps to securing a full release date, it’s a shoot ’em up that aims to add its own spin to the genre.

Developed by 2Awesome Studio, it’s the work of two engineers that once worked at the European Space Agency. A chance meeting and a shared love of gaming brought David Jimenez and Alejandro Santiago together, and now a couple of years have gone into the creation of Dimension Drive. From a troll scuppering a Kickstarter campaign to a rebirth and success, the route to release (on PC and Switch initially) has been intriguing.

We recently gave this a try on PC and it’s certainly shaping up well. Quite handsome visually, its mechanic of switching between two sides of the screen is smartly implemented and demands that players focus on the task at hand. Utilising both sides of the screen feels tough initially, but starts to become natural after a short amount of time; it helps that the game is enjoyable and encourages persistence.

We posed some questions to the studio’s David Jimenez to learn more about this intriguing upcoming release.

First of all, can you introduce yourselves and tell us a little about 2Awesome Studio?

2Awesome Studio is composed of 2 people, myself (David Jimenez) being the game designer of the team and my colleague Alejandro Santiago, the game developer. We are both originally from Barcelona and we went to The Netherlands to work as engineers at the European Space Agency (ESA). There’s where we actually met and started sharing the passion for games and game development until we decided to setup a studio and start working on our first commercial game (Dimension Drive). I guess being engineers in the space industry highly inspired us to work on sci-fi space games.

How did the idea for Dimension Drive come together, and what sort of games inspired the initial concept?

Dimension Drive started like all good stories – with pizza and beers! Alejandro and I were playing old shoot ’em up games and at some point that night we decided to make one ourselves. We realized that current screens with their wide format left a ton of empty space for a vertical shoot’em up. At one point we saw a video of a superplay of a shoot ’em up with one player playing it in two player mode and controlling both ships. So, we said, let’s do that. Let’s put two games on the screen and have one player play both at the same time. The first prototype was unplayable, it’s too difficult to control two things at once for a regular person. So after several iterations the switching mechanic came about and that opened up lots of new possibilities for the game design.

Not everyone may realise, but Dimension Drive started off with funding via a successful Kickstarter campaign. Can you tell us a little more about that?

During the second half of 2014 we did the first prototype of Dimension Drive. Gameplay was good, it felt right. We knew we had something new in our hands with this dual battlefield mechanic. We went to some showcase events in The Netherlands and people had a blast with it but the art and production values of the game were not matching the gameplay. As said, we are both engineers, Alejandro has been coding games for many years and I have plenty of experience but when it comes to art we are unable to even draw a stickman. So, we decided to assemble a team of talented freelance artists and work together in making Dimension Drive a highly polished game. This time around not only in gameplay but also in visuals and audio. Obviously, we needed to pay the team and that’s what we did the Kickstarter campaign for.

How vital was the hook of managing two screens, do you think, to the Kickstarter success?

The switching between two screens mechanic and the story and characters were the biggest hooks of the Kickstarter. Actually, we did 2 Kickstarter campaigns in a row. The first one ended quite tragically as you may remember it even made the news. A troll falsely pledged 7000€ to our campaign and that money was removed at the last moment by the Kickstarter integrity team as the payment was fraudulent. The timing meant that we went from being funded to being unfunded with no possibility to fix just 30 minutes before the end.

This story got big thanks to the gaming community getting outraged at the situation. Kickstarter staff got in contact with us and helped us pick up the pieces and put a second campaign up right away. High profile developers like Rami Ismail, Mike Bithell, Brian Fargo, Rhianna Pratchett and others gave us their help promoting the second campaign and even becoming backers themselves. The second Kickstarter campaign was an instant success and we got funded with more than we could have made in the first round. In the end the trolling hugely backfired as instead of sinking the game it achieved exactly the opposite. Since then we have felt a huge debt to the whole gaming community and industry for saving Dimension Drive. We took the commitment to make the best game we could possibly do.

Tell us about that swapping mechanic. For starters, did it make the development of stages that big trickier, as you need to design levels to suit the mechanic?

Dimension Drive’s core gameplay is the switching mechanic. You have 2 levels side by side and you must actively switch from one to the other to progress and in general stay alive. Regarding development it means double the work as each mission in the game is composed of two traditional levels. As you correctly say the two levels are designed together to function as a whole. It’s not only the levels that are designed around the switching concept, every element in the game has been designed to maximize and enhance the switching gameplay. Enemy patterns and boss fights for example are created so that switching strategically is the optimal way to defeat them. You can of course brute force your way and take damage on one side in the lower difficulty settings but at higher settings proper and fast switching is a must.

The ship has limited energy to manage on both sides; can you explain how that’ll dictate gameplay?

As explained the level design and the enemies itself already force you to switch sides. However, we wanted to reward players that excel at this. All good shoot ’em ups have this layer system where you could just play or play for score. In Dimension Drive if you want to play for score, you need to switch a lot, destroy as much as you can on both sides, avoid taking any damage and control your energy meters for each side. Each side has its own energy bar that represents your ammo. If you stay too long firing in one single side you run out of energy and your only option is to switch to the other side to recharge. Whenever you reach one of these situations of low energy, the game will warn you and reset your score multiplier. If you switch frequently your energy on both sides will be balanced and your score can be maximized. Besides this, enemies drop energy crystals you can collect adding a third layer to further increase your score. This is a lot to take in for a new player but the game does not require you to do so if you don’t want to. Only if you want to play for score you need to manage all this.

Do you expect players to find swapping tricky initially, or is it your experience in testing that they adjust quite quickly?

We initially thought people will have a hard time coping with two screens. But after showcasing at many events and lots of play testing we can happily say this is not the case. The human brain is quite amazing, and people adapt to the dual gameplay quite quickly. Before they know it they are switching sides as if they were playing a single screen game. It’s important to note that while we have two levels we only have one ship so at one given moment you only need to keep track of one side (while watching through the rear-view mirror as we say the other one). We’ve also designed the difficulty curve in a way that first levels do not really force you to switch that much or do it so without many dangers. That way you can switch more carefree until you are used to it. Later levels of the game obviously require you to master the mechanic.

When we tried the PC build we found ourselves focused more on the left screen; do you find that players typically favour one side over the other?

Yes. What we have noticed is that a player will favour the screen they use the very first time. Normally the game has you starting on the left side, but if you play in co-op that may not be the case. It’s a curious thing. However, as people get more into the game this starts to wear off and people play both sides almost equally.

Beyond the swapping mechanic, what other features are you most pleased with in Dimension Drive? Power-ups, enemy designs and so on?

As the game progresses you unlock new abilities. The switching mechanic is only the first one. After you complete each World a new ability is unlocked. These abilities make Dimension Drive a unique take in the classical shoot ’em up formula. The second ability is the Inverse Drive that allows you to slow the scroll speed and turn your ship around to fire backwards. Naturally, World 2 levels have enemies and other items that make use of this ability. Finally, for World 3 we have the Drift Drive, this allows you to perform a short horizontal dash on the side you are currently on. While dashing you can cross through walls, or even enemies (actually dashing through enemies will instakill them). Be careful though, you don’t want to end a dash crashing into a rock.

These new mechanics that take what people think about shoot ’em ups and throws away the conventions is what we are proudest of. Our idea was to make a game that was an ode to the 80-90s arcade shoot’em up while bringing a new elements to the table.

Narrative seems to be quite important, too. Can you tell us about the story and how it’s told through the game?

When we decided to make the game bigger and go to Kickstarter we decided we needed a hero and a setting. That’s how the story came to be. We are very much sci-fi nerds and we wanted to create this space opera universe where several races are battling these so-called Dimensional Wars. The story narrates the fight of Jackelyne against the Ashajuls. The Ashajuls are a multidimensional race that are conquering one dimension of the multiverse at a time. The problem with this is that as there are infinite dimensions is a neverending war. Jackelyne must put a stop to this madness using The Manticore, the only ship (besides the Ashajul fleet) that can teleport through space and dimensions. This video explains it better than I do

Will the Switch version have any unique features?

The Switch version has feature parity with the Steam version. Obviously it’s the only version of the game you can play on the go and this is a big plus for us. Also the fact that you can play co-op with a single Switch and only 2 Joy-Cons is great. We remapped the controls so that the 4 inputs used in the game (Fire, Switch, Reverse and Dash) are in the face buttons. This makes it perfectly playable with a single Joy-Con per player. We have obviously added support for rumble and the Nintendo Switch Pro controller as well.

Do you think the shoot ’em up genre is on the rise at the moment? If so, why do you think that is?

I see a trend in developers bringing more shoot ’em ups to the market. I’m not totally sure of the reasons behind it. Of course, re-releases are kind of obvious from a business point of view. Publishers that have a catalog of shoot ’em ups release them again for new platforms to try to reach new audiences. The Switch being the newest console is a perfect example of this. We have seen several re-releases of old shoot ’em ups for it. We also think shoot ’em ups and arcade games in general are very well suited for the Switch, in the sense that replay times are short enough for bite sized plays on the go.

Finally, do you have a big pitch for our readers in order to get them excited for Dimension Drive?

Go get it once it is out; you will like it and we’ll be able to feed the aliens we keep in the basement! On a serious note, Dimension Drive is a new take on the shoot ’em up genre, it combines everything you loved from the classics with radically new ideas that will make you question what you think about these games. Also, Dimension Drive has already won several awards. At Gamescom it recently won the 1st prize of the Big Indie Pitch and last year it won the Momocon Indie Game Award. So, I guess we are making a game with some quality!


We’d like to thank David Jimenez for his time. Dimension Drive is due out on the Switch eShop soon.