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  News - Blog: Luring players with gratification
Posted by: xSicKxBot - 01-06-2020, 10:40 PM - Forum: Lounge - No Replies

Blog: Luring players with gratification

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


If you are familiar with my previous post when I shared a few insights on what makes the hyper-casuals click, you’d remember how I fantasized about something called Gratification in almost every paragraph. It’s not a bad thing to fantasize about if you are a Game Designer or someone who loves crafting engaging experiences.

You’d wonder what took me so long? Good question. But you know, I have a life (just kidding, I don’t). On a serious note, I’ve wanted to pen down my thoughts but preparing Possessions for Apple Arcade kept me occupied.

But here it is, a post dedicated entirely to Gratification and why I feel it’s one of the most essential ingredients for a recipe we call “fun”. As a matter of fact, the game in conversation is the first mobile game which made me spend close to $500 on in-app purchases, I do declare, all thanks to the pleasant experience crafted with care and polish.

Ready? Let’s go!


Now, because I haven’t been able to spend enough time on my consoles or PC since last few months, I’ve been playing a lot of mobile games. Some good, some very good. The idea about exploring gratification and how to tackle it came to me when I got hooked to a game called Nonstop Knight 2, a sequel to the hit, you guessed it, Nonstop Knight, by Flaregames. It’s a top-down dungeon crawler in which the character runs and attacks automatically, while the player controls his special abilities. As you explore and raid dungeons, you gain access to new and improved equipment which improves your power in the game. A simple loop, right?

Nonstop Knight 2 - Core Loop

Don’t get fooled by its simple core loop, this game has layers of depth built into it in terms of gameplay and meta. For those who haven’t played the game, allow me to explain a few key aspects of it.

It all starts elegantly without any lengthy onboarding or tutorials. As soon as you boot the game, you see a good-looking Knight with the option to customize his look and nickname. Hit the “OK” button, and you see the Knight running around in a dungeon on a pre-defined path. The auto-running Knight is soon welcomed by two enemies. You see the Knight killing those weaklings in a couple of hits. Once you are done digging their graves, a big blue button pops at the bottom, and the game pauses for your input. You tap the button and see the Knight deliver a terrifying blow. That’s how you learn about your only interaction in the game. Don’t get me started on how satisfying it feels when you hit the enemies, watch them explode in a chunk of shards with a minimal screen-shake to go with it. We will, of course, come back to all of this later.

Once you are done with a dungeon, you win a chest which rewards you with new and powerful gear, and the game teaches you how to equip them. That’s one good example of getting your player in the game with the least amount of tutorial and get them playing asap!

As you learn about the gameplay and equipping items, the ‘tutorial’ ends with inviting you to explore more dungeons and get powerful. Who’d possibly refuse this offer?

KN2-Onboard

Tell me more!


Alright, before we dive deep into the elements which contribute towards the gratification, you need to understand the core gameplay and meta. I, for one, adore the design decisions taken to make sure NK2 attracts a much wider audience, being a soft-core dungeon-crawler it is.

The core


As mentioned earlier, NK2 is a top-down dungeon crawler with a few twists to make it work efficiently on a mobile device. The character attacks automatically, and the player’s only interactive responsibility is his special abilities. Abilities include dealing a severe blow, setting things on fire, dashing away/towards the enemy, to name a few. Of course, using these abilities at the right time is what keeps you going, especially while raiding a hard dungeon where you can’t rely on your auto-attacks to do all the work for you. And not to forget, you can’t spam your way through the dungeon with your abilities since it costs mana and you don’t have an unlimited supply.

This is what I believe is one of the most crucial and well-thought design decisions the developers made. Considering the platform’s shortcomings, the game offers a sweet relationship between an idle game and an RPG. By cutting down the interaction, it enables the game to be enjoyed anywhere, holding the phone with a hand or two. Part of the credit goes to the portrait orientation, which makes it easier for the player to handle the game. And to make sure the player is well-invested in each session, the use of special abilities subtly promotes player’s participation while empowering him to feel like a vital piece in the machinery.

The progression


You don’t run and kill without a substantial purpose in the game, of course. The game has a robust progression system which complements the core mechanic very well.

At the time of writing, there are a total of (9) Worlds in the game, with each world having multiple dungeons, and dungeons further divided into floors (sub-dungeons). Moreover, dungeons frequently come equipped with modifiers to stir things up. For example, one of the dungeons in World 8 has a modifier “Paranormal” which allows the enemies to have accelerated mana regeneration, making them use abilities more often. And you’d be happy to know that each world can be completed in three difficulties in the search for better rewards, promoting replayability.
To complete a World, you have to fight through different enemies in each dungeon. Completing a dungeon rewards you with Chests and XP. To open a Chest, you need to have enough ‘Keys’, which is the game’s way of using the energy system for pacing the progression. You can still play the dungeons if you run out of Keys (which auto-generate in regular intervals). Again, you won’t get any Chests after completing it, just some coins, gear-upgrade ingredients and XP.

As you find and equip gear, you enhance your ‘Power Rating‘ which tells you how ‘powerful’ your character is, and tells you if a dungeon is easy or hard depending upon the difficulty of the dungeon which is also conveyed via the Power Rating. So to play a dungeon with 100 difficulty, it’s best to have your Knight’s Power Rating to be 100 or above.

KN2-PowerRating

How do you increase your Power Rating? You see, each gear you find comes with a Power Rating as well, and the gear you currently have equipped to your character contributes towards your total Power Rating. This makes you spend most of your time in search of powerful gear. However, you can be even more “powerful” by equipping passive (Talents) and active abilities (Skills). Remember the only interaction you have in the game? That’s what Skills are.

KN2-Skill-Flashfire
Skills are active abilities which cost mana.

KN2-Talent-BossStopper
Talents help you in the background.

To summarize, the game will have you raid dungeons to find powerful gear which makes you unstoppable against the enemies, until you encounter someone more powerful, forcing you to repeat the loop to relive your profound memories.

(something about) The Meta


This is where things get interesting. You’d think that NK2 is too simple to grab your attention for a long time, but you’d be surprised to know how wrong you are. Although the game flaunts a simple core loop, you’d notice that it’s neatly supported by a strong meta. Let me try and cast some light on it before we move on to the major attraction of this post.

So far, we’ve learned two salient facts about this game:

  1. You raid dungeons as a Knight who is capable of moving and attacking automatically.
  2. Raiding dungeons allow you to obtain loot, which makes you more powerful.

At this point, I’d like to mention that these two facts alone are enough to drive engagement for most of the users, but for those who are fond of licking the game inside-out, NK2 offers a little something to satisfy your desires.

Each weapon comes equipped with one of the Elements (or modifiers) namely:

  1. FIRE: deals fire damage.
  2. VOID: deals void (magic) damage.
  3. FROST: deals frost damage.
  4. PHYSICAL: the standard element which does physical damage.
KN2-WeaponVoid

KN2-WeaponFire

Deciding your loadout becomes important because you can magnify the effects of your gear by selecting the right set of Talents (passive abilities) in the game. For example, a Talent called ‘Delayed Bolt’ allows the Knight to deal an additional 25% VOID damage, so it only makes sense to hold a weapon which has the VOID element attached to it. Similarly, you unlock other useful Talents which reward you with passive and active support when coupled with the right kind of Element on your weapon.

Of course, you can upgrade your Talents to improve their effectiveness. Upgrades come in the form of duplicates which are dropped as part of your loot, and you can enhance your Talent when you have enough copies using Coins.

Last but not least, each gear you find is part of a Tier (Legendary, Epic, and so on…) and a Collection. Having a loadout where multiple items share the same Collection also reward you with additional perks, further enhancing your Power in the game.

KN2-Collection

Phew! I feel like I still have so many things I haven’t talked about, but then I remember that the reason I wanted to talk about this game is totally different. You guessed it right, it’s time for the secret ingredient!

The Star of the Show


If you came here for gratification but landed here after reading a whole lot about everything but gratification, my apologies. But I felt that it was important to highlight the critical gameplay aspects before sharing about how each feature is a beautiful wedding of functional yet appealing eye candy and game mechanics.

With games flooding app stores daily, unfortunately, you have to rely on the visuals to let your potential customer even click on your store listing. Think about the last time you clicked on a game which didn’t have a good store icon and you’ll know what I mean. Visuals play a significant role in attracting users towards your game, and NK2 exceeds in this domain.

KN2-Icon

Look at that icon – how tempting!


 


Art Style


The minute you boot up the game for the first time, you’ll be fascinated to see a cartoony 3D art style with quirky animations and vibrant colours. Everything from characters to UI conveys that the designers spent a good amount of time presenting a high level of polish. The multi-tab UI is easy to navigate, with only a handful of buttons. After trying out a bunch of other idle RPGs like AFK Arena where I got puzzled by a variety of modes & mechanics, NK2 felt surprisingly simple to get into. I don’t mean AFK Arena is a bad game in any way, but NK2 cater to a different target audience, preferably players who are not used to hardcore RPGs. So it only makes sense to keep things straight with a minimal learning curve.

AFK Arena often made me miss the sense of ‘control‘ I have over the game. I’d openly confess there are still specific modes/mechanics that I even don’t understand. I participated just to get some extra XP and rewards. Coming back to NK2, it all comes together harmoniously, and I feel like I have good ‘control‘ over each and every aspect of the game. From daily missions to the campaign, it all just makes sense. But things might be different for other users. After talking to a few mobile idle RPG fanatics, I found out that NK2 didn’t offer enough depth, mainly due to lack of extra engagement features. But that’s subjective. For someone like me, who’s just starting my journey into the magical world of mobile RPGs, I felt that NK2 scratched my itch perfectly.

AFKArena-UI
AFK Arena – things look confusing at first glance.

KN2-UI
NK2 – everything is easy to grasp.

AFKArena-StoreUI
AFK Arena – storefront.

NK2-StoreUI
NK2 – storefront.

Again, this is not a comparison of good vs. bad, I wanted to share these images to give you an idea of how two games with similar playstyle can look entirely different and appeal to a different audience. I find NK2‘s UI clean and easy to navigate, something I found missing in AFK Arena.

The Eye Candy


This is where the game truly shines. I’ve begun to realize that there’s another force in action behind games like NK2. A force so strong that it compels you to engage every day and for what? For the pleasure received by performing an action, even with something as simple as hitting an enemy.

Notice how each hit on the enemy is validated via a subtle white flash and how charming it is to see an enemy explode into shards, which then fly towards the progress bar. A subtle screen-shake with fluid visual effects, all running effortlessly on 60 FPS makes even a repetitive action a joy to watch. The progress bar gives you a sense of completion and reaffirms your presence in the dungeon. You know you are blazing through a dungeon when you see a gazillion shards fill up the progress bar at light speed, informing you about the duration of your current session visually.

And when that’s not enough, you are also greeted by fancy appreciative texts such as “Spectacular” when you kill a lot of enemies together, verifying the fact that you are the most potent Knight to ever cross this dungeon.

I can’t talk about gratification without mentioning Skills. If you followed along, you’d remember how you have specific active abilities in your arsenal which makes the enemy resent you even more. Not only each ability has different use cases, but all of them also look beautiful to execute, making it harder to pick your favourite. To give you an example, here’s the “Flashfire” skill in action.

Look how beautiful it is to dash with a trail of fire on the ground, while your enemies burn in fear, gifting you a bunch of coins. And it’s not just fire, you can use other forces of nature to deliver nightmare to settlers who are just doing their job. But don’t worry, the game does not give you enough time to stop and think about the poor fellows. Here’s an example where I summon multiple shadow clones & a big tentacle to help me deliver my rampage.

Thanks to the big and bold UI, using a skill is as easy as tapping a button. Since the game is intended to be enjoyed with one hand, the right placement of buttons (close to the thumb) adds to the convenience. Here’s another example of multiple Skills in action and my Knight handling the chaos effortlessly.

Another area which deserves praise is the equipment design. It doesn’t just look great, it plays a vital role in conveying your progress and its effect in the game. I can’t stress enough on how crucial it is to feel the ‘progression’ in a game, especially when the game falls under the RPG genre. Since the gear you find in the game is categorized by their level of rarity, it was important for the developers to distinguish between all these fancy pieces of equipment visually. And boy, they did well.

Take the images below as an example. On the left, you have the default Knight in its standard attire. On the right, you’ll see my Knight wearing a rich set of ‘Legendary’ gear. Just a glimpse of my outfit tells you that my Knight means business and is fully committed to my cause.

NK2-DefaultLoadout


NK2-VoidLoadout


Not to forget, each item provide extra benefits when coupled with the right Talent. By looking at my loadout, you can tell that my Knight is biased towards the VOID skill, thanks to the colour palette. This is an excellent form of gratification where the game rewards you with not just fancy-looking but meaningful loot in exchange for your precious time (and sometimes money). You feel content with your time when you see your Knight with a Legendary set of armour, directing the wrath towards puny enemies.
Because each item looks distinctive, they are accompanied by sleek effects to enhance their appeal and justify their rarity.

What’s the point of looking good when you can’t show it off? If you are someone like me who spent quite a bit on in-app purchases, then you’ll like to show off even more. And the game delivers. In certain dungeons, you have the option to bring along a companion either from your Clan or from a pre-selected set of users actively playing the game. Other players can use an AI version of your Knight too, and that’s when you get to boast about your shiny loot in return of social validation and Coins.

The game’s Clan feature works very well indeed. You have the option to showcase any item from your loadout for instant praise or jealousy. I’d also like to mention that it’s probably the only mobile game clan I’ve been serious about. It urges you to contribute towards the clan’s success by raiding dungeons and win Guild Chest – a special weekly reward for top positions on the leaderboard.

NK2-ClanShowcase

NK2-GuildChest

No matter where I look, every aspect of the game seems highly polished and well-detailed. Just look at all the confetti when you complete a tournament dungeon, how gratifying!

Even something as simple as opening a chest feels pleasing, which is mainly due to the game’s approach to art and animations.

The environment reacting to your deadly powers make a worthy mention as well.

At this point, I feel that I can go on and on, highlighting all the minor/major gratifying moments, but I think you get the idea.
NK2 is a perfect example of surprising the player with variable reward while leaving them craving for more with the help of delightful eye candy and meaningful progression. Because you are expected to engage for quite a while, it only makes sense to make your journey full of ribbons and unicorns. I confess that after about a month of daily play, the only reason I was still playing is to check out all the fancy gear & their effects, probably that’s why I couldn’t stop myself buying those expensive chests.

I don’t know how well the game performed compared to Nonstop Knight but I can get behind the idea of influencing the user to spend money in the game by entertaining her with lavish visuals and effects. It works, and I can totally see a lot of players converting just to see one of the Legendary items in action. You’d be amazed to know that the game doesn’t have any forced monetization, just the occasional rewarded ad which pops up in a dungeon allowing you to win extra rewards but only if you want to.
After a loving relationship with the game for about 4 months, I started looking for similar experiences and found some. For example, Epic Seven‘s animations and visual effects are at a class of their own, and also boasts a strong narrative. This game is such a joy to watch, and I can’t recommend it enough! Plarium’s RAID also supports neat visuals with an easy-to-grasp progression, enabling it to be a part of my daily habit in a quest for good-looking and casual-RPGs.

“Kill ’em with charm” – a motto I’ve picked up while exploring these games and will be focusing on it more often in future. If you’ve played NK2 or any other game in a similar genre, I’d love to chat more about it and see if you were charmed by their dark patterns too.



https://www.sickgaming.net/blog/2020/01/...ification/

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  News - Blog: How Disco Elysium’s interjections turn information into gameplay
Posted by: xSicKxBot - 01-06-2020, 10:40 PM - Forum: Lounge - No Replies

Blog: How Disco Elysium’s interjections turn information into gameplay

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.



‘Why I Love’ is a series of lessons I’ve learned from my favorite game mechanics.


Before I get into the interjection mechanic, we need to go back in time.

In the 1910s and ‘20s, Lev Kuleshov demonstrated a film editing effect using a sequence of shots. In the first shot, there was a plate of soup. Then, a man’s expression. A girl in a coffin. The expression of the same man. A woman on a couch. And finally, the man again. Depending on what they were shown, the viewers thought the man was hungry (in the case of the soup), grieving (the girl), or desirous (the woman). Every shot of the man was the same. The only difference was the preceding shot. This psychological effect, called the Kuleshov effect, shows how context affects how people derive meaning from an experience.

Kuleshov’s demonstration. For full effect, check out the video!

The Kuleshov effect appears in branching game narratives and serves two purposes: the first, to make choices feel impactful; the second, to constrain the plot. Take the following example game. A character will betray the protagonist at a specific point in the plot. The player can make choices that affect their relationship with that character. One set of choices are “Good”. The player helps them, and the character responds kindly. When the betrayal happens, that character is a manipulative schemer. The other set of choices are “Evil”. The player harms them, and the character distances themselves. How do you think the character is perceived now? They’re a justified traitor.

To constrain the plot, player choices can be categorized under the Kuleshov effect as the context shot (the first shot, a.k.a. the bowl of soup). The betrayal is the to-be-interpreted shot (the second shot, a.k.a. the man’s expression). The player is given free rein to do whatever they like in the first shot, but not in the second shot. This helps us make decisions about what choices the player can make. For example, there can’t be a choice to kill the betrayer, because the second shot requires them to be alive. This limits what impact the player can have on the plot, while giving them the opportunity to explore their own story.

Now back to post-Disco Elysium. DE is an RPG and, as such, has character stats. These aren’t your typical D&D stats like strength, wisdom, charisma, etc. DE’s stats are things like empathy, encyclopedia, and authority. The more points the player puts into these skills, the better the character is at them and the more affected the character is by them. If you haven’t played, you might ask: “How can the player character be affected by empathy?” The answer is: the interjections.

Empathy interjecting [Disco Elysium 2019]

The interjections are the dialogue lines that are interjected by the player character’s stats. For example, if the character has high empathy, Empathy will pipe up during conversations with something like, “He’s trying not to show it, but he’s upset by the corpse in the backyard.” Then, when the player gets their usual dialogue choices, they’re now evaluating them based on what Empathy had to say. The fun bits in the game happen when two stats suggest different courses of action, like if Empathy says to watch out because they’re on the brink of crying, and Authority says to push them over it.

Why are the choices in Disco Elysium so much more compelling than in the example betrayal game? To recall, in the example game, the player’s choices comprise the context shot. The inevitable betrayal is the to-be-interpreted shot. In Disco Elysium, the interjections act as the context shot, so that the dialogue choices can be the to-be-interpreted shot. The player’s choices are no longer the context. By inverting the shot the player acts in, the player’s choices suddenly have more meaning.

Lesson: Acting with context creates meaning.

The interjections are the Kuleshov effect at work on a more micro-level. The dialogue options the player receives have their context influenced by what their character’s stats are. Why it’s so effective is that the Kuleshov effect this time around is not merely perception. It’s utility. The player can act on it. It’s a Kuleshov effect of gameplay.

— Stephen Trinh (@stephentrinha)



https://www.sickgaming.net/blog/2020/01/...-gameplay/

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  News - Ring Fit Adventure Player Shows Off His Healthy Transformation After One Month
Posted by: xSicKxBot - 01-06-2020, 03:27 PM - Forum: Nintendo Discussion - No Replies

Ring Fit Adventure Player Shows Off His Healthy Transformation After One Month

Ring Fit Adventure

If there’s one thing we’ve been reminded of over the past year, it’s that fitness games are quite popular. When Fitness Boxing was originally released on the Switch, the developer Imagineer ended up having to issue an apology in Japan due to nationwide shortages after stories spread of weight loss success.

The same thing happened when Ring Fit Adventure arrived on the hybrid system last October – with Nintendo having to apologise for stock shortages (again, in Japan) after strong sales in the first month of the game’s release.

Has Ring Fit Adventure had the same impact on the health and fitness of users as Fitness Boxing? Apparently it has, according to one Ring Fit player who recently uploaded a before and after photo of himself after one month. This regular user reportedly exercised in the game for about 25 minutes a day and made sure to keep track of his diet at the same time. Here’s the result:

Before and after 30 days of exercise in Ring Fit Adventure
Before and after 30 days of exercise in Ring Fit Adventure

Is getting fit part of your new year resolution? Have you been exercising in Ring Fit Adventure regularly? Are you noticing any differences? Share your own fitness journey in the comments below.



https://www.sickgaming.net/blog/2020/01/...one-month/

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  News - Pokemon Sword & Shield: Every Max Raid Event Happening Right Now
Posted by: xSicKxBot - 01-06-2020, 03:27 PM - Forum: Lounge - No Replies

Pokemon Sword & Shield: Every Max Raid Event Happening Right Now

Pokemon Sword and Shield introduce a few exciting new features to the series, such as Max Raid battles. At certain dens dotting the Wild Area, you can team up with three other trainers--either locally or online--and take on supersized Dynamax Pokemon together.

Pokemon you encounter in these Max Raids are special in a few different ways. First, there's a chance the monster will have its Hidden Ability. Regular wild Pokemon you come across in Sword and Shield will never have their Hidden Ability, making this the only way to obtain it in the games (outside of breeding, and in that case one of the parents would need to have the Hidden Ability in order to pass it down).

Depending on the level of the Raid, the Pokemon will have a couple of perfect IVs (base stats) as well, making them useful for breeding if you're trying to put together a competitive team. You'll also receive an assortment of rewards for clearing Max Raids, including Exp. Candy and TRs, which can otherwise only be purchased with Watts (and are quite costly). Finally, Max Raids are the only way to encounter Gigantamax Pokemon; unlike standard monsters, these Pokemon take on a different appearance when they Dynamax.

Which Pokemon you encounter in Max Raids is typically up to chance, but Game Freak periodically hosts Max Raid events that bring out certain monsters for a limited time, such as Shiny Magikarp and Gigantamax Snorlax. You can see the full list of Max Raid events happening right now in Pokemon Sword and Shield below. Be sure to also check out our Max Raid guide for tips to help you defeat these Dynamax monsters.

Pokemon Sword & Shield Current Max Raid Events

PokemonVersionEnd Date
Gigantamax SnorlaxSword and ShieldJanuary 9
Gigantamax ButterfreeSword and ShieldJanuary 9
Gigantamax DrednawSwordJanuary 9
Gigantamax SandacondaSwordJanuary 9
Gigantamax CorviknightShieldJanuary 9
Gigantamax CentiskorchShieldJanuary 9


https://www.gamespot.com/articles/pokemo...0-6472482/

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  News - Review: ESP Ra.De. Psi – The Best Shmup On Nintendo Switch, Period
Posted by: xSicKxBot - 01-06-2020, 03:44 AM - Forum: Nintendo Discussion - No Replies

Review: ESP Ra.De. Psi – The Best Shmup On Nintendo Switch, Period


Before we begin our review of ESP Ra.De. Psi, M2 ShotTriggers’ latest triumph, here’s a little history for those who may not be intimately familiar with ESP Ra.De. and its place within the pantheon of shooting games. In 1998, the blossoming shmup developing studio, CAVE, just finished delighting and devastating the world with their ‘danmaku’ masterpiece, Dodonpachi – a game that, to this day, consumes the minds and emotions of any shmup player who dares to challenge it. Before Dodonpachi, CAVE also released the innovative Donpachi, the first shmup to utilize the famous combo-based chaining system that has become a popular staple of contemporary shooters. Both of these games are in the classic style of military-oriented fighter planes taking on waves of other sci-fi combat vehicles. However, with the creation of ESP Ra.De., CAVE deviated from this aesthetic in pursuit of a new idea that was unique for the time — flying human beings blasting their enemies with psychic lasers.


Looking at the visual style of ESP Ra.De. and comparing it to some of the popular anime of the time, especially Akira (1988) and Ghost in the Shell (1995), it’s easy to see where this new design is likely rooted. In fact, for fans of Ghost in the Shell, ESP Ra.De. contains a fun Easter egg in the form of a mid-boss that bears an amazingly coincidental resemblance to the cloaking tank unit that the Major battles at the end of the film.

Visuals aside, ESP Ra.De. is also a departure from Dodonpachi in terms of gameplay and scoring mechanics. Moving away from the strict chaining and maximum bonus system of Dodonpachi, ESP Ra.De. replaces chain combos by having the player attack larger enemies with a special shot and then mugging score items out of the smaller enemies with a regular shot for extra points. It’s a refreshing reversal of design. When written out in detail, the scoring system of ESP Ra.De. does seem confusing, but the basic idea can be summarized as follows: hit the larger enemies with your fully charged special shot, while the “bubbles” of the special shot stick to the larger enemy, quickly fly around and kill the smaller ones with your regular shot to collect higher value score items. Of course, as with any CAVE shooter, there are a bunch of additional strategies to maximize scoring potential, but this basic idea will carry the player quite a long way.


However, as refreshing and fun as the original scoring system of ESP Ra.De. has been for many players, there is one aspect of the original arcade release that we are very happy to see addressed in this new Switch port. This concern is the excessive boss milking of the arcade release. Boss milking, for the uninitiated, is when a player delays killing a boss by destroying regenerating or extra pieces for added points. In many shmups, like Ketsui, boss milking is a fun and interesting mechanic that presents the player with an enticing risk-reward scenario. The player takes the risk of fighting the boss longer for the reward of more points (and shmup players love points). In the case of ESP Ra.De., though, this risk-reward is thrown out of balance to the point where the boss milking is extremely rewarding, points-wise, but involves the player committing to very long stretches of tedious repetitive gameplay. Stack this up with the time commitment of playing for score in the first place, and the result is a game that very few players have the patience to play for score on a serious level.

Enter M2 ShotTriggers — the team that needs no introduction to the shmup world, but could benefit from an intro to the wider gaming public. The ShotTriggers team is a small group within the Japanese development powerhouse, M2 – the studio behind many acclaimed ports that have been released on modern consoles, like the Collection of Mana and Castlevania Anniversary Collection. They are highly respected among this field of video game creation. The ShotTriggers sub-team specialises specifically in shmup arcade-to-console ports. What’s extremely important to understand about ShotTriggers is that, compared to other teams porting shmups to modern consoles, these guys are as hardcore and passionate about the genre as any player could hope for. The ShotTriggers team talks to the super-players and studies the games in-depth and delivers comprehensive features that you will not find anywhere else – even in the world of unofficial emulation.


As much fun as it is to have an official port of a classic game, like Metal Slug, on your home console, the world of unofficial emulation is delivering these games in an outrageously strong form — especially for dedicated players. Not only are players given the mighty save-state feature to efficiently and quickly hone in their practice of difficult or important sections, but they are typically playing these games with lower input lag as well. Just take a look at the absurd amount of input lag and complete lack of training features in the ZeroDiv Psikyo ports as an example (Strikers 1945 II has a whopping 7 frames of lag). Many of these ports are simply ROMs being dumped with user interface elements added and no consideration for playability in the long term.

M2 is never happy with this approach. With ESP Ra.De. Psi – as with Ketsui DeathTiny and Battle Garegga Revision 2016 – the ShotTriggers team set out to make a port that even unofficial emulation cannot match. They accomplished this impressive achievement through the addition of the following elements. ESP Ra.De. Psi now has an Arcade Plus mode that tones down the boss milking issue of the arcade release, making it more attractive to play for score. Accompanying this mode is the addition of a new character, Alice Master, a green-haired girl in a white gothic dress who obliterates her enemies with energy bursting from her favourite doll (very fleek, we must say). M2 also added a comprehensive save-state functionality to their port, so players can spend the hours they need to practice for things like the final boss fight without having to waste time credit-feeding to the last stage over and over.


The user interface of ESP Ra.De. Psi is well-formulated, also. There are comprehensive control features like being able to set the autofire rate on different buttons and fully implemented screen rotation and scanline options. We recommend the 25% darkness level, but the lines can go as dark as 100% if desired. Of course, no arcade shmup port is complete without rotation support and, as hoped, Psi can be played both horizontally (YOKO) as well as vertically (TATE). It wouldn’t be a Nintendo Switch shmup review without mentioning the ability to use the Flip-Grip in handheld mode, which is a cool option. However, one thing to keep in mind is that, if you plan on using the Hori D-pad Joy-Con — which is absolutely superior to the stock Joy-Con D-pad, even with a case mod — you are going to be out of luck because, unfortunately, Hori did not add wireless functionality to it.

Outside of the core gameplay, M2 has also included some extra modes that enrich the experience beyond what you’re going to find in the usual shmup-to-console conversion. ESP Ra.De. Psi has a fleshed-out replay and online leaderboard system. In this system, you are not only able to post and record your own replays of the different game modes, but you are also able to download other players’ replays to study and observe. This is a powerful feature when it comes to planning your routing because you can slow down and speed up the gameplay at your leisure for careful analysis. Also present is the Arcade Challenge mode, where you can play different slices of the game in bite-sized chunks of increasing difficulty. This is an accessible way to learn ESP Ra.De. Psi and get some guidance from the developers on how to improve. It’s essentially a shmup training mode.


While playing Arcade Challenge, you will then unlock in-game currency that you can spend in a rather interesting additional mode called Iori’s Room. In this mode, the game switches over to a Gacha-style setup where you can decorate your character’s room and coordinate their outfits. It’s not going to be a mode that’s highly appealing to most players, but it is a nice addition for the fans who are interested in learning the game via Arcade Challenge and would like an extra incentive for their time and effort. Sadly, the whole thing is in Japanese so it’s going to be troublesome to navigate for non-Japanese speaking players. This mode is likely aimed at the Japanese mobile crowd who enjoy Gacha games, and if it sells more copies of ESP Ra.De., then it’s no bad thing – even if western players might not be able to fully enjoy it (let’s hope that a release outside of Japan happens).

Before getting to the review score and final summary, some missed opportunities can be pointed out. However, what’s also important to keep in mind is that, because the ShotTriggers team is so far ahead of the competition, the only basis of critique is in comparison to their previous work. In the case of ESP Ra.De. Psi then, we were disappointed to see that the game does not have a true arrange mode, like Battle Garegga Revision 2016 or Ketsui DeathTiny. Arcade Plus mode, with the addition of Alice, is in the ballpark, but since Arcade Plus is more akin to a revision rather than an arrange, there is a sense of letdown in that regard. Also, in terms of the game’s soundtrack, we were sad to note that there is only the one extra option, whereas Ketsui DeathTiny and Battle Garegga both had multiple additional soundtracks. With that said though, it is a relief that the new ESP Ra.De. soundtrack is very strong, so there is still extra value with the new music. Perhaps, in the future, M2 might be interested in adding DLC for the game in the form of an arrange mode and extra OST – but until then, there is that slight disappointment in comparison to Ketsui DeathTiny.

Conclusion


ESP Ra.De. Psi goes beyond the industry standard and lays waste to pretty much every other shmup on the Nintendo Switch – this is even better than the mighty Ikaruga, which many Switch fans see as the best example of the genre available on the system. While personal preference obviously enters into things, we feel that ESP Ra.De. Psi is the superior port thanks to all the comprehensive features and attention to detail. Plus, with Arcade Plus mode removing the previous frustrations of the troublesome boss milking scoring system, ESP Ra.De. Psi cleans up to be a massively underrated classic that effortlessly earns the title of the best shmup on the Nintendo Switch. Hopefully, this superb package will see a western release in the fullness of time so an even wider audience can sample its myriad delights.



https://www.sickgaming.net/blog/2020/01/...ch-period/

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  News - Nintendo President Shuntaro Furukawa Thinks Cloud Gaming Is “A Long Way Off”
Posted by: xSicKxBot - 01-06-2020, 03:44 AM - Forum: Nintendo Discussion - No Replies

Nintendo President Shuntaro Furukawa Thinks Cloud Gaming Is “A Long Way Off”

Nintendo Switch Online - Cloud Saves

Last month, Nintendo of America’s former president Reggie Fils-Aimé predicted cloud gaming would take off over the next decade as technology steadily evolves and download speeds increase. Obviously, right now, the video game industry is still in the earlier experimental phases with projects like Microsoft xCloud and Google Stadia.

What does Nintendo’s current global president Shuntaro Furukawa think about the idea of cloud gaming, though? He was recently asked during an interview with the Japanese publication Nikkei if he thought this new technology would result in the demise of “expensive” and “dedicated video game hardware” like the Nintendo Switch.

Here’s Furukawa’s full reply, courtesy of a translation by Oni_Dino from Nintendo Everything:

It’s possible that cloud gaming could capture the public’s interest in 10 years from now, however at this point in time, I do not think that dedicated hardware will go away. It’s a long way off before we’ll really know the outcome. With that said, it would be pointless to solely focus on methods of play that can only be had on dedicated hardware. Once your audience starts saying they can play on other consoles or smartphones instead, you’re finished.

This isn’t necessarily the first time the president has shared his thoughts about cloud gaming. Speaking to investors at a Q&A last March, he revealed how he believed Nintendo’s current business of integrated hardware and software would increase in value in the future, despite advancements in streaming technologies.

I believe that our core value, the unique entertainment experiences that can only be achieved through the development of integrated hardware and software, will further increase in value. Delivering unique entertainment that only Nintendo can create will continue to be our top priority.

Although it might not seem like Nintendo is ready to embrace cloud gaming, there have actually been some cloud games released on the Switch, such as Assassin’s Creed Odyssey. For now, though, these experiences remain exclusive to Japan.

Is the future of gaming in the cloud? Share your thoughts down below.



https://www.sickgaming.net/blog/2020/01/...g-way-off/

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  News - Gorgeous Avengers 4K Blu-Ray Box Set Discounted To Lowest Price Yet
Posted by: xSicKxBot - 01-06-2020, 03:44 AM - Forum: Lounge - No Replies

Gorgeous Avengers 4K Blu-Ray Box Set Discounted To Lowest Price Yet

Marvel's Infinity Saga spanned a whopping 23 movies, but the four Avengers movies will always be seen as the tentpoles. Last August, Best Buy released a gorgeous steelbook box set featuring all four Avengers movies in 4K UHD Blu-ray, Blu-ray, and digital. Though it usually goes for $150, collectors can pick it up for $50 off right now.

Includes 4K UHD, Blu-ray, and digital versions of all four Avengers movies
Includes 4K UHD, Blu-ray, and digital versions of all four Avengers movies
  • The Avengers (2012)
  • Avengers: Age of Ultron (2015)
  • Avengers: Infinity War (2018)
  • Avengers: Endgame (2019)

At $100, this is the lowest price we've seen for the Avengers 4-Movie Collection, besting the $120 Black Friday price. The Best Buy-exclusive box set includes four individually packaged steelbooks, each emblazoned with the Avengers logo.

Make no mistake about it: This is a really good deal. Individual (non-steelbook) 4K UHD versions of the Avengers movies go for around $30 each. You're getting each movie for $25, with the added benefit of this being a collector's item that will likely become scarce in the coming years (maybe even months).

As an added bonus, the collection includes an exclusive letter written by Marvel Studios president Kevin Feige.

Even in an era where streaming services dominant home media, Best Buy often releases attractive Blu-ray box sets. Star Wars fans will want to check out Best Buy's Skywalker Saga box set, which includes all nine mainline films and is available to pre-order now.


https://www.gamespot.com/articles/gorgeo...0-6472480/

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  Microsoft - CES 2020: Lenovo powers up new gaming devices, monitors
Posted by: xSicKxBot - 01-05-2020, 07:09 PM - Forum: Windows - No Replies

CES 2020: Lenovo powers up new gaming devices, monitors

At CES, Lenovo continued revealing its releases with gaming laptops, an eGPU and monitors.

Lenovo Legion Y740S

The new Lenovo Legion Y740S is Lenovo’s thinnest and lightest gaming laptop yet with up to eight hours of battery life [1]. It’s got up to 10th Gen Intel Core i9 processors (coming soon) reaching more than 5 GHz and Q-Control, with which users can shift gears with a simple press of their Fn+Q keys. Jump into Performance Mode for higher frame rates, down-shift into Quiet Mode for better battery life to watch a movie or stay the course in Balance Mode for day-to-day usage. Made with long-term gaming usage in mind, enjoy the new tactile feel of the Lenovo Legion keyboards, featuring quick response time with 100% anti-ghosting, improved ergonomic key size and responsive switches designed for smoother typing and gameplay. An anti-oil and abrasion-resistant coating amps device durability compared to previous generations.

With a display up to 600 nits bright­ and VESA certified with Dolby Vision, it has a 60 Hz refresh rate so washed out images are a thing of the past. The vivid picture quality is matched with up to 32GB DDR4 of memory, 1TB PCIe SSD [2] storage capacity and a thermal design with five-point sensor array and quad fan for four times the cooling when playing graphically intensive titles. Play action-packed multiplayer online battle arena games at the perfect angle with a new flexible 180-degree hinge. It starts at $1099.99 as a configure-to-order (CTO) offering.

Lenovo Legion BoostStation

Players can add to the power of the Y740S with the Lenovo Legion BoostStation. It serves as the gaming hub or performance box eGPU that fits on virtually any playing surface at just under 20lbs (9.07kg). Mixed-reality features (augmented or virtual reality) are supported with applicable specifications via the eGPU. It starts at $249.99 as a standalone accessory or option to bundle a NVIDIA GeForce RTX2060 or AMD Radeon RX 5700 XT GPU.

Both are expected to be available starting in May 2020.

Lenovo Legion Y25-25 Gaming Monitor

Stay focused on the game with the new Lenovo Legion Y25-25 Gaming Monitor with a 24.5-inch, Full HD IPS panel display built into the near-edgeless chassis. Crank up refresh rates all the way to 240Hz—more FPS means that more data flows between the GPU and monitor, helping to eliminate tearing in most multiplayer games. It comes with anti-glare panel and up to 400 nits of brightness and is TÜV Rheinland Eye Comfort Certified to reduce eye strain. Its ergonomic stand enables a myriad of comfortable playing angles including tilt, lift, pivot and swivel; the VESA mount allows for on-wall display.

It will start at $319.99 and is expected to be available in June 2020.

Curved monitors make gaming more immersive and comfortable, as the curve simulates a more natural viewing experience for your eyes, neck and head—allowing the gamer to see all the action at once.

Lenovo G32qc Gaming Monitor

The new 31.5-inch Lenovo G32qc Gaming Monitor has near-edgeless bezel QHD (2560 x 1440) screen resolution for clear visuals and superior picture quality. Catch every player movement with its wide viewing angle, high-screen brightness and excellent contrast ratio. It’ll start at $319.99 and is expected to be available in March 2020.

Or, choose the heavy-duty yet compact 27-inch Full HD (1920 x 1080) resolution display on the Lenovo G27c Gaming Monitor—both monitors have a curvature of 1500R for complete game immersion. The latter is engineered to deliver virtually tear-free and stutter-free gameplay and is capable of an amazingly high refresh rate of up to 165Hz, helping to rid gaming distractions such as choppy images, streaks and motion blur. It will start at $219.99 and is expected to be available in March 2020.

While the Lenovo G32qc Gaming Monitor offers a speedy 144Hz refresh rate, both monitors give users a high-speed 4ms response time for ultimate clarity and to help eliminate ghosting. Both curved gaming monitors are TÜV Rheinland Low Blue Light and Flicker Free Certified to help protect gamers’ eyesight during those uninterrupted sessions. They’re available with adjustable stands for ergonomic positioning, as well as a VESA mount for users who prefer to affix their displays to the wall. Easy access to HDMI, DisplayPort and audio out makes for seamless connectivity to gaming rigs for a better user experience.

Find out more about these and other gaming accessories at Lenovo.

[1] With 60Whr battery and 95W power adapter. All battery life claims are approximate and based on test results using the MobileMark 2014 ver 1.5 battery life benchmark test. Actual results will vary and depend on numerous factors including product configuration and usage, software, operating conditions, wireless functionality, power management settings, screen brightness and other factors. The maximum capacity of the battery will naturally decrease with time and usage. See https://bapco.com/products/mobilemark-2014/ for additional details.

[2] Actual available capacity is less and varies due to many factors, including formatting, partitioning and operating system, etc. which utilize part of this capacity. The available capacity may change with software updates.



https://www.sickgaming.net/blog/2020/01/...-monitors/

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  News - Feature: Feral Interactive On The Pleasures And Pitfalls Of Porting To Switch
Posted by: xSicKxBot - 01-05-2020, 05:59 PM - Forum: Nintendo Discussion - No Replies

Feature: Feral Interactive On The Pleasures And Pitfalls Of Porting To Switch

Alien

Against all the odds, Nintendo Switch has hosted some stunning third-party ports since launching back in 2017. Disproving the idea that third-parties and Nintendo platforms don’t mix well, Switch has attracted some truly excellent (and unexpected) games that manage to squeeze performance from the console’s modest mobile chipset that few believed was possible. Where there’s a will there’s a way, it seems, and a handful of porting houses have worked wonders on Nintendo’s hybrid handheld.

One of those developers is Feral Interactive, the studio responsible for bringing both GRID Autosport and Alien: Isolation to Switch. Both games are masterclasses in porting to the console and, incredibly, they represent the first two games the developer has brought to any dedicated home console since the London-based company was founded in 1996.

“Feral began with the aim of bringing AAA games to the Macintosh platform and we built up a lot of experience doing just that,” says Edwin Smith, Feral Interactive’s Head of Design. “Over the last several years we have extended our activities to include Linux, iOS, Android and most recently Switch. We started working with Switch because it seemed capable of handling some of the games that we had brought to other platforms.”

Given Feral’s history of quality port work on other platforms, it’s unsurprising that the end results on Nintendo’s console have been impressive. While there are benefits to working on a specific device, each one has its specific drawbacks, too. “Having a single piece of hardware to target simplifies the development and QA tasks, all other things being equal,” Smith explains. “Having said that, all other things are rarely equal…the Switch CPU is not as powerful as most recent mobile handsets so you have to eke out of it all the performance you can and that means lots of performance analysis and optimisation, and that takes time and effort.”

GRID

When it comes to the two Switch games the company has worked on so far, it’s clear that that time and effort has been well spent. Feral is not alone in producing stunning work on Switch, but for every incredible port there’s another bare-bones or sloppy effort which only sets apart the quality examples further. With GRID on Switch the team went out of its way to provide players with graphical options to tailor the experience to their individual tastes, providing three distinct visual modes enabling the player to choose between graphical loveliness at 30 frames-per-second, smooth performance at 60fps or a handheld-only energy-saving mode to make Switch’s battery last longer. A free HD texture pack for the cars was also made available as a separate download, giving players even more choice over how much space the digital-only release takes up on their console.

There are a number of factors in [evaluating a potential port], not least our enthusiasm for the game as a game.

While it’s tempting to see these port houses like M2, Saber Interactive and the like as tech ‘wizards’, the reality often comes down to simple hard graft and time. “The elapsed time for each [game] was less than a year,” Smith reveals, “but in terms of man months we’ve had different teams working on different problems so it’s hard to give an accurate figure. Getting the games up and running was relatively straightforward. However we spent a lot of time tuning visual effects, controls and performance hotspots.”

Interestingly, it seems both Alien: Isolation and GRID came about more organically than you might expect, with neither being the result of a specific pitch from either Feral or the games’ respective developers/owners. “We are lucky to have long-standing relationships with both SEGA and Codemasters. A decision to bring a particular game to a particular platform tends to come out of our continuing conversations with our partners rather than a discrete event such as a pitch.”

Feral has partnerships with some of gaming’s biggest names – Square Enix, 2K and SEGA to name just a few – and while it maintains a dialogue with all partners throughout development, the team finds it most productive to keep contact to a relative minimum. “There is always regular contact with partners throughout a project that includes a range of companies, licensors, card vendors, platform holders, etc, The frequency of interaction and intensity of information flow varies by project and stage of the project. The ideal scenario is enough exchange of information, but no more to get the project done in a timely way at a quality with which everyone is happy.”

GRID2

Of course, the notion of bringing a game – any game – to Switch is easy enough to dream up, but that’s just the start of a process. Potential projects undergo an evaluation which includes, perhaps surprisingly, whether the team actually likes and enjoys the game in question. “There are a number of factors in that process, not least our enthusiasm for the game as a game. But also, technical feasibility, sales potential, platform suitability, code quality, etc. If we are unable to port a game to the level of quality we wish to achieve, then we do not proceed, and occasionally that has happened. You see quite a few ports, which have dropped a number of features from the original game or else are released to run on a limited range of the latest hardware. We think that is self-defeating in that it generates disappointment rather than enjoyment.”

Some [players] don’t immediately understand the implications of an [in-depth Digital Foundry-style technical] analysis, but people are smart, if they are interested they figure it out, and it’s good to have knowledgeable customers.

On the subject of missing features, anybody who played GRID on Switch at launch will have noticed that the multiplayer mode wasn’t included to begin with. The local and splitscreen components instead arrived in December and online multiplayer is scheduled for later this year. “We wanted to manage the development risks,” Smith elaborates. “Part of that was to separate some of the major ones and so stage development and release. The initial aim was to make the best possible single player racing experience on Switch in a given time frame. If we achieved that, we felt that we would be in a good position to offer additional functionality via patches.”

Breaking development up in this manner might seem risky if the initial offering fails to sell sufficiently well, but by splitting multiplayer modes off and patching them in later the team has been able to give each aspect of the port the attention it deserves. “Similarly by first offering local multiplayer and splitscreen we have been able to focus on the multiplayer experience per se without having to worry about all the online issues that need to be solved.”

Whatever your opinion on this compartmentalised, staggered method of development, it has worked very well for Feral and the results speak for themselves. In the case of Alien: Isolation, Digital Foundry has argued that the Switch version actually looks better than its counterparts on PlayStation 4 and Xbox One. While this praise must be encouraging to the team, knowing that the work will be analysed in such forensic detail, with side-by-side comparisons drawing attention to any minor inconsistency, must put additional pressure on the developers.

Alien2

“It does add pressure,” Smith confirms, “but in a good cause. Reviewers such as Digital Foundry set a standard by which developers know their efforts will be judged, and setting the bar high is good for everyone, players, platform holders and developers. It is true that some don’t immediately understand the implications of an analysis, but people are smart, if they are interested they figure it out, and it’s good to have knowledgeable customers.”

We have had a blast working on GRID Autosport and Alien Isolation. We are confident that they won’t be the last games we bring to Switch

Of course, it’s impossible to please everyone. A small number of players noted input latency while playing the Switch version of Alien: Isolation and Feral responded saying this was partly the result of triple buffering and will remain present as part of a development ‘trade-off’. “Every game has some form of latency,” Smith explains, “as any input from the player has to do several things before any correlate appears on screen: the player presses a button on the controller; the Controller reports the input to the main device; the device reports the movement to the game; the input is processed by the game; the GPU draws the frame; the frame is rendered to the screen. Every step of this process incurs a small delay. Some players are very sensitive to these delays, but the majority of people don’t perceive them.”

“The trade-off here was between incurring a little extra input latency perceived by a very small faction of players versus displaying screen tearing, which would be seen by everyone. We chose the path, which affected the fewest players.” Given the inevitable compromises required when porting games effectively, it’s hard to argue Feral didn’t make the right choice here. Personally, we find screen tearing interminably distracting but everyone will have their own preferences.

Alien3

With more powerful hardware, fewer compromises are necessary. A potential ‘Switch Pro’ would expand the possibilities for everyone, although Smith mentions a more surprising area he’d like to see improved with new hardware. “We assume the next version of the Switch will have more computing power, but less obviously support for analogue triggers on the joy-cons would be very welcome for racing games.” Indeed, Feral went so far as to include GameCube controller support in GRID Autosport, just another example of the studio going above and beyond in search of the best possible gaming experience on Switch. This year’s update will see Labo controller support added, too.

With Sega/Creative Assembly and Codemasters seemingly pleased with the team’s efforts (“They seem very happy”) and Nintendo itself being “a pleasure to work with, responsive, helpful and supportive”, we’re certain we haven’t seen the last of Feral Interactive on Switch. Smith is enthusiastic about the console and the studio’s work on it. “We have had a blast working on GRID Autosport and Alien Isolation. We are confident that they won’t be the last games we bring to Switch, but we will all have to wait and see.”

Whatever the future holds for Switch and third-party ports, Feral Interactive’s involvement will be a sure sign that potential future releases are worthy of investigation. ‘Port-begging’ might have become a dirty word, but with games like Witcher 3, GRID Autosport and Alien: Isolation showing just what’s possible on Switch, it’s hard not to imagine what could be with the right people on the job.

Many thanks to Edwin for his time, and to Timur at Feral for helping set up this interview.



https://www.sickgaming.net/blog/2020/01/...to-switch/

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  News - The 10 Best-Selling Physical Video Games Of The Past Decade Within The UK
Posted by: xSicKxBot - 01-05-2020, 05:59 PM - Forum: Nintendo Discussion - No Replies

The 10 Best-Selling Physical Video Games Of The Past Decade Within The UK

Minecraft

Yesterday, physical games sales data for the UK revealed the best-selling titles of 2019. To nobody’s surprise, FIFA 20 took out the number one spot, with a total of 1.5 million sales. Nintendo also had a reasonably good year in this part of the world, with both Mario Kart 8 Deluxe and Pokémon Sword (not including Pokémon Shield sales) making the cut.

Despite a strong year for Nintendo titles, no first-party games from the Japanese company have performed well-enough sales-wise to earn a spot in the UK’s top 10 best-selling physical games of the past decade. As you might have already noticed at this point, the game that did take out first was Rockstar’s Grand Theft Auto V, followed by Activision’s Call of Duty: Black Ops and in third place was Minecraft, which has at least been released on multiple Nintendo platforms.

The rest of the list is comprised of two other COD games and EA’s FIFA series takes up five spots on the chart. That’s FIFA 14 in fifth, FIFA 13 in sixth, FIFA 15 in seventh, FIFA 11 in ninth and FIFA 12 in tenth place. Unfortunately, sales figures were not provided by the GfK.

1. Grand Theft Auto V
2. Call of Duty: Black Ops
3. Minecraft
4. Call of Duty: Modern Warfare 3
5. Fifa 14
6. Fifa 13
7. Fifa 15
8. Call of Duty: Black Ops II
9. Fifa 11
10. Fifa 12

As already noted here, FIFA 20 was the best-selling video game in 2019 within the UK. Clearly there are no signs of its popularity slowing down anytime soon, even after all the uproar last year about microtransactions and loot boxes.

Are you at all surprised by this list? Did you expect any Nintendo exclusives to make the cut? Share your thoughts below.



https://www.sickgaming.net/blog/2020/01/...in-the-uk/

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