Bandai Namco Is Adding A New “Z Assist Select” Feature To Dragon Ball FighterZ
Dragon Ball FighterZ is easily one of the best-supported fighting games available. Since it was released in 2018, Bandai Namco and Arc System Works have released two seasons worth of fighters and rolled out new updates on a regular basis.
If you thought that was it, though, think again. At the Dragon Ball FighterZ World Tour Finals this weekend, Bandai Namco revealed it would be adding a new “Z Assist Select” feature to the game. As explained by the game’s producer Tomoko Hiroki, players will be able to select a fighter’s assist attack, and each one has three different attacks to choose from.
The team is also planning to make some adjustments to prevent one-sided matches caused by powerful attacks and combinations. In addition to this, it will be implementing a specific feature to give users a better chance when they’re reduced to a single fighter in battle.
More news about the DLC character Ultra Instinct Goku is expected to follow. What do you think about the new feature and adjustments? Share your thoughts below.
Animal Crossing: New Horizons Might Contain In-Game Purchases
If the news about there being no cloud save support, or option to transfer your save data across to another system in Animal Crossing: New Horizons wasn’t already enough, Nintendo of America’s official game page is now saying there’ll be “in-game purchases” within the latest entry.
In-game purchases could cover a lot of different things in this upcoming release. Assuming this information is correct, it wouldn’t be the first time the series has included paid content. The 2017 mobile title Animal Crossing: Pocket Camp introduced microtransactions and eventually added a paid subscription service to celebrate its second-year anniversary.
If it’s not something along these lines, it could perhaps be tied to paid DLC or a reference to the online service. Nintendo’s rolled out extra content for a lot of major Switch releases, so it wouldn’t be too surprising to see a game like this receive additional paid content. The 2012 title Animal Crossing: New Leaf also got the ‘Welcome amiibo‘ update in 2016, but it was free.
Interestingly, if you visit another game page on the Nintendo of America website like Fire Emblem: Three Houses or Super Smash Bros. Ultimate, you can see ‘in-game purchases’ is mentioned underneath the rating section, and both of these games include DLC. What do you make of this latest finding? Post a comment below.
Monster Energy Supercross 3 – Special Edition Available Now on Xbox
While planning the development ofSupercross 3, we listened to the feedback of our community and we added several features that fans of the series have been asking for.
First things first, let’s talk about the gameplay. In a sport like Supercross, the bikes spend a lot of time in the air. Thus, after considering what was done in the past and what we wanted for the future, we have been working to deliver a new kind of in-air physics that gives player more freedom and control of what happens during jumps, in order to give them a more fun feeling in the game. This big change we’ve made has big consequences on how the players face all the jumps of the tracks. Trying to keep the momentum going and avoiding bad landings is now crucial for the players if they want to be consistently fast. In Supercross 3 the player can now move the rider around all the three-rotation axis, being able to perform rotations and other kind of movements that in the past weren’t possible. Thanks to this, a more expert player can recreate more spectacular and fluid movements.
For the single-player, Supercross 3 has all the classic game modes: single race, time attack, championship and career, with all the official tracks, rules and sessions and almost 100 riders of three different categories to choose from. Moreover, for the first time in the series, Official Teams have been added to the game. Having the chance to use a player’s custom rider and join some of the biggest names in the Supercross world has always been one of the most demanded features by our players. This year this request has been satisfied, giving the game a new layer of depth in terms of realism.
Speaking of multiplayer, another request by our players was in the domain of online performance and overall experience. By addingdedicated servers for the game, we are finally offering the players what they have been asking for, an online experience with less latency and disconnections. So, it will be only a matter of skills, no more “I lagged” excuses! This new technology allowed us to experiment with new game modes, such as the new free roaming co-op mode and some other mini-games to play online with friends. Because, you know, sometimes also the pros need to take a break from the heat of the races.
And what is more relaxing than a reckless race in the sunny landscape of Southern California? In Supercross 3 we have designed a new compound, inspired by the real one used by the bike manufacturers to test their bikes. In addition to the online mini games mentioned above, the players can use this area to prove their skills with five different challenge modes, or to race on seven SX tracks and a MX track.
And if you think you need more tracks, you can always use the track editor to make your own or download one made by other players. With almost 100,000 tracks uploaded in the last installment of the Supercross game, we are sure you will find something to suit your taste also in Supercross 3. We even gave you the ability to turn into sand almost any of the modules of the track editor, so you can really get creative!
Supercross has always been a predominantly male discipline, but in the last years the number of women between fans and athletes has increased significantly. The Supercross Championship organizers, teaming up with their sponsors, has launched the #MAKEUP2MUD hashtag to promote a series of video episodes focused on spotlighting the many ways women are impacting the world of motocross both on and off the bike. We wanted to embrace this initiative and support all the female fans out there, giving them the opportunity to create their own virtual avatar as a female rider, with a brand-new set of 3D models, animations and customization.
Monster Energy Supercross 3 – Special Edition Pre-order
Milestone S.r.l.
☆☆☆☆☆14
★★★★★
Preorder the Special Edition of the official Monster Energy AMA Supercross Championship game and get: the full game, the Season Pass with 9 DLCs, two additional rider and bike customization sets and the exclusive Early Access to access content 4 days before release! Double your credits at the end of every online and offline race, race with the legends and in a legendary track that made the history of Supercross. Have fun changing your bike’s livery and your rider’s tracksuit with incredible customization items, enjoy the spectacle of the Monster Energy Cup with its set of special rules, customize your game menu showing your loyalty with your favorite bike manufacturer and customize your track editor with new items!
Posted by: xSicKxBot - 02-10-2020, 07:21 AM - Forum: Lounge
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ALT.CTRL.GDC Showcase: Kaleida
The 2020 Game Developers Conference will feature an exhibition called Alt.Ctrl.GDC dedicated to games that use alternative control schemes and interactions. Gamasutra will be talking to the developers of each of the games that have been selected for the showcase.
Kaleida tasks players with shooting down incoming ships, but does so through turning the universe with a crystaline controller that feels right out of an alien starship.
Gamasutra had a chat with the team behind Kaleida to talk about the ideas that went into creating this striking controller, the challenges of aiming for a simple control scheme, and how the gameplay naturally flowed from the abilities of the controller’s design.
Mora-Davison: My name is Benjamin Mora-Davison, and I am a designer and programmer on Kaleida. I’ve worked in the industry as a Unity Developer for the past few summers, but my true passion is game design. I currently study game design as a student at Sheridan College, and in my spare time I develop and design games. Working on games such as Kaleida and Recalculating (a game that explores the dangers of ridesharing) has also granted me the opportunity to design and showcase my work at GDC and the Montreal Independent Game Awards, which is a big step for me as I build my career as a designer.
McKague: I’m Justin McKague, and I am also a designer and programmer on Kaleida. I started making small games with a friend in late high school, and fell in love with the experience of making games. I started in Sheridan’s Game Design program right out of high school, and now I regularly participate in game jams and work on some personal games, like Kaleida, in my spare time.
Arroz: My name is Mary Arroz, and I am a controller, game, and level designer for Kaleida. As with everyone else on the team, I’m also a game design student at Sheridan. Prior to my time there, I finished an English and Film Studies double degree at the University of Calgary. During my final year, I started dabbling with interactive projects as my higher-level courses allowed us to use creative projects for our assignments. I ended up using Flash to create interactive comics, along with experimenting in Twine and Ren’py for branching narratives. I learned I loved designing interaction-based experiences, and eventually moved to Ontario for school, where I’ve been making and showcasing games for the past three years.
Ma: My name is Xinran Ma. I am a controller and game designer on Kaleida. In addition, I am also responsible for graphic design, motion graphics, and visual implementation in the project. While I am a student studying game design, I enjoy making games on my own time because I want to bring my own unique experiences into the game space. I mostly enjoy showcasing the games I’ve made whenever I am able – mostly across the Toronto area. However, just this year, I’ve also had the opportunity to do so at Montreal International Games Festival and now Alt Ctrl GDC as well.
McKague: When we had the opportunity to show Kaleida at a local Unity meetup, we had to give people the rundown of our control scheme very fast. The controls are rather simple, so it is a quick process to explain how to play. “Tilt to rotate the environment” and “Pump to shoot a laser horizontally and blast enemies”. We also designed the main menu to be a playground to learn the controls and to become familiar in a short time.
Arroz: Our first controller prototype was made using a Styrofoam ball of approximately the same diameter. After testing the controller and enjoying the feel and affordance of the ball, we went to the craft store planning to repurpose or create something more appropriate for longer-term use. As this was during the holiday season, we stumbled upon these clear, plastic ornaments which were of comparable size to our prototype materials. The plastic was sturdy enough to be pumped without breaking, and we were immediately interested with how the controller would look using clear material – we really loved the idea of allowing people to see the wiring. After putting our materials together for the first test, we knew we had something aesthetically unique!
Mora-Davison: In addition to providing strong visual feedback, giving the player control of the game space forces them to think from a different perspective. In our initial designs, the player actually rotated an avatar, but the orientation of the player avatar and controller eventually mismatched and caused dissonance. So, we shifted control of the rotation to the environment. This not only reduced dissonance, it also opened up new design opportunities and created a unique play aesthetic.
McKague: Very soon after creating the first prototype of our controller, we made the connection to involve rotation; it just felt natural. We originally thought about 360 degrees of movement where the player could rotate freely, however, rotating freely with the controller didn’t feel quite right. In a meeting, we decided that tilting from side-to-side felt more comfortable than precisely holding to get the right angle, so we came up with the idea of using the angles of geometric shapes to clamp the player’s rotation.
Mora-Davison: Kaleida was developed with Unity, and uses a Makey Makey to process input from the controller into keypresses. That’s pretty much it; we stuck with tools and technology we had used previously in order to bring out the best of the team.
Ma: The controller is made of entirely of wood, acrylic plastic, cloth, and wire. We wanted to use materials that had good structural integrity and fulfilled its purpose without requiring us to have any outstanding skills in engineering. Woodworking is none of our strong suits, so we utilized preexisting objects and put them together to spark intrigue.
Ma: Kaleida doesn’t look like anything else – its shape is its own, which is what we think stirs a reaction amongst those who approach it. We want players to have that sense of curiosity before playing our game. We’ve briefly showcased this game in public at a Unity Developers meetup in Toronto, and a number of people exhibited this exact curiosity we hoped to elicit from them. We hope we can attract even more players on the GDC floor.
Arroz: We really went into this project wanting to create something with very simple mechanics and input, trying to create a controller people could learn to use by watching. This was not, however, without its hiccups.
In one iteration, our controller’s central ball (along with the affixed rods) would naturally twist because of how it was fastened. Considering our game’s rotation mechanic and the central piece visually askew, a few people assumed that the controller worked by twisting, rather than tilting. We fixed the pump so it could no longer rotate, but we understand that some people might have that assumption due to our game’s mechanics.
The majority of players pick up how to use the controller pretty quickly, though it takes some concentration to master. The slight cognitive disconnect between the controller’s tilt and the game space’s rotation is where Kaleida’s challenge comes from, the controller prompting a wholly different game experience than when played with a keyboard or gamepad.
Posted by: xSicKxBot - 02-10-2020, 07:20 AM - Forum: Lounge
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Stadia’s free tier to launch at some point in ‘the next few months’
Stadia will, according to Google VP Phil Harrison, open up the free-to-access version of its cloud based game streaming service in the very near future.
Speaking to Protocol, Harrison said that Google will launch the free side of its Stadia platform in just a manner of months.
“The big strategic difference is that over the next few months you will be able to experience Stadia for free,” Harrison tells Protocol. “No money down, without having to put a box in your home, you can just click and play amazing games straight from our data center.”
The platform’s intent had always been to launch early for those that shelled out cash for either a Founders or Premier Edition bundle, with the free-to-use Stadia Base tier slated to go live in 2020. Up until now, Google had yet to narrow the launch window for Stadia Base down beyond that originally offered 12 month period.
With the base version of Stadia live, players will be able to sign up for the service and both buy and play games through Stadia just as they would on a local game console, but instead using a Chrome browser, select Android devices, or Chromecast Ultra-linked TV set.
That drastically lowers the barrier of entry for Stadia which, up until now, required the aforementioned bundle purchase (priced at $129) or a buddy pass invite from an existing subscriber. Since Stadia’s early pitch centered around removing the usual friction of using a physical game console, the addition is a long time coming.
Base users have the option to buy in to Stadia’s pro subscription plan as well and pay a monthly fee for access to better stream quality, a free game library, and other perks.
Posted by: xSicKxBot - 02-10-2020, 07:19 AM - Forum: Lounge
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How Long Is Nioh 2, According To Team Ninja?
We're only a short time away from the March 13 release of Team Ninja's upcoming Nioh 2, which very much shares in the brutal reflexive combat of the original--you can read more in our Nioh 2 preview. But can we expect the sequel to be as long as its predecessor? During a recent interview, Nioh 2 producer Fumihiko Yasuda confirmed that Nioh 2 will be similar in length and amount of content.
"So the number of the main missions is about the same," said Yasuda. "It's lengthwise about the same as Nioh 1, but when we looked at how long it took for the players to complete Nioh 1, it depended on the player, how good they were, how they played it, etc. So it's hard to say, but when I played the game this past January, it took me 55 hours."
The first Nioh was a sizable game that definitely demanded a lot of skill and determination to overcome its various challenges at a steady pace--I personally recall taking about 60 hours during my first playthrough. But if you aimed to complete its extensive log of side-missions, bonus boss fights, and Twilight stages, that runtime could easily extend past 80 hours. If a standard run of Nioh 2 sits at around 55 hours, then we're looking at a pretty similar experience, especially with side activities considered.
Nioh was a critical success when it first released in 2017. In GameSpot's review, which gave it a 9/10, we praised its mixture of a feudal Japanese setting and tough-as-nails Dark Souls combat. "Nioh's most invigorating and intimidating moments occur when you feel you're at equal footing with your opponent. And it's during these encounters that one careless move can result in your demise or the right string of thoughtful actions can make you feel invincible."
Nioh 2 is set to release on March 13 for PS4, and sometime later in 2020 on PC. For more about Nioh 2, be sure to watch its latest story trailer. You can also read our news roundup feature detailing everything you need to know about the upcoming samurai-themed Soulsborne game. Though if you're looking to secure a copy ahead of time, check out our pre-order guide.
One of the brilliant things about Nintendo Switch becoming a new harbour for indie development is the sheer number of unusual ideas and concepts that see the light of day. So, even the most oddball of premises have the opportunity to cultivate an audience when they land on the eShop. It’s this inclusive atmosphere that’s allowed one of the weirdest yet most intriguing indie curios on PC to make its way onto Nintendo’s current-gen machine; a game that asks you to casually mediate the personal problems of fantastical millennials while soothing their bruised egos with cups of tea and coffee. Welcome to the world of Coffee Talk.
The Seattle in which you operate just so happens to be populated by elves, dwarves, succubi and many other fairy tale folk. The wars of these races are a distant memory, and now everyone is just trying to live their lives in a Fables-esque maelstrom of normality. The dwarves have left their mountain mining to form automotive empires. The elves have traded their peaceful glades for tech startups and valleys made of silicon. Yes, this really is a game about making coffee and listening to people talk, but don’t let that elevator pitch put you off, because it’s a really moreish experience. Who knew navigating the emotional minefields of the Emerald City’s werewolf, vampire and orc population could be so much fun?
On this roughly six-hour-plus journey, you’ll take on the role of ‘The Barista’ as they attempt to run a quaint little coffee house that’s more than happy to operate with more unusual opening hours. While the game itself is driven on the flow of the dialogue on-screen, you’re only ever lurking on the periphery of these conversations. You’re the conveniently placed ear that steers the chat in one direction or another by serving correctly made beverages (and interjecting with the occasional quip). The rub comes in knowing exactly how to make said hot and cold drinks (based on actual ingredients you’d use to make them in real life… mostly) and listening intently enough to know which drink is best for a certain patron at that given moment in the story (even if they don’t know it themselves).
Thankfully, even with only a handful of recipes available on your in-game smartphone, it isn’t particularly hard to work out what a customer wants by simply extrapolating said drink from their thinly-veiled requests. Does someone want a strong coffee with a hint of sweetness? That’ll be two servings of coffee and a splash of honey. Patron feeling a little under the weather? How about a serving of green tea mixed with honey and lemon for a nice cup of ‘cough syrup’? The only really frustrating ones are those customers that simply ask you to ‘surprise them’ with little or no additional clues, but at least these bozos are relatively rare during the main story mode.
Part of the fun comes from simply trying out new ideas, which then adds this concoction to the list of recipes on your phone (which happens to contain, among other things, a social network that gradually grows as you meet and befriend more patrons from across Seattle’s fantastical population). Whether you’re playing through the relatively short story mode or the more satisfying endless mode with its perpetual conveyor belt of customers, simply using a little logic to create a drink from cocoa powder, milk and whatever other ingredients that are available behind the counter is really rather satisfying; it’s a bizarrely relaxing experience and unlike any other game on Switch at the moment.
You can also do your own ‘latte art’ if you happen to serve anything with a milky finish. This cute little mini-game was a little more frustrating on PC (and other consoles) as it’s difficult to precisely make any sort of pattern that wasn’t a big mess on top of your coffee (especially with an analogue stick), but with support for touchscreen controls on Switch, drawing milky masterpieces is far more enjoyable. Sure, you’re unlikely to be recreating Pierce Brosnan’s face in your beverages anytime soon, but at least this little extra actually works in the way it was intended.
There are lots of endings for each of the customers you meet, and while you can’t necessarily fail at your new virtual career, the outcome of your tea and coffee concoctions can subtly shift said character’s mindset, and the decisions they eventually make. The storyline of each character ranges from the mundane (such as navigating the unknown waters of online dating) to the increasingly personal (including a father attempting to protect his young daughter from making poor decisions as she heads out into the world). The dialogue is well-written for the most part and it’s fun to see people from vastly different backgrounds encounter one another at the neutral zone of the coffee counter.
Coffee Talk isn’t afraid to broach far more sensitive subjects in an attempt to hold a mirror up to the problems facing society today (including the rather eerie story about a pandemic spreading from overseas). Even topics as palpable as racism and segregation are covered, such as the problems facing a young couple who find their star-crossed love clashing with long-standing inter-species intolerance. However, while the game does attempt to shed light on many of these important issues, it rarely delves deep enough to offer anything particularly valuable or insightful. It’s clearly trying to avoid being controversial and risk losing its ‘chill’ vibe, but you’re left wanting more lasting developments over the melodrama.
Conclusion
Games in the ‘visual novel’ corner of the industry can often leave you a little cold unless you’re happy to watch an anime with a small amount of actual player interaction, but with its unique premise and interesting take on a fantasy world (think Netflix’s Bright, but actually good), Coffee Talk serves up a refreshing brew of angst, introspection and coffee beans. Its hand-crafted story mode is a tad too short for our liking, but with Endless mode you’ll have plenty of fun getting in touch with your inner barista.
Nintendo Switch is a console with brilliant software for gamers young and old. Over the years Nintendo has fostered a wholesome, family-friendly image which is well-earned, and with characters like Mario, Luigi and the rest of the Mushroom Kingdom gang, Switch has a tide of games that cater to the young and the young-at-heart alike. With its excellent parental controls, the Switch is the perfect console for kids.
The success of the hybrid handheld has led to such a wide variety of games across all genres, including many that might not be appropriate for your young ones due to their mature content.
With that in mind, we’ve rounded up the very best kids games on Switch arranged in a general ascending order of age appropriateness. We’ve included ESRB and PEGI ratings in addition to our own minimum age recommendations based on the level of coordination and skill needed to have fun with the game. Remember these are only a rough guide based on our personal experience and – of course – you are the best judge of what is appropriate for your child. Generally speaking, the games towards the back half tend to involve more reading and more complex controls. That doesn’t mean your ten-year-old won’t also love the choices at the beginning, though – ‘minimum’ is just that and doesn’t exclude older kids (or, indeed, adults). Every single game below is a winner, whatever your age.
Many kids might enjoy simply watching as you play a game (something like The Legend of Zelda: Breath of the Wild, for example). If so, bully for you! The eShop is your oyster.
It’s also worth noting that there are plenty more games aimed at kids on Switch. We’ve concentrated on the very best examples but as you’ll be acutely aware, kids like what they like. If your child gets utterly engrossed in some $0.12 eShop ‘garbage’, no amount of lovingly-crafted wholesome quality software is going to persuade them otherwise!
So, let’s take a look at the best kids games on Nintendo Switch…
ESRB: Everyone, PEGI: 3, NL minimum age recommendation: 3
We kick things off with Mario Kart 8 Deluxe. This kart racer is arguably the most welcoming game on Switch with tons of accessibility options – including auto acceleration and steering aids – to give even the tiniest humans the chance to get involved on the racetrack. The aids are generous to the point where you can turn them on, leave the controller alone and still place 4th. Hardened gamers may balk at that notion, but it’s perfect for very young kids who want to move up from spectating and feel included in the fun.
If for some reason you prefer your kart racers with less moustachioed plumber in them, Team Sonic Racing and Crash Team Racing Nitro-Fueled both provide solid, if less remarkable, alternatives. Mario is undoubtedly king of the kart, though.
Please note that some links on this page are affiliate links, which means if you click them and make a purchase we may receive a small percentage of the sale. Please read our FTC Disclosure for more information.
Publisher: Nintendo / Developer: Good-Feel
Release Date: 29th Mar 2019 (USA) / 29th Mar 2019 (UK/EU)
ESRB: Everyone, PEGI: 3, NL minimum age recommendation:4
The box art alone should clue you in to the E-for-Everyone nature of Yoshi’s Crafted World. Mario’s pal occupies a game stuffed to the brim with toilet rolls, cardboard houses and sticky felt, and it’s breezy charm makes it a great introductory platformer for kids. Two-player co-op play is available if you have more than one offspring, and there are enough collectibles hidden away in these gorgeous crafty worlds to keep them occupied for a good while.
Publisher: Nintendo / Developer: Nintendo
Release Date: 27th Oct 2017 (USA) / 27th Oct 2017 (UK/EU)
ESRB: Everyone 10+, PEGI: 7, NL minimum age recommendation:5
When it comes to platform games, your first port of call should always be Nintendo’s mascot. Whether in the second or third dimension, Mario’s bouncy enthusiasm is a winner whatever your age. Super Mario Odyssey, his latest 3D adventure, is one of his finest ever, and a subtle two-player co-op mode where one player controls the plumber’s hat while the other guides Mario himself makes it a perfect game to enjoy with your little one. The huge number of collectable Moons and other goodies also ensures there’s plenty to return to as their gaming skills grow.
Release Date: 16th Nov 2018 (USA) / 16th Nov 2018 (UK/EU)
ESRB: Everyone, PEGI: 7, NL minimum age recommendation:5
Pokémon might be a worldwide phenomenon, but it arguably wasn’t until this Switch remake of the very first Game Boy games that the mainline games could be enjoyed by younger children. Pokémon: Let’s Go, Pikachu! and Eevee! combine the traditional turn-based gameplay of the main series with some elements from the mobile game Pokémon GO to form the most accessible version of the full-fat Pokémon experience on console. It serves as a perfect introduction to the series and also provides an incredible nostalgia trip if you played the original games over 20 years ago. Some light co-op gameplay wraps up a compelling PokéPackage.
Publisher: Nintendo / Developer: Nintendo
Release Date: 11th Jan 2019 (USA) / 11th Jan 2019 (UK/EU)
ESRB: Everyone, PEGI: 3, NL minimum age recommendation:5
As previously mentioned, Super Mario is equally adept in 2D or 3D, and this colourful return to his side-on platforming roots provides manic 4-player action in addition to a huge single-player adventure. New Super Mario Bros. U Deluxe is stuffed with quality platforming content to keep your whippersnappers occupied for many manic hours.
ESRB: Everyone, PEGI: 3, NL minimum age recommendation:5
A wonderfully sedate puzzle-platformer, Captain Toad: Treasure Tracker now benefits from 2-player co-op play throughout making it an excellent choice to play through with your kid(s). There’s absolutely zero jumping in this platformer, so you’ll be looking around the environment for clues about how to collect every gem and proceed through each of the bite-sized levels.
Captain Toad is primarily a puzzle game, so you might want to bear that in mind if your child is action mad. If you’re looking for a gentle, wholesome way to fire up the grey matter with your offspring, though, this is one of the best games on the system.
Publisher: Playful Entertainment Inc. / Developer: Playful Entertainment Inc.
Release Date: 8th Nov 2019 (USA) / 8th Nov 2019 (UK/EU)
EsRB: Everyone, PEGI: 3, NL minimum age recommendation:5
Light on difficulty, high on fun, New Super Lucky’s Tale is an old school-style 3D platformer polished up for the 21st century. It’s not the deepest experience, but it’s a heartwarming one with plenty of silly humour and likeable characters. Lucky’s antics are perfect fodder for starry-eyed youngsters or jaded old geezers alike, and well worth investigating.
Publisher: Warner Bros. Interactive / Developer: TT Games
Release Date: 16th Oct 2018 (USA) / 19th Oct 2018 (UK/EU)
ESRB: Everyone 10+, PEGI: 7, NL minimum age recommendation:5
Our favourite of the LEGO games currently on Switch is LEGO DC Super-Villains. Offering a sandbox of brick-based mayhem, the tried-and-tested formula of these games has never been better than when DC’s comic book crew were put in charge.
This may be our personal favourite, but virtually any of the LEGO games provide fun fare for kids. LEGO Harry Potter Collection, The LEGO Movie 2 Videogame and LEGO Marvel Super Heroes 2 are all solid little platformers, so pick your favourite franchise. Not quite everything is quite awesome, but you can’t go too far wrong.
Publisher: Nintendo / Developer: Nintendo Software Technology
ESRB: Everyone 10+, PEGI: 7, NL minimum age recommendation: 5-6
A third-person shooter where you spray paint rather than bullets, Splatoon 2 has a single-player campaign which acts as a perfect tutorial for the online team modes where players compete to capture a moving platform, repel waves of encroaching salmon or simply paint as much of the stage as possible before the time runs out in Turf War.
Control-wise, there’s a lot going on with Splatoon, but kids pick things up fast and with the aid of its gyro-controlled aiming, we have personal experience of a 5-year-old who went from idly spraying the ground to completing the rock-hard Octo Expansion DLC in the space of a year.
New Pokemon Sword And Shield Max Raid Event Includes A Giant, Bearded Kingler
Gigantamax Toxtricity has arrived in Pokemon Sword and Shield, but it isn't the only Gigantamax Pokemon you're likely to find in the games. A handful of other G-Max Pokemon are appearing more often in the Wild Area for a limited time, including an awesome new form of Kingler.
Right now, Pokemon Sword players are more likely to encounter Gigantamax Kingler and Grimmsnarl in Max Raids, while Shield players are more likely to find Gigantamax Hatterene and Orbeetle. Gigantamax Toxtricity, meanwhile, is appearing in both games, although its form will vary by version; in Sword, Toxtricity will be in its Amped Form, while in Shield, the Pokemon will be in its Low Key Form.
Gigantamax Toxtricity will only appear until March 8, and it doesn't seem the Pokemon will be available outside of this event, so you'll want to act fast if you want to add one to your collection. The other Gigantamax Pokemon, meanwhile, can be found at any time, although their encounter rates are typically very slim, making this a good opportunity to catch them.
Serebii Update: The Pokémon Sword & Shield Max Raid Battle events have shifted, adding Gigantamax Toxtricity. Also includes other Gigantamax Pokémon. Details being added @ https://t.co/gDbXkHSvkTpic.twitter.com/6U4DisQvYH
In addition to the aforementioned Gigantamax Pokemon, Milcery with the Gigantamax factor is also still appearing in Max Raids until February 16. Among the rewards you can get for defeating the Pokemon are two new kinds of Sweets, which let you evolve it into new flavors of Alcremie. You can see all the Max Raid events happening now in our roundup.
To coincide with Gigantamax Toxtricity's arrival, developer Game Freak is giving away another freebie in Sword and Shield. You'll receive three TR94 when you input the code PUNKR0CK in Mystery Gift. TR94 can teach your Pokemon High Horsepower, a strong Ground-type attack that will help you take down Gigantamax Toxtricity. A Bottle Cap and other freebies are also available now.
Members of the Nintendo Life team have gathered below to share our weekend gaming plans and we’d love for you to get involved via the poll and comment sections below. Enjoy!
Ryan Craddock, staff writer
All the recent The Wonderful 101 hype made me finally stick the poor original in my Wii U for its very first outing this week. You see, I actually received the game as a present years ago but I never found the time to play it. So far I’m a little mixed; there are certain elements that are super-cool, especially with the different powers you start to unlock as you play, but I can’t help but feel that I have absolutely no idea how to effectively fight and I think that’s dampening my enjoyment somewhat.
I’ll see how I get on with it a little more this weekend while dipping in and out of Mario Kart 64. I managed to snag a lovely boxed copy in the week so I’ve been having the odd race or two each evening. #TeamYoshi
Gavin Lane, staff writer
Last week I intended to crack into To The Moon but in the end I didn’t get around to it, so there’s that. I also picked up Sky Rogue for 50% off, so I’m eager to take off into some beautiful blue skies. And while browsing the games on sale I stumbled on Back To Bed, a surreal little puzzle game which I couldn’t resist picking up for a few coins, so I’m intrigued to see what that’s about, too. Perhaps that impulse purchase was my subconscious trying to tell me something…
Gonçalo Lopes, contributing writer
Very excited to see DAEMON X MACHINA being unleashed onto the PC crowd. I will continue my campaign on the Switch but I will surely double dip down the line just for the sake of 60fps, high-resolution texture bliss. SD Gundam G Generation Cross Rays continues to consume my life with my production line currently offering 200+ different mobile suits and mobile armours to pick and mix. Only current top-secret work commissions will keep me from progressing more efficiently into both titles during this weekend.
My game of the week is KUNAI. Imagine a Metroidvania where you’re playing Bionic Commando… but with two ropes instead of one. Genius! Ingenious!
Ollie Reynolds, reviewer
In the run-up to the Final Fantasy VII remake, I’ve gone back to play the original game on Switch yet again. Everything about it, from the visuals to the soundtrack, makes me feel more nostalgic than perhaps any other game! Certain aspects certainly haven’t aged very well, but I’m having an absolute blast with it.
I’m also still plodding away on Stardew Valley, but I have to admit that my excitement for the upcoming Mega Man Zero/ZX Legacy Collection has meant that I’ve gone back to play every single Mega Man game currently available on Switch!
As always, thanks for reading! Make sure to leave a vote in the poll above and a comment below with your gaming choices over the next few days…