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  Mobile - A New Challenger: Dire Wolf Digital is now making all of the (board) games
Posted by: xSicKxBot - 01-21-2019, 06:20 PM - Forum: New Game Releases - No Replies

A New Challenger: Dire Wolf Digital is now making all of the (board) games

By Joe Robinson 21 Jan 2019

We don’t need to sell you guys on digital board games, but it’s been interesting watching how the market on mobile and PC has been growing. I’d say ‘expanding’ but while plenty more games have been releasing digital ports, most of them are now under the watchful eye of Asmodee Digital.

Sure, there are plenty of independent outfits running one or two projects, and a few ‘main’ rivals like DIGIDICED, but it’s been a while since we’ve seen a new serious challenger for the throne… until Dire Wolf Digital turned up.

They’re not newcomers, by any means – you may remember some of their debut works including 2016’s Lanterns: The Harvest Festival and 2017’s Lotus Digital. They’re also the masterminds behind the Eternal CCG, which has just recently entered our ‘Best Card Games’ Hall of Fame.


Last Friday they announced a startling number of new projects they’re working on. A few of these have us quite excited:

Mage Knights – as part of a “catalogue-wide digital partnership”, Direworlf are now working with WizKids on adaptations of the acclaimed RPG/Strategy game. The wording of the announcement suggests Direwolf will be handling more of WizKids catalogue, but I imagine we’ll hear more later.

Wings of Glory – one for the wargamers among you, Ares Games’ great war dogfighting skirmish game is proving to be one of the more popular table-top experiences of this type and now Direwolf are brining it to digital. Hopefully they’ll provide a credible alternative to the Slitherine’s Check Your 6! port, which sadly fell short of the mark.

Raiders of the North Sea – This is the one I’m personally the most interested in as I’ve played the physical game, Raiders of the North sea is a very colourful and engaging worker placement game where you and up to 4/5 players must hire a crew and go raiding the shores of distant lands (that look suspiciously like England). The entire North Sea series is excellent, but Raiders (the second of the three) is a good place to start. Looking forward to seeing more of this one.

Other games mentioned in the announcement include:

  • Yellow & Yangtze – a Reiner Knizia tile placement game of civilization building.
  • Sagrada – A dice drafting game about creating works of art.
  • Root – the recent Kickstarter sensation about asymmetrical warfare in the woods.

Direwolf have promised more announcements in the near future, on the above “and more”, so we’ll keep you update as and when we hear more.

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  News - Blog: The elegance of first-time user experience in The Lab
Posted by: xSicKxBot - 01-21-2019, 12:54 PM - Forum: Lounge - No Replies

Blog: The elegance of first-time user experience in The Lab

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.


The Elegance of First-Time User Experience in Valve’s The Lab

Even almost three years post-release, Valve’s The Lab is still my go-to way of introducing people to virtual reality. Why? It’s polished, and funny, and fun, and there’s a ton of very different content to muck around in. But what makes it such an ideal gateway drug for room-scale VR is the total elegance of its first-time user experience.

In the last year, VR games have, by and large, improved a lot at getting players fluent at their own controls and mechanics. Beat Saber is the phenomenon it is in part because it’s so easy to pick up the controllers and get cube-chopping. Google has shown continued improvement in Tilt Brush and Google Earth by expanding their tutorials to slowly introduce players to their full functionalities. With Creed: Rise to Glory, Survios has finally developed an experience as accessible as it is innovative. This trend is great. But I can think of no game that introduces a new player into the full grammar of room-scale VR as quickly and invisibly as 2016’s The Lab.

So how does Valve do it? Let’s take it step-by-step:

 

You’ve Loaded the Game. Now What?


When the The Lab finishes loading, you find yourself in a drab, barren environment. A pair of slightly animated figures. A single wall. A spotlight. A few props. A menu. Subtle ambient sound. This isn’t exciting! This isn’t Half-Life VR! What gives?

Actually, the simplicity of this scene is of great benefit to new users. Just having an HMD covering your eyes can be overwhelming for some new users, but most anyone who hasn’t experienced VR is going to find the realistic parallax a lot to take in. Simple magic is still magic.

So the lack of overwhelming stimulus is a comfort, especially considering how many first-time demos take place in public. Trying to negotiate a bunch of flashing lights and moving parts while still aware that there are people you can’t see looking at you… well, grandpa might find that a little intimidating! This simplicity here ensures that a new user isn’t going to have to worry they’re totally screwing up in front of friends and strangers.

But it’s also very functional. That all the detail of the room is consolidated in one direction means there is no confusion about where you should be looking…

…or what needs doing. But those buttons? They’re too far away to reach without physically walking forward. After a few abortive attempts and just pointing at them, players figure out they need to walk forward. So they walk forward, and just like that room-scale tracking is understood.

Physically walking around a virtual space is not something that anyone was fluent in before room-scale VR. First-timers I’ve put in Beat Saber have about a 50% chance of needing to be told they can take a step. Most everybody I’ve started in Google Earth doesn’t move their body until they decide to lean down to look at a city.

The functionality of the menu ensures that you understand your controllers as ways of interacting directly with the world. There’s no feedback until you physically touch the menu, at which point the controller vibrates and the relevant controller button glows. Soon you’ll learn that the controller has all sorts of abstract functionality too–teleportation, level selection, game-specific functions–but the concept of controllers as hands is introduced first.

 

Okay, You’ve Touched “Play Intro.” Now What?


After selecting “Play Intro,” the iconic little dudes demonstrate what you’re going to be doing: one of them picks up something and sticks his face in it. The motion blur suggests he’s been sucked into the globe. His friend rejoices, affirming this was the correct action to take. The sequence is basically a real-time three-panel comic.

Compare this approach to, say, the level of abstraction that text-based instructions for this would require: “Grab the mysterious orb. Try, then, to eat it. Instead, get sucked into the world it contains.” Not as clear, right? Text-based or verbal instructions would also need to be localized into dozens of languages.

The goal action is then repeated by the other little dude to reinforce the lesson. Then both controllers start vibrating to call your attention to the blinking button that’ll allow you to get over there.

Pressing the “Navigate” button gives you a lot of feedback: valid teleport locations are reinforced with color, a playspace box, an animated arc, an end-point icon, and a small cylinder appearing above the valid-teleport end-point icon.

I’ve seen a lot of new users get disoriented by teleportation, but not ever in this room. It’s always very clear where you are, and also clear that there’s no rush for you to do anything (no music, no larger story, no big moving parts, etc.). 

The level orbs are, to me, one of the most beautiful designs in VR. The cubemap textures contrast starkly with the more cartoony Lab-world, and the perspective-shift within the orb invites curiosity, a curiosity which encourages bringing it closer for a better look–the very action you’re supposed to take to trigger its function. 

This is elegant design. Exactly what you most want to do is exactly what you’re supposed to do.

 

So You’ve Been Transported to a Whole New World! Now What?


When the orb-world loads, you find yourself among photo-real mountains bathing in sunlight, accompanied by the dopiest/cutest robo-dog this side of Aibo. The message here: there are surprises in VR. Good surprises.

You’re then is reminded of the teleport buttons by haptic feedback, tooltips, and blinking, but as you look down to re-read the instructions, right in your line of sight are some sticks and a dog. So maybe you put two and two together…

But if you want to play fetch right this very minute, you’ll have to ignore the instructions. It’s a little subversive to do so, but it also reinforces The Lab’s goal to get you playing the way you want to play. The agency is yours.

And the world will respond. Shake the stick and the dog, like a dog will, runs over to play.

Two minutes ago a first-time user was probably feeling a little out of their depth getting strapped in to the headset, getting cut off from the world by headphones, and feeling the unfamiliar controllers in their hands.

Now they’re playing fetch on some scenic vista with a very eager companion, blissfully unaware that they’ve just gained proficiency in most everything they need to navigate immersive virtual worlds.

Takeaways For Designers


Two deeper VR design philosophies glimpsed in these first minutes are worth a closer look. 

1. An Abundance of Feedback

The Lab never tells you anything once. It repeats what it’s explaining as it’s already repeating it. Most every action you take produces multiple forms of feedback–visual, audio, haptic–and sometimes, as we saw with the teleport, multiple reinforcements of that feedback. 

This is a smart practice not because players are stupid, but because the experience of VR is so personal. I’ve put hundreds of people in VR for the first time and the #1 culprit for discomfort in VR is not simulator sickness but the fear that they are doing something incorrectly. It doesn’t help matters that there are so many different learning styles, and so many different ways we relate to our own bodies. The more information a VR experience gives, and the more ways that information is represented, the quicker a player can move from feeling like a student to being a full participant.

2. Interchangeability

Most people have a “dominant” hand, but, for the most part, the functionality of our actual human hands is consistent. I can grab my coffee with my left or right hand (or both!) and perform the desired action with it without too much of a problem. This mirroring of functionality might not be right for every VR experience, but it’s a good starting-point for designing interaction.

For one, it’s immersive. I don’t have to further map and metaphorize the controllers, and their most fundamental use–physically interacting with the environment–is the same as my hands. That’s also the first use that any player learns in The Lab.

Secondly, it’s accessible. For players who have use of only one hand, only one mini-game, Longbow, is unplayable. Designing this way also avoids the awkward “I can’t see my hands but I need to switch controllers” moment that new users often have difficulty with.

Third–and the subject of a future post about how expertly this is done in The Lab–designing this way means a lot of the UI has to be diegetic. This means that even when you’re spending time navigating menus, you’re interacting with the world of the experience, rather than just a window or screen.

Thanks for nerding out with me!


If there’s interest, I’d love to spend some more time investigating how the rest of The Lab does VR so well, whether in a more linear experience-by-experience fashion or looking more deeply into the underlying design philosophies. Please share with any designers or developers you know who might be interested, and let me know if you’d like to hear about anything in particular!

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  News - GDC 2019 offers a full day of cutting-edge machine learning talks!
Posted by: xSicKxBot - 01-21-2019, 12:54 PM - Forum: Lounge - No Replies

GDC 2019 offers a full day of cutting-edge machine learning talks!

The field of machine learning has advanced tremendously in the past few years, and canny game makers are constantly finding new and interesting ways of applying machine learning techniques to build better games.

At the 2019 Game Developers Conference in March and you’ll have the chance to dig in and spend a full day learning from some of the best and brightest in the game industry at the brand new GDC 2019 Machine Learning Tutorial!

This is just one of many great Bootcamps and Tutorials scheduled during the first two days of GDC (Monday and Tuesday, March 18th and 19th this year), albeit one that offers an up-to-the-minute, laser-focused look at the art and business of making and running games that make smart use of machine learning techniques.

For example, in “Beating Wallhacks Using Deep Learning With Limited Resources” Nexon Korea machine learning engineer Junsik Hwang will show you how Nexon Korea has developed a real-time automated wallhack detection system using Convolutional Neural Networks with a small dataset and a single GPU.

By using Class Activation Maps, the network finds suspicious areas within a screenshot that improves the credibility of the model’s performance and makes debugging datasets much more efficient. Model Interpretability plays a crucial role in incorporating deep learning with the existing abuser control policies. As a result, the system now detects abusers in real-time and reduces manual inspection labor significantly!

And in “Simple Head Pose Estimation for Dialogue Wheels“, Remedy lead character technical artist Antti Herva will show you a machine learning project aimed at helping animators liven up dialogue wheel interactions for an upcoming Remedy game project..

Make time to catch this talk if you want an introduction on performance capture, selecting image features and machine learning models, annotating data, training a neural network and finally evaluating the results in-game!

Plus, Electronic Arts’ Fabio Zinno will be presenting a Machine Learning Tutorial talk on “From Motion Matching to Motion Synthesis, and All the Hurdles In Between” that will give you an expert overview of state-of-the-art ML techniques (Phase-Functioned Neural Networks and Mode-Adaptive Neural Networks) that use neural networks to synthesize motion from examples. Zinno aims to explicitly call out important architecture and implementation details, and spark a discussion on how this technology can be used in a modern game development pipeline.

And you won’t want to miss “Smart Bots for Better Games: Reinforcement Learning in Production“, a presentation from Ubisoft data scientist Olivier Delalleau about various reinforcement learning algorithms and how they may help game studios create better games, more efficiently.

Besides AI development, the ability to train bots to play games during production opens up promising opportunities for automated testing and design assistance. But applying reinforcement learning to modern games brings up many challenges, illustrated through several examples, with a focus on recent experiments within Ubisoft games. Whether you want to directly learn from pixels to minimize the integration burden, or entirely rewrite your engine to make it more “reinforcement learning-friendly”, this presentation is packed with practical tips to help you reach your goal without (too many) tears.

For more details on these and all other announced talks head over to the online GDC 2019 Session Scheduler, where you can plan out your week at the show.

Bring your team to GDC! Register a group of 10 or more and save 10 percent on conference passes. Learn more here.​

For more details on GDC 2019 visit the show’s official website, or subscribe to regular updates via FacebookTwitter, or RSS.

Gamasutra and GDC are sibling organizations under parent company Informa

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  Xbox Wire - New Preview Delta Ring 1902 Build – 1/15/2019
Posted by: xSicKxBot - 01-21-2019, 12:54 PM - Forum: Xbox Discussion - No Replies

New Preview Delta Ring 1902 Build – 1/15/2019

Starting at 2:00 p.m. PST today, members of the Xbox One Preview Delta Ring will begin receiving a new 1902 Xbox One system update (rs5_release_xbox_dev_1902.190110-1920). Read on for more about the fixes and known issues in the latest 1902 system update.

Fixes:


Mouse

  • Framework changes to the mouse feature set for future work.

 My Games and Apps

  • Performance fixes to improve the collection speed.

System


  • Performance Fixes to improve the system stability.

 


Known Issues:


 

Profile Color


  • Sometimes users may encounter the incorrect Profile color when powering on the console.

My Games and Apps:


  • We are tracking an issue in which certain apps are displaying the error code 0xD0000189 when launching.  Workaround reboot the console and launch the app.

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  Steam - Daily Deal – Niche – a genetics survival game, 66% Off
Posted by: xSicKxBot - 01-21-2019, 12:54 PM - Forum: PC Discussion - No Replies

Daily Deal – Niche – a genetics survival game, 66% Off

Onimusha: Warlords / is Now Available on Steam!

Capcom’s riveting samurai adventure returns! This version includes the original game’s intense swordplay and dramatic revenge story, plus improved controls, widescreen display, a new soundtrack, and more. Experience this enhanced version of the best-selling action-adventure classic!

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  News - How To Train Your Dragon 3 Review: A Satisfying Conclusion
Posted by: xSicKxBot - 01-21-2019, 11:04 AM - Forum: Lounge - No Replies

How To Train Your Dragon 3 Review: A Satisfying Conclusion

It is said that the last entry in a film trilogy is usually the worst. For every The Dark Knight or Spider-Man 2, there's a Spider-Man 3 or a The Godfather Part III. Once in a while, though, we get a War for the Planet of the Apes or a Toy Story 3, which encapsulate everything that audiences loved about the first two movies in a satisfying conclusion. Now, DreamWorks has a new winner on their hands with How To Train Your Dragon: The Hidden World, a film that is not only as good as its predecessors but even surpasses them at certain points. It's an action-packed film of epic proportions that will also bring a tear or two to your eyes.

While the story of the trilogy takes place in the span of six years, for audiences it's been nine years since the first How To Train Your Dragon came out. Like with Harry Potter or Toy Story, audiences have grown up watching Hiccup (Jay Baruchel) and Toothless for almost a decade, and the characters have come of age with us. Just as the wizarding world and the talking-toy world, The Hidden World teaches us that all things must come to a bittersweet end.

We are first reunited with Hiccup and his gang of Scottish-accented Vikings Astrid (America Ferrera), Snotlout (Jonah Hill), Ruffnut (Kristen Wiig), and Tuffnut (Justin Rupple, replacing T.J. Miller) as they raid a hunting ship in an attempt to rescue trapped dragons. It's an action-packed scene that sets the stage for some epic set-pieces, but also the social commentary at the core of The Hidden World.

No Caption Provided

You see, Hiccup has now taken over the title of chieftain from his late father, Stoick (luckily, we still get to hear Gerard Butler's performance via flashback) in the year since the previous installment. He also achieved his dream of a having humans and dragon living together in a harmonious utopia. The problem? There are too many dragons on the island of Berk, which is disrupting the peace and quiet Vikings are notoriously known for. Their exploits have also attracted too much attention to the village, and heavily increased the number of threats that may end their peaceful existence. This includes Grimmel the Grisly (F. Murray Abraham), a ruthless dragon hunter that wants to see the entire species dead and has a particular interest in Nightfuries like Toothless. While it's understandable for the film to save time and focus on our heroes, one can't help but wish they had spent a little more time developing Grimmel beyond being evil, even if F. Murray Abraham excels as it.

What does Hiccup do? Well, he decides Berk is not a place, but a people--maybe not those exact words, but the Thor: Ragnarok comparisons are too clear to ignore--and thinks they all should leave their home of seven generations in search of a mythical dragon paradise that may or may not exist. Before he gets there, he will have to face his biggest challenge yet: raging dragon hormones. As it turns out, the gang discovers a female Nightfury who is more than a mere distraction for Hiccup's best friend, Toothless.

Toothless' comedic attempts at wooing his newfound love interest is the highlight of the film. The Hidden World, once again written and directed by Dean DeBlois, finally realized that Toothless is due his time in the spotlight, so a good part of the film is devoted to the sweet yet humorous dragon courtship. There is no dialogue, only the dance of dragon hormones and all the ridiculous things Toothless thinks are part of their mating ritual. This is well contrasted with Hiccup's disastrous obliviousness to everyone's advice to finally settle down and make his relationship with Astrid (America Ferrera) into something permanent, despite her being as equally suited to rule Berk, as well as tactical planning and fighting, as he is. Unfortunately, the focus on the duo's storylines means the rest of the ensemble gets somewhat pushed to the side, even if DeBlois tries to give each character a moment to shine -- one particular highlight is Kristen Wiig's performance as Ruffnut, who gets a rousing monologue about how annoying she is that will have entire theaters in stitches.

The Hidden World shows not only the changing physique of its characters and the maturity that comes with it (Hiccup grows a spectacular beard that will become the topic of many hot takes), but also how much its computer-generated visuals have evolved throughout the years. From the impressively detailed destruction by dragon fire, to the softness of the characters' hair to the fluidity of the dragon dances, and especially the photo-realism of the action choreography, it is all quite exquisite.

Given that each installment in the trilogy has introduced us to a new and better-looking dragon world, it isn't surprising that the titular hidden world is the most magnificent locale in the film. In an awe-inspiring scene that you'll want to see multiple times to fully appreciate, the film showcases a Pandora-esque world filled with stunning landscapes with photorealistic waterfalls, caves, and forest that would make James Cameron jealous. It is no surprise to know that Oscar-winning cinematographer Roger Deakins (Blade Runner 2049) serves as the franchise's visual consultant when the movie looks this good.

When it comes to the action, The Hidden World sits up there with Lord of the Rings and the third Pirates of the Caribbean (really) as being able to do epic-scale battles just as well as intimate, one-on-one fights. There is no giant dragon boss battle this time, and the film is all the better for it. The battle scenes are as thrilling as they look stunning, thanks to the film's brilliant use of light and shadow, and John Powell's powerful and spirited score.

No Caption Provided

The How to Train Your Dragon franchise has always found the right balance between action and emotion. The Hidden World strikes a bittersweet chord in exploring how adulthood inevitably leads to an exciting and uncertain future, but also how it means that some things, even dragons, must come to an end. Just as Hiccup, audiences will find it hard to say goodbye to one of the best and most consistent franchises in the last decade.

How to Train Your Dragon: The Hidden World is in theaters on February 22.

The GoodThe Bad
Breathtaking visualsThe villain doesn't get much depth
Lord of the Rings-level actionSome characters get pushed to the sideline
Good balance between humor and emotion
Hiccup's beard
Kristen Wiig's hilarious monologue

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  News - Rumour: Legendary Entertainment Has Plans For More Live-Action Pokémon Movies
Posted by: xSicKxBot - 01-21-2019, 06:04 AM - Forum: Nintendo Discussion - No Replies

Rumour: Legendary Entertainment Has Plans For More Live-Action Pokémon Movies

Pikachu Live Action

The Detective Pikachu movie isn’t even out yet and already there are some wild rumours about Legendary Entertainment’s plans to expand the Pokémon cinematic universe. We Got You Covered has “trusted sources” claiming there are plans to release a separate live-action CGI movie based on the original Game Boy titles, Red & Blue.

According to the website, the idea is to “flesh things out” with a combination of live-action and CGI in order to recreate Red’s adventure across the Kanto region. The project will apparently be set in the same universe as Detective Pikachu, but will only have minor connections to this film. As noted by the website, there’s actually already been an anime adaptation based on the original games, known as Pokémon Origins.

In addition to this movie, Legendary is supposedly already working on a separate spin-off film to follow the release of Detective Pikachu. This live-action movie will reportedly focus on Mewtwo. It means in total, there could be another two Pokémon movies on the way.


Would you like to see more live-action Pokémon movies? Do you think Detective Pikachu will be a cinematic success? Tell us below.

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  News - Rumour: Legendary Entertainment Has Plans For More Live-Action Pokémon Movies
Posted by: xSicKxBot - 01-21-2019, 06:04 AM - Forum: Nintendo Discussion - No Replies

Rumour: Legendary Entertainment Has Plans For More Live-Action Pokémon Movies

Pikachu Live Action

The Detective Pikachu movie isn’t even out yet and already there are some wild rumours about Legendary Entertainment’s plans to expand the Pokémon cinematic universe. We Got You Covered has “trusted sources” claiming there are plans to release a separate live-action CGI movie based on the original Game Boy titles, Red & Blue.

According to the website, the idea is to “flesh things out” with a combination of live-action and CGI in order to recreate Red’s adventure across the Kanto region. The project will apparently be set in the same universe as Detective Pikachu, but will only have minor connections to this film. As noted by the website, there’s actually already been an anime adaptation based on the original games, known as Pokémon Origins.

In addition to this movie, Legendary is supposedly already working on a separate spin-off film to follow the release of Detective Pikachu. This live-action movie will reportedly focus on Mewtwo. It means in total, there could be another two Pokémon movies on the way.


Would you like to see more live-action Pokémon movies? Do you think Detective Pikachu will be a cinematic success? Tell us below.

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  News - Level-5 Shares New Yo-Kai Watch 4 Trailer
Posted by: xSicKxBot - 01-21-2019, 06:04 AM - Forum: Nintendo Discussion - No Replies

Level-5 Shares New Yo-Kai Watch 4 Trailer

【PV】 Yokai Watch 4 PV 2 (Next Generation WHF '19 Winter Ver.) 0 52 Screenshot

After being delayed last October, the next installment in the Yo-Kai Watch video game franchise – Yo-Kai Watch 4 – arrives this spring in Japan. To help build hype, Level-5 has released a new trailer for the upcoming Switch release at World Hobby Fair 2019, currently taking place in Nagoya, Japan.

The trailer stars Keita – the original protagonist and one of the many playable human characters in the latest game. It shows off the world you’ll be able to explore and the Yo-Kai you can expect to encounter in battle. Take a look below:


Unfortunately, there’s no word on when this game will be released in the west. The third entry – Yo-kai Watch 3 – was first released in Japan in 2016 and was recently made available in Europe at the end of 2018. The US release of this 3DS title is due out next month on 8th February.

Are you looking forward to the Switch Yo-Kai Watch game? Have you played the third one yet? Tell us below.

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  News - Level-5 Shares New Yo-Kai Watch 4 Trailer
Posted by: xSicKxBot - 01-21-2019, 06:04 AM - Forum: Nintendo Discussion - No Replies

Level-5 Shares New Yo-Kai Watch 4 Trailer

【PV】 Yokai Watch 4 PV 2 (Next Generation WHF '19 Winter Ver.) 0 52 Screenshot

After being delayed last October, the next installment in the Yo-Kai Watch video game franchise – Yo-Kai Watch 4 – arrives this spring in Japan. To help build hype, Level-5 has released a new trailer for the upcoming Switch release at World Hobby Fair 2019, currently taking place in Nagoya, Japan.

The trailer stars Keita – the original protagonist and one of the many playable human characters in the latest game. It shows off the world you’ll be able to explore and the Yo-Kai you can expect to encounter in battle. Take a look below:


Unfortunately, there’s no word on when this game will be released in the west. The third entry – Yo-kai Watch 3 – was first released in Japan in 2016 and was recently made available in Europe at the end of 2018. The US release of this 3DS title is due out next month on 8th February.

Are you looking forward to the Switch Yo-Kai Watch game? Have you played the third one yet? Tell us below.

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