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  News - Wii Shop closure announcement
Posted by: xSicKxBot - 10-01-2017, 04:42 PM - Forum: Lounge - No Replies

Wii Shop closure announcement



Wii Shop closure announcement


Dear Nintendo fans,

On January 30, 2019, we plan to close the Wii Shop Channel, which has been available on Wii systems since December 2006. We sincerely thank our loyal customers for their support.

You can still add Wii Points until March 26, 2018, and purchase content on the Wii Shop Channel until January 30, 2019. In the future, we will be closing all services related to the Wii Shop Channel, including redownloading purchased WiiWare, Virtual Console titles, and Wii Channel, as well as Wii System Transfer Tool, which transfers data from Wii to the Wii U system.

If you have Wii Points to spend, content you want to re-download, or content you’d like to transfer from a Wii system to a Wii U system, we recommend you do so while the services are still available.

If you have any questions, please see our Q&A.

Thank you for supporting the Wii Shop Channel and for being such great fans of Nintendo.

Sincerely,

Your Friends at Nintendo

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  News - Classic Postmortem: No One Lives Forever 2: A Spy in HARM’s Way
Posted by: xSicKxBot - 10-01-2017, 04:42 PM - Forum: Lounge - No Replies

Classic Postmortem: No One Lives Forever 2: A Spy in HARM’s Way

In honor of the 15th anniversary of the release of the campy shooter No One Lives Forever 2: A Spy in H.A.R.M.’S Way, we present this classic postmortem, which first appeared in the January 2003 issue of Game Developer magazine. Sadly, this venerable franchise from Monolith Productions has not received the rerelease that it richly deserves, and that many are clamoring for, due to what seem to me insurmountable licensing issues. But the story behind its design is still fascinating. This in-depth look at what went right and what went wrong during development was written by Craig Hubbard, who was Monolith’s creative director at the time.

When creating a sequel to a critically successful first-person action-adventure game, it’s not enough to measure up to the original. In order to meet fans’ higher expectations, you have to surpass it . Unfortunately, the dizzying rate at which game technology evolves means you’ll probably be rewriting major engine components, such as your renderer or physics, as well as adding and revising game systems and overhauling tools and exporters. Your characters and environments will probably be more detailed, with more animations, more special effects, and more layers of complexity. In other words, you’ll spend more time on less content.

There’s also the problem of keeping people motivated. No one wants to spend a year and a half rehashing a game they just spent a year and a half developing. So you have to evolve the design sufficiently to excite the team, present new challenges, eliminate or rework elements of the first game you didn’t like, and explore new gameplay concepts.

At the same time, you have to stay true enough to the essence of the previous game that you don’t completely alienate your fan base. You’ll find that many fans really want more of the same, only better, so you have to strike a balance between evolution and reiteration. Our mantra for the recently released No One Lives Forever 2: A Spy in H.A.R.M.’S Way (NOLF 2) was to create a game in the spirit of the original but not necessarily in its image. Judging by early reactions, we were fairly successful, although the game is certainly not without its shortcomings.

As proud as we were of the original No One Lives Forever (NOLF), released in late 2000 (for which I also wrote a Postmortem, available here), we didn’t want the sequel to be more of the same with different levels and new characters. The surest way to doom a franchise and alienate a team is to make decisions based on what was in the original game. Instead, we chose to navigate by what worked well in the original game.

We began by evaluating reviews and fan reactions to NOLF, comparing the general consensus to our own opinions, and charting out a course of action building on the first game’s strengths without reiterating its weaknesses. It was imperative that we identify elements that fans liked and disliked, but it was also useful to identify which things no one noticed at all. Every feature in a game takes time to design, develop, refine, and test, so squandering precious days or weeks on anything that won’t register with users is the last thing you want to do.

Based on our research, we determined the franchise’s key elements were: a variety of interesting locales; memorable events, such as falling out of an airplane or being aboard a sinking cargo freighter; humorous conversations, documents, and characterizations; and an intriguing story told through cutscenes and in-game encounters. The franchise’s flaws included a lack of visual polish; frustrating stealth elements; overly long, tedious cutscenes; and the inclusion of superfluous weapons and gadgets.

These summaries helped immensely in characterizing the essence of the NOLF franchise, but they also pointed out some fundamental problems we would face in creating the sequel. For example, given our schedule, it wasn’t possible to produce the same variety of locales; because the content would be significantly more detailed, it would take longer to create. We also wanted a stronger, more deliberate visual presentation, which meant devoting more effort to each set. Furthermore, NOLF had made it clear that the more time spent building level geometry, the less time could be spent implementing gameplay.

Other issues were easier to address. NOLF had included roughly 30 weapons and gadgets, with a lot of overlap. For example, there were three pistols, two sniper rifles, several very similar missile-type weapons, and a couple of gadgets — such as the camera disabler and robotic poodle — that where rarely used. NOLF 2 has about the same number of items, but with a wider variety, including such devices as the Angry Kitty, banana, and bear trap, to compensate for the absence of the redundant firearms.

Our efforts to make stealth more intuitive and rewarding resulted in a redesign of the entire AI system. We decided that if we were going to allow players to sneak around and spy on their enemies, those enemies had better be doing interesting things. So Jeff Orkin, our AI engineer, and John Mulkey, our lead level designer, spearheaded the design of a goal system that would give non-player characters a sense of purpose, as well as a Smart Object system that would provide them with cues on how to interact with the environment.

The key to these systems is their unscripted nature. An NPC may start off working at a desk with a typewriter, get up and head over to the vending machine for a can of soda, step outside for a cigarette break, lean against a wall, walk over to a window to admire the view, and even run off to the restroom for a potty break. To ensure that players would be able to observe these behaviors, we effected a system that let us designate hiding places in levels from which you can watch enemies without being seen. Our implementation left something to be desired, but it still served the purpose of making stealth easier.

A more important refinement was to make it easier for players to escape from enemies. In NOLF, we used a time-based solution to determine whether an NPC would give up its pursuit, but it had lots of limitations and never worked very well. In NOLF 2, your ability to elude an enemy is based on passing through junctions. When an NPC reaches an intersection and doesn’t see which way the player goes, it picks a course randomly. Level designers can weight a specific direction to make this decision-making seem more intuitive, so that an NPC is less likely to investigate an alley than to continue down a major street. Designers can also specify what actions an NPC takes when it chooses a particular path. For example, if the NPC chooses to explore the alley, it may switch to slower, more tactical movement, whereas if it chooses the street, it keeps running.

Cinematics were another major consideration for the sequel. On NOLF, I implemented the cutscenes very late in the project. By the time I realized how long and tedious some of them were, it was far too late to do much about it. Also, the sheer number of cutscenes in the game limited the amount of time I could spend on each, which adversely affected the overall quality of the presentation.

By contrast, I finished the NOLF 2 cinematic script very early in the project. Once it was approved, we scheduled motion capture and placeholder voice sessions, which allowed me to implement first-pass cinematics that we could review for pacing, clarity, and continuity. Gradually, we began to finalize sets, animations, voice work, and pacing. Scott Albaugh, our primary character artist and animator, added the final polish with detailed facial animations and hair and finger movement. These touches really brought the cutscenes to life.

In retrospect, the conciseness of NOLF 2’s cutscenes may have overcompensated somewhat for the tedium of the original’s. Compounding the issue, I chose to tell a different type of story on this project in an effort to avoid stagnation, which alienated some fans wanting a narrative more in tune with NOLF’s but appealed to others who wanted something new. Ultimately, this conflict illustrates one of the perils of creating a sequel. You have to evolve the franchise enough to keep it fresh, but not so much that you transform it entirely. It’s a difficult balance to strike.

After the debilitating chaos of NOLF’s early months, we were determined to schedule a preproduction phase for NOLF 2 that would allow us to plan, prototype, and refine its core design before we started building publishable content or technology. The idea was that by the end of the preproduction period, we’d have a design that we could execute during production, refine during alpha, and test during beta.

Overall, preproduction was tremendously beneficial, with a shipping product remarkably faithful to the blueprint. Despite the inevitable setbacks and minor changes during production, our plan was solid enough to survive a complete rewrite of the renderer, new player physics, and various other technical and conceptual calamities. We remained flexible enough to revise and streamline as necessary, but it’s a testament to the value of preproduction that such changes were largely unobtrusive.

NOLF 2 was completed on time and on budget, evidence that an AAA title can be developed in 18 months with effective scheduling. A detailed plan allowing us to draw up thorough, itemized task lists was the key. The team’s experience enabled us to furnish realistic estimates, adding buffer time for insurance. We also insisted upon a prioritization system that not only guaranteed that critical features would be completed first, but also allowed us to jettison low-priority items (should time become an issue). Because both Monolith and our publisher, Fox Interactive, agreed upon this plan during the preproduction phase, cuts made during production were much less painful.

We were also smarter about how we scheduled the project. We allowed longer alpha and beta periods to ensure more time for play-testing and polish. We made sure to leave more room for E3, demos, and marketing and PR materials, as these interruptions had blindsided us on NOLF. The result was that in spite of all the obstacles and unforeseen challenges we faced on NOLF 2, we hit our ship date with a product that we’re very proud of.

We knew early in preproduction that NOLF 2 would be more focused than its predecessor. Given the amount of extra detail that had to go into characters, environments, and objects, we couldn’t hope to produce the same amount of content without forsaking quality, unless we streamlined the content creation and management pathways to let us work faster and more efficiently.

The single most important tool we added was the referential prefab system, allowing us to populate environments with objects that refer back to one original source file. In other words, edits made to one file propagate throughout the entire game. For example, if the sound department wants to add a sound to a door opening and closing, they only have to modify a single prefab instead of tracking down every single instance of that door in the game.

The primary advantage of this system is that it puts the power in the hands of the people who need it, without any programmer intervention. A level designer can create a block of geometry that represents a desk, with which he or she can plan the layout of a given room. The art team can then build a nicer-looking desk of roughly the same dimensions to replace the block. Level designers can hook up the drawers to open and close and add work nodes so that AIs can sit and type or fill out forms.

Other important improvements included robust exporters for 3DS Max and Maya, which let us build and texture geometry in professional 3D packages and import it into our proprietary editor, where we added gameplay. Rather than enumerate every improvement, I’ll just say that the decision to focus on upgrading our tools not only saved us immense frustration but also led to significantly higher quality content than we would have been able to produce otherwise.

On NOLF, certain lead positions remained unfilled for months after the contract was signed. As a result, some of the most crucial people on the project arrived when it was already well underway. They inherited decisions that had been made without adequate expertise or experience, leading to redesigns, cuts, and inconsistent quality.

At the beginning of NOLF 2, we had great leads and good project management across the board. These key personnel were able to produce the detailed, organized documentation we needed in order to communicate with each other and our publishing partners. They were also able to provide accurate time estimates that led to a realistic schedule. The simple fact that we achieved most of what we set out to do without missing our ship date demonstrates the value of competent leadership.

The cooperative multiplayer component of the game proved challenging, but as we had hoped, it ultimately was far more complementary to the single-player game than competitive modes would have been. Much of what constituted the cooperative experience came directly from the single-player game, but some of the features we developed chiefly for cooperative play worked their way back to single-player and resulted in a better product. For example, we added the radar feature for co-op play but quickly realized its value for solo play, which in turn led to tracking darts which allow players to mark enemy positions. In contrast, the competitive modes we added to the original NOLF really didn’t benefit the single-player game at all. Furthermore, we found that traditional multiplayer divided our efforts, which resulted in a whole slew of new bugs, distracting the QA department.

In retrospect, we would have been smarter to add competitive multiplayer as part of the NOLF support package, which is what we’re doing with NOLF 2. This approach allows us to focus our development and quality assurance efforts instead of diluting them across very different types of experiences.

 

Building a solid, stable team was the most challenging hurdle we faced; in addition to replacing a couple of people who went to other projects, we needed to expand the team in a couple of key areas. The process of advertising available positions, screening potential candidates, arranging interviews, and getting new employees on-site for training consumed enormous amounts of time. To complicate matters, our initial recruiting phase included several bad hires. In some cases, new employees proved to be less skilled than we had hoped; in others, poor attitudes or work habits led to dismissals.

Another major snag was that several team members, including me, had to help out on Aliens Vs Predator 2 for several months. The time we invested in that project was well spent, but NOLF 2 paid the price; the work we should have been doing on NOLF 2 had to be delayed until we returned. Given how many interdependencies there are on a project of this complexity, such setbacks can be frustrating and costly.

While preproduction was incredibly valuable for NOLF 2, it wasn’t long enough. Ideally, we would not only have finalized the design but also fleshed out a solid playable prototype. We couldn’t manage both in the three months available.

While our plan had been fairly thoroughly laid out, it hadn’t been tested. This was our main problem. Therefore, any hitch we encountered affected the schedule. Needless to say, we ran into plenty of hitches and had to make lots of adjustments. By the time we shipped, we cut an entire mission from the game, numerous levels had been simplified, and our hopes of offering multiple solutions to every obstacle had been dashed (as I’ll explain shortly).

Our goal was to have a solid plan by the end of preproduction that we would then execute during production and refine during alpha. In retrospect, we should have completed a rough draft of the game sooner in order to identify weak links and pacing issues while there was still plenty of time to address them. As it was, we ended up making some drastic adjustments very late in the project. For instance, we removed the entire exfiltration from Japan, which proved not to be as exciting as we hoped. In another case, we added an action-oriented level to break up a long section of slower-paced gameplay. These changes inarguably improved the game, but they should have been made earlier in the process.

Also, while the game was decidedly more systemic than its predecessor, we still spent a lot of time tracking down individual items that could have been systematized. These cases usually involved components that couldn’t easily be converted to prefabs. The windows in the main records building of the Siberian outpost were especially problematic, because they were all different sizes and shapes. If we wanted to change the amount of damage they could sustain before shattering or the radius of the resulting disturbance, we had to modify each one manually.

Finally, while play-testing helped balance and tune the game, it should have happened sooner. Thanks to observing playtesters, we made some crucial refinements to the stealth system and the opening missions, but we didn’t have sufficient time to play-test the entire game. Play-testing also revealed some design flaws that couldn’t be addressed without jeopardizing our ship date. While none of these issues was especially grave, they underscored the need to start play-testing as early as possible.

During our analysis of NOLF, it became clear that the sequel would require significant graphical upgrades to compete in the rapidly changing PC game market. Upgrading our graphics required a rewrite of major engine components, such as the rendering pipeline. Because many of these features were not completed until after production had already begun, the team was occasionally forced to rework content as new technology came online.

The most dramatic change was the new renderer’s occlusion system, which proved difficult to use and required a learning period for artists and level designers. During this time, the content team was in full production, meaning that environments were being created and detailed without a thorough understanding of the system’s intricacies. Consequently, several layouts had to be significantly modified after a great deal of time and energy had already been invested in them. 

While our scheduling was vastly better on NOLF 2 than on NOLF, we still crammed things too tightly for our own good. Unexpected budget cuts early in production ate up most of our buffer time. The aforementioned team issues took their toll as well. Most of us worked at least 100 hours per week during the last several months of the project, and some people were crunching even before that. In NOLF 2’s closing credits, special thanks are given to Metrolabs, the developers of XTZ caffeine and herbal energy drinks, whose products sustained several team members in the absence of adequate sleep.

Time constraints led to some disappointing compromises. My most painful concession was giving up on our ambition to allow multiple solutions to every problem, which resulted in various points in the game where you must procure a specific inventory item in order to proceed. For example, in Chapter 4, which takes place at a Siberian military outpost, there was a point where you had to get through an electrified gate. Only one of several planned options survived. Unfortunately, the easiest option to implement from a development perspective was the least desirable from a gameplay perspective.

Another problem was that there still wasn’t enough time scheduled for public relations and marketing assets. We didn’t anticipate that people would want so much from us. While being overwhelmed with requests for interviews and screenshots is certainly a great problem to have, it would have been better for everyone involved if we’d been more prepared.

THE PRICE OF SUCCESSS

I concluded the original NOLF Postmortem by remarking that Monolith had matured from a disorganized but enthusiastic young company to a focused, professional business. NOLF 2 is the proof. Although the game is by no means perfect, it’s a testament to the value of planning, organization, prioritization, and experience.

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  Xbox Wire - Next Week on Xbox: New Games for October 2 – 8
Posted by: xSicKxBot - 10-01-2017, 04:42 PM - Forum: Xbox Discussion - No Replies

Next Week on Xbox: New Games for October 2 – 8

Hello and welcome to Next Week on Xbox! A great variety of titles are hitting this week, like the refined version of the RPG classic Dragon’s Dogma: Dark Arisen, the endless-wave, sci-fi inspired shooter Let Them Come, and the Battle Royale classic The Culling 1.0 will graduate from the Xbox Game Preview program! Read on for further details about these games and more and come back next week for another edition of Next Week on Xbox.


theHunter Screenshot Games
Go hunting in a beautiful open world teeming with life, from majestic deer and awe-inspiring bison, down to the countless birds, critters and insects of the wilderness. In addition to its rich single-player experience, theHunter: Call of the Wild offers unique multiplayer options – co-op and competitive – for up to 8 players.


Mystik Belle ScreenshotGames
Trouble is brewing at the Hamore School of Witchcraft, and the only freshman witch-in-training Belle MacFae can put things right. As Belle, you must seek out the three crucial ingredients of the Walpurgisnacht Brew, which means investigating the school’s colorful 2D landscapes in a quest that combines elements of nonlinear exploration-based action-platformers and class object-oriented adventures.


Let Them Come Screenshot Games
You are Rock Gunar, mercenary gun for hire with alien blood on his hands. Twitchy trigger fingers and focused battle tactics are the order of the day as you take on this ultimate survival mode challenge to wipe out every alien on this ship. You will die — a lot — but sheer brute force plus cool ammo and weapon upgrades will help you take these vermin down, one wave at a time.


Dragons Dogma Screenshot Games
The critically acclaimed action-RPG Dragon’s Dogma: Dark Arisen combines exhilarating and deep combat with the freedom to explore the huge open world of Gransys. Choose between nine different classes, embark on your own adventure, and use the deep combat system to wield devastating skills and magicks to take on fabled monsters. Includes all DLC, making this the ultimate version of Dragon’s Dogma: Dark Arisen.


Mable Void Screenshot Games
Drop into the retro-futuristic world of Marble Void! A 3D Platformer inspired by old school platformers, Marble Madness, Marble Blast Ultra and the 80’s. Pilot your Marble through puzzles and skill based obstacles to complete stages. With 3 tiers of difficulty and mini games, Marble Void is easy to pick up and play, yet tough to master! Moving platforms, switches, teleporters, gravity modifiers, kill spheres and more await you in 40+ stages of varying difficulties. Great for all ages!


N++ ScreenshotGames
This is the long-awaited sequel to the legendary N+, rewritten from scratch to be bigger, better, and more beautiful in every way. N+++ is a fast-paced, momentum-based platformer about darting around obstacles, narrowly evading enemies and collecting gold in a beautiful minimalist landscape.


Inversus DeluxeGames
Inversus is a negative-space shooter up to four players. Movement is constrained to opposite colors of a black and white grid. Each shot flips tile colors to block, trap, and close in on the enemy. Both online and local couch play are supported. The competitive mode pits you against other players; single-player and co-op have you face endless waves of enemies together as you fight for the highest score.


Jydge Screenshot Games
Build your own cybernetic JYDGE and eradicate crime in the never-sleeping megacity of Edenbyrg. Create your own play-style by augmenting your JYDGE, modifying your Gavel rifle, and choosing fearless companions to suit the tasks at hand.  


The Culling Screenshot Games
In a remote arena, 16 contestants have 20 minutes to explore, scavenge items, craft weapons, build traps, hunt, and kill each other. Face to face, mano a mano, this is Battle Royale in its most brutal form. That means only one will be crowned the winner.


Bulb Boy Screenshot Games
An intuitive horror adventure about a boy with a glowing head. Inspired by Machinarium and Gobliiins, you’ll solve puzzles, defeat wicked monsters, and reveal Bulby’s abilities to unfold a twisted tale. Ohhh… And don’t forget to save your Grandpa-raffin and Mothdog from the frightening darkness.


Iron Wings Screenshot Games
Take down the Nazi aerial menace across a rich campaign of missions, each with numerous objectives and enemies as well as side objectives in this World War II air combat game. Work with your partner to assign objectives together in order to succeed.


Zombie Party Screenshot Games
Go on a time traveling adventure, or delve deep into procedural dungeons full of gold, loot, and secrets! Upgrade your guns with mods and artifacts, find magic spell runes, potions, items, melee weapons, unlock 50 characters to play as, discover 150+ unique guns and weapons, launch teddy bears that explode into fire, blow up your friends with heat-seeking missiles, and get to the final zone to kill the Dance King.

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  News - Video: Get in the Retro Mood With This SNES Classic Mini Launch Trailer
Posted by: xSicKxBot - 10-01-2017, 04:42 PM - Forum: Nintendo Discussion - No Replies

Video: Get in the Retro Mood With This SNES Classic Mini Launch Trailer

Nintendo’s SNES Classic Edition / Mini is out today, and is providing plenty of retro kicks for those able to get hold of a unit. It’s a lovely little device, so we hope everyone trying to get hold of one has been in luck.

To celebrate the launch Nintendo of Europe has released a snazzy trailer to showcase what it’s all about. Sorry, North American owners, but it’s riffing on the awesome colour scheme of the Super Famicom / SNES PAL design.

Check it out below.


This writer just played Star Fox for the first time; it was worth the wait.

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  News - The Tenta Brella is Your New Splatoon 2 Weapon This Weekend
Posted by: xSicKxBot - 10-01-2017, 04:42 PM - Forum: Nintendo Discussion - No Replies

The Tenta Brella is Your New Splatoon 2 Weapon This Weekend

Splatoon 2 is a game that keeps on giving, mostly through new weapons and occasionally with a new stage. One of the reveals in the recent Nintendo Direct, the Tenta Brella, is our new weapon for the weekend.

You can see some pics of it below.


If you need a reminder of what it’s all about, the Nintendo Direct segment below should help.


As always the update will likely kick in 6pm Pacific / 9pm Eastern today (29th September), which means the early hours of the morning (2am UK / 3am CEST) in Europe.

Will you be trying this out over the weekend?

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  Steam - Fallout FREE for a limited time
Posted by: xSicKxBot - 10-01-2017, 04:42 PM - Forum: PC Discussion - No Replies

Fallout FREE for a limited time

Bethesda is giving Fallout: A Post Nuclear Role Playing Game away for FREE on Steam in honor of its 20th birthday!

Get Fallout FREE on Steam until Saturday at 11:59PM Pacific Time!

Also, enjoy up to 50% off Fallout Shelter Bundles through the weekend. Offer ends Monday at 11:59PM Pacific Time.

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  PS4 - 100ft Robot Golf
Posted by: xSicKxBot - 10-01-2017, 01:48 PM - Forum: New Game Releases - No Replies

100ft Robot Golf



100ft Robot Golf is a real-time golf game through which you control massive robots on their quest for par. Never get your ball stuck behind a pesky tree or skyscraper ever again. Just swing your golf club to smash even the tallest buildings out of the way ? or into the way of your robot golfing buddies. You can play with up to four people splitscreen on your TV, or immerse yourself in PlayStation VR and experience virtual golf robot reality. [No Goblin]

Publisher: No Goblin

Release Date: Sep 27, 2017

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  PC - Another Lost Phone: Laura's Story
Posted by: xSicKxBot - 10-01-2017, 01:48 PM - Forum: New Game Releases - No Replies

Another Lost Phone: Laura's Story



Explore the social life of Laura in this spiritual sequel to A Normal Lost Phone.

Publisher: Playdius

Release Date: Sep 21, 2017

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  3DS - Miitopia
Posted by: xSicKxBot - 10-01-2017, 01:48 PM - Forum: New Game Releases - No Replies

Miitopia



Since the dawn of ever, warriors have banded together to fight evil. Now? Mii characters based on your favorite people must unite to do turn-based battle and save Miitopia. Cast them in roles across the kingdom, manage friendships, and give them jobs with distinct stats, abilities, gear, and a custom look. Then behold as awesomeness unfolds. Guide your team of Mii characters on a quest to defeat the Dark Lord and restore the stolen faces of the citizens of Miitopia. As you watch with bated breath, Mii characters will mingle over food, camping, exercise, sleeping arrangements, and yes, combat! In these wild, yet traditional RPG battles, your party?s relationships affect the outcome. Enemies attack while you explore the world map, which is littered with hidden paths and treasures. [Nintendo]

Publisher: Nintendo

Release Date: Jul 28, 2017

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  XONE - Surf World Series
Posted by: xSicKxBot - 10-01-2017, 06:13 AM - Forum: New Game Releases - No Replies

Surf World Series



Grab your board and take on legendary waves in Surf World Series, the arcade surfing game that brings you to 5 of the world's most infamous surfing destinations, including Bell's Beach (Australia), Waimea Bay (Hawaii), Supertubos (Portugal), Cacimba do Padre (Brazil), and Jeffrey's Bay (South Africa).

Enjoy afternoon, evening, night, and bad weather variations with different waves and visual aesthetics. Perform surfing's most intense tricks, including the Superman and Sushi Roll, against 15 different surfers. Design your own signature surfer with 6 playable characters and thousands of customizations to have the freedom to design your own unique slick style. Compete in 3 multiplayer online modes: Big Heat Battle, Championship and Survival.

Publisher: Vision Games Publishing LTD

Release Date: Aug 30, 2017

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