Jack Gardner

 
While many should rightly be skeptical of video game properties coming to Netflix after the runaway rumor that Netflix was putting a Legend of Zelda show into production last year, we can confirm that Netflix is indeed developing a show based on the Castlevania games. io9 first noticed that the words "Castlevania Season 1, Part 1" were nestled within a recent press release from Netflix with a projected release of sometime during 2017.
 
That's right. We are getting a vampire hunting show based on Castlevania sometime within the next ten months. As exciting as that prospect might be, details beyond that it exists are pretty scarce. 
 
Adi Shankar, known for his work producing Dredd and the gritty Power Rangers short from 2015, has been attached to the Castlevania project for a while now. He has specifically mentioned working with Fred Seibert and Kevin Klonde who are best known for their work behind the scenes on Adventure Time. Shankar has described the show as dark, satirical, and super violent. "After a decade of propaganda it will flip the vampire sub-genre on its head," he stated in a Facebook announcement last year. Warren Ellis, the writer behind the Dead Space video game, RED, and the story on which Iron Man 3 based itself, was brought on board to write the series.
 
In a recent Facebook post trumpeting the announcement of Castlevania coming to Netflix, Shankar threw down the gauntlet. "I personally guarantee that it will end the streak and be the western world’s first good video game adaptation," the producer promised. Here's hoping you can deliver, Mr. Shankar.
 
The second part of the series is expected to release in 2018.
Jack Gardner

 
A 2004 release from Project Aces, Ace Combat 5: The Unsung War attempted to bridge the gap between arcade flight sim and wartime drama. The result was an incredibly engaging, beautiful experience that ruminates on the modern incarnation of war. Combining stellar in-game voice acting with tense aerial action set pieces and gorgeously crafted pre-rendered CGI cutscenes, Ace Combat 5 holds up as the best the series has offered to date.
 
From what little we've seen of Ace Combat 7, they seem to be tapping into the same themes and methods of storytelling that made The Unsung War so fantastic - and that can only be a good thing.  
 
With schedules being what they are, sometimes coordinating a full episode of The Best Games Period can be difficult. When we can't have a proper discussion, we will be breaking off to do these shorter mini-casts, Honorable Mentions, to talk about fringe games that we might not otherwise be able to talk about on a full episode.
 

 
Outro music: Super Smash Bros. Wii U 'Got My Mind on My Money Match' by DarkeSword (http://ocremix.org/remix/OCR03074)
 
You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is (sometimes) available as well, so you can watch what we are talking about while we talk about it! A Patreon has been created for those looking to support the show. You can also follow the show on Twitter: @BestGamesPeriod

New episodes of The Best Games Period will be released every Monday
Jack Gardner

 
Wintergatan made waves last year with a music video staring a handmade contraption that could be used to make music using a dizzying system of levers, instrument parts, and 2,000 marbles. The Swedish band consists of four members: Martin Molin, Evelina Hägglund, Marcus Sjöberg, and David Zandén.
 
 
The quartet works together on music and constructs art pieces/musical instruments. So far they only have one album to their name (self-titled from 2013) and their major claim to fame are those instruments. They released a second video showcasing an incredible DIY music box alongside a homemade device they have christened the modulin. 
 
Their latest video tackles Mega Man 2 with said modulin - a combination of violin and theramin in spectacular fashion. Check it out for yourself!
 
 
Jack Gardner

 
An adorable roguelike is on its way toward becoming a reality as Pixel Princess Blitz reached its funding goal on Kickstarter yesterday. The indie project cleared its €77,700 goal with a whopping €102,418. The money will be used by the Hamburg-based indie group to create the PC version of their sandbox action RPG with a crazy endearing art style. The indie devs plan to port the title to PlayStation 4, PS Vita, Xbox One, and Nintendo Switch after the PC version of Pixel Princess Blitz releases mid 2018. 
 
Pixel Princess Blitz has huge ambitions to present an open world spread out over a grid that is explored in turn-based form. Encounters and dungeons are tackled in real-time with special attacks, reactive AI, and fluid action. Players will need to use the resources they discover to survive, outfitting themselves with upgradable items. Players who aren't careful could see themselves fall victim to permadeath, a system the devs describe as tough, but fair. 
 

 
Multiple factions inhabit the world and how players interact with them shapes how the story unfolds. In fact, every NPC that players encounter has a backstory and motivations that they pursue - that might even include a romantic relationship with the protagonist, Kuruna. Strengthening ties to NPCs can yield a slew of benefits, like combat companions and perhaps even the chance that they will show up to save your from the brink of death itself! 
 
Players take on the role of Kuruna, a young adventurer who travels the kingdom of Verad to help those in need. Some strange activities have been reported in the province of Hummingwoods, so Kuruna begins a patrol of the area that quickly becomes much more than she ever imagined. 
 
 
Keep an eye out for Pixel Princess Blitz sometime next year on PC.
Jack Gardner

 
Logic Artists' Expeditions: Viking finally has a release date. Announced early last year and expected to release before the end of 2016, Logic Artists pushed their tale of warring Viking clans back into 2017. The delay added almost 50% more content to the game, but also prolonged the time the game would need to spend in localization. The additional time also allowed the team to finely tune the gameplay and get the balance just right.   
 
“Expeditions: Viking features a branching dialogue system that allows the game to manage and react to player choices. We initially estimated a word count of 200,000, but we’ve decided to increase it by an additional 80,000 words to provide players with more content and give them more options and choices on how they progress through the story,” explained Expeditions: Viking producer Ali Emek, “with that amount of content, managing localization takes more time. We think it’s worth it to make the game accessible to an international audience. That’s why we’ve arranged a number of language localizations, so from day one players will be able to enjoy Expeditions: Viking in English, French, German, Polish, and Russian.”
 

 
Viking follows up the Danish indie developer's debut title Expeditions: Conquistador. After creating a character, players take on the role of a new chieftain who must lead a small Norse village to glory. Players will need to balance dealing with the threats of neighboring clans plot with raiding or trading with a fractured England full of riches. A branching story allows for players to forge their own place in the history of Viking leaders.
 
Combat takes place on a tactical grid where players command their troops, each of whom has access to special abilities. Positioning and creative use of abilities will be crucial for players to progress through Expeditions: Viking. The adversaries players will be facing on the battlefield also have their own special abilities, so players will need to be cautious and on their toes when facing down someone new.  

“We received great feedback from the testers after our last closed beta session, and rescheduling the release a bit is allowing us to spend our final weeks of development on improving usability and addressing the bugs reported during the beta test,” Emek added.
 
 
Expeditions: Viking releases on April 27 for PC.
Jack Gardner

 
Perhaps the quintessential cult classic, Beyond Good & Evil released in 2003 to some critical acclaim and lackluster sales. Directed by Michel Ancel, the creator of Rayman who yearned for more creative freedom at Ubisoft, the multiplatform release tackled very early 2000s themes of propaganda and murky government motivations as seen through the eyes of a young photojournalist who finds herself torn between the government who says it is keeping her safe and the resistance who tells her everything she knows is a lie. Combining themes that resonate to this day with an art style that has aged well and characters that ring true, is Beyond Good & Evil one of the best games period?
 
Each week we will be tackling a video game, old or new, that at least one of us believes deserves to stand as one of the greatest games of all time. We'll dive into its history, development, and gameplay, while trying to argue for or against the game of the week. Sometimes we will be in harmonious agreement, other times we might be fighting a bitter battle to the very end. However each episode shakes out, we hope that everyone who listens will find the show entertaining and informative.
 
 
Outro music: Super Mario RPG: Legend of the Seven Stars 'Super Mega Ultra Pipe House' by DDRKirby(ISQ) (http://ocremix.org/remix/OCR03487)
 
You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is (sometimes) available as well, so you can watch what we are talking about while we talk about it! A Patreon has been created for those looking to support the show. You can also follow the show on Twitter: @BestGamesPeriod

New episodes of The Best Games Period will be released every Monday
Marcus Stewart

PAX South 2017 showcased its share of highly-anticipated titles. But for every Rime or Dreadnought, there were promising, less prolific titles that made a big impression. I tried out as many games as I could get my hand on and compiled a list of lesser-known games worth keeping any eye on. 
Light Fall (Platforms: PC, Mac - Release Date: TBA)
Bishop Games’ unique platformer challenges players to not only traverse obstacles but to conjure and manipulate their own platforms. Your character can spawn a single box used to catch your fall or help bridge large gaps. This forms a fun and challenging rhythm of jumping and box-summoning during intense platforming segments. Beyond platforms, boxes can also be hurled through barriers and fit into gears to activate mechanisms. One tricky segment on a boat tasked players with using the box as a rudder to propel the vessel while, as the hero, simultaneously dodging leaping swordfish and other hazards. Light Fall still needs some polish, but I had fun leaping and box-spawning and look forward to seeing how the finished version performs.
 
Minit (Platforms: PC - Release Date: 2017)
Imagine if The Legend of Zelda if it only lasted 60 seconds. That sums up Minit in a nutshell. Cursed to die every one minute, Minit tasks players to explore and solve puzzles under the strictest of deadlines. Locating and collecting key items (such as a sword to cut obstructing grass) is vital as once it’s yours, it’s yours for good. Subsequent runs are quicker and easier with each item gained, creating a nice sense of reward. Minit reminded me of managing time in the first Pikmin, in that it’s strangely satisfying figuring out how to best maximize each run. An instant suicide button allows players to restart anew if they feel their minute is going badly. A deliberately slow attack forces players to consider each battle. One hilarious and intentional roadblock I encountered was a slow-talking, long-winded old man who forces players to read slow-moving text in order to learn valuable information – but doing so basically costs an entire life.
 
Embers of Mirrim (Platforms: PlayStation 4, Xbox One, PC - Release Date: Spring 2017)
Side-scrolling platformer Embers of Mirrim features dual protagonists: two beasts, known as Embers, who each channel the powers of Light and Darkness. In the demo I played, I took turns using each Ember separately to romp around fairly standard side-scrolling sections. The Embers’ ability to transform into light energy spiced things up, as I used it to phase through designated obstacles, typically in mid leap.
Embers of Mirrim’s gameplay picked up dramatically once the opposing beasts met and merged into a single entity. At that point, I could split myself into both light and dark energy, which controlled similar to a twin-stick shooter.  More complex challenges surfaced as a result; I often had to simultaneously steer both energies through tricky areas. The light powers used in conjunction with platforming formed an entertaining test of reflexes and dexterity that I hope the full game expands on come release.
 
Sundered (Platforms: PlayStation 4, PC, Mac, Linux - Release Date: July 2017)
Like developer Thunder Lotus’ previous title, the Viking adventure Jotun, Sundered is a beautifully hand-drawn adventure inspired by the animation of the 1980’s. Described as a “horrifying fight for survival and sanity”, players take the role of the wanderer Eshe, who must battle his way through a hellish world teeming with horrors. Sundered’s level design borrows straight from the Metroidvania playbook, boasting labyrinthine, “ever-changing” areas. Once the wow factor of Sundered’s presentation passed, its stylish combat and brutal challenge grabbed me next. At one point, I was swamped by a seemingly unending sea of monstrosities. Though I was overwhelmed at first, cutting the horde down to size proved to be an entertaining trial of my combat prowess. Sundered’s development is currently being crowdfunded through an already successful Kickstarter campaign and is targeting a summer release.    
 
Kona (Platform: PC - Release Date: Spring 2017)
This intriguing first-person adventure game puts players in the shoes of a detective exploring a surreal mystery in the wilds of 1970’s Canada. Sent to investigate a case, things go awry when a car accident leaves him unconscious. Upon awakening, Kona’s survival elements immediately come into play. I had to start a fire to prevent myself from freezing to death while also seeking out items to repair my vehicle.
From there, I drove to various outposts (reminiscent of Alan Wake’s driving sequences) to piece together clues. One pivotal moment came when I followed a trail of wolf tracks that led to a horrifically frozen man. At this point, Kona’s otherworldly element revealed itself in a dream-like sequence where I watched a spectral reenactment of the wolf attack, thus revealing the cause of the man’s death. There are clearly bigger, more sinister forces at play. Kona’s style shines through a charismatic narrator who not only guides the adventure, but regularly interjects his own personal thoughts on the situation at hand, sometimes to humorous effect. If you fancy yourself an adventure game aficionado, you can take Kona for a spin now in Steam Early Access. 
Jack Gardner

 
After a bit of a tease earlier last week, the video game music remixing hub OverClocked ReMix has released its 61st album based on the soundtrack of Super Mario RPG: Legend of the Seven Stars. The 1996 collaboration between Nintendo and Square resulted in one of the most unique RPGs in the Super Nintendo's extensive catalog of games. The music was composed by the famed Yoko Shimomura (with inspiration from Nobuo Uematsu and Koji Kondo), whose work many might recognize from the Kingdom Hearts series, the Mana series, Final Fantasy XV, and Xenoblade Chronicles. 
 
The OC ReMix community has been bonding over a love of video game music since 1999. In that spirit, they have come together as part of their longstanding tradition of community collaboration to create their string of arrangement albums. Super Mario RPG: Window to the Stars follows in the footsteps of the 60 albums that came before; the 34 tracks by 29 artists interpreting the works of Yoko Shimomura are all available for free!
 
 
Almost thirty musicians and remixers came together to create the soundscape of the three disc album covering music. All of those people poured their passion and talent for video game music and the somewhat forgotten RPG into the project. Their efforts were corralled and directed by the duo of DaMonz (Emery Monzerol) and Theory of N (Dusting Lagaly).
 

 
Super Mario RPG: Window to the Stars took four years to put together, so why not download it for free and take a listen? I promise you won't be disappointed.
Marcus Stewart

 
Arms has stood out to me since its unveiling as the Switch title with the most hidden promise. Punch-Out!! for Wii proved that motion-controlled boxing can be a ton of fun. Arms puts a spin on that successful template with wacky, extendable limbs, the freedom to mix and match zany weapons, and a Saturday morning cartoon presentation. But does it perform as well it looks? I went a few rounds with Arms at PAX South to find out.
The first hurdle was acclimating myself to the controls. Playing Arms requires holding a JoyCon each hand with thumbs on the respective shoulder buttons. Instead of using the analog sticks to move, players tilt both controllers to get around. Tilting to the side, forwards, and back positions the boxer accordingly. Throwing a punch in real-life causes the same to occur in-game. Holding down the left shoulder button performs a dash while the right shoulder jumps. Finally, pressing both Z buttons activates your special maneuver once the corresponding gauge has been filled. If that sounds like a lot, it kind of is - I didn’t even touch on blocking and grapples. Putting all of that into practice took more than a little work against my CPU opponents.
Leaving the safe confines of the tutorial proved to be a jarring wake-up call. As the A.I. unleashed hell upon me, I struggled to competently combine movement, jumping, dashing, and punching into a coherent strategy and kept mixing up the controls. Still, I managed to win primarily by keeping my distance and performing grapple moves.
The pieces began falling in place a bit better by the next round. I started timing my punches better and learned to read my opponent's movements. I even managed to block a few incoming shots and get off a few tricky combos. My bouts still devolved into chaotic, mindless punch parties where I probably looked like raging madman, but I was having some degree of fun.  

Close-quarter skirmishes are fast-paced affairs, but throwing punches from a distance felt comparable to launching a missile. I took aim and watched my fist hurtle across the screen in hopes it would its mark, and it felt genuinely satisfying when it did. The Switch’s much-touted HD rumble simulates the feel of the arms extending and retracting–a neat, but minor, touch.
Button inputs felt exceptional, but tilting the JoyCons for movement didn’t feel natural to me. The entire time I just wished I could move with the sticks, so I’m thankful Arms supports traditional controls as well. The motion controls pick up movements a majority of the time but there were several spots where my inputs didn’t seem to register. It wasn’t egregiously bad, but the occasional misread was noticeable enough to cause some mild frustration.
I found a surprising depth to playing Arms. Outfitting your fists with three separate gadgets, such as propeller blades or a missile launcher, before bouts made me consider what combinations would work best. Environmental hazards like a trampoline around an arena’s perimeter can be used to render opponents open to attack or used to evade incoming blows. Even the act of punching shouldn’t be taken lightly. Since characters’ arms extend long distances, every strike leaves the corresponding side of their bodies exposed for a second or two. That means a punch that eats air leaves a fighter vulnerable to retaliation.   
I’ve heard some predict Arms to become the Switch’s Splatoon. I ultimately found Arms to be entertaining enough, but I don’t think it has the novelty, personality, or shelf life to become a phenomenon the caliber of the Nintendo’s breakout shooter. Still, that doesn’t mean Arms can’t exist as a perfectly respectable and colorful fighter for Switch owners to goof around with.
Arms releases this spring on the Nintendo Switch. 
Marcus Stewart

 
The Legend of Zelda: Breath of the Wild towers as the Nintendo Switch’s most anticipated title for good reason. In addition to being a new Zelda, thus being a big deal by default, the latest entry in the long-running franchise expands on the series’ formula by featuring a vast open world for players to explore freely. After much anticipation, I had the opportunity to spend roughly 20 minutes of hands-on time with Breath of the Wild. It felt like a fraction of that time because I was completely enamored with Hyrule’s wealth of possibilities.
From what I understand, the demo I played was identical to last year’s E3 demo, so the opening events are likely familiar if you’ve read impressions for that version. Link awakens within an ancient temple, beckoned by a mysterious voice. After being bestowed with the magical Sheikah Slate, a multipurpose tool that serves as Link’s map, among other functions, I found and equipped basic clothing. Breath of the Wild’s vibrant world welcomed me with open arms as I exited the structure. There was only one question: Where do I head first?
I could have immediately veered off on my own path, but I opted to follow a mysterious hooded man. After catching up with him and absorbing some sage tutorial advice, I embarked on my journey. My first order of business was to climb everything. Link can scale virtually any surface, his actions dictated by a stamina meter ala Skyward Sword. The ability to climbing vastly opens up exploration options. Instead of seeking out a main path, I just scampered up cliffs and improvised my way through areas. Link’s stamina drained rather quickly in the demo to the point of becoming a mild nuisance. Hopefully, it won’t take too long to for players to build up his strength in the full release.

I quickly procured my first weapon: a branch. Not quite the Master Sword, but I had to start somewhere. It was a fortunate discovery, since I immediately encountered my first adversary in a lone moblin. Combat itself felt largely identical to previous Zelda games. I slashed, rolled, and leapt in and out of engagement with my foe. The controls felt smooth and responsive as we clashed. The presence of weapon degradation was the most prominent new wrinkle, as it forced me to monitor the state of items. Unfortunately, my branch splintered into pieces before I could finish my adversary, forcing me into a hasty retreat. In an unexpected and humorous moment, the persistent moblin gave chase for several yards. It even followed me down a sheer cliff drop. Even the Nintendo representative guiding me through the demo was taken aback at the beast’s determination.
After a lengthy pursuit, the moblin finally decided I wasn’t worth the effort and backed off. That wasn’t the end of my troubles. I turned to discover that I’d accidentally stumbled upon a camp teeming with moblins–and I was completely defenseless. In a stroke of intentionally designed luck, though, I noticed a bow and quiver of arrows laying by a log nearby. There were also a few more branches. Now that I had a larger arsenal, I messed around with Breath of the Wild’s inventory system. Players can quick select weapons in-game on the fly by entering a separate menu. Additionally, hot key options also streamlined selection. I adapted to this new system swiftly, swapping items with ease.
Before I tackled the enemy base, my Nintendo rep instructed me to slide the Switch out of its dock and continue playing in handheld mode. The transition from big to small screen was as quick and seamless as advertised. Best of all, the performance didn’t skip a beat and looked great on the smaller display. With my new bow, I took aim and sniped distant enemies, drawing their attention. As the now-alert moblins hurtled towards me, I spotted a nearby shield and quickly equipped it. With my beat-down stick and shield ready, I fought my way through the remaining horde, rolling and collecting additional arrows and sticks mid-fight.

Once the last moblin fell, I began collecting the spoils. Among the loot was an actual sword. Hooray, no more branches! That sense of improvement defined much of Breath of the Wild’s experience. Every time I nabbed a new item, I eagerly compared it stats to my existing inventory and wanted to continue searching in hopes of finding greater riches. That’s a fun and necessary incentive to achieve in an open world game.
After clearing the area of its riches, I decided to continue towards the main story objective. The waypoint led to a small ruin with a plate to insert the Shiekah Slate. I placed the relic, which triggered a scene where a massive tower emerged from the Earth. Interestingly, the Nintendo Rep pointed out that during this cinematic, moblins are typically present since the structure sprouts near their base. However, since I wiped out the camp before summoning the tower, the moblins were absent. I always appreciate little touches of continuity like that. I’ll have to wait for the full release of Breath of the Wild to see what follows after that tower arose from the ruins as my demo wrapped up shortly thereafter.
Although I barely scratched the surface of the tip of the iceberg, I left the demo anxious and excited to get my hands on the full experience. Roaming the open world, discovering items and locations with little to no guidance felt like playing a big-budget remake of the NES Legend of Zelda. It’s a freedom that’s been lacking in the last few console entries, and the next logical leap after A Link Between Worlds (a personal fave) began the shift towards a less linear direction. Breakable weapons largely irritate me in most games, but Zelda tempers that annoyance by sprinkling items all over the place. I was always picking up new equipment, and even though most of them were fragile branches, I had a supply of them to rely on until I found something better.
Most importantly, Breath of the Wild was just plain fun. Combat works fine, the picturesque world was a joy to run around in, and the loop of exploration and loot has its hooks. If the gameplay continues to evolve in positive ways, and if they story is up to snuff, Breath of the Wild could be a Zelda game for the ages.
The Legend of Zelda: Breath of the Wild launches for Switch and Wii U March 3. 
Jack Gardner

 
It has been a decade since we last saw an officially numbered entry in the venerable Ace Combat series. Since then, fans of Project Aces' aerial combat games have had to content themselves with Ace Combat: Assault Horizon and Ace Combat: Infinity, the free-to-play PS3 digital title. This year marks the return of a series that delivers some of the craziest dogfights in gaming history. 
 
Counter to initial reports that Ace Combat 7: Skies Unknown would be a PlayStation 4 exclusive, the title will also be coming to PC and Xbox One. However, those who want to experience Ace Combat 7 in virtual reality will have to play it on PS VR. Those who do own PlayStation's virtual reality headset will be able to access missions unavailable on other platforms.
 

 
Ace Combat 7 marks the return to what has been dubbed "Strangereal" the surreal world in which the other numbered entries of the series have taken place. This other world mirrors our own, but includes more fantastical devices, such as monolithic, nuclear satellites or colossal super planes.
 
The story picks up some time after the conclusion of Ace Combat 6: Fires of Liberation. The world has advanced since the Gracemerian Incident, and pilots are slowly being replaced with remote controlled drones and AI fighters. The series looks to be carrying on the tradition of high drama storytelling that earned it the nickname "airborne Metal Gear." I am 100% on board with that.
 
 
No hard release date has been given, but expect to see Ace Combat 7: Skies Unknown later this year for PS4, Xbox One, and PC.
Marcus Stewart

 
Prior to PAX South 2017, I never expected a game about cutting apart sentient shapes to sell me on the Nintendo Switch more effectively than Splatoon 2 or Arms. But after getting my hands on Snipperclips: Cut it Out, Together!, I came away charmed and eager to play more of the Nintendo’s ingenious puzzler. Not only does the title perform well as a puzzle game, it effectively sells the enjoyment of mobile, cooperative gaming that Nintendo has been angling the Switch to promote.
I’m a sucker for cooperative puzzle games so I took to Snipperclips almost immediately. Two players, each using one JoyCon controller, command a pair of cute paper characters to solve riddles in tandem. At its simplest, puzzles may require players to fill the outline of a shape, like a heart, by positioning inside of it in the correct manner. Seems relatively easy, right?
Gameplay takes a turn for the interesting with the unique cutting mechanic. By overlapping characters, players can a piece out of each other to create new shapes. It’s a neat and intuitive mechanic that promotes creative thinking and constant communication. How can I slice you so you’ll fit into that narrow hole? What’s the best shape for transporting this tire across the track? Players will need to work together to effectively address these questions and solve levels.

The straightforward puzzles presented challenge and fun by providing me and my partner methods to solve them. As long as the end goal is achieved, execution can be whatever the players dream up. One level tasked the two of us to shoot a basketball into a hoop. Our solution was to cut a hole into my character for the ball to rest in, then have me jump atop my buddy’s head. Next, a synchronized jump launched the ball through the bottom of the hoop, causing it to fall back through from above. To our surprise and delight, our improvised scheme worked. I love puzzles games that allow freedom and flexibility in resolution, and Snipperclips certainly seems to be one of those games.
The bite-sized riddles are enjoyable to crack and can be knocked out relatively quickly, making them ideal for quick sessions with a friend. If the final package features a robust set of puzzles or receives support in the form of new levels post-launch, I could see myself returning to it regularly. My only complaint stems from the hardware itself. Playing with a sideways JoyCon isn’t the most comfortable set-up in the world and could hamper extended sessions. But with an inventive mechanic and boatloads of charm, Snipperclips cuts a place for itself as my favorite Switch title not named The Legend of Zelda.
Snipperclips: Cut it Out, Together! releases sometime in March 2017 after the Nintendo Switch hits the market on March 3.
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