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Found 109 results

  1. Jack Gardner

    Conversing about Collidalot with Grunka Munka

    It can be easy to lose sight of the smaller indie titles with all of the high-profile games releasing as we near the holiday season, but one in particular stands out following its release last Friday: Collidalot. Collidalot is a fast-paced hover car combat game with a heavy emphasis on local multiplayer for up to four people. Players attempt to ram one another off the map or into hazards like spike traps. These vehicles receive a speed boost by riding rails with even higher speeds gained by riding rails painted their particular color. Each vehicle comes with its own special move to help give it the edge needed to pull out a victory. Also, it has a jammin' techno soundtrack that you can listen to for free on the company's SoundCloud page. The story of Seattle-based Grunka Munka Games begins with most of the team still in college where they worked together on a project called "The Enragement Ring." Even in an unpolished state, it gained attention from professors and it wound up making a circuit around the Seattle game dev scene where it won the Audience Choice award at both Seattle Indie Game Competition and Intel Game Developer Showcase among several other nominations and distinctions. All of that buzz landed the team at Grunka Munka on Nintendo's radar and after years of work, Collidalot has finally released! I had the opportunity to ask Andrew Ward, the CEO of Grunka Munka Games, some questions about Collidalot and he was gracious enough to provide some insightful looks into the world of scrappy game dev and shipping a studio's first game. --- What were some of the ideas for games that got bounced around before landing on what would become Collidalot? Originally, the game was intended to be giant spaceships slamming into other ships and knocking them out of the “sumo ring” arena to destroy them. We also wanted the game to be a local multiplayer game. Beyond that, everything we implemented was in an effort to achieve those intentions. We found that it is really boring to fly giant, slow spaceships at each other, especially if there are no projectile weapons, which we didn’t want. We thought that might be better if the ships were small and fast, so we tried it. It was better, but it was so easy to fly out of the map into the emptiness of space. Then we thought about how to add a better sense of control, so we ended up adding energy rails to grind on. This essentially created the first iteration of Collidalot. At what moment did you feel like Collidalot had enough potential to build a gaming studio around it? People seemed to love the first version of the game even though the controls were terrible and the game was slapped together so loosely that it would be a stretch to even call it a demo. It also had a terrible name, “The Enragement Ring”. It was fun though, and definitely unique. That gave us a lot of initial momentum. Most of us were still in school at the Academy of Interactive Entertainment, Seattle, but the excitement around early versions of the game during class got the attention of the staff. The most notable staff member to take note was Peter Huff. He handled most of the event coordination for the school and invited us to join iFEST 2017. Things moved quickly from there. People were asking us if the game was out because they enjoyed it so much at iFEST, even though we didn’t have any menus in the game yet. Someone responsible for helping run another local gaming event, Power of Play, approached us at iFEST and asked us to show the game off there the very next weekend. We went to Power of Play because it was a great opportunity, but we had no idea what to expect. While there, a representative from Nintendo approached us asking if we would be interested in bringing the game to the Wii U. Remember, the game had no menus, little content, and was barely a working prototype. We were still students with more than a year left until graduation. This was the turning point for us. We took this positive momentum and ran with it. No matter how hard it got, we pushed through because we knew this game and this team was on the right track for success and we didn’t want to squander such an opportunity. There aren’t any guns in the game – how did that decision get made and what does that absence of guns bring to Collidalot? The game was supposed to be all about slamming spaceships into each other originally, although that eventually changed to slamming jet-powered hover cars into each other. If you give players guns, that opens up the option to avoid other players and to shoot at them from a distance instead, bypassing our original vision. For this reason, you could say it was initially a design choice to get people to play the game [as it was intended]. We wanted people to be in each other’s face in game and out of game since it was a local multiplayer game, and you don’t really feel that intense connection if you can play without ever going near each other. Later, we realized that having no guns is kind of a big deal for many kids and families - a large portion of our target audience. We want everyone to experience our games and that design decision makes it easier for many families to feel comfortable with Collidalot. What were some of the inspirations for the mechanics behind Collidalot? Inspirations for Collidalot come from every corner of the universe. Warhammer 40K was the biggest one in terms of the concept for the game. Towerfall Ascension is one of our favorite local multiplayer games, so we tried to sneak many of their brilliant design choices into Collidalot in subtle ways. Smash Bros, Splatoon, Mad Max, Tony Hawk, Extreme-G, Kinetica, Star Wars: Episode 1 Racer, and a ton of other sources outside of video games served as inspiration to us. Collidalot seems to have racked up a large number of awards since it began making the indie game circuit – which one has meant the most to the team? The Seattle Indie Game Competition’s People Choice Award 2017 (received at Power of Play 2017), is the award that means the most to us. It was our first major award. It was also the first award we worked towards months before receiving, and it felt incredible to earn it. Receiving that award was not just about us, either. It was about showing the people who have given us so much amazing support that we were not going to let them down; we were going to push ourselves to succeed. Collidalot is Grunka Munka’s first project, what are the biggest learning experiences you’ve had trying to ship this game? There have been so many and they are unique to each person on the team. We had to learn everything from scratch, like how to use the Unity game engine and how to make a game in general. Things that seem simple, like making a player select UI, were difficult because we hadn’t done it before. Most things took research and several iterations, so they took a while. We also had to learn how to form and run a company on top of it all, which added even more chaos into the mix. Then there were things like attending conferences to demo the game, joining competitions, and figuring out how to market the game so people would simply know it exists. Being a game developer is a learning experience that never ends. The Grunka Munka team participates in Extra Life – how did that begin? Why is it important to you all? One of our team members previously interned, and later worked, in the medical field before, during, and after undergrad. He’s always had a tremendous level of respect for the entire industry. That’s where it began. Since we work within a few blocks of Seattle Children’s Hospital (SCH), he quickly started reaching out to SCH and Extra Life about how we can get involved and help. After he joined the team, we started chatting about what we can do to help out and contribute. We all have been gamers since we were young and remember specific games that we loved both then and now. We know that hospitalized kids and their families could always use more reasons to smile and we simply couldn’t stop thinking about how to help. This drove us to get more involved with the Extra Life Seattle Guild, who immediately amplified our ability to spread some gaming happiness with SCH and beyond. We are proud to be a part of the Extra Life Seattle Guild and are incredibly excited for the work we are doing with them right now and will continue to do. What message did you want to send with Collidalot? What do you want people walking away from a session with it to be thinking about? I think everyone on the team has something different they want to say through the games we make. We all agree that moments in life are more special when you can share them with others. Collidalot aims to bring people together so that they can make and share those moments. We also want to show that there are still many amazing, unique things games can do that have never been done and that they are worth making. What sorts of projects is Grunka Munka interested in making in the future? Our goal is to create original ideas and new types of gameplay. Having just launched Collidalot, we are prototyping new ideas and deciding on our next project now. We are definitely interested in expanding concepts from Collidalot beyond its 2d/3d layout. We also have a number of completely different ideas for games we would like to work on. Our main focus will be to create something new and push ourselves creatively. Why do you believe Collidalot should succeed? What’s your best elevator pitch to someone who’s undecided? Because Collidalot is a unique take on the 4-player brawler. There are a lot of games available nowadays and it’s always exciting when there is something new and different to experience. We appreciate when people are a bit confused, yet excited by novel, unique games. Games should incite this and we feel we have captured that feeling. We pitch the game as “Collidalot is Jet-powered destruction derby crossed with high-speed rail grinding”. Basically, think Smash Bros. in jet cars. Collidalot is available now on Nintendo Switch. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  2. It can be easy to lose sight of the smaller indie titles with all of the high-profile games releasing as we near the holiday season, but one in particular stands out following its release last Friday: Collidalot. Collidalot is a fast-paced hover car combat game with a heavy emphasis on local multiplayer for up to four people. Players attempt to ram one another off the map or into hazards like spike traps. These vehicles receive a speed boost by riding rails with even higher speeds gained by riding rails painted their particular color. Each vehicle comes with its own special move to help give it the edge needed to pull out a victory. Also, it has a jammin' techno soundtrack that you can listen to for free on the company's SoundCloud page. The story of Seattle-based Grunka Munka Games begins with most of the team still in college where they worked together on a project called "The Enragement Ring." Even in an unpolished state, it gained attention from professors and it wound up making a circuit around the Seattle game dev scene where it won the Audience Choice award at both Seattle Indie Game Competition and Intel Game Developer Showcase among several other nominations and distinctions. All of that buzz landed the team at Grunka Munka on Nintendo's radar and after years of work, Collidalot has finally released! I had the opportunity to ask Andrew Ward, the CEO of Grunka Munka Games, some questions about Collidalot and he was gracious enough to provide some insightful looks into the world of scrappy game dev and shipping a studio's first game. --- What were some of the ideas for games that got bounced around before landing on what would become Collidalot? Originally, the game was intended to be giant spaceships slamming into other ships and knocking them out of the “sumo ring” arena to destroy them. We also wanted the game to be a local multiplayer game. Beyond that, everything we implemented was in an effort to achieve those intentions. We found that it is really boring to fly giant, slow spaceships at each other, especially if there are no projectile weapons, which we didn’t want. We thought that might be better if the ships were small and fast, so we tried it. It was better, but it was so easy to fly out of the map into the emptiness of space. Then we thought about how to add a better sense of control, so we ended up adding energy rails to grind on. This essentially created the first iteration of Collidalot. At what moment did you feel like Collidalot had enough potential to build a gaming studio around it? People seemed to love the first version of the game even though the controls were terrible and the game was slapped together so loosely that it would be a stretch to even call it a demo. It also had a terrible name, “The Enragement Ring”. It was fun though, and definitely unique. That gave us a lot of initial momentum. Most of us were still in school at the Academy of Interactive Entertainment, Seattle, but the excitement around early versions of the game during class got the attention of the staff. The most notable staff member to take note was Peter Huff. He handled most of the event coordination for the school and invited us to join iFEST 2017. Things moved quickly from there. People were asking us if the game was out because they enjoyed it so much at iFEST, even though we didn’t have any menus in the game yet. Someone responsible for helping run another local gaming event, Power of Play, approached us at iFEST and asked us to show the game off there the very next weekend. We went to Power of Play because it was a great opportunity, but we had no idea what to expect. While there, a representative from Nintendo approached us asking if we would be interested in bringing the game to the Wii U. Remember, the game had no menus, little content, and was barely a working prototype. We were still students with more than a year left until graduation. This was the turning point for us. We took this positive momentum and ran with it. No matter how hard it got, we pushed through because we knew this game and this team was on the right track for success and we didn’t want to squander such an opportunity. There aren’t any guns in the game – how did that decision get made and what does that absence of guns bring to Collidalot? The game was supposed to be all about slamming spaceships into each other originally, although that eventually changed to slamming jet-powered hover cars into each other. If you give players guns, that opens up the option to avoid other players and to shoot at them from a distance instead, bypassing our original vision. For this reason, you could say it was initially a design choice to get people to play the game [as it was intended]. We wanted people to be in each other’s face in game and out of game since it was a local multiplayer game, and you don’t really feel that intense connection if you can play without ever going near each other. Later, we realized that having no guns is kind of a big deal for many kids and families - a large portion of our target audience. We want everyone to experience our games and that design decision makes it easier for many families to feel comfortable with Collidalot. What were some of the inspirations for the mechanics behind Collidalot? Inspirations for Collidalot come from every corner of the universe. Warhammer 40K was the biggest one in terms of the concept for the game. Towerfall Ascension is one of our favorite local multiplayer games, so we tried to sneak many of their brilliant design choices into Collidalot in subtle ways. Smash Bros, Splatoon, Mad Max, Tony Hawk, Extreme-G, Kinetica, Star Wars: Episode 1 Racer, and a ton of other sources outside of video games served as inspiration to us. Collidalot seems to have racked up a large number of awards since it began making the indie game circuit – which one has meant the most to the team? The Seattle Indie Game Competition’s People Choice Award 2017 (received at Power of Play 2017), is the award that means the most to us. It was our first major award. It was also the first award we worked towards months before receiving, and it felt incredible to earn it. Receiving that award was not just about us, either. It was about showing the people who have given us so much amazing support that we were not going to let them down; we were going to push ourselves to succeed. Collidalot is Grunka Munka’s first project, what are the biggest learning experiences you’ve had trying to ship this game? There have been so many and they are unique to each person on the team. We had to learn everything from scratch, like how to use the Unity game engine and how to make a game in general. Things that seem simple, like making a player select UI, were difficult because we hadn’t done it before. Most things took research and several iterations, so they took a while. We also had to learn how to form and run a company on top of it all, which added even more chaos into the mix. Then there were things like attending conferences to demo the game, joining competitions, and figuring out how to market the game so people would simply know it exists. Being a game developer is a learning experience that never ends. The Grunka Munka team participates in Extra Life – how did that begin? Why is it important to you all? One of our team members previously interned, and later worked, in the medical field before, during, and after undergrad. He’s always had a tremendous level of respect for the entire industry. That’s where it began. Since we work within a few blocks of Seattle Children’s Hospital (SCH), he quickly started reaching out to SCH and Extra Life about how we can get involved and help. After he joined the team, we started chatting about what we can do to help out and contribute. We all have been gamers since we were young and remember specific games that we loved both then and now. We know that hospitalized kids and their families could always use more reasons to smile and we simply couldn’t stop thinking about how to help. This drove us to get more involved with the Extra Life Seattle Guild, who immediately amplified our ability to spread some gaming happiness with SCH and beyond. We are proud to be a part of the Extra Life Seattle Guild and are incredibly excited for the work we are doing with them right now and will continue to do. What message did you want to send with Collidalot? What do you want people walking away from a session with it to be thinking about? I think everyone on the team has something different they want to say through the games we make. We all agree that moments in life are more special when you can share them with others. Collidalot aims to bring people together so that they can make and share those moments. We also want to show that there are still many amazing, unique things games can do that have never been done and that they are worth making. What sorts of projects is Grunka Munka interested in making in the future? Our goal is to create original ideas and new types of gameplay. Having just launched Collidalot, we are prototyping new ideas and deciding on our next project now. We are definitely interested in expanding concepts from Collidalot beyond its 2d/3d layout. We also have a number of completely different ideas for games we would like to work on. Our main focus will be to create something new and push ourselves creatively. Why do you believe Collidalot should succeed? What’s your best elevator pitch to someone who’s undecided? Because Collidalot is a unique take on the 4-player brawler. There are a lot of games available nowadays and it’s always exciting when there is something new and different to experience. We appreciate when people are a bit confused, yet excited by novel, unique games. Games should incite this and we feel we have captured that feeling. We pitch the game as “Collidalot is Jet-powered destruction derby crossed with high-speed rail grinding”. Basically, think Smash Bros. in jet cars. Collidalot is available now on Nintendo Switch. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  3. Jack Gardner

    Bowsette Becomes a Video Game Character

    In case you've been living under a rock for the past few weeks, Bowsette is all the rage. Following an announcement from Nintendo in early September that depicted a Toadette donning a pink "super crown" and transforming into Peachette, internet comic artist Haniwa posted a fateful strip. The comic showed both Bowser and Mario facing rejection at the hands of Peach before Bowser puts on the crown and appears to become Mario's girlfriend in the final panel. Since then, the internet seems to have gone crazy for the new character. Despite the craze, which has been attributed by a bump in the stock value of Nintendo, the makers of Mario don't have much to say about the character as of yet. However, modders have now taken up the cause of bringing Bowsette into the wild world of video games. YouTuber and modder Lynard Killer, whose previous work includes modding Linkle into The Legend of Zelda: Breath of the Wild, uploaded a video of Bowsette running around in the open world Legend of Zelda game. Her now iconic black dress blows somewhat realistically in the wind and reacts to different stance changes and environments. Much like Link in the unmodded game, Bowsette can also strip down to her underwear - because it is the internet and of course she can. Overall, this is a pretty neat mod, though it's unclear if others can download it yet. Oh, and modders? Put Bowsette into Mario Odyssey because that would be freaking rad. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  4. In case you've been living under a rock for the past few weeks, Bowsette is all the rage. Following an announcement from Nintendo in early September that depicted a Toadette donning a pink "super crown" and transforming into Peachette, internet comic artist Haniwa posted a fateful strip. The comic showed both Bowser and Mario facing rejection at the hands of Peach before Bowser puts on the crown and appears to become Mario's girlfriend in the final panel. Since then, the internet seems to have gone crazy for the new character. Despite the craze, which has been attributed by a bump in the stock value of Nintendo, the makers of Mario don't have much to say about the character as of yet. However, modders have now taken up the cause of bringing Bowsette into the wild world of video games. YouTuber and modder Lynard Killer, whose previous work includes modding Linkle into The Legend of Zelda: Breath of the Wild, uploaded a video of Bowsette running around in the open world Legend of Zelda game. Her now iconic black dress blows somewhat realistically in the wind and reacts to different stance changes and environments. Much like Link in the unmodded game, Bowsette can also strip down to her underwear - because it is the internet and of course she can. Overall, this is a pretty neat mod, though it's unclear if others can download it yet. Oh, and modders? Put Bowsette into Mario Odyssey because that would be freaking rad. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  5. For those of you with long memories, Save Me Mr. Tako: Tasukete Tako-San last graced this site back in 2016 as an interesting indie game dev project struggling to be finished. Almost two years later, developer Christophe Galati (ChrisDeneos on Twitter) has entered the final stretch of game development and shared the expected release date for Save Me Mr. Tako: October 30. With the help of the Nicalis gaming company, the game will also be released that day on Nintendo Switch. Save Me Mr. Tako: Tasukete Tako-San stars the titular Mr. Tako, a mild-mannered octopus who gets wrapped up in the bitter war between octopi and humans. However, when push comes to shove, the brave ocean creature saves a drowning human. A fairy witnesses the act of heroism and grants him the ability to survive on land. With this newfound power, Mr. Tako takes it upon himself to scour the world for a way for both sides to put aside their grievances and live in peace. Designed as a loving tribute to the glory days of the Nintendo Game Boy, Save Me Mr. Tako transports players into a 2D world constructed out of four colors and big ambition. It consists of six different worlds that hide sixteen dungeons for Mr. Tako to explore and conquer on his quest for harmony. Expect to find plenty of side quests and puzzles sprinkled throughout the game, too. Players will also be able to swap game filters for different visual flair and colors as they progress. In addition to being able to survive on land, Mr. Tako can wear up different hats to take on different powers like the ability to shoot arrows. There are fifty such outfits throughout the game, each with an adorable costume change in store for Mr. Tako. Those are on top of Mr. Tako's ability to turn enemies into platforms with his ranged ink attacks. Save Me Mr. Tako: Tasukete Tako-San releases on October 30 for Nintendo Switch and PC. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  6. For those of you with long memories, Save Me Mr. Tako: Tasukete Tako-San last graced this site back in 2016 as an interesting indie game dev project struggling to be finished. Almost two years later, developer Christophe Galati (ChrisDeneos on Twitter) has entered the final stretch of game development and shared the expected release date for Save Me Mr. Tako: October 30. With the help of the Nicalis gaming company, the game will also be released that day on Nintendo Switch. Save Me Mr. Tako: Tasukete Tako-San stars the titular Mr. Tako, a mild-mannered octopus who gets wrapped up in the bitter war between octopi and humans. However, when push comes to shove, the brave ocean creature saves a drowning human. A fairy witnesses the act of heroism and grants him the ability to survive on land. With this newfound power, Mr. Tako takes it upon himself to scour the world for a way for both sides to put aside their grievances and live in peace. Designed as a loving tribute to the glory days of the Nintendo Game Boy, Save Me Mr. Tako transports players into a 2D world constructed out of four colors and big ambition. It consists of six different worlds that hide sixteen dungeons for Mr. Tako to explore and conquer on his quest for harmony. Expect to find plenty of side quests and puzzles sprinkled throughout the game, too. Players will also be able to swap game filters for different visual flair and colors as they progress. In addition to being able to survive on land, Mr. Tako can wear up different hats to take on different powers like the ability to shoot arrows. There are fifty such outfits throughout the game, each with an adorable costume change in store for Mr. Tako. Those are on top of Mr. Tako's ability to turn enemies into platforms with his ranged ink attacks. Save Me Mr. Tako: Tasukete Tako-San releases on October 30 for Nintendo Switch and PC. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  7. So we're getting a new addition to the Elder Scrolls series with the long-awaited announcement that The Elder Scrolls VI will indeed exist. All we got on that front was a logo and some very pretty mountains, so who knows when we'll actually be able to play the next 300 hour+ adventure. In the meantime, Bethesda has a mobile remedy for our role-playing needs with the announcement of The Elder Scrolls: Blades. The game features three play modes with The Abyss an endless dungeon, Arena with one-on-one combat and Main mode where story and quests will live. As far as story goes, you'll play as an exiled Blade trying to restore your hometown. Dungeons will be both hand-crafted and procedurally generated. Both two-handed landscape and single-handed portrait screen orientations are supported. Preorders went live after the conference concluded on June 10, with the full release slated for fall this year. Registrations for early access start this week. The Elder Scrolls: Blades is coming to mobile platforms as well as console and PC. In more mobile Bethesda news, E3 2018 marks Fallout Shelter's three year anniversary. To celebrate, players can build their very own shelters on PlayStation 4 and Switch as of June 10. View full article
  8. So we're getting a new addition to the Elder Scrolls series with the long-awaited announcement that The Elder Scrolls VI will indeed exist. All we got on that front was a logo and some very pretty mountains, so who knows when we'll actually be able to play the next 300 hour+ adventure. In the meantime, Bethesda has a mobile remedy for our role-playing needs with the announcement of The Elder Scrolls: Blades. The game features three play modes with The Abyss an endless dungeon, Arena with one-on-one combat and Main mode where story and quests will live. As far as story goes, you'll play as an exiled Blade trying to restore your hometown. Dungeons will be both hand-crafted and procedurally generated. Both two-handed landscape and single-handed portrait screen orientations are supported. Preorders went live after the conference concluded on June 10, with the full release slated for fall this year. Registrations for early access start this week. The Elder Scrolls: Blades is coming to mobile platforms as well as console and PC. In more mobile Bethesda news, E3 2018 marks Fallout Shelter's three year anniversary. To celebrate, players can build their very own shelters on PlayStation 4 and Switch as of June 10.
  9. Nintendo went a bit Pokénuts last night when it announced not one, not two, but three new Pokémon titles headed for their flagship console. To clarify, these are supposedly not the materialization of the classic Pokémon experience for console that the company teased last year around E3. Instead, Nintendo aims to do something different. The Switch's first Pokémon is titled Pokémon Quest and it's actually available right now. The new adventure debuts on Switch and will be making its way to mobile platforms around the end of June. The new title brings players to Tumblecube Island, where of all the Pokémon are shaped like cubes. Basically, it looks similar to that popular Minecraft mod that added Pokémon to the creative crafting game. It's adorable and, while initially jarring, definitely something that looks like it could catch on with a wide audience. In Pokémon Quest, players exert indirect control over their animal companions as the ever-growing Poképack clears stage after stage, collecting new items and Pokémon along the way. Between stages, players can build up their base camp, train their Pokémon, and cook them delicious meals. Of course, Pokémon Quest is a free-to-play game, or a "free-to-start" game as Nintendo calls it. That means Nintendo has provided a number of items and packs that people can purchase. These range from $5-$18 apiece, and include items that allow players to cook more meals, new Pokémon, and a variety of Pokéballs - and, of course, more in-game currency. Pokémon Quest uses PM Tickets as its currency, which can be used to speed up different in-game tasks. Yeah, Pokémon Quest will make Nintendo a zillion dollars. The other two games Nintendo announced come in a pair. Pokémon: Let's Go, Pikachu! and Pokémon: Lets' Go, Eevee! are based off of Pokémon Yellow, each featuring 151 Pokémon with a selection of Alolan versions for those 151. The Let's Go games will have interactions with Pokémon Go, meaning that players who catch Pokémon in Pokémon Go will be able to use them in Let's Go. That's a pretty fantastic idea. The Let's Go games will also use the capture mechanic from Pokémon Go, a notion that might prove more divisive. Players will be able to use the Switch controllers to toss out Pokéballs at different angles to capture new Pokémon. To further deepen the fantasy of actually catching them all, players will be able to buy the Pokéball Plus, a standalone accessory that takes the place of the Joy-Con. The Pokéball Plus has a joystick to allow it to take on the role of a Joy-Con while also having built in lights and sounds specific to Let's Go. It can also work with Pokémon Go in place of the Pokéball accessory that acts as a pedometer and capture aid for the mobile title. However, with a battery life of three hours, it might not be ideal for long rambles in the outdoors. In a neat twist to the Pokémon formula, Let's Go will offer a co-op experience that allows two players to catch Pokémon together and bring their Pokémon Go captures into the same world. This could be a big deal for players who have only ever experienced Pokémon solo or in competition. Let's Go retains some of the features of Pokémon Go and expands on others. That doesn't mean more traditional parts of the franchise are falling by the wayside. The Switch exclusives will feature trainer battles, gyms, a story, and many of the other classic Pokémon staples. Pokémon: Let's Go, Pikachu! and Pokémon: Lets' Go, Eevee! (along with the Pokéball Plus) will release later this year on November 16 for the Nintendo Switch.
  10. Nintendo went a bit Pokénuts last night when it announced not one, not two, but three new Pokémon titles headed for their flagship console. To clarify, these are supposedly not the materialization of the classic Pokémon experience for console that the company teased last year around E3. Instead, Nintendo aims to do something different. The Switch's first Pokémon is titled Pokémon Quest and it's actually available right now. The new adventure debuts on Switch and will be making its way to mobile platforms around the end of June. The new title brings players to Tumblecube Island, where of all the Pokémon are shaped like cubes. Basically, it looks similar to that popular Minecraft mod that added Pokémon to the creative crafting game. It's adorable and, while initially jarring, definitely something that looks like it could catch on with a wide audience. In Pokémon Quest, players exert indirect control over their animal companions as the ever-growing Poképack clears stage after stage, collecting new items and Pokémon along the way. Between stages, players can build up their base camp, train their Pokémon, and cook them delicious meals. Of course, Pokémon Quest is a free-to-play game, or a "free-to-start" game as Nintendo calls it. That means Nintendo has provided a number of items and packs that people can purchase. These range from $5-$18 apiece, and include items that allow players to cook more meals, new Pokémon, and a variety of Pokéballs - and, of course, more in-game currency. Pokémon Quest uses PM Tickets as its currency, which can be used to speed up different in-game tasks. Yeah, Pokémon Quest will make Nintendo a zillion dollars. The other two games Nintendo announced come in a pair. Pokémon: Let's Go, Pikachu! and Pokémon: Lets' Go, Eevee! are based off of Pokémon Yellow, each featuring 151 Pokémon with a selection of Alolan versions for those 151. The Let's Go games will have interactions with Pokémon Go, meaning that players who catch Pokémon in Pokémon Go will be able to use them in Let's Go. That's a pretty fantastic idea. The Let's Go games will also use the capture mechanic from Pokémon Go, a notion that might prove more divisive. Players will be able to use the Switch controllers to toss out Pokéballs at different angles to capture new Pokémon. To further deepen the fantasy of actually catching them all, players will be able to buy the Pokéball Plus, a standalone accessory that takes the place of the Joy-Con. The Pokéball Plus has a joystick to allow it to take on the role of a Joy-Con while also having built in lights and sounds specific to Let's Go. It can also work with Pokémon Go in place of the Pokéball accessory that acts as a pedometer and capture aid for the mobile title. However, with a battery life of three hours, it might not be ideal for long rambles in the outdoors. In a neat twist to the Pokémon formula, Let's Go will offer a co-op experience that allows two players to catch Pokémon together and bring their Pokémon Go captures into the same world. This could be a big deal for players who have only ever experienced Pokémon solo or in competition. Let's Go retains some of the features of Pokémon Go and expands on others. That doesn't mean more traditional parts of the franchise are falling by the wayside. The Switch exclusives will feature trainer battles, gyms, a story, and many of the other classic Pokémon staples. Pokémon: Let's Go, Pikachu! and Pokémon: Lets' Go, Eevee! (along with the Pokéball Plus) will release later this year on November 16 for the Nintendo Switch. View full article
  11. Runbow pits up to nine players against one another online in variety of game modes that use color to create and destroy platforms in a variety of interesting ways. the general premise can be summed up in the phrase, "if you can't see it, it doesn't exist." Waves of color splash across the screen and the platforms that match the current screen color vanish until the next color sweeps the stage. It's a simple premise, but the execution makes it special. While up to nine players can play together online at one time, the Switch version of Runbow supports up to eight players in local co-op with the PlayStation 4 supporting four players. Together, players can compete in Run, Arena, or King of the Hill modes in either private games with friends or open your party up to other players from around the world. Runbow also has a single-player Adventure mode with over 140 different levels that take players on a quest to save Poster District from the villain Satura. A separate challenge mode is available that has players swallowed by a gigantic creature and attempting an escape from the beast's colorful innards. Both modes can be tackled solo or with friends. The more players splash around in the colorful world of Runbow, the more fun stuff they can unlock. In addition to concept art and costumes, there are 19 unlockable guest characters, including Shovel Knight, CommanderVideo, Shantae, and Lilac. While Runbow originally released in 2015 on the Wii U and PC (as well as last year in 2017 for Xbox One), the Switch and PlayStation 4 versions have had a bit of a bumpy road to release. The Headup Games and 13AM Games teams have apologized and pushed back the release date that has yet to be specified. The two studios stated that the delay was to spend more time optimizing the game for each respective system. The delay is "just a matter of weeks" according to the developers, so hopefully it doesn't leave too many people flustered.
  12. Runbow pits up to nine players against one another online in variety of game modes that use color to create and destroy platforms in a variety of interesting ways. the general premise can be summed up in the phrase, "if you can't see it, it doesn't exist." Waves of color splash across the screen and the platforms that match the current screen color vanish until the next color sweeps the stage. It's a simple premise, but the execution makes it special. While up to nine players can play together online at one time, the Switch version of Runbow supports up to eight players in local co-op with the PlayStation 4 supporting four players. Together, players can compete in Run, Arena, or King of the Hill modes in either private games with friends or open your party up to other players from around the world. Runbow also has a single-player Adventure mode with over 140 different levels that take players on a quest to save Poster District from the villain Satura. A separate challenge mode is available that has players swallowed by a gigantic creature and attempting an escape from the beast's colorful innards. Both modes can be tackled solo or with friends. The more players splash around in the colorful world of Runbow, the more fun stuff they can unlock. In addition to concept art and costumes, there are 19 unlockable guest characters, including Shovel Knight, CommanderVideo, Shantae, and Lilac. While Runbow originally released in 2015 on the Wii U and PC (as well as last year in 2017 for Xbox One), the Switch and PlayStation 4 versions have had a bit of a bumpy road to release. The Headup Games and 13AM Games teams have apologized and pushed back the release date that has yet to be specified. The two studios stated that the delay was to spend more time optimizing the game for each respective system. The delay is "just a matter of weeks" according to the developers, so hopefully it doesn't leave too many people flustered. View full article
  13. Capcom aims to hit 2018 with all the nostalgia it can muster for the Blue Bomber's resurgence. Mega Man X Legacy Collection 1 and 2, which we reported on last year, will be hitting the PC, PlayStation 4, Nintendo Switch, and Xbox One this summer as part of the 30th anniversary of Mega Man. Mega Man X Legacy Collection 1 will include Mega Man X, X2, X3, and X4 while the second collection will feature X5, X6, X7, and X8. Mega Man X Legacy Collection 1 and 2 have received something of a remaster treatment from Capcom. The retro games all have cleaned up sprites with or without smoothing and CRT filters that the developers have included. X7 and X8, games that took the X series into 3D, have been given a new coat of paint to provide the best visual experience while remaining true to the original games. Each game can be played in its original resolution, full screen with the original aspect ratio, or in widescreen. Both collections contain a slew of goodies that fans of the series might find really interesting. Both collections include The Day of Σ, a short video that was shipped with Maverick Hunter X (a remake of Mega Man X for the PSP) and details the origins of Sigma and his chaotic legion of robotic Mavericks, serving as something of a prelude to the events in Mega Man X. Each collection also includes a digital museum full of Mega Man X history including hi-res trailers for each game in the series. Each collection also comes with a soundtrack that encompasses the soundscape of each game in the series (along with a few Collection specific tunes and remixes). A challenge mode called X Challenge will also be included in the X Legacy Collections. The mode tests the mettle of Mega Man fanatics by putting them up against two bosses at a time armed with up to three bonus weapons. The boss rush mode will include online leaderboards for players to compare times and vie for high scores. Both Mega Man X Legacy Collections will release on July 24. A retail bundle that includes both will be available on Xbox One, PS4, and Switch. The version for Xbox One and PS4 will include discs for both collections while the Switch version will have a cartridge for the first collection and a digital code for the second. All of this will help Capcom build hype for Mega Man 11 which releases later this summer.
  14. Capcom aims to hit 2018 with all the nostalgia it can muster for the Blue Bomber's resurgence. Mega Man X Legacy Collection 1 and 2, which we reported on last year, will be hitting the PC, PlayStation 4, Nintendo Switch, and Xbox One this summer as part of the 30th anniversary of Mega Man. Mega Man X Legacy Collection 1 will include Mega Man X, X2, X3, and X4 while the second collection will feature X5, X6, X7, and X8. Mega Man X Legacy Collection 1 and 2 have received something of a remaster treatment from Capcom. The retro games all have cleaned up sprites with or without smoothing and CRT filters that the developers have included. X7 and X8, games that took the X series into 3D, have been given a new coat of paint to provide the best visual experience while remaining true to the original games. Each game can be played in its original resolution, full screen with the original aspect ratio, or in widescreen. Both collections contain a slew of goodies that fans of the series might find really interesting. Both collections include The Day of Σ, a short video that was shipped with Maverick Hunter X (a remake of Mega Man X for the PSP) and details the origins of Sigma and his chaotic legion of robotic Mavericks, serving as something of a prelude to the events in Mega Man X. Each collection also includes a digital museum full of Mega Man X history including hi-res trailers for each game in the series. Each collection also comes with a soundtrack that encompasses the soundscape of each game in the series (along with a few Collection specific tunes and remixes). A challenge mode called X Challenge will also be included in the X Legacy Collections. The mode tests the mettle of Mega Man fanatics by putting them up against two bosses at a time armed with up to three bonus weapons. The boss rush mode will include online leaderboards for players to compare times and vie for high scores. Both Mega Man X Legacy Collections will release on July 24. A retail bundle that includes both will be available on Xbox One, PS4, and Switch. The version for Xbox One and PS4 will include discs for both collections while the Switch version will have a cartridge for the first collection and a digital code for the second. All of this will help Capcom build hype for Mega Man 11 which releases later this summer. View full article
  15. A Kickstarter that succeeded in 2015 will be paying off later this year when Shape of the World releases on PC, PlayStation 4, Xbox One - and now the Nintendo Switch, too. "I’m thrilled to officially announced that Shape of the World is coming to Nintendo Switch this year," said Hollow Tree Games' founder Stu Maxwell, "nobody on the team expected the game to look so nice on the Switch, we’re really happy with it… We can’t wait to see what everyone else thinks." Maxwell also works as a senior VFX artist at The Coalition, the studio behind Gears of War 4. Part first-person exploration and part surreal art piece, Shape of the World places players in a technicolor world filled with psychedelic flora and fauna. That world expands and grows as players progress through it. Waterfalls, mountains, mysterious monoliths, and more procedurally sprout from the surrounding terrain, making each foray into the world. Shape of the World is intended as a relaxing, stress-free experience. There won't be any enemies or challenges beyond the thrill of evergreen exploration. Players can interact with animals, plants, and the various ruins that dot the world to uncover its secrets. Hollow Tree Games has also included a soundtrack that follows progress through the procedurally generated world. Shape of the World will launch on PC, PS4, Switch, and Xbox One in the next few months. View full article
  16. A Kickstarter that succeeded in 2015 will be paying off later this year when Shape of the World releases on PC, PlayStation 4, Xbox One - and now the Nintendo Switch, too. "I’m thrilled to officially announced that Shape of the World is coming to Nintendo Switch this year," said Hollow Tree Games' founder Stu Maxwell, "nobody on the team expected the game to look so nice on the Switch, we’re really happy with it… We can’t wait to see what everyone else thinks." Maxwell also works as a senior VFX artist at The Coalition, the studio behind Gears of War 4. Part first-person exploration and part surreal art piece, Shape of the World places players in a technicolor world filled with psychedelic flora and fauna. That world expands and grows as players progress through it. Waterfalls, mountains, mysterious monoliths, and more procedurally sprout from the surrounding terrain, making each foray into the world. Shape of the World is intended as a relaxing, stress-free experience. There won't be any enemies or challenges beyond the thrill of evergreen exploration. Players can interact with animals, plants, and the various ruins that dot the world to uncover its secrets. Hollow Tree Games has also included a soundtrack that follows progress through the procedurally generated world. Shape of the World will launch on PC, PS4, Switch, and Xbox One in the next few months.
  17. As many suspected after the massive success of the Crash Bandicoot remaster, Spyro the Dragon, everyone's favorite purple winged wonder, will be coming to stores near you in the form of remastered collection for the PlayStation 4 that includes all three main Spyro games. According to Kotaku, the collection has been worked on in secret by Activision and will be officially announced sometime in March and released during the third quarter of 2018. The Spyro the Dragon Trilogy will include Spyro the Dragon, Ripto's Rage!, and Year of the Dragon. Like the Crash Bandicoot N. Sane Trilogy, the Spyro the Dragon Trilogy will have completely rebuilt character models, animations, environments, enemies, lighting, and a re-recorded soundtrack. To be more specific about a possible release window, Kotaku's source indicated September, which would be around the time of Spyro's 20th anniversary. If you're sad that the trilogy will be coming to PlayStation 4 - don't worry too much. Both Crash and Spyro are supposedly only timed exclusives for PS4 owners - a year after their respective releases we could be seeing the two trilogies on Xbox One, PC, and Switch.
  18. As many suspected after the massive success of the Crash Bandicoot remaster, Spyro the Dragon, everyone's favorite purple winged wonder, will be coming to stores near you in the form of remastered collection for the PlayStation 4 that includes all three main Spyro games. According to Kotaku, the collection has been worked on in secret by Activision and will be officially announced sometime in March and released during the third quarter of 2018. The Spyro the Dragon Trilogy will include Spyro the Dragon, Ripto's Rage!, and Year of the Dragon. Like the Crash Bandicoot N. Sane Trilogy, the Spyro the Dragon Trilogy will have completely rebuilt character models, animations, environments, enemies, lighting, and a re-recorded soundtrack. To be more specific about a possible release window, Kotaku's source indicated September, which would be around the time of Spyro's 20th anniversary. If you're sad that the trilogy will be coming to PlayStation 4 - don't worry too much. Both Crash and Spyro are supposedly only timed exclusives for PS4 owners - a year after their respective releases we could be seeing the two trilogies on Xbox One, PC, and Switch. View full article
  19. TheGiant

    Considering a Switch

    I am thinking of saving for a Switch. Good idea? What games would y'all recommend?
  20. Sharpwood isn't a particularly welcoming place for a newcomer. The temperatures routinely fall below freezing, the people are hard, and opportunities seem hard to come by. People are friendly to those they know and suspicious or dismissive of those they don't. Sharpwood is also a place of tradition - and not all of those traditions are good ones, especially not when economic pressures are slowly twisting people into untenable positions. Into this place walks Lilly Reed, Sharpwood's new sheriff. She's tasked with maintaining the peace in a town that doesn't trust her with officers under her command who don't respect her. Reed has a job to do cleaning up the various smugglers and gangs while contending with populists who don't take too kindly to outsiders. As if all of that wasn't enough, a stranger named Warren Nash appears around the same time as Reed that could prove to be the savior of the town or its downfall. Players will step into Lilly Reed's shoes to deal with the various problems plaguing Sharpwood. One part adventure game with an emphasis on tough decisions and one part management sim, Reed will have to balance the officers she sends out on calls with their prejudices, personalities, skills, and equipment. Each case will have pivotal moments for Reed and the player and those moments will have consequences down the line, sometimes consequences of the life or death variety. This Is the Police 2 will be released later this year for PlayStation 4, Xbox One, Nintendo Switch, and PC. View full article
  21. Sharpwood isn't a particularly welcoming place for a newcomer. The temperatures routinely fall below freezing, the people are hard, and opportunities seem hard to come by. People are friendly to those they know and suspicious or dismissive of those they don't. Sharpwood is also a place of tradition - and not all of those traditions are good ones, especially not when economic pressures are slowly twisting people into untenable positions. Into this place walks Lilly Reed, Sharpwood's new sheriff. She's tasked with maintaining the peace in a town that doesn't trust her with officers under her command who don't respect her. Reed has a job to do cleaning up the various smugglers and gangs while contending with populists who don't take too kindly to outsiders. As if all of that wasn't enough, a stranger named Warren Nash appears around the same time as Reed that could prove to be the savior of the town or its downfall. Players will step into Lilly Reed's shoes to deal with the various problems plaguing Sharpwood. One part adventure game with an emphasis on tough decisions and one part management sim, Reed will have to balance the officers she sends out on calls with their prejudices, personalities, skills, and equipment. Each case will have pivotal moments for Reed and the player and those moments will have consequences down the line, sometimes consequences of the life or death variety. This Is the Police 2 will be released later this year for PlayStation 4, Xbox One, Nintendo Switch, and PC.
  22. We'll finally be seeing From Software games on the Nintendo Switch! To close out their Nintendo Direct Mini presentation today, Nintendo revealed the first trailer for Dark Souls Remastered, a rework of the original Dark Souls that aims to revamp the game on a technical level for more modern hardware. That doesn't mean that Dark Souls Remastered will only be available on the Nintendo Switch (though what an exclusive that would be). The remaster will also be releasing on PlayStation 4, Xbox One, and PC. Each version of the game will have its own improvements as follows: PlayStation 4/Xbox One (1080p, 60 fps) PlayStation 4 Pro/Xbox One X (Upscaled 4K, 60 fps) PC (Native 4K, all textures 2K unconverted, 60 fps) Nintendo Switch (TV mode: 1080p, 30 fps; Handheld mode: 720p 30 fps) In addition, there will be some improvements to the backend systems that supported the original Dark Souls release. The password matchmaking from Bloodborne and Dark Souls 3 will be integrated into Dark Souls Remastered, which should make it easier to connect with specific friends for online play. For that matter, the number of people who can enter the same world has been upped from four to six. In a break from how From Software has supported online play in the past, the developer will now have dedicated servers for online play rather than peer-to-peer connections. All of this should invigorate and smooth the online Dark Souls experience for both newcomers and veterans alike. Dark Souls Remastered releases on May 25 for PlayStation 4, Xbox One, PC, and Switch. View full article
  23. We'll finally be seeing From Software games on the Nintendo Switch! To close out their Nintendo Direct Mini presentation today, Nintendo revealed the first trailer for Dark Souls Remastered, a rework of the original Dark Souls that aims to revamp the game on a technical level for more modern hardware. That doesn't mean that Dark Souls Remastered will only be available on the Nintendo Switch (though what an exclusive that would be). The remaster will also be releasing on PlayStation 4, Xbox One, and PC. Each version of the game will have its own improvements as follows: PlayStation 4/Xbox One (1080p, 60 fps) PlayStation 4 Pro/Xbox One X (Upscaled 4K, 60 fps) PC (Native 4K, all textures 2K unconverted, 60 fps) Nintendo Switch (TV mode: 1080p, 30 fps; Handheld mode: 720p 30 fps) In addition, there will be some improvements to the backend systems that supported the original Dark Souls release. The password matchmaking from Bloodborne and Dark Souls 3 will be integrated into Dark Souls Remastered, which should make it easier to connect with specific friends for online play. For that matter, the number of people who can enter the same world has been upped from four to six. In a break from how From Software has supported online play in the past, the developer will now have dedicated servers for online play rather than peer-to-peer connections. All of this should invigorate and smooth the online Dark Souls experience for both newcomers and veterans alike. Dark Souls Remastered releases on May 25 for PlayStation 4, Xbox One, PC, and Switch.
  24. Celeste Mountain looms over a tantalizing mystery, one that Madeline, our young protagonist, determines to uncover. Using Madeline's reservoir of stamina, players must navigate the treacherous terrain and dangers to discover new characters and locations. Mastering her mid-air dash will be crucial to making progress. For people who are more invested in the story than the challenging gameplay, developer Matt Makes Games has included an assist mode. Assist mode allows players to tweak difficulty to find the most enjoyable way to play through Celeste. Options range from slowing down time to pure invincibility. Celeste also caters to the hardcore gaming crowd with a unique challenge mode for the most skilled players called The B-Side Chapters. Nintendo will launch Celeste as a digital title for the Nintendo Switch on January 25. View full article
  25. Celeste Mountain looms over a tantalizing mystery, one that Madeline, our young protagonist, determines to uncover. Using Madeline's reservoir of stamina, players must navigate the treacherous terrain and dangers to discover new characters and locations. Mastering her mid-air dash will be crucial to making progress. For people who are more invested in the story than the challenging gameplay, developer Matt Makes Games has included an assist mode. Assist mode allows players to tweak difficulty to find the most enjoyable way to play through Celeste. Options range from slowing down time to pure invincibility. Celeste also caters to the hardcore gaming crowd with a unique challenge mode for the most skilled players called The B-Side Chapters. Nintendo will launch Celeste as a digital title for the Nintendo Switch on January 25.
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