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Messages - Justin Nation

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51
TalkBack / Putty Pals (Switch) Review
« on: October 25, 2017, 07:39:31 AM »

Deepen your relationship with friends and family with this co-op adventure.

http://www.nintendoworldreport.com/review/45715/putty-pals-switch-review

While the Switch has sort of started a revolution for easy 2-player experiences that can be brought and shared anywhere, to date it hasn’t had anything quite like Putty Pals. Using a claymation art style that tips considerably into Cutesville, it pairs that with relatively simple controls to craft an experience that could be appropriate for all ages. Don’t be deceived though, this is hardly a game relegated to being “for the kids” in terms of its depth of challenge. Putty Pals delivers a full feast of progressively challenging co-op platforming married with clever ideas.

In general, actions include jump, flattening yourself so your partner can springboard off of you, and reaching out to grab either your partner’s hand or objects. While this may seem a bit limited, the number of situations and ways these moves are put to into action are actually quite impressive and also challenging. At times, you’ll need to jump, flatten, and let your partner spring off of you while in the air. On platforms that only one of you can move, one player will need to grab and pull the other to safety. Credit to the developers for experimenting with these concepts in quite a number of ways, you can see and appreciate the effort to try to keep things fresh through the many standard (and hidden) stages.

It should be noted that you can play in single-player mode, but the combination of actions required don’t make it well-suited for solo-play, at least not for long. Playing with a friend is obviously the intention and is far more manageable. That’s not to say the game is easy, if anything the candy-coated visuals cover many demanding sections that gamers with too little experience may get aggravated by. At a minimum I’d say you either want to have the game played by two moderately-able gamers or one very strong one with an inexperienced one since there’s a degree of planning and precision in many areas where some wisdom will come in handy. Thankfully the plentiful checkpoints will act as a safety net so that you won’t finally clear a challenging section only to then need to survive something else before you’re set for good.

Additional good news, if you and your partner think of yourselves as more hardcore there’s plenty for you to work with. Secret putty swirls hidden on each stage will unlock additional challenges if you find one, and within those you’ll be able to unlock time trials to test how efficiently you’re able to work as a team while on the clock. The scalability of what’s available in the game, as long as you buy into the core experience, is actually pretty impressive.

Getting to some criticisms aside from the major “area” distinctions, levels within the same region are pretty well impossible to discern from one another. While the specifics with the order and types of challenges you’ll face in each stage will vary, this creates occasional “Didn’t we play this before?” situations. Another thought, while the default buttons for control make reasonable sense the lack of an opportunity to remap them to better suit each individual player is an oversight, especially if you may be trying to play with much younger, or perhaps older, gamers. Finally, while my skill level appreciates how quickly the game gets rolling with more challenging situations, it seems to fly in the face of the theming to a degree. While it looks like it’s very much for kids it probably skews to a bit higher age than you may assume. No doubt, kids can be challenged and work through things (and the checkpoint system helps with this greatly) I could see where they could hit a wall relatively early and that may turn them off continuing.

In the end, Putty Pals is a refreshingly-clever platforming game that is best played with a friend. Ideally you’ll both have at least some moderate gaming chops, and if you do there’s a wonderful variety of content within that you’ll enjoy together. If you’re wanting to play with someone less experienced things can still work out but you’ll both have to be patient as they come up to speed and work out their coordination. Solo play is possible but once you get in several levels it becomes quite aggravating trying to coordinate your various button-presses for both characters by yourself. While it isn’t perfect, Putty Pals is an excellent cooperative-play-focused platformer, and that’s not something you’ll likely see often.


52
TalkBack / Morphite Preview
« on: October 20, 2017, 06:24:18 AM »

You'll be able to journey to distant planets, scan the inhabitants, and engage in some generally light combat in this low-poly exploration title

http://www.nintendoworldreport.com/preview/45685/morphite-preview

When the first footage of Morphite dropped, the low-poly looks of it quickly seemed to grab attention. Almost similar to the warm reception pixel art games in the indie space have come to expect, it seems that there is an audience that has a soft spot for more primitive 3D games when they’re delivered with a little bit of charm. Over the course of the game you’ll take control of the young Myrah, and work to discover more about this mysterious substance called Morphite and how it relates to her past.

Playing a bit like a mix of elements from Metroid Prime and No Man’s Sky, you’ll need to take your ship to distant star systems in search of clues, elements for upgrades, and gear. While exploring procedurally-generated planets you’ll encounter a wide variety of plant life as well as animals that you’ll typically want to scan. These scans can be traded for credits that you’ll be able to use to upgrade your ship and they can also be critical to helping you enhance various parts of your suit, which you’ll need to do in order to continue to progress into more dangerous territory.

While there are missions that you’ll be looking to complete as part of the main storyline, along the way you’ll also want to do some exploring, whether on uncharted planets or on space stations. In these varied spaces you’ll find shops, loot, upgrade stations, and some other varied surprises, just hope that you don’t run into a group of alien marauders who are on your tail and seem to be intent on taking you out. Thankfully even if you die you’re often returned to a checkpoint that typically won’t have you losing much progress, Morphite is meant for more leisurely enjoyment than intense challenge. That isn’t to say you won’t have some tense moments though, whether it’s trying to scan and then survive the charge of some of the hostile wildlife or random space battles you’ll have in your ship.

While I wasn’t quite sure what I was expecting out of Morphite I’ll say that the very laid back pace was a bit of a surprise. Morphite is squarely focused on exploration, discovery, and combining a variety of experiences to be engaging without necessarily making the bar of challenge very high. This should actually be a plus for many gamers who have probably found that the lion’s share of indie games on the Switch have leaned more on the tough side. With all of this in mind I anticipate Morphite could find an eager audience on the Switch who could use a little bit of exploration and wonder in their gaming lives.


53
TalkBack / World to the West Preview
« on: October 20, 2017, 06:12:56 AM »

You'll need to adventure and solve puzzles in the shoes of 4 very distinct characters over the course of this journey

http://www.nintendoworldreport.com/preview/45684/world-to-the-west-preview

Playing mostly like the lovechild of a classic top-down Legend of Zelda title and something along the lines of The Lost Vikings, World to the West is an action adventure game that takes you on a journey through the eyes of multiple characters. In order to find success you’ll need to become accustomed with the capabilities of each character and then use that knowledge to solve a multitude of puzzles that will require careful coordination of each party member. It’s the mix of combat, strategy, exploration, and puzzle-solving that make World of the West stand out.

Over the course of play you’ll take control of four different characters. The journey begins with Lumina, who has the ability to teleport short distances, among other things. Knuas, who can dig under the ground, fit through small spaces, and even ice skate further on into the game. Teri, who can use her scarf as a whip so that she can traverse small gaps (assuming there’s a pole on the other side) and can also use mind control on animals. Then, finally, there’s Lord Clonington, a strong man who is about the only party member adept at battling, and who can climb small ledges and smash specific types of rocks.

Throughout the course of the game your challenge will mostly be to look at your situation and figure out which character is necessary to get past an obstacle or how to use their abilities to advance. Much like games in the Zelda franchise you’ll often see places you may not be able to get to just yet. I’d say one frustration is that with multiple characters you’ll need to be careful not to expend a lot of time over-thinking things and trying to get at something too much. More typically than not when you can’t get to something you’re not meant to yet and should likely just make a mental note.

Overall World to the West has a wonderful art style, light and mostly casual action, and some great puzzles to think over. There are some spots where, even earlier on, I got a little lost in what I was supposed to do but I suppose that’s not unusual for this type of game either. The characters each have their own charm and limitations so you’ll need to adjust your approach with enemies in particular with each character. I look forward to checking out the rest of the game once it arrives on the Switch.


54
TalkBack / Teslagrad Preview
« on: October 20, 2017, 05:24:42 AM »

Dropped into a situation you don't understand and left to wander and find your way without a great deal of direction, Teslagrad offers an interesting experience in action platforming.

http://www.nintendoworldreport.com/preview/45683/teslagrad-preview

Writing a preview for a game like Teslagrad is a bit of a challenge, and that’s because a big part of its charm is that it does very little to fill you in or give you direction. To start out you’ll be thrown into a situation where you’re almost immediately on the run from people who would do you harm. The details of why aren’t quite clear but you begin to quickly learn the basic movements and actions that are available during this chase through town and over the rooftops.

Once you manage to evade your would-be captors and have mastered your basic movements, you’ll make your way into a building where you’ll discover a glove that will give you the power of magnetism. The glove has no manual or tutorial so the challenge is to stumble through the discovery of how to use its various powers. Whether it’s moving objects, performing some sort of a dash move, or sticking to the ceiling, your left on your own to discover what exactly you're capable of.

Throughout the rest of the game you’ll be left to pretty well go where your impulses take you and there doesn’t appear to necessarily be a set order to completing the game. In each area you’ll have opportunities to gather elements you’ll need to move things forward but you’re not really given much direction, the expectation seems to be that you’ll experiment and begin to work things out for yourself. When it is necessary for you to learn a new skill to progress there will often be images sketched on the wall or other somewhat vague directions on what you are hoping to do but you’ll typically need to then work it out for yourself.

Teslagrad could be potentially frustrating for people in search of rigidly structured games that carefully walk you down a path. But for people who like to use their intuition and skills to find success I think it will be an excellent match. The feeling of discovery when you figure new skills or are able to clear an area using what you’re able to piece together along the way is a bit of a rush, and I look forward to taking that experience full circle once it is released on the Switch.


55
TalkBack / Original Journey Preview
« on: October 20, 2017, 05:11:14 AM »

Come for the gorgeous hand-drawn art style, stay for the challenging mix of action, strategy, and roguelike elements in the gameplay

http://www.nintendoworldreport.com/preview/45682/original-journey-preview

Original Journey is unlike almost anything I’ve ever experienced, and that immediately makes it both intriguing and a bit confusing. Mixing elements of strategy and action, it’s a roguelike that will challenge your planning, execution skills, and your ego.

You begin as a member of what is apparently a plant-based race where you learn that your planet is becoming uninhabitable.  The task of avoiding apocalypse is given to you as you set out to explore space in search for a solution. Having discovered an alien planet that appears to show promise, a wide variety of both enemies and environmental hazards stands between you and potentially saving your civilization.

Survival from enemies will require strategic placement of various turrets as well as hands-on action between a choice of two weapons. Each stage is randomly laid out with a wide variety of environmental hazards as well as an assortment of enemies that will vary per region. Sometimes it will be easy and you won’t even need to use a turret, other times you’ll feel a bit overwhelmed and you can’t place them fast enough to give you some passive support. Variations occur randomly, such as friendly reinforcements appearing or even equipment that you can utilize to plow through obstacles.

One of the roguelike tricks to the game, and one I struggled with quite a bit initially, revolves around risk and reward. After you finish each stage you’ll go back to a screen where you can choose to forge on or go back to base. As you get deeper into an area each additional stage will bring additional opportunities for finding new resources that you can use for things like upgrades. But if you aren’t careful and don’t know your limits you can easily fall victim to the next wave of enemies. If you do die you’ll have one chance to start from the beginning, get back to that stage, and reclaim the majority of the loot you had collected on the previous run. Unfortunately, there’s usually a good reason you were unable to finish that level the first time so I found many of my follow-up runs would also come up short. The lesson I learned here is to definitely pace yourself and if you’re more than, say, 8 or 9 levels in, consider going back to base. Once I gained more discipline to return to base, I began making progress much more quickly by not losing so many resources to my ego and a “Bah, I’ve got this” mentality.

The last thing I’ll leave you with is that the two boss encounters have been chaotic and challenging. I struggled quite a bit with the first boss as the variety of its attacks caught me off guard. Even with my turrets placed and guns blazing I just couldn’t keep myself alive quite long enough to defeat it. The second boss I was able to defeat more quickly but that isn’t to say the battle was easy by any means. The absolute chaos on screen you can check out for yourself, it was a lot to take in and account for but I was able to tough it out. Original Journey is a refreshing splash in the face with new challenges and hand-drawn art keeping everything looking distinctive. I look forward to being able to take it on the go and I imagine it will look stunning on the Switch’s screen.


56
TalkBack / Ninja Shodown (Switch) Review
« on: October 19, 2017, 04:20:39 AM »

Old school retro flair is not enough to distract from its many flaws.

http://www.nintendoworldreport.com/review/45668/ninja-shodown-switch-review

While the Switch has a number of excellent games to enjoy with your friends they unfortunately can’t all be winners. Whether the issues are lack of replayability, shortcomings with control, or that the gameplay simply isn’t terribly compelling, there are a variety of elements that can bring them down. Ninja Shodown is one such example. It has some entertainingly silly old school flair, with quick and crazy deaths punctuated by an announcer egging you on, but it’s hard to see past its shortcomings well enough to really enjoy it.

Visually Shodown isn’t terribly impressive, probably more closely resembling a Flash game than anything. There’s no doubt some degree of this is for the sake of fitting the aesthetics of the games from the era they’re trying to emulate, but all the same there’s simply not a lot to be excited about. All of the player characters are merely palette-swapped versions of the same ninja, and though you can name your ninja, that doesn’t change the fact that more differentiation would help distinguish the frantic action a bit better. There are some varying locales to choose from, and that does change the trappings, but the overall experience just doesn’t make much of an impression somehow either.

If only the visuals were the biggest issue you could probably look past them but when you combine the less-than-stellar looks with the way the game plays it simply exacerbates the problem. The most fundamental issue is with the control and the pretty insane rate of movement. You dart around incredibly quickly and the lack of refinement and nuance leads to everything being sloppy and a bit aggravating. Due to the imprecision you’ll tend to either spam your slashing attack as you approach an enemy or gravitate towards using your throwing stars or special pick-ups to try to take them out randomly from a distance. It’s difficult to feel much satisfaction when you often resort to what feels like a cheap way to get the upper hand.

Several gameplay modes are available to choose from but really they’re just variations on the same theme. Whether you’re playing to a number of kills, for a given amount of time, for the sake of accumulating coins, or for possession of a crown, it’s all ultimately the same experience repackaged. Both single-player and unlimited modes are included but again the rate of movement and loose controls tend to make it hard to get engrossed in. The biggest problem is that mere contact with your enemies will result in your immediate death. Since this continues to be true even when it takes multiple hits to defeat some opponents it too often becomes an exercise in frustration.

Ninja Shodown may be trying its best but it simply isn’t very much fun to play. The control issues are very difficult to get around and they rob you of the opportunity to really enjoy the gameplay. There are a number of modes to choose from that do vary up the details but at the end of the day there’s no escaping the fact that the core experience is pretty flawed. This all makes it very hard to recommend when there are so many other better multiplayer titles available.


57
TalkBack / Wulverblade (Switch) Review
« on: October 17, 2017, 12:36:00 PM »

If you're either bemoaning the lack of available beat-em-ups or that the genre has gone too far down the button-mashing hole Wulverblade is here to satisfy your needs while challenging you to evolve your skills.

http://www.nintendoworldreport.com/review/45652/wulverblade-switch-review

It has taken some time but Wulverblade is the real deal. While it’s most certainly a game inspired by many classics of both the beat-em-up and slash-em-up eras, it’s very much its own game. Better yet, it’s a wake-up call to the genre, a slap in the face for it to modernize and work harder to make something more of itself. With its gorgeously gory artwork, historically-inspired settings, and absolutely brutal and challenging gameplay, Wulverblade is a best of genre treat to be savored.

The journey begins after you (or one friend as well if you’d like) choose one of the members of the Wulver clan. There’s Caradoc, the middle-of-the road warrior who plays with a balance of speed and strength, his sister Guinevere who is a bit more agile but isn’t as powerful, and Brennus who is more of a grappling mountain of a character but who appropriately moves more slowly. The differences between them aren’t just cosmetic, they each have the same general moveset but execute key moves quite differently in subtle ways. The moveset is absolutely massive, using all 4 face buttons and mixing in directional double-taps as well to give you a staggering number of options with which to slay your foes.

Given the level of challenge in the game, particularly with some of its boss battles, you will absolutely need to learn to make use of as many of skills as possible and learn when it’s appropriate to use them. What sets Wulverblade apart from its brethren is that you won’t be button mashing your way through to the end. You’ll need to learn how best to deal with every type of foe you face, whether ranged, shielded, or armed with spears or swords, in order to be effective. Enemies are smart and will out-maneuver you if you’ll let them. To survive, you’ll need to use everything the game offers. Normal weapons (or enemy body parts) are found on the ground and can be thrown while heavy weapons supplement your offensive capabilities. A rage meter will put you into a frenzy that will help you kill many foes but it also recovers health. Even things like spikes or fire in the environment will help make quick work of waves of enemies. The boss fights are an even greater test as they have both formidable attacks and health. You’ll need to watch for their telegraphed attacks and either dodge or counter them with one of your specific attacks in order to defeat them. While very little in the game is easy, the first time around if you’re observant and develop appropriate strategies for dealing with your various opponents you will find yourself cutting through the forces of your enemy in no time.

The presentation of Wulverblade shines through with high-quality artwork, character design, and almost cinematic action sequences that play in silhouettes. Never has a game in this genre looked this stunning and it may not happen again anytime soon. The attention to detail given to the history that served as inspiration is fascinating as the video and pictures help bring a deeper connection to the game. After seeing many of the ruins that inspired locations used in the game, it’s hard not to be struck by the love not just for this genre but for the rich history of Britain.

None of this is to say there aren’t concerns. Becoming easily frustrated or discouraged is going to be a challenge. You won’t be able to muddle through this, but once you accept that and begin to make use of the moves and opportunities that are available, you’ll be astonished with how much more easily you’ll be able to defeat your enemies. One issue tied to the game’s excellent art, particularly in the foreground, is that it sometimes will obstruct objects on the ground, including key ones like health. It will be good practice to run across the bottom of the screen at times just to be sure you didn’t miss anything. The difficulty spiked in the third level, including a tough-as-nails boss that you’ll need to work out a plan to defeat. Even after I discovered how to beat him the window of opportunity closed pretty quickly and that led to some frustration. From that point on though until the aggravatingly-challenging final boss, I found that I was often able to get to each level’s mid-way checkpoint (which you can then restart from) often and work out a way to finish the level in a just few additional attempts.

Overall, Wulverblade is an absolute masterpiece and for people who have been bemoaning the lack of quality beat-em-ups it should provide many hours of meaty combat and carnage. To really enjoy it you’ll need to overcome falling into old habits and committing to learning all of the moves and nuance made available to you. Your reward will be a very viscerally satisfying and overall bloody good time, with some crazy surprises you won’t want to miss out on.


58

If you’ve got a thirst for some side-scrolling hacking and slashing with a fair amount of bloodshed, Wulverblade will arrive on the Switch this Thursday!

http://www.nintendoworldreport.com/interview/45620/interview-with-michael-heald-of-fully-illustrated-on-wulverblade

Wulverblade is coming. Inspired by equal parts classic arcade hack-and-slashers, beat-em-ups, and a fair amount of British history, it’s looking to revitalize the genre. Sporting multiple playable characters, cooperative play, high-quality artwork, historically-inspired characters and settings, an M rating, and its fair share of secrets and unlockables, there should be ample opportunity for epic bloodshed. I was able to get some time with Michael Heald, creator of Fully Illustrated and mastermind behind Wulverblade, to discuss this upcoming brawler that’s coming to the Nintendo Switch first.

Starting with the boilerplate, you're at a big gamer conference and they're passing you the mic asking you to give the quick version of what Wulverblade is all about... go.

MH: Wulverblade is a hardcore, bloodthirsty side scrolling beat-em-up set in ancient tribal Britain during the Roman occupation. In short think Golden Axe meets Roman Britain.

In the videos I've been impressed by what looks like a fair diversity in moves you can pull off, with some of them reminding me a bit of Aliens Versus Predator. As a huge fan of classic beat-em-ups what specific genre games would you say inspired you for Wulverblade when it comes to "feel", moveset, etc?

MH: Side-scrolling beat-em-ups are without doubt my all-time favourite genre and since the dawn of 3D graphics when the PS1 and Saturn came around, that beloved genre just vanished, almost entirely. Ever since I’ve yearned to see this genre get revitalized but it never did, not in a big way at least. So instead of moaning, I got to creating.

I’m a BIG arcade and retro collector and have just about every old side scroller there is. When my arcade cabs are on there is always at least one side scroller running. Games like Golden Axe, Knights of the Round, Sengoku and AVP were the biggest inspirations for this as they’re all mainly weapon based. But hand-to-hand beat-em-ups like Final Fight and Streets of Rage have been massive influences too. I actually spent months stripping the classic games down to analyze the frame timing of each character's moves so that I could better understand what made them work so well. I also did the same with games that did it badly too, to see where they went wrong. With all that in hand I then basically started to cherry pick the elements that worked from all the big hitters and made a list of what Wulverblade needed for its core foundations. As the game developed we expanded on that massively and created a moveset that feels classic at its core, but also has a tonne of modern flourishes.  

What would you say has been your goal in terms of trying to take close classic elements to the next level?

MH: From the very start we didn't want to ‘just’ remake the past, that has, obviously, already been done many times over. We wanted to take what worked and give it a modern veneer in both the visual and gameplay departments. This is my favourite genre so for me it was a chance to take all the elements I loved, mash them together and then add in all the things I always dreamt of. The way our team works has been a godsend too. Partnering with my friends at Darkwind Media really helped to sculpt Wulverblade as they introduced so many amazing features to the gameplay that I would likely never have thought of. We’ve not detracted from the retro core but I believe we’ve added to it in a big yet sympathetic way.

Visually speaking, my goal from day 1 was to create a new beat-em-up that looked (how I imaged) games could do if 2D was still king and 3D hadn't ruined it all. With the dawn of HD 2D games like Shank, Mark of the Ninja and Rayman it showed that there is still a love for 2D and those games showed just how wonderfully it could be done.  

One thing I'll say excites me a bit is the visible combo meter. Aside from just making you feel like you're kicking some serious ass is there a greater role that it plays in things?

MH: From the very start I said to the guys that if we can’t get the game ‘feeling’ right we don’t continue. So the first year was dedicated solely to mastering the core combat engine. I mentioned earlier about the frame timing research I did and that fed into this in a big way. Once we had the core attacks and moves locked in, we started to experiment further. Something else we did that hugely benefitted the game was taking it to smaller games expo’s around the UK throughout the game’s development. Getting hundreds, possibly thousands, of people to playtest your game in front of you is priceless. You can stand to one side and watch their reactions. A good number of features that are in the game came from player feedback at shows.

Regarding the combos specifically, they were a bone of contention in the early days of the game. I was a stickler from the outset about keeping it retro, but the rest of the team really wanted combos. What we decided on after months and months of experimentation was a balance. Combos that the user can create via experimentation but not set in a way that makes the game just about building combos. I love what we have in this balance as each person discovers their own favourite combo and it's going to be very exciting to see what players around the world do with them.  

With room for up to 4 total players how does the game compensate for additional people?

MH: The game is 2 player only and that was purely a creative choice. When I was a kid I’d look at the arcade games with their massive sprites and then be wholeheartedly let down by the tiny sprites in the home console conversions. So from day 1 I said ‘I want massive sprites’. I just love the look of big meaty characters with loads of details. The drawback of this is that the screen is just too full with 4 players once you populate it with enough enemies for them all to fight. So wanting to see my creative vision through, I stuck to my guns. I’m really glad I did as I love the end outcome.  

Are there any bragging rights opportunities among friends as you progress through the game?

MH: We have a lot of unlockable content in the game and some of this is found in secret locations. We have an armoury where you can see all the weapons you’ve found around the game and one of those weapons is very special indeed. So I’m looking forward to seeing folks showing off that they’ve completed their weapon set.

There is also one pretty amazing feature in the game which I cannot wait for people to find. That’s all I’m saying on that.

Even in just some of your promo materials the game absolutely doesn't shy away from some pretty grisly carnage in the cut-scenes. So I take it you know your audience and are just gearing to make the best game you can without holding anything back?

MH: As the game is so heavily based on history, I was keen to keep things as accurate as possible. So the landscape, the clothing, the weapons, the people, you name it. It's all tied into real history. I’ve spent as much time researching and visiting the game's locations as I have making the game, it's crazy how far I went with all this. So when the combat started to roll out, I knew it had to be bloody as let's be honest, you can’t take thousands of men with swords, set them on each other and expect it to stay blood free.

The ancient Britons used to remove the heads of their greatest fallen foes after battle, take them home, embalm them and show them off as trophies, so it was a pretty gruesome time. So the game is no holds barred. We’ve been given an M rating (18 in Europe) and that may hold us back in some regards, but I don’t mind, it was all part of the original direction.

I love the language you all use to note your efforts to capture real spaces in the landscape where these sorts of battles happened, it's all very lush and descriptive. What made this effort so important to the team, to not just have some wooded areas and the like in the background, but to shoot for capturing the real spaces?

MH: Well, the historical detail with the game as a whole, and also the environments, is really just down to my over-the-top geeky obsession with ancient Britain. Making the game and going into such historical detail gave me the perfect excuse to spend almost every weekend over the past 5 years visiting locations, walking, exploring and getting my head deep into the world of that period. I adore this period of history and literally can’t get enough of it. I just hope that this passion, love and obsession comes through in the feel of the finished product.

To go with capturing those spaces the artwork in the game, even in the backdrops, is plain incredible. Just the level of love put into every detail is right there in front of you and while many games are hard to appreciate without seeing them in motion Wulverblade looks gorgeous in every shot I've seen. To get to that level of quality I'd assume the art direction for the game has been very clear since the beginning?

MH: Thanks! Yeah the vision for the world was pretty clear from the start. I wanted a gritty, cloudy British landscape that fellow Brits could connect with. Very few games feel British (or European for that matter), they’re usually either totally fantastical or set in far off lands. I’m hoping folks can see and feel this visual difference as they play. If nothing else, they’ll get a good idea for how often it rains here.

Over the course of your promo video I can see multiple playable characters. How many are available to start and are there any additional you unlock? Do specific characters have special abilities to differentiate themselves?

MH: There are 3 main protagonists in the game, Caradoc, Guinevere and Brennus. They’re all siblings and come from a family known as the Wulvers. They take form as the classic archetypes of this genre. Caradoc is the good solid all-rounder, the one most folks will pick. He has average speed, average power, average grappling and average abilities in the air. Guinevere is faster, more aggressive and better in the air with a stronger focus on air combos. She’s great at dashing around the battlefield and dodging up the Z plane. To balance her speed and agility she’s the weaker of the trio. Then we have Brennus, the powerhouse. He’s a born grappler. He’s much stronger than the other two and has specific ground abilities that the others don't. His weakness is his lumbering speed. He’s slow and thus more likely to get hit.

As far as unlockable characters… I couldn't possibly say.

Perhaps more exciting is the fact that I can see characters wielding a variety of weapons. Are these pick-ups over the course of a game, options you start out with or gain with experience, or are they unlocked?

MH: As we wanted to keep the retro focus you start out with your main arsenal and you carry that throughout the game. We didn't want to add in huge levels of upgrading, crafting etc and just wanted you to be badass from the get go.  A break from your normal moveset is your rage. As you kill enemies your rage increases. Once your meter is full you can unleash your rage. You are invincible for a short period and during this time you change to your rage weapons, go into a berserker-like frenzy and your energy partially re-charges.

Whilst you can’t change your core weapons, what you can do though is utilize extra weapons.

Heavy weapons are one of the key additions we’ve made to the overall combat. Along your journey you’ll find these heavy weapons which you can carry with you until they wear out. They create an entire set of new moves which are operated via a different button. They inflict more damage and can be strung into your normal combos to extend your combo count. They can also do handy things like strike downed enemies whilst they lie on the floor.

There are also standard weapon pick-ups too like spears and hammers. These have a very short lifespan but have varied abilities like longer reach and inflicting heavier damage.

Lastly are the projectile weapons and we’ve put a fair focus on these. The action is frantic and you’ll always find enemies creeping up behind you. To deal with this threat the ground is littered with projectiles. Almost every enemy drops their weapon upon their death and most of these can be thrown. Swords, knives, you name it. But the best bit is when you lop off a limb or a head, once they hit the floor they can also be used as weapons too. You’re never short of projectiles.

So yes, there are a lot of varied weapons in there but your core loadout always stays the same, the key is to master that and learn how to best add to it as you go along.

How did the process of becoming a featured game in the latest Nindie Showcase and launching first on the Switch work out? You were in with some pretty impressive company, it must be gratifying to be recognized and to get that sort of added exposure.

MH: It was amazing. We felt very honoured indeed. Nintendo have made us feel like part of the Nintendo family in a big way. All the platform holders have been great to date but Nintendo are on a different level. They’ve really made us feel like they care about Wulverblade and that means the world to us.

Initially we’d tried every avenue to get in touch with Nintendo and to give them a really strong pitch to sell Wulverblade to them. We have a lean towards local multiplayer (as all the old side scrolling beat-em-ups play best with a buddy by your side) and Nintendo could see that and how well it fit in with the core values of the Switch. Then to our huge surprise we were showing the game at PAX East in the Megabooth this year only to discover that the two chaps we were talking to were actually from Nintendo. They were out scouting for games whilst undercover. They could see first-hand how much people loved the game and it was from there that I ‘think’ we’d proven our worth.

With as cool as the game looks and all of the effort that has obviously been put into it any chances of seeing DLC of some sort to further extend the experience?

MH: We already have a big update for the game in the works that will be free for all players. It will add something amazing to the game. You’ll have to wait and see what that is though.

Any word on what your team may be looking to cook up next?

MH: In a totally perfect world we want to carry on working on Wulverblade. The story is so rich and there are so many avenues that we can take the story down for DLC. The world of Wulverblade has been my world for 5 years now and there are lots of things I want to do with it. There is a story spin off that I want to explore and turn into a comic book but that will be super expensive so we’ll have to see how things go. So many ideas. Needless to say though Wulverblade 2 already exists in my imagination and the story is already taking shape. If the world loves Wulverblade, there will be more.

I'd like to thank Michael for taking the time to answer my questions and provide so many great insights into what will hopefully make this game special on several levels. If you're feeling bloodthirsty you don't have too long to wait, Wulverblade will be hitting the Nintendo Switch eShop this Thursday. Be sure not to miss it!


59
TalkBack / Interview with Tanya X. Short of Kitfox Games on Moon Hunters
« on: September 26, 2017, 09:46:31 PM »

We got some time to discuss the upcoming action RPG coming to the Switch and how it changes things up a bit.

http://www.nintendoworldreport.com/interview/45520/interview-with-tanya-x-short-of-kitfox-games-on-moon-hunters

Moon Hunters has action / RPG roots without question but does things a little differently than you may be accustomed to. While there are additional classes you can unlock to play as and more typical fare the game is less about simply completing it (which can be done in a sitting if you’re in your groove) and far more about exploring the game world, running into various random encounters, and experimenting with how you deal with them. These choices will affect your character’s stats and how they’re perceived in the world. Depending on the choices you make and the people you’ve encountered, different opportunities and possible endings will present themselves. The game’s designer, and co-founder of Kitfox Studios, Tanya X. Short was gracious enough to take the time to answer some of my questions about the game and its inspirations.

While there are elements of the game that hint at other series I'd consider most of the overall experience in the game different than I'm accustomed to. There's a richness and depth to the overall story and the elements of the game that took me by surprise. What were the influences for Moon Hunters, whether in terms of other games or forms of culture?

TS: All over the place! I love games, and you can see traces of games like Secret of Mana or 80 Days or Princess Maker 2, but I also love films, books, graphic novels, and ancient history. We tried to draw specifically from ancient Assyrian and Sumerian myths, clothing, and cultural events.

What strikes me about Moon Hunters is that it’s a game of several layers. At the core it’s an action RPG and offers up several classes that have varied styles of play. Even just at that "simple" level in a given playthrough you will only get the opportunity to make use of a portion of all potential power-ups for the class. Depending on the locations you seek out, the encounters you have, and the choices you make your attributes can also vary substantially, even with the same class. How challenging was all of this to implement and balance so that players are compelled to continue to discover instead of getting frustrated or discouraged?

TS: It took more time than we thought, for sure! Even though we were building on a quite-old prototype (check out Dungeons of Fayte if you want to see the initial "seed" of the game idea), it took many tries to build up the right level of metagame, to try to make it full of surprising discoveries.

Having played through the game a few times there's still a ton to unlock, things to experience, encounters to understand, and simply trying to get the "good" ending. How many run-throughs would you estimate it would take someone who isn't using a guide to discover the majority of the best content in the game?

TS: It depends on the person, of course, but we find most people are satisfied after 4-6 hours with the game, so 5-8 playthroughs.

Aside from the wonderful retro pixel graphics style the game has, it's hard not to have the game's evocative music get in your head and create an often somewhat melancholy mood. Is this all part of the hook to help compel people to continue to work through the challenge of determining how to change the course of events and get the "good" ending?

TS: Definitely shout-out to Halina Heron and Ryan Roth, who were seriously fantastic. Ryan did the audio on our previous game (Shattered Planet) and both he and Halina are great musicians, so it was awesome that they would collaborate on Moon Hunters -- their only other game soundtrack collaboration was The Yawhg (a game also inspired by that prototype I mentioned, Dungeons of Fayte), so if you like the Moon Hunters feel, definitely give that game a try too.

Looking at your studio's stated goals and the catalog of titles you've made to this point you appear to be determined to make rich narrative experiences, regardless of the genre the given game may be in. What would you say is driving that desire when, overall, there's so much boilerplate narrative out there?

TS: You're so flattering! Thank you! I was an English major before I was a game designer, I love reading, and I still write some short fiction for magazine publication. I guess you could say that I have a taste for storytelling as a unique human joy and art, rather than just words in a linear sequence.

Playing the game with other people isn't necessary but there's support for parties of up to 4. How does the game adapt the challenge level and encounters to accommodate multiple people?

TS: There's more enemies, more enemy health, and more myths that generate at the end, for more players. More players is also more fun, since you can vote on what to do during dialogue choices.

Now that you've released a few titles what would you say is the greatest bit of wisdom you would give yourself when you were getting started or perhaps that you wish gamers would understand about the challenges indie developers face?

TS: You need to approach each game as if it will sell 0 copies, and somehow find a way to make it and survive anyway. There's almost always a second source of funds besides game sales, at least in the first few years. Usually this takes the form of contracts with bigger companies (making games for them secretly), but it could also be loans or grants. Making a living as an indie developer is really hard!

I’d like to, again, thank Tanya for taking the time to field my questions about the game and give a shout out to Victoria as well for coordinating this. Moon Hunters is planned for a release on the Switch in the near future, though it currently doesn’t yet have an announced date. For more information and video of the gameplay be sure to check out our preview.


60
TalkBack / Moon Hunters Preview
« on: September 26, 2017, 09:46:11 PM »

With multiple character classes to play as, and a story that you'll need to unravel over multiple playthroughs, Moon Hunters brings its own spin on the action RPG genre to the Switch.

http://www.nintendoworldreport.com/preview/45519/moon-hunters-preview

After several runs through Moon Hunters, only two of which have been to completion thus far, the game has made quite an impression on me. Though I’m still not 100% sure what is going on or how best to operate within this world, there’s just enough there that I’m intrigued. With the core gameplay being focused on action, it can be somewhat reminiscent of a game like Kamiko. However, the variety in play styles, the overall challenge of surviving in some of these environments, and the many events that will help shape who your hero is and how they’ll be remembered continue to suck me in.

At the beginning of each game you’ll choose your hero. The first four choices available have quite diverse play styles, each with strengths and weaknesses. There are additional characters you can unlock and from what I’m seeing that may take require completing specific tasks in particular ways. The impression I get is that you’ll want to approach random encounters differently on each subsequent playthrough to realize opportunities you may have missed. You’ll also choose where you’ll start your journey from. Initially your options are limited but as you play you’ll also unlock additional starting points. What the full implications of these choices are I’m still not certain, though where you start on the map will have an impact on where you can go since each game only lasts 5 days.

Over the course of the 5 days in-game you’ll have to explore a location, kill random monsters, look for loot, and periodically talk into vendors. Depending on where you go and perhaps on how fate finds you there will also be random encounters where you’ll sometimes be given an opportunity to make a choice that could have a variety of effects. There are also times where you’ll find that your bravery, compassion, or other character traits aren’t up to snuff and you won’t be able to see what happens with them. This element to the game is one that I’ve found the most intriguing and is motivating me to play through perhaps as a different character, or to make different choices, in the hopes of being able to see how everything plays out. At the end of every day you’ll also have the chance to choose how to spend your time, perhaps opting to stargaze or hunt among other things. These events will help build specific traits but will also open the opportunity for additional random encounters. It isn’t until you play through a few times that you begin to realize just how far down the rabbit hole you can go.

Even though I’ve managed to “complete” the game twice with different characters, there’s still much I don’t know and want to better understand. Even after unlocking new classes, regions to explore, and places to start my journey from, the game is still a mystery. When I’ve encountered animals there are hints that I may be able to communicate with them and I’m intrigued to know what that may reveal. It’s obvious my efforts haven’t resulted in the most desirable outcome and I’m curious to see what I may need to do to get on the right path. There are just so many questions I have, even with quite a few hours sunk in, that I want to find the answers to. This makes Moon Hunters very appealing and I look forward to seeing how it plays on the Switch where I hope to play with some family and friends as well, taking advantage of the game’s co-op mode and exploring what possibilities that may also unlock.

This preview is based on the PC version of the game but should be representative of both the content and general appearance of the final product on the Nintendo Switch.


61
TalkBack / Lost Castle Preview
« on: September 26, 2017, 09:45:43 PM »

Take on a side-scrolling weapons and beat-em-up RPG roguelike in the form of Lost Castle

http://www.nintendoworldreport.com/preview/45525/lost-castle-preview

In many ways on the surface Lost Castle looks like a relatively simple game, and when playing through it on a given run, it can feel like one too. The classic beat-em-up elements are all there for the most part: Your basic and strong attacks, a special attack on cooldown, and hordes of normal enemies to beat through followed by tougher bosses at the end of each level. What Lost Castle most critically adds to this formula, among other things, is choice and progression over time through the addition of roguelike elements.

Every time you begin a run you have merely the weapon you've been assigned by the RNG gods. Sometimes it will be a weapon you favor, sometimes it will just be junk. Where you go from there, and what you do with it, will be subject to your skills, your luck, and what you've invested your hard-earned souls on between runs to enhance your situation. Whether you're giving yourself a boost in your overall picture, giving yourself more initial choices of weapons you'll have to start the game, or looking to minimize the negative effects of the bad potions you'll likely pick up there are a number of things you can influence.

A large part of what feels so good in the game is the variety of weapons available and the play styles these enable. Ranged weapons can be effective but take more time, up-close weapons are effective but can make you vulnerable when you miss, and hybrid weapons will sometimes show up that will allow you to shift between these two modes which can be very nice. While they may all look somewhat alike you'll want to pick up every weapon you encounter and check what its strong and special attacks are before passing on them. As you get deeper into the game it's the special attacks that will often determine what you choose to keep as some of them can do substantial damage or be effective at keeping you alive.

The other aspect of the game that can keep things interesting are the items, potions, and passives you'll be able to pick up from chests or killing bosses. There are simple items like food, a wide variety of objects that can enhance you in a variety of ways, and then a number of concoctions you'll be able to drink. Most of the time you won't know what they’ll do until you drink them. They could heal, poison, give temporary powers, or enhance one of your stats for the rest of the game. The problem is, not knowing which it will be, complicates when best to give them a try. You could easily kill yourself deciding to drink one in the heat of battle, and having it cut your health down before you even take a hit. If you're over-cautious and decide to use one out of battle you may find it would have powered you up significantly and that you've wasted it. This element of chance can make for some difficult and risky decisions as you make your way through the five worlds but adds to the fun!

The biggest highlight of the game is certainly its very colorful, and often difficult, bosses. With each receiving their own intro of sorts, the bosses have a real sense of personality to them and that makes having to kill them, or at least trying to, all the more fun. It's usually in these battles where you need to have made good choices or gotten lucky with your weapons and their special attacks as those often make all the difference in whether you're successful in these sometimes drawn out fights. In any case, Lost Castle is full of both old-school arcade charm and modern challenge so it will be a great addition to the Switch line-up.

This preview is based on the PC version of the game but should be representative of both the content and general appearance of the final product on the Nintendo Switch.


62
TalkBack / Time Recoil Preview
« on: September 26, 2017, 09:45:22 PM »

Mixing elements of time-manipulation, action puzzles, and intense shooting Time Recoil is a different kind of experience.

http://www.nintendoworldreport.com/preview/45517/time-recoil-preview

Reminiscent in feel and flow to a mix of the brawler Mr. Shifty and the classic original Max Payne (though in this case in a top-down view) in many ways, Time Recoil is the third twin-stick shooter that developer 10 Tons will be bringing to the Nintendo Switch. Though it shares some assets with its other two shooters, 10 Tons has done a fabulous job of differentiating its gameplay completely. Whereas Neon Chrome sports large levels and is a roguelike, and JYDGE is an objective and enhancement-focused action/puzzle game in some respects, Time Recoil is all about precision shooting, thinking quickly, and time.

As the survivor of an experiment gone wrong you have been given unique abilities. Your objective will be to stop the madman Mr. Time who is set on changing history and destroying society as we know it, or something like that. In order to stop him you’ll need to jump through the past to different key points to collect intel, kill specific targets, and capture key people. Over the course of your mission you’ll need to move quickly, taking out any resistance you meet and generally trying to string together as many kills as quickly as you can. Getting a kill will begin to slow time in general for a few moments but as you progress you’ll also unlock special skills that you can use either offensively or sometimes to complete complex objectives in mere seconds by practically stopping time.

Depending on which skill level you choose between Normal, Hardcore, and Murderous, you’ll have varying degrees of challenge as the guards you face will become more responsive and your ammo will begin to drop less. This will force you to not only be accurate but to essentially begin to plan out your levels, alternating between shooting to make kills and often then dashing through walls and making kills through force. Precision is vital to your survival as you not only will want to conserve your ammunition but you’ll also want to keep your timer from kills active so your chances of evading bullets and gaining access to more powerful enhancements remains in place. Once time goes back to normal you’ll often find yourself vulnerable and exposed.

In addition to the story mode you’ll have an opportunity to fine tune your skills and show what you’ve learned in the Mission Archives. Here you’ll have an opportunity to speedrun your way through the levels, trying to get the best time possible and often looking to clear the whole level in about 3 seconds of “real time”. Here it becomes almost a sort of ballet with you needing to determine your best plan of attack and then work to execute it perfectly since every minor moment will count.

This preview is based on the PC version of the game but should be representative of both the content and general appearance of the final product on the Nintendo Switch.


63
TalkBack / Aqua Moto Racing Utopia
« on: September 23, 2017, 11:43:37 PM »

While you'll still need to wait on Nintendo's decision to return to the water with a new Wave Race Utopia is looking to help you get your fix until then.

http://www.nintendoworldreport.com/preview/45516/aqua-moto-racing-utopia

If you’re anything like me then the lack of a new Wave Race title since the days of the GameCube is an absolutely painful reality. The feel of the waves and their unpredictable flow absolutely made it one of my favorite racers of all-time. Thankfully it seems that if Nintendo isn’t willing to give us a sequel then the folks at Zordix are looking to step onto the scene to deliver wave-riding, stunting, and racing action to the Nintendo Switch.

As the latest iteration in their Aqua Moto Racing series, Utopia is showing a certain level of refinement in how it handles the waves and their action. While there were several other jet ski games on the market at the same time as Wave Race the majority of them failed to embrace the challenge, leaving them feeling more like slightly floaty driving games set on a water-covered road with some ramps. Utopia is obviously aiming for the fences and not only brings impressive water effects to the game reminiscent of Wave Race’s, it also in some cases makes them bigger and choppier! This is absolutely at the crux of my excitement for this title coming to the Switch.

The game offers 3 classes of competition with racing on both Runabouts and Jet Skis as well as a Stunt Mode. While, in theory, both racing divisions would mostly be similar I’m pleased to say there’s enough of a difference in their handling and style that both are distinct. The Runabout racing tends to be far more aggressive with people bumping and jockeying for position while the Jet Ski races require quite a bit more careful maneuvering and are more risky for getting physical. Stunting has never been something I’ve been much of a fan of but the number of possible stunts is pretty high. The movement and flow of them feels pretty fluid and consistent, and there are provisions for chaining so it seems to be well supported. There is online play available but at least the two times I’d tried to get connected there didn’t seem to be much going on at the moment. I’m not sure at this point in the game’s life on PC what the windows are where people tend to be ready to go.

While the similarities to Wave Race are numerous, and some of the locations in the game feel familiar, I’d say that as a whole the track layouts in Moto are generally more demanding. Not only are the waves typically bigger but there are often almost slalom-like sections to tracks that will demand you bring your speed down, carefully consider how you’re coming off of waves, and generally forcing you to race more carefully than I remember. This is actually an improvement and helps make the races more tense and engaging. Looking forward to seeing how this will translate on the Switch!

This preview is based on the PC version of the game but should be representative of both the content and general appearance of the final product on the Nintendo Switch.


64
TalkBack / Snow Moto Racing Freedom Interview
« on: September 23, 2017, 11:35:00 PM »

If you yearn to race and have fun in the snow, there's going to be a game on Switch for that.

http://www.nintendoworldreport.com/preview/45515/snow-moto-racing-freedom-interview

Racing in snow-covered landscapes is coming to the Switch in the form of Snow Moto Racing Freedom! As a sequel to an already-successful title there is apparently quite a demand for this genre, so fans should be thrilled with this mix of open-course checkpoint racing in Sprint League, closed-course carnage in Snocross mode, and the more advanced challenges of Freedom League.

For the most part the mechanics of racing are pretty simple. You’ll be able to accelerate, brake, there’s a way to get some boost at the press of a button, and you’ll have a number of options for stunting if you feel so inclined or are looking to get some added oomph in your boosts. Turning becomes the most crucial thing to master, especially when your turns are sharp, as the feel for this is a bit different than what you’d be used to playing different types of racing games. It all makes sense but it’s an adjustment.

In the time I played I enjoyed the open landscapes of Sprint League the most, as they were the most interesting to try to navigate and find shortcuts in to get a leg up on the AI and their mostly set path. The elevation changes in several places on these courses afforded easy stunt opportunities so they helped get me out of my shell a bit. The mini map is helpful for ensuring you keep track of things, most crucially which direction you’ll want to go through the checkpoint in, but you’ll need to plan your own path overall. Snocross mode, with its set tracks and hairpin turns, I found to be much more challenging as you’ll really need to be on top of your control game to succeed with there being little margin for error.

Aside from the variety in tracks, Freedom will also throw different times of day and conditions like fog into the mix to keep things from getting too stale. Racing in these less ideal conditions can be tricky since you’ll have a tendency to get yourself into trouble more easily if you stray from the intended path. Visually you’re able to switch your camera from being close behind, further behind, and the pretty-intense first-person view. I tended to go with the further behind camera since I like to have the full picture of where other racers and obstacles are in relation to me, and it helped me improve my technique, but first-person did have its allure.

More than anything Freedom represents an option on the menu that normally isn’t present and for that it gets some respect. Variety is the spice of life and for snowmobile enthusiasts an option for racing something familiar and dear should be fun. As someone unfamiliar I’m unable to comment on the authenticity of the handling and feel of this racing experience but I can at least appreciate its novelty.

This preview is based on the PC version of the game but should be representative of both the content and general appearance of the final product on the Nintendo Switch.


65
TalkBack / Thimbleweed Park Preview
« on: September 18, 2017, 02:27:00 PM »

The point-and-click adventure genre has made a strong comeback in the form of Thimbleweed Park, coming to the Switch this Thursday!

http://www.nintendoworldreport.com/preview/45462/thimbleweed-park-preview

If you happen to be a fan of old-school point-and-click adventures on the PC, you’re in luck as they seem to be in re-emergence. While the genre was always quite popular, it was many of the LucasArts classics like Maniac Mansion and the Monkey Island series that made them special with their blend of unusual characters, witty dialogue, and amusing puzzles. Thimbleweed Park is a throwback to those games, and was created by some of the leads from those same projects.

If you’re unfamiliar with the style, what happens is you’ll navigate the environment, and then interact with objects and people within it by choosing among multiple verbs provided on-screen like Open, Use, Look At, and others. What you’ll quickly find is that in some way almost everything has a part to play, even if it is just for some quick laughs, so no stone should be left unturned. In particular playing out all of your dialogue options when talking to people tends to make for the best fun as you never know what the topic will shift to or what silly things people may say.

You’ll work through the game in third-person perspective, controlling a variety of people but mostly focused on Agents Ray and Reyes, who’ve come to this small town trying to solve a murder. What they find is a sleepy town full of oddballs, many of whom have secrets, but so do these agents who’ve come to the scene. In all honesty the narrative itself takes a back seat to the humor and the enjoyment mostly comes from exploring your many dialogue options and solving sometimes unorthodox puzzles.

The game has been received with relatively universal accolades and it should be well-suited to mobile play on the touchscreen-enabled Switch. With the ability to simply put the Switch to sleep at the press of a button and then resume with ease, it should make for an excellent game to play on the move, stopping and starting back up without missing a beat.

This preview is based on the PC version of the game, though the version on the Switch should be identical in both features and appearance. It will make its arrival on the Nintendo eShop this Thursday!


66
TalkBack / Beach Buggy Racing (Switch) Review
« on: September 18, 2017, 01:28:00 PM »

Beach Buggy Racing is a great example of how games that work well and are popular on mobile don’t necessarily translate well onto the Switch.

http://www.nintendoworldreport.com/review/45461/beach-buggy-racing-switch-review

Overall I’d say that Beach Buggy Racing is among the better arcade-style racing games available in the mobile gaming space. Visually it is reasonably attractive, there’s a variety of racers to choose from who each have different skills, and there are numerous vehicles to choose from that can be upgraded and painted to look how you’d like. On the surface it seems decent enough. However, now that it has come to the Switch the bar has been raised and it is open to comparisons with a title that practically defines the arcade racing genre in Mario Kart. Unfortunately, even without exhaustively comparing the two, the move to the Switch has shown the cracks in the veneer of quality in BBR, and while it has some merit it isn’t an ambitious or compelling experience.

Starting with the positives, the overall appearance and presentation of the game is reasonably good. Not surprisingly, the game looks better the smaller the scale so in handheld mode it looks more impressive than when blown up in docked mode. The bigger it gets the more the geometry of everything around you begins to look unrefined and dated but thankfully the game does at least play smoothly without any signs of slowdown.

Moving into the racing and modes, overall there’s a fair selection of tracks to race on that look reasonably detailed and distinctive. Though the tracks have some elements like shortcuts, in general I haven’t found many of them terribly useful. At best they’re typically a break-even once you factor in the trouble they present getting to them or using them. There are a few modes to choose from, allowing you to go split screen to play against a friend, go for a quick race on a track of your choice, participate in a Championship series, try out the latest Daily Challenge, or simply try to unlock everything you can in the staple Career mode. To some degree this offers variety but for the most part it is all just repackaging the same things with no major gameplay distinctions between them. The Daily Challenge will vary which driver, car, and challenge you’ll face and will allow you to work towards a multi-day award if you can keep up with the challenges. However, both Championship and Career do little to differentiate themselves since you’re ultimately still in traditional races against the same overall AI opponents at the end of the day.

Getting into where things start to go downhill, it is a given that most people playing games on their phones don’t have the means for physical controls, so there’s a certain understanding of loose and floaty quality expected when playing them. Coming over to a system like the Switch, where dedicated physical controls and higher-quality games rule the day, you can’t help but take a very hard look at the gap in control and handling in the game both from the perspective of control and ambition. What you’ll immediately notice is that regardless of the dedicated physical control on the Switch, the steering in the game still feels imprecise for the most part. Perhaps more damning, though, is that the only goals at work here are to stay on the track and try to avoid stuff. There’s absolutely zero advanced technique in the game so generally races are won and lost much more commonly based your good or bad fortune related to items, trying to avoid making costly mistakes, and plain luck. In general the majority of racers tend to be in a relatively tight pack throughout races, making your overall margin for error low and potential for frustrations high.

That leads to another complaint, that for all of the items in the game many are cosmetic, effectively redundant, and even limited in their effectiveness. With the exception of the shield power-up, which only protects you briefly, there aren’t really any defensive provisions like you can employ in Mario Kart. There also aren’t often any warnings before you’re hit to help you make more effective use of something like the shield. Even with status effect items used against other racers I’ve had instances where they’ve been hit by something and it did little to slow them down. Add in the very specific aggravation I had with races at the end of circuits in Career mode, where you can only use your ability once while your opponent is able to effectively spam it many times throughout the race, and the items and skills are possibly more of a hindrance than help given the advantage the CPU racers have in utilizing them.

As I said when I began the review, I actually have some familiarity with this game from the mobile space and I can respect it within that market as being reasonably good. Unfortunately, especially where control and complexity come into play, what works well in mobile is generally pretty mediocre on the dedicated gaming hardware of the Switch where the competition has set the bar far higher. If you’re truly bored of Mario Kart and looking for something to kick around for a while, or are less bothered by floaty controls than perhaps it will scratch an itch for you. Nonetheless I would have a difficult time recommending it for the majority of gamers out there.


67
TalkBack / Quest of Dungeons (Switch) Review
« on: September 18, 2017, 01:22:00 PM »

The closest true roguelike you're likely to ever play short of playing it in ASCII

http://www.nintendoworldreport.com/review/45460/quest-of-dungeons-switch-review

While there are many “roguelike” games out on the Switch, and this game type has really taken the entire industry by storm in recent years, I’d wager many people don’t know a lot about their origin. I’ve heard comments that compare them to old arcade or even puzzle games since they have a concept of permadeath when you die. The thing is, permadeath is only one feature of roguelikes, and there are quite a few others. Part of their essence is randomness, from the layout of the levels to the monsters you’ll face, to the gear you’ll receive. Another essential piece is an element of risk and reward, being tempted with the possibility of a payoff but accepting it could easily doom you as well. Quest of Dungeons has all of these elements and is probably the most pure roguelike I’ve ever played, really feeling like a graphical version of the classic Rogue, that delivers the highs and lows of playing in a true world of chance.

I have no doubt that the simple look of the game will scare some people off. It certainly isn’t pushing the graphical power of the Switch but the game isn’t really about appearances. What is present works effectively, with a variety of monsters, traps, weapons, armors, and other assorted goodies that you’ll encounter in your adventure. You’ll absolutely need to keep your eyes glued to your map, which thankfully can be enlarged when you’re playing in handheld mode, so that you can comb each level in its entirety for gear and treasure. You’ll quickly come to recognize boss monsters (they’re generally a little bigger and some are visually unique as well) and the goldish-hued quest monsters as well, mainly because they’ll typically be the things that kill you. So while the looks won’t knock your socks off they are at least very functional and clear.

What will make or break the experience for people is the gameplay and whether you’re up for a pretty stiff challenge along the way. The opening dungeon is an appropriate appetizer. The second dungeon will give even seasoned players at least a decent challenge, but the third dungeon, it’s quite a slice of hell to complete, and that’s a good thing. In addition you’ll find an option to put together your own custom-defined dungeon, choosing your sizing preference as well as the number of levels you’d like. All in all, given that everything is dynamically-generated, you could beat the game as many times as you like and it will still be a different challenge each time. While the Easy and Normal (the first two dungeons, the third is tougher no matter what skill level) dungeons can be beaten through more brute force means, once you reach a certain point you’ll need to use skill, guile, and have some degree of plain luck to beat the bosses and the quest monsters specifically. Often I’d resort to luring them out, trying to do some damage, and then jumping into a teleport spot or going up or down stairs to fend them off and then come back to the room a different way to get in some easier hits. If you’d just like to put them off closing a door on them is also effective, but in general you’ll need to return as the experience and gear from defeating them is necessary to survive what awaits on the next level as things consistently get tougher as you go.

In your fight you’ll initially have four classes to choose from: Warrior, Wizard, Assassin, and Shaman. There is at least one additional class that unlocks as well that’s a really nice surprise from a like-minded indie title. Each class has their own style and concerns and each can be viable once you figure out how to use them well. For ranged classes you’ll always want to carefully proceed so you can maximize your opportunities to sap monsters’ health before they can get in range. For the up-close you’ll want to very carefully keep an eye on your health, and for the magic-users you’ll additionally need to mind your mana reserves. Each class will begin with a base skill but will be able to randomly acquire additional skills over the course of the run. Some skills are more useful than others and you’ll need to experiment to determine which ones are most effective in which circumstances. Perhaps the most important thing to note here is that skills all have cooldowns and require a turn to use. Once you use one skill you are free to switch to another and use it as well. A simple note but it makes a big difference if you aren’t aware of it.

Quest of Dungeons, for many people, will initially live or die upon its looks unfortunately and if you enjoy a challenge that plays very well in handheld mode I encourage you to give the gameplay a look. Underneath the old school pixel graphics is a rewarding and challenging roguelike experience, one that will probably bring you closer to the original Rogue than anything else you’ll play. The RNG (Random Number Generator) Gods are strong with this title, and though they are often quite cruel when things roll on your side it can be a great feeling. What’s great is there is ample room for strategy and success (as well as humiliating failure, granted) as you encounter the biggest challenges in the game. Why settle for your fate when you have an opportunity to change it by being a tricky bastard? Quest of Dungeons has consistently surprised me with its adherence to the core roguelike formula, with all of its randomness, while also maintaining a consistent degree of challenge.


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Quest of Dungeons was just released this last week on the Switch, check out the interview we got with the game's lone wolf developer on the title, roguelikes, and making games for the console.

http://www.nintendoworldreport.com/interview/45459/interview-with-david-amador-of-upfall-studios-on-quest-of-dungeons

Quest of Dungeons is a roguelike unlike one most gamers have encountered to this point, namely it is looking to closely emulate the actual original Rogue and not just borrow a few concepts from the formula. I got the opportunity to interview the game’s lone developer, David Amador, about the game, the genre as a whole, and his perspective as an independent developer who has worked on a wide variety of platforms.

So you're coming into a room of people who are getting ready to check out Quest of Dungeons for the first time and perhaps we'll say they're not all hardcore gamers. What's your quick pitch for the game to try to help set their expectations and suck them in?

DA: That's a good question and kind of the main point of Quest of Dungeons existing, I wanted to create a roguelike that was easy enough for people to play even with no previous roguelike contact, but still had most of the traditional mechanics, so the game is easy to pick and learn most of the mechanisms but still has depth and strategy. Even being turn-based was on purpose but I wanted to give it a more "modern" approach so that's why it's so fast to play, a lot of people don't realize right away it's not real-time. Most of the time I define it as a "fast paced turn based roguelike that is easy to pick but can still be quite a challenge". Someone once said this to me as I explained the game, "So a roguelike with training wheels that get removed?"

I've gotten pretty deep into the fourth floor but met my demise at the hands of a boss that did some pretty crazy damage and caught me being conservative with my healing. How many floors are in the game proper and what would you say is your impression of the overall average run time people have in the game?

DA:There are 3 mansions, first two have 7 floors, the other one 6. There is also a custom game mode where you can choose the size of the dungeons between 5 and 10. It varies from person but usually between 1h30 to 2h by run is probably the average.

What would you say is your favorite class to play as in the game and why?

DA:The Shaman, probably because it was the one class I didn't have to guide much by the usual class standards. The Warriors needs to be strong and have more health, Wizards less powerful but using Magic, it would be weird any other way. But with the Shaman I just merge some characteristics from several classes and tweaked it to what I thought would be cool.

When you originally set out to make the game what was the goal you'd set for yourself in terms of what you were looking to accomplish? Did you envision that you'd have it ported to so many platforms?

DA:The original goal was to make a tablet/smartphone roguelike that could be played while commuting to work, because I wanted one, it needed to be fast, pause at anytime and continue later. For the first couple months that was all it was, eventually during beta tests I noticed players liked the tablet version a lot, because of the bigger screen, and I saw potential for a PC version, with mouse replacing the "touch". When the opportunity for making it to a console showed up I knew I had to remake a lot of stuff, so I spent a full year remaking most things to be controller friendly instead of "touch". Had I thought the game would make it's way to consoles I would probably planned some things better, I had to come up with solutions along the way as new platforms showed up. On the other hand had I planned for so much stuff the games initial version would have probably take a lot more time to make, this way I made versions as each one was profitable or not.

Before we get into the next group of questions what would you consider to be the essential core of something being a roguelike with any legitimacy to the claim? Do you bother to distinguish between "roguelikes" and "roguelites" or do you consider it to be splitting hairs?

DA: I never bother much correcting anyone, but I think it's important to have both so developers can clearly state what their game is about, so that players know what to expect, if trying to be a more traditional roguelike or just influenced by some things. For me, and this is just my personal opinion, not the definition, I like roguelikes to have permadeath, procedural content, turn-based preferentially and or/some sort of rpg elements or dungeon crawling, that is what I think about when thinking about roguelikes.

Having produced a pretty true-to-the-source roguelike what are your thoughts on the surge in popularity of this type of game, especially in the indie space?

DA: Personally I think is great, and for me the most interesting thing is what is happening with games that are trying not to constrict by all roguelike rules and apply them to other genres and mechanics. That leads to some really good games that may have never existed if roguelike wasn't as popular as it is.

Do you think the roguelike "brand" is being watered down by its being crossed with so many other genres or do you think the use of core elements that define roguelikes in a variety of genres and styles is exposing the value this set of concepts brings to the table?

DA: Having variety is good, there is nothing wrong with wanting to break from the roguelike formula and do something different, inspired by it, but I think we should try to keep the roguelike concept intact as much as possible, that's why it's important to distinguish between "roguelikes" and "roguelites".

What got you started as a game developer and what skills towards that end did you bring to the table when you first started out?

DA: I always wanted to be a game developer so when I was in high school I took the opportunity to join a game studio before even graduating in order to pay some bills. That was my first contact, my skills shifted a bit, I started wanting to be an artist, doing 3D modeling, even took a couple courses, but eventually I realized I was maybe better at programming than arts so I shifted my focus to that.

What would you say is the greatest benefit of being a "lone wolf" developer and, for you, the biggest downside?

DA: Some things are surely more agile in the decision process making, also costs are lower than keeping an entire team, which I couldn't afford. The big downsize is wearing multiple hats, from coding to marketing to social and business side, all of that consumes time and I'm not very good at some.

Having ported Quest of Dungeons to so many platforms did you do a good job of writing your initial code to make moving it around as easy as possible or was that not necessarily a part of the original plan and you've gone to some trouble to get it working everywhere?

DA: I have a clear distinction between the engine code and the actual game code, as far as the engine code goes, I made it flexible enough to support adding the other platforms, and never got into much trouble. I would say the Nintendo 3DS version was the most problematic one but mostly due to the hardware specs. The other ones were relatively smooth.

As for the game code, well that was a bit more "nightmarish", as I mentioned before I initially thought the game as touch only, that meant all UI had to be remade, but I still needed to support game controller and touch because of existing platforms. I realized that what made the mouse/touch work wasn't exactly ideal for controller and vice versa. I spent nearly a year rewriting a lot of stuff and adding a bunch more content to the console release, and now it's much better but it's still something I feel like I planned poorly. But after that it's not relatively simpler to make a port. I got the Switch version running in less than 2 weeks (not optimized or 100%), I just spent the rest of the time optimizing, tweaking and adding more content.

Having released the game previously on other Nintendo platforms would you say you've seen anything different in Nintendo's approach with the Switch overall with you as an indie developer? What are your thoughts on the tools and mechanisms for developing on the Switch in general in comparison to the DS and Wii U platforms?

DA: Yes, I think having worked with Nintendo helped as I could skip the introductions step and I already knew the process. I'm very impressed with the tools they are making available for devs, from early stages they are already better then Wii U and 3DS, I can't get into details but let me tell you there is a big difference, and I'm not just saying this to sound good.

For your next project are you again planning to go multi-platform? Any general word on a genre direction? Something in the same vein or breaking the mold and trying something wildly different?

DA: I try to always have multi-platform in consideration, but that on how the game is received as each port costs money, so yes I want to, if it happens or not it will depend on the quality of the game and how well it does. I have a couple ideas of things that I want do in the RPG top-down genre but I need a break from that after 4 years, so for the next project I've been exploring new genres to see what it might turn out.

I’d like to thank David for taking the time to answer my questions and provide a window into his thoughts on the topic of roguelikes in particular, since I’m a huge fan. Quest of Dungeons is currently available for the Nintendo Switch everywhere!


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TalkBack / Quest of Dungeons Preview
« on: September 11, 2017, 01:20:42 PM »

Roguelike fans may want to give Quest of Dungeons a look to help get in tune with the roots of the now-popular genre.

http://www.nintendoworldreport.com/preview/45381/quest-of-dungeons-preview

Though the Switch has many roguelikes, the game type that seems to be quite en vogue at the moment, before the arrival of Quest of Dungeons it had none that were close to the authentic root that the name refers to. Rogue is actually a very old game, whose graphics were originally only ASCII characters, where you’d move through a randomized dungeon seeking out adventure, loot, and monsters. While modern roguelikes will borrow pieces of this formula, usually permadeath, aspects of risk/reward, and perhaps random layouts, Quest of Dungeons is an attempt to provide an authentic experience but with an improved look and feel.

At the beginning of each quest you’ll have a choice of four character classes: A warrior, an assassin, a wizard, or a shaman. Each plays very differently so you’ll want to carefully consider your choice. Do you prefer to get up-close and personal, fire on enemies from afar, leverage ranged spells and keep an eye on your mana, or keep your options open by going down the middle? In addition, you’ll be able to choose your level of difficulty to help you either breeze through the experience or to get slapped around a bit.

On each floor you’ll generally find a variety of rooms, monsters, and quests, always with a vendor and perhaps a few bosses thrown in as well. Combat is very basic, you’ll either run up to your enemy and fight them in a turn-based fashion (visually just generally bumping into them, not with elaborate JRPG-esque flourish) or you’ll target them and attack from afar. As you gain experience and loot you’ll find improved gear, collect tomes that will give you new skills or spells to make use of, and for some classes have opportunities to learn to wield other weapons which can provide better attacks.

For people looking for a light experience, something to play on the go or to passively play as you watch television, Quest of Dungeons could be a good choice. In general it isn’t very demanding or taxing to play but that also isn’t to imply that it’s easy. If you’re not paying careful attention to your health, especially when fighting bosses, you’ll quickly find yourself dead. At times scarcity of healing can be an issue so you may need to choose to evade your attackers or at least develop tactics to help ensure they can’t attack you en masse. It’s refreshing to see an example that very closely resembles the roots of this now very popular game type. Even if what is at the core of modern roguelikes is actually quite simple, the reason for its popularity is that the formula works.

This preview was based on the PC version of the title but the graphics and gameplay should be representative of the Switch experience.


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NeuroVoider hit the eShop at the end of last week and it delivers a great roguelike shooting experience. Check out our interview with the lead developer from the eve of its launch!

http://www.nintendoworldreport.com/interview/45380/interview-with-thomas-altenburger-of-flying-oak-games-on-neurovoider

Jumping into the already-crowded field of roguelikes on the Nintendo Switch, NeuroVoider changes things up a bit with some intense twin-stick shooting action that ramps up in difficulty quickly if you’re not working to keep the loot flowing for new upgrades. Thomas, one of the co-founders of Flying Oak Games and the primary game designer and developer of NeuroVoider, took the time on the eve of the release of the game on the Switch to answer some of my questions.

You're at a big show where everyone is given just a few minutes to introduce their game to the crowd, they pass the mic to you. What would you choose to give as your summary of NeuroVoider?

TA: NeuroVoider is a rogue-like twin-shooter with explosions and tons of weapons to loot in order to build the perfect rampage machine. Did I mention explosions?

With that in mind, where you ended up with the game, is that identical to what you set out to do? I'm sure at the core the game is as intended but were there features or elements that were either added to the game or removed over the course of its development?

TA: Yep, it's accurate, especially the explosions part. There's a lot of features that were built or cut during the development, the game went through an early access and we built the game with the community, week after week. I remember that the explosions design were talked a lot, we went through 3 different styles of explosions, and we ended with a procedural explosion generator which can make explosions to generate other explosions.

Playing the game there's absolutely no doubt that it is pretty well equal parts a twin-stick shooter and a roguelike. On the shooter side what games would you count as inspirations for the way NeuroVoider plays?

TA: The obvious one is Nuclear Throne, but there's also a lot of Borderlands there. Believe it or not, but TowerFall was an inspiration too.

On the roguelike side?

TA: We'd be more into Risk of Rain, Dungeon of the Endless, or maybe Teleglitch.

Having played a lot of twin-stick shooters in my time, it's probably one of my favorite genres, one thing that really got my attention when I first played it is the scale of things and how up-close you are on the action. This opens up a lot of room for intricate and gorgeous details and it also somewhat changes the action, for me, to be a bit more intimate and personal. You'll still wipe out groups of enemies but you're not afforded a lot of range to do so. Was this the intention or is it just a function of the art and style you wanted?

TA: Being in the middle of the battle is definitely a design choice. We wanted the game to have an hack'n'slash feel, having packs of dozens of enemies and blasting them with a couple hits. Shooting tons of enemies at once, looting all the items they dropped, the thrill of getting badass...

Somewhat related to the previous question, the overall look and feel of the game reminds me most of games in the 16-bit era where you'd get this terrific and colorful sprite work in the game. Were you inspired by that generation or did it just work out that way?

TA: Surprisingly, we have been inspired by recent games! Dungeon of the Endless is one that comes first to our mind, the Amplitude team achieved an art direction that is very unique, having dark environments yet extremely colorful by mixing color that don't seem getting along well at first, but in the end are just perfect together. That's the kind of achievement we wish to match with our game.

On the heels of going over the great visual look of the game I have to give my compliments to whoever made the soundtrack. It's fitting and superb! Who gets the credit for such great music?

TA: The one and only Dan Terminus! He's a French prolific darksynth artist. The music of the game is from his album The Wrath of Code. If you liked the soundtrack, you'll be blown away by his next album.

I've been floored by the diversity of weaponry I've seen in the game at the attribute level. For each type of weapon things range from pea shooters to hulking monsters but I've also seen gear that's so great I've had to use it. A case in point would be the melee weaponry. In general I haven't used it, preferring to take enemies out at range rather than up-close, but I got a bladed weapon that did explosive damage and I couldn't pass up the chance to use it. How many attributes would you say are at work under the hood driving weapon diversity?

TA: It's something close to 20 I believe. We really wanted to make an item generator like the ones in hack'n'slash games. Like in a Diablo game or in the Borderlands series, items can have several random modifiers. That's what lead us to make such weapons and parameters. We wanted players to have high expectations when they find a golden item, and then go in the inventory to try the newly acquired beast.

While I initially upgraded my mobility systems purely based on the attributes once I played through several times I really began to notice how much more of a pain it was to use anything touching the ground. In particular the escalators in some areas are so easy to miss when the action gets intense and going the wrong way on one when you're a walker or a roller absolutely kills you. Do you gain additional mystic powers for every cry of anguish from gamers who realize this mistake too late?

TA: Yeah, and we're fueling this anguish directly into some demonic rituals to appease the game development gods.

With the game having been out for a while now on Steam and the other consoles how well would you say it has been received overall?

TA: Fairly well, but still looking for a rocket jump.

Being a small team of two what would you say are the biggest hurdles you've faced as indie developers and what has the process looked like so far in becoming Nindies?

TA: It's been a long road consisting in sending mails to Nintendo for months and ultimately getting a devkit. In the end, they are a super lovely bunch of people.

Having talked to indie developers located all over Europe what would you say about the independent games development scene there in France?

TA: They are the best buds to have! Very open, very supportive, cheerful, inspiring, and keen to share super valuable knowledge. Well, they rock.

With the Switch clearly firing on all cylinders and there being a strong Nindie presence in the eShop already what would you say to the Nintendo fanbase looking for their next purchase to help encourage them to make it NeuroVoider?

TA: Do you really want me to talk about explosions again? Because that's how you get me talking about explosions again.

Now that NeuroVoider will finally be released on the Switch do you guys have your sights firmly on what you're planning to do next?

TA: Yes! We already have some new stuff coming about NeuroVoider, and we're also working a new project, which should hopefully release next year.

As I mentioned at the top I really want to thank Thomas again for neglecting his getting to sleep on the eve of the launch of the game to answer my questions. NeuroVoider has already exploded onto the eShop for the Nintendo Switch, be sure to check it out!


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TalkBack / NeuroVoider Preview
« on: September 05, 2017, 02:03:00 PM »

Offering twin-stick, roguelike shooting action for 1 - 4 players, NeuroVoider is set to make an impression on the Nintendo Switch.

http://www.nintendoworldreport.com/preview/45346/neurovoider-preview

For a fan of both twin-stick shooters and roguelikes NeroVoider is in a sort of sweet spot, as it provides a feast of arcade-like shooting mixed with tough choices and challenging enemies. Lacking a story, the experience is about digging into the action (with up to three of your friends), searching for loot (upgrades), deciding what weapon and gear loadouts suit you best, and then trying not to die.

Every game you’ll start out with two pretty substantial and crucial choices. First you’ll choose the “body” you’ll be starting with, essentially deciding to go light, middle of the road, or heavy. This gives you different gear and attribute potentials, but if you collect gear for different classes as you progress through the game (and don’t immediately sell them) you can actually change your class as you progress. The second choice is maybe the tougher one as it can’t be changed: your special ability. The options for this are a bit overwhelming at first, there’s quite a list. Depending on your play style there should be something to suit you, whether taking an active skill or even a passive one. Experimentation will likely be the name of the game when you play alone but in multiplayer perhaps you would be better off choosing skills that will benefit the group as a whole.

Once you’ve chosen your robot type and your core skill the next choice you’ll make, especially early on, could be the difference between life or death… generally the more dangerous decisions you make the greater the rewards. This is the level selection.  You’ll have a choice of three and they’ll each have their own rating for size, elites, and loot. While many times you’ll want to go for the most loot an overly large area could wear your HP down and put you at risk (or get expensive to repair) but an area that is smaller with a lot of elites could just turn into a kill floor. To shake things up there will also, periodically, be special levels available that are generally high risk and high reward to select as an option. Typically I’d say they’re worth the trouble but with it being a roguelike you never will really know. Every few levels you’ll also face a boss and those battles range from challenging to downright unforgiving so to survive you’ll need to be prepared!

That brings us to probably the most critical part of the game and that’s your upgrade screen. Truly, what you find in random drops, what you choose to forge for yourself to try to fill gaps, and how you manage to balance you offensive, defensive, and mobility choices is the difference between success and failure. The tricky thing is there’s no set guide to success, you’ll need to check everything over very carefully, use your comparison screen to help you size things up, and simply get to know what works best for you to make the most of it. When it comes to your defensive equipment it is important not just to consider how much armor or power equipment give you but also their added stats. Sacrificing a few points to get a bonus could really help you out so don’t justlook at the base numbers in front of you. The same can certainly be said for mobility, where the choice between something that will keep you aloft versus on the ground can make a tremendous difference in the heat of battle where you may need to be worried about conveyor belts or other things slowing you down if you’re on wheels or legs.

The most critical choices, though, will be weaponry. There is a staggering level of diversity in weapons you’ll find. First, by class, you’ll have a wide array of armament options from straight-up machine guns, to melee blades, to missile launchers. You’ll then have variances in those weapons by spread or rate of fire or range or explosive damage… it’s crazy how many differences I’ve seen. The thing is, it can’t all be about power, you’ll need to keep in mind that the most powerful weapons also carry heavy energy costs and will make you overheat more rapidly. This takes you into the realm of risk/reward again. Can you wipe out the screen with this weapon, making it worth needing to pause before firing again, or do you go with steady and sustained damage where you won’t really need to let up? This is the type of decision that will help you or kill you very quickly and it pretty well defines how successful you’ll be. You’ll still need mad evasion and aiming skills, no doubt, but if you give yourself foolish gear you’re simply not going to last.

If you’re looking for something to engage your reflexes with intense action one moment, your mind as you meticulously plan the next, and then start the loop over again, NeuroVoider will likely be right up your alley. The more I’ve played it the more it has surprised me by demonstrating it still has plenty of tricks up its sleeve. Above all it can be a pretty meaty challenge and one where you’ll feel like you’re steamrolling your opposition and then you’ll die because you pushed too hard too fast. Your energy and health are precious resources and you’ll need to keep an eye on them if you want to survive. If you’re up to the challenge, NeroVoider should handily deliver.

This preview is based on the current PC version of the game but should be representative of both the core look and gameplay of the final game on the Switch.


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TalkBack / Neon Chrome Preview
« on: September 04, 2017, 09:08:52 AM »

This roguelike shooter brings on an intense challenge but there's plenty of twin-stick shooting action to come with it.

http://www.nintendoworldreport.com/preview/45341/neon-chrome-preview

Long before it was announced as a Nindie, or even the Switch was fully-revealed, I was a fan of Neon Chrome on PC. It was one of the earliest roguelikes I played and once it got its hooks into me it also became one of my favorites. In this action-heavy twin-stick shooter you’ll get in a chair and inhabit the body of an avatar of sorts, always getting to choose between 3 distinct classes (each with its own enhancements and perks/deficiencies), that you’ll use to try to get further into the 30 levels of an office building, eventually facing off against the Overseer for control of Neon Chrome.

While it gets off to a very challenging start as you progress, collect money, unlock new weapons, and upgrade your abilities, you’ll slowly begin to become more powerful and capable of getting further into the game. About every 5 levels you’ll additionally be challenged to defeat a boss, which typically leads to a hectic and difficult fight.

The beauty in the game is that once you get rolling and have unlocked many of the game’s perks you will end up with a substantial number of options to control the flow of the game to suit your style of play. You’ll be able to play in a more stealthy way, hiding in shadows and setting up lethal ambushes, or barrel into situations with your guns blazing and shooting through walls to surprise your enemies, or any number of variations in between. Since you have limited control over which power-ups will be available to you, or when, in a given run you’ll need to learn to be versatile. Regardless of your loadout you’ll be able to wreak havoc and have some fun.

What I enjoy most about the game is the tendency for well-laid plans to go to hell in a hurry, leaving you to improvise quickly to get yourself out of trouble. Floor layouts and the placement of enemies can vary substantially from run to run but one constant is the tendency for there to be periodic well-placed tanks that will explode when you shoot them to help you shake things up nicely. If you’re up for a challenge to your brain, your shooting skills, and inevitably your patience at times, look for Neon Chrome to deliver them later this year on the Nintendo Switch.

This preview is based on the current PC version of the game which should be representative of the gameplay and general functionality of the version that will be ported to the Nintendo Switch.


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TalkBack / JYDGE Preview
« on: September 04, 2017, 08:59:38 AM »

While his name isn't properly Dredd, you'll be dealing out a lot of pain with a wide variety of weapons and enhancements but there is some surprising strategy in store as well.

http://www.nintendoworldreport.com/preview/45339/jydge-preview

Though, at a glance, JYDGE looks a lot like Neon Chrome (since it is based on the same core engine that shouldn’t be surprising) when you play the two games the differences jump out very quickly. Where the emphasis in Neon Chrome is working your way through floors of enemies accepting the roguelike path and choices you’re given, being expected to make the most of them, JYDGE is all about customizing to meet specific challenges.

While the popular Hotline Miami was a very different animal, the way JYDGE currently plays out (it is still in beta, and still being tweaked before final release) feels a bit similar depending on the task you’re trying to complete. In each scenario you’ll be given 3 distinct objectives, and most of the time these have a tendency to be mutually exclusive. One will typically be to complete some master goal, like kill a specific crime boss, while the other two will be more specialized.

Whether you’re looking to rescue hostages, complete the mission without being detected, or finish everything within a brief period of time (there are others as well) these other objectives often will require you to play and gear yourself very differently. This is where the game customization and unlockable skills come heavily into play. On some missions you may want to use a Chameleon skill to help you blend in, while in others you’ll want to armor up to be able to absorb more damage as you try to plow through quickly. For an additional challenge, there are also missions that will require you to only use your melee attack. Thankfully there are absolutely lethal enhancements to choose that will aid you in that as well.

It is this major difference that seems set to allow Neon Chrome and JYDGE to live in very separate spaces, and perhaps even be enjoyed by different people (though both are engaging in their own way). In some ways JYDGE plays out like a puzzle strategy game layered on top of a twin-stick shooter. Execution is still certainly vital but you’ll need to carefully plan your enhancements to maximize your chances for success and to progress further into the game.

This preview is based on the current PC build of JYDGE on the PC platform. At this point it is still possible substantial changes may be made to certain aspects of the game but the overall gameplay and setup should be representative. JYDGE is intended to launch on all major platforms sometime later this year.


74
TalkBack / Xenoraid Preview
« on: September 04, 2017, 08:49:34 AM »

Xenoraid will bring its combination of space shooting action and strategic decision-making to the Switch

http://www.nintendoworldreport.com/preview/45335/xenoraid-preview

Though there is a story sitting on top of Xenoraid to try to give the proceedings some element of flavor make no mistake, this game is all about space shooting action. You’ll be progressing through increasingly-difficult stages while encountering enemy fighters, asteroids, larger armored attack ships, and a formidable boss at the end of each chapter. In order to set itself apart from many shooters out there it also adds a strategic layer to the mix, having you work through all of this while managing four distinct ships.

There are at least three elements that these ships introduce for you to consider. First, you’ll have to make decisions on which you either favor or think could use some earlier enhancement when you’re given the chance to spend your battle-earned credits on upgrades. You could always opt to not repair some vessels but based on experience I wouldn’t recommend that.

Second, you’ll quickly figure out what your preferred ships are in specific situations, whether for the maneuverability, their primary attack, or their limited secondary weapons that can pack a serious punch. Each has its strengths and weaknesses and you’ll want to make the best use of the tools at your disposal so switching ships tends to happen often. You’ll also need to carefully keep track of each ship’s secondary weapon situation since that ammo is limited and there’s nothing quite like switching over to another ship for a big attack and coming up empty.

Lastly, as things get further in and the intensity increases, you’ll inevitably end up needing to carefully consider which ship you’re bringing into the action. A severely damaged ship will end up being destroyed if it takes any further damage and if you’re juggling multiple ships on critical it can lead to some tense gameplay, especially if it leaves you using a poorly-matched ship against tough enemies. There are tech enhancement choices that will help minimize the pain but since I’m not one who likes to lose anyone over the course of a mission I’ll generally try my best to keep everyone alive.

In addition to the base story mode there is also a more arcade-style Survival mode that will give you a set amount of money to work with to outfit your ships and then set you off to last as long as you can. This leads to some potentially interesting strategic planning as you need to manage your desires for firepower or survivability with your cooldowns on your guns, as well as a dimension of whether to invest in upgrading just certain ships or choosing tech that can benefit them all. Results will likely vary as you work out how you are best equipped to last when there’s no ending other than defeat, just with a potentially higher score.

This preview is based off of the current PC version of the game and is likely to be ported by 10 Tons as they bring over their titles to the Nintendo Switch. The timing is currently unknown.


75
TalkBack / Boost Beast Review
« on: August 28, 2017, 10:24:17 PM »

Not all mobile conversions coming to the Switch are awful, but this one is.

http://www.nintendoworldreport.com/review/45239/boost-beast-review

So far the Nintendo Switch has had a number of titles come over from the mobile space that have proven to be worthwhile ports. Often through sheer effort everything from presentation to controls are tweaked to make full use of what the system has to offer, making the ports seem like they were intended to be there in the first place. Boost Beast is not one of those games.

The basic setup throws your multicolored heroes into battle against waves of zombies in a cutesy, match-3 style game.  Zombie hordes will vary in their size and color as well, and this will affect your strategy and what you’ll want to prioritize to match. If you don’t keep up the zombies will continue to get closer to your little hero, eventually catching him and causing the game to end. For a little added oomph you have four rechargeable “boost monsters” (they look more like goofy wizards) that will add power-up blocks or shuffle the board to hopefully improve your chances. Aside from these details there’s not a lot to it, though with it being a match-3 there typically wouldn’t be an overriding story or theme.

As for the gameplay, there’s nothing glaringly bad, but it isn’t to say that there’s anything brilliant about it either. If you’ve played any generic match-3 puzzler out there, Boost Beast won’t offer any surprises. You’ll be looking to find matches of four or five pieces to gain a variety of powered-ups that will help you clear the board more effectively. There are special blocks and obstacles that require you to match next to them or to get a match with a block of the right color to clear them. There are times where you’ll need to focus on trying to match only specific colors as much as possible. With the exception of periodic boss battles where you to take down a silly-looking larger enemy that takes on more damage, pretty much nothing in the game deviates from the base formula. If anything, there are mechanics I’ve seen in other match-3 titles that I didn’t see in Boost Beast.

Getting back to the conversion effort, controller support is present and meets the game’s limited needs. Both the Joy-Con and the Pro Controller can be used to move a cursor  to choose blocks to shift. Where Boost Beast really shows a lack of love is in the move from a mobile game played vertically to the horizontally-oriented Switch. I could have seen the game going down at least two different roads in order to better fit the system’s screen. The ideal would have been to retool the levels to make them wider or perhaps even the art to make the blocks into rectangles in order to preserve all of the stages as they already exist. A secondary option, one that Namco Museum demonstrated is possible, would have been to allow the game to be played vertically while in handheld mode. Unfortunately, it does neither, instead opting to maintain the same playing field it had on mobile platforms, filling the sides with limited art and information. It doesn’t look bad on a TV or monitor, but in handheld mode the scale of the action is effectively smaller than it would be on most cellphones despite the large and luxurious Switch screen. This amounts to a major letdown and a substantial opportunity wasted.

Looking over the complete package there aren’t many notable features that make Boost Beast compelling, even for casual puzzle fans who are dying for a traditional match-3 to play on their Switch. The truth is, even if the game looks appealing to you in some form, if you have a smartphone of an average size you’re far better off getting the game in that space. It’s important for the Switch to have a diverse lineup that includes something for everyone. Unfortunately in the case of Boost Beast, even lacking an alternative for a simple and traditional match-3 experience, I have a hard time recommending it to anyone.


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