Archives for posts with tag: Nintendo

Switch console
I’m pretty excited about the Switch. I have to admit, I like the idea of a hybrid console quite a bit; while I love my home console blockbusters as much as the next person, I have a lot of admiration for my handhelds, because they offer games that either don’t see release on home console, or that just make sense to play on a smaller screen wherever you are. Games like Danganronpa, Steins;Gate and Bravely Default, and others like Rhythm Thief, Yomawari and Etrian Odyssey make systems like the Vita and 3DS worth owning, so the prospect of a machine that gives me both my handheld fix and Nintendo’s evergreen home console titles certainly excites.

Before the unveil, when rumours of a hybrid console were still just that, Nintendo moved to consolidate its handheld and home console teams, leading many to believe that their new machine would give gamers the best of both worlds in one box, offering a steady stream of typically home console-style titles and more traditional handheld fare, all in one place. Post-reveal however, the waters were muddied somewhat when Reggie Fils-Aimé, President of Nintendo of America, stated that the Switch would not serve as a replacement for the company’s current handheld, the 3DS. This statement was further strengthened when, during a Nintendo Direct stream for the Fire Emblem series, a new handheld-only title was announced.

Of course, it’s a good thing that Nintendo are continuing to support their 65 million-strong 3DS userbase, but the only thing I could think in the aftermath of that announcement was, “why couldn’t they put that on the Switch as well?”

Fire Emblem Echoes: Shadows of Valentia, a ground-up remake of the Japan-only 1992 Famicon game Fire Emblem Gaiden, lands on the 3DS in May, just two months after the Switch itself hits store shelves supported by a pretty meagre launch line-up. Of course, by May, new Switch owners will also be able to get hold of Mario Kart 8 Deluxe, a Game of the Year-style port of the Wii U kart racer, as well as, presumably, a handful of other games, such as Disgaea 5 and Puyo Puyo Tetris. And while there was also an announcement for a new, Switch-only Fire Emblem at that Direct presentation, it won’t see release until sometime next year. So it strikes me as a bit odd that Nintendo didn’t think to put Echoes out on both systems, giving gamers the choice of where (and how!) they want to play the game, while also bolstering the Switch line-up at the same time.

It seems to me that Nintendo have an opportunity here to both beef up their new console’s catalogue and transition gamers over from the 3DS, by releasing those handheld games – and I’m making the assumption here that Echoes won’t be the last ever game made for the 3DS – on the Switch too. One problem here could be price, as gamers aren’t likely to pay significantly more money for a game that they could just get on their existing 3DS, and pre-order pricing for Switch games is currently a bit out-there (Super Bomberman R for fifty quid, anyone?). What I’d like to see Nintendo do is to make the games available on the same day and, crucially, at the same price for both systems. I’d be perfectly happy to pay, say, £30 to play a Fire Emblem Echoes or a Link Between Worlds-style Zelda adventure on my Switch, filling the gaps between the likes of Splatoon 2 and Super Mario Odyssey.

Project Octopath Traveler, from the Bravely Default team, suggests we will see smaller-scale, traditionally handheld-style games on the system.

Project Octopath Traveler, from the Bravely Default team, suggests we will see smaller-scale, traditionally handheld-style games on the system.

This is a new concept for a games machine, one that can be used as either a handheld or a home console, so lets see it take advantage of that unique selling point and bring as many games into our hands as possible. Handhelds like the 3DS and Vita are overflowing with tons of little Japanese curios, visual novels, old-school jRPGs and rhythm-action games, and sadly, eventually those systems are going to be put out to pasture. I want the Switch to pick up that slack, to continue that legacy, while pushing up the minimum target spec, allowing for more technically-impressive handheld games while also bringing Nintendo’s stellar home console output right into my lap, all at the same time. I want to see Nintendo really embracing the handheld aspect of the Switch; I want to see it become a super-powered successor to the Vita and 3DS as much as it is a sequel to the Wii U, even if they do keep insisting its primarily a home console.

Because if they mean to support the Switch and the 3DS separately, we have to wonder why they ever bothered to merge their handheld and home console teams in the first place.

Nintendo Switch
Nintendo have finally unveiled their next platform, and it’s called Nintendo Switch.

Coming next March, Nintendo debuted the machine in a three-minute lifestyle video this afternoon, and it seems the rumours were right. The Switch sees Nintendo merging their handheld and home console strategies into one flexible platform, with a tablet that you can either attach tiny controllers to and take on the go, or dock at home to connect to your television. The console uses 3DS-like cartridges for its games because, obviously, you aren’t going to want to take a wallet of optical discs with you when you’re out and about, and while handy, this would seem to be the death knell for physical backward compatibility.

We’re yet to see official specs for the system, but NVIDIA this afternoon revealed that the Switch is powered by a custom Tegra system-on-chip – an ARM part, and another detail that has long been rumoured. Given that we don’t know what this custom SoC actually is (both X1 and the upcoming X2 have been rumoured), it’s difficult to guess at how the Switch will perform – at least relative to the Wii U, as it’s unlikely to trouble either Xbox One or PS4 in performance. But more important than that, surely, are the games that the machine will run.

If the leaks and rumours have taken a bit of the surprise out of the console reveal, there was at least the unexpected appearance of the upcoming Skyrim remaster in the reveal trailer, as someone was shown playing Bethesda’s fantasy RPG on a plane, before returning home to dock the tablet and continue their adventure. Also present were Mario Kart 8 and Splatoon, two titles which have been rumoured to be getting ports to the new platform, as well as The Legend of Zelda: Breath of the Wild, NBA 2k17 and a 3D Mario game. Nintendo have also announced a selection of the third party support the Switch will, hopefully, enjoy, which includes names like Telltale, Take Two, From Software and more. You can see a larger list on this handy slide.

So let’s talk a little more about the hardware. As above, we don’t have specs yet, but we can talk in a bit more detail about the ways in which you’ll play the Switch. The tablet comes with two small detachable controllers, each containing an analogue stick and a collection of face buttons. These ‘Joy-Cons’ can be used separately, with one in each hand, or attached to a controller-shaped unit called the Joy-Con Grip to create a more traditional, albeit odd-looking, controller option. The Joy Cons can also be used for multiplayer games, with each player using one, and then there’s the Nintendo Switch Pro Controller as a separate option.

Swicth Options

It’s an interesting strategy for sure, and I think it makes sense given Nintendo’s relative strengths; their handhelds have pretty much always outpaced their home consoles in sales, and it’s hard not to argue that the 3DS has enjoyed better third party support than the Wii U. Indeed, even in an apparently shrinking handheld market, the 3DS has managed almost 60 million sales, so it’s not a bad idea for Nintendo to make an attempt at unifying both of those markets. With the Switch being fully capable of handheld play, it’ll be interesting to see how long the company continue to support their current portable system, but if the Switch comes in at a reasonable price and gets the next mainline Pokémon game, it could do very well for itself indeed.

The Switch concept is unlikely to do much for those that have been clamouring for Nintendo to just release a simple, traditional home console free of gimmickry or new ideas, but as someone who plays handhelds quite a lot, I’m pretty optimistic about it. I love my Vita, but one of the reasons I was excited for it in the first place was the promise of console quality games on the go. While there’s still a ton of interesting games coming to that platform, the bigger budget titles have long since dried up. With Switch, the possibility has returned, and even if third party content does slow to a Wii U-style trickle, there’s still the promise of playing Nintendo’s own games, like Breath of the Wild, while you’re on the go.

For now, we’ll have to wait for hardware specs and launch pricing, but you can check out the unveil trailer below.

Tomorrow, the sequel to one of the 3DS’ most celebrated jRPGs hits European shores, as Square Enix’s Bravely Second: End Layer lands on store shelves. Like Bravely Default before it, the sequel is also getting a deluxe collector’s edition, and because I bought that, I also bought this. Because I’m a sucker for limited editions.

So, what’s in the box? Well, it’s a similar deal to the first game, containing a large art book (the main draw for me), a figurine and a mini soundtrack CD alongside the game – there’s no pack of cards this time, however. One of the things that surprised me with the original game’s limited edition was the size of the box, and there’s little change here; while the box is a different shape, it’s still huge. Where am I going to put this thing!?

Bravely Second Deluxe Collector's Edition

Opening the box, we’re greeted with a lovely piece of black and white art of new character Magnolia on the inside lid, as well as a look at the game box, the soundtrack CD, and the miniature figurine of Agnes in a small box, all sitting in a cardboard tray. Lifting out this tray, we find the art book hiding underneath.

Bravely Second open box

Below, you can get a look at the full contents of the box, before we take a closer look at a couple of the items.

Bravely Second full contents

Probably the only complaint levelled at Bravely Default‘s collector’s edition was the quality of the included Agnes statue. While quite large and weighty (I believe it’s made of polystone), the paintjob was pretty messy, and it just didn’t really look like Agnes at all. That’s been fixed for Bravely Second; while the figurine is much smaller and made of plastic, it actually looks like Agnes, and is a much greater representation of both her in-game look and Akihiko Yoshida’s artwork. In the gallery below, you can see a comparison of the two, but here’s a close look at the figure itself.

Bravely Second Agnes figurine

Last up, here’s a look at the art book, the headline item as far as I’m concerned. Unfortunately, it’s not hardback like the original game’s book, however, we’re getting a much thicker tome this time, and it’s not just an art book. Here we have a full design works book, collecting production sketches and artwork from right across the game’s development. Included are the original Japanese notations, complete with English translations. I haven’t looked too deep into it for fear of spoilers, but a quick flick through suggests this book will be an absolute must have for fans. Also, upon opening it, we’re treated to that same piece of artwork of Magnolia that I mentioned earlier, only this time in glorious colour. See more, including a couple of comparisons with the original book, in the gallery at the end.

Bravely Second Design Works

Overall, I’m very happy with my purchase. Coming in a little cheaper than the original Deluxe Collector’s Edition, with a couple of definite improvements over some of the included items, it’s a nice treat for fans. Now I just have to find the time to play the game! For now, enjoy the gallery, and the game if you’re getting it this week.

Theatrhythm Curtain Call 3DS pouch
Today, the sequel to one of my favourite games of 2012 hits the 3DS. Theatrhythm Final Fantasy Curtain Call, to give it its full, unwieldy name, is the follow-up to Square-Enix’s rhythm-action Final Fantasy compendium, and it’s fit to bursting with more music, more characters, more modes and even more fanservice. I’m a sucker for pretty much anything FF, especially its music, so I was glad when Theatrhythm turned out so well. And I of course ordered the Collectors Edition of Curtain Call, which has just arrived. So let’s take a look at what you get in the box.

Theatrhythm Curtain Call collectors edition

It’s quite a large box for a 3DS game, and it’s pretty similar to the one Final Fantasy XIV: A Realm Reborn came in, with a sturdy box covered by a card slipcase. Inside is a collectors pouch for your 3DS emblazoned with the cast and logo, and unfortunately for me, it’s for a 3DS XL. I can still use it to store my launch model console, of course, but it won’t be a snug fit.

We’re also treated to five platinum CollectaCards of the kind found in the games. The pack of five contains Edgar from Final Fantasy V, Zack from Final Fantasy VII/Crisis Core, Yuna in her X-2 appearance, Final Fantasy XIV‘s Y’shtola and finally Ramza from Final Fantasy Tactics. All the cards are double-sided, with character art on the front and a short bio on the reverse side. You can see the back of Zack’s card in the gallery below.

Theatrhythm Curtain Call CollectaCards

Finally, we have two CDs to listen to. The first of these is the same five-track remix CD that also comes with the cheaper limited edition version of Curtain Call, while the second is a 20-track ‘best of’ collection, which includes untouched music from across the series. These two discs come in the same jewel case, and you can see the full tracklisting for both in the gallery.

That’s it for collectors goodies, but printed on the manual is a note stating that those who’ve played the demo (like me!) will begin the game with some characters already unlocked and ready to go.

For £45, I’m pretty happy with what I’ve got here. I’m about to get started and I can’t wait to spend another 90 hours on the new game. My 3DS is pretty much sorted for the next year.

Hyrule Warriors treasure chest
Tomorrow, Nintendo’s first big title since Mario Kart 8 hits the Wii U, and this one’s a little different. For the first time in four years, Nintendo has given an outside studio the keys to one of its biggest franchises, and the result is a curious mash-up of two separate worlds.

When Hyrule Warriors was first revealed, I thought it looked pretty bad. I had no interest in it at all, despite (or perhaps because of) my deep love for the Zelda series. However, as more of the game has been shown in the months since its unveiling, the more interested I’ve become. I’ve noted this before, but Hyrule Warriors strikes me as a massive Zelda fanservice project in the guise of a Musou game, and it’s certainly a great way to draw those unfamiliar with the Dynasty Warriors series, like me, into the franchise.

Taking characters and settings from the much-revered The Legend of Zelda series and matching it to the tactical action of the Dynasty Warriors franchise might seem like an odd fit, but it works quite well in practice. As a total Musou noob, I’m enjoying Hyrule Warriors a great deal – it’s huge fun to storm through the massed ranks of bokoblins and stalchilds (stalchildren?), sending dozens of them flying into the air with a single sweep of Link’s spin attack or Impa’s enormous Giant’s Knife.

Of course, these are just the foot soldiers of the enemy forces, and there are hardier foes to tackle on the battlefield. The tactical side of the game comes in the form of a number of keeps on the map, which can be both captured for and lost by you and your allies. To take a fort, you’ll have to lay the smackdown on a large number of foot soldiers before the keep boss, a larger, sturdier variant, comes out to see what’s going on. Defeating these foes wins the keep. And then there are special enemies out there to grapple with, foes like the nimble, fire-breathing Lizalfos or the shrieking Gibdo.

Hyrule Warriors Dodongo

But it wouldn’t be a Zelda title without some memorable bosses, and so there are of course some huge screen-filling monsters to contend with. When King Dodongo gets dropped into the middle of Hyrule Field surrounded by hundreds of Bokoblins, it seems like utter chaos. By this point though, you’ve unlocked bombs, and we all know what happens when you combine bombs with King Dodongo’s gaping maw. Later on, you’ll fend off Gohma as it launches a massive assault on the Great Deku Tree, and by then you’ve found a bow and arrows (in a chest, of course). And again, you know how you need to take the boss down.

This might sound like a negative, but it’s really not. Here you are battling through familiar places, against familiar foes in familiar ways, and it’s this huge dose of nostalgia that makes the game feel that it’s as much a Zelda game as it is a Warriors one. These battles are freshened up by a heightened sense of urgency that’s never really seen in the Zelda series; during that battle with Gohma, the armoured arachnid was occupying my home base, and if I hadn’t taken him down in time, it would have been an instant game over. It was a close run thing, and defeating it in time to save the Great Deku Tree was an early highpoint.

If it’s not clear yet, the game is utterly drenched in a deep love for the Zelda series. It’s not just seen in the locations, characters, bosses and iconic items like Link’s bombs and bow. It’s seen in the mix of musical themes from across the series that plays over the title screen. It’s seen in the mix of art-styles throughout, with storyboard sequences taking on a Wind Waker aesthetic, while the in-game graphics are reminiscent of both Twilight Princess and Skyward Sword. It’s even seen in the loading screens, with an 8-bit Link running around avoiding NES octoroks. The development team’s love for the source material is visible everywhere throughout the production, and it makes it a real treat for fans of the venerable series.

Hyrule Warrios Impa special attack

There’s plenty of stuff I haven’t had a chance to look too deeply into just yet, like the crafting mechanics that allow you to create buff-conferring badges, or the Smithy, who can transfer skills from one weapon to another. Then there are multiple characters and weapons to unlock, and other modes to play through, like the bite-sized missions of Adventure Mode – this genuinely feels like a game that could last me for a good few months. I have, however, had a chance to play as Impa, and I think she’s set to become a fan favourite here. Her play style is massively satisfying, with every swing of her massive Giant’s Knife conveying the weapon’s full heft. She starts off with a great, heavy-hitting combo that ends with her summoning a massive ball of water to take out foes at a distance, and not only is it useful against enemies in the lava-drenched Eldin Caves, but it looks absolutely spectacular.

And the game does occasionally look a bit special. It’s not a graphical showcase by any means, but when there’s a sea of enemies on-screen and various graphical effects going off as your character spins, pirouettes and poses, it often manages to look rather beautiful. If I have one complaint though, it’s the map. It can often be rather difficult to read in the heat of the moment, making it quite easy to lose your way as you rush off on another time-sensitive errand, but I’m hopeful that it’s something I’ll adjust to after a while of play. Surprisingly, you can’t use the GamePad screen to display a larger, more detailed map – as it stands, it just lists your objectives and there seems to be no way to change that. Given that the map is an essential part of your strategy, this is quite the oversight. At least in the opening stages, you’ll likely find yourself pausing the game to properly scrutinise the map and see where you need to go.

It remains to be seen whether the constant combat of Hyrule Warriors will prove wearying in the long run, though it’s certainly far less one-note than I had expected. There also seems to be plenty to unlock, including a large number of Zelda universe characters to get to grips with, each of which seems to handle very differently. At the very least, I’ll be playing through the entirety of the story before jumping into Adventure Mode to see how that helps to extend the experience.

Bayonetta 2 finally has a launch date!

Late last night Platinum Games’ Yusuke Hashimoto and Akiko Kuroda announced, via the wonderful medium of the Nintendo Direct broadcast, that the Wii U exclusive will launch on October 24th, and it’ll come in three flavours for those of us in Europe.

First up, we’ll be getting the solus version, which contains Bayonetta 2 and… nothing else. Nope, it doesn’t come with a copy of the Wii U port of the first Bayonetta. If you want that, you’ll have to plump for the Special Edition, which packs both games, each in their own game cases, into a card slipcase.

But then there’s the First Print Edition. This is more like the kind of product you’d expect to carry a ‘special edition’ label, packed in an exclusive box (apparently bound in leather) shaped like the Book of Angels, the in-game tome that details the Hierarchy of Laguna. This lovely box contains both games in their own game cases, with a bonus art book contained within the packaging itself. You can see the First Print Edition below, and as an aside, it’s nice to see the cover art for the first game mirroring the original, Kamiya-approved Japanese art from the original release.

Bayonetta 2 first print edition

I’m sure it’s common knowledge by now that I am a sucker for a limited edition, so it should come as no surprise that I wanted this as soon as it was announced. It’s a shame that the art book isn’t a proper book, especially for a game like Bayonetta that has incredible artwork (seriously – hunt down a copy of The Eyes of Bayonetta if you don’t believe me), but I’ll still eagerly pore over those pages. It appears to be exclusive to Game in the UK (at least at the time of writing), costs £59.99 and is limited to 15,300 units, so if you want one you’d better jump in and secure a pre-order now. I’ve already secured mine.

Also announced in last night’s broadcast, which I’ve embedded at the bottom of this piece, was a new Nintendo-themed outfit for Bayonetta to wear. I thought the Peach, Samus and Link costumes were a little bit odd when they were announced back at E3, but this one… this is something else.

Bayonetta Starfox Fox McCloud whygodwhy

Why God, why?! What did we do to deserve this!?

Truly, I’m sorry you had to see that.

But anyway, that can happily be ignored in favour of the stunning action Bayonetta 2 will be bringing us when it launches in seven weeks. The Direct itself is a good watch, and takes time to explain a few things for those new to the series, but keep watching for the epic lengthy trailer at the end – it looks utterly mental, exactly the kind of thing I’d expect from one of my favourite games of the last five years. It looks like Platinum are throwing everything they’ve got into this game, and I can’t wait to get my mitts on it.

In a new Hyrule Warriors-focussed Direct broadcast, Nintendo today announced that Ganondorf, the main antagonist of the Legend of Zelda series, will be a playable character in the upcoming Warriors/Zelda mash-up.

His appearance in Hyrule Warriors seems to give a nod to Skyward Sword‘s Demise; both are hulking, top-heavy characters, have the same long red hair, and they each carry a huge, black serrated blade. Players will also be able to get new costumes for Ganondorf, changing his appearance to match that of Ocarina of Time and Twilight Princess. Costumes from those same games will also be available for both Link and Zelda, and all of them can be obtained by registering the game on Club Nintendo. You can see all the costumes in the video below.

Ganondorf joins Twilight Princess‘ Zant and Skyward Sword‘s Ghirahim on the side of playable bad guys, while on the heroes’ side we have Link, Zelda, Sheik, Impa, Darunia, Princess Ruto, Midna, Agitha, Skyward Sword‘s sword spirit Fi and all-new character Lana, to bring the total playable character count to 13.

Elsewhere in the Direct, Koei Tecmo’s Yosuke Hayashi gives us an introduction to mission structure and character progression, as well as detailing some of the trademark Zelda elements that will be present in the game, such as using bombs to help take down King Dodongo – bombs that you will, of course, find in a chest. Nintendo’s top Zelda man, Eiji Aonuma, also appears throughout to introduce more small-scale franchise elements that will appear in Hyrule Warriors, such as cuccos, cutting grass and gold skulltulas.

It’s a good watch for fans of the Zelda franchise who may not have dabbled in the Warriors series before, like myself. Not only does it give a good indication of what to expect from the game, but we can also see how some of the characters handle in battle. Surprisingly, I’m quite looking forward to getting to grips with Lana’s combat style – who wouldn’t want to ride into battle on the back of the Deku Tree Sprout, or summon a giant cucco to vanquish your enemies?

The Direct also details Hyrule Warriors‘ Adventure Mode, which presents specific missions on a grid styled after a top-down Zelda map – appropriately rendered in an 8-bit aesthetic. Each block on the grid represents a mission with its own objectives – the challenge shown in the video is to defeat 300 enemies in ten minutes – so it seems like it’s essentially a challenge mode, and completing a challenge unlocks the adjacent blocks, opening up more objectives to tackle. Using exploration items on the map screen, you can also uncover new weapons or heart pieces that may appear as rare drops in the missions themselves. It also sounds like Adventure Mode is the only way to unlock some playable characters, which is unfortunate for those that aren’t drawn to challenge mode-type gameplay.

Hyrule Warriors is shaping up to be quite a celebration of the Zelda series, and this can be felt in the variety of stages featured in the game. The broadcast focuses on three of the areas we’ll be able to battle through; Ocarina of Time‘s Lake Hylia, Twilight Princess‘ Twilight Field, and Skyward Sword‘s Skyloft. I’m genuinely looking forward to paying Skyloft another visit, but that music – I don’t like what they’ve done with ‘Ballad of the Goddess’. I get that the background music needs to be faster-paced to accommodate the action, but it just doesn’t work, for me. Having said that, the up-tempo rendition of Twilight Princess‘ field music works really well, and I doubt I’ll be able to refrain from whistling along with it.

Development of Hyrule Warriors was completed just over a week ago, in time for it’s Japanese release on August 14th. We in Europe will be getting our hands on Nintendo and Koei Tecmo’s collaborative effort on September 19th, and if you’re willing to give Game fifty of your hard-earned pounds, you can get a Limited Edition that comes complete with a replica of Link’s primary-coloured scarf.

hwscarf

Standard edition for me, then.