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New Nintendo Switch Gets Rare Discount
The holiday season is finally behind us, and ahead lies a full year of exciting new game releases, announcements, and sales. But while you can expect to find even bigger discounts on last year's hit games and huge price cuts on the PS4 and Xbox One, there's one product that still rarely wavers from its MSRP: the Nintendo Switch. Even during Black Friday, the Nintendo Switch was conspicuously absent from all the major retailers' sales, and Nintendo's official holiday bundle featured the older model Switch without improved battery life.
However, if you've been holding out for the new Nintendo Switch, there's a nice discount right now at Ebay, where a brand-new, factory-sealed console is selling for $286. As with all Ebay deals, that includes free standard shipping. This deal ends in two days.
Sure, that's saving you about $15, but considering the console is still at full price elsewhere (and even sold out at Amazon), this is a solid deal if you're looking to pick up the new Switch this month. You could even spend that extra $15 to pick up some new games in the Nintendo Eshop, which has some nice Switch deals available right now.
The new Switch model's most appealing feature is, of course, the longer battery life, an important factor for those who prefer to play the system in handheld mode. The new Nintendo Switch has a battery life of 4.5 to 9 hours, depending on the game you're playing, while the old model taps out at 2.5 to 6.5 hours.
Feature: Nintendo Life eShop Selects – December 2019
We may well have safely arrived into 2020, but there’s one last thing we need to do to wrap up 2019. That’s right, it’s the Nintendo Life eShop Selects!
These awards aim to celebrate the best of Nintendo’s digital store, giving some love and attention to the games that could so easily be missed in the Switch’s ever-growing library.
So, let’s get started! Here are the best Switch eShop games of December 2019!
Honourable Mentions:
While these titles didn’t quite make our top three this month, they’re still certainly worth checking out.
Publisher: FLARB / Developer: Wiznwar
Release Date: 23rd Dec 2019 (USA) / 23rd Dec 2019 (UK/EU)
Taking third place this month is Demon’s Tilt, a gothic take on pinball that’s had us bouncing off the walls over the past couple of weeks. The game isn’t for everyone – unlike other pinball games it only has one table and the difficulty can get pretty brutal – but it does offer a pinball experience of stunning depth and complexity which rewards methodical players who aren’t afraid to invest their time. Add in the ability to play the game in TATE mode and you’ve got yourself a winner.
Publisher: SEGA / Developer: Creative Assembly
Release Date: 5th Dec 2019 (USA) / 5th Dec 2019 (UK/EU)
In second place this month is Alien: Isolation. If you’ve already played this one, you probably don’t need us to tell you why, but to put it simply, this is one of the best horror games available on Switch. We went as far as calling it a survival horror masterpiece in our review, praising it for its excellent stealth-based gameplay, wonderful motion control integration, and plenty more besides.
If you like survival horrors, consider this a must-play.
Publisher: Yacht Club Games / Developer: Yacht Club Games
Release Date: 10th Dec 2019 (USA) / 10th Dec 2019 (UK/EU)
The game has topped our pile of December games in part thanks to its status as ‘the last core Shovel Knight game ever maybe’, but also because it’s yet another fantastic expansion to the series in its own right. It’s hard to say whether this one is the best of the bunch, but it’s certainly a welcome addition and one that fans of the series will want to get stuck into.
King of Cards has cemented the Shovel Knight series’ status of being a legendary platformer, and we’d urge you to dive right in.
How we decide our eShop Selects top three: As we reach the end of every month, the Nintendo Life staff vote on their favourite titles from a list of games selected by the editorial team. To qualify for this list, these games must have been released primarily as a digital Nintendo Switch eShop title in that particular month, and must have been reviewed on Nintendo Life; we select the qualifying games based on their review scores.
Staff are then asked to vote for three games that they think deserve to sit right at the very top of that list; first choice gets 3 points, second choice gets 2 points, and third choice gets 1 point. These votes are then tallied to create a top three list, with the overall winner taking that month’s top prize.
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The following blog post, unless otherwise noted, was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
If you are familiar with my previous post when I shared a few insights on what makes the hyper-casuals click, you’d remember how I fantasized about something called Gratification in almost every paragraph. It’s not a bad thing to fantasize about if you are a Game Designer or someone who loves crafting engaging experiences.
You’d wonder what took me so long? Good question. But you know, I have a life (just kidding, I don’t). On a serious note, I’ve wanted to pen down my thoughts but preparing Possessions for Apple Arcade kept me occupied.
But here it is, a post dedicated entirely to Gratification and why I feel it’s one of the most essential ingredients for a recipe we call “fun”. As a matter of fact, the game in conversation is the first mobile game which made me spend close to $500 on in-app purchases, I do declare, all thanks to the pleasant experience crafted with care and polish.
Ready? Let’s go!
Now, because I haven’t been able to spend enough time on my consoles or PC since last few months, I’ve been playing a lot of mobile games. Some good, some very good. The idea about exploring gratification and how to tackle it came to me when I got hooked to a game called Nonstop Knight 2, a sequel to the hit, you guessed it, Nonstop Knight, by Flaregames. It’s a top-down dungeon crawler in which the character runs and attacks automatically, while the player controls his special abilities. As you explore and raid dungeons, you gain access to new and improved equipment which improves your power in the game. A simple loop, right?
Don’t get fooled by its simple core loop, this game has layers of depth built into it in terms of gameplay and meta. For those who haven’t played the game, allow me to explain a few key aspects of it.
It all starts elegantly without any lengthy onboarding or tutorials. As soon as you boot the game, you see a good-looking Knight with the option to customize his look and nickname. Hit the “OK” button, and you see the Knight running around in a dungeon on a pre-defined path. The auto-running Knight is soon welcomed by two enemies. You see the Knight killing those weaklings in a couple of hits. Once you are done digging their graves, a big blue button pops at the bottom, and the game pauses for your input. You tap the button and see the Knight deliver a terrifying blow. That’s how you learn about your only interaction in the game. Don’t get me started on how satisfying it feels when you hit the enemies, watch them explode in a chunk of shards with a minimal screen-shake to go with it. We will, of course, come back to all of this later.
Once you are done with a dungeon, you win a chest which rewards you with new and powerful gear, and the game teaches you how to equip them. That’s one good example of getting your player in the game with the least amount of tutorial and get them playing asap!
As you learn about the gameplay and equipping items, the ‘tutorial’ ends with inviting you to explore more dungeons and get powerful. Who’d possibly refuse this offer?
Tell me more!
Alright, before we dive deep into the elements which contribute towards the gratification, you need to understand the core gameplay and meta. I, for one, adore the design decisions taken to make sure NK2 attracts a much wider audience, being a soft-core dungeon-crawler it is.
The core
As mentioned earlier, NK2 is a top-down dungeon crawler with a few twists to make it work efficiently on a mobile device. The character attacks automatically, and the player’s only interactive responsibility is his special abilities. Abilities include dealing a severe blow, setting things on fire, dashing away/towards the enemy, to name a few. Of course, using these abilities at the right time is what keeps you going, especially while raiding a hard dungeon where you can’t rely on your auto-attacks to do all the work for you. And not to forget, you can’t spam your way through the dungeon with your abilities since it costs mana and you don’t have an unlimited supply.
This is what I believe is one of the most crucial and well-thought design decisions the developers made. Considering the platform’s shortcomings, the game offers a sweet relationship between an idle game and an RPG. By cutting down the interaction, it enables the game to be enjoyed anywhere, holding the phone with a hand or two. Part of the credit goes to the portrait orientation, which makes it easier for the player to handle the game. And to make sure the player is well-invested in each session, the use of special abilities subtly promotes player’s participation while empowering him to feel like a vital piece in the machinery.
The progression
You don’t run and kill without a substantial purpose in the game, of course. The game has a robust progression system which complements the core mechanic very well.
At the time of writing, there are a total of (9) Worlds in the game, with each world having multiple dungeons, and dungeons further divided into floors (sub-dungeons). Moreover, dungeons frequently come equipped with modifiers to stir things up. For example, one of the dungeons in World 8 has a modifier “Paranormal” which allows the enemies to have accelerated mana regeneration, making them use abilities more often. And you’d be happy to know that each world can be completed in three difficulties in the search for better rewards, promoting replayability. To complete a World, you have to fight through different enemies in each dungeon. Completing a dungeon rewards you with Chests and XP. To open a Chest, you need to have enough ‘Keys’, which is the game’s way of using the energy system for pacing the progression. You can still play the dungeons if you run out of Keys (which auto-generate in regular intervals). Again, you won’t get any Chests after completing it, just some coins, gear-upgrade ingredients and XP.
As you find and equip gear, you enhance your ‘Power Rating‘ which tells you how ‘powerful’ your character is, and tells you if a dungeon is easy or hard depending upon the difficulty of the dungeon which is also conveyed via the Power Rating. So to play a dungeon with 100 difficulty, it’s best to have your Knight’s Power Rating to be 100 or above.
How do you increase your Power Rating? You see, each gear you find comes with a Power Rating as well, and the gear you currently have equipped to your character contributes towards your total Power Rating. This makes you spend most of your time in search of powerful gear. However, you can be even more “powerful” by equipping passive (Talents) and active abilities (Skills). Remember the only interaction you have in the game? That’s what Skills are.
Skills are active abilities which cost mana. Talents help you in the background.
To summarize, the game will have you raid dungeons to find powerful gear which makes you unstoppable against the enemies, until you encounter someone more powerful, forcing you to repeat the loop to relive your profound memories.
(something about) The Meta
This is where things get interesting. You’d think that NK2 is too simple to grab your attention for a long time, but you’d be surprised to know how wrong you are. Although the game flaunts a simple core loop, you’d notice that it’s neatly supported by a strong meta. Let me try and cast some light on it before we move on to the major attraction of this post.
So far, we’ve learned two salient facts about this game:
You raid dungeons as a Knight who is capable of moving and attacking automatically.
Raiding dungeons allow you to obtain loot, which makes you more powerful.
At this point, I’d like to mention that these two facts alone are enough to drive engagement for most of the users, but for those who are fond of licking the game inside-out, NK2 offers a little something to satisfy your desires.
Each weapon comes equipped with one of the Elements (or modifiers) namely:
FIRE: deals fire damage.
VOID: deals void (magic) damage.
FROST: deals frost damage.
PHYSICAL: the standard element which does physical damage.
Deciding your loadout becomes important because you can magnify the effects of your gear by selecting the right set of Talents (passive abilities) in the game. For example, a Talent called ‘Delayed Bolt’ allows the Knight to deal an additional 25% VOID damage, so it only makes sense to hold a weapon which has the VOID element attached to it. Similarly, you unlock other useful Talents which reward you with passive and active support when coupled with the right kind of Element on your weapon.
Of course, you can upgrade your Talents to improve their effectiveness. Upgrades come in the form of duplicates which are dropped as part of your loot, and you can enhance your Talent when you have enough copies using Coins.
Last but not least, each gear you find is part of a Tier (Legendary, Epic, and so on…) and a Collection. Having a loadout where multiple items share the same Collection also reward you with additional perks, further enhancing your Power in the game.
Phew! I feel like I still have so many things I haven’t talked about, but then I remember that the reason I wanted to talk about this game is totally different. You guessed it right, it’s time for the secret ingredient!
The Star of the Show
If you came here for gratification but landed here after reading a whole lot about everything but gratification, my apologies. But I felt that it was important to highlight the critical gameplay aspects before sharing about how each feature is a beautiful wedding of functional yet appealing eye candy and game mechanics.
With games flooding app stores daily, unfortunately, you have to rely on the visuals to let your potential customer even click on your store listing. Think about the last time you clicked on a game which didn’t have a good store icon and you’ll know what I mean. Visuals play a significant role in attracting users towards your game, and NK2 exceeds in this domain.
Look at that icon – how tempting!
Art Style
The minute you boot up the game for the first time, you’ll be fascinated to see a cartoony 3D art style with quirky animations and vibrant colours. Everything from characters to UI conveys that the designers spent a good amount of time presenting a high level of polish. The multi-tab UI is easy to navigate, with only a handful of buttons. After trying out a bunch of other idle RPGs like AFK Arena where I got puzzled by a variety of modes & mechanics, NK2 felt surprisingly simple to get into. I don’t mean AFK Arena is a bad game in any way, but NK2 cater to a different target audience, preferably players who are not used to hardcore RPGs. So it only makes sense to keep things straight with a minimal learning curve.
AFK Arena often made me miss the sense of ‘control‘ I have over the game. I’d openly confess there are still specific modes/mechanics that I even don’t understand. I participated just to get some extra XP and rewards. Coming back to NK2, it all comes together harmoniously, and I feel like I have good ‘control‘ over each and every aspect of the game. From daily missions to the campaign, it all just makes sense. But things might be different for other users. After talking to a few mobile idle RPG fanatics, I found out that NK2 didn’t offer enough depth, mainly due to lack of extra engagement features. But that’s subjective. For someone like me, who’s just starting my journey into the magical world of mobile RPGs, I felt that NK2 scratched my itch perfectly.
AFK Arena – things look confusing at first glance. NK2 – everything is easy to grasp. AFK Arena – storefront. NK2 – storefront.
Again, this is not a comparison of good vs. bad, I wanted to share these images to give you an idea of how two games with similar playstyle can look entirely different and appeal to a different audience. I find NK2‘s UI clean and easy to navigate, something I found missing in AFK Arena.
The Eye Candy
This is where the game truly shines. I’ve begun to realize that there’s another force in action behind games like NK2. A force so strong that it compels you to engage every day and for what? For the pleasure received by performing an action, even with something as simple as hitting an enemy.
Notice how each hit on the enemy is validated via a subtle white flash and how charming it is to see an enemy explode into shards, which then fly towards the progress bar. A subtle screen-shake with fluid visual effects, all running effortlessly on 60 FPS makes even a repetitive action a joy to watch. The progress bar gives you a sense of completion and reaffirms your presence in the dungeon. You know you are blazing through a dungeon when you see a gazillion shards fill up the progress bar at light speed, informing you about the duration of your current session visually.
And when that’s not enough, you are also greeted by fancy appreciative texts such as “Spectacular” when you kill a lot of enemies together, verifying the fact that you are the most potent Knight to ever cross this dungeon.
I can’t talk about gratification without mentioning Skills. If you followed along, you’d remember how you have specific active abilities in your arsenal which makes the enemy resent you even more. Not only each ability has different use cases, but all of them also look beautiful to execute, making it harder to pick your favourite. To give you an example, here’s the “Flashfire” skill in action.
Look how beautiful it is to dash with a trail of fire on the ground, while your enemies burn in fear, gifting you a bunch of coins. And it’s not just fire, you can use other forces of nature to deliver nightmare to settlers who are just doing their job. But don’t worry, the game does not give you enough time to stop and think about the poor fellows. Here’s an example where I summon multiple shadow clones & a big tentacle to help me deliver my rampage.
Thanks to the big and bold UI, using a skill is as easy as tapping a button. Since the game is intended to be enjoyed with one hand, the right placement of buttons (close to the thumb) adds to the convenience. Here’s another example of multiple Skills in action and my Knight handling the chaos effortlessly.
Another area which deserves praise is the equipment design. It doesn’t just look great, it plays a vital role in conveying your progress and its effect in the game. I can’t stress enough on how crucial it is to feel the ‘progression’ in a game, especially when the game falls under the RPG genre. Since the gear you find in the game is categorized by their level of rarity, it was important for the developers to distinguish between all these fancy pieces of equipment visually. And boy, they did well.
Take the images below as an example. On the left, you have the default Knight in its standard attire. On the right, you’ll see my Knight wearing a rich set of ‘Legendary’ gear. Just a glimpse of my outfit tells you that my Knight means business and is fully committed to my cause.
Not to forget, each item provide extra benefits when coupled with the right Talent. By looking at my loadout, you can tell that my Knight is biased towards the VOID skill, thanks to the colour palette. This is an excellent form of gratification where the game rewards you with not just fancy-looking but meaningful loot in exchange for your precious time (and sometimes money). You feel content with your time when you see your Knight with a Legendary set of armour, directing the wrath towards puny enemies. Because each item looks distinctive, they are accompanied by sleek effects to enhance their appeal and justify their rarity.
What’s the point of looking good when you can’t show it off? If you are someone like me who spent quite a bit on in-app purchases, then you’ll like to show off even more. And the game delivers. In certain dungeons, you have the option to bring along a companion either from your Clan or from a pre-selected set of users actively playing the game. Other players can use an AI version of your Knight too, and that’s when you get to boast about your shiny loot in return of social validation and Coins.
The game’s Clan feature works very well indeed. You have the option to showcase any item from your loadout for instant praise or jealousy. I’d also like to mention that it’s probably the only mobile game clan I’ve been serious about. It urges you to contribute towards the clan’s success by raiding dungeons and win Guild Chest – a special weekly reward for top positions on the leaderboard.
No matter where I look, every aspect of the game seems highly polished and well-detailed. Just look at all the confetti when you complete a tournament dungeon, how gratifying!
Even something as simple as opening a chest feels pleasing, which is mainly due to the game’s approach to art and animations.
The environment reacting to your deadly powers make a worthy mention as well.
At this point, I feel that I can go on and on, highlighting all the minor/major gratifying moments, but I think you get the idea. NK2 is a perfect example of surprising the player with variable reward while leaving them craving for more with the help of delightful eye candy and meaningful progression. Because you are expected to engage for quite a while, it only makes sense to make your journey full of ribbons and unicorns. I confess that after about a month of daily play, the only reason I was still playing is to check out all the fancy gear & their effects, probably that’s why I couldn’t stop myself buying those expensive chests.
I don’t know how well the game performed compared to Nonstop Knight but I can get behind the idea of influencing the user to spend money in the game by entertaining her with lavish visuals and effects. It works, and I can totally see a lot of players converting just to see one of the Legendary items in action. You’d be amazed to know that the game doesn’t have any forced monetization, just the occasional rewarded ad which pops up in a dungeon allowing you to win extra rewards but only if you want to. After a loving relationship with the game for about 4 months, I started looking for similar experiences and found some. For example, Epic Seven‘s animations and visual effects are at a class of their own, and also boasts a strong narrative. This game is such a joy to watch, and I can’t recommend it enough! Plarium’s RAID also supports neat visuals with an easy-to-grasp progression, enabling it to be a part of my daily habit in a quest for good-looking and casual-RPGs.
“Kill ’em with charm” – a motto I’ve picked up while exploring these games and will be focusing on it more often in future. If you’ve played NK2 or any other game in a similar genre, I’d love to chat more about it and see if you were charmed by their dark patterns too.
Blog: How Disco Elysium’s interjections turn information into gameplay
The following blog post, unless otherwise noted, was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
‘Why I Love’ is a series of lessons I’ve learned from my favorite game mechanics.
Before I get into the interjection mechanic, we need to go back in time.
In the 1910s and ‘20s, Lev Kuleshov demonstrated a film editing effect using a sequence of shots. In the first shot, there was a plate of soup. Then, a man’s expression. A girl in a coffin. The expression of the same man. A woman on a couch. And finally, the man again. Depending on what they were shown, the viewers thought the man was hungry (in the case of the soup), grieving (the girl), or desirous (the woman). Every shot of the man was the same. The only difference was the preceding shot. This psychological effect, called the Kuleshov effect, shows how context affects how people derive meaning from an experience.
Kuleshov’s demonstration. For full effect, check out the video!
The Kuleshov effect appears in branching game narratives and serves two purposes: the first, to make choices feel impactful; the second, to constrain the plot. Take the following example game. A character will betray the protagonist at a specific point in the plot. The player can make choices that affect their relationship with that character. One set of choices are “Good”. The player helps them, and the character responds kindly. When the betrayal happens, that character is a manipulative schemer. The other set of choices are “Evil”. The player harms them, and the character distances themselves. How do you think the character is perceived now? They’re a justified traitor.
To constrain the plot, player choices can be categorized under the Kuleshov effect as the context shot (the first shot, a.k.a. the bowl of soup). The betrayal is the to-be-interpreted shot (the second shot, a.k.a. the man’s expression). The player is given free rein to do whatever they like in the first shot, but not in the second shot. This helps us make decisions about what choices the player can make. For example, there can’t be a choice to kill the betrayer, because the second shot requires them to be alive. This limits what impact the player can have on the plot, while giving them the opportunity to explore their own story.
Now back to post-Disco Elysium. DE is an RPG and, as such, has character stats. These aren’t your typical D&D stats like strength, wisdom, charisma, etc. DE’s stats are things like empathy, encyclopedia, and authority. The more points the player puts into these skills, the better the character is at them and the more affected the character is by them. If you haven’t played, you might ask: “How can the player character be affected by empathy?” The answer is: the interjections.
Empathy interjecting [Disco Elysium 2019]
The interjections are the dialogue lines that are interjected by the player character’s stats. For example, if the character has high empathy, Empathy will pipe up during conversations with something like, “He’s trying not to show it, but he’s upset by the corpse in the backyard.” Then, when the player gets their usual dialogue choices, they’re now evaluating them based on what Empathy had to say. The fun bits in the game happen when two stats suggest different courses of action, like if Empathy says to watch out because they’re on the brink of crying, and Authority says to push them over it.
Why are the choices in Disco Elysium so much more compelling than in the example betrayal game? To recall, in the example game, the player’s choices comprise the context shot. The inevitable betrayal is the to-be-interpreted shot. In Disco Elysium, the interjections act as the context shot, so that the dialogue choices can be the to-be-interpreted shot. The player’s choices are no longer the context. By inverting the shot the player acts in, the player’s choices suddenly have more meaning.
Lesson: Acting with context creates meaning.
The interjections are the Kuleshov effect at work on a more micro-level. The dialogue options the player receives have their context influenced by what their character’s stats are. Why it’s so effective is that the Kuleshov effect this time around is not merely perception. It’s utility. The player can act on it. It’s a Kuleshov effect of gameplay.
Ring Fit Adventure Player Shows Off His Healthy Transformation After One Month
If there’s one thing we’ve been reminded of over the past year, it’s that fitness games are quite popular. When Fitness Boxing was originally released on the Switch, the developer Imagineer ended up having to issue an apology in Japan due to nationwide shortages after stories spread of weight loss success.
The same thing happened when Ring Fit Adventure arrived on the hybrid system last October – with Nintendo having to apologise for stock shortages (again, in Japan) after strong sales in the first month of the game’s release.
Has Ring Fit Adventure had the same impact on the health and fitness of users as Fitness Boxing? Apparently it has, according to one Ring Fit player who recently uploaded a before and after photo of himself after one month. This regular user reportedly exercised in the game for about 25 minutes a day and made sure to keep track of his diet at the same time. Here’s the result:
Before and after 30 days of exercise in Ring Fit Adventure
Is getting fit part of your new year resolution? Have you been exercising in Ring Fit Adventure regularly? Are you noticing any differences? Share your own fitness journey in the comments below.
Pokemon Sword & Shield: Every Max Raid Event Happening Right Now
Pokemon Sword and Shield introduce a few exciting new features to the series, such as Max Raid battles. At certain dens dotting the Wild Area, you can team up with three other trainers--either locally or online--and take on supersized Dynamax Pokemon together.
Pokemon you encounter in these Max Raids are special in a few different ways. First, there's a chance the monster will have its Hidden Ability. Regular wild Pokemon you come across in Sword and Shield will never have their Hidden Ability, making this the only way to obtain it in the games (outside of breeding, and in that case one of the parents would need to have the Hidden Ability in order to pass it down).
Depending on the level of the Raid, the Pokemon will have a couple of perfect IVs (base stats) as well, making them useful for breeding if you're trying to put together a competitive team. You'll also receive an assortment of rewards for clearing Max Raids, including Exp. Candy and TRs, which can otherwise only be purchased with Watts (and are quite costly). Finally, Max Raids are the only way to encounter Gigantamax Pokemon; unlike standard monsters, these Pokemon take on a different appearance when they Dynamax.
Which Pokemon you encounter in Max Raids is typically up to chance, but Game Freak periodically hosts Max Raid events that bring out certain monsters for a limited time, such as Shiny Magikarp and Gigantamax Snorlax. You can see the full list of Max Raid events happening right now in Pokemon Sword and Shield below. Be sure to also check out our Max Raid guide for tips to help you defeat these Dynamax monsters.
Review: ESP Ra.De. Psi – The Best Shmup On Nintendo Switch, Period
Before we begin our review of ESP Ra.De. Psi, M2 ShotTriggers’ latest triumph, here’s a little history for those who may not be intimately familiar with ESP Ra.De. and its place within the pantheon of shooting games. In 1998, the blossoming shmup developing studio, CAVE, just finished delighting and devastating the world with their ‘danmaku’ masterpiece, Dodonpachi – a game that, to this day, consumes the minds and emotions of any shmup player who dares to challenge it. Before Dodonpachi, CAVE also released the innovative Donpachi, the first shmup to utilize the famous combo-based chaining system that has become a popular staple of contemporary shooters. Both of these games are in the classic style of military-oriented fighter planes taking on waves of other sci-fi combat vehicles. However, with the creation of ESP Ra.De., CAVE deviated from this aesthetic in pursuit of a new idea that was unique for the time — flying human beings blasting their enemies with psychic lasers.
Looking at the visual style of ESP Ra.De. and comparing it to some of the popular anime of the time, especially Akira (1988) and Ghost in the Shell (1995), it’s easy to see where this new design is likely rooted. In fact, for fans of Ghost in the Shell, ESP Ra.De. contains a fun Easter egg in the form of a mid-boss that bears an amazingly coincidental resemblance to the cloaking tank unit that the Major battles at the end of the film.
Visuals aside, ESP Ra.De. is also a departure from Dodonpachi in terms of gameplay and scoring mechanics. Moving away from the strict chaining and maximum bonus system of Dodonpachi, ESP Ra.De. replaces chain combos by having the player attack larger enemies with a special shot and then mugging score items out of the smaller enemies with a regular shot for extra points. It’s a refreshing reversal of design. When written out in detail, the scoring system of ESP Ra.De. does seem confusing, but the basic idea can be summarized as follows: hit the larger enemies with your fully charged special shot, while the “bubbles” of the special shot stick to the larger enemy, quickly fly around and kill the smaller ones with your regular shot to collect higher value score items. Of course, as with any CAVE shooter, there are a bunch of additional strategies to maximize scoring potential, but this basic idea will carry the player quite a long way.
However, as refreshing and fun as the original scoring system of ESP Ra.De. has been for many players, there is one aspect of the original arcade release that we are very happy to see addressed in this new Switch port. This concern is the excessive boss milking of the arcade release. Boss milking, for the uninitiated, is when a player delays killing a boss by destroying regenerating or extra pieces for added points. In many shmups, like Ketsui, boss milking is a fun and interesting mechanic that presents the player with an enticing risk-reward scenario. The player takes the risk of fighting the boss longer for the reward of more points (and shmup players love points). In the case of ESP Ra.De., though, this risk-reward is thrown out of balance to the point where the boss milking is extremely rewarding, points-wise, but involves the player committing to very long stretches of tedious repetitive gameplay. Stack this up with the time commitment of playing for score in the first place, and the result is a game that very few players have the patience to play for score on a serious level.
Enter M2 ShotTriggers — the team that needs no introduction to the shmup world, but could benefit from an intro to the wider gaming public. The ShotTriggers team is a small group within the Japanese development powerhouse, M2 – the studio behind many acclaimed ports that have been released on modern consoles, like the Collection of Mana and Castlevania Anniversary Collection. They are highly respected among this field of video game creation. The ShotTriggers sub-team specialises specifically in shmup arcade-to-console ports. What’s extremely important to understand about ShotTriggers is that, compared to other teams porting shmups to modern consoles, these guys are as hardcore and passionate about the genre as any player could hope for. The ShotTriggers team talks to the super-players and studies the games in-depth and delivers comprehensive features that you will not find anywhere else – even in the world of unofficial emulation.
As much fun as it is to have an official port of a classic game, like Metal Slug, on your home console, the world of unofficial emulation is delivering these games in an outrageously strong form — especially for dedicated players. Not only are players given the mighty save-state feature to efficiently and quickly hone in their practice of difficult or important sections, but they are typically playing these games with lower input lag as well. Just take a look at the absurd amount of input lag and complete lack of training features in the ZeroDiv Psikyo ports as an example (Strikers 1945 II has a whopping 7 frames of lag). Many of these ports are simply ROMs being dumped with user interface elements added and no consideration for playability in the long term.
M2 is never happy with this approach. With ESP Ra.De. Psi – as with Ketsui DeathTiny and BattleGaregga Revision 2016 – the ShotTriggers team set out to make a port that even unofficial emulation cannot match. They accomplished this impressive achievement through the addition of the following elements. ESP Ra.De. Psi now has an Arcade Plus mode that tones down the boss milking issue of the arcade release, making it more attractive to play for score. Accompanying this mode is the addition of a new character, Alice Master, a green-haired girl in a white gothic dress who obliterates her enemies with energy bursting from her favourite doll (very fleek, we must say). M2 also added a comprehensive save-state functionality to their port, so players can spend the hours they need to practice for things like the final boss fight without having to waste time credit-feeding to the last stage over and over.
The user interface of ESP Ra.De. Psi is well-formulated, also. There are comprehensive control features like being able to set the autofire rate on different buttons and fully implemented screen rotation and scanline options. We recommend the 25% darkness level, but the lines can go as dark as 100% if desired. Of course, no arcade shmup port is complete without rotation support and, as hoped, Psi can be played both horizontally (YOKO) as well as vertically (TATE). It wouldn’t be a Nintendo Switch shmup review without mentioning the ability to use the Flip-Grip in handheld mode, which is a cool option. However, one thing to keep in mind is that, if you plan on using the Hori D-pad Joy-Con — which is absolutely superior to the stock Joy-Con D-pad, even with a case mod — you are going to be out of luck because, unfortunately, Hori did not add wireless functionality to it.
Outside of the core gameplay, M2 has also included some extra modes that enrich the experience beyond what you’re going to find in the usual shmup-to-console conversion. ESP Ra.De. Psi has a fleshed-out replay and online leaderboard system. In this system, you are not only able to post and record your own replays of the different game modes, but you are also able to download other players’ replays to study and observe. This is a powerful feature when it comes to planning your routing because you can slow down and speed up the gameplay at your leisure for careful analysis. Also present is the Arcade Challenge mode, where you can play different slices of the game in bite-sized chunks of increasing difficulty. This is an accessible way to learn ESP Ra.De. Psi and get some guidance from the developers on how to improve. It’s essentially a shmup training mode.
While playing Arcade Challenge, you will then unlock in-game currency that you can spend in a rather interesting additional mode called Iori’s Room. In this mode, the game switches over to a Gacha-style setup where you can decorate your character’s room and coordinate their outfits. It’s not going to be a mode that’s highly appealing to most players, but it is a nice addition for the fans who are interested in learning the game via Arcade Challenge and would like an extra incentive for their time and effort. Sadly, the whole thing is in Japanese so it’s going to be troublesome to navigate for non-Japanese speaking players. This mode is likely aimed at the Japanese mobile crowd who enjoy Gacha games, and if it sells more copies of ESP Ra.De., then it’s no bad thing – even if western players might not be able to fully enjoy it (let’s hope that a release outside of Japan happens).
Before getting to the review score and final summary, some missed opportunities can be pointed out. However, what’s also important to keep in mind is that, because the ShotTriggers team is so far ahead of the competition, the only basis of critique is in comparison to their previous work. In the case of ESP Ra.De. Psi then, we were disappointed to see that the game does not have a true arrange mode, like Battle Garegga Revision 2016 or Ketsui DeathTiny. Arcade Plus mode, with the addition of Alice, is in the ballpark, but since Arcade Plus is more akin to a revision rather than an arrange, there is a sense of letdown in that regard. Also, in terms of the game’s soundtrack, we were sad to note that there is only the one extra option, whereas Ketsui DeathTiny and Battle Garegga both had multiple additional soundtracks. With that said though, it is a relief that the new ESP Ra.De. soundtrack is very strong, so there is still extra value with the new music. Perhaps, in the future, M2 might be interested in adding DLC for the game in the form of an arrange mode and extra OST – but until then, there is that slight disappointment in comparison to Ketsui DeathTiny.
Conclusion
ESP Ra.De. Psi goes beyond the industry standard and lays waste to pretty much every other shmup on the Nintendo Switch – this is even better than the mighty Ikaruga, which many Switch fans see as the best example of the genre available on the system. While personal preference obviously enters into things, we feel that ESP Ra.De. Psi is the superior port thanks to all the comprehensive features and attention to detail. Plus, with Arcade Plus mode removing the previous frustrations of the troublesome boss milking scoring system, ESP Ra.De. Psi cleans up to be a massively underrated classic that effortlessly earns the title of the best shmup on the Nintendo Switch. Hopefully, this superb package will see a western release in the fullness of time so an even wider audience can sample its myriad delights.
Nintendo President Shuntaro Furukawa Thinks Cloud Gaming Is “A Long Way Off”
Last month, Nintendo of America’s former president Reggie Fils-Aimé predicted cloud gaming would take off over the next decade as technology steadily evolves and download speeds increase. Obviously, right now, the video game industry is still in the earlier experimental phases with projects like Microsoft xCloud and Google Stadia.
What does Nintendo’s current global president Shuntaro Furukawa think about the idea of cloud gaming, though? He was recently asked during an interview with the Japanese publication Nikkei if he thought this new technology would result in the demise of “expensive” and “dedicated video game hardware” like the Nintendo Switch.
Here’s Furukawa’s full reply, courtesy of a translation by Oni_Dino from Nintendo Everything:
It’s possible that cloud gaming could capture the public’s interest in 10 years from now, however at this point in time, I do not think that dedicated hardware will go away. It’s a long way off before we’ll really know the outcome. With that said, it would be pointless to solely focus on methods of play that can only be had on dedicated hardware. Once your audience starts saying they can play on other consoles or smartphones instead, you’re finished.
This isn’t necessarily the first time the president has shared his thoughts about cloud gaming. Speaking to investors at a Q&A last March, he revealed how he believed Nintendo’s current business of integrated hardware and software would increase in value in the future, despite advancements in streaming technologies.
I believe that our core value, the unique entertainment experiences that can only be achieved through the development of integrated hardware and software, will further increase in value. Delivering unique entertainment that only Nintendo can create will continue to be our top priority.
Although it might not seem like Nintendo is ready to embrace cloud gaming, there have actually been some cloud games released on the Switch, such as Assassin’s Creed Odyssey. For now, though, these experiences remain exclusive to Japan.
Is the future of gaming in the cloud? Share your thoughts down below.
Posted by: xSicKxBot - 01-06-2020, 03:44 AM - Forum: Lounge
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Gorgeous Avengers 4K Blu-Ray Box Set Discounted To Lowest Price Yet
Marvel's Infinity Saga spanned a whopping 23 movies, but the four Avengers movies will always be seen as the tentpoles. Last August, Best Buy released a gorgeous steelbook box set featuring all four Avengers movies in 4K UHD Blu-ray, Blu-ray, and digital. Though it usually goes for $150, collectors can pick it up for $50 off right now.
Includes 4K UHD, Blu-ray, and digital versions of all four Avengers movies
At $100, this is the lowest price we've seen for the Avengers 4-Movie Collection, besting the $120 Black Friday price. The Best Buy-exclusive box set includes four individually packaged steelbooks, each emblazoned with the Avengers logo.
Make no mistake about it: This is a really good deal. Individual (non-steelbook) 4K UHD versions of the Avengers movies go for around $30 each. You're getting each movie for $25, with the added benefit of this being a collector's item that will likely become scarce in the coming years (maybe even months).
As an added bonus, the collection includes an exclusive letter written by Marvel Studios president Kevin Feige.
Even in an era where streaming services dominant home media, Best Buy often releases attractive Blu-ray box sets. Star Wars fans will want to check out Best Buy's Skywalker Saga box set, which includes all nine mainline films and is available to pre-order now.