Hi guys, I played through some more Blaster Master Zero on the Nintendo Switch. I’m trying to take out the first boss in this video… Wish me luck in this ambitious endeavour.
Thanks for watching!
Hi guys, I played through some more Blaster Master Zero on the Nintendo Switch. I’m trying to take out the first boss in this video… Wish me luck in this ambitious endeavour.
Thanks for watching!
Sometimes it is freeing to lay down on soft soil and gaze at the ever-expanding universe above; feeling all the stress unwind from our bones and evaporate into the midst of the night. Granted, such an event is peaceful and relaxing, but busy people often deprive themselves of such natural gratification. Some might even find it outlandish and bizarre that their fellow men and women cluster stars and label them after mythical creatures. But who can blame their dry logic? Yet, matching a gaze across the eternal abyss is not the only method in relaxation. There are so many others…
Yes, here are some video games that relax your senses. Break free from those cigarette breaks, and just pick up one of these titles. Your GABA (a chemical in the brain that induces relaxation and helps eliminate stress) receptors would be very grateful.
Ecco the Dolphin
Published by Sega, developed by Novotrade International, and released in 1992, this game provides a vibrant mesh of the 90’s color palette. There is already another dolphin game on this list (HINT: it is also set under the ocean) and I seriously considered if I should add Ecco the Dolphin, but this game is just too brilliant not to add on this list. So voila! Going back to the color scheme, at times it may look pretty harsh to the eyes – it is from the 90’s – but overall Ecco the Dolphin’s gameplay would unease and relax the high-strung mind.
The main protagonist is a bottle-nosed dolphin, Ecco. Players will plunge into the ocean using Ecco as he traverses the depths, looking for the root of the storm that killed his fellow sea friends. Feel free singing to fellow clams and other sea creatures, and back-flipping in the air to your heart’s content.
Pokémon Snap

What is it with me and Pokémon? No, what is it with us and Pokémon? Ever since Nintendo announced that we can collect and pocket our own monsters, everyone jumped the wagon. It became a global addiction-pandemic, and that is why a Pokémon game is on this list, just for the sake that it has caused a macro obsession… right?
With that said, Pokémon Snap takes home the cake for its peace-loving ways. What is so different about Pokémon Snap is its method of catching Pokémons. Instead of enslaving these creatures, Pokémon Snap uses a camera to capture images of them in their natural state. My heart flutters whenever I snap a picture of Butterfree, I can almost empathize with the Pokémon as it quietly exclaims its liberty that it is free from buttery human hands. And yes, our hands are buttery, okay maybe not butter, but our skin produces natural oil (Sebum) to keep us moisturized.
Blueberry Garden
Winner of the Seumas McNally Grand Prize for ‘Best Independent Game’, at the 2009 Independent Games Festival, scoots in Blueberry Garden. It also won ‘Best Innovation’ for the 2008 Swedish Game Awards. Alas, this delectable montage of awesomeness is developed by Erik Svedäng, and personally, I feel that its soundtrack made Blueberry Garden even livelier. If it were not for Daduk’s composing prowess, this game would have been just another independent game amongst Steam’s stockpile of undeserving games.
If you want to soar through the sky and forget about your worldly troubles, then pick up Blueberry Garden, because when a game does not bother you with its plot and you find yourself playing it regardless, then it must be doing something right. I, for one, did not even get vexed about where I had to go, I just solved puzzles left and right as I led Mr. Pelican-Man through lavender skies and gentle grounds. I also remember dying in this game, and man, they made drowning look like he was sleeping on a tempur-pedic mattress.
flOw
Developed by Thatgamecompany, Jenova Chan and Nicholas Clark originally released flOw as a free flash game in 2006, which I vaguely remember playing back then. Fast forward to 2007, flOw was made available for the PS3, and later on SuperVillain adapted the game and released it for the PlayStation Portable as well in 2008. The free flash version received 100,000 downloads within the first two weeks. Such hits would only mean that flOw is definitively breathtaking or utterly stupid; good thing it’s the former.
Back in the hay days when Nokia phones were shaped like block-sized adapters, there was once a game that thrived within that cellular phone, and it was Snake. The simple concept of Snake is emulated by flOw. In the game, the player starts off as a molecular snake-like parasite – a very tiny one. Once he or she scoffs down other parasites in the cytoplasm, his or her parasite grows another segment; elongating the body until the player ceases to stop playing the game itself. Ultimately, you are the main predator in the game and everything else is prey, and without having to worry about other opposing adversaries, flOw makes for a very relaxing game.
Spore
Usually in most video games (especially in RPGs), they give players a lot of room for customizing their characters, from lime-green beards to ice-blue cataract eyes. But I feel there is always a limit with just accessorizing these characters with physical attributes, a true customization should start from the very root of life: the cell.
Published by Electronic Arts, Spore gives us that option. Now, players have the ability to develop their own species in the infinitesimal biological level. There are five stages in the game: the Cell stage, the Creature stage, the Tribal stage, the Civilization stage, and the Space stage. Each stage has a specific objective, and players must complete this objective in order to advance to the next evolution. Unlike previous games in this list, Spore has a main goal, and that is to reach a super massive black hole and obtain the “Staff of Life”. In the back of my mind, I am starting to think this game is really fitting for anyone suffering from delusions of grandeur or god complexes, then I chuckle to myself because in the end, everyone wants to be their own God one way or another.
You can look forward to more ‘Games that Relax Moods’ in Part II coming soon! Which games relax you reader?
UK retailer GAME is going through something of a tough time. Now they’ve blamed Nintendo, and the lack of Switch stock, for their weak financial results.
Takeaways:
GAME expecting more stock for the Switch is interesting considering the hybrid machine has beaten Nintendo’s own estimates as well. Is it really down to Nintendo? What do you think? Let us know in the comments below, if you please.
Want to know which Nintendo games Famitsu readers really want to play at the moment? Feast your eyes below dear reader.
01. Dragon Quest XI: Sugisarishi Toki o Motomete (3DS) – 867
02. Splatoon 2 (Switch) – 466
03. Super Mario Odyssey (Switch) – 243
04. The Snack World: Trejarers (3DS) – 228
05. Hey! Pikmin (3DS) – 194
06. Dai Gyakuten Saiban 2: Naruhodou Ryuunosuke no Bouken (3DS) – 188
07. Layton’s Mystery Journey: Katriel to Daifugou no Inbou (3DS) – 163
08. Shin Megami Tensei: Deep Strange Journey (3DS) – 160
09. Fire Emblem Musou (Switch) – 143
10. Xenoblade 2 (Switch) – 142
11. Sekaiju to Fushigi no Dungeon 2 (3DS) – 139
12. Dragon Quest XI: Sugisarishi Toki o Motomete (Switch) – 89
13. Ever Oasis ~Seirei to Tanebito no Mirage~ (3DS) – 85
14. Pokémon Ultra Sun Moon (3DS) – 80
15. Monster Hunter XX Nintendo Switch Ver. (Switch) – below 80
16. Tantei Jinguji Saburo: Ghost of the Dusk (3DS) – below 80
17. Fire Emblem Musou (n3DS) – below 80
01. The Snack World: Trejarers (3DS) – 313
02. Ever Oasis ~Seirei to Tanebito no Mirage~ (3DS) – 90
Period is counted from 15th – 21st June. New entries are bolded. Data taken from this week’s issue of Weekly Famitsu.
We’re not surprised to see Splatoon 2 and Super Mario Odyssey for the Switch rank so highly, but even they couldn’t topple the mighty Dragon Quest XI: Sugisarishi Toki o Motomete on 3DS in Japan. Let’s hope we see it in the West.
Splinter Cell fans hungry for a new game might be in luck. Ubisoft’s CEO, Yves Guillemot, has pretty much confirmed they’re ready to make the next installment in the series.
Takeaways:
You can find Yves being asked the all-important question in the video below. It’s clear that it’s too early to talk about the next game, but at least we know it’s coming. Maybe we’ll see it at E3 next year. Have you missed Splinter Cell? Are you craving some more stealth action? Let us know in the comments below, if you please.
One of the most impressive games of E3 2017 was undoubtedly that of Insomniac’s Spider-Man. The presentation was a visual feast, showcasing a mission where our favourite web-slinger subdues goons at a construction site, and then chases down a helicopter containing lesser-known Spidey villain, Mister Negative. Many would argue that this was the icing on the cake for Sony’s already impressive E3 presentation, and secured them the crown for the whole event. Combining all the key elements that make Spider-Man great – his agility, flexibility, web-slinging and wisecracking humour – could Insomniac give us the best Spider-Man video game in a while?
The question isn’t easy to answer. After all, a game can look as pretty as it wishes, but its the gameplay and feel of the game that truly counts. As far as the combat and swing mechanics of the game are concerned, it would seem that Insomniac’s effort takes cues from Beenox’s much-derided effort, The Amazing Spider-Man 2 and the Batman: Arkham games. No better is this exemplified than in the stealth section we were given at E3. Spidey can perch from high-up areas (in this case, the girders) and take out his enemies from above using stealth attacks. The difference between Batman and the wallcrawler though is noted, as you have a unique repertoire of attacks at your disposal.

Like Bruce Wayne, Peter Parker is also a dab hand at creating useful gadgets. The clip showed him plant a device on the wall that yanked an unsuspecting thug off his feet and pasted him onto the wall with web fluid. Another example showed him leap from a girder and quietly faceplant a thug into submission, aided by his incredible spider-like agility. So, while Insomniac is taking cues from Rocksteady’s take on Batman, they are at least doing so in the right way, implementing the unique characteristics of Spider-Man in combat situations.
Where web-slinging is concerned, the demo showcases a superbly weighty swinging mechanic. As I have already stated, the swinging appears to take its inspiration from Beenox’s Amazing Spider-Man 2, but this is no bad thing since the swing mechanics of said game were its best feature. Here, the wisecracking web-slinger is just as agile and flexible as he has been in previous instalments. What’s more, the web-swinging is based purely on the skill of the player. Insomniac confirmed on Twitter that skilled players will be able to swing much faster than what was demonstrated. They merely wanted to keep the helicopter in view for purposes of the presentation. If Insomniac truly pull off a skill-based web-slinging mechanic, this could make getting around New York a real joy.

One of many areas that The Amazing Spider-Man 2 failed to get right was its lacklustre story. The game, which already felt rushed, conjured multiple story threads that all had nothing to do with the other – it ended abruptly and was treated carelessly. Cletus Kassady, a deranged immoral serial killer in the comics, was reduced to a uncharismatic machete-wielding vigilante who eventually becomes an Oscorp experiment run amok – Carnage. There was Kraven too, who acted as your mentor for much of the game before finally turning on you in the end (spoilers!). But while the game tried some original things, it was poorly executed and created a plot as convoluted and messy as the film on which it was based.
Insomniac’s Spider-Man has a chance to create something truly better. For one thing, they’ve cast Peter as a relatively experienced 23-year-old crime-fighter, much unlike the inexperienced teenager depicted in recent games. Secondly, the appearance of lesser-known villain, Mister Negative, signifies that Insomniac aren’t just going to rely on the tired old A-Listers of Spider-Man’s rogues gallery, like Green Goblin and Doctor Octopus to carry the story. That, combined with the new Spider-Man suit, shows us that the game is being taken in a new and refreshing direction.

All in all, Insomniac’s Spider-Man shows much promise and could prove to be the reinvigoration that the Spidey games need. The demo showed all the hallmarks of a fun and engaging action game with visual flair and style to boot. If the folks at Insomniac can manage to craft a unique and equally engaging narrative and carefully implement the combat and swinging mechanics, we could be onto something here. Excelsior!
Indie game developer, Ratalaika Games, has shown off The Count Lucanor in this creepy new trailer. The retro action-adventure game is coming to the Nintendo Switch, PS4, PS Vita and Xbox One this Autumn. And it’s looking pretty great, we have to say.
Some key features of the game include:
You can check out the new trailer below.
When Mario + Rabbids Kingdom Battle was first announced, gamers were quick to notice what series had inspired it. Yes, the mechanics of the excellent XCOM games could certainly be found in there somewhere… Well, it turns out the developers of that particular franchise are pretty happy about the whole thing.
Takeaways:

They often say greatness inspires greatness. This writer is a big fan of both Mario and XCOM, so to see both of them coming together is quite brilliant indeed. Mario + Rabbids Kingdom Battle is coming to the Switch on August 29th – will you be picking it up? Let us know in the comments below, if you please.
Jake Solomon talks Mario + Rabbids Kingdom Battle
Many gaming communities pride themselves on being “inclusive”. While one can endlessly discuss what that term actually means, I have to chosen to focus on a certain type of inclusiveness: game accessibility – the one that should be way more evident than it actually is. With a quick search on Google, there is no reason to doubt the existence of articles and websites that offer information and measures on accessibility in games. However, I personally was not aware of how extensive this issue was. If you’re in the same boat as me, I encourage you to continue reading.
Recently, a friend showed me a YouTube video of Naughty Dog, PlayStation, and Josh Straub, one of the spokespersons for gamers with disabilities, talking about some of the efforts being made in the video game industry – it was essentially about how these small achievements make a huge difference for these gamers.
“What developers need to realize is that these games do more than just entertain the disabled. First of all, they provide an escape from the doldrums of being disabled. And second of all, they provide a social space where instead of being judged by physical appearance we’re purely judged by the action that we do and the things we produce in the game.” – Josh Straub.
Since there are so few gaming companies out there that don’t acknowledge the problem that not everybody can play their games, I believe there are more people out there like me who are not aware of this.
According to PR Newswire, 20% of casual gamers, that means one in five, have a mental, physical or developmental disability. Keep in mind, we are talking about disabilities ranging between bipolar, dyslexia, blindness, broken arm, and cerebral palsy – in other words, when they made this survey, they had a very wide grasp of the word “disability”. Either way, I still think it is important to acknowledge any type of disability, as it affects in a larger aspect how exactly we perceive games.

An example could be the development of virtual reality, which is a major step forward in the gaming world. However, when we think about the accessibility of said VR, it is not that big of a step. There are many who aren’t able to try this revolutionary way of gaming because of a disability rendering them unable. Furthermore, this does not just apply to this new way of playing games, but also the traditional way too. While this is a subject that one could write a dissertation about, I only choose to highlight some important points.
According to the PR Newswire survey, games relieved disabled gamers of stress, it lifted their mood, and served as a distraction from issues related to the disability. It also functioned as a way to improve concentration and mental workout – each benefit varied from the type of disability. Upon acknowledging the fact that we all live different lives, have different life stories, we therefore obviously play games for different reasons. While many non-disabled gamers might relate to the same benefits of playing a game, and perhaps play games for the same reasons, I think it is important to acknowledge the fact that the same source of outlet has a major difference in accessibility.
“When I turn on a game like Uncharted, I’m not confined to a wheelchair. I’m a swashbuckler treasure hunter like Nathan Drake. That brief period of escape is why accessibility is so crucial, because the more games that offer that, the more people with disabilities will be able to escape and have better lives.” – Josh Straub.
Slowly, but surely, more developers are starting to listen. In a dialogue with Straub, Naughty Dog and PlayStation took what they heard into careful consideration, and started to introduce some important changes. Keep in mind that these are only a few of the many changes they introduced:
Naughty Dog should be proud of themselves for stepping forward as a role model when it comes to accessibility, making games available for as many gamers as possible. This goes to show how some video game developers are able to be considerate of their audience, by working towards the goal that every player should receive the same gaming experience. While there are still a lot of developers that could do a lot better in this regard, it’s good to take what we can get at the moment, and help bring the discussion into the light.
In my opinion, the fact that huge gaming companies that work alongside Naughty Dog do not talk loudly enough about this angers me. It creates an unnecessary unfairness that wasn’t meant to be there in the first place.

As more game developers take into consideration the fact that people require different means of accessibility, the inclusiveness of the gaming community will expand. I think that with the right attitude and awareness, the goal is easily achievable. With further development, games will be available to a wider audience – everybody wins. We would thrive on a community where everybody receives an equal gaming experience. There are so many fantastic games out there: let’s include everybody in the fantastic world that is video games. I will never take for granted the opportunity I have to play any game, however I want, ever again.
You can read more about why and how accessibility matters here. You can also find the AbleGamers Foundation’s Game Accessibility Guidelines here.
‘Past Blast’ is a new feature we’ll be running that looks back at games from the past in a brisk, and hopefully, entertaining manner. First up, well, it’s a small game called Final Fantasy VII…
What is there to write that hasn’t been written before about Final Fantasy VII? For over a decade it has been lavished with praise, provoked lengthy debates amongst gamers, and brought millions to tears. It is the most successful entry of the series dealing with the nature of identity, responsibility and loss. The story indulges the emotions while the gameplay rewards your perseverance.
There aren’t many games that do it like this anymore.

VII is a story that was always about balance. Nature versus artificial. Understanding versus the unknown. Love versus lost. Each side a real element we deal with in our day-to-day existence. And these battles echo through the game itself. Whether it’s the beautiful pre-rendered backgrounds fighting against the harsh, real-time, polygonal characters. Or the amazing crafted score battling with the technological limitation of the MIDI format. Or simply the battle element, trying to defeat your opponent for the greater good.
And yet the villains and heroes of the piece are not necessarily so one-sided. In this game, good and evil are simply not exclusive qualities to any character. Just like us, each character is flawed. Each person has made mistakes. Each individual believes they are doing what is right, and what needs to be done.
And it is these traits that makes playing back Final Fantasy VII in 2017 an immensely satisfying experience. Sometimes, a good game doesn’t need to have photo-realistic graphics. Sometimes a good game doesn’t need a full symphonic orchestra. The fact that this game is encapsulated in that PlayStation 1 era adds a certain charm and nostalgia that only intensifies as the game progresses.
And when you find yourself saving your game at one in the morning, thirty odd hours clocked up in a few days, then you realise something: for me to invest this much time in a game made in 1997, yes, it really has to have something special about it.
An indescribable quality perhaps. Just perhaps.

“Possibly the greatest game ever made…” said Gamefan many years ago. Looking back today, they may want to scratch that first word off.
Now, let’s see where that remake takes us.
Sniper: Ghost Warrior 3 launched with quite a few issues. From huge loading times to technical glitches and more, the game certainly feels like a product that was rushed out of the door. Now the developer of the game has shared their thoughts on what went wrong.
Takeaways:
CI Games will continue to update Sniper: Ghost Warrior 3 with patches, improving it as they go along this year. It’s great to see that the team will now focus on their own strengths, as opposed to chasing others in the industry. What do you think about how the game turned out? Have you been enjoying it? Let us know in the comments below, if you please.
We all knew this was going to happen. The SNES Classic Mini was always going to be released but we didn’t know when it would come or what games would come installed. That all changed as Nintendo gave us the details on the inevitable SNES Classic Mini (or Super Famicom Classic Mini, for our Japanese friends).
Takeaways:

Who’s excited for this? I kind of am. The SNES was always my favourite console, probably because it had some great games and also because it came out in a time in my life where I literally had nothing else to do except play video games and complain about homework.
Here’s the list of 21 games I promised you earlier:
Games

The SNES Class Mini will launch in September for $80 which is roughly £63. No official European pricing has been revealed.