Kid Icarus: Uprising

Looking Back at Kid Icarus: Uprising – A Glorious Ascension?

Mario, Grand Theft Auto, Call of Duty, Zelda, Resident Evil, Sonic, Metal Gear, the list goes on. What do all these gaming franchises have in common? It’s their recognition. If you’re an avid gamer you should know them incredibly well, and there’s a good chance you possess at least a few games from each of their respective series. On the other hand, we have some game series that wait quietly in the shadows, attempting to ‘photosynthesise’ towards that same light of recognition. Kid Icarus is one these. Stuck in the dwindling light for 21 years, all the time hoping for another opportunity to shine. And we finally got it in 2012, the year of our ‘Armageddon’, and the year we saw the return of Pit in Uprising. Was his revival a glorious ascension into heaven, or a quick descent into the underworld?

Masahiro Sakurai, a man famous for working on Kirby and the Super Smash Bros. series was the creative force behind Pit’s new adventure. He’s known for his somewhat paradoxical: deep yet streamlined approach. From the moment you load up Kid Icarus: Uprising, this fact is apparent from the menu alone. There is a lot of content to be found, from the Idols to the achievements, to the numerous fancy weapons. It’s completely overwhelming at first, in the same way Super Smash Bros. Brawl was; even the menu layout is hugely reminiscent of that star-studded fighter. It was depth in abundance, but what about his renowned, streamlined gameplay?

Kid Icarus: Uprising

Sakurai wastes no time for a preliminary story, as the opening level immediately shows the dust-covered angel burst out of the doors of heaven in spectacular fashion. Suddenly everything is happening at once and that frantic rush you get from rail shooters like Sin and Punishment is instantaneous and gratifying. Serving both as a tutorial and exposition, the first stage is a great introduction to the game. Uprising is split into two halves then, the first part in any stage takes the form of the adrenaline-fuelled rail shooter, with the second part being essentially a third-person shoot ‘em-up.

The stages that take place on land are certainly slower-paced, with the aim being to annihilate everything in your path with more finesse. Chests containing goodies are chucked in to break it all up, with the occasional puzzle-like element featuring as well. At the end of these stages, you’ll face one of Medusa’s commanders, who are expertly realised and fantastic fun to fight.

What about the controls? Remember the controversy back in the day? While they’re not a literal ‘game-breaker’, they are an annoyance at first, and one in which a master like Sakurai should have addressed. You control Pit with the Circle Pad, aim with the Stylus, and shoot with the L button. It’s fluid and precise, that is until a nagging in your wrist commands you to stop; you might even experience a few minor hand cramps. An important point to make is that it improves the more you play: while that might sound like a crude justification for bad design, after a few hours of gameplay it won’t really be an issue.

You also have a stand packaged in with the game to help remedy this, which works extremely well, yet simultaneously destroys the idea of portability. Of course, this begs the question: if the team were that worried about the ergonomics to include a stand, then why did they proceed?

Kid Icarus: Uprising

It’s worth saying that there are some in-depth control customisation options that allow you to set-up your preferred style of play. Although none of these allowed for the precision of the Stylus. The other gripe is with Pit’s mad dash motion that often throws you off edges to your demise. You have to flick the Circle Pad up to run, but sometimes the slightest movement engages this dash, the outcome being a significantly reduced life bar. Ultimately though, you shouldn’t let a few hours of comfort adjustment perturb you – Uprising’s positives far outweigh the negatives.

Now that we’ve covered the controls, we can talk about Uprising’s greatest strengths. For starters, seeing the game in motion is truly a spectacle, even today. The colours, the sprawling environments and the character models are often striking, and the little touches, like the soft blue glow around Pit’s enchanted wings, only further convince you of this stunningly-presented package. One particular eye-opener for me was approaching the swaying sea, which was then ‘biblically’ parted by the Goddess Palutena. Like the best-looking games for the 3DS out there, to see it all running smoothly in 3D on such a small screen is the biggest surprise.

Kid Icarus: Uprising

It doesn’t stop there though, the soundtrack was also incredible. This is unquestionably a result of influential figures like Yuzo Koshiro (Streets of Rage, ActRaiser), Motoi Sakuraba (Dark Souls, Star Ocean), Masafumi Takada (Killer7, No More Heroes), Noriyuki Iwadare (Grandia, Ace Attorney: Investigations) and Yasunori Mitsuda (Chrono Trigger/Cross, Xenogears) combining their celebrated musical talent. It’s whimsical, illustrious, and beautiful. There’s not much else to say here, if anyone could assemble such a group, then it’s Sakurai. Certainly some of Nintendo’s finest work.

The dialogue between Pit and Palutena is another highlight. This is fully-voiced, self-referential humour at its best. Lines like: “Dark Lord? Hasn’t that been done to death?” and, “Listen to that swagger, you’ve toughened up nicely Pit. Remember when you’d be all, like, “I’M FINISHED!” all the time?” add to the unashamedly funny script. In a gaming world that is filled with deadly serious stories, where characterless soldiers kill lots of things, Pit’s revival is original, lighthearted and a breath of fresh air. The continual breaking of the fourth wall is a clever move indeed, and the audio recording is simply top-notch.

The multiplayer segment of the game wasn’t the reason you bought Kid Icarus: Uprising. Nevertheless, Light VS. Dark is the superior mode here, where players fight 3-on-3 battles with weapons earned through the solo campaign. This is balanced out so that those with the best arsenal are the greatest sacrifice to the team’s life bar when they fall. After all three players in a team have been defeated, one will turn into Pit’s light or dark side. It’s executed well admittedly, and there are very little connection issues, but the tastiest meat really is found in the solo experience. Still, it can be addicting as the rewards for playing online are significant.

Kid Icarus: Uprising

StreetPass and SpotPass were both utilised as well. StreetPass allows for a stylish gem transfer system between people you meet in the streets, while SpotPass enables Nintendo to send you even rarer gems that can be used to fuse weapons. Then there’s all the other stacks of content seemingly packed into the cartridge of Uprising: AR card functionality, Idol tossing, a music gallery, detailed play records, and the Fiend’s Cauldron, which is a hugely original way of encouraging multiple replays of the same level. Intensity gates found on land levels dictate the difficulty you need to play on to unlock them and reap their awards. Therefore, play on a higher setting, unlock the gate, fight a mini-boss, and you’re rewarded with endless gifts, weapons and hearts. Just how they managed to fit it all in is impressive in itself. The discovery of the almost unlimited supply of things to do is one of the highest points in the game.

Kid Icarus: Uprising

Kid Icarus: Uprising was Nintendo trying something different. Sharing elements from Starfox, Kingdom Hearts and Sin and Punishment, it’s still exciting and fresh, and proves that there’s always more room for those heroes left in the darkness. It has its control niggles which are a shame, but this doesn’t stop it being an epic rendition of Sakurai’s creative power and direction. The fact that the production values are higher than some home console retail games mean you’re truly getting a cinematic experience. Uprising is a treasure trove of love from a masterful video game director. So, where’s the next game?

Attack on Titan 2 game

The Attack on Titan 2 game – formats revealed, news coming soon

The Attack on Titan 2 game is alive and kicking and we now know it’s coming to PS4, Xbox One, Switch, and PC via Steam. So almost everything then.

Attack on Titan 2 Game: Omni-Directional Mobility Gear

The second game charges into the narrative of Attack on Titan’s second season, naturally, and offers new challenges with the improved “omni-directional mobility gear”, meaning advanced freedom of movement and targeting precision. Something fans will be well aware of from the anime series!

You’ll be able to try out new moves against the Titans as you control characters from a sizeable roster. Outside of battle, you can strengthen relationships with your comrades.

More information, including Attack on Titan 2’s anticipated release date (sometime early next year), is expected in the next few weeks.

As always, stay tuned.

VR FPS OVERTURN: coming October 17th on Steam and Oculus

OVERTURN, all caps, is a first-person shooter that’s been developed for VR and launches on the 17th October for PC – that’s via digital download on both the Steam and Oculus Store for $29.99.

Yes, we’re reporting on a VR game. They do exist.

Psychic VR Power

OVERTURN is about the escape of two subjects from a “deadly” laboratory that engaged in live genetic experimentation… resulting in pretty frightening psychic power.

VR FPS OVERTURN

You can expect puzzle elements with action gameplay across multiple levels as you discover the truth about their capture. We’re not sure how this one will end.

You can watch the teaser trailer below to get you ready for next month:

The Dark Hunter

Materia Collective releases The Dark Hunter, a tribute album to Metroid

Materia Collective has released their next album called “The Dark Hunter”. It’s a progressive rock tribute dedicated to Nintendo’s Metroid franchise.

The Dark Hunter

The album features tracks from the superb Super Metroid and Metroid Prime, including renditions of the dark lair of Kraid, the jungles of Brinstar, the battle theme with Ridley, and of course the main theme from Prime. Oh yes!

Arranger and guitarist Ro Panuganti had this to say:

“The gripping atmosphere, exciting turns and twists, and of course the soundtrack from Super Metroid gave me chills. Creating The Dark Hunter was fulfilling my long-running dream of focusing on one theme, one sound, and one game series and making a solid album”

Panuganti says you’ll hear influences of modern progressive artists like Periphery, TesseracT, Plini, as well as more ’90s musicians like Pantera and Alice in Chains, who have found their way into the album.

You can check out a music video featuring the “Ridley” performance below:

For the rest of The Dark Hunter album, you can find that here.

Antiquia Lost Review – A familiar fantasy RPG [PS4]

Antiquia Lost shows off its deep roots from the early years of the Final Fantasy saga, but deep down the game sits quietly with a mold of its own identity. Powerful and heroic characters mixed with emotionally charming plot lines and dialogue, Antiquia Lost brings a surprise nostalgic experience to the broad circle of traditional RPG titles.

Deep Roots

Starting the game in the small town of Crysta Village, you take control of Bine – a red-haired demon hunter engaged in the beginnings of a warm and exciting adventure. With the help of his mysterious power and newly acquired friends, you’ll dive deep into the fantasy world full of intriguing towns and villages, dungeons, as well as plenty of turn-based battles along the way.

Antiquia Lost Review
Bine and his cast of powerful allies are full of interesting and eventful dialogue moments in the charming story.

Lunaria and Safira hail from the goo-like people of the Ruta tribe, Jade – an elder of the cat-like species from the Eeth tribe and the protagonist Bine is home to the Fai tribe. Each represents one of the three elements being Earth, Fire and Water. The peaceful tribe lives in harmony with one another in the vibrant world of Antiquia Lost, until important figures from all over the lands begin to disappear. Venturing to the Capital City with your trusted group of friends, you’ll begin to uncover the truth behind the mysterious disappearances that are taking place.

The battle system is set up in a traditional turn-based RPG format, only now with a few enhancements and quirks that help keep the game original. Each character in your party is capable of common physical attacks with whatever weapon is equipped, and of course various magic spells ranging from fire attacks, healing water abilities to ancient powers and the unique Brave Arts ability. Random enemy encounters occur throughout the sprawling world map, rewarding the player with experience points, useful items and equipment and tasty gems which act as Lunaria’s special method of leveling up.

Antiquia Lost Review
Many different physical and magical abilities are crucial in defeating the monsters found throughout the world.

New or Robust?

The storyline in Antiquia Lost doesn’t offer anything new or robust coming out of the stale isometric RPG genre, but creates a wonderful cast of friends and dialogue to keep fans of cheesy narrative lines and fantasy tales playing throughout the campaign. Talking with your party members during down time in between quests will give you the opportunity to either boost your status with each individual – or lose trust – based on the response you choose in dialogue selection areas. Paying attention to each ally’s personality will give subtle hints as to which direction to take the conversations.

Traveling from town-to-town, each small village has a number of villagers, some with additional side quests to add to the playability. Traversing back through previous areas in search of a lost item, piece of equipment or even a stray sheep, more often will result in ending these side quests with a powerful demon fight to cap off your short journey. Once you’ve fully explored the current village or dungeon to your desire, the option to move along with the story remains in your trusty quest log for quick ease of use.

As your party members battle their way through waves of enemies, gaining vital experience and gems to help build the power of their abilities and other attributes, enemy encounters become increasingly more difficult, featuring various forms of every monsters. Color-coded by specific strengths and weaknesses, some monsters require unique weapons to be defeated, while others just require more persistence and strength.

Antiquia Lost Review
Boss battles require careful strategy and powerful skills to defeat the monstrous enemies.

Antiquia Lost Review

Using your attacks and defenses to your advantage is crucial, such as strategically using multiple-hit skills to strike down every enemy in specific rows and columns. These techniques prove useful against large mobs of enemies that out-number your party.

A large variety of supporting items are also present, curing status ailments, healing items and various fruits to help boost important stats in your characters. These fruits can be grown in potted soil kept in your inventory. After obtaining seeds labeled for specific skills – i.e. strength, vitality, speed, attack , defense etc. – as well as other rare items, you’ll plant them in one of the desired planting pots located in the inventory menu. After the timer ticks down, the fruits are ready to be harvested and saved for a time in need to help sway the tide of battle in your favor.

You can find Antiquia Lost available now on the PS4/Vita on the PS Store, mobile devices on the App Store and Google Play, and Steam.

Exorder coming to Steam February 7th, 2018

Meet indie title Exorder, a tactical turn-based game that resembles Advance Wars, Ancient Empires II and the X-COM series.

Exorder is set in a fantasy world with a roster of quirky and fun characters and the story focuses on the “Three Moons”, a powerful event that happens once every fifty years.

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The game features two modes: campaign mode that introduces the world of Exorder to the player, and skirmish mode which allows two players to duel on a selection of pre-made maps. It’s developed by Solid9, a Warsaw-based game studio.

Further details on Exorder are expected at a later date, but for now, that’s all we have to go on. However, we do know the game will be out on February 7th, 2018 on PC. Stay tuned for more.

Bloody Zombies Review – A Polished, Zombie VR Beat Em’ Up [PS4]

Bloody Zombies arrives in slick, fist-throwing action in the hopes of pummeling the walking dead, and in brutal fashion at that. Prepare yourself because Bloody Zombies brings a classic arcade feel with intense and challenging combat action.

Taking the player to London in the middle of a zombie outbreak, you’ll control one of four playable characters in a lineup of misfit brawlers. Each character has their own unique appearance and combo techniques, while each player’s profile contains the collected skills and abilities adaptable to each character. Designed as a true co-op experience, Bloody Zombies provides much less of a frustrating experience when all four slots are occupied with zombie brawling survivors.

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Each character has a combination of unique combos and shared special attacks to fend off the zombie nightmare.

I entered Bloody Zombies with the expectations of a traditional 2D beat em’ up adventure – with the new technology craze that is VR. If any genre of video game will adapt to virtual reality technology, a 2D side-scrolling brawler would be behind quite a few other choices… But that’s exactly where Bloody Zombies stands out among the rest. What lies ahead in this challenging co-op brawler are tough waves of diverse enemies and tons of unique skills, weapons and level designs; all of which add to the addictive, bloody experience.

The combat featured throughout the game focuses on technical combos and special moves requiring button inputs commonly found in many of the best fighting games today. With four different combinations of button inputs, each skill comes in one of four colour-coded combinations related to each combo set. Each player is then able to equip one skill each from a selection of the four coloured skills, which are either dropped by enemies, found by smashing random objects in the levels or purchased from the store, discovered in different locations of the game.

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Using the VR headset in Bloody Zombies, the player is able to reveal secrets scattered across the game – like deadly ambushes that lie ahead.

There’s a tutorial level to help better acquaint you with the simple but brutal combat mechanics found in Bloody Zombies. Though it serves its purpose on instructing you with the basics, it may take the player a while to realize the importance of unique fighting styles that aren’t as common in other popular brawlers. Juggling enemies with fast uppercuts and flying kicks, completing quick combo moves while stringing together special abilities and making good use of the jump and roll dodge abilities are all vital in surviving well-past the first boss.

If playing with a VR player – they’re able to scan the level ahead for traps, secret chests, and most importantly the wide field of vision for the overwhelming groups of enemies that wait ahead, as well as a broader view of the playing area. The 2D plane is sometimes tricky to observe where exactly your character is standing, making it easy to consistently miss landing punches and kicks on your target. Though frustrating at first, it won’t take long to build up a better understanding of the level’s dynamics, as well as having VR players to help guide the team through the level more thoroughly.

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Playing in co-op has exceptional benefits when fighting off massive hordes of undead.

As mentioned before, Bloody Zombies is a true co-op experience. Braving the dreaded streets of London alone won’t last long for the average player, as more powerful undead enemies and bosses appear as you proceed further into the game. Gathering a team will no doubt add health to the waves that await you, but a group of solid zombie slayers will undoubtedly bring a much more bearable experience to the combative mayhem. Fending off multiple ogre-like zombies, obese exploding walkers, spike-chucking monsters and a wide range of other deadly enemies proves overwhelming when attempting a solo run.

Joan Ginard From Indie Brain On Being An Indie Developer

We got the chance to sit down and speak to indie developer Joan Ginard from Indie Brain. It’s here we discussed indie game development, wider trends in the games industry and much more.

Joan Ginard is a passionate indie game developer and student. He makes video games in his free time – he’s been in love with them since he got his hands on a Game Boy when he was 3 years old.

What inspired you to get into game development?

One day, while having lunch, I saw on TV that they were making this coverage about people that worked making games and I was like: “WAIT WHAT!? You can actually work making games!?”. Prior to this, even though I had been playing games my entire life, I hadn’t thought about the idea. Next, in the coverage, they were announcing the release of a master’s degree right in my city (Barcelona)!

At that time I was in 11th grade (4 years from now so 2013) with 16 years on my back and couldn’t have any other dream. In fact, this idea of making games is what has kept me from not dropping off school nor college. Right now I’m in my 3rd year of a “special”, you could say, computer engineering bachelor’s degree. So, since I entered college I have been making plenty of games.

What games have you created and which is your favourite?

My favourite game I created was in a 4-day game jam called The Odyssey to School. It’s an endless runner about a boy trying to reach school on time with obstacles in his way and every time he gets hit he loses life which is his timer to reach school on time, haha. It’s very small and simple, you can beat it in 5-10min, but I worked hard on it, created my own little engine using Javascript and HTML.

Why not, you can find it here: https://joan-ginard.itch.io/theodysseytoschool

What advice would you offer for those just starting out?

My advice would start by telling the truth from the beginning. If you want to be a game developer and make big games that’s going to be a long-term goal (we are talking about 5-10 years) and it’s going to be extremely hard, making games is NOT playing them (like most people think).

This mentality comes from many AAA companies that have accustomed us to release a new Call of Duty, Assassin’s Creed, Fifa, Battlefield every year, so we think it’s very easy to make games (from a gamer’s point of view), but the reality is that in these titles there are normally between 700-1,000 people working on it 12h/day during 1 full year. So, you got to be realistic about your capabilities and if you aim is making big titles like this you’ll need the skill only years can provide and a big team, not just yourself or a few friends! Although I feel like these companies never innovate so even if you make a small game, innovation yourself is better.

To begin, my advice would be start learning the programming language C++ from the beginning – it’s the language all other programs and languages have been created from, so even though it’s the most difficult one, once you learn it you can program in any language for any platform to make any game and you’ll have the most opportunities for jobs. At the beginning, because it’s all code you’ll get frustrated because you’ll only make text games or very simple games. So, once you understand at an amateur level how everything in C++ works, start making games with GameMaker Studio using only code and you’ll get to create amazing 2D games easily with the expertise you have accomplished programming in C++ (just like what I did, haha, even though I still consider myself a C++ noob).

From this point on, everything will be easy on you, you will just need to adapt your syntax for any other language, but because you already know how to program in C++ it will be so much easier. It’s like playing soccer with a tennis ball and then actually playing with a soccer ball – because you are so good with a tennis ball, with the soccer ball you’ll be awesome too.

Next, just try the game engines out there (programs to make games) or try to make your own and focus on the one you like the most. For me, I’m more of a creative profile so I prefer using already existing games because I like to make games, not make programs to make games, but that just depends on every person, just follow your path and keep working hard.

What do you think is going to be a key trend in the games industry this year?

I think lately survival and open-world games have been trending a lot, so it will follow this line. Apart, from indie titles especially on Steam. Every year that passes we see more variety in indie titles that are hits with completely different genres and audiences. You just got to take a look at how ARK: Survival Evolved, Playerunknown’s Battlegrounds, The Forest, Rust, We Happy Few and other not so popular indie titles out there. I also feel that more on the indie side, specifically rogue-like titles are also a trend thanks to The Binding of Isaac: Rebirth, Enter the Gungeon or Crypt of the Necrodancer and other smaller ones.

In your opinion, which is the best platform to sell your game on?

Right now, as an indie developer, the most comfortable and beneficial one I would say is Steam. It has the most customers in the PC market and most importantly, the highest fan base of indie games.

Oh! And why not Switch! There are so few rival games that if you make a good one, you will get noticed.

What are your favourite tools for game development?

At the moment, they would be GameMaker as a game engine, Adobe Photoshop as an image editor and Adobe After Effects as a video editor. Although I’m enjoying a lot of Unreal Engine, which I’ll use for my next game!

How do you stay motivated to achieve your goals?

It’s not easy, you’ll eventually feel unmotivated. For me, it’s just the urge of making a name for myself in the industry, I’m just very ambitious I want to make the best game of all time! Apart from enjoying every last bit of it. I feel that’s the most important part of any goal. Normally I’ll be working for 10 hours look at the clock and say “What!? I just started working! It felt like 2 hours of work lol!”.

When I feel unmotivated I just keep working – you’ll thank yourself later. Also, one thing comes to mind that I heard Will Smith say in one of his interviews “While the other guy’s sleeping, I’m working. While the other guy’s eating, I’m working. While the other guy’s making love, I mean, I’m making love, too, but I’m working really hard at it!”

Which events do you recommend indie developers showcase their game at?

I would say start small in your city or nearby (just like I did), it will be cheaper and easier.

From this point on, move to more popular events, it all depends on how much you can pay for what you are willing to do. In an ideal case, I would recommend getting a booth at PAX, E3, Gamescom, Independent Games Festival, GDC and any other of the same type.

If you do it, even if your game is crap, you’ll get a decent fan base and exposure which is basically what sells your game and improves it. These type of events (even if small) are so important because you get plenty of people to test your game. This means you learn what people like and hate about your game, how to improve it, even gather new cool ideas, make friends, make contacts – I recommend it at any level – 10/10 – you need to get out there!

What do you think about VR?

For VR, the price is too high and since its launch, I feel like there are no “real” games yet, just prototypes. When have you heard about a release of any VR game apart from the VR release announcement? I haven’t – I have tried all of them and see plenty of potential, if everyone had one of these at home, people would stop going to work! The problem is that it’s too expensive, it makes you dizzy and there no games, so, for now, it’s just not worth it.

Games console of choice?

At the moment I feel that the PS4 is the best, mainly because of these games: Uncharted, The Last Guardian, Persona 5, The Last of Us, God of War. It’s a small box with little noise, many software functionalities, comfortable controllers, good PSN games overall, good servers, best exclusives.

I can understand people having another console as a favourite though – I respect that. After all, we’re not kids on a playground fighting over some plastic! I also own a PS3, a PC and a Switch.

Thanks for your time Joan. It’s been a pleasure.

Thank you!

You can find our full review of Scarlett’s Dungeon here.

Objection! Phoenix Wright: Ace Attorney – Spirit of Justice hits iOS and Android

Phoenix Wright: Ace Attorney – Spirit of Justice is out now on Android and iOS devices.

Spirit of Justice, the sixth game in the lawyerly Ace Attorney series, was first released on the 3DS last year. It sees Phoenix Wright, now an undefeatable lawyer, travel to the Kingdom of Khura’in, the origin of the Kurain Channeling Technique, which is of central importance in the series.

Kingdom of Khura’in – The Toughest Challenge Yet

In the mysterious Kingdom, there are séance trials that decide the fate of all defendants – it’s here that you’ll take part in the Divination Séance gameplay mechanic as Phoenix. This allows you to revisit the last moments of a victim’s life, which makes for some rather ridiculous, yet masterful cases. No spoilers!

Capcom created the Kingdom of Khura’in because they couldn’t devise a character that could actually beat the reinstated Wright in a ‘normal’ courtroom anymore. Yeah… he’s come quite far.

Phoenix must fight to find the contradictions between the Royal Priestess’s “Insight” and what is shown in the séance. He’s up against the entire country and starts a legal revolution, in a nutshell. Luckily, one of his closest allies, Maya Fey, also returns at long last.

It’s not just up to Wright though, his protégé Apollo Justice, along with Athena Cykes, face their own challenges back at the Wright Anything Agency.

The special episode “Turnabout Time Traveler” is also included in the mobile package which features Phoenix’s childhood friend Larry Butz, and legendary Prosecutor Miles Edgeworth.

You can buy the game from the Android store here.

NES Golf hidden within every single Switch – it’s a tribute to Satoru Iwata

An emulation of 1984’s NES Golf, along with added motion control support, is surprisingly hidden on every single Nintendo Switch.

NES Golf Switch: Directly To You

Hackers over at Switchbrew discovered something pretty special indeed. If the date on a Switch is set to July 11th, the day in which the late Satoru Iwata sadly passed away, and both Joy-Cons are then used in the “Directly” gesture that Iwata was famous for, NES Golf magically loads up onto the system.

Satoru Iwata

Upon activation, you can hear a sample of Iwata’s voice:

Unfortunately, this only works if your Switch has never been connected to the internet before…

Satoru Iwata’s Legacy

NES Golf was programmed by Iwata during his time with HAL Laboratory before he became president at Nintendo in 2000. Iwata was responsible for some of Nintendo’s greatest successes in the Wii and DS – both systems took the world by storm. Iwata also played a key role in the development of the Switch.

Gamers all over the world and the industry at large were shocked by Iwata’s sudden passing. Many, including this writer, became so accustomed to Iwata presenting Nintendo’s Direct series, that he became almost like a virtual friend to them.

It’s been speculated that this Switch tribute is, in fact, a form of “omamori” in Japanese culture – a charm that is traditionally available at Shinto shrines and Buddhist temples. It is said the omamori will protect you, or give you luck.

It’s a lovely and very Nintendo-like tribute to their former boss.

Pillars of Eternity II coming to PC early 2018

Pillars of Eternity II: Deadfire, the sequel to the critically acclaimed RPG Pillars of Eternity, will launch on PC next year.

In Pillars of Eternity II: Deadfire, you’ll embark on a dangerous voyage of discovery as you hunt down a god to save your soul.

Every aspect of Deadfire has been improved and expanded since the original game, according to the developers. That includes more detailed graphics, deeper game mechanics, increased player choice, a new companion relationship system, streamlined combat, and an entirely new, hand-crafted adventure.

You’ll find yourself on the titular “Deadfire” Archipelago region by ship, where you’ll discover new races, visit exotic islands, and, most importantly, get to choose your allies.

Here’s some gameplay footage:

Super Seducer is coming to PC and PS4 next year on Valentine’s Day

Want to get better at charming women? Super Seducer has you covered. The ‘game’ is coming to PS4 and PC next year on Valentine’s Day and promises to increase your chances of success.

Super Seducer is a live action experience with around 8 hours of video footage. It features 520 unique choices, and multiple endings to all of the game’s “ten levels” – it’s here that gamers can test out their skills.

London-based developer Richard La Ruina, who is the owner of dating advice company PUA Training, had this to say:

“When a guy successfully completes the game, his real-life seduction skills will put him in the top 1% of men. I have put the knowledge from eleven years of working as a dating coach to make sure the game is highly educational as well as fun”.

The game features ten real-world scenarios, including being a “wingman” for your friends and turning that friend into a girlfriend. La Ruina continues:

“You have full freedom, you can be obnoxious, or charming, funny, or serious. Karma is instant in the game, so expect everything from slaps to kisses depending on which route you take”.

It’s clear that while the game is a bit of fun, it’s still earnest in its intentions, with La Ruina, someone who regularly struggled to talk to women in the past, adding:

“I hope that the game is well received, but also that I receive many messages from men who go from single and lonely to living the love life they want and finding their soul mate…all because of what they learn from completing the game”.

Richard La Ruina is the author of “The Natural: How to Effortlessly Approach The Women You Want”.

The game will be released for other, unspecified platforms at a later date. You can find the Kickstarter campaign here.

Check out the hilarious trailer below: