Nintendo Switch Platform RSS Feed | Nintendo Switch RSS Feed on en Launch Media Network New Game Releases: Week of October 14 Sun, 14 Oct 2018 13:22:35 -0400 William R. Parks

Tuesday, October 16th's releases are headlined by Starlink: Battle for Atlas (PS4, Switch, Xbox One).

A third-person action-adventure developed by Ubisoft Toronto, players will explore the space and worlds of the Atlas star system in Starlink, forming alliances with alien races and battling the Forgotten Legion.

Modular toys will also be available for Starlink, allowing players to purchase pilot, starship, and weaponry toys that can then be connected to a special controller and imported directly into the game.

Nintendo Switch owners will have exclusive access to a very special pilot: Star Fox's Fox McCloud.

On Friday, October 19th fans will get the first numbered Soulcalibur entry in six years: Soulcalibur VI (PC, PS4, Xbox One).

This Bandai Namco fighting game will feel familiar to those enfranchised, with its weapon-based battling, but Soulcalibur VI is introducing a new mechanic: "Reversal Edge."

Triggered by landing a charged attack or parrying, "Reversal Edge" starts a slow-motion sequence that fans of Tekken 7 may already be familiar with.

Friday will also see Dark Souls Remastered come to Nintendo Switch.

Released earlier this year for PC, PS4, and Xbox One, this portable remaster of FromSoftware's action-RPG comes with improved graphics (running in 1080p at 30 fps when docked and 720p at 30 fps handheld), changes to online play, and a Solaire of Astora amiibo (sold separately).

Dark Souls Remastered for Switch is yet another opportunity for those new to the franchise to play this classic game, and veterans may be happy enough to play a version with improved performance in the infamously laggy Blighttown.

A full list of releases for the week of October 14 is below.

What are you picking up this week? Let us know in the comments below.


Tuesday, October 16:

- For Honor: Marching Fire expansion (PC, PS4, Xbox One)
- Heavy Fire: Red Shadow (PC, PS4, PS VR, Xbox One)
- The Hunter: Call of the Wild 2019 (PC, PS4, Xbox One)
- Lego DC Super-Villains (PC, PS4, Switch, Xbox One)
- NBA 2K Playgrounds 2 (PC, PS4, Switch, Xbox One)
- Starlink: Battle for Atlas (PS4, Switch, Xbox One)
- Valkyria Chronicles (Switch)
- Warriors Orochi 4 (PC, PS4, Switch, Xbox One)

Thursday, October 18:

- AI War (PC)
- Heliophobia (PC)
- Moto Racer 4 (Switch)
- Resonance of Fate (PC)
- Return of the Obra Dinn (PC)
- The Room (Switch)
- Sinner: Sacrifice for Redemption (PS4, Switch, Xbox One)
- Syberia 3 (Switch)

Friday, October 19:

- Dark Souls Remastered (Switch)
- Dark Souls Trilogy (PS4, Xbox One)
- Legend of Evil (PC, Switch)
- Soulcalibur VI (PC, PS4, Xbox One)
- World War 3 (PC)

Are you looking forward to any of the games coming out this week? Let us know in the comments below.

Meditations on Octopath Traveler: A Buddhist Approach to Annoyance Fri, 12 Oct 2018 16:19:27 -0400 William R. Parks

Before I began Octopath Traveler, I told myself I liked it. 

Since completing Super Mario Odyssey at the end of 2017, I had been desperately waiting for something to play on my Nintendo Switch, and I was certain that a lengthy JRPG was exactly what I needed.

I was thrilled by the prospect of playing a full-fledged Square Enix title in handheld mode. It never crossed my mind that it would disappoint, and I was initially charmed by Traveler's simple stories, updated graphics, and reworked mechanics. 

However, after 30 hours and nearly half the game complete, I wonder if the Buddha himself could have maintained harmony with Traveler for more than 15 minutes at a time.

Still, I play on, though I now do so exclusively in the intermediary moments of my life -- the time before dinner or leaving the house for an errand.


As a meditator, I spend considerable time trying to understand my emotions. Often, this is an attempt to clarify why I am feeling agitated. And like many people I suspect, I find myself agitated frequently.

Renowned meditation instructor Jack Kornfield teaches an exercise that I find helpful for understanding anger and frustration:

"Imagine that everyone in the world is enlightened but you."

Now, when I encounter someone (or something) that I find irritating, I try to ask questions, such as:

Why did that Bodhisattva on the subway push past me so violently? Why will this small Bhikkhuni living in my house not pick up her stuffed animals? And why does every moment in Octopath Traveler feel like an eternity?

The best approach? Assume that they are trying to teach you a lesson.

I first started Traveler with the aforementioned three-year-old Bhikkhuni: my daughter.

We were asked to select one of eight classes: Apothecary, Cleric, Dancer, Hunter, Merchant, Scholar, Thief, or Warrior. My daughter selected Dancer, and Primrose’s story began.

Twenty-five hours later (and 24 and 3/4 hours after the little one had lost interest), I was checking how much used copies of Traveler were fetching on eBay. The full ramifications of our selection had sunk-in: Primrose and I were bound.

You see, while I now had access to all eight classes (to be used in an interchangeable party of four), no amount of insisting would ever convince Primrose to sit on the bench, and I had discovered that her in- and out-of-combat abilities left something to be desired.

We were entwined, and her shortcomings both exacerbated and emphasized the tedium that is Traveler.

Beginning with combat, each class can equip one or two of six weapon types, and each has its own set of combat skills -- things like elemental magic, potent weapon strikes, and healing.

In battle, each foe is weak to certain weapon and element types, and a specific number of hits from those types will "break" the enemy’s defenses. A "break" will cause the enemy to lose their next turn in combat, and all hits against them will do critical damage.

It is thus advantageous to be very aggressive in combat (or be able to heal the party). A bit of strategy is invoked to keep enemy defenses broken and damage maximized on the rounds when they are down. Additionally, you are rewarded for having a party that can deliver damage of as many types as possible.

Unfortunately, poor Primrose can only equip a dagger and deal Dark elemental damage. Her skills are primarily focused on temporarily increasing the stats of other party members, and these buffs always feel worse than if they were just damage-dealing skills.

On top of that, Primrose has the ability to "Allure" the non-player-characters you encounter, which allows you to summon the NPC in battle. These NPCs have their own damage type, which effectively gives Primrose a third option for breaking an enemy’s defenses.

However, you have no control over the NPC’s actions (the specific attack they will use or who they will target), and while they can be quite powerful, they are not useful when trying to employ a specific attack strategy.

This lack of defense-breaking options means that when Primrose is in your party, an already slow combat system feels even slower. And she was always going to be in my party.

To be certain, the tactical combat system is one of Traveler’s primary appeals, but its speed is one of the main reasons sustained play is challenging.

Nearly every combat encounter in the game requires some level of planning, and, as is customary in many JRPGs, I find myself wishing I could just press a button repeatedly until my weaker opponents fall down dead.

Even a general reduction in the number of hits required to break defenses would go a long way to making Traveler feel like less of a slog.

Around the game’s mid-point, Traveler does offer a solution to expedite combat: secondary jobs become available, which allow you to give each class the weapon types and skills of another class. Primrose now had the skills of the Apothecary to compliment her’s as a Dancer, and the combat became a bit less of a grind. However, this did not address Primrose’s non-combat capabilities.

As mentioned earlier, Primrose can "Allure" NPCs and summon them in battle. The Cleric has this ability too (though her’s is called "Guide"), and I have never found either particularly reliable combat abilities.

These abilities also have implications outside of battle. From what I have seen, they are exclusively used for the completion of side quests, and the idea that anyone could muster the energy and interest to complete anything aside from Traveler's main story is incomprehensible to me.

The other classes, in contrast, have useful out-of-combat skills primarily focused around helping you obtain items. It is preferable to have all possible interaction options available so that you can be certain to collect all of these items. However, with a character locked into your party, you have to constantly change party composition. Different parties need to be assembled for interacting with NPCs, pursuing the main story, or simply battling in the wild.

The problem is that you need to visit a town’s tavern to change your party.

Please let me change my party from the menu screen. Or give character’s equipped with a secondary job the out-of-combat abilities of that class. Or, better, both.

Other tediums persist as well.

The stories Traveler tells are actually quite likable, however, the delivery is as tiresome as needing to add the Merchant to my party every time I want to see an NPC’s wares or having the Thief to open certain chests, etc. 

These are small and familiar tales. Their simplicity is the appeal, and they are often quite sweet. But they come with seemingly endless exposition.

Traveler has a Teen rating, and there is no need to so methodically unfold such straightforward dramas to that demographic.

Now, with my grievances aired, what lesson is Traveler trying to teach me? Does it illuminate my inability to let go even when I know it is best? I told myself that I was going to like this game, and I am darn well going to!

Or is it a test in patience? Maybe I should embrace Traveler, Primrose, and my palpable boredom and see the game through to the end.

Or am I to learn that sometimes perfection is not necessary? Life may go on even if I do not interact with absolutely every NPC.

I. I. I.

My. My. My.

Mine. Mine. Mine. 

Perhaps a lifetime from now, I will emerge from a year in silent contemplation and complete Traveler in a single sitting. Tranquil. At peace. With no ill-will toward my daughter for selecting Primrose.

For now, it is probably best to let go so that Traveler can finally find its place at the end of its path to Nirvana.

Diablo 3 Cross-Platform Play In the Works According To Blizzard Representative Fri, 12 Oct 2018 14:51:24 -0400 QuintLyn

On November 2, Diablo 3 will be released on the Nintendo Switch. In the years since the game's initial release, it's been made available on PC, Mac, Xbox 360, Xbox One, and both the PlayStation 3 and PlayStation 4.

While all those releases have made for a large player base (Diablo 3 is third on the list of most sold games following Minecraft and PUBG.), it's a fractured player base. Players on different platforms can't play with each other.

But that will be changing according to an article on Business Insider Australia, who recently attended a demo of the Switch version of the game.

During the demo, they asked about cross-platform play and were informed that Blizzard is working on it, with the Blizzard Entertainment representative even going so far as to say, "It's a question of when, not if."

According to the rep, Blizzard is working with both Microsoft and Sony to enable cross-platform play with the Nintendo Switch.

Now, there are a few questions here -- aside from the "when". During the discussion, the representative specifically mentioned "cross-console" play and said nothing of PC. While it might have been an oversight, it's also possible that Blizzard intends to keep PC Diablo 3 players in their own walled garden.

The other question is, "Will Sony actually go for it?"

That answer is, most likely, "Yes".

Sony did actually agree to cross-platform play when it comes to Fortnite. They even added that it could be implemented for other "select" third party games. The question is whether or not Diablo 3 is one of those games.

For the sake of the players, let's hope they get on board. Gaming is always more fun when you have someone to share it with. 

Stay tuned to GameSkinny for more news on Diablo 3 and the Diablo franchise as it develops. 


Yo-Kai Watch 4 Trailer and Gameplay Footage Revealed Fri, 12 Oct 2018 13:16:17 -0400 Erroll Maas

Today, Level-5 has revealed a new trailer and gameplay footage for their recently delayed action RPG, Yo-Kai Watch 4. The footage was previously shown at Tokyo Game Show 2018. 

Both feature the game's different human protagonists, improved graphics from the previous entries, and an entirely new battle system where human characters fight alongside their Yo-Kai team. It seems similar to the gameplay seen in Level-5's Ni No Kuni: Wrath of the White Witch.

In the gameplay footage, the protagonist Touma and his Yo-Kai team are seen fighting against the Jingeki boss. A new summon ability which allows Touma to transform was also shown.

Yo-Kai Watch 4 is expected to launch in Spring 2019 on Nintendo Switch in Japan. It will be the first entry in the main series to launch on Nintendo Switch instead of Nintendo 3DS. The last Yo-Kai Watch title for the Nintendo 3DS, Yo-Kai Watch 3, will launch in North America on February 8, 2019, and in Europe this winter.

Xenoblade Chronicles 2: Torna ~ the Golden Country Review Thu, 11 Oct 2018 11:41:57 -0400 Stephanie Tang

Nobody is comfortable buying a pig in a poke. However, in recent years, with the enormous upswing in season passes and "Ultimate" editions, that's pretty much what you're putting money down for when it comes to DLCs and expansions. 

Luckily, there's no pig to found here. With Torna ~ the Golden Country, fans of Xenoblade Chronicles 2 get exactly what they wanted -- and I daresay it's a whole lot more than they ever expected.

When Monolith Soft's Xenoblade Chronicles 2 released on the Nintendo Switch late last year, it was the final jewel in the year's long necklace of hits for the console, following in the sparkling trail of instant classics like Legend of Zelda: Breath of the Wild and Splatoon 2.

The majority of critics praised it to the stars, although all conceded that there were a number of frustrations marring it, particularly the battle system's high learning curve alongside muddled, unrepeatable tutorials, poor graphics quality in handheld mode, and inconsistent voice acting quality. 

The standout voice of dissent was from Kotaku, panning it almost entirely aside from the environments and the music. 

I note all of this right from the beginning because I didn't play Xenoblade Chronicles 2. (I know, it disappoints me too.)

So what did I do instead? Well, it involved a hell of a lot of YouTube.

I know what you're thinking. It is 100% completely not the same thing, and I absolutely agree. But I didn't want to walk into this game completely blind.

Did it help? Yes, and no. 

The story of XC2 is incredibly vast, multi-layered, and built on the back of virtually hundreds of hours of gameplay (if you're into collecting every last Pokemo -- sorry, Blade). I was barely scraping the surface.

Torno ~ the Golden Country is not nearly quite so ambitious, and rightfully so as a standalone expansion whose story acts as a prequel to XC2. It focuses on the Aegis War, long before the events of the main game. So while outlets differ on exactly how much content is packed into this standalone prequel, the Reddit community seems to agree that it can be finished in 12 hours.

Can, of course, because there exist some players that are not as easily distracted by silly, off-the-beaten-path explorations, harvesting, side questing, and unashamedly picking fights with everything that's got an HP bar like I am. (When it comes to games, grinding is my zen garden.)

Is it possible to play Torna, and to like it, without having played Xenoblade Chronicles 2? I answer -- unequivocally -- yes. 


Is it possible to follow and understand the story of Torna all on its own without having bought the base game? Wellllll... technically yes. But only technically.

After all, Torna is set 500 years prior to the events in XC2. As a standalone expansion, the game does fairly well bridging the gap of things to come, bringing all the battles, the action, the glorious, shameless time sinks that are side quests all to the fore.

But its story is not truly its strong point.

From the outset, it skims past most of the events that occur in the Aegis War and narrows its focus to the end of the war, on the adventures of Lora and Jin as the race to stop the evil Malos from destroying the world. 

As a new player, this is fair enough. Hello, new spiky-haired characters that appear to have some form of backstory! You two are charmingly lovable protagonists with your cooking and charm-making duty-sharing.

But what is the significance of all that's happening, of the fact that we are watching this story unfold between these two people? 

That isn't there, and Torna doesn't stop along the way to try and re-explain. New players with absolutely no idea about the game story will also have to guess at what the relationship between Blade and Driver is, what a Core Crystal is, and what happens after a certain BIG moment I won't spoil in the slightest.

Are new players able to get past this? Of course. But you'll be like me, skimming the surface when you can sense there is so much more underneath. It's like watching the Star Wars movies in actual episode order. Technically, it works, but your foreknowledge of their fates, that connection you already have with these characters, just isn't there.

Arguably, it's something you expect out of an expansion like this. If you're familiar with the base game's deep lore, then you'll find yourself at home here, so keep that in mind. 

Graphics & Gameplay

Like with the base game, there's still a learning curve to mastering the battle system in Torna, but from all appearances, many of the larger criticisms of XC2 were addressed.

Right from the get-go you are informed that if you missed anything while mindlessly skipping through the tutorial screens that you want to review again, you can do so through the menu options. 

The battle system itself is simple to understand once you get the hang of it, all of the concepts (Attack Canceling, Vanguard Switch, combos, etc.) stem from timing them properly and filing up different gauges. It also requires you, especially in the beginning, learn to lay off the button mashing while trying to figure out what to do in order to let your characters auto-attack in peace to get the combo ball rolling!

Speaking of Vanguard Switching, herein lies another brand new element to the battle system that was absent from XC2 -- the ability to switch your control between Blade and Driver, opening up new attack chains and uniquely different combos. While not in control, the rear guard can provide extra support, and when the Vanguard gauge is full, a swap between the two will bring out the rearguard with full attack gauges. 

The game has also cut out the rather tedious gacha system of collecting a number of different Blades in the hopes of building your perfect team comp. Here, your party size is condensed and less cluttered, which brings a more action RPG feel to the gameplay. 

The upshot of all this is a rather refined battle system that was a pleasure to learn and play.

In terms of graphics, the game still combines an odd, choppy mix of beautiful cutscenes that play like an episode of RWBY, in-game dialogue sequences with decent-looking character models, and an unfortunate amount of smeary graphics while running around the world when playing in handheld mode.

(Note: I play a lot in handheld mode.)

This is a shame, but not entirely unexpected since no graphics updates were ever issued to fix this in XC2. And certainly, while it's impossible not to notice how much these graphically inferior character models look and move around the beautifully rendered environments, it's not a death sentence.

Side Questing 

This deserves its own section, I think because your enjoyment of side quests will make or break your enjoyment of Torna.

I personally am a huge fan of silly side quests, having experienced my adult gaming reawakening with games like Elder Scrolls: Oblivion where I didn't complete a good 3/4 of the main storyline until well after 200+ hours of emptying caves, picking flowers, committing ritual murder, and mostly just sneaking around stealing people's silverware. 

There's plenty of that in Torna (okay, maybe mostly the part about picking flowers and less about stealing silverware or committing ritual murder) because there's plenty of stuff that you can go out of your way on the map to investigate (and collect).

Most of these are crafting ingredients, but you do find the occasional treasure chest and other significant items hidden around the area.

Of course, all of the above was already part of the base game. What is new, however, is the Community System. While the gacha system of collecting Blades has disappeared, there had to be collecting of some sort thrown into Torna to fill that void -- and collecting NPCs is what you get instead. 

Whenever you meet a new NPC outside of your community circle, a notification pops up to register them. You can (and should) turn this notification off as soon as possible. The game even suggests it. This system acts as a nearly never-ending menu of NPC side quests that you have the option to complete. 

Well, "have the option" isn't quite true either, since there are certain points in the main story that halt your progression until you've done enough side quests to raise your community to a certain level/threshold. This is part of what pads out that 12+ hour game time we mentioned before.

Side quests that are required parts of the main quest sound a little odd, but it's a system that oddly appeals to my particular style of game progression, and I was charmed.

I know a lot of other players will probably find this kind of gate lock far more annoying. 

Is it worth it? 

Nintendo calls Torna a DLC, but I think that's a bit of a disservice to the expansion considering how much you're actually getting. 

In light of that, Torna ~ the Golden Country is hands down a beefy, impressive expansion that lives up to its promise of being a standalone game experience. It is not, however, as deeply meaningful when experienced as a standalone experience. 

The fun, action-y battle system and the exploration of beautiful environments, excellent music, the simple joys of digging random crafting ingredients out of the dirt, and the silly fetch-and-carry of completing side quests will rack up the hours. But mandatory side questing is certainly not everyone's cup of tea. 

In the end, if you were a fan of XC2, you are probably going to love Torna. If you played XC2 and just weren't a fan, this game probably will not change your mind.

If you were like me and visiting this world for the very first time, it may be just enough of a taste to get you interested in playing the main game for real. 

You can buy Torna ~ the Golden Country either on Nintendo's eShop or Amazon for $39.99. 

[Note: Nintendo provided the copy of Torna ~ the Golden Country used in this review.]

EXCLUSIVE: Preview of Toki Remaster on Switch Wed, 10 Oct 2018 18:06:26 -0400 Joey Marrazzo

During New York Comic Con 2018, we were able to sit with Vincent Gallopain of  XOGO Consulting and get some hands-on time with the remaster of the original 1989 arcade game.

If you were somehow in arcades in 1989, you may have seen the original Toki, an arcade-hard run and gun.

In 2009, it was announced that Toki would be remastered for Xbox 360 and PlayStation 3. Cue 2018: It's finally getting its console release, and it's not on either of the aforementioned platforms.

Earlier this year it was announced that a remastered version of Toki will be coming exclusively to Nintendo Switch in 2018, and I was lucky enough to get my hands on the game while at Comic Con.

With the brief time I had to play the game, I was able to play three of the six different stages. One was the typical stage you would find in every platformer, followed by a water stage and a fire stage. 

Let me tell you this, you will die a lot. Just when you think that you blew an enemy up and you're in the clear, remnants of that enemy will shoot at you and take away one of your lives. Luckily enough, you get three lives but even that is not enough. 

Every platform you jump on, everything you climb, you should be aware at what's coming towards you. Because there will always be something. This game was designed for you to die and they did a tremendous job doing so. 

After each death (and there were many) I learned how the stage worked and was able to get a better idea of how I'm supposed to approach each enemy and item that is trying to kill me. The more you die, the easier it will be to successfully complete each stage. At the end of each stage, there is a boss fight that will only rack up your death toll.

When asked about why it is only releasing on Switch, Gallopain said that the Switch is such a nostalgia machine. From the Neo Geo ports to the older arcade classics that are showing up on the console, the Switch is the perfect platform for a game like Toki. The Switch also being a huge platform for Indie games and the ability to play it anywhere were big benefits for having Toki on Switch. 

If you were a fan of the arcade version of Toki then you will be delighted to hear that besides the updated graphics and the re-orchestrated music, Toki is exactly the same. The gorgeous level design and hard difficulty are still centerstage of this remaster.

One of the coolest things about Toki is that it is being released along with a Collectors Edition of the game. The Collectors Edition or what they call the 'Retrollector Edition' comes with the physical copy of the game, an exclusive comic, sticker sheets, exclusive prints along with an Arcade Machine that you can slide your Switch into. 

Toki comes to the Nintendo Switch on November 22 of this year. We would like to extend a huge "Thank You" to Vincent Gallopain for giving us the opportunity to go hands-on with Toki.

Stay tuned to GameSkinny for more news on Toki as it develops. 

Professors Oak And Willow Learn More About Meltan In This New Pokemon Video Wed, 10 Oct 2018 15:58:27 -0400 QuintLyn

A few weeks ago, Pokemon GO players spotted a new type of Pokemon, which was later revealed to be Ditto taking on the form of a mythical steel pokemon named Meltan.

During the reveal, we learned two things from Professor Oak: that Meltan was thought to no longer exist, and if it did, it would be up to Pokemon GO players to discover them so it would appear in the upcoming Switch games Pokemon: Let's Go, Pikachu! and Pokemon: Let's Go, Eevee! 

Since that time, Oak has been hard at work and has discovered a bit more about the mysterious Pokemon. Oddly, the new information involves an old box containing a lump of rusty metal -- that under the right circumstances will become Meltan. 

It seems this box is the only way to capture Meltan, and the only way to get the box is for Pokemon GO players to send Pokemon to either of the Let's Go! games. Normally, when GO players send Pokemon to the Switch games, they'll receive special items such as candies in return. But the first time they send one, they'll get a special Mystery Box instead.

Upon opening the box, Meltan will begin to appear in  Pokemon GO and can be caught in the same manner as every other Pokemon. Once a Meltan is caught, GO players can send it to Pokemon: Let's Go, Pikachu! and Pokemon: Let's GO, Eevee!


It should be noted that the Mystery Box will close up again on its own and can only be opened again after a set time. But it won't just open by itself. Players wanting to open the box again will need to send another Pokemon to their (or their friend's) Let's Go! game -- each time they want to open the box.

Stay tuned to GameSkinny for more news on upcoming Pokemon games as it develops. Have you captured a Meltan yet? Let us know in the comments below. 

The Legend of Zelda: Living the Life of Luxury! Comes to Nintendo Switch Online Wed, 10 Oct 2018 15:31:24 -0400 William R. Parks

Nintendo has just added a new version of the NES classic The Legend of Zelda to Nintendo Switch Online.

In The Legend of Zelda: Living the Life of Luxury!, players start with “a ton of rupees” and all the equipment. As with the original release, completing the game will give you access to Second Quest, which is essentially a NG+ play-through of The Legend of Zelda where enemies are stronger and dungeons, heart containers, and (some) shops have been relocated in the map.

In an interview posted on, Toshihiko Nakago revealed that Second Quest was created because Zelda’s programmers had only used half of the memory allotted for map data.

“So, using half of the memory that was left over, we decided to create the Second Quest,” Nakago recalls.

Nintendo Switch Online went live on September 19 and costs $20 annually.

The service is now a requirement if you want to play games like Mario Kart 8 Deluxe or Splatoon 2 online, but it does come with some additional perks, including Switch ports of NES games like this one.

However, is there an audience for this version of Zelda? Are fans that are clamoring for retro-gaming on their Switch looking for “souped-up” versions of the classics?

Perhaps people that are intimidated by the difficulty of the original release will now be excited to rush to Gannon without breaking a sweat. But if so, where's the appeal? 

Are you excited for this to hit Nintendo Switch Online? Let us know why or why not in the comments below! 

Inazuma Eleven Ares Delayed Once Again Wed, 10 Oct 2018 11:13:29 -0400 Erroll Maas

In addition to the Yo-Kai Watch 4 delay, the latest issue of CoroCoro Comic has also revealed that Inazuma Eleven Ares, the newest title in the Inazuma Eleven soccer strategy RPG series, has been delayed to this winter in Japan.

Inazuma Eleven Ares was originally slated to launch this summer for PlayStation 4, Nintendo Switch, iOS, and Android, but was later delayed until fall, making this the second delay the title has received. Reasons for the delay are currently unknown.

Inazuma Eleven Ares will (allegedly) launch this winter in Japan for PlayStation 4, Nintendo Switch, iOS, and Android, with a 2019 release window for North America and Europe. It will be the first game in the Inazuma Eleven series to receive a North American release since the digital Nintendo 3DS re-release of the first Inazuma Eleven in 2014.

It is currently unknown if all versions will be released outside of Japan.

Yo-Kai Watch 4 Delayed to Spring 2019 Wed, 10 Oct 2018 10:58:54 -0400 Erroll Maas

The latest issue of CoroCoro Comic has revealed that Yo-Kai Watch 4, the first title in Level-5's Yo-Kai Watch series to be on the Nintendo Switch, has been delayed to spring 2019 after originally planning to launch this winter.

The reasons for the delay are unknown. However, the fact that only off-screen gameplay footage from this year's TGS was previously revealed and there was no official gameplay trailer released online made it likely that a delay would be announced.

All versions of the previous three mainline Yo-Kai Watch titles launched on Nintendo 3DS in Japan, while North America and Europe have now received both Yo-Kai Watch and all three versions of Yo-Kai Watch 2, with Yo-Kai Watch 3 planning to launch on February 8, 2019, in North America and winter in Europe.

It is currently unknown which versions of Yo-Kai Watch 3 will be released outside of Japan. 

Yo-Kai Watch 4 will contain major gameplay changes, including human characters fighting alongside their Yo-Kai friends.

An action RPG spin-off series, Yo-Kai Watch Blasters, launched on September 7, 2018, in North America and Europe with Red Cat Corps and White Dog Squad versions, while the Yo-Kai Watch Blasters: Moon Rabbit Crew update launched on September 27, 2018.

Yo-Kai Watch 4 will launch for Nintendo Switch in spring 2019 in Japan.

Great Balls of Fire: Marble It Up! Review Tue, 09 Oct 2018 10:27:56 -0400 Steven Oz

Marbles have a history that spans back centuries. From balls of stone to modern day glass balls, children have always played with some form of marbles.

These baubles have a history that spans back centuries. The new game Marble It Up! wants to recapture that playfulness of playing with marbles for a whole new generation.


Let me state: This is a very simple game. While it is simplistic in nature there are intense challenges and secrets that will push the envelope of playing with marbles.

Your goal is to get your marble to the end of a goal. Like a race, it is timed with different levels of medals handed out when you complete it. Marble It Up! is accurately described as a high speed-puzzle platformer.

More akin to a Rubik’s cube than a timed race, you have to bounce, speed. and master physics to advance through each level. With even more updates are promised which includes a marble royale mode and more maps, and a level editor.

This is a short game with level lasting around no less than two minutes or even less as you speed past them. You can beat the game within a two to three hours. However, most levels harbor a secret marble in them. That is where the extended play comes in. These secrets are for customizing your marble as you play.

There are 40 levels for you to test your skills as a marble master. Each level is suspended in a different space, with each one having a different look. Personally, I like the grid-like look that the game has. It feels futuristic at points. While there is no story, It feels like something created these levels for you to pass some type of challenge.

There are four power-ups to help you traverse through the levels: Super-Speed, Super Jump, Glide, and Pause.

Out of all the power-ups, Pause is the weakest power-up due to it only affecting your time. It doesn’t even pause time as you might expect. It only slows down time for around five seconds.

There is a reverse button that you can press but when it's active, your times are not recorded for obvious reasons.

Graphics & Music

Marble It Up has stellar graphics. Since I was playing on the Nintendo Switch, it ran at a buttery smooth 60 frames per second both docked and undocked. With that everything from the marbles to the levels looks fantastic.

Certain marbles have a reflection that actually reflects the level. Which is I believe is a cool thing to see in a game. The graphics processing power that went into creating that reflection is amazing. It just shows how far gaming has come, just like the soundtrack in this game.

Each piece of music you hear in Marble It Up is phenomenal. Described as an “An electronica tour de force by Solovox. Psychedelic techno, ambient, chillwave, melodic and heroic.” I would add the music is stimulating and in a way helps guide you through the level. If that particular song does not suit your fancy, pause the game and change it. You are in charge of the soundtrack much like being in charge of the marble.

Marble It Up! is a fantastic game that shows the power of bringing an old medium into the next generation. From the racing your marble against the clock to the futuristic soundtrack, this is all for a game of marbles. A very cool and different way of playing with and collecting marbles.

[Disclaimer: A code was provided by the publisher for review.]

Super Mario Party Review: Super Star Mon, 08 Oct 2018 11:05:15 -0400 RobotsFightingDinosaurs

It's hard to pinpoint exactly where the Mario Party series lost the plot. Was it during the waggle era of the Wii? Was it during its ill-fated tryst with the 3DS? Was it the moment the developers decided to introduce a car into the mix? Or was it even earlier, when Mario Party 6 came bundled with a microphone?

Regardless of when it happened, the simple truth is that there hasn't been a Mario Party game that really feels like a Mario Party title in an incredibly long time. 

Mario Party: The Top 100 was our last, best hope at this; a title that promised to collect the best minigames from across all of the titles, packaging them in an easy-to-digest way. It fell short. Super Mario Party, however, does not. It's the first must-have Mario Party title in years, and it's incredibly ambitious for a party game.

Party Time

As you jump into the experience for the first time, you'll be asked to do an initial setup where you select the number of players, the characters they'll play as, and how many consoles you'll be using. You'll do this every time you boot up the game -- which is somewhat annoying given that it makes any kind of pass and play gameplay difficult if folks want to play as their favorite characters. 

After a short initial tutorial, you're free to roam around a main hub area that links you to all the different game modes. As you play each for the first time, the next one will unlock, which is a bit frustrating if you want to play a specific game mode to start. 

Your main menu is a "Party Pad," a little screen that serves as a way to quickly start a game, consult tutorials, and check on your progress.

Interestingly, the game's Party Pad system and a number of other aspects of the game suggest it may have originally been in development on the Wii U.

Aside from the Party Pad, there are a number of minigames that take advantage of asymmetrical play with two Switch systems. This is something that would have been possible with the use of a single Wii U and its Gamepad. The game's fonts and color scheme used in the menus match the Wii U style, rather than what we generally see on the Switch.

Image via Nintendo

One of the first, most disappointing things you're bound to notice about the game is that for the main Mario Party mode, there are only 4 boards to play, one of which is hidden. None of them have gimmicks that are particularly engaging or special, and that's a shame given the fact that the core Mario Party gameplay here is amazing.

The game features 80(!) minigames, and though a few of them pay homage to classics of the series, they're all 100% new. It would have been nice to see a few advanced boards that require more strategy. Perhaps there will be some DLC down the line.

Outside of that, the main mode is everything you probably expect. Roll a die, collect coins, buy stars, and learn to hate your friends. The addition of character-specific dice that augment your chances of landing on a specific space adds a bit of strategy to the mix, but it's still the same wonderful random game we all know and love.

Oodles of Extras

Were the main mode all that Super Mario Party included, it'd be a passable-but-forgettable entry in the series. Fortunately, the game packs in so much more. In fact, I imagine that I'll be playing the game's other modes more frequently than the classic board game mode.

A clear standout here is the Partner Party mode, a 2v2 romp that features free movement around a board and allows for much more strategic play. Of course, the goal is still to collect stars. Since you have the ability to split up, one teammate can focus on collecting coins or blocking the other team's path while the other focuses on collecting items or stars. There is a surprising amount of depth on display here, and I imagine that this will be a mode I come back to often.

Another winner is the River Survival mode, a cooperative adventure that tasks you and three buddies with traversing a branching path, playing minigames and avoiding obstacles in order to make it to the end before time runs out. It's kind of like a cross between OutRun and Mario Party, and it works way better than it has any right to.

Image via Nintendo

The Sound Stage mode may not be for everyone, but I had a blast playing it. This mode is sort of a Rhythm Heaven or Warioware: Smooth Moves-styled competitive game, featuring only rhythm-based minigames that require you to stand up to play them.

Though the Joy-Cons can be sensitive at times, motion-based rhythm games are never not fun, and Sound Stage mode is no different. As an added bonus, the music on display here (especially the remixes of classic Mario tracks) is pure head-bopping fun.

Super Mario Party also throws a bone to solo players with Challenge Road, a gauntlet of minigame challenges that is unlocked after you unlock all the minigames. It's incredibly fun, and is the type of game mode that will eat up the better part of your day before you even realize it. 

Oh, and speaking of solo play: Though there's no way to play the classic Mario Party experience online as of yet, the Online Mariothon mode is the perfect blend of engaging and frustrating that will guarantee I stay up until 4am getting more and more angry at children over the internet.

The way it works is actually pretty brilliant -- the games featured in this mode are all timed. Either you want to finish a task first (winning a tricycle race, cooking a delicious-looking steak cube), or you want to last as long as possible (avoiding Chargin' Chucks, outrunning Broozers, dodging Fuzzies in a plane).

Points in Online Mariothon are awarded based on time rather than whether you've won or lost, so the lead can swing wildly across the 4 minigames depending on if someone just absolutely airballs a challenge while another person nails it. I didn't see myself enjoying an online ranked mode for Mario Party (it even gives you a letter grade based on your performance) but, well, here we are.

Image via Nintendo

I've saved Toad's Rec Room for last, since it was my least favorite of the bunch.

Toad's Rec Room is pretty much a collection of minigames that are slightly more fleshed out than the rest: a miniature baseball game that is actually a blast to play if you have a full group of players, a top-down tank game that is reminiscent of classic Atari titles, a forgettable game where you assemble sprites with your friends, and a puzzle game that tasks you with arranging two Switch consoles beside each other in order to complete an image of a banana.

There's also a sticker collecting mode, which is something I will never do unless I unlock a really cool sticker by being the best in the world at Online Mariothon.

Party Crashers

There's a lot to love in Super Mario Party, but there's also a lot that is missing. Four boards for the main mode seems like not enough, but that isn't a huge deal given the other game modes. 

What is a huge deal is that in order to play with four players, you'll need four Joy-Cons.

The game doesn't work with Pro Controllers, or even Joy-Cons used in the grip attachment. Presumably this is to even the playing field for the games that require a gyro sensor, but the Pro Controller has that too! It's ridiculous that Nintendo is forcing folks to use the Joy-Cons, especially when every other game for the Switch supports multiple control styles. Hopefully this gets patched in later.

My only other major gripe here is the lack of any kind of 8-player mode. I get that Mario Party is traditionally a 4-player game, but 8-player modes have been supported on Nintendo consoles since the Wii U. It's a shame that they didn't include any kind of cooperative pass-and-play party mode that supports more than 4 players. It seems like a no-brainer. 

Party On

All in all, though Super Mario Party is by no means a perfect game, it succeeded in skyrocketing the Super Mario franchise out of mediocrity and back into the hearts of fans everywhere.

With a couple of tweaks and patches and -- dare I hope -- free DLC boards down the line, the game could stand alongside series juggernauts like Mario Party 2 and 3. But even if nothing changes, Super Mario Party is a must-have for any Switch owner, and a natural fit for the console. 

[Disclaimer: Writer was granted a free code from the publisher for review purposes.]

Comics App Izneo Coming to Nintendo Switch Mon, 08 Oct 2018 10:35:50 -0400 Joey Marrazzo

Switch and Comic fans rejoice! Pretty soon you'll be able to carry your favorite digital comics, graphic novels and more on your Nintendo Switch!

Izneo is a comics app that is currently available on iOS and Android devices and will be arriving on Nintendo Switch in November.

Izneo has been around for 8 years and they are the largest digital comics service in the United Kingdom. Featuring comics from Dark Horse, WebToons and so much more! They have over 25,000 comics with more coming every single week. You can purchase them separately starting at $1.99 or you can do a monthly subscription which is $7.99 per month.

Izneo also features sales frequently so you can load up on comics without hurting your wallet. If you need a break from all the comics you will be reading, you can cancel your membership at any time. 

While speaking with Izneo at New York Comic Con, I asked them about surviving in the same space as Marvel Unlimited and DC Universe. They aren't worried about competing against them since Izneo features a wider variety of comics from different publishers.

You can read the comics over a Wi-Fi connection or you can download them so you can read them offline. There is no limit to the number of comics you can download so make sure you have a large memory card since you're going to be downloading your favorite series like Dr. Who, Star Trek and Back to the Future

Viewing comics on the Nintendo Switch is super easy too! Whether you prefer to use the Switch in handheld, tabletop or docked mode, the comics always look amazing. They are available to read as full pages or you can read them panel by panel. The best part is, you can read all the comics with just a single Joy-Con. When asked about touchscreen support, they hinted that it may come in the future. 

Izneo launches on Nintendo Switch in November, but you can sign up for Izneo now at Whether you buy the comics on your computer, iOS or Android devices, you can view them on any device where you can download Izneo. 

Think of the Children Review: Cute Concept But Fundamentally Unbalanced Mon, 01 Oct 2018 12:13:28 -0400 Littoface

Parenting is hard work. It involves delicately balancing love and discipline -- and making sure things don't catch on fire. 

Think of the Children from Fellow Traveller and Jammed Up Studio sets out to show players just how tough striking this balance is when you have six kids -- and they're all extremely flammable.

The game has some redeeming qualities, of course -- like its ridiculous death scenarios and silly writing. 

But try as it may, Think of the Children is, in many ways, on fire itself. The game is supposed to be a challenge, but it's more of a rote masterclass in patience and repetition. It'll need some balancing before it provides the "good" kind of challenge (as opposed to the "pull-your-hair-out" kind).

We tried our hand at virtual parenting and came out thankful that we're (just a little bit) better at it in real life. 

Ready, set, parent!

We're Pretty Sure Parenting Doesn't Work Like This

Think of the Children consists of several stages, each with its own set of objectives. Set up a barbecue in the park. Do some shopping at the store. Set up umbrellas and buy ice cream at the beach.

Each of these tasks is accomplished by walking over to key spots on the map and pressing a button repeatedly.

The catch? While you're tending to the BBQ, your kids are wandering off onto the road and getting run over. They're climbing the shelves and getting crushed when they fall. They're getting eaten alive by seagulls.

To save these unusually dumb kids from their inevitable fates, you run around and pick them up whenever they come into harm's way. You then place them down or, because it's more fun, fling them toward safety.

You can also call them over if they're nearby for some crowd control, but as this has an unfairly long cooldown, it's actually not very useful at all. Resorting to the other methods is just more efficient. 

Each child is given a random name, and it's darkly funny to see the names get crossed out one by one as you inevitably fail to save little Kristy from burying herself alive in the sandpit or baby Mort from swinging so high he flies off to his demise.

The levels end when the timer runs out or when all the kids die. At the end of each level, you're given a letter grade for completing objectives, with a score multiplier for every child that's still alive.

You can play in two main modes in Think of the Children: Party Mode and Story Mode. 

The former lets you play any stage while shooting for the high score, while the latter tells the story of poor parents who have racked up over 400 counts of negligence on countless kids, dead and alive, and are now in court pleading their cases before a judge and CPS (protip: that's definitely not how it works IRL.)

Although it's absolutely unnecessary to even have a story in this ridiculous game, the writing is funny and very tongue-in-cheek, which is a big plus.

The downside to Story Mode is that it makes you play each level again and again until you get a passing grade in order to continue — a feat which, as we'll see in a moment, is basically impossible to accomplish alone.

Frantic and Unfair

The game bills itself as a "multitasking simulator", and it certainly is that — but to a point that goes beyond challenging and becomes just downright unfair.

Every level's objectives are displayed in a tiny notepad in the corner of the screen, making it a bit difficult to see what you're supposed to do while also keeping an eye on the kids.

Like real parenting, you have to be in about 10 places at once. Just as you start unfurling the towels and opening the beach umbrellas, one kid swims off dangerously close to a circling shark, another kid tempts fate by poking a jellyfish, the grill back by the car has caught on fire, and — oh! — so has the tanning dude by the water who forgot to put on sunscreen (is… is this how it works? We're starting to believe it).

All of these things are happening all around the screen and even if you run it's impossible to save everyone. Literally. Impossible. 

It didn't take long before my partner and I realized the only way to get through a level was by just holding onto one child at all times and dragging them back if they started to wander off while other tasks were being completed.

And even then, points were lost for, you know, letting five other kids die, and the grade was inevitably an F, dooming us to repeat this weird parenting Hell for Story Mode over and over again.

Quite simply put, the balancing is off. When playing solo, there is no way to actually accomplish everything the game expects you to accomplish while also keeping those darn kids alive.

Luckily, Think of the Children has one saving grace: local co-op.

Parenting Is a Collaborative Experience

With drop-in local co-op for up to four total players, Think of the Children doesn't seem to scale difficulty when more people join.

Every player gets to choose an avatar: quirky, blocky people (and animal-headed creatures) with fun hats and colors. These are actually quite charming, and more features and character designs can be unlocked by doing well in the game.

Having co-op in means that if you have a few friends over who want to experience the joys of parenting, you can just about complete the levels by splitting the tasks between you.

If one player watches a group of three kids and another watches the other three, a third stands by for all the things that tend to catch on fire, and the final player sets everything else up… well, then things become doable.

We're not sure we'd call it fun, but it definitely becomes a bit easier to handle, which, let's face it, is true for parenting in reality. Sometimes, splitting the tasks is just about the only way to make sure everyone gets out of things alive.

Final Takeaway

Think of the Children is a cute idea in theory but in practice, it lacks the balance it needs to succeed. Couple that with an unfair pace and it's more of a train-wreck than a fun time.

It also doesn't help that it is literally impossible to complete levels on your own. So while the co-op mode makes the game a bit more manageable, it ultimately lacks the depth it needs to be enjoyable on every front.

Of course, we can see it being a fun and silly party game, where flummoxed IRL parents take a shot every time a digital child dies, but ... well, we hope we never type a sentence like that again. 

In the end, it's silly, colorful, and ridiculous, and we'll hope for a patch that better balances the game -- but until then, we'll stick to real parenting. It's easier, and the kids don't (usually) spontaneously combust.

[Note: The developer provided the copy of Think of the Children used in this review.]

Mark Hamill And Kevin Conroy Return As The Joker And Batman In LEGO DC Super-Villains Fri, 28 Sep 2018 13:29:27 -0400 QuintLyn

If you're a LEGO fan, a DC fan -- or better yet, both -- there's a good chance you're ready to get your hands on LEGO DC Super-Villains, set to release in just a few short weeks. 

Today, Warner Bros. dropped a pretty impressive cast list for the upcoming LEGO DC Super-Villains.  They've pulled out the big guns here, casting Michael Ironside as Darkseid, Tara Strong as Harley Quinn, Gilbert Gottfried as Mister Mxyzptlk, and (yes) Kevin Conroy and Mark Hamill are back as Batman and The Joker.

As we all know, when it comes to the Dark Knight and his nemesis the Clown Prince of Crime, you can never go wrong with legendary duo of Conry and Hamill.

Of course, LEGO DC Super-Villains is filled with other popular DC characters, too, so there's a huge list of industry veterans lending their talents to the game. Aside from those listed above, WB also revealed the following actors and actresses will appear take on some of DC's most beloved characters.

Actor/Actress Character(s) Notable Roles
Fred Tatasciore Clayface, Doomsday, Killer Croc Call of Duty: Black Ops 4, God of War (2018), American Dad!
Gina Torres Superwoman Firefly, Serenity, Suits
Brandon Routh Shazam Superman Returns, Arrow,
Scott Pilgrim vs. the World
Mark Rolston Deathstroke Aliens, The Departed, Battlefield: Hardline, Injustice: Gods Among Us
Scott Porter Aquaman Marvel's Spider-Man, Madden NFL 18,
Batman: Arkham Knight
Julie Nathanson Silver Banshee Far Cry 5, Final Fantasy XV: Comrades, Horizon: Zero Dawn, Fallout 4
Michael Rosenbaum Flash Guardians of the Galaxy Vol. 2, Teen Titans, Batman: Arkham Knight
C. Thomas Howell Reverse-Flash   Sons of Anarchy, The Amazing Spider-Man, E.T., Injustice 2
Cissy Jones Lois Lane Life is Strange, Destiny 2, Firewatch, Darksiders 3, World of Warcraft
Clancy Brown Lex Luthor Thor: Ragnarok, Starship Troopers,
Archer, Star Wars: Rebels
Wally Wingert Riddler Invader Zim, Garfield, Bleach, Naruto
Tasia Valenza Poison Ivy Metal Gear Solid, Batman: Arkham Asylum, World of Warcraft, LEGO Dimensions
Tom Kane Commissioner Gordon Star Wars: The Clone Wars, Fortnite,
Robot Chicken, SoulCalibur 4
Lex Lang Deathstorm Star Wars: Battlefront 2, Dragon Ball Super, Pillars of Eternity: The White March
Travis Willingham Superman Batman: A Telltale Series, Team Sonic Racing, Pillars of Eternity 2: Deadfire, Knack 2
JB Blanc Penguin, Ra's al Ghul Breaking Bad, Better Call Saul, X-COM 2,
World of Warcraft, Wolfenstein 2
Eric Bauza Mister Freeze Uncle Grandpa, Ben 10, Steven Universe 

It's a veritable who's who of the biggest characters in the DC universe, as well as some of gaming Hollywood's finest.

LEGO DC Super-Villains will be available to play on PlayStation 4, Xbox One, and the Nintendo Switch on October 16. Preorders are available now via the game's official site.

Valkyria Chronicles 4 Review: Beautiful Turn-Based Strategy Thu, 27 Sep 2018 18:55:53 -0400 ElConquistadork

I'm just gonna come straight out and say it: I'm not an anime fan.

I'm not going to discount the genre on the whole: a work of art is a work of art. I appreciate and enjoy Akira and Neon Genesis Evangelion (I'm not a monster, after all), but the general over-the-top tropes that come with your average anime always left me a bit cold. But, as I said, a work of art is a work of art, and Valkyria Chronicles 4 is magnificent.

The Stories of War

Valkyria Chronicles 4 is another installment in the quasi-World War 2 universe first introduced to the PS3 in 2008. In it, you take charge of a scrappy group of soldiers from the Atlantic Federation: a force dedicated to fighting back against the creeping doom of the mysteriously evil Imperial Alliance.

With a wide-stretching range of characters with well-written motivations, it's nearly impossible not to get caught up in the story. These soldiers of yours are fighting to protect their homeland after all, and that underdog mentality has always been contagious. But beyond that foundation, there's a real flexibility in the narrative that allows for moments of irreverent nonsense just as often as staring, grim-faced, into the horrors of war.

As the war progresses, you're subject to a great number of little scenes throughout. And while some of these scenes felt a little long-winded at times ("when do I get to the next battle, for God's sake?"), they did a wonderful job of perpetually deepening the storyline.

As the perfect complement to this story, each character is lovingly crafted and detailed, to the point that even the grunts who aren't a part of the main storyline feel like fully fleshed-out people. Even the most minor character has a unique take on their actions. A failed writer-turned-grenadier mutters about how well a certain moment would work in his novel, and a pretty boy sniper quips "Did you fall for me?" after headshotting an enemy soldier from a distance. No two characters look or act the same (outside of the enemies), and that had an effect on how I treated these characters on a level that I haven't felt since I named all my characters in XCOM after my friends and family.

Commanding Your Soap Opera in Battle

XCOM is actually a game that gets brought up a lot when it comes to this franchise. With its combination of turn-based strategy and HQ-based research and development, it's easy to see why. Like XCOM, you spend a lot of time developing your army and building yourself up from your headquarters using resources collected on the battlefield.

But if I had to compare Valkyria Chronicle's gameplay to any previous game, it would have to be the Shining Force series: the classic turn-based fantasy games that were a high point for RPGs with the Sega Genesis, a console that otherwise felt very bare in that sense. Like the Shining Force games, VC4 focuses heavily on both storyline and tactical strategy, something that is often lost in turn-based games these days. That perfect blending of story and mechanics gave me a wash of nostalgia for those older games, and I was more than happy to take that feeling here.

There are differences, however. Your strategies are based on Action Points, meaning that units can move multiple times or not at all, which is handy for focusing on tougher enemies or getting a soldier out of trouble. 

That level of gameplay allows for a lot of replayability, given that you receive a score for the completion of each mission. This could be frustrating at times because your ranking appears to be based on nothing more than how fast you can finish. It doesn't hurt that, even on the more mild challenge levels, Valkyria Chronicles 4 can be hard. While some levels can have a more subtle bent, like an assassination or scouting mission, others are full out, D-Day style meat grinder affairs, with all the constant, bullet-pounding action that goes with it. Anyone who's interested in replaying this game for perfect scores will have to deal with that in a big way: and that's not even mentioning the fact that you can spend upwards to 40+ hours on a standard playthrough.

But past that difficulty (and occasional controller-throwing frustration), there's a game that is as filling story-wise as it is sharp gameplay-wise. As a continuation of a beloved franchise, Valkyria Chronicles 4 hits all the right notes, sometimes bending them into the stratosphere. It also works brilliantly as a stand-alone game or introduction, as the cast is completely new, and require no previous experience to fully appreciate.

For players who have enjoyed Valkyria Chronicles from the beginning, there's plenty of the same to enjoy here, with some added goodness. The first new thing to pop into mind would be the Grenadier class, a valuable heavy-hitter armed with a mortar-style weapon that can be launched up and over enemy cover, and even takes out the weak spots in the backs of tanks. The ability to upgrade your more rank-and-file soldiers into Leaders is also a terrific way to add some customization to your squad. 

Unfortunately, those players will also find some of the same exploits they saw in 2008. A glaring example of that is the unbelievably fast scouts, who can overtake and hold camps at breakneck speed, sort of breaking certain aspects of the game. As a small concession to that, there are many missions that center around far more than just holding camps, but the ability to tear through various missions with little worry about enemy reinforcements is absolutely still there.

Just graphically speaking, VC4 is a piece of art. The colors alternate from lush, blissful explosions of pigment, to muddy, dirty warzones. It only accentuates the two sides of the coin that the storyline offers. The weapons, uniforms, tank designs, etc: all of them are incredible. These characters were basically tailor-made to be action figures and statues: I wanted at least a dozen of them to display on my shelves.

This is a game for people who love strategy and/or love a beautifully woven story. The care and precision that went into making it is clear, and there's little doubt in my mind that Valkyria Chronicles 4 is going to make it into quite a few Best of 2018 lists come January.

Sinner: Sacrifice for Redemption Will Challenge Your Resolve Very Soon Thu, 27 Sep 2018 10:00:01 -0400 Zack Palm

Steel yourselves. Boss battler, Sinner: Sacrifice for Redemption, has a release date. 

Coming first to the PlayStation 4, Xbox One, and Nintendo Switch on October 18, Sinner: Sacrifice for Redemption comes from publishing company Another Indie and is heavily inspired by both Demon's Souls and Dark Souls

Where those games are expansive in scope, Sinner is more predicated on skill and intense battles against looming bosses -- hence the "boss battler" moniker given to it by its developers. 

In Sinner: Sacrifice for Redemption, players take control of Adam, a soldier who must answer for his sordid past. He embarks on a adventure where he must come to terms with what he's done, facing hordes of monsters and creatures eager to rip him limb from limb.

Many of these creatures are based on the seven deadly sins, detailing how Adam must rise against man's greatest follies and go beyond them to achieve redemption.

The creatures Adam faces also seem to have a connection to him. They're meant to remind him of his crimes, torturing both his mind and his body -- literally.

Before facing off against a monster, Adam must sacrifice a part of himself. This gives him a permanent debuff, making every future battle that much more difficult as the debuffs stack.

He'll lose health, armor pieces, and even weapons for each sacrifice. 

When a player completes the entire game, they can start their journeyagain in New Game+ mode, where they can use alternative gear to help them slay the beasts that lie ahead all over again.

Another Indie's Iain Garner, Director of Developer Relations, had this to say about the games ferocity and unforgiving nature:

Sinner provides the intense action players crave in hardcore games through intimate battles that are accessible in any order. By giving players the freedom to choose their path through its devilish challenges, Sinner offers player agency without sacrificing compelling story.

You can expect Sinner: Sacrifice for Redemption to arrive on Nintendo Switch, PlayStation 4, and Xbox One on October 18. The game will also debut on Windows and Mac as a First on Discord launch title, later this year, along with a follow-up Steam release.

The game is currently priced at $18.99.

Mythical Pokemon Meltan Appears In Pokemon GO Tue, 25 Sep 2018 10:51:05 -0400 QuintLyn

Recently, Pokemon GO players have spotted a previously unknown Pokemon that looks like a Hex Nut. As it turns out, what they've likely been seeing is Ditto that have transformed into this weird Pokemon.

Thanks to Professor Willow and Professor Oak, we now know that the mysterious Pokemon Ditto have been appearing as the Meltan, a mythical Steel Pokemon known to the professors only through descriptions in books. 

The little guy isn't restricted to Pokemon GO, it seems, as he will be appearing in Pokemon: Let's Go, Pikachu! and Pokemon: Let's Go, Eevee!.

That said, the alternate reality mobile game is key to meeting Meltan in either of the Nintendo Switch games when they release. Professor Willow will need help from Pokemon GO players to better understand the habits and distribution of the Hex Nut Pokemon.

It's this research that will aid Pokemon: Let's Go! players in their quest to meet Meltan once the games launch on the Nintendo Switch.

Nintendo's press release isn't exactly clear on just how Meltan will make its way into the Pokemon: Let's Go! games. However, it seems likely that the recent announcement of the Pokemon transfer system that will exist between the two games is what will be used to facilitate this.

In this case, Pokemon GO players would upload a captured Meltan into the GO park system in Pokemon: Let's Go! Of course, at the moment, this is speculation on my part. So take it as you will.

NBA2K19 MyCareer Guide: Getting the Most From Creating Your Pro Mon, 24 Sep 2018 18:17:02 -0400 RobertPIngram

NBA 2K19 has dropped, and players are getting their chance to try out the latest edition in the single player campaign, MyCareer, which places you in control of a rookie player looking to build up from a non-league start into all-time greatness. Although the MyCareer mode is fun, it can be frustrating -- as players unwilling to spend money on virtual currency can find themselves in control of a vastly under-skilled player for several in-game months.

Just getting through the opening character creation with a player ready to perform is not guaranteed. Every decision you make after slapping a face on your character will have an effect on his effectiveness on the court. Don’t make the mistake of getting off on the wrong foot by building a player who has been set up to fail. The opening learning curve for your 60-rated created player is hard enough if you didn’t start with a VC injection already, so don’t make it even harder.

Choose the Right Archetype for Your Skills

Once you customize your character’s face, you start to develop his playing personality. This comes in the form of choosing both a primary and secondary playing style. Each style carries its own pros and cons, and you also have the option to double down on a particular skill set by choosing the same archetype for both. The most important thing when building your character in this section is to play to your personal strengths. While it may be tempting to make your character a specialist where you are weakest to make up for it, your badges and takeover abilities rely on succeeding in your player’s archetype, so doing so can actually greatly hinder your development.

Driving & Finishing

If you dream of being the player who cuts opposing teams apart in the lane, this is the archetype for you. It focuses on inside scoring, with layups and dunks receiving large boosts, as well as high speed and acceleration ratings. As a trade-off, these players struggle with jump shots, as their mid- and long-range shooting is poor.

Shot Creating

This can be a confusing name as it is easy to think this means your player will be a distributor of the ball, creating shots for teammates. Instead, it's an ability to create shots in tight windows for himself that makes a shot creator, which brings forth excellent mid and close-range scoring as well as serviceable efforts from deep.

3PT Shooting

The modern NBA is all about the deep ball, so you can’t go wrong with making a player that can knock ‘em down. It speaks volumes about the modern style that even centers have the ability to focus on making it rain from downtown in 2K19. These shooters rely on others to help them get looks, if not supported with a secondary type, as they are not great dribblers or passers.

Passing & Ball-Handling

This is the way to go if you want to be the engine that keeps your teammates running. In addition to good pace, these players can dribble and pass with the best of them. Unfortunately, they struggle when it comes to getting points themselves, with low-to-mid ratings across all scoring fields.


You can’t win a championship on offensive output alone, and that’s where the lockdown defenders come into the mix. Choosing this option is a massive sacrifice on the offensive end, with nearly all of your offensive stats neglected. On the other hand, it boosts everything you need to keep the other team off the board, from blocks and steals to turn the ball over to speed and lateral quickness. If you want to be a strong defender you’ll need to invest at least a secondary archetype into defense.


Cleaning the board may be thankless work, but it can swing games. Earning second chances at one end, and denying them at the other, gives you the advantage of extra possessions, and put back buckets are a great way to run up your scoring. If you go this route with your big man, your home is by the bucket, as you will have limited speed and outside scoring ability. What you get by the bucketful is rebounding ability, raw strength, and jumping ability to put it to work.

Post Scoring

If you want to dig down in the trenches but with a little more personal glory, the post scorer is your guy. Just like the rebounder, he utilizes strength more than speed, but his focus is on making shots, not grabbing misses. Post scorers are terrors laying it off the glass, and capable of throwing down a thunderous dunk or hitting a mid-range jumper if the situation calls for it.

Your Build Matters

In many games, the character creation section is a purely aesthetic endeavor. This is not the case with NBA 2K19, as the decisions you make when creating your player will affect his on-court abilities. There are three decisions to be made, and each comes with its own trade-offs.


If there’s one thing everybody knows about basketball players, it’s that they're tall, so it's tempting when creating your player to just make him as tall as possible. Unfortunately, it’s not quite that simple. While height will improve your ability to grab rebounds and get shots off without being blocked, shorter players are given better ball handling abilities to make-up for their smaller stature.


As with height, more is not necessarily better. When choosing your weight you are ultimately making a decision of strength versus speed. The heavier your player is, the more equipped he’ll be to use his muscle, but he will also be worse off on speed-based skills and agility.


There are two main decisions being made when you decide just how lanky your player is. The longer your arms are, the better you can handle contested shots and the more effective you’ll be at swiping the ball. On the flip side, players with shorter arms are much harder to dispossess, and excel at nailing open looks.

Putting it All Together

With so much to consider when creating your MyCareer player, it is easy to feel overwhelmed. The key to creating a player you’ll be happy with is approaching the entire process as a single act, not a series of smaller choices.

  1. Choose the type of player you want to be. It’s important to know exactly how you want to play before you make your first decision. This allows you to make choices for skills and build which work together cohesively. It’s generally not wise to put all of your skills into driving and scoring then making your player as short as possible, for example. If you know the type of player you want to be, choose measurements which compliment it. If you know how you want to look, find a play style which matches your body.
  2. Diversify your player’s abilities. There is a strong temptation when doing character creation to double-down on your primary skill by making it your secondary skill as well. While this can pay off if you really know what you’re doing, this leads to a character who is usually very poor at everything but his specialty. Newer players are much better suited to choosing a secondary skill which assists their primary a little, but also boosts some of the attributes your primary missed.
  3. Play to your strengths. When in doubt on a choice, err on the side of the ability you are most confident in being able to carry out. The more effective your player is at his primary skills, the faster he’ll earn VC to improve his abilities. While neglected areas may get lower caps due to your archetype selections, you can actually upgrade them faster by scoring well with a player you’re better at playing than you can by giving them an initial boost then being dragged down by poor performances.

Have you had a chance to try out the MyCareer mode yet? We’d love to hear about your pro! Are you a slasher who can make it rain, or a rim protector who dominates the boards? Let us know in the comments below!


Related Content:

NBA 2K19 Review: A Facelift Can't Hide the Blemishes Underneath

NBA2K19 MyCareer Guide: Leveling Up Quickly Without Spending Real Money

How to Share Games on the Nintendo Switch Sun, 23 Sep 2018 12:03:17 -0400 Oscar Gonzalez

On September 18, Nintendo joined Microsoft and Sony by offering an online service for the Switch console.

Nintendo Switch Online allows users to make cloud saves, play classic NES games, and of course, compete with others online. Along with the rollout of the online service, there was one feature that snuck its way onto the console via a firmware update: game sharing.

The ability to share games on the Nintendo Switch is not much different than it is on the other consoles and Steam. All that's required is a Nintendo account.

How to share games on the Nintendo Switch

Let's go over how to share games on your Switch step by step.

  • Step 1: Link a Nintendo account to a Nintendo Switch console.
  • Step 2: Open the Nintendo eShop on the Switch and choose the Nintendo account. 
  • Step 3: Once the account is selected, this console will be considered the primary Switch console for the account. 
  • Step 4: On a second Nintendo Switch, create a new profile.
  • Step 5: Link the new profile to the same Nintendo account from the primary Nintendo console.
  • Step 6: Once linked, the second Nintendo Switch, or non-primary console, will have access to the Nintendo accounts games.

When finished, the same Nintendo account will be available on two Nintendo Switches although one is considered the primary console. Games purchased on the main Nintendo account can now be played on both consoles.

Rules and Limitations

As the case with using the same account on multiple consoles, there are some rules that come with having one account on two consoles.

To start, the non-primary console will have to access the internet in order to download the game and play downloadable content. Downloaded games can then be played offline.

If the primary console attempts to play the same game as the non-primary console, the game on the non-primary console will be paused allowing the primary console access to the game.

If both consoles are playing different games then the games will not be paused

How to play the same game at the same time

If two people want to share the one Nintendo account to play the same game at the same time, they can either keep both Switches offline after the initial check is done with the game.

Alternatively, a second profile can be used on the primary console to play the same game.

Since this is a brand new feature for the Switch, do not be surprised if Nintendo makes some changes in the future of how game sharing works. Check back here on GameSkinny for any changes to Nintendo Switch game sharing!