Lots to look forward to!
The latest update for Wayward Strand is out now bringing the game up to version 1.0.3. If you’d like to know what the update is fixing, don’t miss out the full patch notes below:
Mrs Beaumaris’s levitating clipboard at the end of Day 1 should no longer exist.
Casey now puts the shield in her satchel when the player selects that option.
Fixed an issue where both Joe and Casey could think that they had taken Mr Pruess back to his room on Day 1.
Mr Pettigrew now remembers that he’s met you if he sees you at the nurse’s station on Day 2 afternoon.
Fixed an issue where Dr Bouchard and Lily would say each other’s lines for a bit on Day 1 afternoon, and ensured Casey’s satchel wouldn’t do a little dance if she was in the room with Dr Bouchard during this scene.
Casey can no longer steal a teacup from Ida’s room when Ida suggests that you go see Mr Avery.
Ida’s knitting should no longer disconnect from her knitting needles and float up into the air.
Joe should no longer snap into the floor when giving Esther their meds on Day 2. On Day 2, if you’re standing at the nurse’s station in the late afternoon, you should no longer be stuck there in some situations.
Fixed an issue where on the afternoon of Day 1, Lily would talk with Casey about Ms Hummel as if they hadn’t met, even if they’d all had lunch together.
Fixed several spots where characters wouldn’t have their prop states correctly restored at the end of a scene – characters in the Cafeteria should hang on to their spoons more consistently now.
Ms Hummel should no longer sit inside the table, or off in the middle of nowhere, in the Cafeteria.
Fixed the overlapping dialogue in Mr Pettigrew and Mrs Beaumaris’s phone conversation on Day 1, and in the Day 2 evening scene with Mrs Beaumaris.
Fixed some spots where Casey would write things down in her Notebook without having seen them.
On Day 3 afternoon, Ms Hummel will no longer teleport her watering can to herself, and waters her plants instead of watering Casey.
Ensured that the options display correctly when Lily offers Casey the glass of orange juice in Esther’s room on Day 1.
Ensuring that Casey actually refills Ms Hummel’s watering can on Day 2, if Tomi isn’t in the room and the player selects that option.
On Day 3 evening, Casey now puts the scarf into her bag, instead of her shirt pocket. Fixed some spelling mistakes.
Improved audio levels for the records that are played in the Lounge.
Fixed issues where Casey wasn’t returned control after leaving a room.
Fixed an issue where Casey could become stuck, and be unable to move, when other characters call out to her.
Fixed an issue where Mr Avery clips into the floor during scenes.
Fixed inconsistencies between dialogue and captions.
Fixed typos in captions.
Fixed erroneous prop states.
Fixed blank sprite appearing in place of a sketch in Casey’s notebook.
Fixed issue preventing delayed story state modifications from taking place in some circumstances.
Fixed instances where characters would visibly pop into existence in the elevator.
Fixed case where the rendering effects would turn off unexpectedly.
Added default gamepad for prompts, if an unknown device is being used.
Improvements to story logic, incl: removing an instance where Casey could be roped into a scene in the ward while holding a tray.
Improvements to scene direction, incl:
-removing instances of characters standing inside other characters or props.
-fixing instances where characters talked over themselves.
Improvements to some UI elements used in scenes.
Improvements to display order of speech bubbles, to ensure the most important information is clearly visible.
Added a chapter select screen, allowing the player to replay from the start of each chapter, once they’ve already played that chapter once and have a save file for it.
Changes the default initial selection on the main menu to ‘Continue’ instead of ‘New Game’ if a save file exists.
Removes the ability to interact with the pause menu while the game is exiting.
Renamed captioning options to clarify intent.
Fixed a bug that prevented audio device selection.
Fixed ‘Font Scale’ erroneously displaying 50%, when set to 150%.
Added option for the different modes for moving Casey with a mouse/pointer.
NMA (no more action – game doesn’t continue):
If you have chosen to go with Lily on her rounds on Day 1, after she finishes her rounds, if you choose to accompany her back to the nurse’s station, Lily and Casey become stuck at the nurse’s station and the game no longer progresses.
Type in your monster, now!
The latest entry in the Monster Rancher series ‘Ultra Kaiju Monster Rancher’ is right around the corner and as expected, there will new ways to generate monsters!
In earlier games, you would have to use different CDs to be able to generate monsters, but unless you hop over to an alternate dimension and get a disc based Nintendo Switch, that won’t be possible with this game. Instead, generating monsters or Kaiju can be done in two ways:
1) NFC-compatible devices, including transit cards like Suica or Passmo. This will be exclusive to Japan.
2) Keywords, which is the latest system being showcased today.
By entering two keywords (a Main keyword and a Sub keyword), you can generate different monsters with various abilities. See the feature in action below:
Ultra Kaiju Monster Rancher is releasing on Nintendo Switch on October 20th.
But only in Japanese
If you’ve been expecting the release of Marvelous’ Juvenile RPG ‘Loop8: Summer of Gods’, then you know that it’s been getting a web novel by the title of ‘A Summer Day’. While we don’t know how many chapters there will be in total, as of the time of writing there’s currently 9 Chapters, with the latest one being released today. If you are interested, here’s a direct link for Chapter 1.
It’s worth reminding readers that the novel is only in Japanese as of now, but with the game getting a Western release this Spring, it could be likely that we can see this novel localized as well. Fingers crossed!
This is a long one, folks, grab a snack and read ahead.
Bandai Namco has just released the latest update for SD Gundam Battle Alliance now bringing it up to version 1.30. If you thought the last one was hefty, you’ll be surprised with this one! You can check the full list of patch notes below.
・Added “Revision Key”×10
・Additional parts “Extended Magazine” is applied.
┗Extended Magazine【Infighter】/Extended Magazine【All-Rounder】/Extended Magazine【Sharpshooter】
┗Effect [Main Ranged] Number of Use: +100%
[Main Ranged] Reload: -100%
[All Movement] Boost Consumption: +20%
●Free additional missions “EX Missions” have been added.
・EX Mission07, EX Mission08, EX Mission09 and EX Mission10.
┗EX Mission07 will be unlocked after clearing all Hard Mode missions except for “Chaos Missions”.
●The paid DLC mission “Flash & Rebirth” is now supported.
The following missions will be playable if you have purchased the DLC3.
“Rebirth by Destruction”, “Flash of Fate”, and EX Mission Extreme５
※The DLC3 Unit & Scenario Pack ” Flash & Rebirth” will be available on October 27, 2022.
※Please note that in order to play “EX Mission Extreme5”, you will need to complete the “Rebirth by Destruction” and “Flash of Fate” missions in addition to free mission “EX Mission10”.
●System adjustments for playable units
・Adjustments have been made to the ease of hitting SPA (Special Attack).
┗Adjusted the SPA to turn toward the direction of the enemy unit at any time during the SPA cut scene.
In addition, the stepping distance and guidance performance after SPA activation for some units have been adjusted.
※Excluding some units that perform dancing SPA attacks on the spot.
・The effect of some parts, ” Increase the weapon use limit “, which also increased reload time when equipped, has been changed to an effect that does not increase reload time.
●Adjustment of the role “All-Rounder”
・Added “Double SPA recast gauge recovery speed” effect to the effect during Role Actions of All-Rounder in addition to the existing effect.
┗With the adjustment of the SPA’s ease of hitting, it will make it easier to use the All-Rounder’s characteristic, “SPA with higher power than other rolls”.
※For “00 QAN[T]” and “Arios Gundam”, the recovery speed of SPA recast gauge in Trans-Am state is 1.5 times faster.
・The “Stagger effect” of All-Rounder was increased.
┗The “Stagger effect” of each action has been significantly increased, making it easier to take down MAs by continuously targeting the same part of the body.
・Adjustments have been made to allow Role Actions to be used during Role Actions effects.
┗This allows the use of skills generated by Role Actions at any time, as long as the skill gauge has been accumulated.
・The number of repair kits All-Rounder can have has been changed to “5”.
●Adjustment of the role “Infighter”
・In addition to the existing effect, Added “Boost consumption by 0.7x and final damage suffered by 0.8x” to the effect during Role Actions of Infighter.
┗It is now easier to take advantage of the Infighter’s feature of sticking to the enemy and inflicting damage continuously.
※For the types of SPAs like Full Armor Unicorn Gundam, where the roll can be changed from Sharpshooter to Infighter, tt is possible to receive the above effects by using Role Actions during SPA effects.
However, the effect is lost when the effect time of the SPA expires and the roll is returned to its original roll.
・Adjustments have been made to allow Role Actions to be used during Role Actions effects.
┗This allows the use of skills generated by Role Actions at any time, as long as the skill gauge has been accumulated.
・The number of Infighter repair kits possessed was changed to “4”. ・Adjusted basic hate multiplier for Infighter
●Game Balance Adjustments
・Adjusted multipliers for damage taken and damage dealt due to level difference compensation。
┗Level difference damage modification of Ver1.20 From Ver.1.30
・Level diff. 0～3→1.0 times ・Level diff. 0～3→1.0 times
・Level diff. 4～5→1.5 times ・Level diff. 4～5→1.1 times
・Level diff. 6～7→2.1 times ・Level diff. 6～7→1.2 times
・Level diff. 8～9→2.5 times ・Level diff. 8～9→1.3 times
・Level diff. 10～→3.0 times ・Level diff. 10～→1.5 times
※This adjustment has eliminated the extreme increase in damage exposure even at some level of separation.
・The HP of Mobile Armors (MA) appearing in the following missions have been adjusted down.
┗Apsaras III from Directory 2B, The Shuddering Mountain, Part II
Plugin P from Directory 2D, Trails to the Land
Hashmal from Directory 3A, Hunter of Angels
Graze Ein from Directory 3B, Say it Ain’t So, Bernie!
Big Zam from Directory 3C, Big Zam’s Last Stand
Zeong from Directory 4B, Encounters in Space
Psycho Gundam from Directory 4C, Forever Fou
Plugin H from Directory 4D, Wings to the Heavens
※All of the above missions (EASY, NORMAL and HARD) are subject to this adjustment.
※MAs that appear in missions other than the above are not subject to adjustment.
・Adjusted the ease of downing mobile armor (MA).
┗MAs have ” parts” around each point that can be locked on, and each part has its own value related to down.
When an MA is attacked, the value set individually for each attack accumulates for each part of the body.
When the accumulated value exceeds the value set for the MA, the MA goes into a down state for a certain period, creating a chance to attack.
The down time varies depending on which part of the body is affected.
With this adjustment, the values set for each part of the MA have been adjusted to make it easier to take down overall.
In addition to this adjustment, the All-Rounder has an upwardly modified “Stagger effect,” making it easier to work with a team that includes the All-Rounder to fight MA.
・Adjusted specifications for Beam Barrier in MA.
┗The interval between breaking the Beam Barrier and the activation of the Beam Barrier has been extended from 30 seconds to 60 seconds.
※Some MAs are not subject to adjustment.
・The durability value of the barrier was gradually recovered after a certain period of time after damage was inflicted on the MA’s Beam Barrier, but it is no longer recovered.
・The attack effects that occurred in the behavior of hands on the ground after a drop kick attacked by “Psycho Gundam” has been eliminated.
・The duration of the attack effects on both legs after a “Hashmal” pounce attack has been reduced.
・The “Psycho-Shard attack that develops on the spot” by “Neo Zeong” has been adjusted to make it easier to avoid by stepping/boosting to the left or right, by adjusting the accuracy of turning around.
●Adjustments of enemy ace units
・The “grabbing skills” used by the following enemy ace units have been adjusted so that they are easier to avoid by jumping or stepping to the left or right, etc., by reducing their inducement performance.
┗Z’Gok (Char) ／ Kampfer ／ Zaku II Kai ／ Qubeley ／The-O ／ Banshee Crossbone Gundam X2 ／ Turn X ／ Burning Gundam ／ Master Gundam ／ Destiny Gundam Gundam Astray Red Frame Kai ／ Gundam Kimaris Vidar ／ Knight Gundam ／ Knight Superior Dragon Turn A Gundam (Dark History)
●Adjustment of HP of Enemy Battleships
・The HP values of the following enemy battleships have been reduced.
┗Musai ／ Endora ／ Laurasia
※Battleships appearing as allies are not subject to adjustment.
●Adjustment of Capital Acquisition Amount
・The amount of capital dropped from enemy units has been adjusted upward to make it easier to strengthen the units.
┗Difficulty: EASY → Flat 3 times increase
Difficulty:NORMAL → Flat 3 times increase
Difficulty:HARD → Flat 1.5 times increase
・The amount of capitals appearing from containers has been adjusted upward for all difficulty levels.
┗Normal placed containers → Flat 5 times increase
Containers that appear with conditions → Flat 10 times increase
Containers appearing in EX Mission → Flat 5 times increase
・The amount of blueprints sold has been adjusted upward to a flat 5 times increase.
┗The blueprints of developed units are automatically sold in Results, and the amount of the sale corresponds to the amount of the sale.
・The sale value of expansion parts has been adjusted upward for each rarity level. ┗Rarity 1～4 → Flat 5 times increase
Rarity 5～8 → Flat 3 times increase
Rarity 9～10 → Flat 2 times increase
・The sale amount of Uncapping materials has been adjusted upward to the following sale amount:
┗1st Level Uncapping materials：100
2nd Level Uncapping materials：500
3rd Level Uncapping materials：1500
4th Level Uncapping materials：5000
5th Level Uncapping materials：10000
●Adjustment of lock-on behavior when destroying enemy units
・When an enemy unit is destroyed, a function has been added to automatically change the lock-on if there is another target that meets the lock-on conditions, or remove the lock-on if there is no target, without an explosion or Breakout performance.
┗Players can turn this function on and off in the options screen so that they can continue to attack and earn combos while locked on to an opponent who is defenseless with zero HP.
This function is turned off by default, so if you wish to use this function, please switch the option setting to on by yourself.
●Correction of item drop timing when destroying enemy units
・Adjustments have been made so that items will drop without explosions or Breakout effects again when an enemy is destroyed.
●Improvements around the system
・Extension parts can now be sold on the Results screen.
┗When checking the acquired items on the result screen, you can select and sell the expansion parts by pressing the “Go to Expansion Parts Sale” button.
※Uncapping materials and other items, except for expansion parts, cannot be sold on the results screen.
・It is now possible to “lock” (favorite on/off) expansion parts so that they are not eligible for sale on the “Expansion Parts Equipment Screen”. ・When searching for multiplayer rooms, rooms that have players available and can be entered are now displayed at the top of the list with priority given to those rooms
・New callout messages have been added to the “Greetings/Reply”, “Praise/Thank”, and “Order” chat messages during multiplayer.。
・Fixed a problem in which the pilot level display was not properly reflected when transitioning to the multiplayer lobby after the pilot level had increased on the results screen during multiplayer.
※Please note that this phenomenon is reflected in the increase in the pilot level itself, which is internally reflected in the normal value. This correction has been made to reflect the normal values on the display as well.
・Fixed a problem in certain missions where enemy aircraft would get caught in terrain, etc., or fall out of combat range.
・The special melee attack of “Arios Gundam” has been adjusted so that it is now properly beam.
・The counter attack of “GM (Gatheroad)” has been adjusted so that it is now properly beam.。
・The SPA of “Gundam Astray Gold Frame Amatsu Mina” has been adjusted so that it is now melle damage.
・SPA of “Gundam Barbatos (6th Form)” has been adjusted so that it becomes a physical damage correctly.
・The Launching Attack of “Nu Gundam Gundam” has been adjusted so that it is now melee damage.
・Subweapon1 in “Moon Gundam” was described with a Beam icon, but the correct icon is Physical, so the icon description has been corrected.
・The main melee of “Cao Cao Wing Gundam” was indicated with a ranged damage icon, and the icon has been corrected to indicate the correct melee damage.
・Corrections have been made to some playable units. ┗Fixed a problem that prevented the combo of special melee attack in the air to strike down attack for “00 QAN[T]” and “Freedom Gundam” from making combos.
・Fixed to actively guard against MA shooting attacks when your partners are targeted by MA.
・Fixed an issue in which the pilot skill “Ascetic” in combination with “Making Money” did not increase the capital earned.
・Allows players to set any action to the side button of the mouse. *Up to two actions can be assigned.
・Multi-Button Action can now be set to single press for keyboard operation. ┗Role Actions, Chain Breaker, and SPA can now be set to single-press only when operated with the keyboard.
・Lock-on and lock-on target change operations during mouse operation are now assigned to the middle mouse button for lock-on and the mouse wheel up/down for lock-on symmetry change.
┗Turning the mouse wheel up changes the lock target to the right, and turning it down changes it to the left.
*The default key assignments have been changed since the operation method has been drastically changed from Ver. 1.20 and before.
However, we understand that it would be confusing for players who are already playing the game to change to the default key assignments provided by the game. For this reason, the game does not override these settings.
We apologize for the inconvenience, but we kindly ask you to change the settings of the side buttons of the mouse and the multi-Button actions to single presses by yourself.
・Other graphic and text modifications are made.
A polyglot's delight!
Are you a fan of languages? Are you multilingual? Or maybe you are just curious to know what characters sound like in the official dubs from all over the world? Whatever the case is, we bring you the newly released Super Mario Bros. Movie trailer in languages other than English! Below we’ve gathered a small compilation with Latin American Spanish, Spain Spanish, Brazilian Portuguese, Italian, French and German.
Let us know which one is your favorite in the comments below!
Latin American Spanish:
No one can stop him!
The Super Mario Bros. Movie trailer finally came out and one of the fan favorite moments so far is definitely Jack Black’s work as King Bowser. He does a great job and you can tell he’s enjoying playing the role of the big bad Koopa.
However, did you find yourself thinking “I really want to hear more of him right now!”? Well, look no further because IGN got a video of Jack Black doing a llittle sample of Bowser at this year’s New York Comic Con!
So what do you think? Are you convinced? Do you like it even more? Let us know below!
By now, we all know who are going to be the voices behind the main characters in the upcoming Super Mario Bros. Movie, but as we get to see more of it, we also get to learn who is voicing the rest of the cast!
Such is the case with the new king of the penguins, who is being voiced by none other than Khary Payton, famously known for his role as Cyborg in many of DC’s properties.
As times goes on and we get to see more new characters, be sure that we’ll see even more famous actors or voices actors join the fray.
Are there any voice actors YOU would like to hear? Let us know of your dream cast!
As proud as a parent
The very first trailer for the Super Mario Bros. movie was finally released today and the general reaction seems to be really positive. Fans are happy, the official cast is excited and the people in charge are really proud of their work on the project.
Nintendo of Japan has shared some official comments made by Illumination Founder and CEO, Chris Meledandri and the man who needs no introduction, Shigeru Miyamoto.
If you are curious on their thoughts about the trailer’s launch, here’s what they had to say:
We are thrilled to finally share the very first look at The Super Mario Bros. Movie,” said Chris Meledandri, Illumination’s Founder and CEO. “Nintendo’s Mario and Luigi are the most iconic and beloved characters in the gaming universe and it has been an incredible honor to work with Miyamoto-san over the past few years to bring this story to film in a way that is authentic to its roots.
What kind of movie should Super Mario Bros. be?,” said Shigeru Miyamoto, Representative Director, Fellow of Nintendo. “We have been working for a very long time with Chris of Illumination thinking about this question. We are now able to have everyone get a peek at the film. With not just the story itself, but through the characters’ look, their emotions, various gestures, we have built a Super Mario world using the language of film. Please enjoy the unique Mushroom Kingdom experience spread widely on the theater screen. Also keep an eye out for the characters, and memories from Nintendo games sprinkled in small parts of the screen throughout the film. The release is just around the corner, and we are in the fine tuning phase finalizing all the details, just as we do with a Nintendo game. It is a film for all ages to enjoy, and I ask everyone to please cheer for Mario at the theaters.
Are YOU as excited for the movie? Let us know your thoughts in the comments below!
NINTENDO NY, HERE WE GO!
If you are a fan of live reactions, you will not want to miss this one!
Here we see the crowd at Nintendo NY waiting for one of the most anticipated trailers in Nintendo’s history, only this time, it’s not for a game, but for the Mario movie! As a reminder, we’ve known nothing about this movie since it was announced back in 2018, 4 years with nothing but an announcement. Predictably, people were excited, yet cautious of how this movie was going to turn out.
Do you want to see how people reacted? Don’t miss out on the YouTube video above, with a second look at the fun below!
The floor is lava, the water too?!
Jitsu Squad, the new Beat-em-up game that keeps on giving, now with a new trailer for you to enjoy featuring their hit single “Surfing on the Lava”.
Earlier today we reported that pre-orders for the physical collector’s version of the game are now live, so in case this trailer gets you as hype as the song itself, don’t miss out on what you can get with this special edition. Click here to find out more!
Rooting for a good life
DevilishGames, an indie game developer, is working on Minabo, a new life simulation game where you play as a turnip as their life develops. You grow, you socialize and, eventually, you rot. A very interesting concept! As such, if you are curious to know more about this game, don’t forget to read the description and follow their Twitter to stay up to date on when the game releases.
Minabo - A walk through life is a social simulation game where you walk the path of life while your turnip grows and thrives (or not) in its social relationships.
Life starts when you sprout, time goes by with every step you take, and you can set your pace at any moment. You live and learn: surround yourself with other turnips and interact with them to forge your personality. Your acquired strengths and weaknesses will affect your future interactions.
Build your social circle by maintaining and caring for the relationships that matter the most to you, and run away from the ones that don’t. You can adopt many radish-pets and spend your life with them, start a family and breed little turnips or live fast and die young. There are thousands of ways to live and none is correct! Just live as you wish! (and assume the consequences of your decisions when you rot).
The hunt returns
Rise of the Triad: Ludicrous Edition is a remaster of the 90’s fan favorite First Person Shooter. Made possible by three companies: Apogee Entertainment, Nightdive Studios and New Blood Entertainment, this triad of companies is bringing back this cult classic to a modern era of gaming for new players. ShackNews held an interview with Apogee CEO Terry Nagy who talked about bringing the game back, adjusting it to the new technologies, and their development with Nightdive and New Blood.
When talking about how the remaster came about, this is what Nagy had to say:
“We actually had this going on about a year and a half ago,” Nagy told Shacknews. “A few things didn’t work out, but Dave [Oshry] from New Blood was actually involved with it and he’s like ‘We got to get this going! We got to get it going right!’ He’s basically said, ‘Let’s have Nightdive do it, we’ll help you out, and we’ll have this good collaboration between Apogee, New Blood, and Nightdive Studios.’ Of course, Nightdive is the master of the remaster and keeping the classic Rise of the Triad gameplay intact for the new players of today was just paramount and important.”
Next, they move on to talk about the graphics and performance. This is what Nagy had to say about it:
Overall we’re upscaling the graphics. We’re making sure that the controls have been remapped for today’s gamers. The WSDA and all the mouse controls, absolutely is everything is correct for today’s gamers instead of the old school style with the arrow keys. Also the multiplayer aspect has also been corrected, there were a few bugs because, back in the day we thought we knew what we were doing, but we brought it up to speed with today’s standards.
We also have ultrawide support for the monitors, the new engine allows for a lot of really great things as far as frames per second, if your monitor operates at a faster framerate, it takes full advantage of that, so the overall experience of Rise of the Triad, with the upscaled graphics, the ultrawide display, the controls, absolutely everything makes it a more enjoyable experience, plus the fact that you don’t have to have file manipulation to play The Hunt Begins, Dark War, and Extreme Rise of the Triad, they are all accessible within one package.
Finally, Nagy mentions what it’s been like working along with Nightdive and New Blood during the development of the game:
Q: You mentioned you’ve been working with Nightdive, what’s that experience been like for you?
A: They’ve been fantastic. We’re part of their development Discord channel that they keep us absolutely involved with during their whole development cycle. New Blood is acting as our producer, making sure that Nightdive stays true to the core game itself. It’s a triad of companies that makes it work perfectly.
If you’d like to know more details about the interview, feel free to watch the rest of the interview in the video above!
Rise of the Triad: Ludicrous Edition is set for release early 2023 on Nintendo Switch.
ShackNews recently held an interview at PAX with Mega Cat Studios, the developers behind WrestleQuest, a new game that mixes both RPG elements and wrestling. In this interview, ShackNews and the Mega Cat team discussed various topics like the game’s story, the gameplay, and the inspiration behind it.
When talking about the story, this is what the team members had to say about one of the characters later in the game:
We’re showing off a character called “The Luchador”, he’s a Lucha Libre Champion and he’s about to retire but he’s unsure if he wants to or not because he’s gonna have to pass the belt over to this total dirtbag so he’s not sure if he can do that, to give the championship of this promotion that he’s helped build and create over years of work, but he’s excited to retire because he wants to spend some time with his family with his wife and kids.
He’s not sure what he’s gonna do. His wife asked him ‘what’s your decision? you know what? You have a mistress, it’s that wrestling ring because you’re with her every night instead of me’ so it’s definitely this kind of climactic dramatic moment, and the reason we had a story like this is because we want to celebrate wrestling, but we also wanted to showcase everything that goes in, all the sacrifice these guys make to be on the road 365 days a year, and the pain and trauma their bodies go through. We wanted to be authentic in how we represent wrestling and the wrestlers in our game.
The next point they discuss is the gameplay and how wrestling and RPGs mix together thanks to their similarities:
When we were conceptualizing the game, we realized the foundation of both RPGs and wrestling is storytelling. RPGs are obviously about characters and plotlines, but the same is true for wrestling. It’s not just about people throwing each other out the ring, it’s about larger than life personalities, the betrayals, the dramatic reveals, so they meshed together very well and what we did is we took that classic JRPG formula and just updated it tweaked it by adding wrestling elements.
And finally, they discuss how WrestleQuest actually differs from other games in the RPG genre:
In a lot of RPGs after a while you can go on autopilot and spam the attack button; in WrestleQuest that won’t fly because we’ve added things like timed button presses for attacks; enemies can bounce off the ropes after you hit them and then follow up to do a secondary attack; but most importantly, it has a hype meter, which is an indicator of the audience’s engagement with the fight, so if you come in and just keep hitting attack, they’ll get bored. When that happens your enemies get stronger, but if you approach with a little bit more showmanship and creativity, you’ll be able to fill it up for you and then you’ll get stronger, you get better abilities, more damage, and even better loot after the battle, so it’s all about putting on a good show and entertaining that audience.
These are just some of the tidbits we compiled from this great interview. If you’d like to know more about the game, don’t forget to watch the rest in the video above!
WrestleQuest is ‘coming soon’ to Nintendo Switch.
Even a great sheep needs shearing
When presented with the opportunity of reviewing a Devolver Digital-published game, I couldn’t pass it up. Devolver has released some of my favorite games ever, which is why I jumped on Cult of the Lamb, even though I didn’t know anything about it! Did I find Cult of the Lamb worth my time? Let’s start a cult and find out!
Some Splatoon 3 players have been experiencing a weird glitch where their ink is totally invisible. However, it’s not just a visual glitch, as the ink doesn’t even seem to be there in the first place. Thanks to GameXplain, we can clearly notice the problem. When trying to ink the floor, you shoot no ink and earn 0 points towards your special.
Apparently the simplest reason for what causes this glitch is due to a poor connection, so if you are experiencing it, one way to fix it would be taking a look at your internet modem, restarting it and restarting your console as well.
If you haven’t seen this glitch for yourself, don’t forget to check out GameXplain’s video above for a more detailed explanation and showcase of it or watch the original video in the tweet below.