It’s been 30 years since the original LoZ was released it, which makes it the perfect time to revisit it! Scott gives his impressions after all this time!
Shot by Alex Campbell
“Reformat” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
We’ve been with Nintendo Force since their first issue, so it is time to share the love and help get the spotlight on the great work they do!
Check out the mag
Nintendo Force has stepped up to fill a void in the Nintendo community, and for that very service we want to express our gratitude and feature the great work they do. Thanks, NF!
Shot by Alex Campbell
“Reformat” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
Shovel Knight is truly a classically designed modern classic.
The Plague of Shadows expansion has arrived, AND a Shovel Knight Amiibo will be bringing us co-op mode and additional challenges. There’s never been a better time to be a Shovel Knight fan!
Shot by Alex Campbell
“Reformat” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
We agree that Metroid: Other M deserves a lot more credit than it gets, so it was really fun to go against popular opinion here and try to convince the masses. Give Other M another chance!
One of the most polarizing games of last generation was Metroid: Other M. A drastic new direction from Nintendo we met with harsh critical and fan reception. We share some different perspectives on this unique entry in the Metroid franchise!
Shot by Alex Campbell
“Reformat” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
Sometimes, Nintendo gives us something good disguised as something we don’t want.
The newest entry in the Metroid Prime series has just been released, and the Nintendo fanbase has been in an outcry over it. Is this game worth a shot? Is it worth your time? Watch for all the details on Scott’s experience with the game.
Shot by Alex Campbell
“Reformat” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
SteamWorld Heist is an indie game developed by Image & Form, who brought us the immensely popular SteamWorld Dig game and its sequel.
Heist takes place after the events of Dig 2, as our robotic characters struggle to cling to existence after Planet Earth has been shattered.
Resources are scarce, and that’s why our trusty Steambot pirate leader Piper and her scrappy crew are exploring space and raiding enemy ships for loot.
The objective of the game is to enter a series of procedurally generated ships, accomplish certain missions like obtaining epic swag, rescuing robots in distress, or destroying big baddies.
Combat consists of moving your characters behind cover, lining up shots, and firing weapons that you’ve collected from across space. Many times, destroying all enemies is not a requirement for success, so it pays to play smart and keep the mission in mind.
Along your journey, you will collect a plethora of weapons in many categories and a ragtag bunch of crew members with different abilities. It’s up to you to determine your loadout for each mission, and any characters that survive the ensuing encounters will gain more experience points and level up.
Controls are flawless. Whether you’re playing with Joy-Con, Pro Controller, or even touching the screen without the need for any buttons, the game adapts to the way you want to play. You can gain a bit more accuracy by aiming with the touch screen if you prefer, even if you play the rest of the game with analog sticks and buttons.
Gameplay in SteamWorld Heist is turn-based, but fast-paced and exciting during the player’s turn. Aiming is a nonstop challenge that gets easier with experience, and as you learn how your character’s “breathe” and move naturally as you line up a shot. Sometimes, I wished that I could speed up the enemies’ turn, especially when multiple Scrappers and turrets were on screen. A “zoom-out” button also would have been helpful for scouting a ship, but panning around works fine.
It’s hard to complain about the graphics in this game, which are high definition with a stylized art approach. Presentation is equally good, with quick load times, a driving atmospheric soundtrack, simple user interface, and genuinely funny and clever writing that endears you to the characters and their world.
SteamWorld Heist: Ultimate Edition boasts a healthy amount of content, including DLC previously sold on other platforms. A large range of difficulty settings promises replayability, as well as New Game+ mode unlocked after beating the game (which took me over 10 hours). The downloadable content adds a playable character, interesting side-missions, and a load of hats with pop-culture references.
Simeon and I both played through this title simultaneously, and it was really fun to compare our loadouts, including all the optional characters Simeon unlocked while I was impatiently pressing through the main storyline. Exploration and strategizing is rewarded in this title!
SteamWorld Heist is easily recommendable to everyone that enjoyed Mario + Rabbids, the Worms series, or previous SteamWorld games. Heist has more limited movement options than Kingdom Battle, but is also available for the lower launch price of $20 on the Switch eShop, launching December 28th. To sum it up, it’s a challenging, rewarding, interesting, smooth, expansive game for a great value. Two Button Crew awards SteamWorld Heist: Ultimate Edition an 8.25 out of 10. Buy it!
Shovel Knight: Treasure Trove is available on Nintendo Switch, including the timed-exclusive Specter of Torment campaign! Ryan has been playing the title for review, and has completed the game and assembled all of his thoughts. Watch to see what he thought of this villainous twist on Shovel Knight!
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
The fighter breathed in slowly in the darkened locker room.
His eyes drew to the hallway down which the arena loomed.
He’d trained for this very moment for innumerable days.
He let his breath out slowly as he also dropped his gaze.
His past had come to haunt him; or rather, his father’s did.
It was in the old man’s shadow that up ‘til now he hid.
He rose from the wooden bench as he slammed the locker door.
His mind was clear and focused as he slowly crossed the floor.
His father was a great man; one of the best there’d ever been.
He’d proudly held the people’s flag for years and years on end.
The women and children’s love he kept, the men’s respect he’d earned.
But even a champion’s fire burns out; a lesson he finally learned.
And now his boy had come of age, his turn had come at last
To earn the title for himself, to honor his father’s past.
Any time he’d walk the street the people called his name.
They smiled as they recalled his dad and said “You’ll do the same!”
He heard them calling for him as he traveled down the hall.
His pace was slow and steady as cheers echoed off the walls.
But as he plodded down the corridor that led down to the ring,
The distance to his destination got further, so it seemed.
He started to jog faster ‘til he ran as if he fled.
The image of his father was burned into his head.
As he neared the final door that led to the battleground,
He’d realized he could no longer hear the cheering of the crowd.
He swung the door wide open and he stepped into the light.
Instead of the cheering fans expected he saw a very different sight.
The crowd was filled with anger, spitefulness, and scorn.
The faces that used to smile at him now a scowl wore.
The booing increased with every step as he approached the field.
He looked across at his opponent who rose up from his kneel.
The enemy wore full armor and a horned helmet on his head.
He lifted his oddly-shaped sword. “I’ve looked forward to this”, he said.
The warrior that stood before him was the one who’d succeeded his Pa.
The boy took his battle stance, he set his eyes and jaw.
“I’ll prove them wrong,” he determined, “Today’s my day to shine!”
The crowed fell deadly silent ‘til they heard the air horn whine.
The boy immediately charged the knight, his weapon flashed to life.
The knight was ready for the attack and deflected with his knife.
“Is that all you have?” The knight laughed. “I expected more from you.”
The knight lunged with his weapon aloft, the boy’s head which to hew.
The boy quickly dodged the strike with blindingly quick speed.
“One thing you didn’t count on: my Pa wasn’t quick like me!”
He continued to rush around the ring, too fast to keep track,
Until the knight took a well-aimed swing that knocked him on his back.
Light was all that he could see as he lay there on the floor.
The knight drew near and placed his blade upon the boy’s core.
He kneeled down next to him, and with a look of sadness in his eyes,
He said, “I’m… disappointed.” And then began to rise.
The air was still in the Colosseum and the knight just turned and walked.
The seats were slowly emptied. No one dared to talk.
The boy just lay there on the mat. He knew everybody’d left.
One word stuck in his heart, and like a foil it cleft.
SteamWorld Dig is indie developer Image & Form’s first claim to fame. Originally released on 3DS in 2013, Dig was universally “dug” around the industry. On February 1st, 2018, Nintendo fans get another chance to play this instant classic on Switch.
SteamWorld Dig joins its sequel and SteamWorld Heist, on the eShop. The main differences between the original Dig and Dig 2 are that, 1: this game is shorter, and 2: the underground labyrinths are randomly generated. It’s kind of like having your own village in Animal Crossing, where all the same features are present, but their placements are determined by an algorithm. This is helpful for people like me who have beaten the game before, to have a fresh experience upon revisiting the steampunk world.
You play as Rusty as you navigate the Earth’s underbelly, mining deeper and deeper under the surface. As you traverse, you’ll gather gems and ore along the way. Once your pouch is full, or your lantern runs out, you will return to the town above, sell your goods, and use the money you earned to upgrade equipment. (By the way, the non-playable robot who you sell to is Dorothy, who goes on to star in SteamWorld Dig 2.) Stronger tools allow you to dig deeper, unlocking more sections of the world in a creative spin on the Metroidvania gameplay loop. Continuing to advance, you will discover caves featuring puzzles that have a predetermined design.
This pattern of digging, mining, spending, upgrading, and repeating is the core of SteamWorld Dig. And it’s a strong core. Few games rival it in instantly hooking the player. The soundtrack is solid (even eliciting memories of Metroid Prime at times), controls and interface are extremely user friendly, and everything periphery melts away as you focus on your goal. However, one aspect of the game sticks out like a sore thumb—and that is combat, which is neither compelling nor rewarding. Rudimentary enemy patterns and limited offensive options leave you feeling lucky when you succeed, but more often, just wishing you could avoid enemies altogether. On that note, with the right tools you can hurry and strike some baddies before they hatch, preventing a cumbersome encounter.
Combat is a mere distraction and not an essential part of the experience, which continues to be a weakness in the series. That’s just about the lone complaint there is to find in this game. Although, I have to wonder if Image & Form could have spent longer to make this a more enticing package. The developers have come a long way and learned many lessons since this game was released. Originally, SteamWorld Dig was finalized at the point just before their team went bankrupt. They’ve gone on record saying that it wasn’t wholly completed to their liking. This port was an opportunity to enhance or add value, but the devs instead opted to do a quick and dirty port.
Okay—the port isn’t dirty at all, but how could I resist that pun with a game about digging? To be clear, the game runs and looks great on Switch. And with no additional bells or whistles, they’ve created an affordable entryway into the wonderful SteamWorld lineup of games. This is worth picking up if you’ve somehow skipped the series, or if you’ve been missing Rusty, his original adventure, and the grassroots origin of one of the best developers on Nintendo eShop. You’d be hard-pressed to play this game without a grin on your face.
Xeodrifter is a retro-styled, Metroid-like game from indie developer Atooi. It’s a bite-sized love-letter to the Metroidvania genre, originally released on the 3DS and newly ported to Nintendo Switch.
You play as a little red guy (or girl? You never know with these games…), equipped with a gun, exploring 4 neighboring planets. You’ll need to unlock equipment and abilities as you go to advance through new areas.
Beating bosses earns you power-ups, and you can configure your blaster on the fly by allocating points to its speed, bullet size, spread, and more. Most other unlockables increase your mobility in fun and useful ways; think along the lines of the Metroid series’ shine-spark or rocket jump, but with its own Xeodrifter-flavored twist. The game prompts some “aha” moments as you’re forced to use these mobility upgrades in tandem for some truly memorable segments.
This game presents a real challenge. Once in a great while you will stumble on an enemy nest where you can farm for life replenishment, but by and large you have to traverse through these alien structures with care and caution, where every hit matters. It regularly took me multiple attempts to get what I needed and make it back to the safety of my gunship before embarking on the next mission.
The graphical presentation of Xeodrifter can only be described as simple. When first booting up the game, it didn’t strike me as beautiful when compared to some other modern takes on pixel graphics, but the art style actually did grow on me. For this version, graphics AND rumble were given the “HD” treatment. I also didn’t find myself missing the stereoscopic visuals from the 3D original. However, in the absence of a second screen, a little mini-map in the corner would have saved me a lot of pausing.
One more thing I have filed under the “would have been nice” category is variable jump-height. Whether you quickly tap or hold the jump button down, the character executes the same move and sometimes stays in the air longer than I would have liked. Variable jump height is something the developer has implemented in other games, and that lacking aspect of control did limit my precision.
Overall, I had a fun time with Xeodrifter. The game doesn’t hold your hand, leaving the player to his or her own devices to figure out where to go. In such a compact world, I never felt truly lost. You are encouraged to explore and see where your new weapons can take you.
Some gamers might have a complaint about the boss levels; roughly a half-dozen encounters that use the same giant enemy and attack patterns with increasing difficulty. I actually thought this was a cool analog to my character, as if I was growing more powerful in parallel with my archenemy over multiple showdowns, like you might find with Dark Samus in the Metroid Prime games. The boss fights were another area where this game doesn’t hold back in difficulty, and beating each one felt like an accomplishment.
Xeodrifter is short. It’s an excellent palate-cleanser between bigger titles, a great option for people who miss the Metroid gameplay loop, and a good effort from a passionate indie developer. For the $10 asking price, I can easily recommend it to fans of the genre. Xeodrifter gets a 7.75/10.
Back when it first came out in 2014, Octodad: Dadliest Catch quickly became one of my favorite indie games of all time.The goofy premise, inventive gameplay hook, and charming presentation were not only endearing, but felt reminiscent of the creative and experimental cult classics of the GameCube and its contemporaries.Since its initial release on PC, the game has been ported to just about every system that can run it, including the Nintendo Switch.So, does the game still measure up on the Switch?
The game follows the story of a clumsy, but well-meaning, father living suburbia.Despite his best efforts, mayhem and mischief seem to follow him wherever he goes.Between the strange circumstances and his unwillingness to open up about his mysterious past, his wife, Scarlet, can’t help but suspect something’s amiss.His past catches up with him, however, as an old enemy attempts to expose his dark secret to his family and the world.
Wait, did I forget to mention the guy’s secretly an octopus in disguise?Silly me!
Octodad: Dadliest Catch follows the eponymous Octodad as he tries to complete everyday chores without blowing his cover, which is hard for a man with no bones.As to be expected with a game with such a ludicrous premise, the story is humorous, and sometimes even heartwarming.The real appeal of the game’s humor, however, is the physics; watching Octodad stumble through the game’s levels, knocking down everything in his path, is sure to bring a smile to anyone fond of slapstick.
The game’s core mechanic is its deliberately awkward controls.This may sound unappealing at first, but the controls are awkward in a way that feels comfortable, if that makes any sense.Players control Octodad by manipulating his limbs individually.This extra layer of abstraction can make even simple tasks like walking not only challenging but amusing as well.The odd controls do mean this game can get frustrating at points, but not nearly as often as you’d think.
The game’s main campaign is on the short side, with even a leisurely play-through only lasting a few hours.Fortunately, the game comes with two bonus chapters, which, despite being referred to as “shorts”, are some of the longest levels in the game.Factor in the three hidden neckties in each level—which are often deviously hard to find—and this game has plenty of replay value.
Unfortunately, the Switch version of this game doesn’t come with any extra bells and whistles.There’s no support for motion control, which feels like a missed opportunity given the nature of the game.Instead, the game is played using the analog sticks to position Octodad’s arms and legs.This is entirely a matter of opinion, but I prefer Octodad with a keyboard and mouse.The different control schemes both offer a very different feel to the game, with the controller favoring large sweeping movements and the mouse being better at executing small, precise motions.
My biggest issue with this game, however, is the graphics.While it’s understandable that a few sacrifices would have to be made given the limitations of the Switch’s hardware, the way they cut corners can be downright distracting.Shadows appear ludicrously pixelated, especially when viewed up close.It’s so bad at times it looks like the game is censoring parts of the screen.Other issues are a lack of certain visual effects, such as reflections on mirrors or the absence of rain in one level.Furthermore, the number of objects and N.P.C.s per level has been reduced, leaving levels overall feeling a bit barren.
Lastly, I should note that this version of the game has crashed on me, but it seems to have been an isolated occurrence.
In the end, Octodad: Dadliest Catch is a great game brimming with charm, and I very much enjoyed having the opportunity to play through it again.That said, the Switch port isn’t the best version out there due to a lack of control options and scaled-down graphics.If the Switch is the only system you have that can play it, or if portability is a priority, then it’s definitely still worth getting.Otherwise, I’d recommend you get it on Steam.