Some big expansions are coming to Shovel Knight: Treasure Trove! Namely, the King of Cards campaign (with card game bonus mode) and Shovel Knight Showdown. The latter is a Smash Bros. like party fighter where you pick from the large cast of Shovel Knight characters and battle it out for gems and K.O.s. It’s a great time, so enjoy the footage and our impressions!
“Exit the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
Simeon absolutely REFUSED to play TumbleSeed vs. mode with Scott… until the Patrons voted it into the Live Show! And what do you know, it actually ended up being a lot closer than he thought…
“Exit the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
Scott’s not the BEST Mega Man player, but he’s not the worst either! In this video, follow along as he tackles the Block Man stage from Mega Man 11, launching October 2018.
“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
Nintendo revealed several 2018 games, as well as made announcements for 2019! Animal Crossing? Luigi’s Mansion? Who would have made those predictions?!
“Exit the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
There are only a few months left in the year, but all the best games are coming out in October! Scott ranks his top 5 most anticipated Nintendo Switch games for the remainder of 2018.
“Exit the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
Hollow Knight is a beautifully atmospheric, yet incredibly challenging platformer. It debuted on Switch a few months ago, but it’s still charming any player brave enough to pick it up. Simeon and Scott take the game for a spin and give their impressions!
“Exit the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
Epic Games is releasing Fortnite on Nintendo Switch… PHYSICALLY! For $30. As if having a custom console bundle with Nintendo for the holidays was not enough, they feel the need to get on even more store shelves. This one doesn’t quite add up, especially for the consumer!
“Exit the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
Flipping Death is a very funny game developed by Zoink and published on Nintendo Switch. It looks like a platformer or side-scrolling adventure, but you should think of it more like a point-and-click puzzle game. It’s definitely story-driven; whether you’re watching cutscenes, hearing a recap during loading screens, or experiencing characters bantering back-and-forth during gameplay, the story is always advancing and the world is being built. It starts with the sudden demise of Penny Doewood, who enters the afterlife and is promptly put on substitute reaper duty for Death himself, who wants to take a vacation to the moon. You may have already gathered that Flipping Death is quite the quirky title, and it’s very charming and entertaining as a result.
The entire game is voice-acted, and skillfully so. This is a bonus that might come unexpected to the average fan of Nintendo games. The writing is top-notch, and Flipping Death’s greatest boast is its impeccable humor and timing. Simeon and I have never laughed out loud so much from a video game! You may be tempted to feel impatient as you can read the captions in half the time it takes the voice actors to deliver their lines, but the wait is worth it.
Another plus in the presentation department are the graphics. Zoink chose a really unique art style, which is memorable and looks beautiful on the Switch. One thing I didn’t like as much was the music—sure it fit the game, but there were so few compositions that the soundtrack grew repetitive. Something else to watch out for are the long loading screens in Flipping Death. A narrator will meander through a funny recap of the previous chapter, which makes it bearable, but you’ll want to try to finish one of the game’s eight chapters in a single sitting so you don’t have to endure the same loading screen a second time.
The gameplay is unique, in that you can gather souls as currency and spend them to possess bodies of the living, who inhabit a mirror version of the world. It’s always interesting to try out all the different characters, find out what their move is, and use them to solve puzzles or just fling them around. There’s a great variety of characters who become “playable” in this way, each with their own special twists and inner-dialogue.
Sadly, controls are sub-optimal. Sometimes, Flipping Death doesn’t feel like it was made with the Switch in mind; using Death’s scythe to teleport was a good mechanic idea, but never feels quite natural as you have to use the right stick at the same time as face-buttons and trigger buttons. Some things aren’t consistent between characters (like holding a button to jump). However, It’s nice that the developers included some touch-screen functionality, which makes using the wide map easier.
The Missions and challenges provide a great variety of things to do. There are also plenty of side-quests in each chapter to keep completionists busy. If you get stuck, there’s a hint system readily available which shows you what needs to happen, but not always how. It’s a good balance of negating frustration without making things too easy.
Flipping Death is an appropriate length, which throws a lot of different ideas at you, but doesn’t get redundant or overstay its welcome. For a second play-through, it may be fun to come back to after several years, but hearing the jokes for the first time is the main reason to play. You could also beat the main story, then go back just to clean up sidequests which can be pretty entertaining, especially when you’re tasked with possessing an undead lama and spitting on everyone.
Overall, this game really is funny. Not just during story segments either, but the way characters move, interact, and the things you can do with them. I did experience a bug that made me lose all progress while reviewing the game. Thankfully it was in chapter 1, and the devs were aware and already working on it. This game is one of a kind, and is enjoyable for the story and humor alone. Considering everything, Two Button Crew scores Flipping Death a 7.25 out of 10.
The motto is “Everyone is Here!” That’s the banner that the Smash Bros. development team has been rallying under as they seek to bring us the Ultimate crossover fighter to Switch.
But you know what? That isn’t what makes Smash 5 “Ultimate” to me. This game is going to be the ultimate entry in the franchise because Sakurai and co. are finally paying attention to all the little things.
Stage selection before Character selection. This is how serious players use the game, and casuals won’t even notice the difference.
Save your own rule presets. Tears of joy are streaming down my face as I type this! You don’t have to change it to Stock every time! You don’t have to remember to turn Team Attack on! You can just set it and forget it. Oh bless you, Sakurai-san.
Color Selectors. All characters have 8 different color schemes, and you don’t have to just cycle through them anymore, they can all be viewed at once and picked from.
Quick Menu. A slide-out menu is now mapped to a shoulder button, just a press away from adjusting anything that needs adjusted and checking anything that needs to be checked!
Play while you wait. When queuing up for an online match, use that time to get some practice in or knock out a few challenges.
Stage hazard toggle. Smash has always shipped with a lot more stages than are worth playing on, thanks to some crazy RNG factors. Now there’s a handy switch to shut that nonsense off.
It’s evident that lot of time was put into bringing many quality-of-life enhancements to Smash Bros., which will severely cut down on my frustrations with booting up the game and getting into a match. It’s the Ultimate fighter inside the arena and out in the menus.
5 paid DLC characters will be sold for Super Smash Bros. Ultimate, following the release of Piranha Plant (who I love) and ending by February of 2020.
Super Smash Bros. Ultimate’s DLC line-up is now complete. This time the selection was made entirely by Nintendo. I decide if we can create a fighter based on their selection, then come up with the plan.
Nintendo has already decided who these 5 characters will be and, rudely, they neglected to consult me.
If Nintendo had allowed me to decide on the 5 DLC characters, they would be:
Ray MK III: The main robot from Custom Robo. I’m glad to see Ray has been getting some love from the Smash Bros. team, and has appeared in various entries as a trophy, sticker, assist trophy, and (in 21 days) as a Mii Fighter costume. Sadly, the Custom Robo series is one of the most overlooked and under-appreciated Nintendo franchises. Adding him as a playable fighter would likely ignite a spark of interest in Custom Robo, just like Marth & Roy did for Fire Emblem. His moveset has unlimited potential, thanks to any number of parts and weapons the developers could pull from (that is what makes this robo custom, after all)!
Shovel Knight: Big props to Yacht Club Games for getting their hero represented in Ultimate as an Assist Trophy, but an even better indie success story would be if Shovel Knight joined the front-lines of the battle. Shovel Knight may be “third party” like Snake and Sonic, but he also has close ties to Nintendo thanks to an entire line of amiibo and strong platform support. Shovel Knight would not look out of place, and has moves that can easily be mapped to the Smash fighter template by anyone with a little imagination.
Waluigi: I don’t care much about this one personally, but why not! Appease the fans! This is the Ultimate entry in the franchise after all, so why wouldn’t Nintendo throw their most dedicated players a bone and get it over with? This has to be the single most requested character since Ridley, and I doubt Sakurai wants to keep hearing fans beg for Waluigi for the next decade. This will be Wario’s third game in the series, so it’s about time for his purple cohort to join the fray.
Paper Mario & Paper Luigi: We already have access to two variations of Mario, so a third would seem like overkill… unless it’s an Echo Fighter duo of Paper Mario and Luigi! Mr. Game & Watch proves that flat characters work, and the Paper Mario games speak for themselves as far as moveset potential. This addition would be perfect for fans of Luigi, who don’t always want to deal with his crazy physics and janky momentum.
Fortnite Dude: Just imagine it. A crossover between Super Smash Bros. and Fortnite would shake the gaming industry! There’s no other collaboration that would turn the heads of the masses. Fortnite continues to be the hottest game for the younger demographic now that Minecraft has started to plateau. I would absolutely love to see one more 3rd party addition in a Fortnite character, who would naturally have the best costume selection and taunts in the game. Attacks wouldn’t be limited to guns, but could also include pickaxe melee moves, boogie bombs that cause opponents to taunt, a glider recovery, and maybe even a little building action!
Which of my picks do you agree with? More importantly, who do you want to see join the SSBU roster? Scroll down to the comments and type away!
Since 2001, the Melee faithful have been hauling GameCubes and CRTs everywhere in order to play their favorite competitive fighter.
They thought Brawl was an absolute joke…
Smash 4 fared a little better, earning a few converts and sharing the spotlight. The keyword here is “sharing,” where Melee and SSB for Wii U were often seen side-by-side in events and tournaments.
Now we are faced with the question: will Melee players move on to Smash Ultimate? Will this entry in the series finally be the one that convinces everyone to take their 50 lb. TVs to the dump?
Reasons Melee Players SHOULD Convert to Ultimate
Everyone is here! Each player’s main character will be available to play in Smash Ultimate, whether they want to throw some boomerangs with Young Link or rack up their own damage percent with Pichu.
The stages are back. Melee players should feel right at home on Pokemon Stadium, Kongo Falls, and the beautifully updated Fountain of Dreams.
Directional airdodging returns. Rather than just the quick evasions found in Brawl onward, airdodges are now considerably more strategic due to being a movement option, and having a lot of cooldown. These can no longer be spammed, just like in Melee.
The fighting is faster. For elite players who still felt Smash 4 was too slow, rest assured that knockback has been sped up and damage ratios increased. Smash Ultimate will be played with 3 stocks rather than the previous game’s 2, fitting more action into the same match length.
It looks better. Melee is showing its age, and the jump in graphical fidelity is huge! Smash Bros. already made the transition to HD in its previous iteration, so the developers spent their efforts on making everything more cinematic and visually appealing for the “ultimate” version.
Switch is way more convenient. Smash Ultimate can be played literally anywhere: on your huge flatscreen, on the toilet, or on the plane en route to EVO. Players will be able to get more practice in, and can pack a lot lighter when attending locals and comps.
You can still use GameCube controllers. Father Sakurai has blessed us once more, enabling GameCube controller compatibility with a console that is 15 years newer! Nintendo is even selling brand new controllers and adapters, so they’ll last for years to come.
Customize your controls! Goodness, Melee players have been missing out on this one. Turn off tap-jump! Make the L button useful! Enter into a whole new world of optimization.
Reasons Melee Platers WON’T Convert to Ultimate
They would have to relearn. Skills won’t translate across games, the meta will be entirely different, and they might not like changes made to their main characters.
Ultimate will be less technical. Unless Sakurai releases a DLC pack with Melee physics, the fanbase won’t be satisfied without wavedashing.
Ledge mechanics. Edge-guarding and ledge-hogging were major factors in any Melee matchup, and the trumping system found in Smash 4 and Ultimate is simply more casual.
Too many match-ups. With 3 times the characters, it will be much harder to predict who you will be playing against, and counterpick accordingly.
There’s still blood in their veins, breath in their lungs, and power in their GameCubes. Melee players are a resilient folk, and the scene has endured for a decade and a half. They know how to deal with new games coming out, and still keep the community alive.
What do you think? Should Melee players make the switch?
In counting down to Super Smash Bros. Ultimate from day 30, I’ve remained largely positive. Whether complimenting Nintendo’s marketing or writing a love letter to Piranha Plant, I’ve made it clear that I’m enthusiastic and expectant of great things.
This will be one of a few critique pieces, and it starts now:
There’s nothing I hate in Smash Bros. more than the clutter.
Sakurai introduces all manner of unnecessary complexity and weirdness into each of his games. What seems like a pretty straightforward platform fighter—even with items on—is bogged down by unneeded collectibles (stickers), currencies (coins, tickets, Smash Tags), and more.
This isn’t only true of Super Smash Bros., but also extends to Sakurai’s other work like Kid Icarus: Uprising, where the player would get taken out of the action by finding way too many weapons and food items rendered as flat object scattered over every level.
I honestly feel that his design sensibilities are in conflict with Nintendo’s!
Nintendo’s first party titles have a purity to them, presented with beautiful simplicity, easy onboarding, and instantly understandable menus. This is in stark contrast to the Smash Bros. series, where it’s always difficult to remember which menu branch your replays are stashed under, or what “Games & More” contains and what it doesn’t.
Even as one of the biggest SSB fans, I found myself tuning out during the Nintendo Direct potion about Spirits, and how there are primary spirits and spirits that boost your stats and spirits that possess copies of characters and spirits that spiritedly spirit other spirits until spirits spirits spirits spirits!
Ancillary Smash modes shouldn’t need to teach you new systems. Board the Platforms and Break the Targets are still the most fun side-modes because they take the core Smash gameplay and introduce challenging twists. I’m sad to see so much work go into Sakurai’s new complex modes that will, for the most part, just be played to unlock characters and stages before they’re abandoned.
Today isn’t the anniversary of Super Smash Bros. Brawl’s launch…
However, today is the anniversary of Nintendo’s beloved Wii console, which came out 12 years ago on November 19th, 2006!
As we are counting down to the release of Super Smash Bros. Ultimate, I wanted to take this time to celebrate the most under-appreciated entry in the entire franchise: Brawl.
While most of the community avoided this game like the plague and complained about its slowness, floatyness, and admittedly horrendous balancing, I ignored the haters and invest a record amount of hours into the game (700 to be exact). This title came out during the time in my life where I had the least amount of responsibilities and the most free time to play video games.
It also served as my introduction to the competitive scene! I beat most of my friends most of the time, so naturally I thought I would win my first tournament. What a rude awakening that was.
Yes, there were still plenty of people playing Brawl in bracket (alongside Melee). Though the game didn’t lend itself to tournament play by design, an interesting meta did evolve around the few most viable characters, and the mindgames necessary to secure a victory with low-tier characters like Ganondorf.
Nintendo’s marketing team has mastered the Hype Cycle for Super Smash Bros., but it all started with Brawl. During the game’s development, Sakurai would update a blog every single weekday with detailed announcements and sneak-peaks at the game. His daily updates have continued on Miiverse and other social media for subsequent games, but never were his posts so lengthy, exciting, and rich as on the Brawl Dojo website. You could wake up, log on, and find a character reveal! Nowadays those are saved for Nintendo Directs.
Upon the release of Ultimate, Smash 4 will largely be retired. However, Brawl is still fun to go back to once in a while.
Thanks, Super Smash Bros. Brawl, for bringing us third-party characters, customizable controls, Stage Builder, Subspace Emissary, and much more!
P.S. Tripping may very well be the worst idea any game developer has ever had.
The Super Smash Bros. series has completely mastered the hype cycle.
I haven’t seen another game whip up fans into as much of a frenzy, and it can be done with a simple glimpse of a logo, a single sound effect, or another cue that tells fans “More Smash Bros. is on the way. Buckle up.” (We discussed this more in the Art of Video Game Trailers Podcast.)
Excitement is at an all time high for Super Smash Bros. Ultimate, which is why I’m kicking off this blog series: 30 Days to Smash Ultimate! Every day between now and December 7th when the game launches, I’ll be posting a new “Scott’s Thoughts” blog post. You’ll be able to read the whole series here.
One of my favorite things to do is watch a Smash Direct, then go to YouTube and find a Nintendo store crowd reaction clip. Smash fans are packed like sardines in front of a big screen, waiting with baited breath for new announcements. As soon as a sliver of a new character appears on screen, they jump up and down, flailing their arms like their favorite sports team just won.
And in a sense—they did! I’ve been at Smash tournaments where competitors and spectators alike say “these are my sports.” Whether you’re rooting for Zero to win Evo, or cheering on Nintendo as they regain ground in the console wars, every Super Smash Bros. announcement feels like a victory for your home team.
Nintendo Switch owners were treated to quite the surprise in March, while watching a regular quarterly Nintendo Direct. That’s when a Splatoon 2 announcement ended and the Inklings retook center stage for the shocking reveal of Super Smash Bros. Ultimate, unveiled for the first time, and coming out in 2018 no less!
Ever since, we’ve been getting drip-fed information from Sakurai and his development team, with the occasional flood of information that accompanies each character reveal!
Better yet, the hype cycle doesn’t come to a screeching halt on launch day, because this Ultimate entry in the series will continue development through February of 2020! We can look forward to seeing that mysterious Smash orb logo alight into flames in many Nintendo Directs over the next 16 months. And you can bet that the Nintendo NY crowd will be there to jump up and down, and express how we are all feeling!
Where is your hype meter sitting at? Let me know in the comments!
You know that a game is a big deal when you start planning your schedule around its launch…
How many days am I going to take off work?
What’s the earliest possible time I can purchase this game? Does the eShop update at the stroke of midnight? Should I drive to another timezone?
Should I say goodbye to my family just in case I can’t turn the game off?
Those are the kind of considerations I have to make when preparing for Super Smash Bros. Ultimate to come out on December 7th!
I’ll talk more about my specific plans for launch day as it comes closer, but today I’m reflecting on my normal gaming habits, and how the release of a monumental title like Smash might affect them.
Indies, hop in the back-burner. And I apologize for this one, because I love supporting independent games… Simeon and I usually take turns working through the latest eShop indie adventure during our breaks at work, but we’re absolutely going to convert that time into Smash sparring! Sure, we might look a little dorky with our screen on the table and a mess of wires draped everywhere in some crazy workaround to use GameCube controllers in tabletop mode, but who cares? And yeah, our coworkers might look up from their phones to cast disparaging looks at Simeon each time he cries out in agony when I secure victory after victory, but they’ll have to deal with it.
Fortnite, it’s been great, but I’ll see you later. Fortnite captivated me with its ingenious design, compelling gameplay loop, and constant stream of content additions. It’s been the absolute best game to unwind with on a daily basis, whether I’m feeling competitive and want to go for that Victory Royale, or if I want to take it easier and knock out a few challenges. It passed up my Breath of the Wild hour-count, then doubled it(!), firmly securing the position of my most-played Switch game. And that’s not a position that Smash Ultimate is going to allow Fortnite to keep. I’m just getting to the point of being a bit Fortnite’d out (even though I know they’re going to try and pull me back in with new weapons and modes), so I’m ready for something fresh and exciting! I want to master a few characters, climb the online ladder, and dive really deep into SSBU.
Also goodbye sleep. I’ve been pretty good about not taking my Switch into the bedroom, but let’s be honest; that’s not gonna last. Not until every character and stage is unlocked, at least!
Yep, Super Smash Bros. Ultimate is poised to wreck my gaming life (and perhaps a bit of my personal life too). What about you? Do you see any gaming habits changing? Leave a reply!