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Wii U

Review: Splatoon

May 27 // Chris Carter
Splatoon (Wii U)Developer: Nintendo EAD Group No .2Publisher: NintendoReleased: May 29, 2015MSRP: $59.99 Players will start the journey as a measly level one squid in Inkopolis. You should learn the layout in roughly 20 minutes. It's not huge, but it has a lot of character, mostly due to the fact that other players are littered about the townside. No, this isn't quite like a Phantasy Star Online lobby with live players running around, they're more like static NPCs that draw upon the character's avatar, style choices, and Miiverse postings. If you're not keen on walking everywhere to play a specific mode, an easy-to-access map is located on the GamePad -- perfect. There is one annoying thing about the hub world -- the news station. Every so often at certain intervals, a fake "news" show will play, interrupting whatever you're doing. It displays the next set of levels that are up for multiplayer, and any other relevant events that are happening. A lot of you will probably think it's cute, and it is a neat idea, but sometimes they're literally repeating the same phrases on the same stages I've seen multiple times over -- it's not a dealbreaker, I just wish I could just skip through it. Shops, however, are anything but annoying, as I'm a full-on fashion addict. Whether it's the shoe, shirt, or hat boutique, I'm usually inside of a [digital] brick and mortar location ready to spend all of my cash on clothes I will never wear. These items are mostly cosmetic however, and even though they do have some stats attached to them, they're negligible at best. So if you aren't down with the idea of amassing clothes, you probably aren't going to be spending a lot of time in Inkopolis. [embed]291959:58680:0[/embed] It also must be said that the story mode isn't really linked to the hub world, which is mostly for multiplayer. Any acquisitions from the hub are strictly used in online play, though you can unlock some weapon blueprints in the campaign and you'll get a few bonuses to bring back after you complete the story. In other words, think of the single-player narrative as a staging grounds for playing online. The levels themselves are very well designed, and in line with a 3D Mario game -- which is definitely a compliment. There's a lot of variety found in every single stage, with mechanics like geysers, invisible paths, moving blocks, and a whole lot more. Gimmicks never outstay their welcome, and just as you've started to master a concept, Splatoon moves on to the next one. The pacing is superb. Boss fights aren't exactly innovative, as they all boil down to "kill the giant weak point three times," but they are fun to play. They remind me of less inspired Mario Galaxy or 3D World fights, even down to the enemy models. All in all you'll go solo for roughly 30 levels, which should last you 10 hours -- a little less if you rush, a little more if you go for all of the collectibles (which do a great job of worldbuilding, by the way). So how is the game actually played? By inking everything in sight, of course! Well, sort of. In the campaign you'll have access to just the Splattershot, which is like a rapid-fire rifle. You'll use your colored ink to defeat enemies and create paths, which can be crafted on most surfaces on the ground and most walls. By holding the L trigger you'll instantly morph into a squid-form, which isn't capable of attacking (outside of a special super ability), but can traverse quickly in ink. You'll have to master the art of offense as a kid and defense as a squid to really grasp what Splatoon has to offer. Other weapons essentially mirror other shooters (Splat Charger is a sniper rifle of sorts, there's also a grenade launcher and a light machine gun) outside of the Splat Roller, which is utterly unique. In my mind it's easily the most fun weapon to play with in the game, as you'll roll your way to victory, painting the town as you run and destroy enemies along the way. It seems broken at first glance, but it's actually pretty balanced, as skilled snipers and nearly anyone with a gun can counter it from high-ground, all the while earning points online (which I'll get to in a minute). Outside of the story mode there's also "Dojo," which is strictly a one-on-one offline affair, with one player using the GamePad, and another the Wii U Pro Controller. Your goal is to pop 30 balloons, and you'll have the ability to choose from every basic weaponset as well as five arenas. It's fun, but extremely limited, and felt like a momentary distraction from anything else. It was really disappointing once we realized that we can't play together online on the same console. As for the amiibo-centric mode, the only figure I had access to was the Splatoon Boy for the purposes of this review. It keeps the high going from the campaign, mostly because it is the campaign. Each figure features the same levels, but with a new weapon -- in the Boy's case, a Splat Roller. The rewards are mostly gold, with some cosmetic items and the rare weapon variant. So is it worth $35 to pick up the lot? Based on the Boy, I'd say "no," but it's a nice extra. Try the story first, and if you are really itching to play it multiple times, grab them.The main attraction of course is online play. The entire draw of Splatoon is simplicity in this regard. Matches are short, and they don't feature voice chat. In other words, even if you get spawn camped or dominated, matches are only a few minutes, and you don't have another team taunting you along the way. The core mode you'll be playing right off the bat is Turf War, which is a lot like Tony Hawk's Graffiti gametype -- kills don't matter, and the more you paint the battlefield your color, the higher your score at the end. Your personal score is how you level-up online, earn gold for clothes, and unlock the right to use new weapons. I enjoy lots of shooters, and in my mind, Splatoon has easily carved its own little niche around them. It's a more relaxing affair, both in terms of the zen-like qualities of the paint, and the online experience in general. It's refreshing to be able to try out new loadouts without fearing that they might not be viable, and the maps are fairly easy to learn as they are symmetrical. Don't worry though, there's plenty of room for advanced tactics, which the playerbase is already experimenting with just based on the Global Testfire events. My favorite trick that I discovered while playing online is to paint a wall while running from someone, quickly hide as a squid, and leap out from above as they turn the corner. Ranked play by way of the Splat Zones mode, unlocked at level 10, can be a respite from constant Turf War matches. Based on the current XP gain, it should take roughly a day's worth of playing to unlock, and although Nintendo automatically enabled it for my build of the game, a "certain amount of players" will need to reach 10 to play it. It's basically King of the Hill, with more of an emphasis on zone control and kills than Turf War. Your objective is to score as many points as possible while owning a point on the map, keeping everyone else out of the area. It's pretty great, but sadly, these are the only two current online modes. Nintendo has revealed that more are in the pipeline (Rainmaker and Tower are already confirmed), but for now, you'll have to deal with just two. Online play was smooth for me during the past two weeks of testing on pre-launch servers. I've played well over 100 games, and there were only a few sessions that were dropped during matchmaking. Once the game arrives we'll provide a launch-day report of the server situation, but for now, it's been wonderful. There are a few hangups with the way this component was designed though. When you're in the queue for a round, you can't quit -- not even with the home button. It's a bit odd, especially if you realize that you need to handle something in real life, as your only option is to turn the Wii U off. Additionally, you can't switch up your weapons while you're waiting for a game to start, as you can only do that in the previous menu. Also, after a match is completed, if you hit "yes" to quickly start a new match, you cannot change your loadout there either. It's odd, as nearly every other shooter allows you to do so, and it breaks up the pacing to constantly drop games (that you can't quit) to go try a new style. No voice chat actually isn't a big deal to me in unranked Turf War as it's going for a more casual type of gameplay, but it really should be an option in Ranked play. After all, Nintendo set up a grading system that sees your rank drop if you lose. I'd appreciate the ability to at least communicate with my team. Lastly, there's nothing implemented currently for AFKers (I guess Nintendo is relying on short matches to eventually weed them out), and there are limitations in the current build in regards to playing with friends. After matching up and playing a few games, the game will switch you around on opposite sides every so often. An update is coming later this year will allow friends to play together consistently -- odd. None of this really bothers me all that much, but I can see some of these problems being major issues for a lot of you out there. The thing that mostly bothers me about online play is that there's only a handful of maps and two modes at the moment. In some ways, Splatoon's online component is disappointing, and the lack of so many features will likely push other shooter fans away. But most of those shortcomings can be forgiven in my mind because of how damn fun it is. As a shooter it's refreshing, and as a 3D platformer it's up there with some of Nintendo's greatest creations. You'll quickly forget about the fact that you're playing Turf War over and over as you squid down an alley, leap across a gap, and shoot enemies in the air as you fall. All Nintendo needs to do is keep supporting Splatoon, because the foundation is fantastic. [This review is based on a retail build of the game provided by the publisher. Nintendo also provided the Squid Boy amiibo.]
Splatoon review photo
A splash hit for Nintendo
If you think Nintendo hasn't been taking risks, you haven't been paying attention. Yes, most fans await the next Mario and Zelda announcement with bated breath during every E3 presentation, but the publish...

Nintendo Bundle photo
Nintendo Bundle

Nintendo didn't want to region lock its Humble Bundle


Spent months trying to launch worldwide
May 27
// Laura Kate Dale
Yesterday, Nintendo announced the release of a cool looking console and handheld Humble Bundle that would be region-locked to North and South America, leaving players in Europe, Australia, and other regions unable to get...
Humble Nindie Bundle photo
Humble Nindie Bundle

Nintendo and Humble team up for first console/handheld Humble Bundle


The Humble Nindie Bundle
May 26
// Brett Makedonski
Humble's spent years packaging collections of video games together and letting players name their price. However, this week's bundle has a twist that we aren't used to seeing. It's the first offering that includes console and...
Guitar Hero Live photo
Guitar Hero Live

I don't recognize most of the new songs revealed for Guitar Hero Live


But that's probably my fault
May 26
// Darren Nakamura
The tracklist so far for Guitar Hero Live has been a bit puzzling for some. Personally, I can suspend disbelief long enough to pretend to play a Skrillex song on guitar. I mean, I'm pretending to play guitar using an electron...
Yoshi photo
Yoshi

You too can create this unholy monstrosity with amiibo in Yoshi's Woolly World


Uh...nightmare fuel much, Nintendo?
May 26
// Chris Carter
My God, Nintendo, what have you done. According to Nintendo of Europe, "over 40 amiibo" can be used in Yoshi's Woolly World. You'll be able to create gross voodoo dolls dedicated to smiting your eternal enemies with a slow and painful death cute woolly patterns for characters in the game. Yeah, this is amiibo support I can get behind. Nintendo of Europe [Twitter]
Animal Crossing photo
Animal Crossing

Go rock this unofficial Splatoon outfit in Animal Crossing


You're a kid now
May 25
// Chris Carter
Do you still boot up Animal Crossing: New Leaf every once in a while? I'm a terrible neighbor -- I've probably caused a lot of woodland creatures to skip town because I never leave my house. For those of you who are stil...

Review: Stealth Inc. 2: A Game of Clones

May 25 // Conrad Zimmerman
Stealth Inc. 2: A Game of Clones (PC [reviewed], PS3, PS4, PS Vita, Wii U, Xbox One)Developers: Curve DigitalPublisher: Curve DigitalReleased: October 13, 2014 (Wii U), April 3, 2015 (Xbox One), April 7, 2015 (PS3, PS4, PS Vita),  April 30, 2015 (PC)Price: $14.99 In Stealth Inc. 2 the player controls a quality assurance clone, created for the purpose of testing products in dangerous situations and intended to be disposable. After surviving a test meant to kill them, the clone becomes aware of their nature and breaks loose into the facility, where they discover other trapped clones and an employee determined to kill them in service of a high productivity rating. To free the other clones and escape the PTI Complex, the player must traverse six zones where products are being tested. Each contains test chambers, progressively complex environmental puzzle stages focused on a different product. Test chambers are completed by accessing one or more terminals which open a path to the exit, while avoiding death by way of traps including mines, lasers, whirring blades, and the constantly shifting walls of the facility. That last one is a favorite of the game. Stealth Inc. 2 frequently employs traps which are unforseeable, mostly by crushing the player with walls and usually mocking them after doing so with pithy text. It's a game where level memorization is fundamental to play, an element reinforced by the rank-based scoring system which grades on completion time, number of deaths and the number of times spotted by enemies. While it does occasionally feel a bit mean-spirited, regular checkpoints within a test chamber usually mean that little ground is actually lost when it happens, softening the blow. [embed]292743:58667:0[/embed] The first zone, a testing area for night-vision goggles from which the player initially escapes into the larger facility, introduces basic elements common throughout the remainder of the game. The player's clone can run, jump, and cling to certain ledges, while encountering environmental objects (like pressure switches, force fields, and infrared beams), enemy turrets and robots, and the simple lighting system which determines how visible the clone is. Zones after this introduction each provide an additional piece of equipment around which all test chambers in the zone will revolve. The products vary in their range of function and the simplest objects generally provide the broadest possibilities. The Inflate-A-Mate, a small device which may be thrown and then enlarged remotely to become a rectangular block, is the most utilitarian by far. It can function as a weight for buttons, a platform for climbing or standing on, a wedge to stop moving walls, and a barrier to block lasers or create shadows. It can even be thrown over enemies and expanded mid-flight to crush them or provide a boost for high jumps. The other gadgets may not have as much range, but they have enough to justify ten stages in which to explore them, at least. The "Me Too" lets the player create a second clone, with both clones responding simultaneously to commands and allowing for one to be killed without consequence. A pair of teleporter beacons enables instant relocation for both the player and enemy robots, while a portable light illuminates paths and activates special switches. The least interesting of the gadgets, the "Jack Boy," allows the player to assume control of robots, provided they can sneak up on them and successfully time the use of the device. And while it's fun to control the enemies, the very fact that the robots are the only element the gadget interacts with gives it limited application. It doesn't take long to realize that for an entire zone you will tag the back of at least one robot per test chamber because that's all your gadget does. It's forgivable, especially as there is clever level design at work. Determining the proper approach to clearing a test chamber, where to throw gadgets and what objects to interact with first, is an enjoyable process if you don't mind the occasional bit of trial-and-error learning. A few stages verge on maddening in their difficulty, but these are rare and Stealth Inc. 2 is a moderate challenge, though total completion will require thorough and riskier exploration of stages to free hidden clones. Completing the eight required test chambers in a zone rewards the player with that zone's gadget for use in the facility overworld, necessary to enter the next zone and providing ways to reach collectible items and bonus test chambers. Completing zones also opens up the facility to provide easier access between previously explored areas and aid in the hunt for these extras. The previous Stealth Inc. had no such overworld; levels were instead selected from a menu. The addition does give the game a greater sense of cohesion by minimizing interruption of play and serves the sparse plot with more opportunities for taunting from the scientist (the necessity of which is questionable), but not much more than that. Moving from one door to the next is rarely compelling. There are few enemies and those that exist present little to no challenge, making these passages mostly consist of stuff to clamber over on the way to something worthwhile. It seems like the overworld should be fun, too. As the player accumulates more of the gadgets, the potential is there for complex puzzles requiring the use of multiple items. The way equipment works winds up limiting a lot of that potential, as only one tool can be in the field at a time anc changing tools returns any thrown objects. Stealth Inc. 2 is by no means a bad 2D puzzle platformer, but it doesn't stand out in a genre which has had some impressive entries in the past year. Attempts to improve the experience of its predecessor by adding an overworld feel more like padding than an increase in scope and many of its levels necessitate foreknowledge to complete them successfully. Still, there are pleasures to be found in discovering the many facets of the tools and the puzzles do an admirable job of squeezing out their individual potential in clever ways. [This review is based on a retail build of the game provided by the publisher.]
Stealth Inc. 2 Review photo
No trace in the crowd
When Stealth Bastard released four years ago as a freeware title, it was easier to get excited about 2D puzzle platformer games. In the time since, Curve released an expanded version to Steam and ported that game to consoles,...

Project CARS photo
Project CARS

Project CARS boss: 'We're running at about 23FPS on Wii U'


Yikes
May 25
// Chris Carter
I enjoyed what I've played of Project CARS. It's geared towards simulation enthusiasts, but it's clear that the development team put a lot of heart into it. It's currently out for the PC, PS4, and Xbox One, but it's...
1001 Spikes photo
1001 Spikes

1001 Spikes Wii U patch offers new control options and Off-TV play


...but it has some issues
May 24
// Jonathan Holmes
Last April, Nicalis announced that I'll be a character in 1001 Spikes someday. As you might imagine, that announcement has changed the way my brain works. "Is today the day that I get to play as myself alongside Jonathan Blow...
Splatoon photo
Splamiibo
Day one DLC is a tricky thing. If it's too good, people will howl that it should have been in the stand alone game at launch. If it sucks, then you can bet your sweet bippy that dogs will hunt. All of that goes triple for an...

Don't Starve photo
Don't Starve

If you buy Don't Starve on Wii U soon, you'll get a free gift copy


Not bad
May 22
// Chris Carter
We already knew that Don't Starve was heading to the Wii U on May 28 (June 4 in Europe), but now we can confirm that developer Klei Entertainment has sweetened the deal a bit. If you buy the game for $14.99 before J...
Splatoon photo
Splatoon

Remember, the last Splatoon Global Testfire session is tomorrow


Ink out your schedule
May 22
// Chris Carter
Splatoon is almost out, but before then, you can enjoy one last Global Testfire session on Wii U. It'll take place tomorrow at 3PM PST, 11PM UK -- once again it will attempt to cater to players all across the world. As a...
Splatoon amiibo photo
Splatoon amiibo

Here are some closeup shots of the Inkling Boy Splatoon amiibo


Love that detail
May 21
// Chris Carter
A few months ago I shared some closeup shots of the Mario Party amiibo line, and you guys seemed to really enjoy it, so here we are today with the Inkling Boy figure. I've been playing Splatoon for over a week now (revie...
Nintendo photo
Nintendo

Nintendo is dumping the basic Wii U set in Japan


Moving forward
May 21
// Chris Carter
We may have seen the last of the 8GB Wii U. Nintendo has revealed, by way of their website, that they are eliminating the basic edition of the console in Japan. It's been fairly elusive all across the world as it is, and Nint...
Nintendo Download photo
Nintendo Download

Nintendo Download: Mega Man May is nearly over with Mega Man Zero 2


Also, Swords and Soldiers II
May 21
// Chris Carter
This is a pretty massive week for the eShop, which I don't get to say that often. Seriously, I'm psyched!The Wii U is getting Swords and Soldiers II today, which is a pretty fantastic (local-only) little strategy game. M...
Smash Bros. photo
Smash Bros.

Smash Bros. player is being bounty hunted


Kick his ass for cash
May 21
// Laura Kate Dale
If you're a competitive Super Smash Bros. player, chances in in the last year you may have started hearing a lot about Gonzalo "Zero" Barrios. Appearing somewhat out of nowhere, he has come first in every single one-on-one Sm...
Splatoon Rabbits photo
Splatoon Rabbits

The kids in Splatoon could have been rabbits!


I'm a rabbit now, I'm a squid now
May 20
// Jed Whitaker
In the latest of Nintendo's Iwata Asks series, the producer of Splatoon revealed that at one point in development you'd play as a rabbit instead of kids! Perhaps they changed it because "You're a rabbit now, you're a kid...
Hover: Revolt of Gamers photo
Hover: Revolt of Gamers

Jet Set-esque Hover: Revolt of Gamers sure looks pretty


Night and day cycle
May 20
// Chris Carter
When I saw the Kickstarter for Hover: Revolt of Gamers, I had to back it. It's been a while since we've seen anything even remotely related to Jet Set, and although I'm still desperately craving an HD remake of Jet Set Radio...
eShop photo
eShop

Anonymous European developer speaks out on the woes of the eShop


Low sales occur more than you'd think
May 20
// Chris Carter
The Wii U and 3DS eShops (the latter in particular) are a great source of original games. While disc-based titles are often thrown by the wayside by third-parties on the Wii U, there's a ton of exclusive content on there that...

Review: Swords and Soldiers II

May 20 // Chris Carter
Swords and Soldiers II (Wii U)Developers: Ronimo GamesPublisher: Ronimo GamesReleased: May 21, 2015Price: $19.99 This time around, the playable armies of the Chinese and Aztecs have been replaced by Demons and Persians. Although the former two will be sorely missed (I'll never forget some of their sayings), the replacements have more than enough tricks up their sleeve to justify their inclusion. The way Swords and Soldiers II works is strikingly similar to its predecessor. As a strictly "one on one" affair, players will opt to build and research units, sending them in a straight line against another foe. If one gets close enough your units will start attacking their resource accruing units, and just like a complex RTS, your days are numbered as your enemy whittles down your base for a win. It's not just a "set it and forget it" style, as a constant array of diverse spells that can be used at any time keep you on your toes, and can change the tide of any given battle within a round. My favorite part of this scheme however is how quickly everything goes down. After you have the gold, units can be built instantly. Other than the select few instances in a match where you need to erect towers, no real "buildings" need to be created. It's all action all the time, but there is depth to it. While Soldiers does have a story mode, the heart of the game lies within its head-to-head versus and skirmish gametypes. [embed]292182:58551:0[/embed] The campaign is basically table-setting for everything else, giving you a rundown of the strengths and weaknesses of each individual unit, some ideas for how armies counter one another, all set to the tune of a really goofy story that illuminates some background on all three armies. It's not going to win any awards, but the jokes are occasionally laugh out loud funny, mostly due to the superb voicework that carries over into the other modes. Where the sequel mostly succeeds is diversity between the armies. Vikings mostly focus on spells, Demons, towers, and Persians have a health mix of both with their own unique trappings. Every time I started to embed myself in an army I felt like I was playing an utterly different experience, which is definitely a positive. Over time I ended up gravitating towards the Persians, who have some really cool abilities on-hand. I really love the invisible units that are only seen while attacking, but they're balanced, expensive to build, and have plenty of counters. I also enjoyed the low mana-cost cannon structure, which does nothing on its own, but can fire a low-damage, tiny genie-summoning canon shot across the map. I quickly learned that Demons could counter my stealth units by building barrel riders -- suicidal creatures that would explode and destroy them even if they were invisible, and were at a lower cost. In return I researched the bribe skill, which allowed me to take over specific units at a cost of gold and mana. There's hundreds of counters like that across the multitude of characters and strategies present in the game, and thankfully, it's never too overwhelming at any given time. After seeing a new unit you'll have an incentive to try out the army and use it yourself, which is really easy to do considering how open the research tree is at the start. If you want to spend all of your starting gold just to build one big unit -- you can do that. Likewise, you can bunker up with a defensive-strategy at the start, or "Zerg" rush with some low-cost units. It's surprisingly balanced and open-ended. Another new layer of depth is the gold and mana drop mechanic. On every map, airdrops will occasionally fall down and litter the map. You're presented with a choice -- let your gold gatherers stay within the comfort of your base for consistent riches, or brave the world for a massive reward. This is on top of micro-managing your army, spells, researching, and building responsibilities. It gets even more intense on one map in particular, where the only way to any resources of any kind is to pick up drops. Multiplayer is played by way of one mode -- a local versus setup where one player uses the GamePad, and another, the TV. Although the lack of online play is a bummer, Ronimo really chose a perfect platform that caters directly to the dual army conceit. In short, it's a perfect situation for my wife, who prefers the TV and the Wii U Pro Controller (though a Classic Controller Pro and Wiimote can be used), and myself, who vastly prefers the GamePad. I ended up plugging in some noise cancelling headphones so I couldn't hear her unit sounds (and vice versa), and it was a much easier setup than we achieved with the previous game, getting two PCs together, logging into Steam, and hoping we consistently connect to one another. There is one hangup though -- you can set your tweak a few extra stats in versus like your starting gold settings or change up build and cooldown rates, but you need to do this every round once you quit out of a session. It will work if you stay the same armies on the smae level to "rematch," but it feels like an oversight to have to switch it back every time. Your mileage may also vary if you don't have a friend to play with, but then again, that's where Skirmish comes in. If you don't have anyone on hand, you can opt to play with the AI. Surprisingly it's actually challenging, though I will say that the CPU cheats from time to time, like when it throws down an area-of-effect (AOE) ability on the ground, knowing that your invisible units will cross over it. Still, I can put everything on random and play skirmish for hours, despite the fact that there wasn't anyone to revel in my victories with on the couch. Although Swords and Soldiers II has a limited appeal for those of you who like to only game solo, it's a fine strategy title, and a perfect mix of brevity and depth. I'm likely still going to be learning the ins and outs of each army months down the line, which is a really great thing. [This review is based on a retail build of the game provided by the publisher.]
Swords and Soldiers II photo
Vikings, Demons, and Persians, oh my
Swords and Soldiers, released in 2009 as Ronimo's first game, was an underrated treasure. Although it was soon eclipsed by their subsequent release of Awesomenauts a few years later, it remained a staple in my house, as it was wonderously easy to pick up and play at any time. Swords and Soldiers II builds upon that foundation and adds just enough depth to keep things interesting.

Squid Now Art Film photo
By your favorite person alive, me!
"Better than anything David Cage has been making" - Edgar Velasco (MoonSpiderHugs) "You've gotta be squidding me." - Zainré Fang "So Nintendo hired David Lynch to create a Splatoon commercial?" - quetzalcoat...

Don't Starve photo
Don't Starve

Don't Starve for Wii U will arrive on May 28


With the Giant Edition in tow
May 19
// Chris Carter
I still know quite a few people who haven't stopped playing Don't Starve. Gamers all across the globe are still uncovering secrets for it years later -- a testament to Klei Entertainment's developmental skills. Pretty soon yo...
Splatoon water gun photo
Splatoon water gun

Target's throwing in a squirt gun with Splatoon


#synergy
May 18
// Jordan Devore
So far, I've missed every single opportunity to try Splatoon. Folks who made an effort to participate in the time-restricted Global Test Fire demo have had encouraging things to say about the game, which has me simu...
90's Arcade Racer photo
90's Arcade Racer

Remember 90's Arcade Racer? It's looking pretty good


So blue
May 18
// Chris Carter
90s Arcade Racer feels like a relic of the past. It's actually a brand new project that was Kickstarted in 2013, but I very rarely hear anything about it, and often forget it exists. Thankfully a new update was given las...
Splatoon photo
Splatoon

Miiverse art shows up as graffiti in Splatoon


Prepare for dickbutts everywhere
May 18
// Laura Kate Dale
Since it was brought to Wii U, Miiverse has been a home for a pretty even split of amazing art, terrible stick figure comics and rough sketches of genitalia. Now, prepare for Splatoon to be invaded with a similar mix of commu...
Splatoon photo
Splatoon

[Spoilers] Splatoon timeline partially revealed through unlockables


Not what I expected
May 17
// Jonathan Holmes
The image above is not the official Splatoon timeline. It's a goof created by a fan. Still, it shows that some people are already invested enough in the game to start pondering where it fits in the larger Nintendo universe, d...
Splatoon photo
Splatoon

These Splatoon cushions are pretty much the best


Japan-only
May 15
// Chris Carter
[Update: multiple community members have sent in this link to AmiAmi, where they are on pre-order for July.] Nintendo is marketing Splatoon pretty aggressively, and the newest part of the blitz in Japan seems to be ...
Monochroma photo
Monochroma

Monochroma will not be coming to a lot of originally planned platforms


From the Kickstarter campaign
May 15
// Chris Carter
Back in May 2014, Monochroma was released. It was another Kickstarter success story that proved that the model can work, despite the fact that it had a rather middling reception at launch. Well, it partially-worked, as t...
Nintendo photo
Nintendo

Nintendo talks restocks of Marth, Ike, and Meta Knight amiibo, but again, it's 'limited'


Haha, limited to disappointment
May 15
// Chris Carter
Nintendo took to Facebook today to assuage fears of US amiibo restocks, noting that Marth, and "a few other amiibo like Meta Knight and Ike" (gotta love the vagueness, like they don't know who exactly was reprinted) will...






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