Nintendo Release Gaps and the Nintendo Gigaleak – NVC 519

Welcome to Nintendo Voice Chat! This week, Casey DeFreitas is joined by Peer Schneider, Brain Altano, and Zach Ryan to talk about the last week of Nintendo. First up, the crew talks about Nintendo franchises we haven’t seen in a while. Did you know it’s been 16 years since the last F-Zero game? Then, the panel discusses the huge Nintendo Gigaleak that has revealed a ton of new information about old Nintendo games, including Super Mario 64. Plus, hear about Persona 5 Scramble finally getting confirmed for the west and Animal Crossing’s save backup services. Finally, we wrap up with one of your listener questions on Question Block.

Timecodes!

  • 00:00:00 Welcome!
  • 00:01:19 Nintendo franchise release gaps
  • 00:19:28 The Nintendo Gigaleak
  • 00:35:50 Audience Yaps
  • 00:44:22 More news!
  • 00:48:30 What we’re playing
  • 01:00:00 Question Block

Games out this week:

  • Sagrada, $14.99, Out now
  • They Breathe, $3.99, Out now
  • Heroes of Hammerwatch: Ultimate Edition, $19.99, Out now
  • Kingdom Rush, $9.99, Out now
  • Nowhere Prophet, $24.99, Out now

What we’re playing:

  • Peer: Paper Mario: The Origami King, Carrion, Crysis
  • Brian: Carrion, Panzer Paladin
  • Zach: Paper Mario: The Origami King, Carrion, EarthBound

NVC is available on your preferred platform!

You can also Download NVC 519 Directly Here

You can listen to NVC on your preferred platform every Thursday at 3pm PT/6pm ET. Have a question for Question Block? Write to us at nvc@ign.com and we may pick your question! Also, make sure to join the Nintendo Voice Chat Podcast Forums on Facebook. We’re all pretty active there and often pull Question Block questions and comments straight from the community.

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Logan Plant is the Production Assistant for NVC. You can find him on Twitter at @LoganJPlant.

Epic Games Store Finally Gets Achievements and Mod Support

The Epic Games Store is finally getting achievements and mod support.

Epic Games Store users have been requesting achievements basically since the launch of the store in 2018 and it seems the feature is finally happening. Epic Games said on Twitter on July 29 that certain games will start displaying the achievements as they’re unlocked, but it didn’t name which games it’s referring to.

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“Certain games on the Epic Games Store may begin to display achievements as you unlock them,” the tweet said. “This is an early version of the feature and you can expect to see changes & adjustments. We’ll have more info to share on achievements in the future, so stay tuned!”

Nothing more was said beyond that but the tweet does include a quick video showcasing what an achievement pop looks like in an Epic Games Store-launched game. You can check it out below.

That same day, it was announced that the Epic Games Store would begin supporting mods and that MechWarrior 5:  Mercenaries would be the first game on the platform to support them.

“We are extremely excited to announce that MechWarrior 5: Mercenaries is the first game to participate in the Beta launch of Epic Games Store Mods,” MechWarrior 5 developer Piranha Games said in a blog post. “With this release, discovering and installing MW5 Mods made by the amazing modding community will be easier than ever, integrated directly into the existing Epic Games Launcher.”

As noted by Piranha Games, the mods feature of the EGS is in beta. It’s unknown at this time when the feature will leave beta. Their blog post highlights a few community-created mods that players can expect to utilize for MechWarrior 5. After giving that a look, read about how the Epic Games Store is the first real threat to Steam.

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Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes

Halo Infinite Developer Addresses Graphics Following Gameplay Reveal

Halo Infinite developer 343 Industries has addressed some of the biggest concerns following its Xbox Games Showcase reveal, including graphics, if there will be a multiplayer beta, and how the game will handle microtransactions.

The answers to these questions and more were discussed on Halo Waypoint, and 343 came right out and acknowledged the feedback, both good and bad, that followed Halo Infinite’s campaign gameplay reveal, beginning with the graphics.

Community manager John Junyszek explained that there are “two key areas being debated around the community – overall art style and visual fidelity.”

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“Based on our learnings from Halo 4, Halo 5, and Halo Wars 2 – along with strong community feedback – we decided to shift back towards the legacy aesthetics that defined the original trilogy. With Halo Infinite, we’re returning to a more ‘classic’ art style which was a key message going back to the very first reveal that garnered enthusiastic and positive responses. This translates to a more vibrant palette, “cleaner” models and objects with less “noise”, though it doesn’t mean less detail. While we appreciate this may not be everyone’s personal preference, we stand by this decision and are happy to see it resonating with so many fans around the world.”

“The second theme being discussed involves visual fidelity. Negative feedback in this area includes comments around characters and objects appearing flat, simplistic and plastic-like, lighting feeling dull and flat, and object pop-in. We’ve read your comments, we’ve seen the homemade examples of retouched content, and yes we’ve heard the Digital Foundry assessments. In many ways we are in agreement here – we do have work to do to address some of these areas and raise the level of fidelity and overall presentation for the final game. The build used to run the campaign demo was work-in-progress from several weeks ago with a variety of graphical elements and game systems still being finished and polished. While some of the feedback was expected and speaks to areas already in progress, other aspects of the feedback have brought new opportunities and considerations to light that the team is taking very seriously and working to assess. We don’t have firm answers or outcomes to share yet but the team is working as quickly as possible on plans to address some of the feedback around detail, clarity, and overall fidelity. The team is committed and focused on making sure we have a beautiful world for players to explore when we launch.”

As for the Multiplayer Beta / Flighting, Junyszek reiterated what 343 head Chris Lee stated last week, saying their plans for a multiplayer beta have been impacted “in large part due to the challenges of working from home during the COVID-19.”

343 is not sure a Beta will end up happening, but it is hoping “to have an opportunity for broader hands-on before release.”

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Microtransactions in Halo Infinite were confirmed back in 2018, but Junyszek reassured fans that Halo Infinite “will not include real-money loot boxes.”

This should come as a relief, especially considering the level of player customization that will be part of Halo Infinite. As Junyszek said, “If you liked the level of armor customization options in Halo: Reach, you will be pleased.”

There were many other smaller details in this Infinite Inquires post, including the reduction of Kill Barriers and “Return to Battlefield” zones in the campaign to encourage exploration in Halo Infinite’s open world, and confirmation that the Battle Rifle (BR75) will be making a return.

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Additionally, the new grapple hook will make its way to multiplayer, but will function a bit differently and will be available as an item that can be picked up on the battlefield.

Halo Infinite will be released on Xbox One, Xbox Series X, and PC in Holiday 2020. For more on the latest Halo game, be sure to check out more details on its villain and story, why there won’t be a Halo Infinite 2, and why Halo Infinite will be a perfect jumping on point for new players.

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Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Skater XL Review

Unlike the Birdman’s games – or the one with actual birds in it – Skater XL is a serious and mostly authentic and grounded simulation of skateboarding and it innovates in a truly engrossing way with its nuanced and tricky two-stick control system. There have been times over the last several days when I’ve become deeply immersed in the process of learning a new trick and executing it perfectly on a cool line I’d found some place within the maps.

However, playing on Xbox has exposed the fondly-regarded PC version’s secret: it’s heavily reliant on user-made mods to flesh it out. This has left the console version feeling extremely light on content at launch and, combined with some regularly occurring jankiness, the result is something that generally feels more like a tech demo than a complete game.

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Skater XL’s controls may initially seem familiar to Skate’s gesture-based brand of analogue stick flicking – and it’s true that there are some rough similarities – but mastering Skater XL’s controls is actually like learning a whole new language.

In Skater XL, each thumbstick represents the skater’s corresponding foot. That may sound simple but sometimes it’s a bit like rubbing your belly with one hand while… braiding your own hair with the other. Even a straightforward kickflip requires you to pop the board with your back foot and then execute a properly-timed kick with your front foot. If you chuck a rotation in there, that’ll require one of the triggers. If you want to throw a grab on top of it all, that brings in the bumpers – and all of a sudden you’re squeezing your controller from all angles like it owes you money.

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Tre Cool

During my second morning playing I attempted a tre flip, which in Skater XL requires two similar yet slightly out-of-sync movements with each stick. I couldn’t get it. I just couldn’t remotely nail the timing, and the angles were beyond me. Skater XL was asking my monkey fingers for Moonlight Sonata and all they had to give was Mary Had a Little Lamb. At one stage I even noticed there’s an achievement for performing 10 tre flips in a row. I scoffed. It was never going to happen.

But I made a few more attempts, and those few attempts turned into a few more attempts, and a few more attempts after that. Eventually I landed one. Then three in a row. Then 10 in a row. Skater XL’s controls are a bit of a wall to crash through compared to, say, an arcade skate experience like any Tony Hawk game out there, but because they ask you to practise and practise, there’s a quaint loop here that imitates the spirit of the real thing – or, at least, learning a real, physical skill – in a satisfying way. Try. Fail. Try again. Fail again. Try again, succeed, celebrate.

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American Wasteland

That loop, however, is all Skater XL has. There’s no campaign for its four pro skater characters or even a path through its five core maps or the three user-made maps from PC modders that have been curated and added to the console versions. There’s no ultimate goal beyond “go skate.” Each of the maps has a list of challenges you can complete but they feel a bit like a long series of tutorials. This may be enough for skaters who just want to noodle around, bust tricks, and experiment with the video editor, but for those accustomed to more substantial skating games I expect Skater XL may feel a bit like the part of a game you play while you wait for the rest to install.

The high school level feels very authentic, there’s a faithful rendition of the West L.A. Courthouse spot, and the downtown L.A. map also features riffs on several iconic spots skaters will likely recognise, but they’re all completely lifeless. No NPC skaters, no moving vehicles, no multiplayer; just you. The visuals and bright and sharp and the menus are clean and unobtrusive, but the visual quality is a little uneven overall. There’s some great detail on some of the surfaces, in particular – like the benches and pillars of the West L.A. Courthouse spot bearing the scrapes and scars of a few thousand 50-50s – but certain things don’t quite stand up to the same level of scrutiny (like shirts clipping through pants or the fuzziness on props like cars).

The Big Ramp level is fun in bursts, but there’s no denying that it undermines Skater XL’s focus on making you strive hard to perfect the fundamentals of straight street skating when I can bust out a successful backside 1800 into… a port-a-loo, by accident. There’s big rift between the gritty, harder-than-it-looks urban skating Skater XL wants to celebrate and the fact you can successfully land a double-900 from low orbit on flat ground without your ankles exploding, and then… skate off through the desert. It just doesn’t feel finished.

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There’s a halfpipe on the Big Ramp for transition skating, too, but it’s unreliable and I find whenever I get into a groove I end up exiting the pipe or landing on the coping unintended and bailing. The bails aren’t particularly great, either; if skaters aren’t freezing their limbs in odd positions they’re regularly clipping through the environment. They can be hard to predict, too; sometimes you’ll pop off the same low rail half-a-dozen times and collapse in an unexplained heap all but once, and other times you can accidentally fall from a freeway bridge and skate away with no hassles.

The audio is very good, however, and there’s a nice suite of honest skating sound effects. With the short soundtrack turned off there’s an almost meditative quality to the hiss of rolling wheels and scraping ply.

Grindstone’s Huge New Update Adds 50 Levels And Daily Challenges To Apple Arcade Exclusive

Grindstone, an Apple Arcade launch title that remains exclusive to the service, has just received a major update full of new content. The Daily Grind update adds a new daily mode, as well as 50 new levels and more.

The new mode is a daily challenge with leaderboards, so you can log in every day and try to dominate. It’s designed with long-term players in mind. You’ll be able to access the new Shrine of Greed and fight your way through four levels to reach a high score.

The new levels introduced bring the game up to 230 levels total, and they can be unlocked with Grindstones. They’ll likely be trickier than what was available in the base game. There’s also new items to unlock, with a new Pickaxe and Goldrush Garb to nab.

Continue Reading at GameSpot

Tempest 2000 Dev Jeff Minter’s Next Game, Moose Life, Is Out Soon With VR Support

Jeff Minter has been delivering strange, unique games since the early 80s, and that trend is going to continue on August 12 with the release of Moose Life. The game, which now has a Steam page with a release date (as picked up on by Eurogamer), is an arcade shooter with VR support.

The game continues on with the style of gameplay Minter pioneered with 1994’s Tempest 2000, meaning that it’s another tube-style shooter made to feel like older Vectrex arcade games.

“Moose Life is the latest step on our journey into euphoric trance,” the Steam page reads. “Created in the style of an 80s arcade game, but in fully immersive 3D/VR. You’ll feel like you are inside the mind of Eugene Jarvis himself.”

Continue Reading at GameSpot

Halo Infinite Dev Talks Graphics, Loot Boxes, And Why There May Be No Multiplayer Beta

The first Halo Infinite campaign footage was released during the July 23 Xbox Games Showcase, and people commented that the graphics left something to be desired. In a new blog post, developer 343 Industries responded to the concerns, stating that the company is trying to make a more “classic”-looking game, while also acknowledging the studio still has work to do to make Halo Infinite look better before launch. The blog post also touched on how Halo Infinite will approach microtransactions.

Regarding the graphics, 343 said there are multiple issues at play here, including the overall art style and the visual fidelity. For the art style, 343 is moving back to the “legacy” look of the original Halo trilogy. The company said it’s doing this based on the feedback surrounding Halo 4, Halo 5, and Halo Wars 2, which had more modern-looking graphics.

“With Halo Infinite, we’re returning to a more ‘classic’ art style which was a key message going back to the very first reveal that garnered enthusiastic and positive responses,” 343 said. “This translates to a more vibrant palette, ‘cleaner’ models and objects with less ‘noise,’ though it doesn’t mean less detail. While we appreciate this may not be everyone’s personal preference, we stand by this decision and are happy to see it resonating with so many fans around the world.”

Continue Reading at GameSpot