Legendary Eleven - gameplay footage

Legendary Eleven is an ​epic arcade soccer game inspired by the golden age of soccer spanning the 70's to the 90's. This is a fresh approach to the beautiful game, with fluid gameplay and unique mechanics.

Nintendo has "no plans" to release the Switch sans dock in the Americas

Last week, we learned that Nintendo was giving Japanese customers the option to purchase a Switch without a dock via the My Nintendo Store. A lot of people stateside reacted positively to this news, and hoped that something similar would happen stateside. Well, according to a Nintendo rep, that's not going to happen. When asked about the potential for this option releasing outside of Japan, the rep stated Nintendo "has no plans to release this configuration in the Americas.”

The Badass Hero - new gameplay trailer

Experience fast-paced hit-and-run gameplay. And never do the same thing twice, thanks to procedurally generated levels and random items. All in highly refined, modern, hi-res 2D art.

Somehow chaos has entered the comic book multiverse and your whole world has gone nuts. That’s how your story starts: You’re from a long-gone era, and were once a great hero, but now things have gotten worse – your powers have been lost! Your quest is simple, yet deadly – you need to write your story anew and relive your greatest accomplishments. Order will be restored when and only when you prove you are the true Badass Hero.

Your guns are your best friends, and ink is the new gold – collect it from defeated enemies to upgrade your hero. The more dynamic and forceful your play style, the greater the rewards! There’s a cost though – stay focused at all times, or you’ll die sooner than you think.

Gaming History Secrets - Ubisoft's Finished, Unreleased Wii U Game

In this video, Liam takes a look at Ubisoft's Finished but Unreleased Nintendo Wii U Game titled "Know Your Friends", which was a multiplayer game based around social interaction. The title had a series of games about how well you knew the people you're playing with, and what you secretly thought of one another. The game had a cut-out art style, with most of the game's visuals using cut up images and photography, and its character animations being inspired by the Muppets.

Even paid customers have to worry about their Resident Evil 7 Cloud saves

As we talked about last week, Resident Evil 7 Cloud holds on to your saved game in the cloud. Capcom made sure to point out that if your payment lapses and you grab yourself another ticket sometime later, Capcom can't promise your save fill will still be there. That's a bit annoying, but somewhat understandable. The thing is, the same actually goes for paid customers.

Capcom has let users know that even if you pay for a ticket to play Resident Evil 7 Cloud, your save file might not be preserved. The company makes no promises that your save will be safe, meaning you could pay to play and save your progress, only have it to disappear. Obviously this is quite unlikely, but with the way cloud storage/saves are handled, there's more of a chance your save can disappear than there would be with a traditional local save.

Sanei Boeki releasing Splatoon 2-themed square pouch in Japan

Splatoon 2 Square Pouch

- features Inklings and Octolings
- due out this May
- available via Amazon Japan

Sushi Striker - file size

Are you getting Sushi Striker on Switch, 3DS, or both? Planning to go the digital route? We've got details on how much space you'll need for each version.


- 7023 blocks


- 2.7GB

Super Mario Odyssey Wedding Couple set - packaging

Sanei Boeki revealed their Super Mario Odyssey Wedding Couple set just a couple weeks back, and now we have a look at the fancy packaging the pair comes in. If you only want one of the dolls, you can still buy them individually. This duo set should become quite the collector's item!

HORI left Joy-Con with d-pad - packaging

We've known about this product for awhile, but now we have a look at the final packaging. Remember, this device comes with a lot of caveats, and doesn't offer all the features a regular left Joy-Con does. You're sacrificing a lot of bells and whistles for a traditional d-pad.

Mario + Rabbids: Kingdom Battle dev on the game's lack of online multiplayer, and a cut gameplay mechanic

Mario + Rabbids: Kingdom Battle dev Xavier Manzanares recently sat down for a string of interviews to discuss all sorts of things about the game. In the video above, two particularly interesting tidbits are discussed. We learn why the game doesn't feature online multiplayer, and hear about a cut error mechanic.

Lack of online multiplayer

One of the questions asked was the lack of online multiplayer. Manzanares said the development team decided to focus their attention on local multiplayer, as online multiplayer brought new challenges.

So basically, when we started working on this game (and I guess you can say the same thing about other games), we had to think about the scale and what we wanted to do. From the beginning, we wanted to have cooperative because we felt that a multiplayer based on the turn-based system because I could help you and you could help me. We did not know how people would react to turn-based tactics. Would it be accessible enough? And the cooperative was one of the answers.

From the beginning, for us Switch was a platform with which you could play wherever you wanted and being able to play with this little screen wherever you wanted, with the controls locally, was good enough … So we focused so much attention on it that we did not even get to design or focus on anything online because the online brings new elements in which you must come to think, new challenges. It is not only doing it online, it is also how to communicate it, what you indicate, how fun it is. It’s fun to see the other person’s reaction when you’re playing locally … it’s different and that’s why, at the beginning of it all, we decided to focus our attention on the local multiplayer.

Cut error mechanic

Perhaps the one I remember best (Because I still think about it today) is the error mechanism . You could miss combat. Practically, your weapon would turn against you according to a percentage. Let’s say that you are pointing at someone from a great distance and your weapon is very powerful, but because it is very powerful, the possibility of hurting you is also very great. We had many elements around this mechanics, such as the fact that secondary states could be added. So with states like push or bounce, the weapon explodes and you fly away. And then it became a strategy. Some of our weapons were not very powerful, but they had great potential to explode. It was cool, because in PVP, you could use them as a way to escape bad situations … So it became very complex, but was it cool? … We took it away, but it took months to decide.