Alteric - another round of Switch footage

You are alone. Are you lonely? You're lost. Or stuck? Somewhere...but where? And most importantly, who are you? Only Yesterday You Were A Man. Today Everything Has Changed. You Died. But your soul is still there. It’s a piece of light energy trapped in the alien space between two worlds.

Kirby Star Allies' upcoming guide gets a print ad in Famitsu

The Kirby Kanpeki Support Guide for Kirby Star Allies is releasing in Japan on March 30th, 2018. Those looking for a little help with the game might want to grab this book, and now they know it exists, thanks to this Famitsu print ad!

Zelda: Breath of the Wild Wins Game of the Year at the 18th Annual Game Developers Choice Awards (full list of winners)

Nintendo’s groundbreaking open-world role-playing game, The Legend of Zelda: Breath of the Wild, was honored with the prize for Game of the Year at tonight’s 18th annual Game Developers Choice Awards (GDCA) ceremony during the 2018 Game Developers Conference (GDC) at the Moscone Center in San Francisco. The game’s expansive sound and deep, open-ended gameplay also earned The Legend of Zelda: Breath of the Wild the awards for Best Audio and Best Design. An archive of the award ceremony, as well as the full presentation of the Independent Games Festival Awards (IGF Awards), can be viewed at http://twitch.tv/gdc

Developer Jason Roberts’ visually inventive and contemplative puzzle game, Gorogoa, earned two awards tonight, for Best Mobile Game and the Innovation Award. The game seamlessly blends a unique visual design with engrossing storytelling elements, bending space and reality in the process. Developer Studio MDHR also earned two awards, Best Debut and Best Visual Art, for its work on the retro shooter Cuphead. The game faithfully reproduces the charming cartoon aesthetics and toe-tapping jazz of the 1930s, and adds the tight gameplay mechanics of a sidescrolling shooter to create an experience that is at once playful and familiar, yet fiendishly challenging and novel.

The full slate of winners at the 2018 GDCAs also includes Best Narrative award winner, What Remains of Edith Finch by Giant Sparrow, a title that artfully portrays the sad and joyful stories of multiple generations of the Finch family; Horizon Zero Dawn by Guerilla Games, which earned the award for Best Technology for its visually stunning portrayal of a far-flung sci-fi world filled with lush environments and deadly robotic monsters; and the sharply stylistic VR shooter, SUPERHOT VR by the SUPERHOT Team, which won the award for Best VR/AR Game. In addition, the Audience Award, chosen among the entire selection of GDCA finalists via a public online voting process, was presented to developer PlatinumGames for NieR:Automata, the charmingly offbeat open-world RPG.

The Game Developers Choice Awards honor the very best games of the year, and was created for and voted on by developers. Winners are selected by the Game Developers Choice Awards-specific International Choice Awards Network (ICAN), which is an invitation-only group comprised of leading game creators from all parts of the industry.

In addition to the best games of the last year, the GDCAs also honor the dedicated individuals who have helped further the art, science and craft of video games with special awards. This year’s Ambassador Award, which recognizes those whose actions have helped video games to “advance to a better place,” went to independent developer and Vlambeer co-founder Rami Ismail. The award recognizes Ismail’s work helping incubators, local events, universities, community efforts, and games industry policy around the world.

The Lifetime Achievement Award recipient was Double Fine and LucasArts developer Tim Schafer, whose career spans almost three decades of creating iconic adventure games across platforms and generations. Schafer has inspired countless developers around the world with his work on standout titles like Day Of The Tentacle, Full Throttle, Grim Fandango & Brutal Legend, helped advocate for independent game development, and pioneered independent crowdfunding for games like Double Fine’s Psychonauts 2 and Broken Age.

“Every year sees countless amazing games worthy of recognition, but this year in particular has seen some of the strongest titles to arrive this generation. The GDCAs give us an opportunity to reflect on and honor the games that provided us with endless joy,” said Katie Stern, General Manager of the Game Developers Conference. “The Legend of Zelda: Breath of the Wild helped us rediscover a childlike sense of adventure and discovery. Titles like Gorogoa and What Remains of Edith Finch offered us distinct creative visions that can only be experienced in games, and games like Cuphead and Horizon Zero Dawn crafted worlds we could lose ourselves in. Congratulations to all of tonight’s nominees and winners and thank you for your creativity and dedication.”

The Game Developers Choice Awards winners are:

Best Audio
The Legend of Zelda: Breath of the Wild (Nintendo)

Best Debut
Studio MDHR (Cuphead)

Best Design
The Legend of Zelda: Breath of the Wild (Nintendo)

Best Mobile Game
Gorogoa (Jason Roberts/Buried Signal)

Innovation Award
Gorogoa (Jason Roberts/Buried Signal)

Best Narrative
What Remains of Edith Finch (Giant Sparrow)

Best Technology
Horizon Zero Dawn (Guerrilla Games)

Best Visual Art
Cuphead (Studio MDHR)

Best VR/AR Game

Audience Award
NieR:Automata (PlatinumGames)

Game of the Year
The Legend of Zelda: Breath of the Wild (Nintendo)

Ambassador Award
Rami Ismail

Lifetime Achievement Award
Tim Schafer

Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings - Ilmeria Von Leinweber DLC trailer

The next round of DLC for Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings is going to offer up the character Ilmeria Von Leinweber. She will be a playable character.

Nintendo dev says very few of the company's prototypes become commercial games

Kosuke Yabuki has worked on a number of high-profile titles at Nintendo, including games like ARMS and Mario Kart. In a panel at GDC, Yabuki touched on a number of details concerning Nintendo's approach to game design. One of the most interesting tidbits came from a matter-of-fact statement about Nintendo's releases.

“Very few of the prototypes that the R&D teams design at Nintendo blossom into commercial games.”

Yabuki says this happens because Nintendo focuses on releasing games that don't fit into existing game genres, as well as games that don't follow trends.

ARMS producer details the game's creation process, says design was similar to Mario Kart in many regards

Kosuke Yabuki, the producer of ARMS, hosted a panel at GDC today to give some insight into the game's creation. Some finer points from the presentation have been listed below.

- Mario Kart and ARMS are like siblings
- lessons learned on Mario Kart helped to form many aspects of ARMS
- Yabuki considered the possibility of creating a fighting game where the camera was position behind the player’s character
- fighting games typically use a side-on perspective to make it easier for the player to judge the distance between combatants
- the goal was to create a fighting game using the spacing and control from a Mario Kart-esque behind-the-character camera
- this lead to a rudimentary 3D prototype with fighters whose arms extended across a boxing ring
- Yabuki said early on, ARMS felt a bit like a shooter as well
- very few of the prototypes that the R&D teams design at Nintendo blossom into commercial games
- this is because Nintendo expressly looks for game ideas that deviate from existing game styles and fashions
- “If [Shigeru] Miyamoto asks me the question: “What’s different about this, and I don’t have an answer, then I’m finished.”
- at first only the fist extended, but the devs found that the action on screen was too slight and unsatisfying
- this was changed to the whole arm extending, which really clicked with the dev team
- the team did not feel that the extendable arm function needed to be explained in the game’s fiction
- using a behind-the-back camera allowed the team to flesh out the 3D stages
- the team put “a lot of effort and thought” into the characters’ clothing in order to get across that this is a serious sport
- the work on Mario Kart's fictitious logos and brands was parlayed into creating ARMS' characters
- ARMS was also inspired by Mario Kart's element of luck
- Nintendo used AI matches to ensure that no one particular combination was significantly better or worse than another
- a lot of time was spent considering the characters’ athletic bodies
- in pursuing the art and technique of good game design, no experience is wasted, as, “Good game design is universal.”

SEGA says Sonic's original story involved a human fighter pilot, Sonic loved to dance, and more

Game designer Hirokazu Yasuhara and character designer Naoto Oshima shared a bunch of interesting Sonic details during their GDC panel. You can get a rundown of their discussion via the bulletpoints below.

- Sonic's original backstory involved a fighter pilot with Sonic painted on the nose of his plane
- the pilot tirelessly sought to fly his plane at yet-unknown speeds
- his hair, always standing up, led to him being called the “Hedgehog”
- the nose art on the plane he flew depicted Sonic
- he got married to an author of children’s literature, and she wrote a children’s story about a hedgehog that was based on him
- his flight jacket still exists today
- the classic Sonic emblem, as seen on the game’s title screen, was originally the “nose art” on the plane in this story
- the story of Sonic and Eggman that took place in the game was a story told by the wife of the pilot
- Oshima originally wanted Sonic to be a hedgehog who knew how dance
- there wasn't enough room on the cartridge to include all of Sonic's dance moves, so they idea was cut
- Sonic is blue to match SEGA's logo
- Sonic is an animal because it’s easier to be politically correct if your mascot is a colorful animal
- a cute, “cool” hedgehog is a good ambassador for Sega’s youth-oriented brand
- loops and tunnels, multi-scrolling, and lots of objects were used to showcase what the Genesis could do
- a good portion of the game's design was done by hand, with pen and paper
- Yasuhara would sketch out a design on paper, then show it to an artist and discuss how they could make it work
- levels would be drawn by hand, assembled from the limit of 64 “parts” or panels in each zone
- enemies would be sketched out on paper, then shown to the team, and animations were also roughly sketched out on paper

Hyrule Warriors: Definitive Edition - characters trailer #5

Ghirahim is one of my favorite characters in any Zelda game. I'd love to see him pop up in another Zelda game down the line. I have no idea how they could make that happen, but I'm down for whatever gets the job done!

Victor Vran: Motörhead Collector's Edition preorders open

Grab yourself a piece of Motörhead history and feast on this exclusive Collector's Edition. This is a limited run so be part of an exclusive club and get yours today.

This exclusive Collector's Edition contains the following:

Victor Vran: Overkill Edition on SWITCH, including Motörhead: Through the Ages – which had the full support and involvement of Lemmy. With over 13 tracks, reworked music stems, never before seen artwork including Lemmy’s Doodles – this is a homage to the great man, and the music and lore of Motörhead
A specially commissioned Motörhead Metal Box complete with Snaggletooth embossing
An exclusive, high quality Motörhead: Through the Ages T-Shirt
A limited run Motörhead: Through the Ages Badge collection – including 5 unique badges
A unique Motörhead: Through the Ages Patch
A set of 4 Motörhead photos
A personal photo sent by Lloyd Kaufman of Lemmy and Lloyd hanging out
And finally, a Making of Victor Vran Overkill Edition DVD with interviews from the developers, Lloyd Kaufman and Phil Campbell and lots of exclusive footage and shorts

Grab yours here (thanks SwitchEffect!)

Animated Jigsaws: Beautiful Scenery launching worldwide on Switch April 5th, 2018

Piece together animated jigsaw puzzles of Japan’s most beautiful scenery and watch them gradually come to life before your eyes!

“Animated Jigsaws - Beautiful Japanese Scenery” contains moving images from spring, summer, autumn and winter capturing the natural beauty of Japan from all four seasons. Piece together scenes from some of Japanese most famous places including Mt. Fuji, Kyoto, Tokyo and the Snow Monkeys enjoying a bath in a natural hot spring! The hectic scramble crossing at the metropolitan Shibuya district in Tokyo is also included. An easy-to-use interface such as separating edge and inner pieces makes solving puzzles fun and relaxing.


Solve puzzles with friends in multiplayer for up to 4 players
Easy-to-play traditional jigsaw puzzle
10 animated scenes of beautiful scenery from Japan
Famous locations taken from all seasons
Selection of three background colors
3 sizes for each puzzle: 60, 120 and 240 pieces
Saves time spent completing each puzzle and each size
Separate edge and inner pieces
Each piece snaps into place for stress-free experience
Ability to snap individual pieces together
Save a puzzle half way and continue later
Selection of traditional Japanese music to choose from