Sayonara Wild Hearts devs on keeping the controls simple


Sayonara Wild Hearts is a visual and audio feast for the eyes. There's really nothing else quite like it on Switch. It's a gorgeous rhythm game that tries to attack the player with sights and sounds, rather than complex controls. In an interview with Gamasutra, Simogo co-founder Simon Flesser explains why it was important to keep the controls as simple as possible.

“Almost all of our games have had the same core idea for controls–we always design them so that you could put it into the hands of person who have not ever played a game before. That doesn't stop us from getting inspired by other games. But [by] thinking about controls like a total reset, you'll get something both unique and inviting.

It was the simplicity that allowed us to add all these different elements. It's introduced slowly, so players understand early on that new objects don’t need new interactions, or more buttons. We shaved off interactions that strayed from the basic interactions -- both the cannons and the bow and arrow involved more interactions for a long time -- but we'd always come back to those things and remove and redesign functions so they'd always work with our core inputs and design. This allowed us to never once have a traditional tutorial during the entire game."

Remothered: Tormented Fathers updated to Version 1.1.0, includes visual improvements and more

A big update?

A new patch has been released for Remothered: Tormented Fathers that aims to improve the game in a number of areas. The major areas of improvement are supposedly overall visual improvements and performance. You can check out the update in action below to see what you think.

Patch 7 released for NBA 2K20

New update hits the courts

The 7th patch for NBA 2K20 has been released. Check out the patch notes for this update below.

- To celebrate the start of the NBA season, we are preparing to launch our brand new ‘MyPLAYER Nation’ feature! Once the season has officially tipped off, head into MyCAREER to learn more about MyPLAYER Nation and how you can earn 2x VC, 2x -MyPOINTS, AND 2x Badge Points while representing your team!
- Season 3 is here! NBA 2K League Qualifying begins 10/22 and runs through 11/10. More info: https://2kleague.nba.com/news/2019-qualifier/
- Addressed an issue where your controller settings would reset to your previous default when making changes and changing - Neighborhoods (e.g. joining a friend elsewhere).
- Many, many more fixes included to improve the overall experience of NBA 2K20!

Story of Seasons: Friends of Mineral Town updated to Version 1.0.1

Bug catching

The Japanese version of Story of Seasons: Friends of Mineral Town has been updated to Version 1.0.1. Check out patch notes for this update below.

- Added option to adjust the camera angle
- Fixed a bug causing the game to become unresponsive when selecting “Play” with pets or frisbees
- Fixed a bug causing the number of years to be displayed incorrectly during the 7th year
- Fixed a bug preventing the player from picking up materials in the mine
- Fixed a bug causing additional figurines to disappear when the player already has 29 figurines placed
- Adjusted the difficulty of cooking with mayonnaise
- Adjusted the difficulty of cooking fish
- Fixed other bugs

Point-and-click adventure 'The Drifter' coming to Switch

Drift away

Mick Carter’s been drifting a while now—never staying one place long, moving from job to job. Forced to return to his old home town, he witnesses a violent murder, is pursued by mysterious armed men, and killed.

And that’s just the start of Mick’s problems.

His consciousness ripped away, thrust back into his own body seconds before his death…

Framed for the murder he witnessed, tormented by his own past, and haunted by a feeling that something followed him back from the other side…

Follow Mick as he’s sucked headfirst into a mad web of shadowy corporations, murder, and the thousand year obsession of a madman.


The Drifter is a 2D point-and-click adventure in the classic style. Taking cues from the recent revival of the genre there is an emphasis on story, with puzzle solving being the glue that ties it together rather than the focus. Mick’s a pretty practical guy, and so puzzles are down-to-earth, designed to be unobtrusive, and give an investigative feel. We’re keeping the pacing is quick and lean, you’ll never be wandering around lost for long periods – Mick is propelled through the story at a good clip, from one situation to another, with barely a moment to catch his breath.

Key Features

A pulp adventure thriller from the minds that brought you Crawl and Peridium.
An engrossing roller-coaster of a story – Drawing on King, Crichton, and Carpenter, with a dash of 70s Ozploitation.
Point-and-click or controller – Featuring unique LOOK-360™* technology (*not actually a trademark).
Brooding dark-synth cinematic score.
Fully voiced – Featuring the vocal stylings of Adrian “YeOldShimpEyes” Vaughan and many others.

The Drifter has been confirmed for Switch, but the sad news it that the developer says its release is a 'long way off.' I guess we'll just have to stay tuned for further updates!

Shigesato Itoi recalls his initial pitch for Mother/Earthbound Beginnings to Nintendo, and how it left him depressed and in tears

A fantastic story from the man himself

An absolutely fascinating interview with Shigesato Itoi, the creator of Mother/Earthbound has surfaced, and it includes a very detailed look at how the original Mother/Earthbound Beginnings game was pitched to Nintendo. Check out a summary straight from Itoi himself below, which is just a small snippet of the full interview.

“I owe a lot to Mario. I have asthma, and I start coughing when I lay down. I’ve always had a hard time sleeping, and for a while I had to sit up at all times or else I just couldn’t stop coughing. The only things I could really do while sitting up at night were read a book or play a game. So I’d wake up and grab a controller, and Mario would see me through my asthma at night. ...It’s more like I felt indebted to Nintendo.

...one day I finally started playing a copy of Dragon Quest that someone had given me. It’d been sitting around for a while, but it was raining and I had nothing better to do. ...I started it with pretty low expectations, and before I knew it, I was having a great time.

...It was fun. At first I was simply enjoying the game, but then it occurred to me that there’s someone out there who’s entertaining me through this game.

Yeah, it’s like laughing at a comedian’s joke and realizing, “Hey, that person on stage is the one making me laugh!” After a while I found myself thinking about what kind of things I’d do if I made the same sort of game. I wondered why all the role-playing games that were popular at the time had swords and magic.

Games were more unpopular back then. I was defending them on TV, saying something like, “Manga used to be taboo — you’d be scorned for having manga as a college student. Video games are in the same position today, and although it sounds a little extreme, I think games will eventually be an even bigger part of our culture than manga.”

People at Nintendo wondered who I was after that, and Yamauchi said he wanted to meet me. They invited me to their office to ask me what I thought of a game, and after that, we chatted for a while. That’s when (Shigeru) Miyamoto came in. We ended up becoming really close — we got along quite well from the start. I told him I actually had an idea of my own, and pulled out some copies of the notes I’d taken, asking him if he thought it would work as a game.

I pictured them jumping up from their chairs, saying, “Wow, what an idea! We must try it!” It was a dream of mine that they’d make a game using that idea, but instead the conversation just kind of stopped at Miyamoto asking me how serious I was about it. Itoi, how involved do you plan on being in it? Being totally involved in a project can be very demanding.” He sounded very solemn.

He probably assumed I wasn’t interested in being involved. Plus the extent to which he warned me ended up being on a totally different level than the extent to which I assumed it would be demanding. ...From Miyamoto’s perspective, it’s easy for someone to say they want to make a game. It’s the ‘making’ part that’s incredibly difficult. Just like it’s easy to say, “Some old guy in overalls is gonna jump around and save the princess.”

...I knew I wanted to make a game, but when my resolve was questioned, I was very sad about it. ...I went back to Tokyo totally crushed. I thought Miyamoto and I had hit it off well at first, but then I was like, “What a taskmaster.” (Laughs)

He did say to me, “Give me some time to figure this out and see how we can get a team together.” So he was earnest in making it happen. But from my perspective, since he didn’t say how interesting it looked, I’d assumed that meant he didn’t like it. ...I’d never made a game before, so I interpreted his response as, “Well, it’s not great, but if you’re going to keep insisting on it, I guess I’ll think about whether we should bother putting a team together. As someone without any experience, it was easy to get paranoid.

He was kind enough to take it seriously. I didn’t know anything, so I just mumbled a thank you and quickly headed home. They gave me a ride in a black car and treated me well, but I just got more and more depressed. I’d been expecting a torrent of praise, but by the time I got on the bullet train back to Tokyo, I was actually in tears.

...It turned out that it was all in my head. He put together a team for me. Their internal teams had their hands full, so he went to the trouble of reaching out to a company that would help me make the game. ...I met up with the development team at a tiny Japanese restaurant so that they could gauge how involved I’d actually be in all the hard work Miyamoto had warned me about, and so we could get to know each other.

This interview, conducted by Game Center CX, gives an extremely personal and interesting look at Itoi's work with Nintendo, as well as Itoi himself. Make sure to take some time and read the full thing.

Little Run Games releasing physical version of Battle Princess Madelyn

Ready for battle

Limited Run Games has revealed their next physical release, and it's the love letter to Ghosts 'n Goblins, Battle Princess Madelyn. Preorders for the game will open on Oct. 25th, 2019, and they're sure to go quick. Make sure you get in there and lock down your preorder later this week.

Thanks to Joey for the heads up!

Darksiders Genesis "Strife" Cinematic Trailer Released, Three Versions Available For Preorder

Going dark

This new cinematic Darksiders Genesis trailer shows a very confident Strife going toe to toe with Hell itself.

Along with the new trailer, three different versions of the game are up for preorder. Switch owners can pick from the standard edition, collector's edition, and Nephilim edition. All three options are available to preorder through Amazon here.

Tangle Tower - more gameplay

Unravel a thrilling mystery by exploring a strange and twisted mansion, discovering curious clues, interrogating peculiar suspects and solving unique puzzles.

University of Virginia student has her Switch stolen, fellow classmates come together to buy her a new one

Sad story with a happy ending

Katie Triggs, a University of Virginia student, used to take her Switch everywhere with her. She would carry it around in her backpack to play whenever she got the chance. Katie has autism, and she said she used the Switch to help her deal with anxiety, stress, and isolation.

Unfortunately for Katie, someone at the university decided to steal hear Switch right out of her backpack. The switch was stolen while Katie was at lunch, along with all the games she had in her bag. Heartbroken, Katie took to the University's Class of 2023 Facebook page to ask the thief to please consider returning the Switch. That's where fellow student Annie Piland caught the message, and decided to set things straight.

Annie started a GoFundMe page to spread Katie's story, which had a goal of $500 to replace Katie's Switch and games. The GoFundMe hit its $500 goal on the first day without any problem. The campaign is actually sitting at over $800 now, which is more than enough to replace the Switch and the games Katie lost.

Annie and Katie are going to buy a new Switch this week to give this story a happy ending. As for the extra funds, the plan is to donate the cash to a group that helps replace stolen items for other students.


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