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Rayman Legends: Definitive Edition demo available on the Switch eShop in EU, game releasing on Sept. 12th

Here's a random surprise for you. A demo for Rayman Legends: Definitive Edition is available on the Switch eShop in Europe. The shop also lists the game with a Sept. 12th release date. Thanks to Rockyeahh for the heads up!

Nintendo UK Interview – Video games and toy starships combine in Starlink: Battle for Atlas

Starlink: Battle for Atlas, coming to Nintendo Switch in Autumn 2018, is a new space exploration game enhanced by collectible, modular starship toys, available separately. We caught up with Matthew Rose, Producer at Ubisoft Toronto, to find out more…

Nintendo UK: In a nutshell, how would you describe Starlink: Battle for Atlas?

Matthew Rose: Starlink Battle for Atlas is an epic action-adventure game. It takes place in a massive, open, living space and it puts you in control of a team of star pilots, who are trying to save Atlas from a threat called The Forgotten Legion.

One of the really cool things about this game is that it features a completely modular star ship collectible where you can combine ships, wings and weapons however you want, to build your playstyle and take on the threat. And then when new challenges come up, you can adapt on the fly by instantly reconfiguring your star ship model.

Full interview here

4th annual Just Dance eSports World Cup qualifications begin July 16th

Today, Ubisoft® announced that online qualifications for the fourth annual edition of the Just Dance® World Cup open on July 16TH, 2017. Just Dance players worldwide can compete to qualify online via the World Dance Floor online multiplayer mode in Just Dance 2017, on PlayStation®4, Xbox One™ and Wii U™. Players from all over the world will compete for one of the 18 spots in the World Grand Finale to take place in Paris in February 2018.

Over the years, the Just Dance World Cup has proven to be a huge success, paving the path for diverse game genres and casual gamers to enter the eSports space. Last year’s Just Dance World Cup gathered thousands of players and dancers all over the world, with a record online participation.

The online qualification period for this year’s competition runs from July 16TH 2017 to September 3RD 2017, with seven sessions of 30 minutes each being held in EMEA (Europe, Middle East, Asia, Africa). The top 17 qualifying players worldwide will join the 2017 World Champion to compete for this year’s title.

Players can participate via World Dance Floor at the session times below:

ASIA/OCEANIA – AUSTRALIAN EASTERN TIME UTC+10
Sunday 16 July 2017, from 18:00 to 19:00
Sunday 30 July 2017, from 18:00 to 19:00
Sunday 20 August 2017, from 18:00 to 19:00
Sunday 3 September 2017, from 18:00 to 19:00

EUROPE – CENTRAL EUROPEAN TIME ZONE UK TIME
Sunday 16 July 2017, from 18:00 to 19:00
Sunday 23 July 2017, from 18:00 to 19:00
Sunday 30 July 2017, from 18:00 to 19:00
Sunday 6 August 2017, from 18:00 to 19:00
Sunday 20 August 2017, from 18:00 to 19:00
Sunday 27 August 2017, from 18:00 to 19:00
Sunday 3 September 2017, from 18:00 to 19:00

This year’s eight qualifying songs include:

Bailar – Deorro Ft. Elvis Crespo
Single Ladies (Put a Ring on It) - Beyoncé
Don’t Stop Me Now - Queen
Sorry - Justin Bieber (Alternate version)
Don’t Wanna Know - Maroon 5
Hips Don’t Lie - Shakira Ft. Wyclef Jean
Cake by the Ocean – DNCE
Scream & Shout - will.i.am Ft. Britney Spears (Alternate version)

To get the latest news on the Just Dance World Cup and the list of countries eligible to participate, please visit justdanceworldcup.com.

For the latest information on Just Dance 2017, the Just Dance Controller app, or Just Dance Unlimited, please visit justdancegame.com. Follow Just Dance on Twitter @JustDanceGame.
The “World Dance Floor” Mode is available on PS4™ - PlayStation®4, Xbox One™ and Wii U™ platforms
**Just Dance Unlimited is an additional on-demand subscription service available through Just Dance 2016, Just Dance 2017 & Just Dance 2018

Mario + Rabbids Kingdom Battle creative director discusses how the collab and unique gameplay came to be

A portion of an NWR interview with Ubisoft's Davide Soliani...

NWR: Starting off, could you tell us how this collaboration came about?

Davide Soliani: Sure. It’s a pleasure. So everything started because of the strong relationship that exists between Ubisoft and Nintendo during the last 20 years. We've done many games on Nintendo consoles. We have been one of the first developers participating at the launch of new Nintendo consoles, with Just Dance, Zombi U, Red Steel, and one day they told me that I had a chance to work on a project with Nintendo that could feature both Rabbids and Mario. We immediately understood this was a once in a lifetime opportunity.

NWR: The gameplay is something that hasn’t been done with either Mario or Rabbids so how did that come about?

Davide Soliani: We decided since the beginning to break the rules. First of all with the Rabbids, but then we spent night and day brainstorming on how to find something unique, how to merge those two worlds that seem separate together, in order to find something to use for both Mario and the Rabbids. As we are tactical fans, we said why not try to bring something completely new in the world of turn based combat, but at the same time we wanted to stay true to the Mario universe with exploration, the adventure, being able to immerse yourself in a colorful world with puzzles, mysteries, and fun new characters who could help along the way. So at that point we said why not mix the combat phases with the exploration phases, and try to propose something completely new.

When we felt that we had a solid idea throughout Ubisoft, we organized a meeting with Nintendo. We were not ready to have this meeting only three and a half weeks later, and when I finally presented the idea I was the one in front of Mr. Miyamoto and since he’s the creator of my favorite game, and he’s the inspiration of my career as a game designer I felt like I was divided in two, the Nintendo player, and the Ubisoft creative director. The urgency to ask for an autograph because I really wanted an autograph and the responsibility to present the idea on behalf of the whole team. But it worked out because Mr. Miyamoto said he was impressed and he asked me, “how did you have Mario and Luigi in your prototypes, who gave you those characters?” And the truth is, we were so crazy and we wanted this game to happen so much that even if we only had 3 and a half weeks, we recreated from scratch, Mario and Luigi, the models, the animation, the rigging, in order to transport the essence in our prototype and I do think that was the moment when Nintendo was really able to see our passion and commitment.

Monopoly Switch - EU box

I have never enjoyed Monopoly. Perhaps I'm playing with the wrong people? Could the Switch version be the one to finally show me why people enjoy Monopoly? Probably not, but I'm willing to try!