Pokémon Presents Announced For 27th February 2024

And another one.

The next Pokémon Presents showcase has been announced by The Pokémon Company for the end of the month, on Pokémon Day no less.

On Tuesday 27th February at 6am PT / 9am EST / 2pm GMT / 3pm CET / 12am AEST (Wednesday), we’ll be getting a presentation on the latest Pokémon news over on the official Pokémon YouTube channel.

Read the full article on nintendolife.com

Nintendo’s Next Switch Online Game Trial Is Now Available (North America)

Kick-off today.

It’s a new month and that means there’s now a new Switch Online trial available to members of Nintendo’s subscription service.

This time around it’s EA Sports FC 24 and it’s accessible to subscribers from now until 26th February 2024 in North America. The same trial started in Europe last week and runs until 21st February 2024 in this region. The catch with this particular trial is it requires a download of “at least 31GB” to play.

Read the full article on nintendolife.com

This 4TB PS5 SSD with Heatsink Is Only $173.66

SSD prices are trending upwards for 2024, which makes this deal even more amazing. Right now Amazon (or more specifically, Amazon Japan) is offering this massive Verbatim 4TB PCIe Gen4 x4 M.2 solid state drive (SSD) for only $178.14. Even better though, it even includes a slim PS5-compatible heatsink. This would have been an outstanding deal even during Black Friday.

Verbatim 4TB SSD (PS5-Compatible) with Heatsink $173.66

The Verbatim Vi7000 meets all the requirements for your PS5 SSD upgrade. It supports transfer speeds of up to 7,400MB/s read and 6,500MB/s write which is well above the 5,500MB/s minimum threshold. It also includes a robust looking aluminum heatsink that fits right into the slim PS5 drive bay.

The PS5 is an outstanding gaming console, but the 1TB SSD is a real bottleneck. Call of Duty: Modern Warfare 3, for example, can exceed 200GB alone. NBA 2K23 weighs in at 150GB and even older games like God of War: Ragnarok and Horizon Forbidden West require 90GB of space. Future games like Grand Theft Auto VI will undoubtedly demand even more space.

Shantae Advance: Risky Revolution Game Boy Advance Pre-Orders Go Live This Week

News about the Switch release to be shared “later”.

Last July, WayForward announced it would be reviving its cancelled Game Boy Advance title Shantae Advance: Risky Revolution. With the help of Limited Run, it will be getting an actual release on the GBA very soon.

Pre-orders for the Game Boy Advance version of the game will open later this week on 23rd February 2024. There will be a standard edition (featuring a transparent purple cartridge) and a collector’s edition that comes with a gold cartridge. Both carts are playable, as noted below.

Read the full article on nintendolife.com

Nintendo Direct: Partner Showcase February 2024 – Time, Where To Watch, What To Expect

Partners in crime.

After weeks of rumours, predictions, and general chit-chat, Nintendo has officially announced that the first Nintendo Direct of the year will be a Partner Showcase, taking place on Wednesday 21st February 2024.

The Nintendo Direct Partner Showcase February 2024 will be broadcast on YouTube and is set to last for approximately 25 minutes with a focus on games releasing in the first half of 2024.

Read the full article on nintendolife.com

Nintendo Direct: Partner Showcase Announced for This Week With 25 Minutes of Games Coming to Switch

Nintendo has announced its first Nintendo Direct: Partner Showcase of 2024, and it is set to take place on February 21, 2024, at 6am PT/9am ET and feature “around 25 mins of info focused on #NintendoSwitch games coming in the first half of 2024 from our publishing and development partners.”

No further information was given on what this Nintendo Direct: Partner Showcase will contain, but we won’t have too wait too long to find out what secrets it may hold as Nintendo will drop the Direct on-demand via YouTube in just a couple of days.

The most recent Nintendo Direct took place in September 2023. One of the most significant announcements from the event was that Nintendo revealed a remake of Mario vs. Donkey Kong and a remaster of Paper Mario: The Thousand Year Door. The last Direct also revealed release windows/dates for Luigi’s Mansion 2 HD and Princess Peach: Showtime!

Nintendo’s February 2024 Direct presentation comes after both Xbox and PlayStation held its own showcases recently. Both provided sneak peeks and updates to games slated to release on its platforms in the coming year.

Many Nintendo fans are surely waiting for any news on the yet-to-be-announced-and-named Nintendo Switch 2, but reports have recently said it has been delayed into the “early months of 2025.”

Nintendo has revealed, however, that the Switch has passed 139.36 million units sold and that its software sales continue to be led by Mario Kart 8 Deluxe’s astonishing 60.58 million units stold.

For more, check out the best Switch deals right now and our picks for the best Switch games of all-time.

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.

Mario vs. Donkey Kong’s OG Composers Talk Making The Jump From GBA To Switch

“This was the opportunity of a lifetime”.

Mario vs. Donkey Kong is finally here on Switch. This remake gives the original GBA puzzle platformer a fresh lick of paint and throws in a handful of new features too — including a fully revamped score. The composers for the GBA original, DigiPen Music Department, were brought back on this time around and a new interview from the department’s website provides an interesting look into the process of updating a 20-year-old soundtrack.

As it turns out, recreating the GBA music was not a case of downloading it onto a computer and hitting a button that says “modernise”. Aside from writing tunes for the remaster’s two new worlds, the team also composed and arranged acoustic performances to complement the virtual soundscape of the original soundtrack. As the game’s production, engineering and mastering lead Tacket Brown states:

Read the full article on nintendolife.com

Helldivers 2 Devs to Begin Rolling Out Updates to Fix the ‘Most Serious Issues’ on PS5 and PC Tomorrow

Helldivers 2 developer Arrowhead Game Studios has said it will be releasing updates on PS5 and PC this week that aim to tackle the “most serious problems” the game is currently facing, including login, matchmaking, and server load. The first of these fixes will arrive tomorrow, February 20, but Arrowhead wants us to remember that “no single update will solve all the issues.”

Arrowhead took to Discord to share the message, saying it has a plan to make “continuous improvements over the days and weeks to come” to ensure a smooth experience for all players.

“Hello there Helldivers,” Arrowhead wrote. “We have improvements rolling out this week focused on the most serious problems in the game: login, matchmaking, and server load. You will see one update for PC and PS5 tomorrow, though please keep in mind that no single update will solve all the issues. Rather, we will be making continuous improvements over the days and weeks to come.

“We’re all working hard to make sure that the game is a stable place to spread Managed Democracy to every planet in the galaxy. Thank you, as always.”

Helldivers 2 has been a massive success since its launch, and its Steam concurrent record of 409,367 was enough to pass the all-time Steam concurrents of games like Grant Theft Auto V, Starfield, Counter-Strike, and Destiny 2.

Unfortunately, this has led to all the issues mentioned above. To help with the server load, Arrowhead has limited concurrent players to around 450,000 to improve stability. Rest assured though, Helldivers, as Arrowhead is doing its part to fix all the problems out there so you all can get back to taking down more bugs and bots.

In our Helldivers 2 review, we said its “combat feels fantastic, its missions stay fresh and interesting, and its smart progression system doesn’t nickel and dime you.”

For more, check out how Helldivers 2 players who refuse to log out to ensure they keep their spot in the servers are “ruining it for others” and how Helldivers 2’s director called renewed interest in Starship Troopers after the game’s success “incredible.”

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.

Capcom apologise for ‘not meeting expectations’ with Street Fighter V, say “self-reflection” made SF6 better

It’s been eight years since Street Fighter V hit PC. As you might recall, the fighting game landed with the poise of someone shattering both kneecaps on impact, as complaints about a small roster of characters and barebones story mode – to be filled in later with DLC – were made more egregious by a number of technical issues, including bugs and online issues caused by its wobbly servers.

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Exclusive: Ikumi Nakamura Opens Up About Kemuri, Avoiding Crunch, And Why Okami Still Inspires Her – Fan Fest 2024

In the fall of 2006, Capcom released Okami – a game that mixed Japanese folklore with the exploration of Zelda. It was praised for its lavish cel-shaded visuals, which at the time were among the best ever seen on the PlayStation 2; many even said it was better than The Legend of Zelda: Twilight Princess, which released that same year. Among the team at Clover Studio, where Okami was developed, was a young Ikumi Nakamura, who was just getting started in the industry as a “newbie” artist.

Nakamura remembers that time as something like the Wild West. Many of the shaders commonly used today were not available, the visuals were comparatively low-res, and there were “lots of limitations.” Challenging as it could be, though, she also remembers it being “really fun” discovering different development techniques that could aid her as she went. It was an experience that would inform a career that has spanned 20 years and numerous classic games.

Today, Nakamura runs Unseen, a studio she formed in 2022 in the wake of her departure from Tango Gameworks, where she helped spearhead the development of Ghostwire Tokyo. Nakamura’s energetic performance at E3 2019 made her a fan-favorite, and in her subsequent appearances she’s made a point of playing up her role as studio mascot. But talking to her in a Google Meet call, she comes across as soft-spoken and deliberate. In real life, she’s a mother who splits time between her day job as a studio head and her passion for urban exploration, with her first book due to be released in March.

She is coming off the reveal of Kemura, her stylish new action game blending “traditional Japanese folklore, modern culture, anime aesthetics and international flair.” It is in many ways a summation of her career to this point, which has taken her from Capcom to Platinum, then to finding fame introducing Ghostwire Tokyo at E3 2019, and finally on to running her own studio. Revealed at The Game Awards 2023, Kemuri reflects Nakamura’s childhood love of the supernatural with its array of spirits and fashionable Yokai Hunters.

It moves at the pace of Bayonetta, with Yokai Hunters able to run down surfaces in much of the same way as that game’s Umbra Witches, and it carries on Ghostwire Tokyo’s theme of “making the supernatural, natural.” In many ways it’s more ambitious than either of those games, though, mixing freeform exploration with multiplayer gameplay, though she’s hesitant to compare its scope to what she considers to be “true” open world games like Cyberpunk 2077.

So with Kemuri…in a way it’s like the combination of all these things and all these experiences…

Kemuri’s biggest influence is also one of Nakamura’s formative experiences in the games industry. Okami was where she got her start, and its visuals are a big part of the look and feel of Kemuri. In a 2020 interview with IGN Japan, Nakamura said that Okami 2 was the project that she wanted to “make reality the most.” Kemuri isn’t exactly a sequel, but Okami’s artistic flair remains alive and well within it. In one example, Nakamura describes a technique she derived from her time at Okami, and how she passes it on to her artists.

“[W]henever I’m actually working with a character artist to, let’s say develop the character’s face, for instance, I always tell artists to really put in quite a bit of attention to detail on just one single stroke, even on the face and stuff like that. Just to give a certain impression or certain detail. And this idea is definitely from my experience with Okami, for sure,” Nakamura says.

She ticks off the games she’s worked on and how they’ve influenced Kemuri over the years. “Okami, I was actually working on coming up with a visual design and stuff like that. With The Evil Within, I was working more towards a leadership or management role on top of doing art and design,” she says.

She remembers working on Bayonetta, and how director Hideki Kamiya was heavily involved in the world design and writing, but couldn’t draw so much as a basic sketch to help artists with his concepts (“He was an F Minus,” Nakamura remembers.) This led to a somewhat inefficient process in which artists had to create “countless” images before Kamiya would finally say, “This is it.” Nakamura was better than most at being able to hone in on his particular vision, leading him to give her more responsibilities as a lead artist. In her own projects, Nakamura tends to be similarly uncompromising in her vision.

In 2010, Nakamura helped found Tango Gameworks with Shinji Mikami, where she remained for nine years. Ghostwire Tokyo was her first chance at the director’s chair, and it was a game that was made out of “all of the stuff that she likes” – an urban setting, a mix of the natural and the supernatural, and action. She worked on it for four years before ultimately deciding to leave in the middle of development.

“Maybe my lack of experience was why I couldn’t quite finish it to the end,” Nakamura says. She admits that she’d been “stuck in a closed-minded world for quite a while, so I felt the need for a mental reset.”

Still, she says, it’s not so easy to leave behind what you love in your childhood.

“Ghostwire Tokyo is the first time I ever actually became a director, so I was in a place where I got to make what I like,” Nakamura says. “So with Kemuri…in a way it’s like the combination of all these things and all these experiences…Perhaps that’s what Kemuri is.”

An oasis in a troubled games industry

Not long after leaving Tango Gameworks, Nakamura visited Sony Santa Monica and met Cory Barlog. It was an experience she enjoyed so much that she considered working there, but “all such discussions vanished” when the COVID-19 pandemic hit in 2020. Still, the experience had a positive impact on her, and she began to wonder if she could recreate the “friendly vibe” of Sony Santa Monica in Tokyo.

The result was Unseen, which she describes as something like an “international school” – a vibrant and diverse collection of artistic talent from all over the world. Among them is Unseen Chief Technology Officer David Steinberg, who moved from France to Tokyo in 2010. The approach is not without its challenges – work is frequently slowed by the need for constant translation – but it gives Unseen an optimistic air that it likes to highlight as much as it can.

The studio’s workspace is housed in a disused warehouse, but manages to feel cozy thanks to touches like fake bonsai trees and a plush tent filled with comfortable chairs and pillows (Nakamura jokingly refers to the area as their “glamping” space). In many ways Unseen feels very like a space built by artists for artists, with a layout that was painstakingly modeled within Unreal Engine.

Nakamura resists comparisons to family, seeing it instead as a diverse team of professionals working toward a common goal. Still, its warm atmosphere stands out in a troubled games industry where funding is drying up and studios large and small are racked by layoffs. Nakamura has experienced her own share of upheaval, having been part of the transformation of Clover Studio into the independent company that would eventually become PlatinumGames.

“We recognize the difficulties faced by other studios in the industry, and our hearts go out to those who have encountered layoffs and funding challenges. In such a dynamic landscape, we’ve prioritized a people-first approach, ensuring the well-being of our talented team members while maintaining a creative and collaborative atmosphere,” Nakamura says.

“Our talented crew is our most valuable power-up, and we’re committed to ensuring their well-being on this epic quest. Unseen’s office and the artists’ home offices have been officially designated as the ‘Layoff-Proof Zones,’ Because who needs downsizing when you can have a fortress of creativity and job security?”

Of course, such a sentiment plays a little differently in Tokyo, where Unseen is based. As Nakamura herself acknowledges, layoffs are difficult if not impossible in Japan. Still, its commitment to a worker-positive environment makes it seem like an oasis of positivity in an otherwise struggling industry. Indeed, layoffs elsewhere have led many developers to apply at Unseen, though Nakamura says the studio is quite selective owing to its emphasis on studio culture.

Another way Unseen stands out is in being a woman-led studio in the still male-dominated games industry, where progress for women into leadership positions has remained painfully slow. “It’s definitely a minority in Japan for sure, for a woman to actually start the company and become a CEO and stuff like that,” Nakamura tells IGN.

… A studio that can ship a very high quality game without the crunch is our goal

She talks about how she “didn’t really think much at all about being a woman” while going about a career. But when she started Unseen and gave birth to her daughter, she found herself struggling to adapt.

“Many strange things happen to your body after you actually give birth. And just having all these changes in [me], and also running a new job, CEO… it was quite different for sure,” Nakamura says. “And then for a while, [I] couldn’t really adapt fast enough through these drastic changes in being a CEO and also being a mother and stuff like that. This is where it really made [me] realize, ’Oh, I am a woman.’ That’s about it for how I feel about women running a studio.”

In a video posted recently on Unseen channels, director Misuzu Watanabe and Nakamura talk frankly about the challenges of being a mother in the games industry, with Watanabe working remotely from home in Osaka during the day while looking after her child. According to Watanabe, “very few companies” told her it was okay to be a mother. Nakamura’s message to Watanabe?

“Don’t give up anything.”

Ahead on their way

Having finally revealed Kemuri at The Game Awards, Unseen is ready to begin an extended period of development. Nakamura isn’t revealing release timing or even which platforms it’s coming out on, but she’s conspicuous in her praise for Steam and PC gaming in general, saying that it’s “essential to recognize the dynamic pulse of PC gaming.”

“Particularly, the accessibility of high-performance PC setups has led to a noticeable shift, with a growing number of players embracing PC gaming. This trend empowers developers to create more sophisticated and intricate games, providing players with a broader spectrum of genres and experiences,” Nakamura says.”

She singles out Steam, which has become much more popular in Japan over the past several years. “As a digital distribution platform, Steam has undergone remarkable evolution, offering players easy access to a plethora of new titles and providing developers with a stage to showcase their unique creations. The growth of Steam injects innovative energy into the entire PC gaming industry, promising ongoing evolution and anticipation for what’s to come.”

Whichever platform it’s released on, it may be a while before fans get to play Kemuri. According to Nakamura, Kemuri is currently experiencing a “healthy delay” that she chalks up to Unseen’s “dedication to pushing artistic boundaries and meticulously considering how to translate their passion into an unparalleled user experience.”

Asked to elaborate, Nakamura points to some of the challenges inherent in communicating in English and Japanese. She’s also keen on crunch within her studio, which is an environment she knows all too well through her long career in the games industry. She specifically points to Hades developer Supergiant Games as an inspiration on that front.

“They actually completed a very hype-worthy game…without the crunch,” Nakamura says. “I really like the idea, but at the same time in my experience for working for many different studios before Unseen, I have no experience of really shipping a title without crunch. So I don’t really have a precise vision of or image of how we can actually do that…but a studio that can actually ship a very high quality game without the crunch is our goal.”

One way or another, Nakamura and her team are just beginning their journey, and it’s far too early to say how it will end. But in an increasingly grim industry, Unseen is at least one studio where optimism still reigns.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.