Designing the Iconic Liquid Metal T-1000 Terminator for Mortal Kombat 1

Designing the Iconic Liquid Metal T-1000 Terminator for Mortal Kombat 1

Do you think there’s a villain cooler than the T-1000? Get out of here, no you don’t. The T-1000 in Terminator 2: Judgment Day stands right on the intersection of early ‘90s cool, late 20th century technological advancements, visionary storytelling, and a perfect match of performer to role. One of the guiding lights we use to decide on which guest characters to incorporate in Mortal Kombat 1 is simply… who’s the coolest fit that we haven’t included yet? Enter the T-1000.

In contrast to the tank or trucklike brute-force-instrument qualities of the T-800, the T-1000 is a sportscar. Instead of the T-800’s towering, aloof, biker-jacketed demeanor, you get Robert Patrick’s gracile and intense police officer impersonator. The T-1000 fights, shoots, and sprints without wincing, blinking, or heaving for air. He walks and scans in a hawklike, inhuman way. But when needed, he’s a better social chameleon than his predecessor. Patrick’s T-1000 can plausibly question civilians as a friendly cop and demonstrates emotions like frustration and arrogance in places the T-800 would not. Surprisingly, extreme moments are when Patrick’s T-1000 seems most human (realizing you have a live grenade round implanted in your midsection qualifies as extreme).

Screenshot of the T-1000 character from Mortal Kombat 1

That’s just talking expressions and demeanor. The kicker here is what the T-1000 is made of. While the T-800 is a solid cyborg—machine endoskeleton surrounded by living flesh—the T-1000 is an experimental android composed of a cloud of liquid metal material, described in the movie as a prototype ‘mimetic polyalloy.’ With a chrome flicker that ‘resets’ its surface to a reflective silver blank slate, it can reshape itself to mimic humanoids, objects, and simple weapons. It can pour through small openings or around obstacles like an evil molasses, it can flatten and extend its mass to blend into the floor or run along it like a live oil slick, and it can extrude and then harden portions of itself to act as improvised blades, bludgeons, or prybars depending on what the situation requires. The rule in the fiction is, if the T-1000 has touched something or someone, it has scanned for information and is now capable of impersonating appearances.

The upshot for us as developers is a faster, more flexible, and cunning infiltrator than the classic T-800 Terminator (itself a guest character in Mortal Kombat 11), with an abundance of reference material to draw from, and seemingly unlimited gameplay, special effect, and cinema potential. Spoiled for choice is the expression.

But flavor-wise, its lack of blood needed addressing. A T-1000 getting slashed up by Baraka wouldn’t send red matter everywhere. At best it would be small chrome drops of the goop it’s made of getting flung away from the main mass. And that stuff wouldn’t just sit wherever it splatted, either. After the initial shock of being scattered, pieces would dust themselves off and go looking for the main entity.

An even bigger issue: Mortal Kombat 1 is filled with dozens upon dozens of signature Fatalities, Animalities, Brutalities, Fatal Blows, etc., and each one of these finishing moves is a bone crushing cinematic moment with various unpleasant things happening in detailed X-ray and cross-sectioned ultra-HD views. Well, the T-1000 is a liquid metal android so you can imagine how pulling or slicing the machine apart might be sort of like ballistics tests through dense fluids. Dedicated attention was paid to every cinema to convey the T-1000’s unique viscous characteristics when meeting grisly ends as a losing kombatant.

Screenshot of the T-1000 character from Mortal Kombat 1 in combat

Then there’s the limb and form morphing. It was decided early on gameplay-wise what the T-1000 would be about, broadly—as not just a Terminator but the most advanced Terminator, he should seem implacable, always steadily forward moving, and feature an arsenal brimming with every direct movie reference we can cram in, alongside fun extrapolations we can add.

Direct film references include numerous attacks where some or all of the T-1000 reforms. For example, forearms reshaping into large blades or hooks and fingers extending into thin needles, which you’ll see throughout most of the character’s arsenal of moves. And as a police officer imposter, it’s clear the T-1000 has acquired service pistols that provide a kinetic way to stand off at range or to slowly advance. A particularly strong enhanced special move combines the two, with the T-1000 sprinting while shooting, before lunging with extended spear-arms, just like in the hospital corridor scene in the 1991 movie. A couple normal combo chains feature bladed finger extensions that skewer like little spears or the T-1000 extending a portion of itself to use as a rebar-like bludgeon mid-combo, both callbacks to the iconic steel mill setting towards the end of the film.

Screenshot of the T-1000 character from Mortal Kombat 1

Some moves take creative license, embellishing to open new gameplay avenues and display more of the T-1000’s capabilities. Taking inspiration from the character dropping through the ceiling of a ruined elevator in a poured-liquid form, it can quickly reform in midair and fall to the ground as a dense fluid droplet. And like after being frozen, shattered and thawed, the T-1000 can dive into a surging blob form low to the ground, closing distance before emerging with bladed attacks. For a move that’s in between a mid-range poke and a long-range projectile attack, it can melt halfway into the floor to send out a spiny tendril of liquid metal, quickly forming the base for a rising stalagmite-like spear. The most whimsy is displayed within the T-1000’s moveset that clues eagle-eyed fans it has faced familiar Outworld kombatants before, picking up a duplication trick or two along the way.

Implementing a character design isn’t always straightforward, depending on the nature of the fighter. Of course, most characters are complicated with different moves, animations, and FX, and T-1000 has just about every complication possible. Throw animations—anything where a grappler and their victim need to be synced up—are trickier to design, motion-capture, animate, and implement than typical strikes. Moving, warping, and morphing options set up all kinds of potential variables to account for. FX themselves can be complex, involving cross-discipline efforts to solve lighting, physics, and model issues that get in the way of coordinating the intended look and feel.

Doing justice to the T-1000 was a full-team effort, and we couldn’t be more excited to add this amazing guest fighter to the Mortal Kombat 1 roster. The T-1000 Terminator is available today on Xbox Series X|S as part of the Mortal Kombat 1: Khaos Reigns Expansion, or a la carte via separate purchase.

Mortal Kombat™ 1: Khaos Reigns Kollection

Warner Bros. Games


582


$89.99

$29.69

New to Mortal Kombat 1? Get started with the Kollection Edition! Mortal Kombat 1 ushers in a New Era of the iconic franchise with a New fighting system, game modes, and fatalities.

Includes instant access to the Base Game, Kombat Pack, and Dragon Krystals. Gain access to the upcoming Story Expansion, Kombat Pack 2 and more!

Khaos Reigns Story Expansion

Kombat Pack 2*
Khaos Reigns Fighters Available At Launch:
Noob Saibot
Cyrax
Sektor
Guest Fighters Available Post-Launch (includes 1 week early access)
Ghostface (Scream Franchise)
T-1000 (Terminator 2)
Conan the Barbarian

Kombat Pack (Available Now):
Omni-Man (Invincible)
Quan Chi
Peacemaker (DC’s Peacemaker)
Ermac
Homelander (The Boys)
Takeda Takahashi

Kameo Fighters (Available Now):
Tremor
Khameleon
Janet Cage
Mavado
Ferra

Jean-Claude Van Damme Skin for Johnny Cage (Available Now)
1250 Dragon Krystals (Available Now)

*Separate Kombat Pack 2 character bundle not available

MK1: T-1000

Warner Bros. Games

The T-1000 embodies the ultimate evolution of assassination technology. This pack includes playable character the T-1000, including all new move-sets based on Terminator 2

The post Designing the Iconic Liquid Metal T-1000 Terminator for Mortal Kombat 1 appeared first on Xbox Wire.

Tales of the Shire: A The Lord of The Rings Game – community building and shared meals gameplay details

There’s more to being a Hobbit than fleeing for your life and trying to survive increasingly hostile environments. This is why Wētā Workshop invites you to a taste of adventure that’s a little more… wholesome. I had a cozy chat with Stephen Lambert, Tales of the Shire: A Lord of The Rings Game creative director, to dig a bit deeper into why this particular Hobbit hole will feel like a home away from home when it launches on PS5 on July 29.


Tales of the Shire: A The Lord of The Rings Game – community building and shared meals gameplay details

How would you describe the main pillars of gameplay in Tales of the Shire?

Stephen Lambert: So much of the game is about community. We’ve got four main areas that we focus on while living your idyllic life as a Hobbit: how you spend your time cooking, gardening, fishing, and doing peaceful activities.

The other aspect is exploring by water, so looking around the environment and discovering little secret moments and lovely little glades and areas to hang out within the world.

And then there are obviously the tales within the community. So getting to meet new people and help them along their journeys.

How important is relationship building in terms of progression?

It’s pretty important. Every thread of the story is going to help you not only expand what’s available to you as a player, but also broaden the depth of the characters and storylines. But you can explore the game at your own pace. So you can either dive deep into those stories or just live out your own little life along the side. It’s all about enhancing your feeling of peace and tranquillity.

Can you go into more detail about the game’s shared meals?

With meals being a central part of Hobbit life, it was really important to be central to our game. You’ve got to find a new recipe, grow ingredients or go to the market for them, or fish or forage for them. And then you’ve got to go through the process of cooking, and that’s not just a case of putting the ingredients together. It’s how much of something you add, how much you stir it, and how much seasoning you add that adds characteristics to the food.

You want to make sure your food is to your guests’ taste, because the closer you get to their peculiarities the more you’ll please them and build stronger relationships. And like in the real world, the act of actually having food together helps build community. So presenting the food and enjoying it with people is huge. One of our 3D artists who modeled a lot of the meals used to work as a chef so they’re all beautifully plated up.

Can you describe the decorating system and highlight what inspired the grid-less placement system?

The biggest thing about Hobbit holes is they’re not really square or rigid shapes. Everything’s kind of curved and a bit more organic, so the idea of having something that goes on a grid just didn’t fit. It just made sense to build something that allows for a huge amount of expression, to be able to tinker with things and put them in exactly how you want. You can put things on top of tables, and on top of or in bookshelves, and then move those things around together. It’s about freedom of expression, more than anything.

How have Tolkien’s works inspired some of the choices made in terms of gameplay?

We really wanted what we made to fit within Tolkien’s world, so we positioned it just after The Hobbit and before the events of The Lord of the Rings. Our artists spent a lot of time researching the families, events, and histories of what was written and weaving everything they could into that particular framework.

The other thing was creating sort of Hobbit-sized problems in a Hobbit-sized world. It’s fun trying to think of those small-town problems that cause conflict and drive their story forward.

What were the sort of challenges that you faced in creating a game in such a beloved IP?

It’s hugely intimidating, but it’s also quite exciting to take on a world like this. The beauty of the written word in books is where your imagination takes things. My imagination obviously took me in a different way with some things, and it’s lovely to be able to kind of explore different directions.

How do you want players to feel when they’re playing the game themselves, whether they’re fans, or not as familiar with The Lord of the Rings?

I very much wanted the storyline to carry itself. We didn’t want you to have to be a Tolkien fan to enjoy it, even though there are lots of references. This game was very much born out of the COVID period, a world that was so full of stress and anxiety. We wanted our game to be that place of peace and relaxation. Hence, The Shire meets a cozy game. We felt a strong idea centered around cooking and community felt the best match for that theme.

 Is there anything in particular that you’d like players to pay attention to in the game?

[We spent] a lot of time putting in lots of little easter eggs, details, and researching the history of the world. So it’s very subtle, but one of the things we really focused on is worldbuilding. You might be given an asset to design or an artifact, and it’s not just about making it look interesting – it’s about who owned this? Where did it come from? How was it made? What was the world like when it was made? You start asking so many questions about what goes into making and creating a final object so that it feels grounded, and we wanted to apply that same methodology to what we did.

What was your favorite moment in developing the game itself?

The IP is such a huge part of my childhood because it inspired my love of goblins, dragons, and all those kinds of things. So that’s what’s brought me here. To get a chance to put my own spin on things and have a heavy influence on a new take on that world has been hugely satisfying.

It’s really important to us to make something that we felt Tolkien would be happy with. He’s been quoted as saying he wanted other hearts and minds to add to his world like a real mythology, and we wanted to be part of that.

Civilization 7 Outlines Crucial 1.1.1 Update as It Struggles to Compete on Steam Against Civ 6 and Even the 15-Year-Old Civ 5

Civilization 7 developer Firaxis has outlined the game’s crucial update 1.1.1, which hits at a time when the recently released strategy game has fewer players on Steam than Civilization 6 and even the 15-year-old Civilization 5.

On Valve’s platform, Civilization 7 has a 24-hour concurrent peak player count of 16,921, which isn’t enough to get into Steam’s top 100 most-played games. Civilization 5, released in 2010, had a 24-hour peak of 17,423. Clearly, most Civ fans are sticking with 2016’s Civilization 6, however, which had a 24-hour peak of 40,676 players.

In a post on Steam, Firaxis listed some of the “additions and refinements” coming with Update 1.1.1, including:

  • Quick Move Functionality
  • New Natural Wonder Mount Everest
  • Additional UI Updates & Polish
  • Settlement & Commander Renaming
  • And more!

In a more in-depth video, lead designer Ed Beach ran through the changes while pointing to the patch notes in full, which are imminent.

Civilization 7 update 1.1.1 patch notes:

Quick Move is now an optional setting you can toggle on in the game’s menu. It makes it so units move to their destination immediately so you can play through the game faster.

Another big update is the new start position option related to map generation. The new default for single-player games is Standard, which feels more like Civ 6, where the continents are more varied and less predictable. For multiplayer games, the Balanced setting is retained to put players on a level playing field on more consistent maps.

Settlements and commanders can now be renamed. (Historical accuracy be damned!) You can now restart the game with the click of a button to get that perfect first settlement. Just like in Civ 6 it recreates the map with new seeds but with your same leader and civ selections.

As for UI improvements, the city and town panel will stay open when you buy things, there’s a new notification that appears when one of your cities is under attack, there are new indicators for crises, and improved resource tool tips. There are significant pacing changes, too.

Meanwhile, Bulgaria is a new civ going live alongside Nepal and new leader Simón Bolívar today, March 25, as part of the paid Crossroads of the World Collection.

Civilization 7 has proved a controversial game among series veterans for some of its new mechanics, and clearly it’s struggled on Steam (the console makers do not make player numbers public). Civ 7 has a ‘mixed’ user review rating on Valve’s platform, and received a 7/10 from IGN’s review.

In a recent interview with IGN, Take-Two CEO Strauss Zelnick acknowledged that Civilization 7 had received some negative reviews from press and players, but insisted that the “legacy Civ audience” will come around the more they play, and called Civilization 7’s early performance “very encouraging.” Oh, and if you’re wondering, there’s hope for Gandhi yet.

Looking for tips to help you take over the world? Check out our guide to completing every Civ 7 victory, our run down of the biggest Civ 7 changes for Civ 6 players, and the 14 crucial Civ 7 mistakes to avoid. We’ve also got explanations on all the Civ 7 map types and difficulty settings so you know what you’re getting into.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Steel Hunters: The Final Preview

On paper, Steel Hunters is a serious left turn for World of Tanks developer Wargaming. But just because the developer’s next project is rooted in a sci-fi, futuristic setting with larger-than-life mechs doesn’t mean they’re not tapping into their 27 years of multiplayer expertise for this mech hero shooter.

I spent about 45 minutes racing other mechs to an extraction point in Steel Hunters’ battle royale-lite extraction mode, trying out half of its seven-character launch roster. Although I hit a few snags as I got myself used to controlling a building-size robot shaped like a spider, I could see Wargaming’s multiplayer pedigree on full display.

Aside from a short tutorial, which introduced me to Steel Hunters’ movement and controls, I spent all of my time in one mode. This extraction-based mode was kind of like a scaled-down battle royale: a few squads of two are dropped onto a map and sent toward points of interest, picking up helpful stuff along the way. Each mech is fully loaded out with weapons and abilities, so instead of guns or armor like in Fortnite, you’ll pick up various upgrades for your mech’s stats, healing items, and experience points.

While you can find some loot in the wild, most of the upgrades and loot you’ll find in-match come from downing nearby NPC drones. These weaker enemies are scattered all over each map and put up just enough of a fight that they’re a pain to deal with if another squad is attacking you as well.

Different points of interest pop up during the match, giving you and your non-AI opponents something to race toward against each other, creating random chokepoints around helpful supply drops. Eventually, an extraction point gets marked on the map, beckoning all remaining squads towards the final objective. Once you get there, you’ll need to defend the extraction point (or attack it if someone beats you there) for a little while before the match ends.

Players descending on the chokepoint trying to outflank each other using their mechs’ various toolkits to their advantage was always the best part of the matches I played.

This was always the best part of the matches I played, as players descended on the chokepoint trying to outflank each other using their mechs’ various toolkits to their advantage. Maybe the agile Fenris uses their speed to flank an unsuspecting duo as they try to maintain control over the extraction point while the self-healing Razorside draws cover, ducking behind cover to patch themself up. Or maybe the sniper, Heartbreaker, might post up behind the defensive, map-controlling Weaver as they set up defensive barriers to protect their glass cannon teammate.

I played all four of those mechs in different matches, favoring Heartbreaker and Weaver the most. Weaver has this extremely satisfying Gatling gun that just melts enemy health and shields and their movement felt the best. Aiming down sights with Heartbreaker reveals weak points in every enemy, delivering extra reward for patient, precise play.

If there was any problem with the demo I played, it was the in-between stuff. While it was fun to pick off weaker enemies, grab their loot, and find other players, the maps all felt a little too big up until the end. I’m certain some of this came from the fact that I was playing against AI-controlled bots in an early build of the game, but that inconsistent pace felt at odds with the relatively quick match times.

To give the team at Wargaming the benefit of the doubt, the studio is a well-oiled multiplayer machine at this point. Just because Steel Hunters trades historical context for futuristic fiction doesn’t mean the studio’s throwing the baby out with the bath water. It’s clear that Wargaming has been through a few multiplayer game launches in the past based on its launch plans.

Starting out with a manageable scale for its upcoming early access launch on April 2nd, Steel Hunters is going to launch with 7 playable characters, one mode, and only a few maps to start out—and no monetization. This calculated approach to launch, with the promise of new content every 5-6 weeks, shows this team’s pedigree and tact when it comes to multiplayer games. This approach gives me a lot of faith in Wargaming’s ability to listen to its player base and take feedback as it moves toward an eventual 1.0 release. Wargaming even teased the first new character coming to Steel Hunters post-launch, reiterating its commitment to three-month seasons.

If you’re hoping to hop into Steel Hunters, you won’t have to wait long, as it launches into early access on April 2nd.

“All the hair on the right side of my body fell out” – how Tekken nearly broke its designer from stress

Game development can be stressful, I’m sure you’ve heard. The director of fighting game series Tekken yesterday shared an anecdote about how wild that stress can get. Speaking about the release of Tekken 4 in 2001, director Katsuhiro Harada remembered it didn’t perform as well as previous games. And the game’s relatively weak reception (alongside a lack of support at Bandai Namco) sent his body into a spiral of ill-health from anxiety.

“I was under so much stress at the time that I developed a mysterious condition where all the hair on the right side of my body fell out – just the right side,” said the director in a post on Xitter. “Even the hair on my arms, eyebrows, and eyelashes disappeared.”

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Don’t Compare Assassin’s Creed Shadows’ Launch to the ‘Perfect Storm’ Valhalla Benefitted From, Ubisoft Internal Email Says, Compare It to Origins, Odyssey, and Mirage

There is enormous pressure on Assassin’s Creed Shadows to do well for Ubisoft globally after a number of delays and the sales failure of last year’s Star Wars Outlaws. Indeed, Ubisoft suffered a number of high-profile flops, layoffs, studio closures, and game cancellations in the run up to Assassin’s Creed Shadows’ release.

Things have got so bad at Ubisoft that its founding Guillemot family is reportedly exploring talks with Chinese mega-corp Tencent and other investors on a buyout deal that would let it preserve control of the company’s intellectual property.

So, the video game world is watching Assassin’s Creed Shadows’ early performance closely for signs of its success — or failure. So far, Ubisoft has yet to announce a sales figure, but has said Assassin’s Creed Shadows hit 2 million players just two days after launch, surpassing the launches of both Origins and Odyssey.

There’s also a lot of attention on Shadows’ Steam concurrents, which are being compared to those of other triple-A single-player games that recently released, as well as previous Assassin’s Creed games on Valve’s platform.

Shadows became the most-played Assassin’s Creed game ever on Steam over the weekend with 64,825 peak concurrent players, although it’s worth noting that it was the first game in the series to launch day-one there. BioWare’s single-player RPG Dragon Age: The Veilguard saw a peak of 89,418 players on Valve’s platform.

It’s hard to make a call on whether Shadows is below, meeting, or exceeding Ubisoft’s expectations without knowing what those expectations were. But a source from within Ubisoft, who revealed an internal email reviewed by IGN, has helped us better understand the game’s first weekend performance.

Here’s what we’ve found out: Shadows delivered the second-highest day-one sales revenue in the franchise’s history, behind only 2020’s Valhalla, which launched across the last and current generation of consoles and benefited from stay-at-home gaming fueled by the pandemic.

Shadows also marked Ubisoft’s best ever day-one launch on the PlayStation Store, suggesting particular success on PS5.

But what about PC, given Shadows launched on Steam as well as Ubisoft’s own digital store? According to Ubisoft’s internal communication, 27% of Shadows’ total “activations” were on PC. Ubisoft is telling employees that Steam “played a major role” in Shadows’ performance on PC, without revealing exact sell-through numbers. It says early results “are a strong validation of our decision to return to the platform.”

Generally, Ubisoft is talking up player engagement, which is at “record levels,” and “feedback across moderated, verified platforms — those less affected by review bombing — remains incredibly positive.” Shadows was also the most-wishlisted Ubisoft game of all time, and it’s doing better than any other Assassin’s Creed game on Twitch, even Valhalla.

It’s here that Ubisoft’s internal communication provides context on comparisons between Shadows’ launch and other games in the franchise. What’s clear is that Shadows is not doing as well as Valhalla did at launch, but Ubisoft is saying it’s not fair to compare the two, because Valhalla benefitted from the “perfect storm” of pandemic-fueled stay-at-home gaming and the launch of the Xbox Series X and S and PlayStation 5 in 2020.

“Valhalla launched under extraordinary conditions — in the middle of a global pandemic, with widespread lockdowns and brand-new console hardware,” the internal communication reads. “It was a perfect storm we may never see again. That’s why it’s more meaningful to compare Shadows to entries like Origins, Odyssey, and Mirage — games released in more typical cycles. And in that frame, Shadows is already setting a new bar as illustrated above.”

Ubisoft also pointed out that Shadows released in March. Historically, Assassin’s Creed games launch just ahead of the U.S. Thanksgiving window, which typically boosts sales. Meanwhile, Ubisoft ditched the early access period it normally charges extra for with its games. It’s also worth noting that Ubisoft’s own subscription offering is now available directly on Xbox, which affects sales on Microsoft’s console and muddies sales comparisons.

Money talks, of course, and irrespective of player numbers and engagement, it will be revenue brought in by Assassin’s Creed Shadows that determines the fate of not just the game, but Ubisoft itself. We may not get a clear picture of that until Ubisoft’s next financial report in the coming months.

Adventuring across feudal Japan? Check out our comprehensive Assassin’s Creed Shadows guide, including our Assassin’s Creed Shadows walkthrough, our detailed Assassin’s Creed Shadows Interactive Map, and our guide to all the crucial things Assassin’s Creed Shadows doesn’t tell you.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Today’s Amazon Spring Sale is rubbish, but this cheap, flexible Steam Deck dock is not

Amazon’s Spring Sale is back, and upon first inspection, it’s not looking like a vintage year. There are some discounts on quality PC gear, but a deals collapse has left them buried under forty thousand tonnes of overcomplicated toothbrushes and collagen peptide powders. So, so many collage peptide powders. I didn’t know there was this much collagen on Earth.

It’s still my job – it is still my job, right? Okay just checking – to dig through the Paltrow-adjacent junk and yank out the good stuff, so let’s start small with a few quid/bucks off one of my favourite Steam Deck docks. The JSAUX 6-in-1 Multifunctional Docking Station may have a clumsy name but it’s a keen bit of accessory design, with the port-adorned central block (which acts as a stand in docked mode) able to detach and pull double duties as a portable USB-C hub. It’s perfect for Steam Deck/Asus ROG Ally/Lenovo Legion Go/Zotac Zone etc. owners who want to keep employing that extra connectivity when taking their handheld away from home, and the Spring Sale has chipped the already-aggressive price down to £38 / $31.

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PSA: Gold Points For Nintendo Switch Purchases Are Now Discontinued

Update: The Golden age is over.

Last month, Nintendo announced it would be discontinuing the My Nintendo Gold Points program, with it no longer possible to earn these points after a certain date.

In case you missed this, Nintendo has issued a reminder on social media ahead of the big day next week on 24th March 2025 (or 25th March depending on your location). While you’ll no longer be able to receive Gold Points from purchases, there will still be other ways to earn points:

Read the full article on nintendolife.com

Nintendo Reuploads Game Vouchers Trailer With Switch 2 Fine Print

ICYMI: Vouchers won’t work on Switch 2.

In February, Nintendo revealed Game Vouchers would not extend to the Switch 2 game exclusives in an official notice on its website. Now, in an update, Nintendo has gone to the extent of reuploading its YouTube game voucher trailer with fine print specifying the same thing.

“Nintendo Switch Game Vouchers cannot be redeemed for games exclusive to Nintendo Switch 2 and may not be combined with any other sale, discount, or promtional offer unless otherwise specified.”

Read the full article on nintendolife.com