Princess Peach: Showtime’s Director, Developer Have Finally Been Revealed

Nintendo has a history of being unusually tight-lipped about disclosing the names of actors, developers, and directors behind its games until after their official release. This tradition of sorts also includes its upcoming Peach-centric action-adventure romp, Princess Peach: Showtime, which releases on the Nintendo Switch on March 22.

But, after rolling the credits on Princess Peach: Showtime (read our review!), IGN has confirmed that Goemon designer Etsunobu Ebisu is credited as its producer and director and Good-Feel served as the game’s developer.

As reported by Video Games Chronicle, Ebisu’s involvement in Princess Peach: Showtime marks the first time in over 25 years that he’s directed a video game. The last game Ebisu directed was 1997’s Mystical Ninja Starring Goemon for the Nintendo 64. Aside from serving as the director for a bulk of the Goemon series, Ebisu also worked as a programmer and game designer for Konami on Castlevania and Castlevania: Legacy of Darkness before becoming the CEO of Good-Feel in 2005. Good-Feel was the developer behind Nintendo games like Kirby’s Epic Yarn, Yoshi’s Wooly World, and Wario Land: Shake It, to name a few.

In any other circumstance, Ebisu and Game-Feel’s illustrious assortment of gaming credits would warrant a mention in the announcement or reveal trailer of Princess Peach: Showtime to drum up hype for players —
familiar or otherwise — with their previous works. However, Nintendo instead opted to keep this piece of information a secret — going so far as to embargo information from Princess Peach: Showtime’s credits and preventing anyone reviewing the game from revealing its co-creators in their reviews — until after the game’s launch.

Last year, Nintendo inversely created an air of secrecy surrounding Mario’s new voice actor following the retirement of long-time Mario voice actor Charles Martinet. The company was also cagey about revealing the developers behind the highly-anticipated remake of Super Mario RPG.

In our review, we wrote “Princess Peach: Showtime! is a simple, cheery romp with a variety of neat styles and a fun theater-inspired setting.”

Isaiah Colbert is a freelance writer for IGN. You can follow them on Twitter @ShinEyeZehUhh.

Switch Online’s ‘Missions & Rewards’ Adds Princess Peach: Showtime! Icons

The first wave is now available.

Nintendo is celebrating the release of Princess Peach: Showtime! this week. In the leadup to the game’s launch it’s released multiple trailers, a demo, and now to top it off it’s added a new batch of icons to the ‘Missions and Rewards’ scheme for the Switch Online service.

Read the full article on nintendolife.com

So, Will You Be Getting Princess Peach: Showtime! For Switch?

Step into the spotlight.

Well, this week marks the arrival of Princess Peach: Showtime! on the Nintendo Switch and it seems to have got off to a reasonably positive start receiving plenty of respectable scores so far.

In our own review, we labelled Peach’s latest outing a “high-class production” – awarding it 8/10. Her new title has plenty of creativity and style, and levels are packed full of all sorts of secrets, outfits, and mechanics to keep the action feeling fresh.

Read the full article on nintendolife.com

Resident Evil Director, Hi-Fi Rush Producer Shinji Mikami has Seemingly Started Another New Studio

Shinji Mikami has seemingly started his own studio called Kamuy Inc. Mikami left Tango Gameworks back in February 2023, a studio he founded in 2010.

This info comes from the official website for Shadows of the Damned: Hella Remastered. Under the “Creators” tab, an image of Mikami is shown alongside a short biography. The last sentence of it reads, “After leaving Tango Gameworks, he established KAMUY Inc.”

Mikami has not officially revealed what his next plans are following his departure from Tango Gameworks. However, he teased his return to game development back in October 2023, stating that his non-compete clause had ended.

Mikami first gained prominence in the video game industry while at Capcom, where he was the director for the original Resident Evil in 1996. He directed a number of other games during his stint at Capcom (including Dino Crisis, Resident Evil 4, and God Hand) and was producer for a string of other Resident Evil games, the Phoenix Wright: Ace Attorney series, and the original Devil May Cry. Between leaving Capcom and founding Tango Gameworks, Mikami also directed Vanquish for PlatinumGames.

As the founder of Tango Gameworks, he directed The Evil Within, as well as produced The Evil Within 2, Ghostwire: Tokyo, and Hi-Fi Rush.

Mikami was the creative producer for Shadows of the Damned, which was released in 2011 for PlayStation 3 and Xbox 360. The remaster, officially titled Shadows of the Damned: Hella Remastered, is set to launch later in 2024 for PC, PlayStation 4, PlayStation 5, Nintendo Switch, Xbox One, and Xbox Series X|S.

George Yang is a freelance writer for IGN. He’s been writing about the industry since 2019 and has worked with other publications such as Insider, Kotaku, NPR, and Variety.

When not writing about video games, George is playing video games. What a surprise! You can follow him on Twitter @Yinyangfooey

Round Up: Every Switch Announcement From Future Games Show: Spring Showcase 2024

Every game, trailer, and release date.

The first Future Game Show presentation of the year is here. The Spring Showcase 2024, which was broadcast earlier today, gave us a look at over 40 different games across all genres and platforms.

Broadcast live at PAX East 2024, the showcase was hosted by Samantha Béart (Baldur’s Gate 3) and Ben Starr (Final Fantasy XVI) — or Mama K and Mama C, if you prefer.

Read the full article on nintendolife.com

Harold Halibut Hands On: A Heartfelt, Handmade Tale About Fish, Friendship and Finding Home

From the moment you set eyes on it, it’s clear that Harold Halibut is a particularly intricate labor of love. A narrative adventure set under the sea, the game places you in the squeaky shoes of its titular protagonist Harold, a lab assistant working aboard an underwater spaceship. 

As Harold, you’ll bimble around the confines of the (admittedly, quite large) spaceship, cleverly separated into different districts by the game’s water tube system, which essentially fires humans through little pipes to their destinations. Along the way, you’ll encounter a quirky cast of characters, all busy with their existences but ready to involve Harold in their wacky goings-on, whether it’s looking for a lost pet bird or helping the local shopkeeper win back his wife’s love. The characters spread around Harold Halibut are written brilliantly and bursting with a quintessentially British humor. 

The premise of Harold Halibut is equally as fascinating. Without giving too much away, Harold descends from a small colony of explorers that ventured out to find a new planet to inhabit. The ship ended up stranded underwater, and generations of humans have managed to survive and thrive there. As you progress, Harold starts to uncover stories about the history of humanity, the fate of Earth, and the people he’s surrounded by, all while proving to himself that he’s capable of bigger things. 

The delightful writing is encased in Harold Halibut‘s most obvious quirk – the game is physically made out of clay, every asset you see in game is handcrafted and then digitally scanned into the game, which is an utterly incredible process. This method makes Harold Halibut feel pleasantly retro, harking back to 90s point-and-click adventure games like The Neverhood, but with a slick, modern feel. 

Harold Halibut‘s stunning retro-futuristic aesthetic is also complimented by some incredible audio design; every interaction, conversation or environmental noise comes with a satisfying crunch that makes you feel like you’re really in the room with Harold. The pairing of the sound and handmade visuals together gives Harold Halibut a super unique visceral joy, making even an empty corridor or quiet room feel immersive and interesting. 

You’ll visit most of the game’s environments and speak to its cast of characters repeatedly to uncover their stories, but stopping to explore these gorgeous environments never feels like a chore. The game is filled with lovely little puzzles and mini-games too, which adds a pleasing level of interactivity to the walking and talking you’ll do each in-game day. Harold Halibut wants you to pay attention to the little things, its quirky set dressing, subtle, silly jokes, and the thought that has gone into those things is truly rewarding. 

I only spent a few hours with Harold, but I’m already enthralled with where the narrative is going, and what weird and wonderful creatures I’m going to encounter on Harold’s journey to resdicover Earth. Harold Halibut is shaping up to be an incredibly special game, and one I can’t wait to play more of.  

Harold Halibut is set to launch on Xbox Series X|S and via Game Pass on April 16. 

The post Harold Halibut Hands On: A Heartfelt, Handmade Tale About Fish, Friendship and Finding Home appeared first on Xbox Wire.

Path of Exile 2’s Ranger Class Benefits Greatly from Recent Control Changes

After dying several times to an introductory worm boss that Path of Exile 2 had me face, I started to wonder if I was missing something while playing as the Ranger class. The grind to this early-level boss hadn’t unlocked a ton of Skill Gems for me, and the few I had slotted weren’t combining together to make a power combo like I had become accustomed to during the Affliction League that’s currently ongoing in Path of Exile. Speaking with other, much better players than myself who I met at the event it turned out I wasn’t the only one that took a try or two on the boss. It was time to get back to the grind and come back at it with better gear.

So far I had unlocked Lightning Arrow and Escape Shot thinking that the AoE ice projectile from escape shot would help me get out of any tricky situation I had found myself in. But it felt like I had made a mistake pairing this with Lightning Arrow which arced to 2 additional enemies near my target. I was also too slow, and the mouse controls made it difficult to stand in place and use my bow without walking into a pile of enemies. So I committed and made the change to WASD controls and that’s when this class really opened up.

The Ranger is very powerful, and being able to precisely move is a gift I didn’t realize I wanted from this action RPG. It made me nearly unstoppable, even in missions I’d tackle later in the day where I was definitely underleveled. WASD controls give you complete control of how your character moves on the screen in a PC game, and while I hadn’t used it before, it may now have become my favorite control scheme. At least for this particular class. An archer needs to have complete control over their movement, and as Jonathan Rogers said during his opening speech it helps sell the fantasy they’re trying to deliver: that’s you’re Legolas from Lord of the Rings, in complete control of every arrow you release from your quiver.

Being able to precisely move is a gift I didn’t realize I wanted from this action RPG.

The first thing I’d do is start working toward my Honed Instinct passive skill which would increase my Attack speed for the Ranger. While on the journey, I also acquired the first piece of gear that would help my build come together. A ring that gave me plus 24 Maximum Mana. Then, I’d find a Fire Arrow Quiver which added 3 to 5 fire damage to my attacks. A nice passive boost of damage can go a long way in a fight. This alone would be enough to defeat the Devourer Worm that had given me trouble and finally get me to level 6.

The Devourer would drop Suede Bracers which added more physical damage to attacks, added a level to my melee skill gems, and most importantly gave me 2 mana per enemy killed. I had also acquired the Shortbow of the Pugilist which would give me a 45% increased stun buildup which would be extra handy against those lumbering baddies who needed a stun to be taken down quickly.

But the next skill gem I received from Renley for defeating the Worm is what made the whole thing come together harmoniously. Lightning Rod is an arrow that you shoot into the air creating a lightning burst that will remain on the ground. When you shoot it with your lightning arrow for example, that will create beams that chain to it and cause the Lightning Rod to release another Lightning Burst. It stays there for 12 seconds, an eternity in an ARPG and it will convert 100% of physical damage to lightning damage with a burst radius of 2 meters. And if all that doesn’t sound like much, just know that you can lay down several lightning rods and absolutely melt any pack of baddies coming at you, or a boss that decided to spawn in the wrong place at the wrong time. It is deadly.

After an hour and 30 minutes of game time, what started out as a somewhat slow burn finally clicked for this class. The Ranger had its starting kit, and I felt unstoppable.

Anyone who plays a lot of ARPGs knows how good it feels to have something that works for your class after you’ve played for a bit and unlocked a few skills and abilities that pair well together. Path of Exile 2 is proving again that Grinding Gear Games understands how to mix and match different abilities together to make compelling gameplay moments that keep you coming back to get that next piece of gear to make it just a tad bit better. Jonathan Rogers demoed some of these for me back at Gamescom 2023 showcasing how the Warrior, Huntress, and Druid will mix and match their skills to give players that satisfying loop of gameplay. And Path of Exile 2 is proving, yet again, that the team gets what the player wants.

One example of this team getting it is the drastic overhaul the game has been given since Gamescom. Since August, the team at Grinding Gear Games has added WASD controls to every single character, added moving while shooting to all classes, redone many of the animations, and as Rogers said during the introductory presentation this not only improved WASD, but also had a beneficial effect to how click to move felt as well.

Path of Exile 2 is proving, yet again, that the team gets what the player wants.

To get into more specifics, we were given a hands-off demonstration of the changes to each class. For the Warrior, the new usable shield was shown alongside a one-handed weapon with a shield. By holding a button you can keep your shield up for full damage immunity including from spells. Not from the ground or sky, but still a neat option for Warrior players. There is a gauge that can fill up for this class now which will stun you out of your block animation. There are some unblockable attacks from bosses that you’ll still need to pay attention to as noted by a red flash.

Attacks for the Warrior that have changed include rolling slam which will now add a follow-up if an enemy has been hit with bone shatter which gives enemies another debuff to consider. And we also got a sneak peek at Shield Charge, which knocks down Monsters leaving them vulnerable to follow-up attacks. And you will block attacks while doing a shield charge.

The Sorceress benefits a lot from being able to move and shoot at the same time and the precision WASD offers makes the class look like one I’d consider maining for the full release. A quick demo of Flame Wall, which sets projectiles ablaze as they pass through, makes even a spark flame wall build viable according to Rogers.

While my playthrough detailed the early game in Path of Exile 2, we were given a tease of a high-level Ranger using the full swath of support gems in a fight. I already loved the basic version of Lightning Rod, as it gave me a huge boost to damage against enemies. But we were given a sneak peek at the “Multiple Projectiles Support” gem, which would create 3 arrows each time Lightning Rod is cast, just to give you an idea of one way you could build out your Ranger to do tons of damage.

Then the “Chain Support” gem will make it so your attacks chain an additional time, plus an additional time for each chain from other sources. Put it all together and you create an electric disco deathfield. And this is just a taste of the electric options the Ranger has. They also teased a vine build, poison build, and a ton of support gems you can see in the full gameplay video on IGN, or in our Path of Exile 2 wiki.

Besides the fact that they added mounts in Path of Exile 2, the most important takeaway from my nearly 3 hour play session, and the 45-minute demo of mid to late-game builds from Grinding Gear Games, is that Path of Exile 2 is improving in a lot of important ways and taking the lessons others have learned in the ARPG genre to heart. They aren’t afraid to delay their highly anticipated beta so players have a better experience. They aren’t afraid to implement entirely new systems like WASD, or moving while firing to all classes. And it’s because of this commitment to making something great that Path of Exile 2 has my attention.

For more on Path of Exile 2, don’t miss our Druid class hands-on preview as well as some Warrior and Huntress gameplay. And for everything else in the world of video games, keep it locked to IGN.

Larian Started Work on Baldur’s Gate 3 DLC, Then Canceled It: ‘The Studio Was Elated’

During a talk at GDC 2024, Baldur’s Gate 3 director Swen Vincke announced that Larian Studios would not be making any DLC, expansions or sequels for the highly-regarded RPG, which took home another Game of the Year award at Wednesday’s Game Developers Choice Awards. However, speaking with IGN, Vincke did say that Larian began work on DLC and even gave some thought to a potential Baldur’s Gate 4 before pivoting away to other projects.

“Because of all the success the obvious thing would have been to do a DLC, so we started on one. We started even thinking about BG4,” Vincke says. “But we hadn’t really had closure on BG3 yet and just to jump forward on something new felt wrong. We had also spent a whole bunch of time converting the system into a video game and we wanted to do new things. There are a lot of constraints on making D&D, and 5th Edition is not an easy system to put into a video game. We had all these ideas of new combat we wanted to try out and they were not compatible.”

Vincke has spoken before about the challenges about working with 5th Edition, particularly when it comes to how powerful players get when they reach Level 12 and beyond. Shortly after release, Larian Studios said that the team wanted to do new content but didn’t know what yet. To date, Larian Studios has mostly focused on adding content that wasn’t available at release, such as a new epilogue and additional endings.

When it came time to make DLC, though, Vincke says Larian was going through the motions. “You could see the team was doing it because everyone felt like we had to do it, but it wasn’t really coming from the heart, and we’re very much a studio from the heart. It’s what gotten us into misery and it’s also been the reasons for our success.”

‘They were elated’

Vincke says that he took a vacation over the Christmas holidays, and when he returned his mind was made up. ‘[I] came back and I told the team, ‘You know we’re not going to do it. We’re going to shift around and we’re going to start doing these other things that we talked about, that we planned on doing before we started on BG3.’ Those were always the plans for afterward, we have two games that we want to make, and we have lots of concepts. So let’s just have closure on BG3, it’s been great. We’ve done our job. It’s a story with a beginning, a middle, and an end. So let’s pass the torch to another studio to pick up this incredible legacy.”

Asked how the studio responded, Vincke said the team was “elated.”

“I thought they were going to be angry at me because I just couldn’t muster the energy. I saw so many elated faces, which I didn’t expect, and I could tell they shared the same feelings, so we were all aligned with one another. And I’ve had so many developers come to me after and say, ‘Thank god,'” Vincke says.

“I’m always the one where it starts with the initial idea and then I give it to the team and they start iterating it and they turn it into something much better. During BG3 I pitched to them what the next game would be…If I see they’re excited, I’ll say, ‘Okay let’s do that.’ If they’re not, it’s back to the drawing board. So they were very excited about a couple of the things we were planning on doing. Then the pivot to start doing BG3 DLC was expected because it’s what you do…We didn’t have any antagonism against BG4 or DLC, but the heart wasn’t there. It was more routine work than actually being excited. Now we have the excitement back in the room and that’s a big important thing.”

Now we have the excitement back in the room and that’s a big important thing.

Vincke says the next game won’t be Divinity: Original Sin 3, and that it will be “different than what you think it is” but that it’s “still familiar.” Elsewhere, Vincke said that the new project will “dwarf” the scope of Baldur’s Gate 3, which would be quite impressive given the scope of that game.

In the meantime, Vincke has confirmed that Larian Studios is still working on more new content for Baldur’s Gate 3, including cross-platform mod support. After that, though, the future of Astarion, Karlach, and the rest of Baldur’s Gate 3’s now-beloved characters will be in the hands of Wizards of the Coast.

One way or another, Baldur’s Gate 3 leaves behind an impressive legacy. We gave it a perfect 10 in our original review and it has largely swept awards season. Even if you’ve finished it, there’s still plenty more to see so make sure to check out our complete Baldur’s Gate 3 walkthrough. As for Vincke, he reckons he’s figured out Act 1 for his next game. But if it’s anything like the development of Baldur’s Gate 3, which took some six years to complete, it may be a while before we get to play it.

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.

Dorfromantik devs tease new space game Project Mango

The developers behind the wonderful tile puzzler Dorfromantik have revealed the first teaser trailer for their next game. Currently known as Project Mango, the game will be made in collaboration with the German animation and edutainment YouTube channel Kurzgesagt – In A Nutshell, releasing in 2025. Not much is known about it right now, but come and have a watch of its teaser reveal below.

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