Talking Point: What’s Your Personal Favourite Super Mario Game?

Not the best.

MAR10 Day might be over, but hear us out– Nintendo said that every day is MAR10 day with Nintendo Switch. So we’re going to take that statement to heart and talk about our favourite Mario games. Yep, not the best, not the worst, but our personal favourites. And no, they don’t have to be on Switch.

Everyone has a different favourite. For some, it’s their first foray into the colourful, eclectic world of Super Mario. For others, the leap into 3D may have been too much to resist. Mario has had a pretty varied life since 1985’s Super Mario Bros. (and technically even before that), and with the 40th anniversary looming next year, we’re always ready to celebrate Nintendo’s mascot.

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Gallery: You Lovely People Have Been Photoshopping Our Video Producer Into Games

Here are some of our favourites.

Did you know that we have a Nintendo Life Discord server? Well, you do now! It’s a wonderful place full of video game chatter, Nintendo chatter, Photoshopping our video producer into iconic games chatter — wait, what?

Yes, the Nintendo Life Discord recently came together with one goal, to edit a particularly shredding picture of Alex ‘Lovely Person’ Olney into the most amusing scenarios possible. As expected, you clever lot did not let us down.

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Talking Point: What Are You Playing This Weekend? (16th March)

Seeing an X.

Today we ask the age-old question… Will it corndog? Wait, no… What are you playing this weekend?!

Before we take a look at the staff picks this week, let’s take a look at what’s been going on the last few days or so. First up, we got word that The Pokémon Company has set up a new subsidiary called ‘Pokémon Works’, but no one knows what it’s up to yet. We also caught a glimpse of some unseen concept art for the Super Mario Bros. Movie, so that’s cool.

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Eiyuden Chronicle: Hundred Heroes Physical Switch Edition Delayed

“In Americas & EMEA”.

If you were hoping to pick up a local physical copy of the upcoming release Eiyuden Chronicle: Hundred Heroes on the Switch, you might have to wait a little longer.

In an official update from 505 Games, it was revealed the hard copy for Switch has been delayed in the “Americas & EMEA”, with all backers to receive a digital copy on release to ensure they can still start their adventure on time. The new date for the physical release is now 21st May 2024. Here’s the statement in full:

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More Super Smash Bros. Ultimate amiibo Are Getting Restocked

Arriving next month.

If you’re planning to collect the full line of Super Smash Bros. Ultimate amiibo now that the final figure (Sora from Kingdom Hearts) has been released, you might actually have a chance of completing this goal with ongoing restocks in recent weeks.

As highlighted by Comicbook.com, amiibo hunters in North America will be pleased to hear GameStop is restocking four different amiibo from the Ultimate collection. This includes Charizard, Pikachu, R.O.B. and the Duck Hunt amiibo.

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Xbox Insider Release Notes – Xbox App [2403.1000.48.0]

Hey Xbox Insiders! We are releasing a new Xbox App for Windows build to Xbox Insiders who are enrolled in the PC Gaming Insiders preview! Thank you all for being Xbox Insiders. Continue read to learn about fixes and known issues. Make sure that you update the Xbox app, and Gaming Services to ensure you get all of the fixes!

Versions of PC Gaming prerelease products:

Xbox App version: 2403.1000.48.0

  • Released: 5:00 p.m. PT – Mar 15th 2024

Game Bar version: 7.124.3131.0

  • Released: 5:00 p.m. PT – Mar 15th 2024

Xbox App Bug Fixes:

  • Fixed an issue where installed games might show “Install Now” messaging in Store.
  • Various fixes to UI/navigation in My Library.

How to Get Xbox Insider Support

Don’t forget! If you encounter any issues, you can leave feedback by navigating to the feedback option on your profile menu.

You can also provide feedback, as well as interact with the community, on the Xbox Insiders Subreddit. Please be as specific as possible when providing feedback.

When posting to the subreddit, please look through most recent posts to see if your issue has already been posted or addressed. We always recommend adding to threads with the same issue before posting a brand new one. This helps us support you the best we can!

For more information regarding the Xbox Insider Program follow us on Twitter. Keep an eye on future Xbox Insider Release Notes for more information!

Thank you to everyone who participates in the Xbox Insider Program! Your feedback helps us continue to build a great gaming experience in the Xbox app on PC. 

The post Xbox Insider Release Notes – Xbox App [2403.1000.48.0] appeared first on Xbox Wire.

Backpack Battles Early Access Review

I’d be lying if I said there wasn’t a certain satisfaction that comes from the Tetris-like puzzle of inventory management in some games – hell, a whole game based around that idea, Save Room, became its own hit. Meanwhile the autobattler genre that has exploded in recent years hits similar notes, providing the joy of seeing your planning and preparation pay off in PvP. The bite-sized indie joint Backpack Battles combines these two ideas, pitting your organizational skills and wits in creating RPG-like character builds against others in fast-paced one-on-one matches. After a dozen hours with its Early Access release, I’ve seen the seeds of something great in that concept, with the potential to grow into something unique and impressive. But as it stands now, Backpack Battles is light on content and variety – it’s very much an Early Access game, with an emphasis on early.

The outset of Backpack Battles is quite straightforward: You select one of the four currently available classes – Berserker, Pyromancer, Reaper, or Ranger – then jump into ranked or unranked matches (the main difference being that ranked contributes to your classes’, well, rank). The goal of each run is to win 10 battles before exhausting your five lives, and you can either take your trophies and leave (the currency you earn from playing) when you do so, or go into a survival phase for an extra set of rounds for the chance to earn even more trophies and boost your class rank further. So far, this is the only mode offered, and while it is a digestible setup to let you focus on the more interesting mechanics of building your character throughout a run, it also means how you play is fairly limited.

Cramming as much gear into your bags as possible is part of the fun.

Where Backpack Battles shines is in the inventory organization mechanics that make up the bulk of what you’ll be doing. Light RPG elements blend with the self-induced puzzle of trying to fit all your best gear into limited spaces of your grid-based bags. Before every round, you have the opportunity to purchase interesting items from a randomized shop and equip them by fitting each into your backpack. That pack is constructed with several interlocking satchels and pouches you can freely reconfigure, which is important because gear comes in all sorts of shapes and sizes. You can (and must) purchase backpack expansions while balancing spending on weapons, armor, food, and accessories that all contribute to you actually winning battles. But not only is cramming as much gear into your bags as possible part of the fun, several pieces also react to others based on proximity. That’s how you essentially create “builds” for your character during a run, working out how best to stack item effects relative to each other or make them evolve into much stronger ones you cannot simply buy from the shopkeeper.

For example, as a Pyromancer, you’ll earn flames that you place into your bag to improve your attacks, but placing a lump of coal in an adjacent slot will turn the coal into a flame gem the following round, which you can then attach to weapons or armor to provide buffs in combat. A more significant tactic deeper into a run would be to place flames next to a set of Holy Armor to evolve it into Sun Armor, which then stacks on more effective buffs for the Pyromancer class. Working with the limitations imposed by bag space and investing in certain item types from round to round to make yourself even stronger later on is a tricky puzzle I enjoyed working out.

Then there are a handful of subclasses for each main class that open up later in a run, which offer new ways to further strengthen your character. A favorite of mine is the Firebender subclass that gives you an equippable gear piece (which is a very cute reference to Calcifer from Howl’s Moving Castle) to amplify the attack speed and power of all fire-based items in its surrounding slots. This way, that Burning Sword and Molten Spear I upgraded in earlier rounds are further strengthened if I can figure out how to get them next to it – and with the compounding effects of other accessories that can either boost my armor rating, inflict debuffs on the enemy, or even give me a second life mid-combat, I could become nearly unstoppable.

With each run, you’ll see a ton of variations on fascinating concepts like this, which ultimately feels like a clever crafting element woven into the inventory organization challenge. This means you’ll be spending most of your time in the shop, racking your brain as you try to weasel your way into fitting a weapon that takes four linear slots alongside a shield that takes up two-by-two, then also finding room for that Y-shaped Phoenix for revives alongside healing food items like an L-shaped banana. Sometimes rotating weirdly shaped gear isn’t enough and you just need to break it all down to completely rearrange your setup. It’s an enjoyable process that tickles the part of your brain that fires off in other games like Unpacking or just neatly fitting a bunch of your stuff into a closet. I saw one Steam review refer to Backpack Battles as the best banana-flipping simulator, and you know what, there’s truth to that.

Backpack Battles currently comes up short in its incentives to keep going.

Since this is an autobattler, the actual combat is out of your hands, with attacks and abilities being fired off on their own based on what you have in your inventory. You simply jump into a matchup and watch it all unfold. How much stamina the weapons in your inventory take up, your stamina recovery rate, the way your character builds armor or heals up, the conditions for which status effects are activated, and so on can all affect who comes out on top. The more you read the item descriptions, the more you realize how deeply their granular mechanics intertwine with each other, making this a thoughtful take on choosing gear and creating builds. That prep is important too, because it’s tough to really grasp what’s going on in combat since fights go by very quickly, lasting roughly 10 to 15 seconds per round (although you can read the battle log to see a detailed breakdown), and the limited, stilted animations don’t really express what is happening.

For all its great ideas and clever execution, Backpack Battles currently comes up short in its incentives to keep going, not letting these interesting systems truly sing. Trophies can be spent on new cosmetics for each class, which is fine, but doesn’t exactly push me to keep playing once I’ve seen what the different builds have to offer. And with only ranked or unranked matches, you start to go through the same motions a little too quickly once you’ve tried out each class. Preparing for opponents isn’t as dynamic as I hoped from run to run, as you basically just build the best character you can based on the items offered to you and hope it’s good enough for whoever you face, regardless of what they are doing. After about three or four hours, I felt I had already hit the plateau of what the Early Access launch offered. That’s not so bad for a fast-paced autobattler where you can get in and out of matches quickly, but I can’t help but feel it’s lacking a larger structure to bring it all together.

Of course, it’s always hard to judge a game in Early Access, as hopefully more modes, classes, and other options to shake each run up will arrive in future updates. What’s currently available is a great starting point, it just needs to be ushered in the right direction to reach its full potential. The public roadmap shows promise, and I’ve at least been convinced to keep tabs on Backpack Battles as it gets closer to its final build, but at the moment it’s probably worth waiting until it’s a little further along before really diving in.

FF7 Rebirth’s open world is both one step forward and one step back over FF15

Having spent close to 40 hours hanging out with Cloud and co. on my (entirely accidental) Final Fantasy 7 Rebirth holiday last week, I’ve been absolutely bowled over by the sheer size and scale of its big, open world map regions. I’ve only seen three of them so far, out of its total of eight, but it’s immediately obvious just how much of a step-up these places are compared to the dusty plains and rolling hills of the most recent Final Fantasy game to hit PC, FF15. An obvious take, perhaps, given that FF15 first came out eight years ago in 2016, but I’m sure anyone (all right, mainly me) who’s ever despaired at Noctis’ seeming inability to climb even the smallest hillock in front of him, or how everyone always rides right into your backside while gunning about on a chocobo, will feel some mild, tangible relief at how elegantly Rebirth has solved both of these particular problems. Not only can everyone’s chocobo navigate the world seamlessly without getting tripped up on either yourself or the nearest pebble, but Cloud can also jump, leap and haul himself up crags and rocks with one easy button press.

But there are aspects of Rebirth’s approach to open world adventuring that also feel distinctly underwhelming at the same time. When you look past the splendour and rich reimagining of this once flat and detail-less world, it’s ultimately quite a standardised take on what modern open world games have become in recent years. There are towers that reveal more points of interest on the map; there are special monster encounters to find; summon temples to discover; and lifestream springs to analyse that also reveal more and more about your immediate surroundings. There are proper sidequests with their own multi-part story objectives, too, which is arguably where Rebirth feels most alive, but most of the activities you’ll be doing between critical story missions all generally fall into the same identical categories in each region. FF15 had some of these, too, of course, but it never felt quite so formulaic in how you went about them.

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Hands On: ‘Eiyuden Chronicle: Hundred Heroes’ Is ‘Suikoden’ In All But Name

It’s destiny.

If you’ve ever played a Suikoden game, it’s hard not to tear up at the opening sequence of Eiyuden Chronicle: Hundred Heroes.

It’s particularly hard watching this following the passing of series creator and the director of this spiritual successor Yoshitaka Murayama at the age of 55. Character montages, a swelling orchestra, sweeping shots over vast plains, mountains, and deserts, and battles between friends and foes – this is a snapshot of Murayama, and Suikoden’s, legacy.

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