New tactics RPG Never’s End blends Final Fantasy with the turbulent spell combos of Divinity: Original Sin

Never’s End is the new strategy RPG from a former Destiny developer in which you lead a party of possessed villagers against a ravening (yet cuddly) tide of undead. At a glance, it’s an elegantly muted Final Fantasy Tactics, with doll-sized characters on a spinnable grid-based map. In the hands, it’s surprisingly reminiscent of Larian’s Divinity: Original Sin games, with a nerdy application of thermodynamics that lets you transform each map into a vortex of mist, flame and increasingly naked skeletons.

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“I Need A Union Contract To Feel Safe” – Mega Man 11 Voice Actor Not Returning For Dual Override

“It’s been an honor voicing Mega Man in Mega Man 11”.

After what’s felt like a lifetime, Capcom finally confirmed Mega Man: Dual Override, the latest entry in the iconic side-scrolling action series. Scheduled to launch on Switch and Switch 2 in 2027, there’s not a whole lot we know about the game at this early stage, but what we do now know is that Mega Man 11 voice actor Ben Diskin won’t be returning to voice the Blue Bomber.

Speaking in a thread on Bluesky, Diskin confirmed that he was asked to come back for the upcoming title, but Capcom was unwilling to provide a union contract. Despite offering assurances that Diskin’s voice wouldn’t be for AI development in the future, Diskin felt that due to the volatile state of the industry right now, he couldn’t take the risk.

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Over 2 Million Of Us Have Downloaded Capcom’s Pragmata Demo

Two million people have already downloaded the demo for Capcom’s upcoming sci-fi game, Pragmata.

Pragmata Sketchbook — the free slice of the game that offers players across all platforms (PC via Steam, Nintendo Switch, PS5, and Xbox Series X/S) — gives players a taste of the “tactile combat system that fully engages both sides of your brain,” as well as what it’s like to explore the lunar research station, including its hacking gameplay.

“Hugh, look — I can’t believe millions of people are excited for our game!” protagonist Diana tells her companion on social media. “Pragmata has reached two million wishlists, and two million demo downloads. Thank you so much for all your support.”

If you’ve yet to give it a go, there’s still time. In fact, Capcom teases that even though some contents of the demo will differ in the final version of the game, it’s worth replaying the demo, as “you might discover new things,” and Diana will have an illustration for you upon completion.

Pragmata is an all-new sci-fi action adventure with its own unique hacking twist. Set in the near future, protagonists Hugh and Diana must work together as they make their way through the cold lunar research station.

Capcom kicked off last week’s Capcom Spotlight presentation by sharing a brand-new look at Pragmata, confirming it was “undelaying” the game and moved the release date up from April 24 to April 17, and gave us another look at Pragmata’s Deluxe Edition, which includes the Shelter Variety Pack.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Minishoot’ Adventures Review

[Editor’s Note: Minishoot’ Adventures was first released on PC in 2024, but we did not review it at that time, so we have taken its recent port to Nintendo Switch 2 as an opportunity to do so now.]

Minishoot’ Adventures answers a question I never would have thought to ask in a thousand years: What if you mixed classic Zelda with a twin-stick shooter? Developer SoulGame Studio’s take on that combination is an absolute delight. Between the silky smooth controls, your spaceship-shaped hero’s growing repertoire of abilities, and a top-down world that opens up at a satisfying pace, I loved all 10 hours it took me to roll credits. That felt like a perfect length, even though I would’ve gladly kept playing if it had offered more.

SoulGame Studio makes absolutely no effort to hide Minishoot’ Adventures’ Hyrulean inspiration. Just like Zelda, the overworld is populated with enemies, caves, trees, waterways, and areas you can see but can’t reach until you unlock a new ability. Your health is displayed as a row of hearts in the upper corner of the screen, and you can add more by finding heart pieces hidden around the world. If that’s not proof enough, just travel one screen down from your home base and you’ll find an exact replica of the starting screen from The Legend of Zelda on NES. While an uncharitable interpretation might consider this stealing from Nintendo, it all comes off as a loving homage. The developers have used familiar ingredients to create a new, twin-stick shooting-infused dish that’s different enough to stand on its own.

Instead of an elfin boy, you play as Minishoot’, a small beige ship that exhibits a surprising amount of personality thanks to the cartoonish art and animation. That odd apostrophe in the ship’s name is actually to abbreviate “Minimalist Shooter Adventure,” and that minimalism extends to the story, which gets maybe a minute of total screen time. Basically, you and your fellow sentient ships are enjoying your lives together when an invading force comes in with guns blazing to break up the party, flinging ships to all corners of the map and encasing them in crystals. Your job, once you break free of your own gemstone prison, is to find your Shipling friends and “restore balance to the Great Crystal,” whatever that means. It’s not Shakespeare, but it sets you off on a fun adventure.

If you’ve played top-down Zelda games before, then you know exactly what to expect here: You’ll poke around the overworld, delving into caves, fighting enemies, and solving light puzzles. This is all extremely pleasant, thanks in no small part to the controls. Minishoot’ glides along so smoothly that simply moving across the screen feels satisfying.

You glide so smoothly that simply moving across the screen feels satisfying.

Some areas are blocked off by obstacles like pits and water, but you can explore these regions later, once you obtain the right equipment. For instance, you unlock a surf ability that lets you glide over water, and a boost that lets you use ramps to leap over pits. These upgrades are a joy, both because the controls are so good and because they let you explore further into the map. This is a tried-and-true formula, and it works particularly great in Minishoot’ because of how frequently the upgrades are handed out during the adventure. The pacing feels just right, so I never felt like my progress had stalled.

The only major aspect that’s not inspired by Zelda is the twin-stick combat, which (if you’re using a gamepad, as is highly recommended) has you move around with the left stick while firing bullets in any direction with the right. This addition is incorporated so seamlessly into the otherwise recognizable framework that you might wonder if Link should’ve been a little ship all along.

Your starting weapon is as weak as a peashooter, but as you take down enemies and blast through gemstones scattered throughout the world, you level up, earning points you can feed into 11 different enhancements — things like fire rate, damage, range, and bullet speed. Each of these enhancements can be upgraded numerous times, making any single upgrade feel a little too incremental, which is somewhat disappointing. Worse, the cost of the upgrades increases as your enhancements become stronger. That means, for instance, you need to spend three levels’ worth of currency to gain the second damage upgrade.

Thankfully, you’re also picking up new abilities as you bolster your damage output, so I always felt like I was making progress regardless. And your attack upgrades do eventually add up; by the time I confronted the final boss, I could unleash a bullet hell barrage of my own.

Unlike Zelda, the enemy designs are largely forgettable in Minishoot’ Adventures, at least when it comes to their looks. Like the Shipling protagonists, the bad guys you’re blowing up are all mechanical constructs. Most are beige ships that come in different geometric shapes – this one’s a circle! Here’s a triangle! Lynels and moblins these are not.

Enemies don’t look too interesting, but they have a nice variety of attack styles.

On the other hand, these enemies do have a nice variety of attack styles, and they’re strategically placed around the environment to pose different kinds of challenges, making them far more interesting to fight than they are to look at. For instance, stationary turrets might snipe at you from a distance while a cluster of small enemies swarms your way, giving you plenty to consider as you try to kill the cluster while avoiding the incoming bullets. Many rooms lock you inside while spawning increasingly difficult waves of enemies. (There are even a handful of races for you to compete in, complete with a starting block and finish line.)

Bosses are also mechanically interesting, big and challenging battles divided into phases – and it’s here that this twin-stick shooter veers into bullet hell territory. You usually have to thread your way through a maze of projectiles, all while directing your own stream of bullets at the boss. It’s a blast. I died a lot in these fights, but just like in top-down Zelda games, the dungeons are designed to give you a short route back to the boss room from your respawn point, so I was always excited to try again rather than getting frustrated.

Every inch of Minishoot’ Adventures is packed with smart little details, like hidden paths hinted at by gentle indents in the walls, or how enemies gradually turn redder as they take damage so you can tell when they’re about to die. There are plenty of collectables to seek out, from red coins and heart pieces to chunks of the overworld map. As you progress, various symbols start to appear in unexplored regions to point you toward new areas of interest, so I never felt aimless or lost.

It’s all set to a charming and engrossing electronic soundtrack. The sound effects are full of little bloops and plooks and ASMR-friendly tinkles, as well. Combine that soundscape with surprisingly cute animations (an especially impressive feat for a game about faceless ships) and you get a cozy vibe, even when you’re sweating through an onslaught of bullets.

Why did Dispatch’s devs push through to make it despite initial disinterest from investors? “Arrogance and stupidity”

It’s no secret that those shadowy guys with all the money to fund games generally don’t have much interest in narrative heavy, singleplayer games. And yet even still, games like Dispatch continue to do very well for themselves. Even still, for developer AdHoc Studio, the funding process doesn’t sound like it was an easy one, but in their self-admitted “arrogance and stupidity,” they went on to make it anyway.

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Mega Man’s voice actor says he won’t be returning in Dual Override over non-union contract concerns

Mega Man will be sounding a bit different in his next game Dual Override, it seems. Earlier today, voice actor Ben Diskin, who voiced the character in Mega Man 11, shared on his personal Bluesky account that he would not be reprising his role as the character, claiming that he was asked to return for it, “but only on the condition I work without the protections of a union contract.”

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Mario Is Finally Getting A Proper Lego Minifigure In 2027

Along with some new sets.

Who wants more MAR10 news, specifically more Lego news? Nintendo and Lego have announced that we’re getting some brand new Mario sets in 2027.

But the big news here is that at last, we’re getting a proper Mario minifigure. We’ve been stuck with the chunky guy for such a long time we never thought this would actually happen. Why did it take you so long, Lego?

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