Nintendo Switch Online Library Adds Game Boy Classic Donkey Kong Land 3

Nintendo has added Game Boy classic Donkey Kong Land 3 to the Nintendo Switch Online library.

A trailer revealed the platformer from developer Rare is available today, December 4, and wraps up the trilogy of Donkey Kong Land games which Nintendo has re-released onto its subscription service over the last month.

“Fame and fortune seekers have journeyed far and wide in search of the fabled Lost World,” reads the official synopsis. “Eager to find it first, Donkey Kong and Diddy Kong set off to discover its entrance, unaware that Baron K. Roolenstein and his Kremling Krew are hot on their tail.

“Meanwhile, Dixie Kong is left behind to babysit her younger cousin, Kiddy Kong. But that won’t stop her from answering the call of adventure! Help Dixie Kong and Kiddy Kong through 36 Kremling-infested levels, each containing their own secret areas and bonus levels.”

Donkey Kong Land 3 is available at no extra cost to users who have a Nintendo Switch Online membership and have purchased the Expansion Pass.

Nintendo periodically adds a handful of classic titles to its myriad Switch Online libraries, which also includes games from the Nintendo Entertainment System, Super Nintendo Entertainment System, Game Boy Advance, and more.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

The creators of Jett and Sword & Sworcery are making a 2D mystery action game

Jett: The Far Shore and Sword & Sworcery developers Superbrothers are making a new “2D mystery action pixel videogame”, in partnership with an unnamed publisher. In what feels almost like a pivot away from the developers’ previous, magnificently hipster experiments, it’s billed as “satisfyingly finite, immediately legible, entertaining, funny, and generally satisfying for a broad audience”.

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PlayStation Boss Hermen Hulst Says AI Will Never Replace the ‘Human Touch’ of Video Game Development

PlayStation co-CEO Hermen Hulst has said artificial intelligence will never replace the “human touch” of video game development but still expects AI to feature prominently in the industry.

Hulst told the BBC he believes AI has the potential to “revolutionize” video game development but studios will have to strike the right balance between using it and creating games through the traditional route.

“I suspect there will be a dual demand in gaming: one for AI-driven innovative experiences and another for handcrafted, thoughtful content,” Hulst said. “Striking the right balance between leveraging AI and preserving the human touch will be crucial.”

Striking the right balance between leveraging AI and preserving the human touch will be crucial.

This comes as many fans and creators of video games are growing increasingly concerned with the use of AI-generated content, though executives at various publishers have shared different perspectives on it so far.

EA CEO Andrew Wilson has said AI is at “the very core” of its business, for example, while others, such as Nintendo president Shuntaro Furukawa, have expressed more caution. AI can be used “in creative ways,” he said in July, but its use “also raises issues with intellectual property rights.”

AI isn’t quite ready to replace human developers, however, as support studio Keywords Studios tried creating a video game solely using AI only to deem the technology was “unable to replace talent.” But one area it is impacting already is voice over, with a video game voice actor strike currently ongoing under The Screen Actors Guild — American Federation of Television and Radio Artists (SAG-AFTRA).

Myriad voice actors have commented on the threat of AI already, including Metal Gear Solid and Mass Effect actress Jennifer Hale. “The truth is, AI is just a tool like a hammer,” she said. “If I take my hammer, I could build you a house. I can also take that same hammer and I can smash your skin and destroy who you are.”

The Witcher 3: Wild Hunt lead Doug Cockle similarly expressed caution and frustration at the growing presence of AI within the video game industry, calling it “inevitable” but “dangerous.”

Cissy Jones, a voice actor known for her roles in Disney’s Owl House, Destiny 2: The Witch Queen, Shin Megami Tensei 5, and more, has started a company called Morpheme.ai to let voice actors embrace AI and gain control of their own voices going forward.

Image Credit: EMMANUEL DUNAND/AFP via Getty Images

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

The RPS Advent Calendar 2024, December 4th

If you’re the naughty sort, legend has it that on Christmas Eve a portly bearded chap will descend down your chimney and leave behind a lump of coal. The dwarven heroes of today’s game are much the same, except instead of using the chimney they will deploy pickaxes and power tools to burrow straight through your living room wall, and will make off with any minerals in the house rather than leaving them behind in a sock.

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Nintendo Left Sony “Standing At The Altar” With SNES Disk Add-On, Says Former PlayStation Exec

PauseStation.

Those with an appetite for Nintendo history likely will have heard of the ‘SNES PlayStation‘ — a collaboration between Nintendo and Sony which was intended to bring CD-ROM gaming to the former’s latest console.

The partnership never materialised, naturally, with Nintendo announcing that it was pivoting to work with Phillips at the very same event that Sony would unveil the console. Yikes. It’s one of the most notorious double crosses in gaming history, and now, in celebration of the PlayStation’s 30th birthday, former Sony executive Shawn Layden has shared what the jilting felt like from the other side.

Read the full article on nintendolife.com

Path of Exile 2 Global Release Times and Early Access Pre-Download Confirmed

Path of Exile 2 developer Grinding Gear Games has confirmed plans to make the Early Access launch available to pre-download, and announced the game’s global release times.

Path of Exile 2 is GGG’s hotly anticipated free-to-play action role-playing sequel set years after the original game. Players return to the world of Wraeclast and seek to end a spreading corruption, with six character classes, each with two Ascendancy Classes, available to play at the launch of Early Access later this week. There’s co-op for up to six players, but you can play solo. Check out IGN’s Path of Exile 2 preview, where we gave the Mercenary class a whirl and got a first look at the endgame, for more.

In a forum post, GGG said it’s making the standalone PC client available to download at 5pm PT on December 5, or 1am GMT on December 6 in your local time. The developer noted that when patching begins for the Early Access, players may also have a few remaining files they’ll need to update as well.

Once you’ve downloaded the client, you won’t be able to log in until the Early Access launch itself, which is set for 11am PT on December 6, or 7pm GMT on December 6 in your local time. You can get the client download through the Path of Exile 2 website, but GGG said it’ll make a torrent available with the client download at the same time.

The pre-download is already available on Xbox, although GGG said there will likely be updates on launch. As for PlayStation, Founder’s packs should go live 24 hours before Early Access starts (so, 11am PT on December 5). If you buy one of these packs, you’ll be able to pre-download on PS5.

Path of Exile 2 Early Access Global Release times

  • PT: 11am, December 6
  • ET: 2pm, December 6
  • GMT: 7pm, December 6
  • CET: 8pm, December 6

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.

Ubisoft shut down multiplayer shooter XDefiant and lay off hundreds who worked on it

Ubisoft have discontinued their PvP shooter XDefiant and laid off roughly 277 employees at the studios who worked on the multiplayer game. “[We’ve] not been able to attract and retain enough players in the long run to compete at the level we aim for in the very demanding free-to-play FPS market,” said Ubisoft executive Marie-Sophie de Waubert in a statement to workers that was later posted on Ubisoft’s website. Over half the team who worked on the game will lose their jobs at Ubi studios in San Francisco, Osaka, and Sydney. The remaining workers are “transitioning to other roles within Ubisoft.”

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‘Victory Heat Rally’ Tears Up The Track In 2025 With A Limited Run Physical Release

The Switch eShop version is out next week.

A week out from the arrival of Victory Heat Rally on the eShop, Limited Run Games has announced this retro-style arcade racer will be getting a physical Switch release.

The catch is you’ll have to wait until at least June 2025 to get your hands on it – with this hard copy estimated to ship between 1st – 30th June 2025. The standard copy will set you back $39.99 USD or you can get a “game & CD soundtrack bundle” for $54.99 (or your regional equivalent). Pre-orders are now live on the Limited Run Games website and will close on 5th January 2025.

Read the full article on nintendolife.com

Behind Monster Hunter Wilds’ Surprising Skill and Weapon Changes

In a recent behind-closed-doors demo, we played a section of Monster Hunter Wilds and asked the developers about changes made to weapons and other systems, the biggest being the separation of Equipment Skills between weapons and armor. Read on for more details.

As I played the demo, I realized major changes have been made to the Skills system, where damage-increasing skills and weapon-specific skills like Attack Up and Focus can only be found on or applied to the weapons themselves – a pretty impactful change.

Watch new gameplay of Monster Hunter Wilds above, including footage of Seikret and camp customization.

This is the new Equipment Skill system. In interviews, the dev team referred to skills for your weapons casually as Weapon Skills. Running with that unofficial terminology, let’s call equipment skills for weapons Weapon Skills, and equipment skills for armor Armor Skills. This means that equipment skills in Wilds are split up into these two categories. Weapon Skills generally include skills that affect actions and damage output, while Armor Skills assist in other ways.

Armor Skills include support skills like Speed Eating and Divine Blessing. This new system also affects slots, and the devs confirmed that weapons can only use decorations with skills categorized as Weapon Skills, while armor can only use decorations with skills categorized as Armor Skills.

This really opens up a lot of new ideas. I asked director Yuya Tokuda about his intentions here, and he replied, “Only armor had [built-in] equipment skills until now, but when a piece of armor had a type of skill only effective when used with a certain weapon type, that meant you would have to choose the corresponding weapon. This led to an unavoidable situation where it was harder for people to use those kinds of armor pieces.” The new system solves that issue.

Monster Hunter Wilds now lets you take two weapons with you on a hunt, which must have been another reason behind the change. Since you can now swap to a sub-weapon mid-hunt, it’s great to be able to keep on hunting while maintaining the skills you need to increase your damage to a suitable level or handle your weapon better.

There is one thing I’m still curious about. While I was able to confirm that skills like Guard are indeed on weapons that can block, I’m still not sure which type of equipment utilizes skills like Evade and Evade Distance.

Weapon Balance

Next up is weapon balancing. Producer Ryozo Tsujimoto confirmed that there will be significant weapon balance changes in Wilds. He told me, “There will be major changes not just after what we saw in the open beta, but also in the form of changes we had always intended to add to the final product.”

Tokuda said, “In particular, we plan on putting quite a lot of work into the Lance, Switch Axe, Insect Glaive, and Sword and Shield based on feedback from the open beta.”

He continued, “We’ve tweaked values across the board relating to weapon damage and overall balance, including balance regarding endgame content.” In addition to these numerical changes, the four aforementioned weapon types have (quote) “plenty of work put into how they feel to use.”

While the development side is certainly listening to the voices of the players, they were already taking a proactive stance toward weapon balance changes, and it seems that a proper announcement about the topic will come at a later date. Seeing their attitude put me at ease; the game is clearly in good hands. We’ll see how their intentions pan out when the final game is released in February 2025.

Next, the team told me about the direction and concept of the Switch Axe and the Insect Glaive.

Insect Glaive Changes and the Return of Vaulting Dance

The Insect Glaive is one of my main weapons, and my very first impression was that there were fewer aerial attacks available. It made me wonder if the concept was to reduce the relative number of aerial attacks and make it a primarily grounded weapon. I brought this up with Tokuda, and he began by revealing to me that Vaulting Dance is making a return! This is one of the actions that was so important to opening up possibilities for aerial combat with an Insect Glaive.

As to why it wasn’t there before, Tokuda said, “We were concerned that putting it in this time around would cause players to use nothing but existing movements, rather than focus on the new parts of the game. That’s why we decided to remove Vaulting Dance for a time.”

As for the reason it was brought back, he replied, “Many players at gamescom and Tokyo Game Show told us that it’s not about how strong or weak it is, but that Vaulting Dance is part of the Insect Glaive’s very identity. We realized that we weren’t on the same page as our players there, and so we immediately decided to bring Vaulting Dance back while balancing the ability.”

I was happy to hear about this balance decision as an Insect Glaive user. That said, I did have difficulty during the open beta with the controls for its new charge attack, and I’m hoping that they’ll make it easier to use as well.

Updating the Switch Axe to be More Attractive to Players

I then asked about what direction they want to take with the Switch Axe. Tokuda told me the concept of the Switch Axe had not fully gotten across to players, and that the dev team is balancing it in order to convey what makes it a good weapon. Specifically, he said, “The Full Release Slash that comes at the very end of an attack didn’t fully stand out, both in terms of feel and numbers, making it less attractive when compared to similarly positioned attacks for other weapons. We’ll be sure to address that.”

After hearing about the developers’ plans to balance the Switch Axe to make it a more attractive weapon, it’s clear to me that it’s being properly discussed. Their process to come to the decision to make changes to the Switch Axe backs that up even more, so I don’t think that should be a point of concern any longer.

I’m sorry to admit that I can’t go into as much depth on the Switch Axe as with the Insect Glaive, as it isn’t one of my main weapons, but other media outlets were also present at this hands-on session, and I’m sure some of them include players who go hard on the Lance, the Gunlance, the Bow, the Long Sword and more, so keep an eye out online for more information on your favorite weapon!

Translated by Ko Ransom.

Lollipop Chainsaw RePOP Switch Update Adds “Pin-Up Outfit” For Juliet, Here’s A Look

Multiple bugs have also been addressed.

Lollipop Chainsaw RePOP wasn’t in the best state at launch, but the developer Dragami Games has rolled out multiple updates since then smoothing out some issues, fixing bugs, improving performance and even adding some bonus content.

With this in mind, the latest update (Version 1.07) has now gone live across multiple platforms including the Nintendo Switch. As highlighted by the company CEO Yoshima Yasuda it comes with various bug fixes as well as a “pin-up outfit” for Juliet.

Read the full article on nintendolife.com