Nintendo reconfirms.
In case you missed it, The Legend of Zelda: Echoes of Wisdom will see the return of proper dungeons.
Read the full article on nintendolife.com
Nintendo reconfirms.
In case you missed it, The Legend of Zelda: Echoes of Wisdom will see the return of proper dungeons.
Read the full article on nintendolife.com
Now you’re playing with power!
Gaming peripheral company ‘8BitDo’ has launched a new line of NES-inspired keycaps, which can be used on mechanical keyboards. These are apparently the same designs from its retro keyboard, which was released in 2023 (thanks, The Verge).
Read the full article on nintendolife.com
Homeworld 3 is condensing its release schedule for post-launch updates. Instead of free and paid content arriving into 2025, it will all – three free updates, and two paid DLCs – arrive together in a “one major update” in November.
The Finals‘ fourth season approaches. It’ll kick off on September 26th, with a new map, a new tutorial and the restoration of Cashout as the core ranked mode. There’s a new trailer below, which is worth watching even if you don’t play The Finals, says I.
Comic-style art appears across video games and board games. In the 1980s, my childhood was filled with several of these stylized games that integrated comic characters into their gameplay. While Steve Jackson’s cartoonish dungeon crawler Munchkin wasn’t around back then, it is certainly a game I find myself returning to for nostalgia and silliness here and there.
Munchkin is a cartoon foray into a dungeon featuring a cast of characters from fantasy and reality. The card game is filled with comical art and often witty banter that will have you laughing and probably rolling your eyes at some of the dad jokes.
Gameplay for Munchkin is fairly quick and simple. You start as an ordinary human with a few cards in your initial arsenal of goodies. The cards in your hand, along with others you’ll pick up as you play, help you navigate 10 floors of a dungeon by giving you attributes of a specific class and arming you to fight the monsters you’ll encounter. You’ll employ various zany antics and characteristics against formidable foes as you compete against other players, kicking in doors to fight monsters and gaining loot to increase your power throughout the dungeon run. Which player will reign victoriously in the end? The journey is yours to discover in Munchkin.
Your mission, if you choose to accept it, is to battle your way through the dungeon and get to level 10 before your counterparts. Kick in the door and start fighting across plenty of different versions of comical shenanigans.
The base card game of Munchkin is a fantasy dungeon crawler that incorporates the types of characters that you might expect to help you along your quest. It also has a few that you might not expect, with fantasy monsters that go beyond dragons to plants and even lawyers.
While Munchkin has a considerable number of expansions, there are five that pair with any base game.
Contents: 112 more cards, including orc race, new armor, allies, new weapons
This expansion can be played with the original base game as well as Munchkin Conan or Munchkin Pathfinder. Unnatural Axe adds the orc race to the game, as well as new armor, new allies, and some zany new weapons.
Contents: 112 cards, including bards, gnomes, new monsters, new armor, five comic artist-created expansion exclusive special items
Clerical Errors adds gnomes as a playable race. It also adds my personal favorite of an archetype class – bards. There is new armor. There are new monsters. There are also five uniquely designed items, each designed by comic artists.
Contents: 112 cards, including 30 new kingdom cards featuring new elements
What fantasy game would be complete without trusty steeds to bring us to victory or defeat? The Need for Steed expansion adds dragons, tigers, giant mutant gerbils, chickens, and… Big Joe? Yeah, Big Joe might be a steed, or he might be a hireling. Use these steeds to help you to get to level 10 before your friends do.
Contents: 112 cards, including ranger class, new monsters, new armor, and new weapons
Ah, rangers. They’re either beloved or the butt of a joke in fantasy games. In Munchkin, they’re a little bit of both. Rangers can tame monsters and ride them to escape new monsters like the treacherous Telemarketer, Poultrygeist, or Undead Clowns.
Contents: 112 cards, including 40 dungeons
This expansion brings 40 new dungeons to life and 32 portals to get to and from each one. Each dungeon has different rules and variations to change up the experience. This expansion will open up the possibilities of where you can go and the monsters you will run into immensely. Proceed with caution.
There are 14 other versions of Munchkin to play. Like Fluxx, they are separated by theme. Pick a favorite and go from there. Below are four of my personal picks to consider.
Contents: 168 cards (including new dungeons) rules, and one six-sided die
Lovecraft lore fans will appreciate the Cthulhu spin on the game. There are also three available expansions for it to add to the cartoony horror spin on the Lovecraft Mythos universe. Those expansions are Cthulhu Sanity Check, The Unspeakable Vault, and Crazed Caverns.
Contents: 168 cards (including new dungeons) rules, and one six-sided die
Yes, Munchkin has comic art in the game, but this version includes superheroes. Comic book lovers will likely want to see how Munchkins can become superheroes and villains. There’s also one expansion available for this version called The Narrow S Cape.
Contents: 168 cards (including new dungeons) rules, and one six-sided die
The Steampunk version of Munchkin was done by a comic artist who did the Steampunk comic called Girl Genius. Each of the classes in this steampunk spin is unique to this version.
Contents: 168 cards (including new dungeons) rules, and one six-sided die
In most zombie spins of games, it’s you versus the zombies. The fun thing about this version is that you are the zombies in Munchkin Zombies, and your enemies are the human race. Several different expansions can be added to this one. Four of those expansions (Armed and Dangerous, Hideous Hideouts, Spare Parts, and Grave Mistakes) add additional cards. One adds Zombie Dice.
Dire Wolf Digital (makers of Clank!) created the digital version of Munchkin, which is available on Steam for $14.99.
While this version doesn’t come from the same team as the original, it’s a highly enjoyable game at the base level that plays well digitally. You can play against friends who also have a copy of the game or against the AI. Games outside of the tutorial can be played with 3-6 players. A single player can choose to go against two or more AI or combinations of AI and human players on the same machine or online.
One of the key differences between the digital version and the physical version is that you can choose to play without gender-connected items. In the original versions, gendered items (only two different ones in these games, which do not acknowledge the gender spectrum) are a big part of the game.
Currently, the Steam version is the only way to play Munchkin digitally. There was talk about it being a mod on Tabletop Simulator, but comments on the Steam community regarding things allude to potential licensing issues. A 2014 forum post on the Steve Jackson Game website also noted, “Our policy has been consistent and clear: people who want to create digital versions of our games must obtain a license to do so. I’m sorry that you feel this is disrespectful to our fans and customers. We feel exactly as disrespected by people who use our content without our permission.”
That said, I found the digital version to be worth playing. It also has an expansion called Unnatural Axe for an additional $4.99, which requires the base game.
Munchkin offers some cartoonish art often paired with witty and zany adversaries. In several ways, I’ve found myself enjoying the game. I know several friends who enjoy it for the most part as well. However, as I’ve aged and the years have passed, I’ve found that the game misses the mark in some ways, particularly at the expense of others where it shouldn’t. This seems also to be the case for others on Board Game Geek, as the current rating is only 5.9.
Gendered items and character designs can take away the enjoyment of some players. I liked how the digital version allowed me to step away from that a bit if I wanted. I wish other physical game versions did. The zany objects and fantastically witty text could be much better with more inclusivity.
Jennifer Stavros is a contributing freelancer for IGN, covering everything from comics, games, technology, and nerd culture. Follow her on Twitter or watch her on Twitch under the handle @scandalous.
Rayman’s limbless brand of anarchic puzzle-platforming has been delighting fans since 1995, with five main video games and a number of spin-offs, across multiple systems. But one play Rayman has yet to save from the forces of evil is your tabletop. Now that’s about to change thanks to the upcoming Rayman: The Board Game (see it on Kickstarter), a collaboration between Ubisoft and Flyos games on the one hand, and three designers on the other: Maxime Tardif, creator of critically acclaimed, best-selling title Earth, one of our picks for the best strategy board games, alongside Gary Paitre and Thomas Filippi of Flyos.
What unites the trio is a love for the source material. “We really wanted to see our favorite eggplant hero back in action,” laughs Filippi. “The games are all about having fun, a bit of chaos, and some friendly competition, and we felt that vibe would be perfect for a board game setting.” The resulting board game has been designed to be playable by all ages, and includes solo and cooperative modes and different difficult levels alongside the head-to-head competition you’d expect.
Having a family-friendly vibe was important to the developers, not least because they have children of their own. “When I play with my young daughters, I usually stick to with the rookie and intermediate modes,” Filippi reveals. “But when I face team members, we can play more aggressively.” He also feels that it’s one way in which the game channels the essence of its source material. “Rayman is a positive character, always smiling, making him perfect for younger players,” he continues. “The humor, the smooth action, and those imaginative worlds, all of it adds up to something special.”
With so many different video games to draw on, the team decided to blend the two most contemporary titles to form the basis for their game, but one of them took the fore. “Rayman Legends felt like a natural fit as it’s the most recent game in the series,” explains co-designer Gary Paitre. “And honestly, we wanted to include Barbara! She’s got such a cool vibe. The musical levels, in which you run in rhythm while making quick and sharp decisions, was also a big source of inspiration. However, some elements from Rayman Origins are also included, such as missiles.” These zip around the board, providing dangerous dynamic hazards that the players must avoid.
Besides Rayman himself, the two other characters featured in the game are Globox and Murfy. Each has a miniature figure to use on the board, but in the basic game they’re mechanically the same, each having an identical deck of action cards that lets them run, jump and glide around the board, slapping enemies, and avoiding obstacles, just like in the computer games. Keeping all the basic decks the same was a deliberate design choice. “In the video game, each hero has the same set of actions,” Paitre points out. “What makes your adventure unique is how you choose to apply those actions.”
As players gain confidence, however, they can make their chosen character more unique by including special ability cards keyed to each personality. “It’s a little light asymmetry, to add some variety,” says Filippi. Paitre fills in the details. “They let you choose which actions you prefer,” he explains. “You can have more initiative, or focus on slapping. They help make every game different, and we’ve tried to ensure that no hero is stronger than another.”
With all the attention paid to tying in the board game to its source material, fans might be surprised to discover that Rayman The Board Game is a race game. This seems rather different from the standard platforming levels in Rayman Legends, but there’s a good reason. “It’s inspired by the time-trial runs from the video games,” says Filippi. “We wanted that same feeling of intensity and quick thinking in the board game. It’s not just about getting from point A to B fast; it’s about making smart moves, keeping an eye on what everyone else is doing, and maybe throwing a wrench in their plans. We wanted each playthrough to have that unpredictable, ‘anything can happen’ feel that makes Rayman games so fun.” There are still Teensies, Rayman’s magical friends, to save along the way, and you’ll need to have rescued three of them to take the win.
During each turn, players secretly select a pair of action cards for that round, which are added together to give a total value of in-game moves like jumping and slapping. These tie into the features on the racetrack, so you’ll need to jump to gain access to platforms, slap enemies in your path and glide over gaps and there are multiple paths around each board that you’ll need to assess strategically to gain an edge. The cards you chose are discarded and, to get them back, you need to take a “bubble” action, skipping a turn and falling behind in the race in exchange for temporary immunity and the chance to pick up and re-use your discards.
Getting this right is a surprisingly cerebral and challenging task: almost every card selection will see you wasting actions or falling short in some way of what you actually want to do. The tactics are in optimizing your available cards to the track before you. Doing so can cause players a bit of analysis paralysis as they work through the options, which gives the game plenty of depth but isn’t necessarily a close fit for the frenetic pace of parts of the original video games, something that’s true of a lot of video-to-board game adaptations.
Filippi acknowledges that this was a challenge for the team. “We wanted to keep that feeling of intensity but also add some depth that you can only get in a tabletop setting,” he says. But he feels they got the balance right. “You still have those moments of quick action, but mixed with the need to think ahead, which is just like navigating a tricky platform level. You have to plan your moves, and figure out when to go all out or when to hold back.” And he thinks there’s a payoff for introducing more analytical elements, too. “It offers that same sense of accomplishment when you pull off a great move or outsmart your friends.”
Bringing in third designer Maxime Tardiff to work on the game was, in part, an attempt to meet that challenge. “At first, Gary and I wanted to make that game ourselves,” Filippi continues. “But we decided to bring an experienced designer to the table. He was a perfect match, passionate, smart and accessible. His input was crucial for refining the action decks, the level structures and the solo and cooperative mode. He pushed us to elevate and balance the gameplay even further, like integrating the asymmetric elements.”
Flyos have worked on a race game before, 2017’s Kiwetin in which the players chase each other through a fantasy forest. It has similarities to Rayman: The Board Game, with players collecting action tiles to speed them on their way, but they’re largely superficial. Movement in Kiwetin is dice-based, for example, whereas in Rayman it’s totally down to the player’s decisions. Nevertheless, they learned a lot of lessons from developing and producing it that they were able to apply to their latest project. “It was our first crack at both board games and crowdfunding, and it taught us a lot about balance and keeping things replayable,” Patire explains”
There were, however, lots of other board games the team did draw on in their quest to bring Rayman to the tabletop. One was popular, family-friend car-racing game Heat. “It gave us a great feel for how to make a fast-paced racing game exciting with its immediate reveal phase,” Paitre explains. Their other major influence was a little more unexpected: dungeon-crawling campaign behemoth Gloomhaven. “That helped us think about depth in cooperative gameplay,” he continues. “Playing two cards at once from your hand and improvising a new plan last second is a feature, not a bug,” he laughs. “But we didn’t just copy those games, it’s about mixing the best elements of what we love to create something that feels like Rayman.”
While the game is currently in a fully playable state, Filippi admits that, like a lot of crowd-funded games, there’s still a bit of work to do to fully realize its potential. “The balancing isn’t fully finalized yet but, so far, the winning player is never too far ahead of the last, which keeps the excitement high until the end,” he says. Talking to them both, it’s a delight to see how committed they are to the source material, and how proud they are of the opportunity to bring it to the table. “Seeing it come to life is truly a dream come true,” Filippi beams. Rayman fans all over the world will soon be able to judge for themselves how well that dream has been translated into reality.
You can find out more about Rayman The Board Game, and back it, on Kickstarter.
Matt Thrower is a contributing freelancer for IGN, specializing in tabletop games. You can reach him on BlueSky at @mattthr.bsky.social.
Splinters not included.
It finally happened: Lego and The Legend of Zelda have come together, and the form they’ve taken is that of the Great Deku Tree in two delicious flavours. Whether you prefer Ocarina of Time’s or Breath of the Wild’s incarnation, this kit covers both. Not at the same time, of course – that would be yet more expensive, we’re sure.
But growing a mighty tree like this takes time, so join us, will you? We’ve got a Great Deku Tree to build.
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Cap it off.
Well folks, the weekend is here and it’s capping off (heh) a pretty interesting week in the world of Nintendo.
For starters, it’s been a big one for the upcoming Switch successor. Many folks online thought that this would be ‘the’ week that Nintendo would finally reveal the new console, but alas, it wasn’t to be. Instead, we got a glimpse at what might be with a series of renders and photos of unknown origin. Are they real? Are they fake? We still don’t know for sure, but we’re certainly intrigued.
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Update: The ‘GC Ultimate Controller Kit’ has been “fully funded”.
Update :
Well, the Kickstarter for the ‘GC Ultimate Controller Kit’ has now been “fully funded”. Creator Mitch Cairns has also provided an update, thanking everyone for their enthusiasm and support.
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Full game launches next month on Switch.
Ahead of its arrival next month, RPG Maker With has received a new Switch eShop demo, which you can download right now.
In addition to this, NIS America has also announced the launch of a wiki – teaching players how to make their first-ever RPG game with a bunch of useful guides, tutorials and walkthroughs.
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