The rarely litigious Nintendo have filed suit against Japanese mobile developer Colopl over a 2006 patent for using a touchscreen as a virtual joystick.

Colopol, which developed a game called White Cat Project, apparently ran afoul of Nintendo with their DS-era patent on freefloating touchsreen approximations of a joystick. The immediately obvious example of this control method from Nintendo is Super Mario 64 DS which used the touchscreen to replace the N64 original’s analog stick with the DS wrist strap.

Nintendo originally filed these complaints against Colopl in 2016, but after Colopl denied the copyright infringement, Nintendo decided to file suit. Nintendo are seeking 39.3 million yen in damages, or roughly $350,000.

In a lengthy and wide-reaching blog post, Bungie today detailed a number of ways their shared world shooter is changing to address community feedback and improve the long-term play experience. 

Destiny 2 has had a tumultuous couple of months. Despite a strong launch back in September, the first expansion in early December was met with a mix of negative and lukewarm responses by many, and issues connected to the endgame experience have siphoned away both players and popular streamers to other games. Today, Bungie took recent criticisms in stride, and presented an array of announcements about how Destiny 2 is aiming to change in the coming days, weeks, and months. 

The updates included in the blog post are spread out across four major updates, one coming on January 30, on in February, and the other two coming in Spring and Fall.

One of the biggest changes is to the Eververse, which is being heavily reworked in favor of making other activities more rewarding by offering ghosts, ships, and sparrows at their end. Mods are also being reworked, and Bungie promises these changes will “focus on reducing redundant mods, more unique theming [sic], and greatly increasing their impact on your power.”

Other additions include Masterwork Armor, the extra bonus of which reduces damage taken during super moves, new strike scoring, ranked Crucible play, and the ability to equip multiple emotes at once.

Raids are now more rewarding as well, with raid-specific mods, as well as economy changes that mean raid weapons drop after each major encounter, and that raid gear can be directly purchased with tokens.

For a full breakdown of what players can expect throughout the year and when, make sure to read the entire blog post.

[Source: Bungie]

 

Our Take
After a holiday break during which Destiny 2 players heard little communication from Bungie, the wealth of info in this new blog post offers a lot to ponder. Whether you agree with all the proposed changes or not, I think most dedicated players will appreciate some clear communication from the developer about how the game is changing. 

Mother, as a series, is best known in a mainstream sense for its obscurity. It’s an ignoble designation, to be sure, but a lot of people simply know it as that series that Ness from Smash Bros. is from, or that thing lots of people on the internet talk about in both feverish and exalted tones. Its creator, Shigesato Itoi, came from outside the video game industry to create the game, and probably would not have it any other way.

As part of a series with developers on the website Denfamicogamer.jp, journalist Keiichi Tanaka has been speaking with some of Japan’s most interesting creators and creating comics to illustrate the interviews. For example, this comic about Yakuza’s Toshihiro Nagoshi perfectly coveys what meeting the tall, tanned developer is like at a first glance.

It is the translated interview with Shigesato Itoi that tugs at the heart strings the most, however. Itoi explains how he came to think up the idea for the Mother series, and how he got through the doors of Nintendo to pitch it, only to meet a seemingly blithe Shigieru Miyamoto who walked off without leaving young Itoi much hope.

It is a genuine and heart-warming story about never giving up and the friends that help you see things from a different perspective. I highly suggest you give it a read at the source link below.

Remember, while the dialogue is translated into English, the comic is still read from right to left!

[Source: DefaminicoGamer]

UPDATE: Bandai Namco has confirmed to us that there is no plan to release this box “in the Americas.”

The original story is as follows:

With the recent news that Dark Souls is getting a current-gen remaster, all three Dark Souls games will soon be playable on Xbox One and PS4. Time for a box set!

Bandai Namco has announced a pricey box set exclusive to PS4. The set includes all three Dark Souls games, all of their DLC, the soundtracks for each game, a pair of bookends, 10 art prints with a frame, and three physical dictionaries with the descriptions of every item in the series.

The set will retail in Japan for 49,800 yen and has not been announced for the West. We’ve reached out to Bandai Namco about a Western release and will update this story should they reply.

[Source: Dark Souls Official Japanese Site]

 

Our Take
That price is way too much (about $450 in US dollars), but those dictionaries are pretty tempting, since item descriptions are where Dark Souls keeps most of its important lore.

Vampyr, the newest project from Dontnod, will release its first episode on January 18, with a teaser trailer from the developers dropping today.

The new behind the scenes trailer is a short teaser for what you can expect from the full game. The narrative director, Stéphane Beauverger, explains that the player encounters numerous other people during the story. These people tell the protagonist their thoughts, feelings, lives, and come to him for help, and it’s up to the player whether you make them your prey or not.

Check out the teaser trailer below. You can find our preview of Vampyr from E3 right here.

(Please visit the site to view this media)

The first episode of Vampyr, Making Monsters, will be available on January 18. Each new episode will follow a week after the last.

  • Episode I: Making Monsters
  • Episode II: Architects of the Obscure
  • Episode III: Human After All
  • Episode IV: Stories From the Dark

Vampyr is releasing on PlayStation 4, Xbox One, and PC.

After years of complete silence on the subject, CD Projekt Red, developers of The Witcher series, breathes a little air in a somewhat infuriatingly concise tweet.

Despite not tweeting since December 5, 2013 (on the subject of Cyberpunk’s teaser trailer), the twitter account simply said “*beep*.”

That’s it. Just *beep*.

Cyberpunk 2077 was announced during a livestream in May 2012, well ahead of The Witcher 3’s release. The Polish developer stated that the announcement of the game, which was described as a game like The Witcher in a cyberpunk universe, was done mostly to recruit talent and that no work would earnestly start until development ceased on The Witcher 3.

In the likely event that the small tweet means anything, it is possible gears are spinning up to reintroduce the game to the public, now in development. Maybe CDPR is alerting people that it’s time to pay attention to Cyberpunk 2077 again.

Or maybe someone thought it would be funny. After all, what is more cyberpunk and dystopian than confusion and anticipation?

It’s been quite a while since Kingdom Hearts 3 has been announced, but that won’t stop you from getting more Nomura-designed Donald and Goofy into your home.

Released by S.H. Figuarts, the two Donald and Goofy Kingdom Hearts II figures have been shown and opened for preorders The figures have removable weapons, interchangeable hands, optional faces, and more. You can read Bluefin’s descriptions below.

Donald – S.H.Figuarts brings you figures from Kingdom Hearts, the smash-hit game series that’s sold more than 20 million copies worldwide! The third release is DONALD from Kingdom Hearts 2. It is highly posable and easy to collect due to its size! Includes a weapon, two optional face expression parts, one optional left hand, two parts of optional right hands.

Goofy – From the popular Kingdom Hearts II series comes S.H.Figuarts Goofy. Designed for fun at an easy to collect price, this action figure takes all sorts of poses! Includes three optional facial expressions, so you can re-create all sorts of scenes! Also includes one pair of optional hands, an optional head, and a stand.

You can see more photos at the source link below.

[Source: ToyArk]

In an interview with GamesRadar, Capcom’s Monster Hunter World producer Ryoza Tsujimoto explaining the team’s reasoning for such a hefty delay for the PC version.

“For the main Monster Hunter game, this is our first PC title and it’s something we want to make sure we get right,” Tsujimoto said. “So rather than have it taking up resources during the console development and not it not being able to have our full attention on it. We want to get console out the door and then we’re going to take some extra time and try and get the PC version as good as possible.

“There’s extra work you need for PC as well. On console you use first party matchmaking, you just kind of plug into it, whether it’s PSN or Xbox Live, but on PC we’re going to have to work more to get our own matchmaking working. So, hopefully, PC users won’t mind waiting a little bit longer for us to bring you a really great optimized PC experience.”

Capcom announced recently that Monster Hunter World on PC is targeting Autumn late this year, around eight months after the PlayStation 4 and Xbox One releases, which are coming out on January 26. All three versions were announced together, though Capcom said they had to pause development of the PC version while they work on the consoles. A final PlayStation 4-exclusive beta runs from January 18 to January 22.

You can check out the latest trailer for the game below.

(Please visit the site to view this media)

[Source: GamesRadar via PCGamer]

 

Our Take
While a delay is forgivable, I really wonder if optimization should take that long. Capcom has delivered a number of good-to-great PC ports in the last few years, so this one feels like they’re hitting a reset button on all their experience so far.

In the
rhythm genre, how developers interact with the soundtrack can vary almost as
much as the music itself. Floor Kids enables players to improvise dance moves
alongside catchy DJ tracks to connect with the songs in unique ways. Players chart
their own approaches to each song, performing routines on the fly like real
breakdancers. Unfortunately, with each song consisting of the same basic
formula, the experience becomes rote long before you reach the final venue –
hardly the experience you want from a game about this exciting form of artistic
expression.

Dancing
through a song is as simple as tapping a face button to the beat of the track.
Each button performs a different move depending your dancer’s stance, while
holding and rotating the joystick triggers freezes and spins respectively. The
intuitive controls let you easily put together a combo of standing moves,
perform a flip, then seamlessly hit the ground for some bottom-rock moves
before doing a power spin and ending on a freeze pose. Chaining together combos
is immediately enjoyable as your character fluidly transitions from one move
into the next, and the improvisation aspect gives an experience unlike most
traditional rhythm games.

You’re
graded on how on-rhythm your taps are, the originality of your moves, the
fluidity of your combos, and more. This scoring system encourages you to chain
together long combos of unique moves, but you eventually learn how to game the
score system and develop a blueprint to get a high score. This means the
improvisation that should feel fluid is mechanical as you work to get the score
boosts for spins, freezes, and new moves. Though I can still hear many of the
songs in my head after I turn my system off, the gameplay behind those songs
all blend together, as the two-minute jams all consist of the same gameplay.

The
sole respite from the repetition are the breakdowns where you tap buttons on
certain notes for a couple measures, followed by a couple measures of frantically
tapping as fast as you can. These sections, which occur two times per song at
the same point in each song, serve as nice breaks in the repetitive action. The
sections add some variety to individual songs, but by appearing in the same
spots, they only make the gameplay of the 24 tracks feel even more formulaic.

(Please visit the site to view this media)

Floor
Kids’ track list is strong, with bass-heavy, original beats from renowned DJ
and producer Koala Kid. The delight I have in listening to the tracks is only
elevated once the crowd starts chanting “Go! Go! Go!” to the beat, making the
performance and setting feel more alive. Unfortunately, the illusion of the
live performance crumbles when the experience of the song is filtered through
repetitive mechanics.

In
addition to the single-player story mode, Floor Kids includes local multiplayer
where two dancers take turns in the circle. The scoring is the same as
single-player, but a battle mechanic is introduced with the sidelined player tapping
along to the beat to build up a meter and unleash a fireball that can knock the
dancing player over and disrupt their combo. The dancing player can defend by
tapping the shoulder buttons at the right time, adding another gameplay element.
I like the inclusion of multiplayer, and the unpredictability of the other
player’s interference somewhat helps with the monotony of single-player dances.
However, underneath the new move, it’s still the same unvaried gameplay.

Despite repetitive gameplay,
Floor Kids presents a distinct approach to the rhythm genre and allows you to enjoy
the music in unique ways. I had a good time in small chunks, but the gameplay
of every track just blends together extended gameplay.

Last night, during Awesome Game Done Quick’s Horror Block, speedrunner Carcinogen showed off a Resident Evil 7 speedrun that was charming, entertaining, and even had its own jumpscares.

Carcinogen started the run by saying he’ll donate ten dollars to the marathon charity, Prevent Cancer Foundation, for every time he’s hit by an enemy and fails to guard. Resident Evil 7 allows you to mostly avoid damage if you guard at the right time, but that’s pretty difficult when you’re running from every enemy, which gave Carcinogen’s bet some weight.

What followed was an informative and often hilarious run, which you can see below. Make sure to pay real close attention at around 1:26:55.

(Please visit the site to view this media)

Take the time to watch the run, unless you don’t want to be spoiled for Resident Evil VII. If not, go play that first, and then come back and watch the run. You can check out our review of Resident Evil VII here. You can also check out Carcinogen’s Twitch channel here.