The Nintendo Joy-Con controllers work great in portable mode, and serve as a handy way for 2-player action when no other controller options are available. However, as a standalone controller in the Joy-Con grip, it falls well short of the standard. Buying a Nintendo Switch Pro Controller isn’t cheap, and you still might prefer the feel of the PlayStation or Xbox controllers. For me, I want to play fighting games with a fightstick, but I’m not ready to pay hundreds of dollars for one just to use on the Switch.
Enter the Mayflash Magic-NS. This USB adapter is designed to let Switch players use a number of different controllers from outside of the Nintendo Switch ecosystem. I recently picked one up to address my fightstick needs, but I also tried it with my DualShock 4 and Xbox One Controller.
Life at BioWare has been pretty rocky. Despite being a great game overall, the fallout over Mass Effect 3‘s disappointing endings was one of the biggest news stories of that year. Then, Mass Effect: Andromeda was released a few years later to much criticism. Falling well short of expectations in terms of critical acclaim and sales, I’m concerned that we might never see Mass Effect again after that debacle.
This time, the studio left Shepard behind to tell an all-new adventure in Anthem. It’s also a very different type of game. Leaving much of the choose-your-own-adventure elements behind, this game is a looter shooter in the style of Destiny.
After creating the masterpiece that is Yoshi’s Island, Nintendo decided to take the Yoshi platforming games in a different direction. Starting with Yoshi’s Story and continuing with Yoshi’s Wooly World, the difficulty of these titles were seemingly toned down to reach a younger or more casual audience. While I don’t think there’s anything fundamentally wrong with that approach, Nintendo’s execution of the concept has left a lot of room for improvement.
Yoshi’s Story is a snooze for level designs that are completely devoid of anything interesting to do. Yoshi’s Wooly World makes some improvements thanks to its charming art style and a solid back half, but the first half of that game also equates accessibility with pedestrian level design. Did Nintendo finally bridge the gap between fun and accessibility with Yoshi’s Crafted World?
For a franchise rooted in hand-to-hand combat, you’d think that the Power Rangers would have a larger foothold in the fighting game space. Save for a bad SNES fighter with the most legendarily overpowered fighting game character of all-time and a mobile game that I think is doing well, they generally steer clear of the genre that probably makes the most sense.
Finally, the world is getting a Power Rangers fighter in the modern era. Published by nWay Games and developed with the help of professional fighting game players Clockw0rk, ShadyK, and Justin Wong, Power Rangers: Battle for the Grid aims to provide the thrills of a Marvel vs. Capcom style fighter at a fraction of the price.
The Networks by Gil Hova and Formal Ferret Games is a worker placement board game built around the novel concept of running your own television network. Over the course of five seasons, you’ll battle competing cable networks for the most viewers by adding new shows, hiring stars, and landing ad deals. On top of all that, there’s no room for complacency, as audiences grow tired of shows over time, forcing you to constantly keep your lineup fresh.
Its elevator pitch is one of the most compelling I’ve seen for a board game in quite some time, even as someone who doesn’t like watching television. But how well does its theme translate to the tabletop?
I know Anthem has been roasted by the press and the gaming public, but is it ACTUALLY as bad as people make it out to be? I’m enjoying my time with it so far and we played through a few early missions together on stream in this video!
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Will be the first to admit that review scores play a heavy role in my game purchasing decisions. From the moment I got my first GamePro magazine in 1994, checking the opinions of critics before plunking down the funds on a game is a must. It sucks to spend so much on a game and not have it meet your expectations. Most recently, I cancelled my Crackdown 3 preorder after reading the reviews and watching its Metacritic score crash to a 60 out of 100.
Having said that, Anthem came out not long after and also was smacked with a 60 out of 100 Metacritic score. With the BioWare pedigree behind it, this seems like an even bigger disappointment than Microsoft’s exclusive offering. Yet, here I am, playing Anthem and generally having a good time with it.
The original Ticket to Ride is my all-time favourite board game. I really enjoy that game’s balance of accessibility and strategic depth. Over the course of play, there’s a lot of interesting decisions to make, from determining which colour cards to draw, to knowing when to place your trains on the board, to finding alternate paths to your destination when a jerk has blocked your path. In spite of my love for that first game, I haven’t really ventured much beyond it. I have the 1910 Expansion, and I’ve played Ticket to Ride: Europe a few times, but that’s it. Based on what I’ve seen of the other standalone games and expansions, there wasn’t enough new or unique there for me to venture beyond my comfort zone.
Enter Ticket to Ride: New York. The latest entry in the series is also the smallest. With a playing field that only covers the south side of Manhattan, this iteration of the game is meant to deliver the thrills of the original in a package that can be played in about 15 minutes. I love the idea of having a quick version of Ticket to Ride to play, but does anything get lost in the distillation process?
[NOTE: Based on backlog and life circumstances, I don’t think I’m going to finish the Wargroove campaign any time soon. As such, this is an impressions piece based on my time with it instead of a formal review.]
“If you want a new Advance Wars so much, why don’t you make it yourself?”
– Nintendo, probably
With Nintendo’s military strategy game still on ice a decade after we last saw it, Chucklefish steps up to this hypothetical challenge with Wargroove. Take the Advance Wars gameplay, set it in a Fire Emblem like medieval setting, and watch the profits roll in. But does it offer anything more than just a repackaging of tried-and-true ideas?
First making its debut at E3 2018 as part of Nintendo’s E3 presentation, we now have the opportunity to try out Daemon X Machina for ourselves thanks to a demo on the eShop. Having never really played Armored Core or any other mech game for that matter, I wasn’t really sure what to expect. By the end of the hour-ish demo, I got a pretty good sense of what this game was about and whether this was something I’d interested in picking up someday.