Yoshi returns in a new journey this May.
Yesterday, as part of the ongoing MAR10 Day celebrations, Nintendo locked in a May release date for the Switch 2 title, Yoshi and the Mysterious Book.
Read the full article on nintendolife.com
Yoshi returns in a new journey this May.
Yesterday, as part of the ongoing MAR10 Day celebrations, Nintendo locked in a May release date for the Switch 2 title, Yoshi and the Mysterious Book.
Read the full article on nintendolife.com
The celebrations don’t stop with this pin set.
Alongside the MAR10 Day celebrations this year, Nintendo has released a new My Nintendo Reward on its official store in North America.
Read the full article on nintendolife.com

[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.
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.
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.

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.

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.”
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?
Read the full article on nintendolife.com
2D platformer or 3D platformer? Many will have a definitive preference to that decades-old question – but Screenbound dares to ask: why not both?
It’s a simple enough pitch, but playing the game’s GDC demo shows you how complex a challenge this will have been for developer Cresent Moon Games. Screenbound begins when your character discovers a mysterious device known as the “Qboy”. Seemingly left behind by their mom, it’s affixed with a post-it note reading “Find Me”. Turning it on, they’re transported to an archetypal game world; floating islands, chiptune soundtrack, coins to collect – the works.

Except, as the player, you navigate this world in both 2D and 3D simultaneously. From a first-person perspective, you’ll see the full 3D world arrayed around you, but you’re always holding the Qboy at the bottom of the screen, showing the same level as if it was a retro 2D platformer (well, 2.5D if we’re being picky).
As the demo begins, you quickly get a handle on things – making your way around a colourful 3D world, avoiding obstacles, platforming, battling enemies and exploring, all while seeing the secrets and storytelling this world has to offer.

You’ll never be lost though, as your 2D view gives you the clearest sense of your objective, and key collectibles or pathways that might not be visible from your current 3D viewpoint become far clearer in a flattened-down world.
Where it starts to get really tricky is when you need to start using both in tandem. Some items might only be visible in the 2D version of the world, while some obstacles might only be visible in 3D (or vice versa) – you’re going to quickly need to start flicking your eyes, and your attention, between both as often as you can. For some puzzles, you’ll need to use both perspectives – you might find yourself blocked from progressing in the 3D world, only for the solution to be in 2D. This is made more engaging by using your trusty Qboy to help merge both worlds in a “Q-view” mode, showing the secrets of the 2D world in 3D to help you solve challenges.

Sometimes the game takes you entirely into 2D. Behind doors and inside consoles, you’ll find platforming sections that can net you extra coins, and unlock the way forward in the 3D world, while also hiding some of the Qube collectibles you need to unlock bonus levels. There are even secret exits that can lead you to entirely new parts of the level.
Within just the first world of the game, new weapons, block types, enemies and more are introduced to one or both of your viewpoints, asking you to learn new rules on the fly.

Even in these earliest stages of the game, the possibilities for how far Cresent Moon Games could take this are dizzying – not least because a trailer after the demo concludes teases that this is just “Cartridge 1”. As we unlock new cartridges, it seems Screenbound itself will begin to morph into different styles – adding new ways to play while paying homage to the 2D titles that inspired it.
Combining perspectives is one thing – and there’s more than enough in here already to imagine a game’s worth of mind-melting puzzle-platforming – but combining entire genres on top of that might make Screenbound even more impressive.
The post Screenbound: Getting Our Heads Around the Brain-Breaking “5D” Platformer appeared first on Xbox Wire.
You’re about to experience more than a fraction of the power of Invincible’s characters. The upcoming Invincible Vs, a 3-on-3 tag-team fighting game based on Robert Kirkman’s comic series and the Amazon Prime adaptation of it, will hit PlayStation 5 on April 30. But before then, you can try the game with an open beta that’ll include 10 of its superpowered characters, running April 9 to 11.
Executive Producer Mike Willette sat down to tell us a little more about what players can expect in the beta, including its lineup of characters, and what it’s been like creating a fighting game from the Invincible source material.
PS Blog: What can players expect from the Invincible Vs beta? Will it include the story mode?
Mike Willette: Players can expect to see 10 characters. It’s going to be Invincible, Adam Eve, Omni-Man — with a special thing that they’ll find out about really, really soon that’s associated with Omni-Man — Thula, Robot, Monster Girl, Battle Beast, Rex Splosion, Bulletproof, and — very special — Allen the Alien.
Specifically, it’s going to be focused on online play, and ranked play. That’s because we know it’s going to be open to everybody, and so once you go through some placement matches, you’re going to start fighting against people that are closer to your rank. The goal is to, obviously, test things out, but also to get you grouped with people that are of like skill level.
We will have our training mode, which includes our tutorial and practice mode. And from practice mode, you can queue up into Ranked [mode]. You can either queue up there or just in our online settings. So you get to try out all the characters, you can go into practice and check everything out, and then go into ranked.
We will have our training mode, which includes our tutorial and practice mode. And from practice mode, you can queue up into Ranked [mode]. You can either queue up there or just in our online settings. So you get to try out all the characters, you can go into practice and check everything out, and then go into ranked.
Does Invincible Vs support any specific PS5 features or enhancements?
Yes, we’re working on high-resolution running on PlayStation 5. It is a goal for it being enhanced to support higher resolution while maintaining 60 frames per second.
Invincible features some really brutal battles in both the show and the comics. How did you go about treating that brutality and gore?
Something that Robert Kirkman is extremely good at is setting the table and the stakes that are involved. And you get to love these characters.
For us, it wasn’t about being a gore show, right? We don’t want to show you, like, ‘This is your spleen, and it’s attached to—.’ It wasn’t about getting into those details. It was really about showcasing the brutality of these people with powers during conflict, and this is the outcome of that conflict, and it’s brutal, and it’s damaging. It’s not just the gore that you see, but all of our costumes get torn. You get covered in blood. But when you’re super low on health, your idle changes, where you’re exhausted but still ready to fight.
So for us, it was expressing all of those things as often as we could, when it made the most sense, when it was authentic. We don’t stop the action for gore or violence. It’s part of the progression of the fight. We never want to take control away from a player whenever we can, and we want to make it part of the action, as if it was a scene in the show.
Can you talk about how you go about making Invincible Vs approachable for Invincible fans who might be new to fighting games?
You actually had the phrase there: approachable. To me, making a game approachable gets misconstrued with accessibility. We’re not trying to dumb down the game. We’re trying to make it easier for you to get into the game so you can fall in love with fighting games like we all have.
We looked at, like, what’s the fastest way to teach people combos and combo structure? And some of that was with the auto-combo [feature]. You’re not going to do as much damage, but it’s going to teach you some fundamental rules, of going from normal attacks into special attacks, and you can cancel special attacks into super moves, and from super moves, you can tag in your partner characters, and then you can rinse and repeat. And it starts building on top of itself, showing people the golden path of how combos work, and how easy it can be.
How do you make the game fun for both a newcomer audience and the rest of the fighting game community?
This is kind of like the second time we’ve taken this kind of approach. If you look back on what we did at Killer Instinct, we wanted to get rid of some of the hidden rules of combo flow.
It was really starting at something basic, a building block, and then adding building blocks on top of it, something that you can understand. So start here, then move to the next pattern, and then move to the pattern after them. So as long as you feel good doing the initial set of stuff, our theory is, and we’ve seen it happen, you’re like, ‘I was mashing buttons, but I did something really awesome. I want to learn more about awesome.’ It’s going to get you to that next thing.
So having combos that feel really good, even the auto ones, again, doesn’t have to do the most damage, but it feels good and does something flashy — it’s an important carrot to get you to do the next thing, and the next thing after that, right?
Quarter Up developed an original story for Invincible Vs, working with creator Robert Kirkman and Helen Leigh, the writer and co-executive producer of the Invincible series. What has that collaboration been like?
It’s interesting because Robert loves video games. He loves fighting games. So it’s not too hard to say, ‘Hey, within this structure, what kind of story do we want to tell?’ And it is really collaborative, because we get to say, ‘Hey, we have these ideas. How can we execute on these ideas and with these types of characters?’ And the writers will be like, ‘This is a way that we could bridge these gaps,’ or ‘These are very interesting premises.’
And for us, it was really selling the experience that you’re playing, like, a special episode of the show. It could potentially exist within the timeline, so just sit back and have fun.

Video games are weird little things. It’s pretty rare for films to get scrapped part way through production, even if these days some production companies opt to use even finished projects as tax write offs. But games can frequently get canned, disappear for a bit, and even return after many years of silence. Enter SiN Reloaded, the Nightdive-made remaster of the classic boomer shooter, that is alive once more!

To pay for an MMO subscription is to unfortunately know that you will eventually have to pay more than you’d like to because prices never go down, now do they. Today, the MMO in question is RuneScape, with Jagex announcing an increase for both monthly and yearly subscriptions, the second price increase in under two years.