One Million Checkboxes players hid binary, QR codes and rickrolls among the boxes during its two week war

Back in June, Edwin covered One Million Checkboxes, a website with one million checkboxes that players could check or uncheck, with any change visible to all other visitors of the site. It became an obsession for some in the two weeks the website was online, as players fought to fill all the boxes, or undo the work of their peers.

The fight was far more complicated than it seemed, as the developer recently explained, with some players finding ways to encode hidden messages in the checkboxes.

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Upgrade Your GameCube Controller With This New Wireless And Driftless Kit From 8BitDo

Bluetooth and Hall Effect sticks!

8BitDo’s latest mod kit will enable GameCube fans to transform their trusty wired pads into fancy wireless versions, complete with Hall Effect sticks and triggers.

For $26, the kit upgrades your GameCube pad so it can be used with the 8BitDo GC Retro Receiver, giving you a Bluetooth connection for wireless play.

Read the full article on nintendolife.com

Review: Gimmick! 2 (Switch) Review: A Fluid, Feel-Good Platformer That Lives Up To Its Name

A classic, continued.

It’s fair to say that Gimmick! 2 was a sequel not on many people’s bingo cards before its surprise announcement in June 2024. Its 1992 predecessor, a retro gem and Sunsoft’s take on a mascot platformer, enjoys a cult reputation as one of the rarest games for the Famicom/NES owing to its limited release in Japan and, oddly enough, Sweden.

It certainly made an impression on Gothenburg-based Bitwave Games, the studio behind 2022’s Gimmick! Special Edition — a rerelease of the notoriously difficult original for modern consoles — and its unlikely sequel. Not only is the story behind the IP’s revival an interesting one, but we’re happy to report that Gimmick 2 lives up to and arguably outshines its 8-bit forbearer.

Read the full article on nintendolife.com

PS5 Pro Has Bigger Problems Than Price

This is the first in a series of regular guest columns from Push Square, the world’s biggest independent PlayStation website. We’re the voice of the PlayStation community, offering passionate, in-depth coverage and insight into the world of Sony. Our goal is simple: to keep you informed, engaged, and part of the conversation surrounding all things PlayStation.

Launching at an astonishing $700 on 7th November, the PS5 Pro already faces significant scrutiny from fans: an enormous 89% of Push Square enthusiasts deemed the mid-gen machine “too expensive” in a poll this week. Sony now faces the unenviable task of convincing its most engaged consumers that the console is worth the investment. But with many feeling the PS5 generation has yet to really get started, the PS5 Pro’s problems appear to go beyond price.

This was perhaps best evidenced by Lead System Architect Mark Cerny’s decision to spotlight The Last of Us: Part 2 Remastered during his PS5 Pro presentation – a re-released version of a PS4 game from 2020, albeit an undoubtedly handsome one. While it’s good to know the game will run at an unflinching 60fps in its full 4K fidelity mode on Sony’s new supercharged system, there are few who will feel the astronomical $700 price point is justified by an enhanced last-gen title.

Cerny, to his credit, did highlight some improvements to full-blown PS5 exclusives like Marvel’s Spider-Man 2, but the broader sentiment remains that the base PS5 has yet to flex its full potential. Tentpole first-party titles like God of War Ragnarok, Horizon Forbidden West, and Gran Turismo 7 all look and play great on the PS5, but they’re also available on the PS4, raising questions about whether they’re even stretching the capabilities of Sony’s base hardware to begin with.

An extended cross-gen period, which has continued to see titles release across both the PS5 and PS4, has left early adopters feeling short-changed, as they expected the PS5’s power to be fully explored much sooner. Older consoles are ordinarily left behind within one or two years, but bloated development budgets and pandemic-induced stock shortages have meant that last-gen systems remain very relevant today. We’re fast approaching the PS5’s fourth anniversary, and yet many major titles continue to be developed with the decade-old PS4 in mind, including upcoming releases like Call of Duty: Black Ops 6 and Metaphor: ReFantazio.

How can [PS5 Pro’s] expensive existence be justified when games are still being built with last-gen machines in mind?

All of this puts the PS5 Pro’s value proposition in a precarious position: how can its expensive existence be justified when games are still being built with last-gen machines in mind? Among the PlayStation-obsessed audience on Push Square, just 9% of users say they are willing to purchase the supercharged system at launch – a dramatic decrease from the 24% who wanted the PS4 Pro at the time of its announcement.

While industry data states PS4 Pro only accounted for around 13% of the PS4’s overall install base, it was generally more optimistically received. The timing of the system’s release coincided with an upswing in 4K television adoption, making the promise of improvements to existing 1080p content more tantalising. Furthermore, Sony had long left behind the PS3 at the time of the PS4 Pro’s unveiling, with acclaimed exclusives like Bloodborne and Uncharted 4: A Thief’s End already under its umbrella, and anticipated adventures like Horizon Zero Dawn on the, well, horizon.

The unfortunate reality is that we’re deep into the generation now and we’re yet to see what’s next from the likes of Naughty Dog. Development cycles have extended to such a degree that we may only get one true native PS5 title from the first-party favourite – a marked change from the PS3 era, where it released the entire Uncharted trilogy and The Last of Us in a single console cycle.

GTA 6 and Marvel’s Wolverine will be expected to test current-gen hardware next year, but they’re just two upcoming examples in a generation that’s been unusually slow to get started. Those who podded out for the PS5 in 2020 won’t have expected to wait this long for titles that truly stretch the capabilities of their consoles, and that makes the PS5 Pro’s existence feel all the more unnecessary.

Sony will argue that PS5 Pro is simply about giving players flexibility, and the option to experience higher fidelity graphics and smoother frame rates if they prefer. But it’s clear, at least in the aftermath of the console’s announcement, that fans don’t feel like their existing systems have been tested yet. And that means the PS5 Pro still has plenty left to prove – even beyond its eye-watering price point.

Sammy Barker is the Editor of Push Square. He’s been living and breathing the wonderful world of PlayStation for decades now – and has the tattoos to prove it. You can find him on @_get2sammyb.

Talking Point: What Are You Playing This Weekend? (14th September)

You’re going to take ME for a ride?

It’s finally the weekend, and we’re ready to chill out with a spot of gaming. Before we get into our plans, however, let’s take a look at what happened in the world of Nintendo this week.

It was a big one for PlayStation news, weirdly, as we speculated on ‘Switch 2’ pricing after Sony revealed the £700 PS5 Pro. We also delved into Astro Bot (another non-tendo release) as we looked at the fan reaction to its Mario inspiration.

Read the full article on nintendolife.com

Shin Megami Tensei V: Vengeance Free Update Adding New Demon Navigators

Evidence of a new Remastered Collection has also been spotted.

The Atlus release Shin Megami Tensei V: Vengeance arrived on the Switch in June. and now in an update, the team has announced this enhanced JRPG release will be receiving some new content.

This free update, which will arrive at some point in the future will add six new demon navigators. They include Mara, Idun, Mossman, Fionn mac Cumhaill, Hell Biker and Cleopatra. Here’s the official announcement, along with some artwork:

Read the full article on nintendolife.com

Penny’s Big Breakaway Dev Downsizes Due To “Volatile Market Conditions”

“It is now an unavoidable reality for us”.

It’s been another tough week in the video game industry with Microsoft announcing another round of layoffs at the Xbox division and staff resigning at Annapurna Interactive. Now, to unfortunately add to this, Penny’s Big Breakaway developer Evening Star has announced it’s had to let go of some of its team.

In a statement via social media, Evening Star CTO Hunter Bridges revealed the small-sized developer parted ways with six team members due to “volatile market conditions”. Here’s the full message:

Read the full article on nintendolife.com

Harry Potter: Quidditch Champions Review

Let’s be honest: quidditch is not a good sport – or at least it’s not one that was ever designed to actually be played. Its role in the Harry Potter series was just to show off how special Harry is, to the point where you might as well call it “Harry Potter the Seeker and Some Other People on Broomsticks, I Guess.” So the team at developer Unbroken Studios had their work cut out for them with Harry Potter: Quidditch Champions, having to both honor the source material while also adapting quidditch into a real game. Surprisingly, they’ve done a pretty good job at that, with moment-to-moment action on the quidditch pitch that’s actually pretty great. But once you land between matches, Quidditch Champions doesn’t have much off the pitch to keep you coming back.

On the surface, the quidditch in Quidditch Champions is just like the stuff in the books and films. There are still four positions: Chasers grab the Quaffle and shoot it at the opposing team’s goals, scoring ten points if they manage to get it in; Keepers defend those goals; Beaters launch Bludgers to satisfyingly stun members of the opposing team, and when that fails they can whack them with their bats directly; and Seekers chases the Golden Snitch, a small, hard-to-catch winged ball worth a lot of points. But Unbroken has introduced a few rule changes that make things work better – most notably among them, the Seeker is no longer the only one of these positions that ultimately matters.

Matches end either when one team scores 100 points or a time limit is reached, and they don’t just stop the moment someone catches the Snitch. Speaking of, the Snitch itself is only worth a much more reasonable 30 points instead of 150, and it can appear multiple times (usually about twice) per game. That smartly makes the times you can switch to Seeker a fun little (optional) bonus during a match rather than the do-or-die moment of the entire thing. There’s also only one Beater per team, not two, which makes a lot sense given how they can force other positions to play around them.

The end result of all these tweaks is, frankly, a better game. It allows Chasers to matter just as much, if not more, than Seekers, while keeping the hunt for the Snitch important, especially in tight games. It lets the Beater, who can incapacitate a member of the other team if they deal enough damage, be a strong and strategic part of a whole match without entirely dictating how it plays out. It makes every shot on goal matter, and, most importantly, it ensures matches don’t go on for six months.

Smart changes make for a better, more fun version of quidditch.

So yeah, smart changes make for a better, more fun version of quidditch, but what kept me coming back was the way the on-field action feels. Flying around the pitch is awesome, especially if you master Quidditch Champions’ movement techniques. Managing your boost meter and learning how to dodge and drift properly are the differences between accidentally blowing past the other team as a Chaser and faking out a Keeper to land the perfect shot or keeping up with the Snitch during tight turns and taking a Bludger to the skull before contemplating your choices while face down in the pitch for the next twenty seconds. Mid-match commentary will chime in alongside those plays either way, though it’s unfortunately pretty stilted and generic – whether it’s Lee Jordan at Hogwarts or Rita Skeeter during the Quidditch World Cup, there’s good lines here and there, but they’re usually reserved for the beginning and end of a match while the mid-game stuff is… dry, to say the least.

Thankfully, every position has a fun role to play. I loved playing Keeper because I enjoyed the chess match between myself and the opposing Chasers, reacting to their shots, and dropping Playcalling Rings that restore my Chasers’ energy and give them speed boosts; Chasers are constantly tackling each other to steal the ball, moving up and down the pitch, and testing themselves against the Keeper; a well-played Beater can pick apart the other team, disrupting a Seeker at the last second or taking the Keeper off the board to allow a game-winning goal; and because Seekers can’t just grab the Snitch — they have to stay close to it and fill a meter before they can finally snatch it — every fight for those bonus points is essentially a race with another Seeker. And since you can switch positions on the fly, you can spend as much (or as little) time in each role as you like. It’s great.

It’s even better, of course, when you’re playing with friends. You can play cooperatively with two other players or take on human teams in 3v3 action online, though switching positions there works a little differently. In that case, you choose a pair of positions — Chaser and either Keeper, Seeker, or Beater — and swap between those. What you lose in position flexibility you make up for in the ability to coordinate with your team. In my first online game, I mostly played Keeper, making saves, using the Playcaller Rings to set up shots on goal, and passing to my friend so they could score as a Chaser. It was a close game, but we won because we worked together.

So Quidditch Champions is great on the field, but unfortunately it’s pretty mediocre off it. There’s really nothing to do besides play these straightforward quidditch matches, be that online or alone. You’ve got a limited career mode with four Cups to win, with the opening Weasley Cup serving as a (very good) tutorial. The other three are the House Cup at Hogwarts, the Triwizard Quidditch Cup, and the Quidditch World Cup. After a series of preliminary matches, you’re seeded into a single-elimination bracket, winner-take-all – and while that may sound like it could be exciting, there are a couple of issues here.

First, the Triwizard Cup and the House Cup only feature three and four teams, respectively, so the bracket stage is pretty short (and in the case of the Triwizard Cup, only consists of one match because a team is eliminated in the prelims). Second, while you can play Career in co-op (and the menus encourage you to do so), Quidditch Champions doesn’t actually track your progress if you do, meaning I ended up playing the House Cup three times to unlock the Triwizard Cup. My first two attempts, made in co-op, weren’t saved. I didn’t get credit for any games I played on my Challenge screen either, which tracks your daily, weekly, and career-wide progress across games and offers rewards once you complete them, which meant I missed unlockable cosmetics as well. That feels bad.

Beyond career, multiplayer, and an obligatory practice mode, there just isn’t much to do in terms of modes, which leaves the whole package feeling thin. The character customization, however, is at least quite good. You can customize your team, allocate per-position stat points, and upgrade the several brooms you can choose from, all of which have different stats. This tinkering is welcome; there are a lot of options for your custom characters, letting you choose their look, how commentators refer to them, and plenty of cool bits and bobs like robes, wands, emotes, and such, though it’s a bummer that the co-op progression problems mean you will have to grind single-player games to unlock a decent chunk of those items.

Don’t want to use custom characters? You can unlock Harry, Ron, Hermoine, Cedric Diggory, Draco Malfoy (ew), Cho Chang, and the rest if you save up enough currency or, say it with me, level up your battle pass. While your eyes might already be rolling upon reading that, the good news is it’s totally free so far, and you earn everything just from playing. There are no microtransactions in Quidditch Champions; at least, not right now. After all, this is Warner Bros. – do you trust it to build an in-game shop and not ask you to open your wallet at some point down the line? I don’t.