Pokémon TCG Pocket Now Has “Over 30 Million Downloads Worldwide”

“How many packs have been opened, then?”.

Pokémon Trading Card Game Pocket and unsurprisingly it’s already pulling in some absolutely massive numbers across Android and Apple devices.

After reaching a whopping 10 million downloads in its first 48 hours, after just over a week it’s now surpassed 30 million downloads worldwide.

Read the full article on nintendolife.com

Take-Two Boss Shares Thoughts On ‘Switch 2’ And Backwards Compatibility

“I never count Nintendo out”.

Nintendo this week put the rumours to rest (well, kind of) with the announcement its Switch “successor” would support backwards compatibility. So, how are third-party partners reacting to this?

GamesIndustry.biz asked Take-Two CEO Strauss Zelnick what he thought and he’s all for it:

Read the full article on nintendolife.com

Empire of the Ants Multiplayer Review

Empire of the Ants is striking to look at. For a moment, you might even believe it’s real macro-lens footage of ants in a nature documentary, and the level of detail on the textures of the forest floor is extremely impressive. It’s not really what it appears to be, though: this may be a real-time strategy game with swarms of insects on screen at once, but you’re never actually commanding more than seven units – and given the somewhat clumsy way its controls make you cycle through them to give orders, that’s a mercy. You may be capturing and building up nests, but there’s literally nothing beneath the surface. So while it appears vast, Empire of the Ants is actually a pretty small-scale strategy game in most other ways, and the lack of unit variety and multiplayer modes make it feel smaller still.

Multiplayer matches have a fair amount of nuance in how you use your small number of units and build out your nests to tech up, and there’s ample room for skilled players to turn a situation to their advantage with smart use of powers to boost their bugs’ damage output and debuff the enemy. It’s not unlike a slimmed-down version of Company of Heroes in the way you capture territory and generate the two resources – food and wood – and that’s a good starting point. Ant units get locked into melee combat and can’t disengage until one or the other loses, so you can learn to hold off a dangerous Warrior unit until reinforcements arrive or prevent a retreat while you finish off an enemy. And while you can quickly rebuild a lost unit if you have the food available, each ant legion has a home nest they’ll respawn from, which can mean there’s a long hike back to the front lines.

Each nest you capture has a set number of upgrade slots that can be filled by a building or spent to support a unit from that nest, so turtling up isn’t really an option – you won’t even have enough slots to tech up to tier 3, which means you’ll inevitably be overrun by ants with better stats. All the building is done from a radial menu that pops up when you interact with a nest and, cleverly, you use your ant as a cursor to select things. Crucially, taking out an enemy’s nest disables all the upgrades that were based there, up to and including turning off their minimap. (Fog of war is a thing on the minimap, but because you’re viewing the world in third person instead of a traditional RTS overhead view, it’s handy that you can spot a moving legion of ants from a long distance even if their icon hasn’t shown up on the map.)

There’s fundamentally only one faction to work with.

However, Empire of the Ants feels thin relative to most real-time strategy games, in large part because there’s fundamentally only one faction to work with. Everyone always has the same set of workers, big-headed warriors, and “gunner” ants as their primary units, and they all counter each other in a straightforward rock-paper-scissors balance. (You can’t even play as the visually different termites you fight against in the campaign.) The only variety comes from the ability to customize your loadout by choosing four of eight available powers for your main ant to cast, swapping out your support unit between healing aphids, armoring snails, or troop-carrying beetles, as well as one of three “super predator” unit types. Those certainly enable different strategies, but I’m not a fan of the way locking those choices in before a match begins limits your ability to pivot to a different approach if your opponent throws you a curveball. I’d rather be able to switch from the flying wasps to the acid-resistant beetles as my choice of predator if my enemy goes heavy on gunner units, for instance, but that’s not an option.

Another major weakness of multiplayer is that there are only two modes: 1v1 or 1v1v1. That means there’s no option to play cooperatively against the AI (which is very weak even on the highest difficulties and doesn’t seem to know how to use powers, which are crucial) with a friend. It does have 21 maps, at least, and there’s a fair amount of diversity there in terms of how they’re laid out and the creeps that guard their resource caches, like huge spiders and praying mantises that are cool to watch your ants take down.

That’s good, because it soon becomes clear that there’s basically no variety to the bugs’ animations. At first, skittering around at high speeds can be entertaining, even when the controls freak out because you accidentally climb a small branch and start spinning around it like an actual confused ant. Watching a swarm flow over terrain is convincing and, since we’re up so close, dramatic. Warriors will pick up enemies in their big jaws and shake them around, and dead bodies are flung high in the air like mortarboards at a high school graduation ceremony (which I don’t think ants actually do?) and then roll down hills. But when you’ve seen one ant-vs-ant fight, you’ve seen them all. Beetles in particular get repetitive to watch very quickly because of their lunging attacks. Even so, there are good reasons to play the Empire of the Ants’s multiplayer, which cannot be said for the single-player campaign.

Netflix’s Devil May Cry Creator Originally Wanted to Do a Dino Crisis Anime

Listen closely: do you hear that sound? It’s the cry of hundreds of beleaguered Dino Crisis fans, mourning the revival that could’ve been.

Adi Shankar, the creator of Netflix’s upcoming Devil May Cry show and a filmmaker with a strong reputation for video game anime adaptations (Castlevania, Captain Laserhawk), revealed some interesting information in a recent X/Twitter post. Specifically, when he first started talking to Capcom years ago, his sights weren’t actually set on Devil May Cry.

He began by sharing some quick thoughts on each of the three Dino Crisis games, praising the first two while conceding that the third “lost that magic” as it headed off Earth.

“Why am I telling you this?” he continued. “Because when I first went to Capcom in 2017, my mission was clear: I wanted to bring Dino Crisis back. But in an awesome twist of fate, they sold me Devil May Cry instead! I didn’t think DMC would even be on the table.”

It’s an almost comically tragic twist of fate for Dino Crisis enthusiasts, who have long awaited another installment in the survival series created by Resident Evil’s Shinji Mikami. “Like it’s cool Devil May Cry fans can eat but god damn. Dino Crisis fans stay in sad I guess,” bemoaned one X/Twitter user.

The last mainline Dino Crisis game came out all the way back in 2003, and rumors have swirled for years about a potential fourth game. There are a few reasons not to hold your breath, though: for one, Mikami said earlier this year that the popularity of Monster Hunter doesn’t leave a lot of room for another Dino Crisis entry. Plus, Capcom recently tried its hand at another dinosaur-focused game, Exoprimal, a multiplayer title that stopped adding new content just a year after its launch.

Still, hope for a revival in anime form isn’t completely extinct just yet — even if it’s a little thin. While clarifying that he’s currently committed to a “very long-term plan” for Devil May Cry, Shankar added, “But yes, one day perhaps I usually use my powers to resurrect Dino Crisis.”

Devil May Cry, at least, is still set for an April 2025 release date. For more, check out my profile of Shankar last year, where we talked his Captain Laserhawk for Ubisoft and Netflix and much more.

Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.

Taiko no Tatsujin: Rhythm Festival beats its way onto Steam today, with 70+ songs (and 700 more behind a subscription)

I first played Taiko no Tatsujin in an arcade (in Japan, because I am very cool), where it’s controlled by hitting a recreation of an actual taiko drum. It was fun enough that I wish there was a taiko drum peripheral available for PC now the series is on our platform.

Taiko no Tatsujin: Rhythm Festival is out now via Steam, where it offers over 70 songs to drum through, and a subscription service through which to unlock over 700 more. Maybe I should try to get my Donkey Konga drums working on PC, but I’ll probably settle for playing it with a gamepad.

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Gears of War: E-Day Will Feature Marcus and Dom’s Original Voice Actors

Gears of War voice acting veterans John DiMaggio and Carlos Ferro will officially reprise their roles as Marcus Fenix and Dominic Santiago for Gears of War: E-Day.

Developer The Coalition announced the news on Thursday, which also happens to be the 18th anniversary of the launch of the original Gears of War. It’s big news for longtime fans of the series, who will remember that DiMaggio and Ferro played the two leads in the franchise’s first three games. An image of the two stars standing together was shared to studio’s official X/Twitter account.

Gears of War: E-Day is a prequel that takes place awhile before the mainline Gears story got its start. Specifically, it’s set around Emergence Day, which is known as the day the Locust horde made its way to the surface of Sera to launch its attack on humanity. That means that we definitely won’t be seeing protagonists like JD Fenix and Kait Diaz from future Gears games, and more importantly, it means that Marcus and Dom get one more game to see how exactly their bond was strengthened.

It’s not much of a surprise to hear that DiMaggio and Ferro will re-team for E-Day – fans had guessed that the longtime Marcus Fenix voice actor would at least return following the reveal of an emotional announcement trailer earlier this year – but it’s still nice to hear that Dom’s voice will be returning as well. While Marcus lived on to fight in Gears 4 and 5, his partner’s journey ended with a heroic sacrifice in Gears of War 3. Many believe the duo’s relationship and the performances behind them are what helped propel the Gears of War series to success, and now, E-Day is attempting to recapture that gritty, gory magic.

The Coalition told us earlier this year that Gears of War: E-Day gives the team to return to the series’ roots in more ways than one. One element set to return in the prequel is the horror that the original trilogy is known for. Brand Director Nicole Fawcette and Creative Director Matt Searcy spoke to us about their goals in an interview that took place shortly after the game’s reveal.

“For us, it’s like a what-if story,” Searcy said. “What if the ground opened up and monsters came out? Yeah, it’s set on a fictional, other planet, but there are very human reactions and stories we get to tell. To do that, we need to be able to tell a story that feels like a horror story.”

Gears of War: E-Day is currently without a release date but is expected to come to PC and Xbox Series X | S sometime in the future. In the meantime, you can read about why the prequel doesn’t meant the end for the story that left off with Gears 5. You can also check out why we think E-Day needs to rediscover the franchise’s sense of fun.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

Nintendo Download: 7th November (North America)

Mario & Luigi! Tetris Forever! Angel at Dusk!

The latest Nintendo Download update for North America has arrived, and it’s bringing new games galore to the eShop in your region. As always, be sure to drop a vote in our poll and comment down below with your potential picks for the week. Enjoy!

Switch eShop – Highlights

Mario & Luigi: Brothership (Nintendo, 7th Nov, $59.99) – Help Mario and Luigi repair the fractured world of Concordia in this brand-new seafaring adventure! Set sail on Shipshape Island and explore a variety of islands, from bustling cities to tropical rainforests. Unleash the mighty power of the duo’s brotherly bond to overcome adversity and thwart foes, and meet friends along the way – some new, some familiar! – Read our Mario & Luigi: Brothership review

Read the full article on nintendolife.com

Bioframe Outpost Evokes Classic Console Game Charms

Summary

  • Innovative photography-based Metroidvania.
  • Dynamic and rich ecosystem with unprecedented player freedom.
  • Bioframe Outpost is available today for Xbox Series X|S, Xbox One.

Hi everybody, I’m Rudolf Kremers, director of Omni Systems Ltd, purveyor of strange games and theories. Some of you might have played my Eufloria games, or played games I consulted on. I am delighted to get the chance to talk about our upcoming game Bioframe Outpost, out now in Xbox Series X|S and Xbox One.

Console Magic Dust

Releasing a game on console will always be special to me. While I love PC and Mobile gaming, and have proudly released games to those platforms in the past, there is something truly magical about seeing your game’s splash screen load onto a nice, big tv, powered by a dedicated gaming console. It’s a feeling that just can’t be beat.

With Bioframe Outpost we kept that console magic firmly in focus. 

While Bioframe Outpost is a thoroughly modern game with replayability and polished controls and juice and onboarding experience and all that jazz, some elements are meant to celebrate the qualities of classic games that have oodles that console magic.

Let’s Put it in the Frame

My favourite aspect of console gaming is when games bring something genuinely fresh to the party. There was a period in console gaming, before dev budgets exploded in order to keep up with the 3d rendering arms race, when console games routinely innovated. Risk-taking was not yet stifled, and experienced teams still tried to woo players with things they hadn’t seen before.

The Oddworld series did this in spades, with the talking bug-based ammo in Stranger’s Wrath, or the mind control mechanic in Abe’s Odyssey. This quality was seen in titles big and small – Halo: Combat Evolved, Rez, Metal Gear Solid, GTA, Tetris, Virtua Fighter, all iconic games and big hits, but it is easy to forget how innovative they were at the time.

In Bioframe Outpost we tried to innovate by giving players a bunch of a-typical gameplay tools with which players can generate almost endless gameplay outcomes – often with hilarious unintended results.

Bioframe Outpost screenshot

Camera

Central to this aim is the player’s mega powerful Camera/PDA combo. The camera can photograph specific creature behaviours, like eating, fleeing, recharging, attacking, and many more. Each time you do so successfully – which can be hard and dangerous – you unlock super useful PDA files  regarding that behaviour. (Knowledge is power)

Also, for each photographed state, the camera-induced stun effect increases in duration. With that knowledge and added stun control, you can pit creatures against each other, or find other ways to manipulate the game’s extremely deep and detailed ecosystem.

Lure a giant Rainbow Wasp with its favourite food into a Spider Hunter’s habitat, and watch ‘em duke it out. Rob a Laser Plant of its Sticky Glow Orb (don’t worry, it will regrow) and skillfully throw and stick it to a dark cave dwelling Lizard. Drive it before you and voila: an illuminating scout runs ahead of you to spot any dangers lurking in the dark.

Because the game’s ecosystem is deep and complex, and creatures and things react to each other in many different ways, things get enjoyably emergent.

Since you need to get out there and put yourself in a position where you can photograph these creature behaviours safely, a fundamentally satisfying risk .vs reward element is integrated in the core gameplay loop.

Bioframe Outpost screenshot

That gameplay loop is a classical positive feedback loop: where new knowledge (and stun power) unlocks more and more tools to discover even more ways to manipulate your environment. Exploration and experimentation are completely integrated into the experience in a meaningful way.

It’s super fun, and often challenging. (Ever tried to photograph an enraged Giant Rainbow Wasp?). Other strange tools throw even more wildcards into the mix. (Seriously, the Fire Extinguisher allows for some crazy antics).

Other Console Magics

Innovation is one thing, but we also love how classic console games always tried to make sure that players could really lose themselves in the experience for long durations. It’s not like modern mobile games that can be finished in very little time, and there was no multiplayer to keep the experience fresh through interaction with other users. 

With Bioframe Outpost we made sure the game isbiiiiiig” and replayable, and fun to watch for other people. We wanted to make sure that people can settle on their couch, and really lose themselves in the world.

Bioframe Outpost screenshot

The world of Bioframe is not just deep in its gameplay systems and ecology, but also, filled with tons of secrets, missions, side missions, Easter Eggs, narrative oddities, in-jokes, hommages, and an almost endless freedom to just play around and experiment with the dynamic elements of the world.

Controls are designed for joypad from the first day of development, and the game takes full advantage of the analog feedback they offer.

Oh, and the game is child and adult friendly, doesn’t include guns or other explicit weapons, and requires a large dose of lateral thinking. Ideal to play with friends and family members of all ages.

The latter point is possibly the most important. Some of our favourite games are those that generate unique stories that we want to share with others. Memories of epic, fun sessions, and a sense of wonder about the strangely beautiful things console games can achieve.

Bioframe Outpost screenshot

We can’t wait to hear your stories about Bioframe Outpost, and hope that it will generate many new ones for years to come.

Bioframe Outpost

Omni Systems Publishing

$24.99

“The same dream again. How many times must someone die in their sleep?” You wake up. No memory of the dreams. No identity, no idea of where you are or where you come from. You need to find out. Now.

Inspired by classic 70s and 80s sci-fi, Bioframe Outpost is a 2d sci-fi action adventure game, dedicated to exploration, experimentation, emergent gameplay and narrative. Its unique, photography-based approach to non-linear exploration and action gameplay offers a fresh take on Metroidvania gameplay.

Creatures and systems are immobilized by an alien infestation, only you can set them free. But beware; many pose a danger to yourself. Use photography to learn how they behave, and discover a hugely detailed and fascinating ecosystem. Fill your “Compendium” with vital knowledge, use it to manipulate creatures and systems in order to survive. Unlock secrets on how creatures interact, how you can pit them against each other and even how to use them as weapons or pickups.

Explore the immense universe of Nova Aurora and unleash your ingenuity and creativity to solve captivating, challenging puzzles.

The post Bioframe Outpost Evokes Classic Console Game Charms appeared first on Xbox Wire.