nOS is a New Switch App That Turns the Console Into a Mini Tablet

The Nintendo Switch has notably less customization features and apps than its Nintendo handheld predecessors — themes aren’t customizable beyond two simple colors, users can’t rearrange their home screens, and it lacks a note-taking feature like the 3DS’ Game Notes app.

But today, indie developer and publisher RedDeerGames released nOS: New Operating System, an app for the Switch that seems to bring back some of these little widgets that the console is missing, all in one tiny OS.

The app contains all of the bits and bobs that come with modern operating systems: a calculator, a gallery, a notebook, a to-do list, an MS Paint-like drawing app, a puzzle game, and customizeable settings. Like any modern OS, users are able to open multiple windows at once, giving them the ability to multitask, though it doesn’t currently have a browser or any other features.

According to the game’s press kit, it’s currently on sale for $1.99 until February 16, though it’s normally priced at a steep $39.99.

Of course, nOS isn’t the only new title headed to the switch this year. There’s plenty to expect from Nintendo in 2023, like the long-awaited The Legend of Zelda: Tears of the Kingdom and the recently revealed Pikmin 4.

Amelia Zollner is a freelance writer at IGN who loves all things indie and Nintendo. Outside of IGN, they’ve contributed to sites like Polygon and Rock Paper Shotgun. Find them on Twitter: @ameliazollner.

YouTuber’s Pet Fish Streams Pokemon, Then Commits Credit Card Fraud

YouTuber Mutekimaru Channel is well-known for livestreaming their pet fish playing various games through motion tracking software, which registers the pets’ positions as button inputs. The fish have accomplished some pretty impressive things during these streams — in 2020, they even beat Pokemon Sapphire after a 3,195 hour run. But earlier this month, their fish did what no fish has (hopefully) done before: commit credit card fraud.

During a livestream 12 days ago, the fish were off to a good start in Pokemon Violet, winning a few battles and slowly but surely progressing through the story. About 5 hours into the stream, however, the game crashed, giving the fish free access to the rest of their owner’s Switch.

From there, the fish went to the eShop and added 500 yen (about $3.85) of funds to their owner’s account, even exposing their owner’s credit card information to viewers in the process.

They also sent their owner a PayPal verification email, redeemed Nintendo Switch Online points for a Nintendo Switch Sports profile picture, and downloaded the Switch’s Nintendo 64 emulator app.

Luckily, according to TechSpot, the YouTuber was able to get a refund after explaining the situation to Nintendo.

We gave Pokemon Scarlet and Pokemon Violet a 6 in our review, praising its massive open world and story but criticizing its all too apparent performance issues.

Amelia Zollner is a freelance writer at IGN who loves all things indie and Nintendo. Outside of IGN, they’ve contributed to sites like Polygon and Rock Paper Shotgun. Find them on Twitter: @ameliazollner.

Behind the Cartoon Sci-fi Artwork of Roguelike Shoulders of Giants – Out Now

We are so thrilled to finally release Shoulders of Giants! Since we just launched, the whole team here at Moving Pieces are all feeling pretty reflective (as well as slightly terrified/excited in equal measures!), so I thought it might be nice to share a few thoughts on an aspect of the game that we are particularly proud of: its stylized visual graphics. I thought it might be nice to take this opportunity to talk about our inspirations behind the look of the game.

While it’s amazing to see how far photorealistic graphics can be pushed with the latest Xbox hardware, what really excited us was creating something that combined the latest graphics technologies like physically based rendering with a more stylized shading approach like cel shading. This was the basis behind our technical and aesthetic approach to the visuals for Shoulders of Giants.

We started by experimenting with what this might look like by taking early concept art and making basic worlds without any gameplay. Initially we went further into more of a traditional cel shaded look, but found that when we mixed some photoreal rendering techniques with that is where nice details really started to shine.

In terms of setting, we knew that we wanted the game to take place in a sci-fi universe, which meant having a cosmic skybox full of planets, stars and swirly clouds. We were heavily inspired by the style of sci-fi art from the 1970s and loved how it often contained giant planets in the background to help keep the horizon interesting.

landscape

The basic story of the game is that the dark and cold forces of Entropy have taken over the Universe, and it’s the players’ job to restore life and balance. One of the game’s main NPCs is an all-powerful Owl from an ancient order, and many of the levels and props found throughout the game are inspired by that of ancient civilizations, like Ancient Egypt and Greece.

We imagined levels with abandoned ruins from an ancient order scattered throughout levels that the player could explore. This was a main inspiration behind the look of the levels and their layout.

Some of the props and levels of the game also take inspiration from surrealist paintings, particularly in the last act of the game. We thought of rumbling clouds, and stairs going off into the horizon.

screenshot

Taking advantage of a stylized look, we put emphasis on using color to tell the story of Shoulders of Giants. One of the biggest themes in the game is dark versus light.

The player starts every level off with the world covered in darkness and as you progress and eventually beat the level, you restore it with life and light.

Making the “light” version of our landscapes pop with color was straightforward, but making the cold, dark versions of these alien worlds sing with color was not trivial. Our art director and I spent days pouring over palettes, and eventually decided we had to re-evaluate what “dark” really meant. We decided to lean more into darkness as a concept of cold, or lack of life.

Eventually we found colors and lighting combinations that still looked vibrant and eye-catching, but still allowed us to express our themes. We created sandy deserts, white fields of snow, and caustic acid worlds glowing with green.

character

We can’t wait for players to hop into the world we created!

For more information, check out the game’s store page and official website, or join our discord.

Xbox Live

Shoulders of Giants

Moving Pieces Interactive


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Simultaneously control a sword-wielding robot and a gunslinging space frog in Shoulders of Giants, an explosively colorful sci-fi roguelike. Play alone, with a friend, or as part of a four-person team, cutting through waves of enemies on a quest to rescue the galaxy!

The forces of Entropy are spreading chaos through the stars, corrupting living planets and urging on the heat death of the universe. Led by the psychic Owl, one scrappy team of space survivors are fighting to restore the balance. A mysterious mech! A sharpshooting amphibian! Together they must cut through waves of enemies and restore light and life to the galaxy!

Pre-order the game for access to limited-edition dye sets with special visual effects. Dazzle your friends!

Related:
Clunky Hero, the Bizarre Anti-hero, is out Now for Xbox
Introducing Strayed Lights
Tycoon Games on Consoles? Live your CEO Dream with Startup Company

Official PlayStation Podcast Episode 448: Lost in Dead Space


Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or RSS, or download here


Howdy! This week the team dives into the frights and delights of Dead Space, featuring an interview with Motive’s Roman Campos-Oriola (Creative Director) and Philippe Ducharme (Senior Producer).

Stuff We Talked About

  • DualSense Edge controller
  • Season: A Letter to the Future
  • PowerWash Simulator
  • Forspoken
  • Dead Space (interview begins at 19:32)

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Tim Turi –  Manager, Content Communications, SIE

Kristen Zitani – Senior Content Communications Specialist, SIE


Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music.

[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

Xbox CEO Phil Spencer on Activision Blizzard Takeover: ‘It’s Been a Learning Experience for Me’

Xbox CEO Phil Spencer admits that Microsoft’s $67.8 billion acquisition of Activision Blizzard has been a learning experience, but he remains confident in it going through.

Speaking with IGN, Spencer said he “didn’t know anything” about this type of acquisition when it was announced in January 2022, but having undergone the process and having conversations with key players, he’s more confident now than he was last year.

“The fact that I have more insight, more knowledge about what it means to work with the different regulatory boards, I’m more confident now than I was a year ago, simply based on the information I have and the discussions that we’ve been having,” Spencer said.

“When we announced a year ago, we talked about an 18-month timeframe. We’re 12 months into that. I think we continue to stay focused on getting the deal closed.”

Spencer would have plenty reason to be a little shaken, however, as several government bodies have moved to challenge the deal in the past few months including the United States’ Federal Trade Commission and UK’s Competitions and Markets Authority. The European Union is also reportedly preparing a statement of objections.

The deal, which would see Xbox own several prolific game franchises including Call of Duty and Overwatch, has also been criticised by various U.S. senators, the city of New York, and the U.S. Justice Department. Despite this, Spencer said his “confidence remains high”.

He continued: “We’re actively working with the regulatory boards around the world that need to approve for this, and it’s been a learning experience for me. A lot of time spent, a lot of travel, a lot of conversations, but they’re conversations where I get to talk about our industry and the work that we do and why we do it.

“I think more regulators that are informed about what gaming is, how the business runs, who the players are, and what our aspiration is as Team Xbox is just a good thing for the industry itself.”

Ryan Dinsdale is an IGN freelancer and acting UK news editor. He’ll talk about The Witcher all day.

Naughty Dog Is Done With Uncharted, But There’s Still So Much Potential With the Series

In an interview with Buzzfeed, Naughty Dog co-president Neil Druckmann confidently said the studio is “Moving on” from the Uncharted series saying, “Uncharted was insanely successful — Uncharted 4 was one of our best selling games — and we’re able to put our final brushstroke on that story and say that we’re done.”

If Naughty Dog is done with the Uncharted series, they ended it about as perfect as they could have. After decades of exploring, Nathan Drake settles down with the love of his life, and together with their daughter, can enjoy peace and retirement. Only, why does it feel like there’s a missed opportunity still?

In the first Uncharted game, Nathan Drake was the charismatic treasure hunter with a joke on his tongue and a song in his heart. Drake’s Fortune was a perfect vehicle to showcase the PlayStation 3’s graphical prowess, rendering incredibly detailed jungles and providing exceptional shooting and seamless parkour. However, somewhere along the way the gorgeous vistas and beautiful locales got sucked into the black hole of Nathan Drake’s various mid-life crises. No location is better suited to contemplate your fear of settling down than in a cathedral tucked away in the misty Scottish Highlands.

Once known for its epic platforming, Naughty Dog has become the standard-bearer of character-driven storytelling starting with The Last of Us and the darker, more character-focused Uncharted 4, which followed after. The studio further cemented its ability as world-class storytellers with the premiere of The Last of Us TV series on HBO, which is already being called one of the most successful video game adaptations of all time.

As Naughty Dog became a more storytelling operation, the Uncharted series began zeroing in on Nathan Drake the character, with his adventures across the world serving as a metaphor for the internal drama he was facing, whether it’s his fear of loss, fear of his past, or fear for his future. It was bold, especially considering Nathan Drake’s nickname when he was first introduced into the world — Dude Raider. But in the same way Temple of Doom is some peoples’ favorite Indiana Jones movie because it’s about the adventure and less about Indiana Jones, to me Uncharted as a whole feels like a series comprised of three Last Crusades — the movie that explained, that actually, Indiana Jones’ life was molded by a single childhood event as well as his relationship with his father.

It doesn’t help that the series broke new ground in the spinoff Uncharted: The Lost Legacy. The seemingly final Naughty Dog Uncharted game introduced a semi-open world that was fertile ground for all kinds of future adventures. The Western Ghats of India that Chloe and Nadine explore partway through Lost Legacy felt like a revolution at the time and could be utilized in any number of ancient temples, ruins, and more wonderful, made-for-Uncharted locations. To quote Kevin Garnett in Uncut Gems, why would you show me something if I couldn’t have it then?

Plus, it also showed that Uncharted games could be headlined by a character who wasn’t Nathan Drake. Never mind that Naughty Dog was still firmly in its tormented protagonist era by having new heroine Chloe Frazer face off against — yup — her father.

Uncharted as a whole feels like a series comprised of three Last Crusades

The real greatness of Uncharted was how it showcased the beauty of our world, and there’s so much world left to explore. To lose Uncharted as a series will deprive gaming of one of the rare game series that takes joy in the diversity of our shared human history and the splendor of oft-overlooked civilizations, whether it’s the mountains of Nepal or the plains of India. With so many cultures that could still be explored through the virtual adventures of Nathan Drake, it’s a shame that towards the end of the series, its gaze shifted away from our beautiful world and inwards towards the soul of its surprisingly tortured protagonist.

Not many game series can claim a definitive ending like Uncharted. The games industry is littered with half-finished (Half-Life?) series that promise to finish the fight, only for the market to declare the series isn’t selling anymore so let’s move on. Not Uncharted though, which was both critically and commercially successful enough to warrant numerous sequels and a proper finale.

If Naughty Dog has closed the book on Uncharted it’s because there are no more Nathan Drake stories to tell, even though there are still plenty of Uncharted stories that can be told.

Matt T.M. Kim is IGN’s Senior Features Editor. You can reach him @lawoftd.

Soapbox: Playing Games With Other People Made Me Realise That I’m A Monster

Just unplug the 2P controller already.

My partner is the most patient man I’ve ever met. It’s one of the things I appreciate about him the most — especially since I’m the opposite. He’s the Lawful Good to my Chaotic Neutral. I’m a cyclone and he’s calm waters. Opposites attract, right?

For most of our relationship, this dynamic — his patience, combined with my spontaneity — has made us a pretty great team, able to support each other in exactly the ways that we ourselves are lacking.

Read the full article on nintendolife.com