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Found 104 results

  1. Harrison Lee

    Review: Flipping Death

    Developer: Zoink Games Publisher: Zoink Games Platform: Switch, PC, PS4, Xbox One Release Date: August 7, 2018 ESRB: T for Teen Note: This review is based on the Nintendo Switch version of the game Flipping Death is developer Zoink’s newest foray into side-scrolling cartoon adventure games. Those who recall Stick It to the Man! are likely aware of the studio’s penchant for oddball humor and situational comedy. Flipping Death follows in its spiritual predecessor’s footsteps, adopting a similar tone and art-style. Does it do enough to stand out from Zoink’s growing library, or will you be left flipping Death off? Players inhabit the mind of Penny Doewood, a recently-deceased young woman with a love of the macabre and all things Halloween. Death, however, is not the end for our dear protagonist. The scene literally flips to a place called the Otherside, where ghosts, restless souls, and all manner of strange creatures exist. Penny awakens in this alien, yet familiar, parallel world and immediately earns a job from Death himself. It seems the Grim Reaper is tired of constantly taking lives, and craves a quiet vacation to the Moon where there’s nothing but blissful, peaceful solitude. Flipping Death tasks Penny with solving the various crises of restless souls all across the Otherside. From a ship captain who got caught cheating because of his boat’s name to vivisected superhumans craving revenge, the offbeat cast of quirky characters provides much of Flipping Death’s charm. To help the ghosts reach a satisfying rest, Penny must possess the bodies of the living on the other side of her new world. While inhabiting a living host, Penny gains access to whatever abilities that person has. Each of these abilities is crucial to solving Flipping Death’s bevy of environmental puzzles, but can also be used to complete side objectives that reward character art cards. The perspective shift can be a bit jarring at first, but you’ll grow accustomed to it as time goes on. What you may struggle to come to grips with are the platforming mechanics, which feel a bit loose at the best of times. The Switch’s small controller nubs only make the lack of precision all the more noticeable, though it likely won’t impede your progress that much. Using ghost Penny’s scythe to teleport and capture souls in order to possess the living takes some getting used to, but the controls eventually become second-nature. Flipping Death isn’t terribly difficult, but a few of the environmental clues and the sequence of characters needed to complete the puzzles may stump you once or twice. The game encourages a trial-and-error approach, though you may find yourself possessing characters out of order. Unfortunately, I did run into a bug that did not let one of the characters I possessed leave his office-space, forcing me to reload the level. The rest of the experience was largely error-free and enjoyable. Like Stick It to the Man!, Flipping Death’s visual presentation is wholly unique and engrossing. The cartoon-esque world is vibrant and full of teeming, creepy things scuttling in the backgrounds. Character models are well-designed and fully-voiced, lending a good deal of strong production value to the whole experience. The Switch port does seem to suffer some minor input lag and dropped frames every now and then, but it’s to be expected given the hardware. This is, by and large, a well-executed version of the game that I wouldn’t hesitate to recommend. I missed out on Stick It to the Man!, but Flipping Death is a great introduction to Zoink’s zany brand of humor. The writing is consistently strong, even featuring some genuine warmth amid the gut laughs. A few odd bugs here and there and some occasionally frustrating platforming mechanics mar an otherwise-strong game, but that shouldn’t deter you from wearing Death’s mantle once again. With the Halloween season nearly upon us, there’s no better time to get spooky and take a trip to the Otherside. Pros + Well-written and genuinely funny + Beautiful art style and great audio production + Fun puzzles and a vibrant game-world Cons - A little buggy at points - Platforming on the Switch can be hit or miss Overall Score: 7.5 (out of 10) Good Flipping Death is a brief, but very enjoyable journey through the spirit world. Its puzzles, artistic vision, and sense of humor are all on point. You’d do well to give this macabre world a look. Disclosure: This game was reviewed using downloadable code provided by the publisher
  2. Happy Thursday, everyone! Come swing by the #Twitch stream and enjoy another night of #MarioKart8 and chill jams. It's gonna be a morphenomenal night! ROYZYABOY! https://www.twitch.tv/royzoga123
  3. Time to race fast and play some chill tunes! Come hang out on the #Twitch stream and watch some more #MarioKart8! It's going to be a morphenomenal night. ROYZYABOY! https://www.twitch.tv/royzoga123
  4. Harrison Lee

    Review: The Lion's Song

    Developer: Mi'pu'mi Games Publisher: Mi'pu'mi Games Platform: Switch, PC, iOS, Android Release Date: July 10, 2018 ESRB: T for Teen Note: This review is based on the Nintendo Switch version of the game When I played The Lion’s Song, I felt one thing: warmth. The diminutive point-and-click adventure, set in early-20th century Vienna, is a sepia-toned love letter to the creative process. If you’re a fan of art, or an artist yourself, The Lion’s Song may resonate with you more than most. The game is divided into four chapters, with the first three focusing on the lives of several European musicians, painters, and mathematicians. If you enjoy your games with a healthy dose of atmospheric presence and history, then stop reading and snag The Lion’s Song on Switch or PC right now. The first chapter focuses on musician Wilma, who struggles with anxiety and dissatisfaction with her work. Wilma also happens to long for her mentor, a composer who seems to be blissfully unaware of her attraction to him. To get away from the hustle and bustle of Vienna, the mentor sends Wilma to a secluded cabin in the mountains in order to help her compose a masterpiece worthy of her talents. The process is not without conflict, and Wilma spends much of her time in the cabin seeking inspiration and grappling with her inner demons. Unlike most point-and-click adventure titles, The Lion’s Song is restrained with its use of interactive elements. Wilma’s cabin, for instance, only features a few useful objects or sights to select. The more important aspect is the outcome of the cabin stay, and the success of Wilma’s trials is conveyed through the small snippets of music that play when she feels inspired by something. Quietly, there are several narrative decision points that occur, but none that feel obtrusive or have obvious consequences. The plot seems to chug along, regardless of the decisions you make. The other chapters intertwine with Wilma’s story, and with each other. The plot threads that come together feel natural and expected, though I won’t spoil them for you. Suffice it to say that Vienna feels a bit smaller and more intimate, despite its obvious urban sprawl. The final chapter reveals what happened to each character over time and closes out the personal stories nicely. If players so choose, they can also change the decisions they made in the other chapters and see the resulting dialogue outcomes. It’s a nice option to have, though I opted to stick with the plot decisions I’d made previously. Vienna is as much a character as the artists and feels vibrantly alive despite the limitations of the environmental art. Through clever sound design, a well-composed soundtrack, and a pseudo “slice of life” depiction of each artist, Vienna is colored between the narrative margins. It allows the scenes to feel expansive and full, even if the screen only shows a small grouping of characters at any single time. You get a small sense of what it might have felt like to be in a Viennese ballroom, sipping tea with Gustav Klimt and schmoozing amongst the local avant-garde art critics, or attending a massive concert hall during a violin performance. The Lion’s Song is a joy to look at, with the beautiful sepia hues adding a vintage feel to the scenes. Much like the artists and thinkers depicted within, the game’s art is expressive and well-crafted. It made me want more of it, and I wish The Lion’s Song had more chapters. Your time with Vienna will be all too brief, but it’s a pleasure while it lasts. You’ll feel the pain of failed innovation and the triumph of a creative vision realized. The Lion’s Song is a beautiful game, and the time required to experience Vienna’s atmosphere is minimal. It’ll leave you longing for a European art expedition, even for those who aren’t dedicated art fans. The creative struggles each character endures are humanized and relatable, especially for anyone who’s tried to innovate or create. If you’re the creative type, The Lion’s Song is a must-play experience. Pros + A charming, beautiful adventure filled with warmth + Relatable, well-realized characters + Great sound design and music + Vienna is well-realized in small snippets Cons - It ends too quickly! Overall Score: 9 (out of 10) Fantastic If you’re a fan of classic point-and-click adventures, art, well-written stories, or all of the above, you owe it to yourself to see what The Lion’s Song has to offer you. Disclosure: This game was reviewed using downloadable code provided by the publisher
  5. Another night of #MarioKart8?! Heck yeah, let's morph into action! Come swing by the #Twitch stream and have a morphenomenal night. ROYZYABOY! https://www.twitch.tv/royzoga123
  6. Happy Sunday people! Let's get another night of #MarioKart8 racing fun going. Come swing by and jam out to some more Japanese jams, hang out, and relax! ROYZYABOY! https://www.twitch.tv/royzoga123
  7. Another night of #MarioKart8 is here! Let's jam out to some Japanese tunes from the 80's while we grind those online races! ROYZYABOY! https://www.twitch.tv/royzoga123
  8. barrel

    Review: Dead Cells

    Developer: Motion Twin Publisher: Motion Twin Platform: PS4, Xbox One, Switch, and PC Release Date: August 7, 2018 ESRB: T for Teen Note: This review is based on the PlayStation 4 version of the game By being clearly inspired by numerous rogue-lite and Metroidvania titles, or to use its own preferred nomenclature of 'RogueVania', it can certainly be tempting to write Dead Cells off as just another one of those. However, Dead Cells is not content with simply paying tribute to iconic titles. There is an impressive sheen to nearly every facet of its gameplay that not only separates itself from its various contemporaries but also makes it so easy to get lost in the experience, even when it was in an Early Access state last year. After being constantly iterated upon, such as adding new levels, weapons, abilities, and plenty more, Dead Cells is now confident enough to consider itself a full product while also finally letting console owners in on the action as well -- and for great reason. The game quickly drops the player right in, quite literally, as an amorphous green sludge falls from the ceiling and reanimates a fallen humanoid vessel. This eerie landscape becomes one of the closest things to a home, especially after a failed run. Players will soon enough find themselves scrounging whatever tools they can to hopefully overcome their fierce enemy and environmental opposition as they uncover the mysterious depths of Dead Cells' world. Regardless of its moody world-building and sparse bits of lore (like a certain From Software series), however, Dead Cells absolutely thrives on its stellar combat-focused 2D gameplay above all else. Whether one is swinging a bulky axe, firing a crossbow, setting up a bear trap, or using hardly subtle nods to other gaming properties (like "Valmont's" whip), the underlying theme is that its huge offensive toolkit has a satisfying power behind it in the right hands. Little details like being able to roll-cancel or shield parry (if it's equipped) out of nearly every animation makes combat feel rather fair too, even though a specific run may not be generous in yielding one's favorite weapons or skills of choice and thus forces them to try out different ones. To help makes its multitude of weaponry and skills more digestible, Dead Cells divides them into the three in-game stat categories of Brutality, Tactics, and Survival, each of which can be strengthened by obtaining scrolls that are scattered across different levels. Despite the categorization simplification, there is a surprising nuance to each style like when picking 'mutation' passive abilities after completing each level. For example, Brutality can take the most advantage of a mutation that increases damage against an enemy suffering from a status ailment while someone specializing in Survival can regain more life per enemy kill. It is very enjoyable to watch once terrifying bosses/enemies quickly melt due to utilizing a smart synergy of mutations/weapons in addition to getting better and better at the game. For as thoroughly entertaining as Dead Cells is with its raw combat, the main reason why its addictive gameplay pull is so strong is because of how it wisely borrows and improves upon Rogue Legacy's overall structure. Rogue Legacy's most welcome contribution to "RogueVanias" was rewarding a player gradually in the form of unlocked blueprints for new abilities or various other conveniences after a failed run. Dead Cells technically does the same thing (while adding many new weapons too), yet the feedback loop is far more consistent by doing so after each completed level. This constant dopamine fix, in spite of the harsh difficulty at many times, also extends to its many branching level paths where thorough exploration can unveil some invaluable permanent upgrades like a quick wall run or a destructive ground pound that opens up the experience that much more. Amidst such incredibly tight gameplay and level design, Dead Cells' greatest blemish actually resides in its technical performance, which still often holds up rather well. Generally speaking, Dead Cells evokes a 2D sprite art feel with chunky pixels (mainly regarding enemy dismemberment) and smooth animations despite technically being rendered with 3D assets. Unfortunately, its key technical slight on PS4 happens mid-level where there is a brief stutter that seems to outright skip frames of animations before going back to the normally buttery smooth gameplay performance and this happens every few minutes. While I never encountered this problem during the mean boss fights, even after a successful hard mode run, I could see the visual hiccups being distracting enough to cause an untimely demise in more chaotic combat moments, so hopefully it can be cleaned up via patch soon. Dead Cells has the uncanny ability of being able to cherry-pick aspects from so many other games and have one be totally fine with it. Because, instead of instilling fatigue, Dead Cells far more often impresses the player by how masterfully realized just about every facet of its core design ends up being. Everything from the skill-based combat that is a total bliss to control, a highly-rewarding structure that accommodates a wealth of different player styles, and plenty of secrets to uncover creates a fiendishly addictive game experience that players will more than struggle to break from the "...just one more run" mentality it so actively encourages. Pros + Fiendishly addictive structure that encapsulates the 'just one more run' mindset + Incredibly tight, responsive combat that accommodates a huge wealth of different playstyles + Branching paths, many unlockables, and the improvisational nature easily makes no one playthrough the same + Stylish aesthetic with moody environmental backdrops Cons - Weird occasional visual stutters mid-level can be distracting Overall Score: 9 (out of 10) Fantastic Dead Cells does not shy away from a familiar "RogueVania" template, but rather chooses to do it so well that players will be hard-pressed to justify dividing their time when Dead Cells is that much more satisfying and rewarding to actually play Disclosure: This game was reviewed using downloadable PS4 code provided by the publisher.
  9. Morphing into another night of #Twitch streaming with some #MarioKart8! Come hang out and have a morphenomenal time! ROYZYABOY! https://www.twitch.tv/royzoga123
  10. Taking it easy tonight with a session of #MarioKart8 and more 80's Japanese Mix Tapes! Come swing by the #Twitch stream and have a morphenomenal night! ROYZYABOY! https://www.twitch.tv/royzoga123
  11. Harrison Lee

    Review: Pato Box

    Developer: Bromio Publisher: Bromio Platform: Nintendo Switch, PC, PS Vita Release Date: July 9, 2018 ESRB: T for Teen Note: This review is based on the Nintendo Switch version of the game I’ll be the first to admit that the description and press material for Pato Box was more eyebrow-raising than intriguing at first. A spiritual successor to the Punch-Out!! series starring an… anthropomorphic boxing duck? A black-and-white comic book art style? I was more than a bit puzzled but decided to roll the dice and see what wackiness Pato Box had in store, and I can genuinely say I wasn’t prepared. Pato Box is a fusion of game styles, mixing the classic boxing matches of Punch-Out!! with a semi-3D explorable environment. It’s a wholly unique experience that’s only out-weirded by the story. The plot immediately tosses the titular 'Patobox' into a pickle. The popular duck boxer isn’t so popular with his promoters at Deathflock, and they attempt to off him in a rigged match. Patobox sets out on a quest to get his revenge on Deathflock, punching everything that stands in his way in the face. Much of Patobox’s out-of-ring time is spent exploring the Deathflock headquarters and prepping for his bouts. The duck can talk to various building inhabitants and occasionally has to solve small puzzles, avoid obstacles, or play minigames to progress. Deathflock’s place of residence is pretty large, and there all manner of hidden goodies and sight gags for players to dive into. For whatever reason, Pato Box also decided it’d be cool to make your primary source of interaction with the gameworld a punch. If you feel like breaking chairs and dishes, go right ahead! No one seems to care that Patobox can break everything in sight. The matches, of course, are where the game makes its true home. Like Punch-Out!!, players assume the perspective of Patobox from behind and have a few basic jabs and punches. However, Pato Box spices things up with different dodge mechanics, some tactically-important punch types, and interactive objects that are often themed after each boss. Every match is a puzzle to unravel, exploiting the mechanics to best take down the opposition. Make no mistake, Pato Box is hard. You’ll lose more than a few fights as you work out how to face each boxer. This probably comes as no surprise, but Pato Box is full of camp and humor. The story never takes itself seriously and revels in the weirdness of a duck boxer. Patobox never really talks and seems to only convey his thoughts by staring at things. Somehow, his allies always seem to know what’s on his mind, which makes his silence all the more amusing. Patobox lets his fists do the talking, and that’s all that really matters. Beyond the protagonist, the art style will probably be the first thing to grab your attention. Pato Box is a gorgeous Mad World-esque comic book dreamland. Characters communicate with comic word bubbles, and the coloration looks like a black-and-white newspaper cartoon. The developers have done a great job conveying the feel of a graphic novel in Pato Box’s style, and it lends a lot more credence to the idea that Pato Box is truly its own beast apart from Punch-Out!! I only have a few minor quibbles, and most concern the fights. It was a bit tricky to tell how much damage I was dealing or being dealt, with very visual cues to suggest my health situation until it was almost too late. It also artificially inflated the difficulty at times, and I wasn’t always sure if my punches were landing. Eventually, you get used to the rhythm of bouts and the mechanics become second-nature, but folks who haven’t played Punch-Out!! may have some initial struggles. The exploration segments are also fun, but a tad slow and occasionally lacking in things to do. Again, it’s a fairly minor complaint about an otherwise great game. Pato Box isn’t weird just to be weird. All of the quirky sights and sounds feel relevant to the game’s universe, and everything just “works”. The marriage of adventure games and Punch-Out!! is out of left field, but the concept is well-executed. That Pato Box finds ways to innovate on the Punch-Out!! formula only enhances the quality of the matches. Every boss is unique, and the developers have done a great job forcing players to change strategies. Don’t sleep on the next Rocky. Give the boxing duck his due and pick up Pato Box. Pros + Zany concept that actually succeeds + Visually-striking and artistically unique + Well thought-out boss battles Cons - Exploration occasionally drags on a bit too long Overall Score: 8.5 (out of 10) Great Pato Box does its own thing and does it well. If you love the Punch-Out!! franchise or weird, surrealist art pieces, Pato Box should be up your alley. Disclosure: This game was reviewed using downloadable code provided by the publisher
  12. Developer: Sega/Media Vision Publisher: Sega Platform: PS4, Xbox One, Switch, and PC Release Date: July 10, 2018 ESRB: T for Teen Note: This review is based on the PlayStation 4 version of the game The phrase "Shining" holds a very different connotation in the gaming space depending on who you ask. Ask an old school RPG fan what it means to them and they would likely mention its previous, tactical role-playing game form of the beloved Shining Force titles. If you were to ask developer Sega themselves, they would likely phrase it in a way that could be just about anything resembling an RPG, especially given the many games they have churned out under its banner. That said, the Shining series has most often shifted toward a more typical action-RPG template in Japan these past couple decades. Though it may be an enhanced release of a formerly Japanese-exclusive PlayStation 3 title, Shining Resonance Refrain should radiate as a curious new direction for the series after a long absence from English speakers specifically. Above nearly all else, Shining Resonance Refrain takes a keen interest in both dragons and music while very rarely separating either element. Everything from the usage of musical armaments (...called "Armonics") to the main character, Yuma, who bears the latent power of a powerful dragon, play pivotal roles in the overarching narrative. That said, ultimately, the story itself rarely boils down to being more than a handful of good guys fighting against an evil empire despite however much jargon it tries to throw at the player like "Diva Magica" or many phrases straight out of Norse mythology. The main story remains predictable to a fault and can be rather hokey in more than a few instances because of it. Gameplay-wise, Shining Resonance: Refrain takes more than a few notes from its action-RPG contemporaries (such as Namco's Tales of- series) but with a couple of minor twists. You have your real-time combat system in which normal attacks use a stamina gauge and it quickly becomes encouraged to use special MP skills right before one runs out of stamina to maintain a constant offense. To not so subtlety chime a reminder of the musical setup, there is also a BPM gauge that steadily builds up mid-battle which will provide a variety of buffs upon use depending on the song. Admittedly, battles are rather button-mashy, and quickly become routine, but are also easy to get into. The game also does a decent job at making each party member feel unique, such as the ranged grenadier, Marion, who can use support spells, and even the main character, Yuma, who quickly goes from using a standard longsword to transforming into the Shining Dragon mid-battle. There are more than a few battle system foibles than the simplicity of it, however. Some are amusing like the main character becoming overpowered to the point of trivializing most other attackers by literally only needing to mash the circle button from the halfway point and on. Less amusing, however, are the frequent slowdown for flashier spells and, what can be even more annoying, the sleepy ally AI especially in regards to healing/suicidal positioning. Unlike the frequent slowdown hiccups, thankfully some of the AI problems can get straightened out over time if one messes with 'traits' within the Bond Diagram mechanic, which affects AI tendencies like their increased inclination towards using healing or buffs/debuffs mid-fight. In sharp contrast to their unreliable combat usage, one of the surprising strengths of Shining Resonance Refrain's main playable cast is their likability in a story context. One the most obvious ways to see this is within the primary town, which features numerous interpersonal scenes as well as the opportunity to go on dates with party members (yes, guys included). It is clear that these affinity systems were mostly developed with the pretty lady characters in mind but the actual implementation comes across as far more wholesome than one would expect. In addition, there is a pretty earnest friendship that develops between everyone, and not just Yuma despite, well, the story having more than a few over-the-top anime antics moments in-between. Perhaps the biggest problem with the entire game (yes, even more than the very cliched main story) are the huge discrepancies caused by the level-up progression. Main story bosses spike in level at an absurd rate each chapter, and the means of gaining the experience to close the gap in a reasonable amount of time is quite limited. I had to go out of my way to look into items that made it so inactive party members would gain experience, and to increase the rate of seeing the in-game equivalent to Dragon Quest's Metal Slimes (called eggs) in specific, randomly generated Grimoire dungeons, because the experience obtained from normal enemies in regular environments was way too low (... just like in Dragon Quest). In spite of such glaring gameplay flaws, Shining Resonance Refrain still somehow manages to be better than the sum of its parts in charm alone. One of the key ways it does is in the sharp localization which makes an often predictable script somehow still entertaining to read, especially regarding character specific scenes in the central town. The underlying care also transfers to the audio, like how the instrumentation of BPM songs will change based on which character performs it; a nice touch to an already good soundtrack. Heck, even the English dub is solid as well, though I admit I gravitated towards the Japanese voices due to some top-notch talent and it having a more natural transition towards the Japanese-only vocal songs. Shining Resonance Resonance is one of those strange titles that is significantly flawed in both its gameplay progression and main storytelling yet manages to stumble onto the path of being enjoyable regardless. Its key flaws are quite difficult to ignore, especially if one has a low tolerance towards cliche storytelling (which it is dense with), and it requires a willingness to accept the genre stereotypes it so frequently leans on to see a more sincere, lighthearted underside. If one wants an easy to approach action-RPG that is as charming as it is predictable, Shining Resonance Refrain is a solid option. But those expecting anything deeper in their RPG experience would be much better served looking elsewhere than it. Pros + Easy to approach combat system that manages to make each playable character feel distinct + Likable main cast of characters with surprisingly wholesome vibe between them + Pleasant aesthetic from the sharp soundtrack to well-realized character models Cons - Very predictable storytelling that can be quite hokey with its anime tropes - Balancing party experience becomes cumbersome due to huge enemy level spikes between each main story chapter -Occasional slowdown and dumb ally AI unfortunately bog down combat - A bit too much backtracking between zones Overall Score: 7 (out of 10) Good Shining Resonance Refrain does very little to veer from the course of many Japanese RPG stereotypes but for those willing to accept its often predictable nature can still find an earnest hidden charm underneath it all Disclosure: This game was reviewed using downloadable PS4 code provided by the publisher.
  13. After a successful Kickstarter run while supporting the game for nearly 2 years after its release, the long road for Shantae: Half-Genie Hero is finally winding down, but not before some final surprises. Today, WayForward revealed that all versions of Shantae: Half-Genie Hero (both the base and Ultimate edition) will receive a free content update that will include Jammies Mode and a brand new transformation. Jammies Mode will let you play through the campaign in Shantae's pajamas as well as pillow fight enemies, float on a dream-like cloud, and use sleepy sheep as projectiles. As for the new transformation, Shantae will be able to transform into Sophia III from Blaster Master Zero and blast enemies away. Interestingly enough, this isn't Shantae's first crossover with Blaster Master Zero. Last year, developer Inti Creates added Shantae as a playable DLC character in Blaster Master Zero, so it looks like WayForward is repaying the favor with the appearance of the latter title's Sophie III vehicle in Half-Genie Hero this time around. Check out both new additions in the trailer for the new update below! Source: Press Release Will you be checking out Jammies Mode or the Blaster Master transformation in Shantae: Half-Genie Hero?
  14. If you needed any more proof that the Nintendo Switch is a bonafide hit, look no further than the company's first quarter results for the fiscal year 2018, which have just been released. The big news is that the Switch has sold nearly 20 million units (specifically 19.67 million) in the first 16 months since its release in March 2017. For comparison, Sony's PlayStation 4 sold 20 million units in its first 16 months as well but had the benefit of two holiday seasons to do it whereas the Switch has had one. Switch software sales have hit 83.93 million units with Super Mario Odyssey leading as the top-selling title with 11.7 million units sold. Following that, Mario Kart 8 Deluxe has hit just under that with 10.35 million units, The Legend of Zelda: Breath of the Wild sits in third with 9.32 million units, fourth goes to Splatoon with a respectable 6.76 million units, and 1-2 Switch manages to nab the fifth spot with 2.45 units. It's also worth noting that ARMS has finally broken 2 million units (2.01 million units, specifically), sitting just under 1-2 Switch on the chart. Nintendo is aiming for Switch to sell nearly 40 million units by the end of fiscal 2018, which will end on March 31, 2019. Source: IGN What are your thoughts on Nintendo Switch's sales so far? Let us know below!
  15. Time for another night of #MarioKart8Deluxe and 80's Japanese Mix tapes! Come swing by the #Twitch stream and hang out, it's going to be a morphenomenal night! ROYZYABOY! https://www.twitch.tv/royzoga123
  16. Almost done with my core cast in #OctopathTraveler! Just one or two more nights! Come swing by the #Twitch stream and have some fun as we close out some side quests and finish up Olberic's story. ROYZYABOY! https://www.twitch.tv/royzoga123
  17. Another night of #OctopathTraveler is here! Come swing by the #Twitch stream and enjoy more stories to their conclusion. Gonna be cleaning up a whole mess of them tonight, and getting more jobs! ROYZYABOY! https://www.twitch.tv/royzoga123
  18. The Mega Man X series may be second to classic Mega Man (Mega Man 1-11) when comparing the number of core games in each (8 vs 11), but many fans often prefer the X games due to their increased focus on action gameplay as well as their darker dystopian future setting. But while the first three Mega Man X games had been readily available on the Wii Shop Channel (until its closure) and Wii U eShop, and 4 & 5 have been available on PSN for a number of years, it's been increasingly difficult to play 6 (due to only being available on collections on past consoles like PS2 and Gamecube), let alone 7 and 8 which have only been playable on the PlayStation 2 thus far and are now long out of print. Fortunately, that all changes this week as Mega Man X Legacy Collection 1 & 2 dash into retail and digital storefronts on all console platforms. Mega Man X Legacy Collection 1 contains the first four Mega Man X games while Legacy Collection 2 houses Mega Man X 5 through 8. However, it's worth pointing out that if you're buying the retail version on Switch, Legacy Collection 2 is included as a download code and is not available through the cartridge like Mega Man X 1-4 are, so be sure you have plenty of space available for the download. In addition to the games, each Legacy Collection has a number of new features, such as... X Challenge Mode - a multi-boss challenge mode with three difficulty options and online leaderboards Rookie Hunter Mode - which makes the game a bit more manageable for newcomers and anyone else who is having a tough time Improved visuals - of which there are three visual filters to choose from: retro CRT, smooth, or original (which scales up the original aspect ratio for modern screens Museum - what Mega Man collection would be complete without one of these? You'll find tons of art, trailers, music, and even a short animated film called The Day of Σ, which chronicles the event leading up to the villainous Sigma's rebellion. Mega Man X Legacy Collection 1 & 2 are available on Nintendo Switch, PlayStation 4, Xbox One, and PC. You can buy both as a combo pack at retail for $39.99, or you can buy each individually for $19.99 on digital storefronts. Check out the launch trailer below! Source: Press Release Will you be buying either Mega Man X Legacy Collection? Let us know in the comments below!
  19. Another night of #OctopathTraveler is here! Come swing by the #Twitch stream and experience some more epic JRPG goodness. ROYZYABOY! https://www.twitch.tv/royzoga123
  20. Back again playing more of that #OctopathTraveler tonight! Come swing by the #Twitch stream and catch the epic JRPG journey continue. It's going to be a morphenomenal night! ROYZYABOY! https://www.twitch.tv/royzoga123
  21. Starting the weekend off with an early stream of #MarioKart8! Come swing by the #Twitch stream, listen to some jams, and have a morphenomenal time! ROYZYABOY! https://www.twitch.tv/royzoga123
  22. Getting back to playing some more of #OctopathTraveler tonight. Come swing by the #Twitch stream and enjoy this awesome JRPG adventure! It's going to be a morphenonemal night! ROYZYABOY! https://www.twitch.tv/royzoga123
  23. Going for another night of #Splatoon2 and fun! Come swing by for more tunes, more fun, and more splatting! It's going to be a morphenominal night! ROYZYABOY! https://www.twitch.tv/royzoga123
  24. Trying out #Splatoon2 for the first time tonight! Come swing by the #Twitch stream and have a morphenomenal night with me and the rangers! ROYZYABOY! https://www.twitch.tv/royzoga123
  25. Taking a small break and having some fun tonight with some more #MarioKart8! You know I'm bringing the 80's Japanese Mixtape too, so swing on by, it's going to be a morphenomenal night! ROYZYABOY! https://www.twitch.tv/royzoga123
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