Just because the Switch can go places doesn’t mean Nintendo is done announcing mobile hardware. Advertisement Meet the New 2DS XL. It’ll be out in July 28 (the same day as Hey Pikmin and Miitopia) in the US and will retail for $150. And it looks…really nice. If this is how the 3DS line goes out, then it’s going out in style. It’s basically a New 3DS XL, only without the 3D effects. There’s a C-stick, Amiibo support, Z-buttons and its compatible with all of the games exclusive to the New 3D XL. There’s a black & blue colour scheme in the US trailer above, but the handheld’s Japanese site also shows this hot white & gold number: READ FULL STORY AT KOTAKU!
Dimitrije Miljus is a concept artist and illustrator from Serbia. Advertisement You can see more of Miljus’ work at his ArtStation page. To see the images in their native resolution, click on the “expand” button in the top-left corner. Advertisement Fine Art is a celebration of the work of video game artists, showcasing the best of both their professional and personal portfolios. If you’re in the business and have some concept, environment, promotional or character art you’d like to share, drop us a line! More Fine Art: The Art Of Persona 5 The Art Of Mass Effect: Andromeda The Art of READ FULL STORY AT KOTAKU!
In the grim darkness of the far future there is only war. And more Warhammer games. Before we get into things with Dawn of War III, it’s time for a quick history lesson (and yes, this is relevant and important to the new game): the first Dawn of War was released on PC back in 2004. It was a very good real-time strategy video game, and pioneered a lot of things like cover and suppression that Relic would pretty much perfect with Company of Heroes. Dawn of War II followed in 2009 and was a very different beast. Shedding much of its traditional RTS heritage, it opted instead for a more RPG-like experience, with a big emphasis on a limited number of powerful units that could grab loot from the battlefield. Advertisement Advertisement Now it’s 2017 and we have Dawn of War III, and again, the game’s focus has changed. It’s something of a compromise between the two previous titles, retaining II’s hero units but not their material obsessions, while bringing back RTS stalwarts like base-building and the construction of grunts. READ FULL STORY AT KOTAKU!
GIF Today on Highlight Reel we have crossbow shots, plane bonks, casual teamkills in Rainbow 6 Siege, and much more! Watch the video then talk about your favorite highlight in the comments below. Be sure to check out, like, and share the original videos via the links below. Subscribe to Kotaku on YouTube for more! Advertisement Highlight Reel is Kotaku’s regular roundup of great plays, stunts, records and other great moments from around the gaming world. If you record an amazing feat while playing a game (here’s how to record a clip), send it to us with a message confirming that the clip is yours at email@example.com. Or, if you see a great clip around that isn’t yours, encourage that person to send it in! READ FULL STORY AT KOTAKU!
A month ago, we brought you the news that Vroom in the Night Sky, one of the few Nintendo Switch games currently available, would be losing its highly questionable but ultimately adorable bad English translation and getting a rewrite. That rewrite is now here, and it’s… worse, somehow. Advertisement Pro localizer Clyde Mandelin has been tracking the saga of Vroom at his website Legends of Localization, and has meticulously cataloged the differences between the original version of the game that launched in some regions on March 3, and the current version. The rewrite has fixed a few lines (most notably, “Buyed!” has been changed to the much more correct “Sold Out!” in the game’s shop), but it’s hurt others, and it’s also introduced misspellings and formatting errors. Advertisement Here’s a scene from the original version: A little unnatural, yes, but you sorta see what they’re getting at. It’s clearly a “well, whaddya expect” sort of wisecrack. Maybe you could rewrite this as: A Girl: Jeez, there’s nothin’ but sand here! Her Blob: Well, I mean… it is the desert. You know, READ FULL STORY AT KOTAKU!
The final installment in feminist critic Anita Sarkeesian’s look at the depiction of women in video games ran today, focusing on how games depict women (and men) as sidekicks. The 11-minute episode concludes two eight-episode seasons of possibly the most controversial series of cultural criticism about games in the medium’s history. Advertisement Sarkeesian announced the project five years ago, trying to draw $6,000 on Kickstarter and instead pulling in nearly $160,000 from just under 7,000 backers. From the start, Sarkeesian made clear her intent to explore how women are depicted in games. For all the financial support Sarkeesian and her project received, she also received harassment and fierce criticism, much of it from people intolerant of even her generally mild critique of video games and hawkishly scouring her work for possible errors or missing counter-examples. In a new blog post discussing the conclusion of the project, she describes the whole saga as “simultaneously awful and wonderful, and the journey is one which I will most certainly never forget.” Advertisement Two years ago, we covered Sarkeesian’s’ talk at New York University, where she laid out which READ FULL STORY AT KOTAKU!
Imagine, for a moment, that Activision announced this year’s Call of Duty last year, back when they were also announcing last year’s, too. Madness, you might think, but is it any less mad than what actually happened? Advertisement Nearly a year ago, Activision announced that its Call of Duty for 2016 would be a sci-fi shooter called Infinite Warfare. This went over poorly. The prospect of space-ship battles and zero-g combat annoyed many series fans. They fumed that the Call of Duty and its increasingly future-leaning annual releases had abandoned its roots. Infinite Warfare’s trailer became one of the most down-voted YouTube videos of all time. As fan venom for Infinite Warfare intensified, Activision spun. Company president Eric Hirshberg told investors that Call of Duty trailers had been bashed before and still led to success. This could happen again. Three million down-votes and a game doomed to struggle. For six months, however, fan anger continued. Some people warmed to the game. Subsequent trailers and demos showed some promise. Infinite Warfare eventually got decent reviews, though by then many shooter fans had given up on the game. Some surely gravitated READ FULL STORY AT KOTAKU!
GIF Little Nightmares is like being up late as a child, stumbling after a bad dream. Shadows hide monsters and nothing is as it should be. It’s quiet and unsettling but also nothing that hasn’t been done before. Advertisement Little Nightmares is a puzzle platformer that comes out tomorrow for Playstation 4, Xbox One, and PC. You play as a small child named Six, searching for a way to escape a surreal ship. Floorboards creak and metal pipes clang as you snake your way through darkness with little more than a lighter and your dwindling courage. It’s traditional, with blocks to push and dangerous leaps to make. Keeping to a standard formula allows Little Nightmares to focus on its consistent and powerful mood: anxiety. There are blood-sucking leeches and gangly, deformed researchers working their mad science. Rather than opting for jump scares or combat, Little Nightmares evokes the feeling of trying to not wake your parents as you sneak downstairs to play Super Nintendo. It’s a nostalgic sensation that helps drive the player forward. There’s something deeply familiar about creeping around in the dark. GIF But READ FULL STORY AT KOTAKU!
GIF When most people enter a Zelda shrine, they try to solve the puzzles. Sometimes a shrine will accept multiple solutions, allowing players to get creative. Some fans, however, have figured out ways to bend and break shrines in ways that Nintendo probably never anticipated. Advertisement By now you’ve probably seen GIFs or videos of “shrine skips,” elaborate ways that people exploit the physics and glitches within Breath of the Wild. The most famous one might be contained in this tweet, where someone seemingly shield surfs a floating bomb: This is the handiwork of Adrylek, a member of the speedrunning community who loves finding fast and unique ways to solve shrines. To date, Adrylek has uploaded 44 videos outlining shortcuts for dozens of shrines within Breath of the Wild. The first video in the playlist below, for example, uses stasis to launch a metal block high enough to go straight into the sage room. That’s just the tip of the iceberg; shrine skips have become like a game onto itself. Many of these skips utilize something called a “shield jump” (using shield surfing to gain a double jump) and “bomb READ FULL STORY AT KOTAKU!
If you enjoy “room escape” games and are looking for something to do with your PlayStation VR, look no further than Statik. Advertisement Released earlier this week, Statik takes its inspiration from those classic “stuck in a room filled with puzzly bits” challenges both IRL and virtual, tasking you with a series of setups that all revolve around a box in which your hands are trapped. I wouldn’t expect this game to show up on any other VR platforms, as it’s quite specifically designed for the minutiae of the PlayStation 4 experience: The experience of having both of your hands stuck in the box is mapped to the position of holding a Dual Shock 4 controller, so it wouldn’t feel right holding Vive controllers. And it wouldn’t work with the Rift’s Xbox One controller, because that can’t be motion-tracked. Each puzzle has two major elements: The unique box your hands are stuck in, with its initially inscrutable array of buttons, dials, and other assorted moving parts. There’s also the room around you, which is full of (mostly!) non-interactive clues. First thing you gotta do is start pressing every READ FULL STORY AT KOTAKU!
Marvel vs. Capcom: Infinite is real, and we’ve played it. Advertisement The fourth (or sixth, depending how you’re counting) iteration of the Capcom-Marvel crossover comes at an opportune moment, with the Marvel Cinematic Universe at the zenith of its popularity, and with Capcom needing a hit after the highly criticized launch of Street Fighter V. This week, Capcom unveiled some of the new characters coming to the game, which will launch on September 19. Today, we can talk about the hands-on experience we had at Capcom’s office earlier this month. Capcom’s silence on the game since its reveal at PlayStation Experience in December was worrying to the fighting game community in the wake of Street Fighter V, which released with a lack of content outside simple online matches and server issues that stymied what it did offer. It was an inhospitable environment for any player that didn’t want to immediately jump into the hyper-competitive online world. What we played of Infinite was promising, and perhaps indicates a change of direction for a developer that’s fumbled with other major releases. During our meeting, producers Mike Evans and Peter Rosas (a former tournament-level READ FULL STORY AT KOTAKU!
Chase Nichol is an artist working in games, film and advertising. Advertisement You can see more of Chase’s work at his personal site and ArtStation page. To see the images in their native resolution, click on the “expand” button in the top-left corner. Advertisement Fine Art is a celebration of the work of video game artists, showcasing the best of both their professional and personal portfolios. If you’re in the business and have some concept, environment, promotional or character art you’d like to share, drop us a line! More Fine Art: The Art Of Persona 5 The Art Of Mass Effect: Andromeda The Art of Bungie’s Destiny The Art Of The Witcher 3 The Art Of Assassin’s Creed Syndicate The Art Of Battlefield 1 The Art Of Uncharted 4 The Art Of Homeworld: Deserts Of Kharak The Art Of Horizon: Zero Dawn READ FULL STORY AT KOTAKU!
According to The Wall Street Journal, when asked if there will be a mini SNES like the NES Classic, According to The Wall Street Journal, when asked if there will be a mini SNES like the NES Classic, Nintendo top brass said there was nothing to talk about now. READ FULL STORY AT KOTAKU!
Genyo Takeda has worked on some of Nintendo’s most iconic games, consoles, and tech. As of this June, the 68 year-old is stepping down. Advertisement Hired in 1971 by future Game Boy creator Gunpei Yokoi, Takeda cut his teeth working on a gun game that nearly broke the company. However, he would go on to produce and direct classics like Punch-Out!!, Pilotwings 64, and Dr. Mario 64. Takeda has also long been part of Nintendo’s tech brain trust: He spearheaded the effort to tap the NES cart’s RAM to back up save data, came up with the N64 controller’s analog stick and headed up the Wii’s development. Advertisement In the above photo, taken by Game Watch Impress, you can see Takeda showing off the Nintendo GameCube. (For more photos from that announcement, check Game Watch Impress.) After Satoru Iwata passed away in 2015, he and Shigeru Miyamoto were named as then acting Nintendo Representative Directors. At that time, there was speculation that either would be the next Nintendo president. Once Tatsumi Kimishima was inaugurated to that post, however, Takeda became the company’s Technology Fellow. According to the statement READ FULL STORY AT KOTAKU!