It’s been leaked for a few days now, thanks to a Forbes’s journalist careless posting their article about the game before the embargo breaks. But now, Diablo 3 Eternal Collection has finally been announced for the Nintendo Switch, complete with extra modes and Nintendo related content.
Here’s a trailer showing it in action:
As you can see, it looks as good as you’d expect for a game like this, and proves the Switch can handle it just fine.
But as per usual, this isn’t just a straight port. Oh no, Nintendo related extras have been added to the game too, including outfits based on the Legend of Zelda series!
Yep, this time around you’re able to get Ganondorf’s armour, as well as a Cucco pet, Majora’s Mask style wings and a Triforce portrait. So if you’re a fan of the chickens from the Zelda franchise… well you can now have one in Diablo 3 as well.
And that’s not the only thing you can have either. No, all the extras added in the expansions for the original version are included here too. These include the Reaper of Souls expansion, Adventure Mode and the Rise of the Necromancer pack, which add new character classes and modes respectively.
There’s also some (non Nintendo related) Switch only extras too. For example, you can now load your profiles on a friend’s console to, letting you pick up where you left off regardless of the system you’re playing it. It’s a neat touch, and (along with the other extras mentioned above), definitely makes this feel like a definitive version of the game.
So if you’re interested, check it out. Watch the video, read up some of the extras and maybe give the game a shot when it’s released on Switch in Autumn 2018. It’s a good intro to the series for Nintendo fans without much experience of it, and may be worth trying out for others in general.
Diablo 3 Eternal Collection Revealed for Nintendo Switch (Gamespot)
Prior to the release of Super Mario Odyssey, there was speculation the game may be a bit more of an open world experience, similar to Breath of the Wild before it. This obviously didn’t turn out to be true, and the structure of the game was merely a cross between Mario 64 and Banjo-Kazooie for the most part, with level connections being limited to the odd painting or portal.
But now, a modder by the name of KingBowser has made an interesting custom level that may give you a bit of insight into how such a setup may work here. Why? Because it adds all of the kingdoms from Super Mario Odyssey into one big open world stage, with the player being able to run and jump between them at their leisure! Here’s a video showing how it works:
As you can see, it’s a bit barebones at the moment. A few geometry elements weren’t carried over, and the enemies and NPCs haven’t been added yet either. It’s all looks a tad spooky given the lighting as well, which likely comes from the fact a sub level has been edited to make this rather than one of the main kingdoms.
However, it’s a neat concept none the less, and like Kaze Emanuar’s similar project for Mario 64, makes you wonder how a full game may work around this concept. Maybe you might see something akin to Banjo-Tooie with level elements interacting with ones from other areas, or a Zelda like experience with sidequests going between kingdoms.
So check it out, maybe download the mod and tell us what you think. Would you like to see a full Super Mario Odyssey stage with this set up? Could an official Mario game ever work with an open world design?
Tell us your thoughts in the comments or over on Gaming Latest today!
Wow, it’s been a while since the last one of these, hasn’t it? Indeed, ever since we posted the second part of our interview with Randy Linden back in June, interviews have been pretty thin on the ground here at Gaming Reinvented, with the last two months having none whatsoever.
But that’s now all over, since today we’ve got another exclusive interview for you all.
This time, it’s with a YouTube video game music remixer called Tater Tot Tunes, known mostly for his 8-bit remixes of classic Nintendo songs. So without further ado, let’s get started with the interview!
So, first things first… who are you?
My name is Adam, I’m a musician and a retro gamer at heart. I’m currently in my senior year of high school, where I’m a trumpet player in my school’s concert band. I’ve constantly been surrounded by music for my whole life, so I thought I’d put my talents to use online.
And where did your username come from? Why Tater Tot Tunes?
I had been thinking of creating a YouTube channel for a while, but I didn’t really have many ideas on what genre to pursue. I chose Tater Tot Tunes because one of my friends suggested making the channel’s character a tater tot (I think we might have had burgers and tater tots for lunch that day). I liked it because it was a unique choice and didn’t restrict me to one genre of music.
According to your bio, you had eight years of trumpet playing experience and four years’ experience as a songwriter before staring out on the site. What kind of songs did you create then?
I had the Garageband app on my phone and used it to create music during my spare time. Most of it was going to be used in a game that I was making, but never finished.
Did you ever share those online anywhere?
The decent ones are up on my SoundCloud account, also called Tater Tot Tunes.
Clearly, you’ve got quite a lot of interest in games too. How did you get into gaming anyway?
I was introduced to gaming with the Nintendo 64 back when I was very young, with my first game being Diddy Kong Racing. Even back then I remember certain songs that would get stuck in my head.
Regardless, you’re obviously most known for your video game remixes. What made you decide to start a channel about that?
I started a channel about video game remixes mainly because I’m so familiar with them. There’s also not much risk in covering video game songs because the developers usually don’t bother you. With movies and popular songs, however, companies usually eat up all the ad revenue.
Were you inspired by any other video game remixers out there? Which ones?
I was originally inspired by remixing communities like OC Remix, and I wanted to try putting jazz styles on certain songs from gaming. The first remix I posted was the only one that I ended up finishing, as I quickly found an interest in chiptune afterward. As my channel grew I also took inspiration from some of the other channels that make chiptune music like Bulby and Loeder.
And why 8-bit versions anyway? Are you a huge fan of the NES era?
Definitely. I’ve collected NES games for years and I really enjoy the simplicity of the gameplay and the music. I didn’t mean to make 8-bit remixes the focus of my channel, however. I was originally inspired by the 8-bit sections in Super Mario Odyssey and wanted to try transcribing some of the music from the E3 demo. People requested more, so I continued.
Did any games from that era inspire you more? Like say, ones with a certain composer or music style?
Absolutely. Composers like Hirokazu Ando (Kirby’s Adventure) and Takashi Tateishi (Mega Man 2) inspire many of the styles that I choose. I usually choose to remix songs from a series in such a way that they sound like they could fit into their NES originals.
You also seem to focus a lot on remixing songs from the GameCube era and beyond? Why?
With GameCube era games and beyond, the songs got a lot more complicated in their instrumentation. In this way, they’re more interesting for me to remix, since they require a lot more creativity. My preferred era of songs to remix is the DS/Wii era, though, since it’s the era that my audience connects with the most.
There’s also a huge Nintendo focus when it comes to your song choices too. Have you ever remixed any songs from non-Nintendo titles?
A few. I’ve done a bunch of Star Wars remixes in the past to keep things fresh, but I like to keep things consistent which is probably why I’ve mainly stuck with Nintendo and Sega stuff.
How do you choose a song to remix anyway?
I usually choose songs from requests or from games I’m playing at the time. Sometimes I also hear songs in videos or other covers that inspire me to create a remix.
Do you ever decide not to make a remix for whatever reason?
Sure. I try to keep my remixes consistent, so I usually won’t choose remixes that most people wouldn’t find an interest in. Sometimes, I get really far into a remix and just decide that it’s not working, so I set it aside and pick it back up later. Other times, I realize that someone else has made a remix exactly like mine, so I decide that I’d rather work on something new and unique.
I’m also guessing you get a ton of requests too. How you deal with all of those?
I consider all requests, though obviously I can’t take them all anymore. I’m much more inclined to take certain requests if they’re from the same game that I’m currently working on. Also, the earliest requests usually get prioritized, since I typically haven’t picked my next song yet.
Onto a few taste related questions now. First up, were there any songs you just knew needed a remix the minute you heard them?
Recently, I’d say Super Smash Bros. Ultimate’s theme. The second the song ended on the live stream, I downloaded the MP3 and began working. I think I got it done in just under two hours. It was funny, a lot of people thought that I had somehow gotten ahold of the song early.
As you likely know, Splatoon has quickly become a huge success for Nintendo. With millions of fans playing the game online and a large eSports community dedicated to the title, it’s clear the franchise has become one of Nintendo’s biggest successes, and a multiplayer game almost on par with Mario Kart and Smash Bros in terms of widespread appeal.
But did you know that Splatoon wasn’t the first such game of its kind? That Nintendo was at one point actually working on something similar much earlier in the Wii U?
Probably not, but it’s true none the less. Because as it turns out, Nintendo was actually working on a very similar game in tandem with High Voltage Software right back in the early days of the Wii U.
And this game actually shared a fair few similarities with Splatoon too. For one thing, it was a non-traditional shooter with non-lethal bullets and cartoony characters, just like Splatoon would be years later.
Yet at the same time, it also had its differences. For example, whereas Splatoon revolves around squids and ink, this unnamed game was going to be based on the idea of robots fighting with water-based weapons instead. In other words, it was kinda like if Mario Sunshine’s FLUDD had become the basis for a FPS game, albeit in a setting somewhat similar to Mega Man.
It was an interesting project really, and makes you think about how different things could have been had it come to fruition. Hell, we could have had a major new Nintendo IP right there in the dark ages of the Wii’s downfall!
Alas, that wouldn’t be the case. Why?
Well to put it simply, leaks happened. Basically, someone at High Voltage leaked the existence of the project online, and that scared Nintendo enough to drop the project. It’s a pretty disappointing outcome for a game like this, and worse still, one that actually harmed the relationship between High Voltage Software and Nintendo as a whole.
So, if you’re interested in hearing more about it, check out the video here:
And tell us what you think about the game and its potential too. Would you have wanted to see a Splatoon type game with water-based weapons? Would High Voltage Software have made a game on par with it?
Tell us what you think in the comments below or on the Gaming Latest forums today!
How Splatoon’s Predecessor Was Ended by Leaks – Game History Secrets (Nintendo Wii U)
Back in the recent Smash Bros Direct, we saw a blurred-out button for a mysterious extra mode on the main menu. This didn’t provide much to go on, but based on its position, size and colour (plus various other background details in the Direct), many then speculated it was tied to a single player adventure mode in the game.
However, now it seems we may have a better idea what it’s for. Why? Because as Imgur user Nintendrew found out with a bit of image editing, it seems the button may say the word ‘spirits’ on it, complete with an icon of a ghost or soul.
Here’s a mock up showing what the menu option might look like:
As well as some other images illustrating how Nintendrew came to this conclusion:
Smash Bros. Ultimate main menu decensor by Nintendrew
It matches up pretty well to be honest, and makes a ton of sense given the morbid death themes present throughout many of the game’s newcomer trailers. After all, would Nintendo really kill of Mario and Luigi for no real reason? Probably not, even for a game as interested in drumming up hype and controversy as this one.
So yeah, we think it’s pretty likely that Nintendrew is right about this. It just all seems so logical here.
But what do you think? Do you think the button likely says spirits on it? What kind of adventure mode do you think would you fit such a concept?
Have your say on the matter here in the comments or on social media today!
Super Smash Bros Ultimate Decensor (Nintendrew on Imgur)