Tag Archive: Switch


Pokémon has been nothing short of a phenomenon since it first debuted over 20 years ago on the Nintendo Game Boy. Whether you’ve been there since the very start, like yours truly, or came along later, the series has been a constant in the popular zeitgeist since it appeared. And yet, it’s always been on handheld systems. Sure, we’ve had Pokémon Stadium and Pokémon Snap and even Let’s Go, Pikachu/Eevee that reimagined the original Pokémon Red/Blue games for the Switch. But we’ve never had a brand-new generation that debuted on a home console—until now, that is, with Generation VIII’s Pokémon Sword and Pokémon Shield.

Pokémon Sword and Pokémon Shield start off like most any other Pokémon game. You are tasked with becoming the very best, like no one ever was. You quickly meet your best friend and rival, Hop, and his brother Leon, who is the Pokémon Champion for the Galar region and is famous for being undefeated. So, you and Hop set off to do the impossible in a race to be the first to beat Leon and become the new champ. Leon is intrigued by this ambitious mission, and unlike Pokémon games in the past, it is he who offers you your starter Pokémon. From there, you’ll have to take down eight unique gyms across the Galar region, each with a special challenge.

Credit: Nintendo / Creatures Inc. / GAME FREAK inc.

I chose Scorbunny as my starter, marking only the second time I haven’t chosen the water type in my personal history. Interestingly, Hop takes the Pokémon your starter is strongest against (in my case, the grass type Grookey) and the champion takes the Pokemon you’re weakest against (Sobble, the water type for me). Typically, your rival takes the Pokémon yours is weakest against, and the third stays with a Professor. It’s a small detail in regards to the overall game, but it makes so much sense you wonder why it wasn’t done sooner.

From a very high-level view, Pokémon Sword and Pokémon Shield then play like most other Pokémon games from here on out. You’ll hear tales of the legendary Pokémon Zacien and Zamazenta that protect Galar (foreshadowing an inevitable meetup), you’ll catch Pokémon in the wild to build a balanced party to take down gym leaders and collect badges to prove you’re worthy to combat the champion, and you’ll quell some inevitable trouble that arises from those who would use Pokémon for nefarious means. The core of Pokémon remains both relatively unchanged and tremendously fun. Where this latest generation of Pokémon both excels and falters, however, is in the differences that the games introduce when compared more directly with their predecessors.

One major upgrade is the look. Pokémon Sword and Pokémon Shield look absolutely stunning, taking full advantage of the Switch hardware and being on a proper home console. Every location you visit is incredibly detailed, and the world feels more lived in than most other Pokémon games with many more people and homes to explore. The British influence on the game is also evident everywhere you look, with some regions and towns modeled after popular tourist attractions like Stonehenge or the Roman Baths. There’s even a proper Underground that can shuttle you to places around Galar.

Credit: Nintendo / Creatures Inc. / GAME FREAK inc.

But the Underground is the first, and admittedly most minor, of several elements in Pokémon Swordand Pokémon Shield where it doesn’t feel like developer Game Freak leaned into an idea far enough. It isn’t long after your first Underground ride that Flying Taxis are introduced, representing the game’s true fast travel system and replacing Fly from previous games. In one fell swoop, they make the Underground needless window dressing.

Early in the game, well before you face your first gym, you have to cross an extensive expanse called the Wild Area, a massive field that connects to two key towns in Galar. The field features a bevy of new and old Pokémon alike, and is one of the best places to put together a balanced team for combat. Random encounters of the past are gone, and you can actually see Pokémon floating, flying, walking, or bouncing all around the field. There are still “surprise encounters” occasionally, marked by an exclamation point before the battle begins that are triggered by staying in tall grass for too long. But, for the most part, you’ll know exactly what wild Pokémon you’re trying to capture—and I, for one, am thrilled random encounters are all but gone now.

The Pokémon in the field are also consistently around certain levels in certain parts, offering up a makeshift barrier in the game to let you know to come back to particular parts of the field later on. For example, trying to capture a level 25 Butterfree when you’re only level 12 isn’t going to work most of the time.

The Wild Area also introduces two new gameplay components, the first of which is camping. Camping may not sound like much, but here you can play with your Pokémon and cook curry with them in fun little minigames that also have a benefit in battle. You can earn easy XP to help level up your Pokémon when you make camp, and developing a better relationship with your Pokémon while relaxing could lead to in-battle bonuses like shaking off paralysis or delivering critical hits more frequently. It serves as a nice distraction from constant battling, and I admit it’s pretty fun to play catch with your favorite Pokémon. Camping can be done in other areas later on, too.

Credit: Nintendo / Creatures Inc. / GAME FREAK inc.

The other new feature is the highly talked about the Dynamax/Gigantamax feature. Dynamaxing a Pokémon is similar to the Mega Evolutions from Pokémon X/Y and Pokémon Sun/Moon, but far better balanced and far more critical to the story. Dynamaxing only lasts for three turns, whereas Mega Evolutions continued until a battle was over. Only one Pokémon per battle per trainer can be Dynamaxed and doing so replaces the moves of your Pokémon with Max moves based on type. For example, fire moves turn into Max Flare when Dynamaxed, whereas water moves turns into Max Geyser. This helps prompt players to ensure their Pokémon have a variety of different moves, not just always play to type. After all, a Pokémon with four fire-type moves would then only have one move while Dynamaxed. The only difference, besides appearance, with a Pokémon that can Gigantamax when they Dynamax, is they have an exclusive G-Max move that’s even more powerful, but the Pokémon capable of doing this are few and far between.

In the Wild Area, you’ll encounter your first Pokémon dens. These are powerful hot spots that cause energy to course through them. Any wild Pokémon that has made a home in these dens will automatically Dynamax. If you can defeat a wild Dynamaxed Pokémon, you’re guaranteed to catch it in its original, de-Dynamaxed form. It’s a great way to quickly build a powerful party to take on the eight gym leaders.

As great as all this was, and as much fun as I had exploring the Wild Area, there’s only one Wild Area in the entire game. If you’re like me and put a priority on becoming champion and taking on all the gyms as quickly as possible, you’ll only need to go through the Wild Area twice in the entire game. Sure, you can go back and visit whenever you want. But it was very disappointing that instead of filling Galar with these Pokémon havens, most of the rest of the game relies on routes and caves that harken back to the original Pokémon games. You can still catch wild Pokémon on these routes, but only the Wild Area has wild Dynamax Pokémon.

Credit: Nintendo / Creatures Inc. / GAME FREAK inc.

This leads into another issue with Pokemon Sword and Shield: inconsistent pacing. It wasn’t until hour seven of my playthrough that I got to my first gym, which made the game feel like it was going to be a slow burn. Once you get through the Wild Area that first time, however, the pace of the game quickens dramatically. Even with each gym offering a fun mini challenge (like herding Wooloo for Milo), you’ll roll through gym battles at a pretty breakneck pace; I was taking down gyms almost hourly. Just walk down a path, catch a couple more Pokémon for the Pokédex, and snag another badge. Other Pokémon games spread their gyms out more evenly, offering you challenges, puzzles, and sometimes even towns that might not have a Pokémon gym, but which offered other distractions in-between. Had the pacing been more consistent the whole way through, the linearity might’ve been less noticeable and less problematic.

That inbalance may have been less noticeable because, as the titles might suggest, Pokémon Swordand Pokémon Shield is focused more on battling than any previous Pokémon game. It’s not just celebrated in the Galar region—it’s their entire way of life. The goal of completing your Pokédex is a distant second to becoming champion now. This has also led to some user interface and gameplay innovations that I didn’t realize we needed so badly until we got them here. Like, for example, clearly telling players moves that are effective or not effective against Pokémon before you use them as long as you have Pokédex data on your opponent; no longer having to go to a Pokémon Center to adjust your team, instead now being able to just switch Pokémon out of your party with a box on the fly; and even a new feature called Poké Jobs that allow Pokémon not in your party to do missions and gain XP on their own. These were all nice little conveniences that went a long way towards my enjoyment of the game.

And, of course, we need to talk about the Pokédex. Not a second of my game was less enjoyable because the Galar region doesn’t have access to all of the hundreds of Pokémon previously introduced. Instead, I found joy in finding all of the regional exclusive variants the game offers, as well as dozens of brand new Pokémon including Drednaw and Corviknight, who were anchors in my party alongside Scorbunny from almost the beginning of the game. There are still plenty of Pokémon to play around with, and the idea that another region wouldn’t have access to all the Pokémon in the world makes perfect sense. Think of them like the region exclusives in Pokémon GO.

Credit: Nintendo / Creatures Inc. / GAME FREAK inc.

Finally, I wasn’t able to put the online play for Pokémon Sword and Pokémon Shield through its proper paces, as the servers still aren’t up. That said, I was able to do a local link battle with Mike from the EGM main office. Similar to how you can make a code for private groups in Pokémon GO raids, you can make a number that you share for local battling, which worked without a hitch when we tested it out. That said, there was still a bit of a balancing issue. After the game reset all our Pokémon to level 50—as is standard—since Mike was using early game moves, and all my Pokémon were touting end game abilities, even when matchups would normally favor him like his grass-type Grookey against my water/rock-type Drednaw, I pummeled him. Of course, most people won’t even try battling until they get later in the game, but Mike did me a solid by taking his lumps to test out the link battles.

There’s also features like surprise trades now, where you put a random Pokémon up for grabs and get a random Pokémon in return. And, similar to Pokémon GO’sraids, those Wild Area Dynamax battles can be fought together with up to three friends. Even though Mike joined me for one despite not being anywhere near my level, the game balance battles so that, when you catch the Pokémon, it’s close to the level of each trainer. So, the Pokémon Mike could capture after the battle was a level 20, while for me, it was a level 50. We both get a Pokémon, and at least here the game remained balanced.

Pokémon Sword and Pokémon Shield are among the best games the series has ever offered. The Galar region is fun to explore, the new Pokémon it offers up are some of the most interesting the series has seen yet, and the Dynamax system adds a new wrinkle that freshens things up like never before. The adventure can be a little linear—and maybe even tedious at times—but it features everything that makes Pokémon great. Hopefully next time, Game Freak will push their new ideas to the limits and really deliver something special.

Credit: Nintendo / Creatures Inc. / GAME FREAK inc.
★★★★☆

The first new-generation Pokémon game to release on a proper home console does not disappoint. New features like Dynamaxing and the Wild Area are fun additions that make the experience of becoming a Pokémon champion still feel fresh. It’s just a shame that Game Freak didn’t lean into the new features more than they did.

Developer
Game Freak Inc≥
Publisher
Nintendo
ESRB
E – Everyone
Release Date
11.15.2019

It’s hard to go wrong with a Kirby game. Everyone’s favorite little pink puffball is as consistent as any of the other major Nintendo characters, and just like Mario or Link, Kirby keeps finding new ways to breathe life into old tricks. This holds true once more in his first adventure on the Switch, Kirby Star Allies, which puts a new spin on some classic gimmicks that make this latest adventure one of Kirby’s best.

Kirby Star Allies kicks off like many of Kirby’s adventures, with him lazily sleeping under a tree in Dream Land. Unbeknownst to him, there are dark forces at work as a black, heart-shaped rock is destroyed, sending fragments of itself across the land. When these pebbles become embedded in familiar Kirby foes, their malice grows. Luckily for Kirby, a pure pink heart from the same rock has found its way to him, giving him not only the ability to battle the black hearts but also a few new tricks as well.

The biggest mechanic that Kirby Star Allies revolves around is using this pink heart power to convert enemies old and new to our hero’s cause. While Kirby turning enemies into friends has been around since the Kirby Super Star days, the fact that he can now have up to three friends in tow—and control any of them directly by riding piggyback on them—gives Kirby a bevy of new options at any given moment. It’s a rotation of abilities that he’s never really had before, and this opens up a variety of new gameplay elements and puzzles that help keep Star Allies feeling fresh across the entire experience.

Having all these frenemies alongside Kirby also allows Star Allies to introduce 4-player local co-op to the series. It’s not quite as hectic or as competitive as, say, when it was introduced back in New Super Mario Bros. Wii for that franchise, but it can still cause some fun chaos on screen as four characters bounce around in different directions. However, Kirby is still top banana, so whenever he starts moving, the other players will warp to him. Kirby can also change his friends at any time with a fickle flick of another pink heart for whatever may suit his puzzle-solving needs at the moment.

The other advantage to having a variety of friends in your entourage is that the Mix ability also returns in Star Allies. This allows Kirby—or even some of the other friends—to have new elemental abilities added to their weapons, unlocking special moves that can open up new areas of stages. For example, if Kirby has a Chilly or Burning Leo in his party after absorbing the ability of a Sir Kibble, he can get the apropos abilities of Ice or Fire Cutter respectively. If Kirby also has a Rocky in his group with that Chilly, though, he can have them work together to create a Curling ability that smashes through weak walls and flattens lesser enemies. And, with brand new powers added to the Kirby-verse like Staff and Spider on top of all the classics you’d expect, the possibilities are near endless.

If regular enemies aren’t doing it for you in Star Allies, Kirby can also unlock something called a Dream Palace in each world by finding branching paths in select levels. In each Dream Palace, Kirby can spin a wheel, and wherever it lands, Kirby will get a special ally. There are plans for some very special characters to come via free DLC post-launch, but I was able to mess around with the three Kirby icons included in the game at launch to receive Bandana Dee, King Dedede, and Meta Knight, who of course wield spear, hammer, and sword abilities respectively. While filling your party with these characters could limit your elemental options, having one or two fighting alongside Kirby at a time is a nice little nod to Kirby’s past—and it’s just fun seeing them in action here.

What might be the most impressive thing about your friendly characters in Star Allies is how easy it is to control the entire party even when just playing single player. Calling on allies to mix their powers is a cinch, and the AI-controlled characters will take it upon themselves to attack enemies or assist Kirby with puzzles that require all four characters to be working in unison in a way that feels natural and never frustrating. I was afraid that I might have to end up babysitting Kirby’s AI allies when I wasn’t playing with friends, but that was never the case. My teammates always more than held their own while never overstepping their bounds to where it felt like the game was solving puzzles or beating enemies for me. It’s a precarious balance to get right, and Star Allies does it well.

Having three friends alongside Kirby also unlocks a brand new mechanic in Star Allies when you come across special Friend Action pads. These pads provide a fun change of pace in the action, allowing your party to transform into a variety of shapes that can be used to solve puzzles. For example, maybe you’ll become a Friend Bridge to help guide Key Dees across gaps to open doors, or instead utilize the Friend Train, where Kirby throws on a conductor’s hat and you run roughshod over everything in your path.

All of these mechanics come together to really deliver one of the more complete Kirby packages. Sure, there’s not much to the story, but there rarely is. Star Allies even liberally borrows a lot of elements from past Kirby games in terms of stages and enemies, making it feel like a walk down memory lane as much as a brand new adventure at times. It’s also a bit shorter than we’re used to, not to mention a bit simple—I finished the game with more than 100 lives in the bank. Still, Star Allies excels in its gameplay, which doesn’t let up for a second and continues to deliver new mechanics right on up until the final credits roll.

The only real knock against Kirby Star Allies I have is that if you should turn the game off, whatever friends you have with you will be lost. You won’t lose your lives or anything like that, but if you’re like me, it’ll break you out of the habit of completely powering down your Switch when you’re done playing, and instead leave everything in sleep mode. So, it’s really not that big a deal in the end anyway.

And even when the credits do roll, the adventure is far from over. Like a lot of other Kirby games over the years, there are smaller game modes outside the main story that add a little extra pop to this platformer which are just as fun in 4-player co-op. Chop Champs is a wood-chopping mini-game that can be played with motion controls if you so choose to, you guessed it, chop wood faster than the other Kirbys while avoiding enemies hanging in the trees. Star Slam Heroes is a home run derby-style timing mini-game, while Ultimate Choice is a boss rush that you can choose the difficulty for before tackling it. And, finally, there’s Guest Star, where you play the main game over with different power-ups, racing against the clock, and without Kirby, putting one of the many enemies you absorb over the course of the story into the leading role.

Kirby Star Allies delivers exactly what you expect from a new Kirby game. There’s some fun puzzle solving and platforming, a collection of cute new characters to push the story along, and a new twist on some old mechanics to make everything feel fresh. It’s probably one of the more complete Kirby games I’ve played in a long time, and the addition of 4-player local co-op adds a whole new layer of fun with friends. If you’ve been a fan of the pink puffball for as long as I have, then it should be an easy decision to add this to your Switch library.

Publisher: Nintendo • Developer: HAL Laboratory • ESRB: E10+ – Everyone 10 and up • Release Date: 03.16.18
9.0
Kirby Star Allies hits all the perfect nostalgia notes you expect from a full-blown Kirby adventure, and adds just enough new twists to make something so familiar at this point feel fresh and fun again. The pink puffball has never played so well (particularly with others) before.
The Good Gameplay stays fresh, as there always seems to be a surprise for Kirby and friends around every corner.
The Bad A little short, a little simple, and you lose all your buddies if you shut the game off.
The Ugly King Dedede ‘roided out on that dark-heart magic.
Kirby Star Allies is a Nintendo Switch exclusive. Review code was provided by Nintendo for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

At this point, we know that the Wii U had a ton of shortcomings. If there was one good thing to come from that console generation for Nintendo, however, it was when they really threw their doors open and welcomed indie games full-bore. We can look back at titles like Runbow and Shovel Knight and know those wonderful experiences helped solidify Nintendo’s indie-friendly stance. None may have been more impactful, though, than Fast Racing Neo—a sequel to the Wii’s Fast Racing League—that gave gamers everywhere the closest thing we’ve had to a new F-Zero in what feels like forever. The love for that game made it a no-brainer then for developer Shin’en Multimedia to continue the franchise and deliver us Fast RMX on day one with the Switch.

In a lot of ways, Fast RMX is Fast Racing Neo 1.5. It touts all 24 tracks Neo had with its DLC, but with six brand new ones also in tow, upping the total to 30. Meanwhile sharper graphics, Switch functionality, and a new “Hero” mode help beef up the experience of this hardcore anti-gravity racer. There isn’t really more than that, but that’s perfectly fine in my book. You just hop into the cockpit of one of three different vehicles (there’s 12 more to unlock as you race) and aim for the finish line. Depending on where you place gives you points, similar to Mario Kart, and the racer with the most points at the end of the three-race circuit is the champion.

The hook for the racing is in the name. Every vehicle averages top-speeds well over 1,000 MPH as you soar through locations both terrestrial and beyond. There is a bit of strategy here as well as different-colored speed strips—activated by changing your exhaust stream with a press of a button to match the color—which can give temporary boosts. Collecting power orbs also allow you to fill up your personal boost meter, giving you that necessary edge in long stretches without speed strips, and again placing a pure emphasis on going as fast as possible. Playing smart and finding the perfect paths between boosts is a must.

FastRMXRainRacing1160

And, if you’re going fast enough, you can bump your rivals out of the way too. Fast RMX should be commended for never pulling its punches with its AI; right from the first race, you’ll be fighting all the other racers and jockeying for pole position, as your opponents will use boosts just as much as you while definitely not being afraid of bumping you off course. All of this means that, as the game progresses, unless you pull off a near-perfect race you’ll be more and more likely to lose. I’d never been so happy over a third-place finish before by the time I had reached the Platinum circuit.

You’ll find the 30 courses in the game take place in myriad settings, cutting through rainforests and glaciers here on Earth or zipping around space stations and asteroid quarries. The course locations are absolutely gorgeous, with the amount of detail surrounding each track hinting to a spectacular future where these circuits can take place while also taking your breath away.

If only the tracks themselves were as consistently inspirational. Some definitely take advantage of the anti-grav future premise the game is built around, and will make you audibly utter “wow” as you swirl around the course’s curves. And, if you’re not careful, you can fly off an edge, crashing and burning just as easily as soar ahead of other racers for a victory. There are plenty of shortcuts to be found on some courses, and knowing your vehicle’s capabilities as well as the track could lead to shaving precious seconds off your lap times.

FastRMXDesert1160

Other courses are very straightforward, however, and don’t push the envelope nearly as much. What’s worse is when it felt like the game tried to make more simple tracks far more difficult by adding obstacles—particularly around blind corners. For example, one track is observed by giant, insect-like robots, which randomly decide to cross the street with no rhyme or reason, crushing your vehicle. It didn’t make the game more difficult as much as it felt cheap at times as a crash all but guaranteed a less-than-stellar finishing position and likely some forced replays until you learn where everything is by heart.

In terms of the game’s modes as well, I wish there was a bit more depth. You start with your standard series of championships and classes. There are 10 three-race championships to start, and three different classes ranging from Subsonic to Supersonic. Although having all 30 tracks available in a single race class was a lot of fun at first, it quickly became repetitive with the minimal increase in difficulty change once it was time to move up in class—and my motivation was lacking since I had already seen all there was to see. It would’ve been better had some championships been relegated to each class, giving a sense of identity to them, and marking a more obvious increase in difficulty between courses.

There’s also the noticeable absence of time attack mode. What could’ve been a great way to learn tracks for championships and improve your times will be patched in later as free DLC, but it being absent at the moment is disappointing to say the least. In its place is the mentioned-above new Hero mode. This is meant more for after you’ve already learned the courses, since your boost meter is also your shield meter here, and it’s much easier to crash—and if you crash in Hero mode, the race is over. If—for some reason—you want Fast RMX to be even harder, this mode is for you.

FastRMXSplitscreen1160

It’s not just racing against the computer all day in Fast RMX, however. There’s a local multiplayer option that supports up to four players, with each player taking a Joy-Con and linking it to the Switch. There’s also online multiplayer, which works fine at this point, but it lacks certain amenities like online friend support that Shin’en has again said will be patched in later.

Fast RMX is the better version of an already good racing game. If you’re looking for something that will challenge your reflexes and get those competitive juices flowing, then this is a great game for you. The fact that some modes missed launch is disheartening, as is the inconsistent track quality, which can lead to as much frustration as fun at times. We may not ever get another F-Zero game, but the Fast series is doing a great job at trying to make claims to the title of its successor.

Publisher: Shin’en Multimedia • Developer: Shin’en Multimeda • ESRB: E – Everyone • Release Date: 03.03.17
7.5
The fact that some of Fast RMX’s modes like Time Attack missed launch is a bummer, and track design can be a bit inconsistent in terms of quality, but if you’re looking for a pure arcade racing experience, this heir apparent to F-Zero will definitely do the trick.
The Good A constant challenge from the first race. Each racing location is absolutely gorgeous.
The Bad Time Trial mode is absent at launch. Course design feels a bit uninspired. There are only incremental differences between cup modes.
The Ugly Just clipping an obstacle and watching as your racer careens off a cliff in a fiery heap.
Fast RMX is a Nintendo Switch exclusive. Review code was provided by Shin’en Multimedia for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

There had been a Bomberman game on every Nintendo system ever until that streak finally broke with the Wii U. Looking to make sure that mistake wasn’t repeated, Konami surprised everyone when they announced that their first Bomberman game and the first game we’ve seen from the series in seven years—Konami acquired original Bomberman creators Hudson Soft in 2012 and then never used the IP—would be a Switch launch title. As someone who played more than a few entries in the series on several different Nintendo consoles, this was an exciting surprise, made all the better by a game that actually delivers a decent-quality maze-busting experience.

Super Bomberman R opens up on Planet Bomber, where the original white Bomberman is admonishing his seven siblings for ignoring their demolition training duties. As they all go around the room making their excuses, a man named Buggler announces himself to the world and challenges team Bomberman outright with his own team of five Dastardly Bombers—who promptly begin wreaking havoc at different outposts all over the galaxy. The Bombermen must now fight their way through the Dastardly Bombers to get to Buggler and end his reign of terror.

Even when Bomberman moved away from his arcade roots and started trying to add real story elements with Mega Bomberman in the Sega Genesis days, it was never really a game driven by its plot—it was more like we now had an excuse as to why we would go around willy-nilly blowing up every brick wall and balloon enemy we found. Similarly, Super Bomberman R’s story isn’t its strong suit. It tries to go for a Saturday-morning cartoon vibe, with each cutscene touting over-the-top comedic dialogue, but it’s clearly just there to loosely tie the entire adventure together. For old-school fans, you’ll appreciate how it pays homage to the Bomberman games of the past, at least in terms of modernizing the stories of characters like Buggler (Bagular in the old games) and the Dastardly Bombers. If you’re not a die-hard Bomberman fan, you’ll still be able to follow along, although you likely won’t care nearly as much as those of us who have some history with these characters.

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Where Super Bomberman R shines is in its gameplay, which again blends the earliest adventures of Bomberman with some of his later 3D escapades. Most of the campaign is spread out across five worlds with 10 stages each. The first eight of these stages are your classic Bomberman fare, as a cavalcade of breakable and non-breakable blocks create mazes of varying complexity that are littered with enemies that can one-hit kill our hero. Each world has its own theme, but after just a couple stages on each planet, the aesthetics become a tad dull. Every world is also designed in 3D, but the locked isometric camera gives off those old-school puzzler vibes fans of the series likely first fell in love with.

Most of these stages require you to eliminate all your enemies—the most common task for Bomberman over the years. Adding a new wrinkle, however, are stages that feature survival objectives, escort missions, finding hidden keys, or stepping on a series of hidden switches. This variety helps keep gameplay that can become repetitive fresh, especially when you’re still relatively underpowered and need to find all the classic bomb, blast, and movement power-ups the series has always featured.

The last two stages of each world are where the game gets really fun, harkening back to more recent titles in the series. First, you have to take on a Dastardly Bomber in single combat, trying to trick them into blowing themselves up if you can’t find the perfect way to do it with your own bombs, or maybe a combination of the two (several times I would use an enemy’s bomb against them to pin them in a corner and secure victory). If you can defeat them in single combat, then the Dastardly Bomber transforms into a massive map-filling mechanical monstrosity. For example, Golem Bomber becomes Fort Walker, a giant robotic turtle where you have to blow up each of its four legs before blasting away at its head. Meanwhile, Plasma Bomber becomes Judge Gwinbee, a flying mech with machine guns that you have to blow up as it flies by. These moments made whatever grind the rest of the campaign might dish out more than worth it, and truly put your skills to the test.

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And trust me, your skills will be tested, because you will die. A lot. It’s still surprising how often you might lose track of how big your bomb blast is, forget about an enemy around the corner, or just accidentally barricade yourself between two bombs and watch as your life counter drops by one. The chaos only increases if playing the campaign in 2-player co-op due to friendly fire. Easier difficulties offer more lives, but no matter what setting you play on, the system by which you receive more continues is more mind-boggling than any maze the game throws at you.

Super Bomberman R features an in-game currency (no microtransactions) that rewards you with coins for beating Dastardly Bombers in the campaign or by winning multiplayer matches. This currency system can be used to purchase cosmetic items for your Bombermen, new maps, and unfortunately, also campaign continues. This weird interchanging of the currency means that if I ran out of lives and didn’t have enough coins saved up because I bought Black Bomberman this sweet top hat, I’d lose my entire progress on a level and have to start at stage one again, no matter my position. Lower difficulties see the price of continues drop, but it’s a weird way to have to game the system, often forcing you to choose between multiplayer goodies and beating the main game and creating an unfortunate grind.

Even with this odd currency situation, the greatest strength of Super Bomberman R—like many Bomberman games—remains the multiplayer component, and it’s only been enhanced further with the Switch. Up to eight Joy-Cons can be connected to a Switch for some truly frantic local action, or four Switches can link with two Joy-Cons each, again resulting in the same scenario. Even if you don’t have a full complement of local players, you can always play online. While there have been reports of connectivity issues at launch, I can attest that at least during my personal time online over the past few days, I had no problem connecting with other players. Either way, the multiplayer action that the series is known for remains, and there is no more fulfilling feeling than trapping your buddy in a corner with explosives—and no more harrowing feeling than when the same thing is done to you in turn.

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If you can’t get the full complement of eight players either way, you can also add bots to the multiplayer fun. However, I’d advise against it. The bot AI can’t be adjusted, and they are almost always set to master level it seems, knowing just how far away they need to stand from your bombs or the perfect way to trap you almost every time. The best multiplayer fun in Bomberman is against friends anyway, and that remains true here in Super Bomberman R.

Super Bomberman R might not pack the punch of one of Bomberman’s bombs when you think of console launch titles, but it’s still a quality experience. The campaign can be a bit of a grind, but has enough surprises and enjoyable moments to keep pulling you through—especially if playing co-op with a friend. And, like many Bomberman titles of the past, the local multiplayer experience with friends is almost second-to-none—that is if the game doesn’t blow up your friendships as much as you do brick walls. A few questionable choices like the in-game currency definitely add an unwanted grinding element to everything, but any fan of old-school Bomberman should be more than pleased with this long-awaited return.

Publisher: Konami • Developer: Hexadrive • ESRB: E10+ – Everyone 10 and up • Release Date: 03.03.17
7.5
The in-game currency decision was a head scratcher, as it adds an unwelcome grinding element to much of the gameplay. If you can look past that, then there’s a decent campaign and the same addictive multiplayer Bomberman is known for sitting at this launch title’s explosive core.
The Good A surprising amount of content, with 8-player multiplayer and a campaign that lasts for more than 50 levels.
The Bad Level design and gameplay can get repetitive after a while; in-game currency system.
The Ugly Accidentally trapping yourself between two bombs and then there are those few seconds where you’re just waiting for your inevitable end.
Super Bomberman R is a Switch exclusive. Review code was provided by Konami for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

Although the Nintendo Switch is only going to have five games released on launch day, it’ll have over 50 games impressively come out during the system’s initial launch window. I had a chance to go hands-on with over a dozen of these launch window games—including the five coming on day one—and put together a list of the ten best titles you should be looking forward to in the early days of Nintendo’s newest home console.

12Switch

Developer: Nintendo
Publisher: Nintendo
Release Date: March 3, 2017
1-2 Switch
It wouldn’t be a Nintendo console launch anymore it seems without a fun collection of minigames available to show off the system’s potential, and hopefully draw the entire family into the Big N’s warm embrace. 1-2 Switch features a handful of games that take full advantage of the Joy-Con’s variety of motion sensors while bringing out your competitive nature. One game requires you to listen for the sound of a ball smacking a paddle and to keep up with the rhythm in table tennis—minus the table. For all you wannabe cowboys out there, having to quick draw your Joy-Con and press the trigger in an old-fashioned duel at high noon might be more your speed. And the first game to fully take advantage of the HD Rumble, one minigame requires you to move your Joy-Con around and determine how many marbles are inside it—and, unbelievably, the sensors make it feel like there are actually marbles inside your controller. The most interesting thing about all these minigames is that they implore players to look away from their TVs and instead look at each other, livening up the play space and again driving home the potential portability of the fun the Switch has to offer.

ARMS

Developer: Nintendo
Publisher: Nintendo
Release Date: Spring 2017
ARMS
Another new IP being introduced during the Switch’s launch window, the ARMS demo we played touted five different fighters, with a variety of titular appendages that you could snap into place, potentially providing a greater advantage on the battlefield. Each player requires a pair of Joy-Cons, with each representing a player’s left and right arm respectively. By turning the Joy-Cons you can move or block, and by punching forward you can send your spring-loaded arms forward at incredible speeds. You can even throw hooks by twisting your arms mid-attack, or throw your opponents off by punching both arms at the same time. Each armament touts different positives and negatives in terms of how powerful they are, and how many times they can potentially hit. The Trident, for example, shoots three finger projectiles out, while the BIG wrecking ball arms are slower but can do a ton of damage. Similar to many fighting games out there, each player has a lifebar, and each avatar also has their natural advantages and disadvantages in terms of health, speed, blocking, and other parameters you’d expect from a game such as this. Meanwhile, ARMS touts multiple ways to play: single-player versus the computer, local versus, and also online versus. Whether or not there’s an accompanying story to go along with ARMS is yet to be seen, but at the very least, if you can snag a second set of Joy-Cons, ARMS could be another game to potentially get the party started on the Switch.

FASTRACINGRMX

Developer: Shin’en Multimedia
Publisher: Shin’en Multimedia
Release Date: March/April 2017
FAST RMX
FAST Racing NEO took the gaming world by storm by harkening back to the futuristic racing of games like F-Zero, and was a rare surprise hit on the Wii U. So, it was with great glee that I found that the original game is being ported over to the Switch with more tracks, more cars, and more modes than the original. Once again, players will hop into the cockpit of a futuristic, super-stylized, hovering race pod and will have to change the colors of their jet streams mid-race in order to get the biggest and best boosts possible if they want to exceed speeds of 1000 miles per hour. Impressively, you can play the entire game with only a single Joy-Con by turning it sideways, or use the Switch Pro Controller if you so choose. In another rarity, FAST RMX touts four-player local split-screen as long as you have enough controllers. There’s also 8-player online versus, and taking advantage of the Switch’s ability to connect with other consoles locally, even touts 8-player local multiplayer if everyone has their own Switch. If you missed FAST Racing NEO the first time around, this remix is a perfect time to test your racing mettle.

LoZBotW

Developer: Nintendo
Publisher: Nintendo
Release Date: March 3, 2017
The Legend of Zelda: Breath of the Wild
There was easily no other game that excited us more about the Switch than the newest chapter in one of gaming’s greatest franchises. After having played demos on both systems, I can attest that The Legend of Zelda: Breath of the Wild looks better and plays smoother on the Switch over its Wii U counterpart. Playing with the Joy-Cons inserted into the “puppy dog” dock felt amazingly comfortable, and it wasn’t long before I was off trying to figure out the secret behind Calamity Ganon in the largest Hyrule yet. The map was absolutely massive, but I couldn’t wait to explore every single inch. Of course, the demo was quickly cut short after only 20 minutes, but I found everything to be easier in the Switch version, from managing my inventory to combat, and I believe again it’s in large part to the Switch controller being far more comfortable than the Wii U tablet. Of course, if I so chose, I could also snap the Joycons to the side of the Switch console and take it on the road. There’s a small loss of quality there—the 900p visuals becomes 720p on the console’s 6.5-inch screen—but the fact I could be flying across the country and playing a Zelda game makes up for that in spades.

MK8DX

Developer: Nintendo
Publisher: Nintendo
Release Date: April 28, 2017
Mario Kart 8 Deluxe
Besides getting an obvious bump in visual fidelity on the Switch console, this latest version of everyone’s favorite kart racer is filled to the brim with content. Mario Kart 8 Deluxe is easily the definitive edition of this game. All previous DLC characters are unlocked from the get-go, along with a couple of new ones added to this version. New tracks are also included, again upping the content and replayability should you have played the original the first time around. The most telling addition, however, comes on the multiplayer side. Yes, like many of the other games on this list, Mario Kart 8 Deluxe touts a variety of local and online multiplayer options all depending on how many Switches and Joy-Cons you have available. You can even play 2-player split-screen locally with just a pair of Joy-Cons, with each player turning them sideways like NES controllers. But the biggest multiplayer addition is the inclusion of old-school balloon-popping battles in classic arenas that were noticeably absent from the launch of the original Mario Kart 8. With all these additions and new features, Mario Kart 8 Deluxe is almost an entirely new game, and a must have for fans of the series.

Snipperclips

Developer: Nintendo
Publisher: Nintendo
Release Date: March 2017
Snipperclips — Cut It Out, Together!
Lengthy title that should be shortened to just Snipperclips aside, this is another new IP that shows off the flexibility and creativity games on the Switch can potentially afford developers and players. This two-player game gives each player a single Joy-Con turned sideways, and sees them take control of living pieces of construction paper. By cutting your partner—and them cutting you—into a variety of different shapes, you must create the tools needed to solve puzzles of ever-increasing difficulty. No matter if you’re popping balloons, putting a basketball through a hoop, bringing a pencil over to a sharpener, or just matching shapes given to you, Snipperclips – Cut It Out, Together! will test your ability to collaborate (and maybe your patience) as you attempt to overcome all the challenges in your way.

SonicMania

Developer: Headcannon/PagodaWest
Publisher: SEGA
Release Date: Spring 2017
Sonic Mania
One of the big things seemingly keeping the industry afloat at times is its regular reliance on nostalgia. When that nostalgia hits home, it’s hard to deny the impact it can have on a particular fanbase. Of course, when that same nostalgia leads to disappointment, the impact it has can be felt even more harshly in the other direction. Few franchises have seen both sides of this effect as clearly as Sonic the Hedgehog, with most recent entries falling on the unfortunate side of the nostalgia effect. It’s no wonder then that SEGA is turning an eye back to the beginning—to Sonic’s clearly-defined roots—and bringing the blue blur back home with Sonic Mania. A combination of the original Sonic the Hedgehog and an entirely new adventure, Sonic Mania combines the 16-bit breakneck speed that Sonic blasted onto the scene with with new worlds, harder levels, bigger bosses, and even the inclusion of his buddies Tails and Knucles this time around. While Sonic Mania is the only non-exclusive title to make this list, it needs to be mentioned that being able to play the game with only a single Joy-Con controller might feel the most similar to how it did when we were children as opposed to the larger, bulkier controllers of the PS4 or Xbox One. Considering Sonic only ever needed a couple of buttons, even the single Joy-Con might be overkill to some. To the rest of us, it is an extra tool in SEGA’s efforts to re-hone in on Sonic’s core, and bring his fans back to happier times.

Splatoon2

Developer: Nintendo
Publisher: Nintendo
Release Date: Summer 2017
Splatoon 2
Disappointment over the fact this wasn’t named Spla2oon aside, Splatoon 2 is doing everything you could hope for from any and every sequel. Aside from supporting both Joy-Con and Pro Controller play, and offering up local 8-player multiplayer if you have enough Switches, Splatoon 2 is coming at us bigger and better in every way imaginable. Just like in real life, two years time has passed in the world of Splatoon, and with it Squid-kid style has changed—along with their weaponry. New devices like the twin pistols allow for more accurate painting, and new modes, maps, and more are promised to bring the experience as a whole to a new level. I played a pair of classic turf war matches during our brief time with the game, and the core of bright colors and easy to pick-up gameplay remain centered on the Wii U’s biggest surprise franchise. We can’t wait to paint the town red (and blue, and green, and yellow, and pink) all over again this summer.

SuperBombermanR

Developer: HexaDrive
Publisher: Konami
Release Date: March 3, 2017
Super Bomberman R
During the ending montage of Thursday night’s press conference where Nintendo really showed off the Switch for the first time, there were two things that I noticed. First was the confirmation of NBA 2K18, coupled with the earlier announcement of FIFA showing a clear sign of Nintendo finally supporting sports games again. But completely unrelated, and even more exciting for most of us, was the brief image of a familiar explosives expert who we hadn’t really seen in quite some time. The original Bomberman back in the day was one of those perfect little arcade-inspired adventures that flourished on the original NES. Over the years, the lore of Bomberman and his enemies was expanded upon, and he’s become a cult-classic for those of us who can’t get enough of his brand of demolition and destruction. Thus, Super Bomberman R was an extremely pleasant surprise that fantastically captures the essence of what makes Bomberman great, while giving us tough puzzles, persistent enemies, and just enough friendly fire to keep us on our toes when playing couch co-op. Another game that utilizes a single Joy-Con controller held sideways, Super Bomberman R is a great throwback for fleshing out the Switch’s launch-day lineup.

USF2

Developer: Capcom
Publisher: Capcom
Release Date: TBD 2017
Ultra Street Fighter II: The Final Challengers
Another retro surprise, Capcom is giving fans what could end up being the final revision of Street Fighter II in the game’s over 25-year lifespan. Featuring two new (to the game) characters in Evil Ryu and Violent Ken, the roster of that fighting game classic is finally considered complete now alongside original additions like Cammy and T. Hawk. The game plays exactly the same, as you would expect if you caught the title the first time around, and features Pro Controller support, unsurprisingly. Besides the two new characters (that channel aspects of Akuma in different ways), the game can be played in two different visual modes. The first mimics the 16-bit sprites of the SNES days, while the other uses the new art UDON provided for the game’s HD Remix release, giving every character a gorgeous coat of anime-style paint that just leaps off the screen. As great as the game looks, the real question now is if it could join the professional fighting game circuit—and how long before we see Ultra Street Fighter II alongside Street Fighter V at tournaments like EVO.