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Cosmoscope posted a new preview video for Morphies Law version 2.0. Today we have a look at Maztec Temple, which has been completely redesigned.

Here’s the news from Cosmoscope:

Uppercut Games has today released the Switch version of City of Brass, the Arabian Nights-inspired first-person rogue-lite adventure. Watch the launch trailer below.

Publisher Rising Star Games and developer Ground Shatter today revealed a release date for RICO. The game is just a few weeks away, as its launch is scheduled for March 14 on Switch.

RICO is described as “a first-person, buddy cop shooter inspired by modern action cinema.” We have an overview for the game below, along with the latest trailer.

The Liar Princess and the Blind Prince

With The Liar Princess and the Blind Prince launching on Switch next week, we’re starting to see footage from the final English build. Check out nearly an hour of gameplay below.

BlazBlue: Central Fiction Special Edition is now available for Switch. Take a look at the game’s launch trailer below.

This information comes from the Q&A portion of Nintendo’s latest financial results briefing…

I’d like to hear about the future of your big hit titles released during October to December last year. The initial response was extremely strong, but will that be met with a drop in sales momentum? Or will the strength of that initial momentum on release help download sales and purchases based on word-of-mouth to grow, resulting in a net positive effect on future sales?

Satoru Shibata (Director, Senior Executive Officer): We feel very fortunate that the initial sales pace for Super Mario Party, Pokémon: Let’s Go, Pikachu!/Pokémon: Let’s Go, Eevee!, and Super Smash Bros. Ultimate has been so strong. However, that doesn’t exactly mean we’re satisfied. Before their release, we challenged ourselves to see how we could expand our consumer base with each of these titles. For Super Mario Party, the question was “How could we reach people other than children and parents?”


Nintendo Switch

This information comes from the Q&A portion of Nintendo’s latest financial results briefing…

The “expanding” part of “expanding the number of people who have access to Nintendo IP” may be important, but looking at third-quarter software sales and the presence of two titles with sales of over 10 million units in a single quarter, it seems pursuing “depth” is also important. I think it is important to provide more software for consumers who have already purchased Nintendo Switch. I’d like to know your software lineup for next fiscal year and after, and if you’ve considered the possibility of increasing R&D spending to increase title count going forward.

Furukawa: As you’ve pointed out, “depth” is also important, and we’ve considered many factors with regards to our future lineup.


This information comes from the Q&A portion of Nintendo’s latest financial results briefing…

What are you hoping for going forward from the collaboration with LINE Corporation, beyond Dr. Mario World? By collaborating with LINE, are you signaling a particular interest in developing games for younger segments of the population, such as teens?

Furukawa: I believe everyone is familiar with LINE, which is virtually synonymous with “messaging application” in Japan. We believe that the real-life social graph (connections between friends via the Internet) cultivated by LINE, as well as the technologies supporting it, will be a very strong platform for consumers to enjoy our game applications, which is why we have formed this collaboration. And Dr. Mario World is a puzzle game, so we hope many people will enjoy it, regardless of gender or age.

Source


Nintendo

This information comes from the Q&A portion of Nintendo’s latest financial results briefing…

On the other side of the globally expanding gaming population and the sudden rise of e-sports, video game addiction is currently under study by the Ministry of Health, Labour and Welfare in Japan and it seems to become a social issue. What is your acknowledgment of video game addiction, and what measures are you considering to combat it?

Furukawa: I think the problem of game addiction is more about becoming overly dependent on video games than is about any issues with the games themselves. One thing we have done as a company that creates games is to implement features that allow parents to limit the time that their children can play games. I think that further implementing features like this, and raising awareness among more people that these features exist is one way we can face this issue.

Source


Nintendo Switch Online

This information comes from the Q&A portion of Nintendo’s latest financial results briefing…

You mentioned (in the presentation) that the Nintendo Switch Online subscriber base (excluding free trials) has exceeded 8 million accounts, which suggests the service has gotten off to a really good start. I assume the people who purchased Super Smash Bros. Ultimate subscribed to the service at once, but I am wondering how many signed up for 12-month memberships. Given the current content of the service and your pace of releasing a few major, first-party titles in a year, I imagine it might be hard to maintain a relationship with those members. The service is off to a great start, but what do you plan to offer to members going forward?

Furukawa: We do think Nintendo Switch Online has had a good start coming out of the holiday season, helped in large part by Super Smash Bros. Ultimate.



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