Nintendo
Auto Added by WPeMatico
Auto Added by WPeMatico
Nintendo today confirmed earlier reports of account breaches dating back over the past few weeks. The gaming giant issued an update (via Nintendo Japan) noting that around 160,000 Nintendo Accounts were impacted, which found multiple being used to purchase digital items without the owner’s consent. Along with the purchasing powers, the offending parties may have also gained access to personal information, including D.O.B. and email addresses.
The issue appears frequency of account access appears to have increased in recent weeks. To address the matter, the company is shutting down log-ins via NNID (Nintendo Network ID), an older account system that dates back to the 3DS/Wii U. Nintendo is resetting passwords for those impacted and recommending that everyone (impacted or not) enable two-factor authentication for their systems.
It will also be sending out notifications for the 160,000 or so users who were targeted during the month of April. The company noted earlier this week that it was investigating the issue, which found many users seeing unexpected purchases of items, including Fortnite V-Bucks, using a connected PayPal account.
Nintendo appears to still be trying to get to the bottom of how the parties gained access to the NNID info beyond “by some means other than our service.” It has been asking for users to submit feedback in an attempt to locate the source of the breach.
Powered by WPeMatico
Nintendo is selling a lot of Switches. The convertible console has been a lifesaver for people sheltering in place around the world. COVID-19-induced travel restrictions and the long-awaited arrival of Animal Crossing: New Horizons have proven to be a perfect storm for the three-year-old platform.
New numbers out from NPD this morning shed some light on just how good last month was for Nintendo. Switch sales more than doubled their numbers from March 2019, per the analyst firm. It was a March record for the console, which launched in March 2017. It was also the best first-quarter unit sales for any gaming console since the company’s DS system, way back in 2010.
US NPD HW – Nintendo Switch set a new all-time record for hardware unit sales in a March month, besting the previous high set by Nintendo Switch in its March 2017 launch month.
— Mat Piscatella (@MatPiscatella) April 21, 2020
The arrival of Animal Crossing: New Horizons was no doubt a bit part of the sales bump. The latest addition to the popular sim series was both the best-selling game on any platform for March and had the third-best-selling launch month of any title in Nintendo’s history since NPD started tracking. Only Super Smash Bros. Ultimate and Super Smash Bros. Brawl (2018 and 2008, respectively) sold more physical units in their first month.
New Horizons is already the best selling title in Animal Crossing’s history, according to the firm. Both the timing of the title and its focus on social gaming play have been a huge boost to the game. It’s also been a hit with critics, currently sporting a 91% on Metacritic.
Stores have struggled to keep Switch units in stock amid a sharp bump in sales. Nintendo is reportedly boosting production of the system up by 10% in order to keep up with demand.
Powered by WPeMatico
For the billions stuck at home during the global effort to flatten the curve, gaming is a welcome escape. But it’s also a bandwidth-heavy one, and Microsoft, Sony and others are working to make sure that millions of people downloading enormous games don’t suck up all the bandwidth. Don’t worry, though, it won’t affect your ping.
A blog post by content delivery network Akamai explained a few things it is doing to help mitigate the tidal wave of traffic that the internet’s infrastructure is experiencing. Although streaming video is of course a major contributor, games are a huge, if more intermittent, burden on the network.
Akamai is “working with leading distributors of software, particularly for the gaming industry, including Microsoft and Sony, to help manage congestion during peak usage periods. This is very important for gaming software downloads, which account for large amounts of internet traffic when an update is released,” the post reads.
Take the new “Call of Duty: Warzone” battle royale game, released last week for free and seeing major engagement. If you didn’t already own the latest CoD title, Warzone was a more than 80-gigabyte download, equivalent to dozens of movies on Netflix . And what’s more, that 80 gigs was likely downloaded at the maximum bandwidth home connections provided; streaming video is limited to a handful of megabits over the duration of the media, nowhere close to saturating your connection.
And Warzone isn’t alone — there are tons of high-profile games being released at a time when many people have nothing to do but sit at home and play games — PC game platform Steam posted a record 20 million concurrent players the other day, and one analysis saw a 400% increase in gaming traffic. So gaming is bigger than ever, while games are bigger than ever themselves.
As a result, gaming downloads will be throttled for the foreseeable future, at least in some markets. “Players may experience somewhat slower or delayed game downloads,” wrote Sony Interactive Entertainment CEO Jim Ryan in a brief blog post. I’ve asked Microsoft, Nintendo and Valve for comment on their approach as well.
It’s important to note that this should not apply to the rest of the gaming experience. Unlike downloading games, playing games is a remarkably low-bandwidth task — it’s important for packets to be traded quickly so players are in sync, but there aren’t a lot of them compared with even a low-resolution streaming video.
The best thing to do is to set your games to be downloaded overnight, as local infrastructure will be less taxed while everyone in your region is asleep. If you have downloads or updates coming during the day, don’t be surprised if they take longer than usual or are queued elsewhere.
Powered by WPeMatico
The era of social distancing is going to put a lot of existing systems to the test. Nintendo’s online services for the Switch have been experiencing outages in the U.S. and parts of Europe. The company noted the issues on social media, adding that it’s “looking to rectify the situation as soon as possible.”
The official Network Maintenance Information page noted that it is currently “Unable to connect to the network service.”
Surely not the most dire of situations, though many are no doubt relying on such services to help pass the time, as more and more cities enact bans on gatherings and closures of schools and restaurants to encourage social distance in order to curb COVID-19’s spread. Microsoft’s Xbox Live also experienced a multiple-hour outage over the weekend.
Nintendo is currently readying the system for the release of Animal Crossing: New Horizons. The latest entry in the series looks perfectly positioned to help eat away some hours when it’s released March 20.
Powered by WPeMatico
Up, up, down, down, left, right, left, right, B, A, then start. Sound familiar? The Konami Code, as this sequence came to be known, is one of the most recognizable artifacts of an earlier era of gaming. Kazuhisa Hashimoto, its creator, has used up the last of his 30 lives.
Hashimoto was a programmer at Konami, and created the code during the development of one of Konami’s best-known games of the 8-bit era: Gradius. Anyone who played it will remember the crushing difficulty of this iconic side-scrolling shooter.
Even the developers, it turns out, found it a bit of a hassle to get through repeatedly for testing purposes. That’s why during the porting process from arcade to NES, Hashimoto made himself a bit of a shortcut to make things a bit easier for himself.
He created a special command that would award the player the most crucial items for surviving the game’s challenges. The sequence to activate it needed to be easy for him to remember during his many playthroughs, but extremely unlikely for a player to input by accident. And so he settled on the well-known “up, up, down, down, left, right, left, right, B, A” — after which is usually appended “start,” since the code is often entered while paused or at the title screen.
Fate intervened here and the code, which was meant to be removed before the team wrapped up, was forgotten about and ended up in the shipping product. Somehow word got out about the code (who knows how such things transpired in the ’80s — probably it was published in Nintendo Power) and, given the extreme difficulty of the game, its necessity led to the code being adopted by pretty much everyone who bought Gradius.
And so millions of kids who grew up in the ’80s and ’90s learned the Konami Code by heart, though its effects differed from game to game, it generally made things considerably easier. For instance, in the infamous (and still amazing) Contra for NES, the code gives the player 30 lives, which honestly is about the bare minimum necessary to complete that brutal game.
The code persisted for many years and across generations, though it also began to mutate — in Gradius III for SNES the code caused the player’s ship to self-destruct, as if telling them that cheaters never prosper. Even games by other publishers used the code, as a joke or in earnest.
Soon the Konami Code was a staple of geek culture. I myself owned a shirt with the code on it, and listened to a band by that name. It showed up in TV, movies, anywhere an ’80s kid had a chance to slip it in. Even if it wasn’t used by name or with the exact sequence, the code became shorthand for all other cheat codes. Hashimoto had unknowingly created a proto-meme that infiltrated gaming culture worldwide, becoming one of the most widely recognizable aspects of it for decades to come.
All because he found his own game too hard to play.
Those were the days when development teams were on the order of 10-20 people, and the choices of a single person could change everything. These days a cheat code would probably have to be approved and playtested during alpha and beta, and shared with strategic partners for the printed strategy guides well ahead of release.
Hashimoto’s contribution to the gaming world was an accident, but on no account does that downplay his or the code’s importance. He represented the lasting power of an earlier era of gaming and game creation, and accident or not, his legacy is a powerful one.
Powered by WPeMatico
Tencent, one of the world’s biggest video and online gaming companies by revenue, today made another move to help cement that position. The Chinese firm has made an offer to fully acquire Funcom, the games developer behind Conan Exiles (and others in the Conan franchise), Dune and some 28 other titles. The deal, when approved, would value the Oslo-based company at $148 million (NOK 1.33 billion) and give the company a much-needed cash injection to follow through on its longer-term strategy around its next generation of games.
Funcom is traded publicly on the Oslo Stock Exchange, and the board has already recommended the offer, which is being made at NOK 17 per share, or around 27% higher than its closing share price the day before (Tuesday).
The news is being made with some interesting timing. Today, Tencent competes against the likes of Sony, Microsoft and Nintendo in terms of mass-market, gaming revenues. But just earlier this week, it was reported that ByteDance — the publisher behind breakout social media app TikTok — was readying its own foray into the world of gaming.
If it goes ahead, that would set up another level of rivalry between the two companies. Tencent also has a massive interest in the social media space, specifically by way of its messaging app WeChat . While many consumers will have multiple apps, when it comes down to it, spending money in one represents a constraint on spending money in another. ByteDance currently profits from having content on its social apps related to Tencent gameplay, so building its own content could be one way of moving away from that. The two have (naturally) also been battling it out in court in China over unfair competition claims, in part related to that gaming content.
Today, Tencent is one of the world’s biggest video game companies: in its last reported quarter (Q3 in November), Tencent said that it make RMB28.6 billion ($4.1 billion) in online gaming revenue, with smartphone games accounting for RMB24.3 billion of that.
Acquisitions and controlling stakes form a key part of the company’s growth strategy in gaming. Among its very biggest deals, Tencent paid $8.6 billion for a majority stake in Finland’s Supercell back in 2016. It also has a range of controlling stakes in Riot Games, Epic, Ubisoft, Paradox, Frontier and Miniclip. These companies, in turn, also are making deals: just earlier this month it was reported (and sources have also told us) that Miniclip acquired Israel’s Ilyon Games (of Bubble Shooter fame) for $100 million.
Turning back to Funcom, Tencent was already an investor in the company: it took a 29% stake in it in September 2019 in a secondary deal, buying out KGJ Capital (which had previously been the biggest shareholder).
“Tencent has a reputation for being a responsible long-term investor, and for its renowned operational capabilities in online games,” said Funcom CEO Rui Casais at the time. “The insight, experience, and knowledge that Tencent will bring is of great value to us and we look forward to working closely with them as we continue to develop great games and build a successful future for Funcom.”
In retrospect, this was laying the groundwork and relationships for a bigger deal just months down the line.
“We have a great relationship with Tencent as our largest shareholder and we are very excited to be part of the Tencent team,” Casais said in a statement today. “We will continue to develop great games that people all over the world will play, and believe that the support of Tencent will take Funcom to the next level. Tencent will provide Funcom with operational leverage and insights from its vast knowledge as the leading company in the game space.”
The rationale for Funcom is that the company had already determined that it needed further investment in order to follow through on its longer-term strategy.
According to a statement issued before it recommended the offer, the company is continuing to build out the “Open World Survival segment” using the Games-as-a-Service business model (where you pay to fuel up with more credits); and is building an ambitious Dune project set to launch in two years.
“Such increased focus would require a redirection of resources from other initiatives, the most significant being the co-op shooter game, initially scheduled for release during 2020 that has been impacted by scope changes due to external/market pressures with increasingly strong competition and internal delays,” the board writes, and if it goes ahead with its strategy, “It is likely that the Company will need additional financing to supplement the revenue generated from current operations.”
Powered by WPeMatico
If you’ve already completed your Pokédex and battled your way up to become the Champion of Galar, you might’ve figured you were just about done with Pokémon Sword/Shield.
Surprise! More is on the way — for a price, that is.
This morning Nintendo announced that it’s working on not one, but two downloadable expansions for Sword and Shield: The Isle of Armor (arriving June 2020) and The Crown Tundra (coming sometime “in the fall of 2020”). A $30 “Expansion Pass” that’s up for pre-order today gets you both downloads when they arrive.
While this definitely isn’t the first time Nintendo has dabbled with DLC, it is the first time they’ve done so with a main series Pokémon title. Considering that Sword/Shield is one of the best-selling Switch games of all time, it makes sense that Nintendo isn’t quite ready to be done with it.
So what’s new in the expansions?
Each pack will bring new areas to explore, along with new characters, storylines and, of course, Pokémon. Nintendo and GameFreak aren’t getting too specific about how many new Pokémon we’ll see, but do note that the expansions will include brand new monsters, Gigantamax and Galarian forms of existing ‘mon, plus support for an unspecified number of past Pokémon transferable from previous Pokémon titles.
While the expansions won’t ship for a few months, the companies are releasing what they call “a small slice” of the new stuff today via a free update.
Powered by WPeMatico
Nintendo today noted that the Switch just had its best-ever sales week in the States. Over the course of Thanksgiving week, the three-year-old console moved more than 830,000 units. That brings the system up to a combined 17.5 million units in the U.S., by Nintendo’s count. It’s pretty impressive momentum for a mature console.
Back in late October, the Switch hit the 15 million mark in the States. It continues to sit atop the console sales charts posted by analytics firms like NPD. The numbers, of course, were juiced by both the upcoming holidays, the addition of the new, lower-priced Switch Lite and various Black Friday offers that bundle in things like a free copy of Mario Kart 8 Deluxe.
The system is expected to get another major boost outside of the U.S., with a forthcoming launch in China. Nintendo is teaming up with Tencent to deliver the system to a potentially massive market at around $300 a pop. Pre-orders in the country opened today, with sales starting on December 10, along with a trio of Mario titles.
As of late-September, the system has sold in excess of 40 million units globally — a healthy upgrade from its lukewarmly received predecessor, the Wii U, which only managed to move 13.5 million in its lifetime. The Switch still has some catching up to do with the eight-year-old 3DS, which has sold 75.5 million units globally.
Powered by WPeMatico
Nintendo has a long history when it comes to exercise-driven games. I’m dating myself, but I can say I remember playing Track & Field on NES with the Power Pad. How far we’ve come! Ring Fit Adventure is a full-body workout for grown-ups, but fun, gentle, and ridiculous enough to forget it’s exercise.
The game and accessories were announced in September, coming as a complete surprise even considering Nintendo’s constant but hit-and-miss attempts at keeping its players healthy. What really threw people off was that this game actually looked like… a game. And so it is!
Ring Fit Adventure has you, the unnamed and (naturally) mute protagonist, journeying through a series of worlds and levels chasing after Dragaux, a swole dragon who’s infecting the land with… something. Maybe he’s not wiping down the equipment afterwards. Come on, man.
Playing with these virtual versions of the controllers gives you a real feel for how solid the motion detection is.
Anyway, you do this by using the Joy-Cons in a new and strange form: the Ring-Con and leg strap. The latter is pretty self-explanatory, but the ring must be explained. It’s a thick plastic resistance ring that you squeeze from the edges or pull apart. It detects how hard you’re squeezing it through the other Joy-Con, which slots into the top. (The strap and ring grips are washable, by the way.)
The two controllers combined can detect all kinds of movements, from squats and leg lifts to rotations, presses, balancing, and yoga poses. You’ll need them all if you’re going to progress in the game.
Each level is a path that you travel down by actually jogging in real life (or high stepping if you’re in goo), while using the Ring-Con to interact with the environment. Aim and squeeze to send out a puff of air that opens a door or propels you over an obstacle, or pull it apart to suck in distant coins. Press it against your abs to crush rocks, do squats to open chests — you get the idea.
I haven’t gotten this one yet, but it looks handy. I could use a stronger arm-based multi-monster attack.
Of course you encounter enemies as well, which you dispatch with a variety of exercises targeting different muscle groups. Do a few arm presses over your head for some basic damage, or hit multiple enemies with some hip rotations. Each exercise has you do a number of reps, which turn into damage, before defending against enemy attacks with an “Ab Guard.”
The ring and leg strap seem almost magical in their ability to track your motion in all kinds of ways, though some are no doubt only inferred or fudged (as when you lift the leg without the strap). A missed motion happened so rarely over thousands of them that I ceased to think at all about it, which is about the highest compliment you can give a control method like this. Yet it’s also forgiving enough that you won’t feel the need to get everything right down the millimeter. You can even check your pulse by putting your thumb on the IR sensor of the right Joy-Con. Who knew?
As you progress, you unlock new exercises with different uses or colors — and you soon are able to fight more strategically by matching muscle group coloring (red is arms, purple legs, etc) with enemies of the same type. It’s hardly Fire Emblem, but it’s also a lot more than anyone has every really expected from a fitness game.
The red guys are like, “yeah… do him first.”
In fact, so much care and polish has clearly gone into this whole operation that’s it’s frequently surprising; there are so many things that could have been phoned in an not a single one is. The exercises are thoughtfully selected and explained in a friendly manner; the monsters and environments show great attention to detail. There’s no punishment for failure except restarting a level — the first time I “died,” I expected a little sass from my chatty companion, Ring, but it just popped me back to the map with nary a word.
Throughout is a feeling of acceptance and opportunity rather than pressure to perform. You can quit at any time and it doesn’t chide you for abandoning your quest or not burning enough calories. If you decide not to do the warm-up stretch, Tabb just says “OK!” and moves on. When you perform a move, it’s either “good” or “great,” or it reminds you of the form and you can try again. Whenever you start, you can change the difficulty, which I believe is reps, damage, and other soft counts, since it can’t increase the resistance of the Ring-Con.
Seems familiar…
There’s no pressure to change your body and no gendered expectations; Your exercise demonstration model/avatar, Tabb, is conspicuously androgynous. Your character is a pretty cut specimen of your preferred gender, to be sure. And Dragaux himself is a sort of parody of oblivious, musclebound gym bunnies (“He’s working out while planning his next workout,” the game announced one time as he skipped an attack to do some bicep curls). But even he, Ring mentions at one point, used to be very insecure about his body. Importantly, there’s nothing about the game that feels targeted to getting a certain type of person a certain type of fit.
I’m not a trainer or fitness expert, but so far the variety of exercises also feels solid. It’s all very low-impact stuff, and because it’s resistance ring and body weight only, there’s a sort of core-strengthening yoga style to it all. This isn’t about getting ripped, but you’ll be surprised how sore you are after taking down a few enemies with a proper-form chair pose.
If you don’t want to play the adventure mode, there are minigames to collect and short workouts you can customize. Honestly some of these would make better party games than half the stuff on 1-2-Switch.
As I’ve been playing the game and discussing it with friends, I found myself wanting more out of the game side. I’m hoping Ring Fit Adventure will be a success so that Nintendo will green light a new, deeper version with more complex RPG elements. Sure, you can change your outfit here for a little extra defense or whatnot, but I want to take this concept further — I know the fundamentals are sound, so I’d like to see them built on.
It feels like until now there have been few ways to really gamify fitness, except the most elementary, like step tracking. The two separate motion controllers and the smart ways they’re used to track a variety of exercises really feel like an opportunity to do something bigger. Plus once people have bought the accessories, they’re much more likely to buy matching software.
My main criticisms would be that it’s a bit limiting at the beginning. There’s no choice to, for example, prioritize or deprioritize a certain type of exercise. I could probably stand to jog more and do arm stuff less, and I dreaded having to resort to squats for the first few worlds. And the constant instruction on how and when to do everything can be wearing — it would be nice to be able to set some things to “expert mode” and skip the tutorials.
The game and accessories will set you back $80. If you consider it simply as buying a game, it’s an expensive gimmick. But I don’t think that’s the way to think about it. The target audience here is people who likely don’t have a gym membership, something that can cost $50-$100 a month. As a fun and effective fitness tool that does what it sets out to do and does so in a praiseworthy way, I think $80 is a very reasonable asking price.
Powered by WPeMatico
The mobile version of Nintendo’s iconic racing franchise, Mario Kart Tour, will soon support multiplayer races, bringing the game closer to its competitive roots. A limited multiplayer beta test is planned for December, just in time for holiday laziness, but only for paying subscribers — the rest of us will have to wait.
Mario Kart has had a focus on multiplayer since its first (and best, in my opinion) appearance on the SNES, with multiple modes available pitting players together in real time. So despite Mario Kart Tour’s general excellence as far as gameplay and variety, players have been disappointed by the lack of that core aspect of the game.
Sure, you can post high scores and best times, but that’s nothing compared with the feeling of coming from behind in a hard-fought race and beating out half a dozen tough competitors.

Well, players will soon have that opportunity — if they happen to be Gold Pass subscribers. That’s the subscription tier that gives access to extra content in the “free to start” game, and will be a requirement to join the beta.
Naturally this will provoke ire among players who feel they are owed not just a free game, but a free game that gives them everything they want for free. And in fact they may eventually get that, but it’s probably smart for Nintendo to limit this experience at first to paying customers so they can stress-test, balance gameplay and so on. A subpar multiplayer experience is a good way to turn off otherwise interested players.
Still, this feeds into a larger dissatisfaction among gamers with Nintendo’s online and multiplayer strategy. The subscription service required for many popular games on the Switch comes with a selection of Nintendo and Super Nintendo Games, but beyond that the benefits are minimal, and features standard on other platforms for years — voice chat, for instance — are absent or long in coming.
At only $20 a year it’s hardly a big investment, but subscription fatigue is growing among tech-savvy consumers and they are cutting things out where they can. Hopefully Nintendo’s offering will solidify and survive.
Powered by WPeMatico