Nintendo
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Nintendo’s Mario Maker series is among the most generous gifts the company could have given to its fans, and the new installment on Switch is better than its predecessor in every way. Yet despite the freedom and encouragement it gives, it’s hard not to feel a gentle tug groundward when your ambitions begin to soar.
For those unfamiliar with Mario Maker, the original was a totally unexpected joy on the Wii U and one of the few games that truly took advantage of that console’s unusual hardware. It allowed players to use the touchscreen and stylus to put together Mario levels in a variety of styles, and the resulting number and complexity of creations boggled minds worldwide.
The sequel, Super Mario Maker 2, announced in February and released at the end of June, is a natural evolution of the previous game. It adds new items, new styles, new ways to sculpt the landscape and a variety of other complexifiers like conditions you can impose on players: no jumping, carry this item to the goal and so on.

A welcome addition is the robust tutorial for the maker mode, featuring the weird/cute duo Nina and Kawamura (a girl and a pigeon) walking the player through the tools and providing what amounts to platformer design 101. There’s also a single-player campaign: A hundred unconnected levels that let you have some good old Nintendo-designed Mario fun, but also serve as inspiration for how to use various blocks and level styles.

Within days of release, the “Course World” is already brimming with strange and fun levels to play, full of ingenious ideas and uses for blocks and enemies that will have you shaking your head — and biting your controller with rage. There’s even a whole category for “auto-Mario” levels (a strange and wonderful genre that sprang out of the original Mario Maker) that take the player through an adventure sometimes without any input at all.
Importantly, this game adds a few things that Mario levels really need: locked doors and keys, for instance, or checkpoints so players don’t have to replay a punishing section. That opens up things considerably and already I have seen lots of interesting levels taking advantage of this to make you visit multiple areas, beat a certain enemy before proceeding, and such.
This devious little level is nothing like Mario, yet uses Mario rules
I’ll let other reviews go into detail about the various more granular improvements the game makes. Suffice it to say here that it’s a ton of fun, making levels is hard and between the single-player, multiplayer and Course World modes, Mario Maker 2 more than justifies its purchase price. For my part I want to call attention to something I feel is important about the game and the carefully thought-out limitations it places on creators.
Nintendo’s zeal for seeking and destroying copyright violations is well known; just last week we had Mario Royale shut down almost instantly. And the company is also well known for its highly conservative stance on licensing, in some ways at least — for instance, only ever letting Zelda games appear on Nintendo consoles rather than having them come out on Sony and Microsoft platforms as well. There are plenty of good reasons for that, I’m just making a note of it.
Nintendo’s fan base, however, is the only one that rivals it for zeal, and over the years they have found many ways to modify or reuse the properties that Nintendo has been happy to either let lie or recycle tamely via Virtual Console. Nintendo would never, for example, have made Mario Royale. Nor would it make something like the A Link to the Past Randomizer, which changes the locations of items in the classic game to make each playthrough unique. (A similar one exists for Super Metroid and other beloved and much-played classics.)
Again, Nintendo’s philosophy forbids many of these things — their idea of games is a much more pure one and it’s hard to fault it when the results are things like Super Mario Odyssey and Breath of the Wild. But players want more, and they regularly do whatever they can to break Nintendo’s creations out of the carefully manicured walled gardens the company has long cultivated for them.
Enter Mario Maker.
This title essentially performs a bleed on the community that is so fervently dedicated to playing Nintendo’s games outside of Nintendo’s rules. By letting players make their own levels, and by giving them a tool that’s really quite powerful to do so, they remove a great deal of the pressure that has built up and resulted in things like rom hacks.
A course I’m working on: Infiltrating Moleville
The second game especially opens up the creative floodgates, since the new items and capabilities make possible the complex levels that have made up the best of Mario from the beginning. Straight-up platforming is always fun, but Nintendo’s level designers have learned to theme each level with a specific skill set or feel in mind, and the sequel’s tools enable that to take place in a much greater way than before.
And yet there are some purposeful omissions. The most purposeful is the lack of any ability to tie together levels using an overworld map or even a 1-1, 1-2, 1-3 structure. While it’s possible some creators may be able to circumvent this in a small way, this is a clear sign from Nintendo that this is a tool for making levels, not games.
Withholding higher structure (that could be as simple as designing playlists) is a strategic move that reserves that structure for official games. And allowing for easy sharing of levels and playlists, instead of relying on Nintendo’s own algorithms and onerous number-based sharing system, makes it trivial for the company to control the means of distribution.
Again, I’m not saying they shouldn’t, exactly — and there will be thousands and thousands of levels worth playing, more than any one player could possibly want. But what’s clear from the popularity of Mario Maker is that millions of players also want to see Nintendo’s creations unbound by Nintendo’s strict rules. And while Mario Maker 2 loosens those rules considerably, it also indicates the limits of what Nintendo is willing to allow its community to do.
That said, within those limits there are near infinite variations and, in fact, it’s probable that the game’s creators deliberated intensely on what to include and what to exclude. I’m desperately missing the invincible giant moles from SMW, but would having them (and a dozen other rare critters) in the enemy selection just clutter it up? I’d like to have an overworld, but for the casual maker or speedrunning level maker, wouldn’t that really just be an extra step that would be skipped more often than not? The intention of the game is to facilitate creation, but part of that is knowing what tools not to provide.
Ultimately my wish that Nintendo demolish the walls of its garden amounts to nothing more than asking them to give away the keys to the castle, so to speak. And it’s not like I’m being oppressed here — I can barely put together a decent course of my own, and others are happy to work within these constraints. Not being a genius Maker myself, I tend to see the restrictions rather than the possibilities.
I just want more Mario, and in fact more Mario than Nintendo is willing to give. With Mario Maker it has secured me a constant drip-feed of Mario-adjacent content that’s just enough to keep me playing but also just limited enough that I look forward with immense impatience to the next “real” game. Whether that’s a kindness or a cruelty I can’t say, but whatever it is, it’s going to take up a hell of a lot of my time over the next couple of years.
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It’s not every day the three biggest competitors in a space join forces to denounced political action. Of course, this isn’t the first time the Trump administration has had this impact on a category.
Microsoft, Nintendo and Sony (collectively known as gaming’s “big three) penned a joint letter noting the harm the industry stands to face in the age of Trump administration tariffs on China. Addressed to Office of the United States Trade Representative General Counsel Joseph Barloon, the note asks for a modification the existing tariff list.
“While we appreciate the Administration’s efforts to protect U.S. intellectual property and preserve U.S. high-tech leadership,” the letter reads, diplomatically, “the disproportionate harm caused by these tariffs to U.S. consumers and businesses will undermine—not advance—these goals.”
The three companies highlight a broad range of cascading impacts the laws could ultimately have the vast industry, including,
The impacts of tariffs have already begun to take their toll on various technology sectors, with several leaders — including, notably, Apple’s Tim Cook — personally petitioning Trump for exceptions.
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China is losing its global lead in games. By the end of 2019, the U.S. will replace China as the world’s largest gaming market, with an estimated revenue of $36.9 billion, says a new report from research firm Newzoo.
This will mark the first time since 2015 that the U.S. will top the global gaming market, thanks to healthy domestic growth in consoles. Globally, Xbox, PlayStation, Nintendo and other console games are on track to rise 13.4% in revenue this year. Driving the growth is the continued shift toward the games-as-a-service model, Newzoo points out, on top of a solid installed base across the current console generation and spending from new model releases.
China, on the other hand, suffered from a nine-month freeze on game licenses last year that significantly shrank the stream of new titles. Though applications have resumed, industry experts warn of a slower and stricter approval process that will continue to put the squeeze on new titles. Time limits imposed on underage players will also hurt earnings in the sector.
As a result of China’s slowdown, Asia-Pacific is no longer the fastest-growing region. Taking the crown is Latin America, which is enjoying a 10.4% compound annual growth.
Despite China’s licensing blackout, Tencent remained as the largest publicly listed gaming firm in 2018, pocketing $19.73 billion in revenue. Growth slowed to 9% compared to 51% from 2016 to 2017 at Tencent’s gaming division, but the Shenzhen-based company is back on track with new blockbuster Game for Peace (和平精英), a regulator-friendly version of PlayerUnknown’s Battleground, ready to monetize.
Trailing behind Tencent in the global ranking is Sony, Microsoft, Apple and Activision Blizzard.
Other key trends of the year:
Rise of instant games: Mini games played inside WeChat without installing another app are becoming mainstream in China. These games, which tend to have strong social elements and are easy to play, have attracted followers including Douyin (TikTok’s Chinese version) to create with their own offerings.
Facebook’s Instant Games have also come a long way since opening to outside developers in 2018. The platform now sees more than 30 billion game sessions played across over 7,000 titles. WeChat doesn’t use the same metrics, but for some context, the Chinese company boasted 400 million monthly players on mini games as of January.
Mobile momentum carries on: Mobile games will continue to outpace growth on PC and console in the coming years. As expected, emerging markets that are mobile-first and mobile-only will drive most of the boom in mobile gaming, which is on course to account for almost half (49%) of the entire sector by 2022. Part of the growth is driven by improved hardware and internet infrastructure, as well as a growing number of cross-platform titles.
Games in the cloud are here: It was a distant dream just a few years ago — being able to play some of the most demanding titles regardless of the hardware one owns. But the technology is closer than ever to coming true with faster internet speed and the imminent rollout of 5G networks. A few giants have already showcased their cloud gaming services over the last few months, with the likes of Google’s Stadia, Microsoft’s xCloud and Tencent’s Start slated to test the market.
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After years of heel dragging, Nintendo finally opened itself up to the smartphone world in late-2016. The gaming giant hasn’t exactly opened the floodgates in the intervening years, but Fire Emblem Heroes, Animal Crossing: Pocket Camp and Dragalia Lost have filled the void in some form or other.
There’s something to be said for the company’s thoughtful approach to the category. Nintendo clearly values its IP and is only interested in releasing games that make sense on the platform. Dr. Mario is pretty high on that list. After all, similar puzzle-style games have come to dominate the mobile platform, and Nintendo had a perfectly good title gathering dust.
Dr. Mario World was unveiled back in February — or the title was, at least — with a broad summer release for iOS and Android. Last night, Nintendo offered a deeper glimpse in the form of a YouTube video. The basics of the game are similar to the original NES title, with falling capsules that disappear when colors are matched up. Kind of like Tetris, but with more drugs.
The graphics have been improved, of course, along with a social element that lets user connect around the world in networks like Facebook. Mario is joined by “friends,” as well, including familiar characters like Princess Peach, Luigi and Bowser, all of whom apparently studied medicine in whatever sort of universities they have in the mushroom kingdom.
The game will be available on July 10, beating the previously announced Mario Kart Tour, which is also said to be due out this summer.
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Every story about E3 has opened with a mention of Sony’s absence, and this one’s no different. The lack of one of gaming’s “big three” loomed large over the show, right down to a strange sense of space on the showroom floor.
Even Xbox chief Phil Spencer mourned the absence of the company’s biggest competitor, stating, “I wish Sony was here,” during a live stream.
But the show went on, as it has through countless ebbs and flows of the gaming industry. Sony’s clearly got plenty up its sleeve with regard to next-generation content, and frankly, no one’s too worried about their health.
Microsoft, meanwhile, came out swinging on Sunday. The company had a TON of games to reveal at the show, with dozens of trailers, all told. And while Microsoft did touch upon two key pieces of news, it ultimately ended up blowing through those announcements, with very little time devoted to either its next-generation 8K console, Project Scarlett, or its streaming service, Project xCloud.
In fact, we ultimately went back to Microsoft later in the week to clarify some things about the service and discovered in the process that console streaming will be free and not a part of the broader xCloud offering.
While Microsoft ultimately seemed cautious (or pressed for time) to go into either xCloud or Game Pass in too much detail onstage, streaming was unquestionably the biggest story of the show. That’s due in no small part to the fact that Google took a little wind out of E3’s sails by shedding more light on its Stadia offering during a surprise press conference last Friday.
On Tuesday, a Nintendo executive confirmed for me that the company is exploring streaming, but wasn’t able to comment on any specifics. Regardless, the writing is clearly on the wall here, and Nintendo has certainly taken notice. In the meantime, the company showed off its latest Animal Crossing title, a sneak peek of the next Zelda and the surprise hit of the show: A gooey Luigi called, naturally, Gooigi. Honestly though, I’m most excited about that Link’s Awakening remaster.
Square’s big event was fairly lackluster, though we did get a preview of the Uncanny (Valley) Avengers. Ubisoft had some cool demos on tap, including Watch Dogs: Legion and story mode for Assassin’s Creed. The publisher is also launching its own streaming service, with help from Google Stadia. Bethesda, meanwhile, is getting in on the battle royale phenomenon with a new mode for Fallout 76. Though the Fall Guys’ version is far more adorable.
There’s a Razer energy drink, Opera gaming browser, new George R.R. Martin game, Warcraft-meets-The-Office show from the It’s Always Sunny crew and a dance game for the Nintendo Wii. Not the Switch, not the Wii U, the Wii. Happy E3 2019!
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This year’s E3 was a bit of a mixed bag. Sony was completely absent, Microsoft was looking toward the future and Nintendo, as ever, was all about the games. The show came at an odd time in Nintendo’s release cycle.
The company recently spilled all the details about soon-to-be-released titles Mario Maker 2 and Pokémon Sword and Shield, making Animal Crossing: New Horizons and Luigi’s Mansion 3 the foundations of the company’s big Nintendo Direct unveil on Tuesday morning.
The long-awaited Animal Crossing title, sadly, came with the caveat that players are going to have to wait until even longer (2020), but the company had plenty of playable titles at the show, including the Link’s Awakening remaster and the aforementioned Luigi sequel. That featured arguably was the surprise hit of the show, Gooigi — which, as the portmanteau suggests, is indeed a gooey version of Luigi.
Absent during the event were any new hardware announcements and any new news on the fourth Metroid Prime. The company did, however, have a major surprise up its sleeve in the form of a teaser trailer for an unnamed sequel for The Legend of Zelda: Breath of the Wild.
We sat down with Nintendo’s Senior Director, Corporate Communications Charlie Scibetta following the big unveils to discuss the company’s take on streaming, mobile and what things look like following the departure of Reggie Fils-Aimé.
TC: I wanted to start off by talking about some broader trends. Microsoft, Sony and even Apple see streaming as being the future of gaming. Where does Nintendo come down on that, from both the point of potential hardware agnosticism and subscribing versus buying?
CS: Streaming is certainly interesting technology. Nintendo is keeping a close eye on it and we’re evaluating it. We don’t have anything to announce right now in terms of adopting that technology. For us, it’s still physical and it’s digital downloads through our eShop. Certainly a lot of downloadable content to keep the games fresh, but in terms of streaming as a way to run the games, we don’t have anything to announce on that front.
TC: Hardware’s always been a big differentiator for Nintendo. Do you think we’re moving toward a point of hardware agnosticism? Or is hardware going to be a major differentiator for Nintendo?
CS: Well, we think our games really come to life best on our hardware because our software and hardware developers work closely together to make the best performing game based off the way to bring that software to life. You go back to the Wii, for example, the way it brought tennis and bowling to life was with motion control. That really worked well for that, it was a launch title that came with every system that really sold the system because you understood the value proposition right away. Just even by walking by somebody that was playing that you understood it, and we think we caught lightening in a bottle the same way with Nintendo Switch because it’s a whole console you can play at home, enjoy on a big screen TV, and then you can take it with you.
And the market has responded. As of the end of our fiscal year which, ended in March 2019, we sold over 34 million units worldwide. Fourteen million in North America. People are buying the software. This past fiscal year extended over 70% more software than the previous year, over 23% more hardware. So, people are buying the games to play on the system. And a show like this, at E3, is all about showcasing the games that are going to power that system. So for us, it’s about unveiling games and getting people to interact with the games. They’re going to have a good time on the system.
TC: Obviously the line has softened a little bit on Nintendo’s stance when it comes to mobile. The company had taken a very hard line against that of only offering gaming experiences on first party hardware. How important is mobile? How important are iOS and Android, to Nintendo’s play going forward?
CS: Mobile is very important to Nintendo. You’re right that we did not participate with mobile gaming for a lot of years, but we have jumped in headfirst now and are bringing a lot of our most valuable IP to mobile — Mario Kart being the one that’s upcoming. And what we like about it is, as I was talking about with the combination of the hardware and the software, we only bring the software to mobile that we think you can really play well on a mobile device with the control speed that a phone offers, so not every single IP is appropriate. The ones that have come out are the ones that our developers have determined are appropriate for that. So people can have a good time with our IP on a mobile device.
TC: Sony’s absence looms large on the show. It’s shifted some focus and the spatial dynamic in this hall. Nintendo obviously made a shift into Direct and Treehouse, so all of the content is being fed to the general public, and us as well. How important are shows like this for Nintendo?
CS: We’ve been to many E3s. We’re a supporter of the show. We think it’s a great way for us to interact with people, like yourself, journalists, influencers who make YouTube videos, retail partners and, most importantly, most recently, with consumers. We like seeing the reactions of consumers to our games in the booth. We do interviews here and try to bring those game to life by explaining more; the Treehouse Live approach is nice because we do a Nintendo Direct the morning on the first day. Then, we go deeper on those games with people that are interested in those with our experts and with developers.
We think it’s a great way to showcase, not only our offerings and what the industry is as a whole. We’re part of the industry, so we support the show. Other companies have to make their own decisions based on what’s right for them, but for us, we like E3. We think it does a great job of helping connect us with the consumers and the people that cover the industry so they can learn about the products.
TC: Doug [Bowser] took over for Reggie [Fils-Aimé]. Any time that happens, even with a really large company, it tends to be a good opportunity to reassess things, rethink things, look at the broader context. Do you see there being any change in direction or a reassessment of the role that Nintendo is playing in the industry at the moment?
CS: Reggie was a great leader for us for a lot of years. We wish him well and he’s still a fan, in his own words. He said he’ll always be a Nintendo fan, so he’s always going to be with us. Doug is an industry veteran himself and he’d been with many companies and he’s been at Nintendo for over four years, so he’s well-grounded in the way that we do marketing. I would say that thing that hasn’t changed is that we’re a product-first company. We always like to bring our messages back to what is the game about, how does it make you feel, what is the emotion we want to generate with that game, and so Doug is really carrying on the legacy of Reggie and others that went before him.
TC: There have been a lot of rumors about a Switch Lite and Pro, having the devoted portable, and things of that nature. Does it make sense to have a Switch that is purely portable? How integral is that hybrid experience? And are we getting close to or approaching that point of the life cycle when it’s time to start thinking about new versions of the hardware?
CS: We have nothing to announce at this show in terms of new hardware. We do have over 2,000 games available right now. So we think as long as we have great games to power, the system is going to have a good life. Our developers will have to make the decision when they think that it’s time for new hardware to bring whatever their creative ideas are to life. That’s really what drives the decision on when it’s time for new hardware. Is there something that can’t be done for their creative vision with the current hardware?
Then they take it in a different direction. In the case of the Nintendo Switch, obviously we have the Wii U and our developers wanted to start thinking of gaming in a different direction where you can take it on the go, any time, or you can play at home. So, that’s why the Nintendo Switch was created. That’s why they married the software and the hardware that way. There’s nothing to announce in terms of where we want to go for the future, because right now, what we have on our hands is working really well.
TC: What happened specifically with Animal Crossing? Clearly no one’s really psyched when a game gets delayed. Is there any kind of info you can give, just in terms of why it’s being pushed back to 2020?
CS: We’re not going to put a game out before we think it’s ready to be enjoyed by fans. In the case of a franchise, like Animal Crossing, that has so many loyal fans, we’d be doing them a disservice if we put out a product that was rushed. So it’s a difficult decision for a company to make to move a ship date out. We think moving to March 20 of next year was the right decision, because we needed to give the development team enough time to make it the game we want to make. So, that’s been the Nintendo approach from the beginning and it’s something that we’re going to continue to do. We’re not going to rush a game out until it’s ready because we want to keep that quality bar high.
TC: Metroid [Prime 4] was kind of conspicuously absent. Is there any update on that end?
CS: It’s in the hands of Retro now; they certainly have a historic history with that franchise. They do a great job with it and we’re looking forward to what they do with this version of it. But there’s nothing new in terms of any ship date or any details about the game.
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Game streaming loomed large as the biggest story of E3. Between Google’s Stadia news late last week, Microsoft’s Game Pass additions, a Ubisoft announcement and even the presence of Netflix, the writing is clearly on the wall.
Nintendo, of course, has largely been absent from that conversation. No real surprise, really. The gaming company has always marched to the beat of its own drum, bucking larger industry trends in favor of its own singular vision. The approach has sometimes been to its detriment (as is the case with its longtime heel-dragging on mobile), but has largely resulted in a number of the industry’s most beloved platforms, titles and IP.
Given the company’s rich and storied gaming history, a Netflix-style approach to content makes a lot of sense for a company like Nintendo. And certainly, the notion of paying $10 a month for access to 30 years of Mario, Zelda and the like doesn’t seem like much of a stretch. Though for Nintendo, much of the calculation no doubt comes down to whether or not gamers are willing to continue to pay for downloads.
In an interview with TechCrunch this week on the show floor, Nintendo of America executive Charlie Scibetta said the concept is one the company has been considering. “Streaming is certainly interesting technology,” he told TechCrunch. “Nintendo is keeping a close eye on it and we’re evaluating it. We don’t have anything to announce right now in terms of adopting that technology. For us, it’s still physical and it’s digital downloads through our eShop.”
The sentiment echos similar statements made by new Nintendo of America chief Doug Bowser, who told The Hollywood Reporter, “We’re always interested in how various new technologies can enable different ways to play games.”
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The future of gaming is streaming. If that wasn’t painfully obvious to you a week ago, it certainly ought to be now. Google got ahead of E3 late last week by finally shedding light on Stadia, a streaming service that promises a hardware agnostic gaming future.
It’s still very early days, of course. We got a demo of the platform right around the time of its original announcement. But it was a controlled one — about all we can hope for at the moment. There are still plenty of moving parts to contend with here, including, perhaps most consequentially, broadband caps.
But this much is certainly clear: Google’s not the only company committed to the idea of remote game streaming. Microsoft didn’t devote a lot of time to Project xCloud on stage the other day — on fact, the pass with which the company blew threw that announcement was almost news in and of itself.
It did, however, promise an October arrival for the service — beating out Stadia by a full month. The other big piece of the announcement was the ability for Xbox One owners to use their console as a streaming source for their own remote game play. Though how that works and what, precisely, the advantage remains to be seen. What is clear, however, is that Microsoft is hanging its hat on the Xbox as a point of distinction from Google’s offering.
It’s clear too, of course, that Microsoft is still invested in console hardware as a key driver of its gaming future. Just after rushing through all of that Project xCloud noise, it took the wraps off of Project Scarlett, its next-gen console. We know it will feature 8K content, some crazy fast frame rates and a new Halo title. Oh, and there’s an optical drive, too, because Microsoft’s not quite ready to give up on physical media just yet.
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It’s going to be a while before players can get their hands on the Breath of the Wild sequel teased at the end of Nintendo’s E3 Direct earlier today. The good news, however, is that Nintendo’s got a few other Zelda-related adventures in the pipeline before that. There’s the compelling beat-based Cadence of Hyrule, due out this Thursday, and later this year, the company is releasing a remastered version of the Game Boy classic, The Legend of Zelda: Link’s Awakening.
That one’s due out in September. As is the case with a number of recent titles (see: most of Square’s presser from earlier this week), Link’s Awakening isn’t so much a new game as a revamp of an older one designed to get the most out of the latest technology.
Here that means more than most, however. Released in 1993, the original version of the game was subject to the Game Boy’s 8-bit, monochrome limitations. The title began life as a portable port of the third Zelda game, SNES’s A Link to the Past, but ultimately became a real boy under the direction of long-time Nintendo producer Shigeru Miyamoto.
The Link to the Past connection is very much present. Link’s Awakening feels cut from the same Hyrulian cloth as A Link to the Past. As someone who’s old enough to have played the original title during its first go-round, things came trickling back to me during a gameplay demo at E3. But the graphical advances are pretty substantial. The game is a far cry from the 1998 Game Boy Color reissue, The Legend of Zelda: Link’s Awakening DX.
Link’s Awakening is very much a Zelda title through and through, but the visuals are more than enough to make it feel like a fresh title. A direct line for the character design can be drawn to the GameCube’s The Wind Waker, when Link became decidedly more adorable. That’s coupled with the familiar 3/4 RPG perspective that was a staple of the franchise’s early days.
The backgrounds have been refreshed nicely, with a kind of tilt-shift style art that selectively blurs out set pieces. As someone who plays Switch almost exclusively as a handheld, it was refreshing to see it played out on the big screen.

Gameplay came back in a flash. Though a rep had to walk me through a few pieces of the first mission: finding a magic mushroom for a witch’s potion. It’s all very Macbeth. Or the Scottish video game. Nintendo did a much longer walkthrough on Treehouse this morning, all of which should prove familiar if you’ve played the original.
Nothing quite scratches the itch of a new Zelda title, but a full revamp of a Game Boy game more than a quarter century after the original comes close.
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After a weekend of press events, E3 officially kicks off in earnest this morning. Nintendo continued its tradition of starting the show with its customary Direct streaming event. Aside from a brief Doug Bowser/Bowser Koopa mixup at the top, there was very little executive chatter, with the company instead focusing on trailers.
And that’s for the best. There was a LOT crammed into less than an hour here (a nice change of pace after last night’s Square slog). Though, as usual, it was a mix of new and old, with a few surprises sprinkled throughout.
Here’s the best of what Nintendo had to offer this year at E3.
Animal Crossing: New Horizons – The big news here, sadly, is a delay. The long-awaited new addition to the Animal Crossing franchise has been pushed back to March 2020 in order to tweak the title. We got a nice new trailer out of it, at least.
Zelda: Link’s Awakening – Not gonna lie — excited about this remaster for the Switch. The new version of Link’s Awakening is due out on September 20.
Luigi’s Mansion 3 – I’d be remiss if I didn’t take this time to mention Gooigi, Luigi’s gelatinous clone. Still no exact date for the haunted house game, which is set for release some time this year.
The Dark Crystal: Age of Resistance Tactics – In time for the upcoming Netflix reboot series, Jim Henson’s The Dark Crystal is getting its very own Switch title later this year.
Contra: Rogue Corps – The Switch is about to get a whole lot of Contra. In addition to a post-apocalyptic entry, the classics of the series are being reissued on the Switch later this year.
Collection of Mana – Speaking of collections of beloved franchises, Square’s Secret of Mana series (including Trials of Mana) is getting a full collection for the Switch, two years after arriving in Japan.
Zelda: Breath of the Wild sequel – The company closed things out with a pretty big teaser. The Switch’s first blockbuster, Breath of the Wild, is getting a sequel. Not much in the way of gameplay footage, or anything else, really. Just a note that the title is “now in development.” Better than nothing, I guess.
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