Monday, May 29, 2023

Body Harvest: The Game Nintendo Walked Away From

Do you know DMA Design? Great development studio – up in Edinburgh, Scotland. Founded all the way back in 1987 by gaming industry icon David Jones. You may not know some of its first games on the Commodore 64, Amiga, and Atari ST, but you’ve probably heard of its breakthrough hit, Lemmings. Or maybe the SNES racer Uniracers? I’m sure I’m forgetting something…

The studio is still around today – working on some games you may know – but never mind those; I want to take you back all the way to 1998 and introduce you to a forgotten gem called Body Harvest for the Nintendo 64. Body Harvest is a 3D shooter that lets players take on an invading army of space bugs across multiple time zones, from 1916 to the bitter end on the aliens’ homeworld in 2046.

Flawed Gem

Let’s get this out of the way: not all gems sparkle brightly. If you’ve got an N64 sitting around in the attic and you can find a working Body Harvest cartridge, you will find a game that will capture your attention not for how well it plays or for how well it held up over the years. It doesn't and it didn’t. Body Harvest is still fun to play because of all the things it attempted during those pioneering years of 3D gaming, when Super Mario 64 shook the game development community awake to say that it was time to put 2D SHMUPs and sidescrollers on hold for a bit and try something new. It's a playable piece of history, with some genuinely sophisticated ideas and riveting moments.

There’s a certain level of jank you have to get over when revisiting Body Harvest. From its brightly colored Robotron-esque hero to the blurry graphics, the framerate hitches, the simple quest structure. But Body Harvest must’ve done something right: after all these years, I still remember the sense of elation when I found my first tank and tilted the balance of power against the alien invaders.

“Haha, now I have a tank.” - me, in 1998

Full disclosure, I reviewed Body Harvest back in 1998 and gave it an 8.4 out of 10 – which in hindsight was generous, as the technical aspects aren’t just an issue when viewing the game through modern eyes. But there was just something refreshing and unique about exploring a 3D landscape and being able to commandeer any vehicle you see. I tell you, they could take this idea and apply it to a modern game. Maybe let you steal vehicles and commit crimes. Or take on drug lords. Something like that.

Open-World War

Body Harvest was very much a first draft for vehicle-based 3D open-world games. You walk around on foot, enter buildings and dungeons, talk to the occasional NPC character, pull some switches, blow up blocked passages with dynamite, and most-importantly, discover new vehicles and use their special attributes and abilities to cause mayhem. DMA Design had played around with a top-down vehicle-focused game just a year earlier, but was worried that US audiences just wouldn’t be into playing a 2D game. But while Body Harvest was a departure from the comforting familiarity of the second dimension – including the blissful innocence of not having to deal with in-game camera problems – it was very much in line with DMA’s design philosophy.

Studio head David Jones told us in an interview in 1997: “I hate linear gameplay. To me, the ultimate game would take real-world physics, model them perfectly, give them an open environment, let them go, then just play around with the laws of physics. That's what games are.”

Body Harvest splits its open world into different zones – Greece, Java, American, Siberia, and the Alien Homeworld – but it litters that world with more than 60 vehicles that aren’t just keys to a puzzle, but are simply fun to control and mess around with. A ladder truck lets you get up high. You can fly byplanes and helicopters, fix a swamp boat and take it for a spin, and steal a fire truck to save a burning town. All the while, you have to be on the run and fend off surprise attacks from alien dragonflies and spiders, manage your health and vehicle fuel, before finally taking the fight to the enemy.

“To me, the ultimate game would take real-world physics, model them perfectly, give them an open environment, let them go, then just play around with the laws of physics.” - David Jones, 1997

DMA understood how to build a toy box. By the end of the game, players thought it couldn’t get any better than firing missiles from a VTOL – and then Body Harvest jumps to the future and unleashes its hovertank. That escalation of power created steady and relentless forward momentum, a slow build from the simple joy of just being able to drive something – anything – in a game to… bringing a jet to a knife fight.

I still recall the eerie string and piano tunes, composed by Allan Walker and Stuart Ross, who, like the game’s project lead, programmer John Whyte, would go on to work on some pretty big hits for the studio in the future. I also remember the cheesy one-liners that were all-too-obviously ripped from popular movies of the day. “Poor fool, only now, at the end, do you understand”, the dialog read during the final battle.

Body Harvest is all but forgotten today. It’s most notable for having been developed under a publishing agreement with Nintendo as an N64 launch title – which eventually fell apart and led to Gremlin and Midway publishing the game instead.

DMA Design is not forgotten today. It’s called Rockstar North and made Grand Theft Auto and Red Dead Redemption. You know, kind of like Body Harvest with gangsters and cowboys.

“Poor fool, only now, at the end, do you understand!” - Body Harvest

Where Can You Play Body Harvest Today?

Body Harvest is not available digitally at this time. And as much as I wish Rockstar were to recreate an alien invasion with the GTA VI engine, your best bet is to hook up an old Nintendo 64 to your grandpa's CRT and buy the cartridge off eBay for $25.

Peer Schneider (@PeerIGN on Twitter) is one of IGN Entertainment’s founders and credits DMA Design for his love for open-world and sandbox games. He is currently lost in the skies of Hyrule.

Tears of the Kingdom Has Unique Dialogue if Players Skip Its Intended Opening Area

Warning: This article contains minor spoilers for the opening hours of The Legend of Zelda: Tears of the Kingdom.

The Legend of Zelda: Tears of the Kingdom is a very open world game, with players able to do more or less anything they want in any order. This means what's intended to be the game's starting area can be completely skipped, though the oddness of this is noticed by Hyrule's NPCs.

Once players float down from the sky islands at the beginning of the game, they're very much pointed towards Lookout Landing, a simple base that not only kicks off the main quest and provides a place to gear up, but gives players access to a very important key item: the paraglider.

Skipping Lookout Landing therefore doesn't make much sense for those looking to experience every part of Tears of the Kingdom and access one of its important traversal methods, but it's an option nevertheless. That being said, the citizens of Hyrule will notice (and question) the decision to skip it.

"Hey, Link, you haven't been to Lookout Landing yet, have you?" asks one Goron, pointed out by Reddit user BlackTecno. "They should be searching for Princess Zelda and investigating the Upheaval. It might be a good idea to go there. It's just south of Hyrule Castle."

That's not the only unique dialogue either. "If you are planning on travelling to the other regions in your investigation, why don't you visit Lookout Landing?" says a citizen of Gerudo Town. "Hmm? You aren't familiar with Lookout Landing?"

The Zora people drop plenty of hints too. "That reminds me... Link, you have not yet visited Lookout Landing, correct?"

Needless to say (even though a lot of NPCs do), the Tears of the Kingdom developers really want players to visit Lookout Landing.

In our 10/10 review of the game, IGN said: "The Legend of Zelda: Tears of the Kingdom is an unfathomable follow-up, expanding a world that already felt full beyond expectation and raising the bar ever higher into the clouds."

And for help with everything Tears of the Kingdom, take a look at our Tears of the Kingdom Walkthrough and Guide about making your way through Hyrule. In fact, you can start here:

Ryan Dinsdale is an IGN freelancer and acting UK news editor. He'll talk about The Witcher all day.

Sega Announces Summer Showcase From Yakuza Developer RGG Studio

Yakuza fans desperate for more information on Lika a Dragon 8 could hear more at RGG Summit: Summer 2023, which Sega has announced will take place on June 15.

Revealed in a tweet (below), the showcase from Yakuza developer Ryu Ga Gotoku Studio will be available to stream at 8pm Pacific / 11pm Eastern, meaning June 16 at 4am UK / 1pm AEST.

Sega has yet to reveal how fans can watch along but, as was the case last year, it will likely be streamed on its official Twitch channel.

The publisher didn't share any information on what fans can expect, though RGG Studio primarily focuses on the Yakuza franchise (which has been rebranded as Like a Dragon in the west) and it's likely we'll get an update there.

Last year's event saw the full reveal of Like a Dragon 8, which confirmed the return of Kazuma Kiryu alongside an early 2024 release window. Not shy about sharing major updates at the RGG Summit, the developer also announced Like a Dragon Gaiden: The Man Who Erased His Name as a spin-off coming in 2023.

Details are otherwise sparse on the next mainline entry, with RGG Studio more or less remaining quiet since last year's event. The RGG Summit taking place in June could therefore be an ideal time to reveal more of the game, perhaps through a first look at gameplay or a solid release date.

Ryan Dinsdale is an IGN freelancer and acting UK news editor. He'll talk about The Witcher all day.

Sunday, May 28, 2023

What Tears of the Kingdom Gets Right – and Wrong – About Accessibility

The Legend of Zelda: Tears of the Kingdom launched to immense praise from critics and players alike. IGN scored the sequel to Breath of the Wild a 10, stating “The Legend of Zelda: Tears of the Kingdom is an unfathomable follow-up, expanding a world that already felt full beyond expectation and raising the bar ever higher into the clouds.” It’s a title that will be discussed and played for months after its initial release. Yet, with its support comes the cyclical arguments that Nintendo is leaving disabled players behind.

With every successful game comes warranted criticism from disabled individuals examining its accessibility. These discussions almost always scrutinize the options, or lack thereof, available within menus. Can subtitles be adjusted? Is there an option to turn off quick–timed–events? Are there aural indicators for blind/low vision individuals? Questions posed by disabled players come from a place of necessity. Without these tools, many of us can’t play critically acclaimed games. However, conversations about Nintendo and their accessibility efforts fail to explore a facet that Nintendo games have incorporated for generations – family design practices.

What Tears of the Kingdom Gets Wrong

If I’m going to argue for Nintendo and Tears of the Kingdom, I need to first acknowledge the Bokoblin in the room – the accessibility options with this game are sorely lacking. You cannot map buttons within the game directly, a crucial feature for any physically disabled player like myself. This is especially problematic with the strange and often uncomfortable control scheme that requires people to hold odd combinations of buttons, forcing them to warp their hands into claw-like shapes. Couple that with no toggles for important actions like switching weapons or fusing objects to arrows, and energy levels are quickly depleted. There are no blind/low vision accessibility settings like screen readers or navigational assistance especially in dark areas like The Depths. And for deaf and hard of hearing players, there are none of the usual settings players may expect to find, such as subtitle presentation adjustments, audio sliders, or mono support.

From an accessibility options analysis, Tears of the Kingdom is an absolute and complete failure, a stark contrast to most AAA games released in the past year.

Even players with varying cognitive disabilities may struggle to play due to the sheer size of the sky islands, Hyrule, and The Depths. Not only are these areas entirely unique to each other, they also include new items that players must incorporate into their inventories. Further, weapon durability – an often-precarious topic that rivals discussions about difficulty modes – cannot be turned off under any circumstance, though fusing does increase each use. From an options analysis, Tears of the Kingdom is an absolute and complete failure, a stark contrast to most AAA games released in the past year. But as I’ve discussed before in previous articles, options alone do not make an accessible game.

What Tears of the Kingdom Gets Right

For all its failures, Tears of the Kingdom is an excellent demonstration when exploring the benefits of accessible design. While the barriers faced by disabled players will undoubtedly cause immense frustration and fatigue, Link’s adventures in Hyrule aren’t totally unplayable.

Physically disabled players can enjoy simplistic combat scenarios, as many encounters can be resolved with just the ‘Y’ button, albeit with good armor and high damaging weapons. Even with Ultra Hand, a core mechanic of this entry, individuals can build designs that automatically eliminate targets. And if the resources are available, players can save their creations and quickly construct them with the press of a button.

Deaf and hard of hearing players have access to fantastic subtitled dialogue, with particular emphasis on important points and people of interest. Further, the game actively visualizes enemy attack patterns, important locations, and objects, providing necessary information to the individual. And even with specific audio-based quests, the game actively guides people toward the objective with contextual clues and enclosed spaces. As for blind/low vision players, they have access to auto-pathing on horseback, and a plethora of audio indicators for low health, destroyed weapons, and even defeated enemies. All these tools are inherently layered into the design of the game, not within a menu labeled accessibility.

These design practices do not fix the glaring issues that continue to plague this game. Tears of the Kingdom can and should be criticized for its lack of accessibility care and detail. Yet, it’s unfair to automatically write off the entire experience as inaccessible without understanding the primary selling point of Nintendo games. Despite the overall size and relatively in-depth plot of Tears of the Kingdom, these games are meant to be played by everyone. From seasoned fans to newcomers to gaming alike, the simplistic nature of Nintendo and subsequently Zelda titles can appeal to a vast array of people, including disabled individuals.

Individualistic Experiences

I firmly believe no studio or publisher can be labeled as “The Worst” when discussing accessibility from a general sense. The individualistic nature of the disabled experience means any game or system is playable, and by making absolute statements, we are actively erasing the real and valid feelings of those who can play these franchises. That’s not to say you can’t be upset with the lack of accessibility, but there are other AAA games that have done far worse even with the inclusion of an accessibility menu, like the initial release of Gotham Knights.

For those disabled individuals who can enjoy the game, it’s proof that accessibility is not one-dimensional.

After reading this you may be wondering if I can even play Tears of the Kingdom, and the unfortunate truth is I can’t, at least fully. I have not played a Zelda game since Breath of the Wild released in 2017. In fact, my frustration with that game led me to become a journalist focusing on accessibility. And as I’ve learned about the intricacies of accessible game design and the disabled perspective, I realized I was allowed to feel angry, but not discredit those who could enjoy Link’s adventures. Throughout my career, which earnestly began in 2019, I’ve interviewed disabled players who can only play the Nintendo Switch, and others who have never had the capability to play games with award-winning accessibility. It doesn’t mean those titles are failures, but that no disabled experience is the same.

Tears of the Kingdom is an absolute success for Nintendo, but it’s one rife with legitimate questions about its future, specifically for accessibility. And as publications, content creators, and fans continue to share their excitement, it’s understandable that many disabled players feel left out of conversations. But for those disabled individuals who can enjoy the game, it’s proof that accessibility is not one-dimensional, and there is still so much more the industry needs to learn.

Grant Stoner is a disabled journalist covering accessibility and the disabled perspective in video games. When not writing, he is usually screaming about Pokémon or his cat, Goomba on Twitter.

Saturday, May 27, 2023

Dolphin Emulator Steam Release 'Indefinitely Postponed' After Cease and Desist From Nintendo

The Wii and GameCube emulator Dolphin has had its Steam release 'indefinitely postponed' after the team received a cease and desist order from Nintendo.

The Dolphin Emulator Project team shared the update in a blog, stating it was notified by Valve that Nintendo issued a "cease and desist citing the DMCA against Dolphin's Steam page."

"It is with much disappointment that we have to announce that the Dolphin on Steam release has been indefinitely postponed," The Dolphin Emulator Project wrote. "We were notified by Valve that Nintendo has issued a cease and desist citing the DMCA against Dolphin's Steam page, and have removed Dolphin from Steam until the matter is settled. We are currently investigating our options and will have a more in-depth response in the near future. We appreciate your patience in the meantime."

As reported by PC Gamer, the team launched Dolphin's Steam page on March 28 and, on May 26, received a legal notice from Nintendo that was addressed to Valve's legal department.

"Because the Dolphin emulator violates Nintendo’s intellectual property rights, including but not limited to its rights under the Digital Millennium Copyright Act (DMCA)’s Anti-Circumvention and AntiTrafficking provisions, 17 U.S.C. § 1201, we provide this notice to you of your obligation to remove the offering of the Dolphin emulator from the Steam store," the document states.

For a bit more context, Dolphin's ex-treasurer, Pierre Bourdon, took to Mastodon to explain their reading of the situation in greater detail and to explain why this isn't a typical DMCA takedown notice.

"The DMCA is a broad set of laws that includes, a process for copyright owners to ask publishers to take down data," Bourdon said. "This is defined in sect. 512(c) of the copyright act, and it comes with some requirements from the claimant side of things (here: Nintendo), and some liability on the publisher side of things (here: Valve). It also includes rights for the entity accused (here: the Stichting Dolphin Emulator) to counter claim, allowing the publisher to reinstate the content until the claimant sues."

According to Bourdon, none of this process was followed and this falls in line more with "standard legal removals / [cease and desist] between two companies." Instead of issuing a notice that Dolphin violated copyright, it was more that it violated the DMCA anti-circumvention provisions.

If this is in fact true, this means Dolphin itself isn't technically a party in this and Valve has the right to simply remove this after Nintendo requested it to. This also means "there's no counter claim process or anything like this."

So, this could signify there isn't much hope for Dolphin to ever make it to Steam, but it also indicates Dolphin itself has "no particular risk or liability."

However, legal matters could always go either way and there is a chance Nintendo could sue Dolphin, especially as the emulator distributes the Wii AES-128 Common Key, "which is used to encrypt Wii game discs."

There is, unfortunately, a lot of unknowns in this case. The one thing that is clear, however, is Dolphin's future on Steam is very much in question. As it stands, Dolphin hasn't received any notice from Nintendo or otherwise about other places the emulator is hosted.

For more, check out Xbox head Phil Spencer's comments on supporting legal video game emulation and that one time Valve accidentally plugged a Nintendo Switch emulator in a Steam Deck promo.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Diablo 4’s Gothic Art Style Finally Reclaims The Series’ Identity

When Diablo 3 was first revealed in 2008 the internet lost its collective shit. Thousands of fans signed petitions and rallied against the game, demanding that Blizzard made a change. Why? Because Diablo 3, in a departure from its predecessors, looked like a “cartoon.”

Prior to Diablo 3, Blizzard’s action RPG series had a distinctly gothic visual palette. The stones that walled the dungeons of Diablo 1 and 2 were dark, and the shadows in their crevices even darker. The light generated by flickering flames or bolts of magical lightning illuminated a grim fantasy world with a realistic texture. Well, at least as realistic as PCs of the late 1990s could render. Diablo 3, though, looked like a horror fantasy comic book. Its world glowed with eerie, saturated colours. Its characters were built of exaggerated angles and oversized pauldrons. Its textures were hand-painted reimaginings of the natural world.

“It's a stylized feel and in that sense, it's very sort of a Blizzard philosophy”, said lead producer Keith Lee in an interview with MTV back at the time. And that was Diablo 3’s problem – it was too Blizzard. Or, to be specific, it was too World of Warcraft. The two games undeniably spoke a similar visual language, and fans lamented that Blizzard’s colossally popular MMO behemoth was apparently eroding away the gothic menace of its stablemate. The studio’s two fantasy settings began to look like companions rather than distinct universes. But, despite the protest, Blizzard refused to shift its design goals. When Diablo 3 launched in 2012 it even featured a secret level filled with rainbows and unicorns, named Whimsyshire, as a way to poke fun at its detractors.

Just over a decade later, a fourth Diablo game is about to launch. Compare it side by side with its predecessor and one thing is instantly clear: grimdark gothic is back. Diablo 4 has returned to its artistic roots, and with it reclaimed its menacing identity.

In the multi-year road to release, Blizzard made sure to emphasise the revived art style. “The ‘return to darkness’ pillar is a through-line in everything from dungeons to lighting and embodies the idea that Sanctuary is a dangerous and dark medieval gothic world,” said art director Chris Ryder last year.

That darkness is evident from the moment Diablo 4 begins. The opening CGI cinematic, rendered in movie-like quality by Blizzard’s excellent animation team, features a blood sacrifice that summons the viscera-covered Lilith. It’s a far cry from the cinematics of Diablo 3, which used shadow and flame rather than gore to depict its demons. There’s a clear shift in aesthetic; where Diablo 3 embraced dark fantasy, Diablo 4 values grisly horror.

Without that World of Warcraft-like lens, Sanctuary appears a more oppressive and hostile world. Drawn in a style that feels somewhere between Game of Thrones’ most deprived areas and Dark Souls’ gothic grandeur, it possesses a grimy sense of authenticity. Towns and villages seem barely held together, and the catacombs that run beneath them feel as if the walls themselves may reach out and try and strangle you. The humans that suffer this world look beaten and weary, as if just one more day here will break their very soul. The gnarled monstrosities that torment them, from wolves to wood wraiths, make your journey to Kyovashad and beyond continually dangerous and unnerving.

Blizzard has once again infused Diablo with the learnings from another game, but this time used it to enhance its grimdark flavour rather than dilute it. 

Much like the original two games, the world makes heavy use of shadow and muted tones. Dungeons and cellars are suitably shadowy, while above ground the sun is kept at just the right height to maintain a constant sense of dusk. This canvas allows the fantasy side of Diablo to really pop; the elemental effects of a sorcerer’s magic lights up the gloom, rivers of blood form pentagrams that stand stark against stonework, and the glow of evil powers guides you through the darkest passages.

It’s the way the camera captures this returning art style, though, that really impresses. For the most part, Diablo 4 is played from the series’ traditional isometric viewpoint with a static, non-rotating camera. But during moments of dialogue, or when arriving at an important location, the camera will drop down from its perch and zoom in on the action. And if that action is really important, the camera fully descends into the world to showcase beautifully crafted cutscenes. Seeing characters and locations from this new, immersive perspective is akin to being able to shrink yourself and walk within a model town that you’d previously only been able to see from a towering height. From this new angle you can appreciate all the details that were once obscured by distance.

Blizzard said that Diablo 3’s stylization was a part of the studio’s philosophy. While Diablo 4 has done away with that particular approach to art, it has instead tapped into an idea established in one of the developer’s other games. The multiple perspectives offered - isometric gameplay, detailed cutscenes, and movie-grade CGI cinematics - calls to mind the incredible presentation used for StarCraft 2’s campaign. As a real-time strategy, StarCraft 2 largely plays out from the genre’s traditional isometric perspective. But between missions you spend time at your faction’s base - the Terran Hyperion, the Zerg Leviathan, or the Protoss Arkship - where the camera drops to human height, ready to capture detailed cutscenes. From this perspective we get to know the characters in greater depth, in part because their visual models are much more detailed than their tiny battlefield counterparts. You can see a furrowed brow, or the manner in which a cigar is chewed, and understand what that means for the character. And then, when the story hits its biggest moments, you get a CGI cinematic that turns StarCraft 2 into a Hollywood movie and emphasises the stakes.

Diablo 4 is not just a return to the series’ original art style, then, but also a revival of the multiple perspective cameras of StarCraft 2. And by adapting and advancing the directorial techniques established in another franchise, Blizzard is able to accentuate the horror. We get close-ups of cracking skulls, crazed eyes, and billowing blood. In short, Blizzard has once again infused Diablo with the learnings from another game, but this time used it to enhance its grimdark flavour rather than dilute it.

Diablo 4 has reclaimed its gothic identity, and it's grislier than ever. It took over a decade, but the wishes of those petitioning fans from 2008 have finally been met.

Matt Purslow is IGN's UK News and Features Editor.

Best Nintendo Switch Deals: Memorial Day Video Game Sales Now Live

The long Memorial Day weekend isn't traditionally known for its great video game prices, but you can get discounts on first party games like Animal Crossing and Super Smash Bros. right now, among others. Best Buy and Amazon are running sales right now, so it's a good opportunity to grab some games and save some cash.

The Nintendo Switch is a runaway success, now sitting at number three in the list of all-time best-selling consoles. Some of the most popular games of the last five years have exclusive homes on the Switch, and unlike Nintendo consoles of yore, first-party Nintendo Switch game deals are fairly commonplace.

Best Nintendo Switch Deals

Best Buy Deals

Amazon Deals

Common Nintendo Switch Game Deals

TL;DR: Indie and first-party games

By far the most common Nintendo Switch deals we see are on smaller games. Games like Harvestella, for example, are perpetually on sale, but there are lots of times to save on some of the best indies on Nintendo Switch. In fact, I'd say the best chances to find deals are on indie games, and since they're often pretty inexpensive anyway, you can load up storage with great Switch games for very little money.

The most popular Nintendo Switch deals have to be on first-party games, however. Several times a year, Nintendo will have deals on games like Breath of the Wild, Luigi's Mansion 3, Mario Kart 8 Deluxe, and more first-party Switch games, offering them up for $39.99 (or less).

The Best Time to Buy Switch Games

The most common time to see these big savings on Nintendo Switch games happen during Black Friday (the Friday after Thanksgiving, on Nov 24th 2023) and Nintendo's annual eShop sale in the early summer. If there's a first-party Nintendo game you want, and you're willing to wait, you can almost certainly snatch it up for $39.99 at some point over the course of the year.

When does the Nintendo Switch Console go on Sale?

The Nintendo Switch itself rarely sees price drops. In fact, I can't think of a legitimate time when we saw one. However, Nintendo skirts this by offering up bundle deals, usually with a game download included.

The Mario Choose One bundle lets you pick from Mario Kart 8, New Super Mario Bros. U, or Mario Odyssey, and it comes with a pair of "Mario Red" Joy-con. As far as a deal goes, it's currently the best around on Switch, but you're just getting a free game.

Black Friday is when Nintendo brings out its old faithful Nintendo Switch Bundle, the Mario Kart 8 Deluxe Nintendo Switch bundle. In recent years, Nintendo's added a subscription to Nintendo Switch Online. Nintendo Switch Online offers online play for games like Splatoon 3, as well as access to a selection of NES, Super NES and now original Game Boy games.

All the Best Memorial Day 2023 Deals

Nexon's Medieval Fantasy Brawler Warhaven Shutting Down 6 Months After Launching in Early Access

Nexon's medieval fantasy brawler Warhaven is shutting down on April 5, 2024, just six months after it launched on Steam in Early Access...