Ghostrunner Is Getting Roguelike and Assist Modes

Ghostrunner will add a roguelike-inspired Wave Mode and a more accessible Assist Mode in a free upcoming update later this summer.

The cyberpunk first-person action game has been gradually adding modes since release in October, but Wave Mode promises to be the most outlandish yet, turning the high-speed katana action into a roguelike structure. Wave Mode tasks players with beating 20 waves of increasingly difficult enemies, while being rewarded with randomly-chosen upgrades between each wave.

Of course, Ghostrunner is already a pretty tough experience at the best of times, and the developers make clear that dying doesn’t send you back to the start of Wave Mode – just back to the start of the last wave. Beat all 20 waves and you’ll unlock a brand new sword. You can apply to play a closed beta of the mode right now.

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Alongside Wave Mode comes Assist Mode, which aims to offer a slightly easier experience for those who don’t want the stress of Ghostrunner’s normal one-hit-death experience and just want to see the story. Assist Mode offers your character armour, which can absorb a number of hits before sending you to your death.

We awarded the base version of Ghostrunner an 8/10 review, saying that its “lightning-fast gameplay makes for a short-lived but memorable action game with some incredible moments.” If you’re waiting for more Ghostrunner, the developers have teased to IGN that hints about what’s to come in Ghostrunner 2 will be coming later today as part of an Epic stream.

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Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Nintendo’s Game Builder Garage Is Labo Without The Cardboard

While the signature attractions of Nintendo’s Labo kits were the DIY peripherals you had to fashion out of cardboard, the most intriguing aspect of the software was the Toy-Con Garage. This ancillary mode let you tinker with the programming underpinning each mini-game and even allowed you to create small games of your own. Although Nintendo appears to have quietly retired the Labo line, the company is expanding the Toy-Con Garage into a standalone title called Game Builder Garage. We recently had a chance to see more of the game ahead of its release next month via a virtual preview event, and it looks to be a fairly flexible game creation tool.

Like the aforementioned Toy-Con Garage mode, Game Builder Garage allows you to “program” your own games by stringing together various input and output nodes. These nodes are personified as colorful, quirky characters called Nodon, and each type corresponds to a different aspect of the game; one Nodon represents the B button, for instance, while another controls the timer. By stringing these Nodon together, you can program different elements of your game. Connect a Stick Nodon to a Person Nodon, for example, and the character will walk around when the control stick is tilted.

Whereas the Toy-Con Garage was a freeform side mode, Game Builder Garage includes guided lessons designed by Nintendo’s developers that illustrate what each Nodon does and how to string them together. These lessons effectively serve as Game Builder Garage’s “story” mode. Each is broken into bite-sized, step-by-step tutorials led by a blue dot named Bob, and they’ll ultimately teach you how to create one of the seven pre-made games included in the software.

Nintendo demonstrated the creation process with Alien Blaster, one of the seven aforementioned games. In this mini shoot-’em-up, you must guide a UFO through an autoscrolling course, blasting as many aliens as you can along the way. Each step of this lesson demonstrates how to put together a different aspect of the game; the portion we witnessed taught how to manually program the stage to autoscroll. According to Nintendo, you won’t be able to deviate from these lessons; you’ll need to follow the instructions exactly as they’re presented to complete the lessons, but you’ll have a chance to add your own spin to the games elsewhere in the software.

The aim of the guided lessons is ultimately to inspire you to take the knowledge you learned and employ it in the game’s Free Programming mode. As its name suggests, this mode gives you free rein to program your own creations. Not only can you experiment with programming, but you can also customize other aspects of the game, such as the instrumentation and tempo of the background music. However, you’ll largely rely on a pool of pre-made assets for the games you create, which makes Game Builder Garage more limited than something like, say, PS4’s Dreams. Even so, the software still offers an impressive degree of flexibility and freedom in the kinds of small creations you can make. You can even use the software to create things beyond traditional games; the Nintendo rep brought up an idea to program a digital rattle that will make noise when you shake the Switch Joy-Con.

Alien Blaster, one of seven games you learn to make in Game Builder Garage
Alien Blaster, one of seven games you learn to make in Game Builder Garage

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After your creation is complete, you’ll be able to share it with other players either locally or by uploading them online, which will generate a code. To take advantage of the latter, however, you’ll need to have a Nintendo Switch Online subscription, and unlike Super Mario Maker 2, there won’t be an in-game hub (a la Course World) where you can browse all the games other players have uploaded; you’ll need to know a code beforehand to be able to download it. Nintendo says this makes sharing creations feel more personal and encourages players to spread fun games they’ve tried by word of mouth. Not only can you play the games you’ve received from other players, but you can also look at and tinker with their programming, letting you see how the game was created and even add your own twist to them.

While we’ve only gotten a glimpse of Game Builder Garage, we’re eager to try our hand at making our own games with it. Game Builder Garage releases for Nintendo Switch on June 11. The title retails for $30 and is available for preorder on the eShop and at various other retailers.

E3 2021 Adds 15 More Companies, Programming Schedule Coming Early June

The Entertainment Software Association has announced 15 more companies that will participate in the all-digital E3 2021 event that’s coming up next month.

The 15 additional companies include Razer, Intellivision, Yooreka Studio, Tastemakers, NetEase, 24 Entertainment, Norton Gaming, GuliKit, and SK Telecom. Six independent game developers have also been added to the list of participants, including Burgos Games, Dreamteck, Ghost Street Games, Hooded Horse, The Sixth Hammer, New Blood Interactive.

These 15 new participants join a list of previously announced companies like Nintendo, Xbox, Capcom, Ubisoft, Take-Two, Warner Bros., Square Enix, Sega, Bandai Namco, and Gearbox.

Registration for E3 2021 opens to the general public on June 3. A full programming schedule for the four-day event is expected to be released in “early June,” so keep checking back with GameSpot for more.

In other E3 news, it was recently reported that Nintendo will announce a new 4K Nintendo Switch model ahead of the show next month and phase out the existing system.

We also recently learned that Xbox’s summer showcase is coming on June 13–right in the middle of E3–as a joint production with Bethesda. For more on E3 2021, check out GameSpot’s rundown of everything we know so far, including the schedule for all the press conferences.

I Am Not Starfire: Exclusive Preview of DC’s Teen Titans Revamp

DC’s Infinite Frontier relaunch is ushering in a number of major changes in the DC Universe, not the least of which being that Jon Kent is taking over the mantle of Superman. But these changes aren’t limited to DC’s core superhero universe. The upcoming YA graphic novel I Am Not Starfire is taking a very different, even somewhat controversial approach to the Teen Titans franchise.

IGN can exclusively debut a new excerpt of I Am Not Starfire. Check out the slideshow gallery below to see why being the daughter of Starfire is anything but a blessing:

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I Am Not Starfire is a collaboration between writer Mariko Tamaki (Harley Quinn: Breaking Glass) and artist Yoshi Yoshitani (Zatanna and the House of Secrets). The book is set in an alternate DC Universe where an older Starfire is the proud mother of a teenage daughter named Mandy. Unfortunately, Mandy is anything but thrilled at having a former Teen Titan for a parent. Antisocial and uncomfortable in her own skin, Mandy wants nothing more than to move to France and start a new life… whatever that means.

The book will follow Mandy’s coming-of-age journey as she learns how to stop living in her mother’s shadow, embrace her sexuality and maybe save the world for good measure. Presumably, the book will reveal whether Mandy inherited any of her mother’s powers and who her mysterious father is (our money’s on Dick Grayson).

I Am Not Starfire will be released on July 27, 2021. The preview above will also be included in DC’s next YA graphic novel, Poison Ivy: Thorns, which is due out on June 1.

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Elsewhere in the Teen Titans franchise, DC has finally made Beast Boy and Raven an official couple. The live-action Titans series is gearing up for its third season, which will introduce major Batman characters like Barbara Gordon and Scarecrow and showcase Jason Todd’s transformation into Red Hood.

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Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Nintendo is Bringing Super Smash Bros., Splatoon 2, And Mario Kart 8 to High School Esports With New Partnership

Nintendo announced today that it will be investing in varsity esports, with Super Smash Bros. Ultimate and Splatoon 2 set to join popular games like Rocket League and Madden in high school competitions in Fall 2021. Mario Kart 8 Deluxe will be added starting in Spring 2022.

The initiative is part of a new deal with PlayVS, a company that has partnered with high schools around the country to create varsity esports teams. PlayVS works with the National Federation of State High School Associations [NFHS] to host and stream matches, make schedules, and compile statistics.

In other words, it may soon be possible to letter in a varsity Super Smash Bros. or Splatoon 2 team. What a world we live in.

Bill Trinen, a senior product marketing manager at Nintendo, characterizes this initiative as a “first next step” in growing Nintendo’s competitive fanbase. He shies away from the term esports, preferring to characterize it as a community-building initiative.

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Prior to the COVID-19 pandemic, Trinen says, Nintendo of America had embarked on a large expansion of its hardware loan program. The PlayVS partnership is an outgrowth of Nintendo’s desire to host more physical tournaments when in-person events are safe to resume.

“We obviously view having healthy communities as being paramount and we want to make sure we’ve got healthy communities for Super Smash Bros Ultimate. We want to make sure we’ve got healthy communities for Super Smash Bros Melee and for Splatoon 2 as well. We’re going to continue to take an approach that looks at the games and the communities and try to find what’s right and what fits with Nintendo’s own philosophies,” Trinen says. “At the same time, we are working on plans and ideas around how we can enhance the support over what we’ve done in the past.”

Nintendo has historically had a complicated history with competitive play. When Smash Bros. Melee was added to the EVO 2013 lineup, Nintendo tried to keep the event from being streamed, only backing down after a widespread backlash. In 2020, Nintendo served a cease-and-desist to a major Smash Bros. Melee tournament using an unofficial mod to make the game playable online. Asked if Nintendo has any takeaways from that event as it pushes forward with new plans to support competitive play, Trinen reiterated Nintendo’s stance against allowing modifications to its games.

“I think, unfortunately, we were in a situation where a tournament that was using the game and illegally copied versions of the game in a way that didn’t fit with Nintendo’s overall philosophy towards how we protect our IP, meant that we didn’t really have a choice in [shutting down the tournament,” Trinen said. “I think for us, as we’re continuing to look at how we can support the community, we are going to continue to focus on our own online tournaments. We are going to continue to focus on looking at supporting physical tournaments, but we also need to make sure that people are respecting the IP, respecting brand guidelines and things of that nature.”

For its part, PlayVS has been aggressive in working with high schools across the U.S. to launch new esports programs. It was founded in the wake of the NFHS sanctioning high school esports, and has grown rapidly since then.

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“We’ve already got roughly 45 percent of the high school market, and so things are growing really quickly,” says Aakash Ranavat, senior vice president of operations at PlayVS. “It speaks to not only the interest that students have, but the product that we’ve built and just bringing iconic titles to the platform. These titles from Nintendo have been some of the most talked about titles, and so we’re glad to be working with Nintendo to bring these to coaches and players.”

The initial PlayVS deal will allow players to compete in officially sanctioned high school Smash Bros. Ultimate, Splatoon 2, and Martio Kart Deluxe matches. PlayVS and Nintendo plan to provide Nintendo Switch systems to hundreds of schools, with roughly 3000 qualifying schools receiving either Smash Bros. or Splatoon 2 and a 12-month Nintendo Switch Online membership. Nintendo says the qualification details will be revealed at a later date.

To enter, schools will be encouraged to check with their state athletic associations. High school coaches can also join a waitlist for the next season of competitions. Trinen says that Nintendo will monitor demand over the first couple seasons. If things go well, Nintendo says that it will consider adding additional games. “For us, we’re going to look at the number of schools that sign up for these games. We’re going to look at the number of players per school, and we’ll see what the demand is. I think from there, we’ll continue to look at, are there opportunities to continue to grow that? Is it bringing more schools into what PlayVS is doing? Is it bringing more players into each of these different games? I think those are the main areas that we’re looking at.”

One way or another, high school players will soon be able to play Splatoon, Mario Kart, and Smash Bros. Ultimate with clear eyes and full hearts.

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Pokemon Go Fest 2021 Dates Announced

Pokemon Go Fest returns. Niantic’s annual Pokemon Go celebration will take place from July 17 – 18 and to celebrate the fifth anniversary of Pokemon Go, this year’s Go Fest ticket will have a celebration price of $5 (usually $14.99).

Pokemon Go Fest is an annual event where players can purchase a digital pass that unlocks unique challenges and rewards that can be experienced in-game. This year’s Go Fest will be themed around a music festival with the players serving as the show’s director.

Pass holders will help Professor Willow put on a concert celebration. There will be Special Research activities with unique rewards, including an encounter with a Mythical Pokemon, a shirt avatar item, an avatar pose, and more.

Players will begin by choosing between Pikachu Rock Star or Pikachu Pop Star. Depending on your choice, the music theme for your concert will change. There will be brand new tracks for the Go Fest composed by Junichi Masuda to accompany each genre.

Source: Niantic

Along with the music festival storyline, players will have a chance to catch rare Pokemon and participate in raids all weekend. Here’s the two-day schedule below.

Saturday, July 17, from 10 am to 6 pm Local Time:

  • Hourly Habitats are backs – Four themed habitat hours – Jungle, Desert Mountains, Ocean Beach, and Cave – will rotate throughout the event with unique Pokemon appearing depending on the habitat.
    • Jungle habitat features Scyther, Aipom, Froakie, and more.
    • Desert Mountain features Skarmony, Shildon, Hippotpotas, and more.
    • Ocean Beach features Dratini, Swablu, Alomomola, and more.
    • Cave features Roggenrola, galarian Stunfisk, Deino, and more.
  • Saturday Raids features Hitmontop, Cranidos, and Deino; plus Galarian Ponyta and Galarian Zigzagoon with special costumes will appear during the raid.
  • For Pass holders, Global Challenge Arena returns. Players can collaborate on an hourly challenge and earn bonuses for the remainder of the hour for successfully completing the challenge. Four Collection Changes themed after the different habitats will spawn special Pokemon attracted to Incense.
    • Jungle: Unown F, Unown G, Ludicolo, Chatot, Leafeon, and Serperior
    • Desert Mountain: Flareon, Unown F, Unown G, Tyranitar, Flygon, and Throh
    • Ocean Beach: Gyrados, Vapereon, Azumarill, Unown F, Unown G, and Sawk
    • Cave: Umbreon, Unown F, Unown G, Gardevoir, and Galvantula

Sunday, July 18 from 10 am to 6 pm Local Time:

  • Pokemon that appear in the wild on Saturday will return on Sunday.
  • Pass holders can enjoy special Raid perks including 10,000 extra XP, 10 Raid Passes from spinning Gym Photo Discs, Timed Research rewards up to eight Remote Raid Passes, and a free event bundle will also include three Remote Raid passes.
  • This means pass holders can earn up to 21 Raid Passes on Sunday.

Both Days

  • Trainer photos will be featured in the Today View.
  • All Lure Modules will last three hours
  • 1/2 Hatch Distance when Eggs are placed in an incubator during event hours.
  • Pokemon hatching from 7 km eggs includes Igglybuff, Chingling, Audino, and more.
  • Event-exclusive Field Research tasks, special on-map visual effects, and more.
  • Snapshots can reveal surprises for pass holders.
  • Special event sticks from gifts and PokeStops.

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Pokemon Go is also partnering with Google Play for this year’s event as an official sponsor. Players can earn 4x Google Play Points on all purchases made in Pokemon Go starting on May 30.

Players can purchase Pokemon Go Fest tickets starting today through the Pokemon Go app.

Pokemon Go Fest has been hosted in various cities in the past, but due to the pandemic, last year’s event was all digital.

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Matt T.M. Kim is IGN’s News Editor.

How to Watch Friends Reunion

It may be 2021, but that feeling of the early 2000s is back again. The cast of Friends have reunited for a one-off reunion show, and it’ll be available exclusively streaming on HBO Max. That means if you want to watch Friends: The Reunion, you’re going to need an HBO Max subscription. Thankfully, it’s very easy to sign up, with HBO Max subscriptions starting at $14.99.

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When is the Friends Reunion?

Friends: The Reunion premiered at 3 AM ET / 12 AM PT on May 27, and can now be streamed online with HBO Max, alongside all ten seasons of ‘Friends’. In the UK, Friends: The Reunion will air at 8 PM BST on Sky One, on May 27, or you can stream it online with NOW.

Does HBO Max Have a Free Trial?

Unfortunately, no. HBO max does not currently have a free trial option, and subscriptions start at $14.99 per month.

Is the Friends Reunion a New Episode?

After a delay due to COVID-19, the entire cast including Jennifer Aniston (Rachel), Courteney Cox (Monica), Lisa Kudrow (Phoebe), Matt LeBlanc (Joey), Matthew Perry (Chandler), and David Schwimmer (Ross), all gathered for an exclusive sit down reunion special. This isn’t a new episode, but rather a nostalgia bomb of feels.

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The cast won’t be reprising their roles, but will instead test their own ‘Friends’ knowledge in a trivia game based around a fan favorite episode in season 4. There will also be re-reads of original scripts, and a sit down with host James Corden, host from The Late Late Show With James Corden.

Where Can I Stream the Friends Reunion?

Friends: The Reunion is now available to stream exclusivly online with HBO Max in the US.

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Robert Anderson is a Commerce Editor and deals expert for IGN. Follow him @robertliam21 on Twitter.

Game Builder Garage: Can Nintendo Teach You To Code?

After a hands-off preview of Nintendo’s upcoming Game Builder Garage, I am tentatively optimistic that it will be the game-creating teaching tool I never had growing up but wished I did. With a vibe inspired by Nintendo Labo sans the cardboard, Game Builder Garage centers around a core of guided lessons, each several minutes long, that teach users how to make seven distinct video games. These include a runner, a racing game, a motion-controlled maze, a 2D side-scrolling shooter, a 3D adventure game, an escape room, and a multiplayer game of tag.

I was introduced to Game Builder Garage through one of the lessons you’re watching now, in which the goal was to make a game called Alien Blaster, a sidescroller where the player controls a little UFO that, well, blasts aliens. This was lesson four, meaning that a rudimentary version of Alien Blaster had already been built in previous lessons, so far consisting of just a single screen and a couple aliens to blast. It centered around teaching the player to build out the level further, with more aliens and obstacles, and then actually getting the screen to scroll.

The immediately apparent brilliance of Game Builder Garage lies in the ways it breaks down programming problems via its cast of Nodons — mysterious creatures that “live” in a Nintendo Switch and make games work. Though really just a kid-friendly explanation for coding, the Nodons add a necessary burst of personality to the lessons, with each different type of Nodon — objects, inputs, counters, and so many more — given its own distinct personality reflective of its job. Their uses are explained not just by their appearances, but also by a friendly bouncing blue dot named Bob that walks you through each step of building a game. This includes making very normal programming “mistakes” on purpose, like setting your screen scroll speed so fast you go careening into space, so you can then learn how to rectify them.

Game Builder Garage is fundamentally about making the seven games packed in with it, and there isn’t much creative freedom within the lessons themselves. They’re there to explain themselves step by step, which may be frustrating to experienced game makers but is critical for the game’s primary audience: coding novices, especially kids. But that doesn’t mean people with experience can’t enjoy the Garage, as there’s a separate game mode that lets users create freely with all the tools of Game Builder Garage available to them. I saw a handful of custom games during the preview, including something that looked like Hyperdot with a shooting mechanic, a far more complex version of Alien Blaster, and what appeared to be a recreation of that old pinball game everyone had on their computers once upon a time, Space Cadet.

As the representative playing the preview dug into the free creation mode, I was shown a number of fascinating features that speak to Game Builder Garage’s further potential as both an educational and creation tool. These included the ability to make either competitive or cooperative games for up to four players, Nodons that are impacted by the Switch’s motion controls, lessons in making and programming AI, and the ability to link games together — suggesting that someone might be able to craft a detailed level within one “game,” then link it to another level in another game and make a far more complex beast.

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But it’s not accurate to think of Game Builder Garage as some kind of limitless creative tool ala Dreams. It has limitations; some obvious, some not. For instance, there are only so many sound effects, and for obvious reasons you can’t upload your own. Same with music — Game Builder Garage includes pre-built tunes and ways to adjust the instrumentation, volume, and speed, but that’s it. Visual assets have a bit more freedom as you can build more complex objects out of smaller shapes, but Nintendo seems to be taking the view that people who already have experience and are looking for something far more complex should probably do that instead rather than try to build an extremely detailed tank out of thousands of interacting shapes (though if you really want to, the rep who ran my preview said Nintendo is curious to see you try).

The most notable limitation to Game Builder Garage is something that has been absolutely essential to Nintendo’s other user-generated content venture, Super Mario Maker: proper sharing functions. During the preview, I was told that Game Builder Garage will have a function that lets you upload any games you make online, generating a code that you can share with friends to let them download what you made. Then, they can both play it for themselves as well as take it apart, examine the Nodons that make it up, and learn from, edit, and reassemble it as they like on their own. The ability to see into the guts of someone else’s game is one of my favorite bits of Game Builder Garage, and potentially its most powerful teaching tool after the lessons themselves.

But this is hampered meaningfully by the fact that Game Builder Garage does not include any organic discoverability feature whatsoever. There’s no built-in browser, no 100 Mario Challenge equivalent, and seemingly no ability to just find interesting games without inputting a known game code, meaning discovery functions will likely be offloaded naturally to social media platforms. I suspect this is in part a recognition of the issues with Super Smash Bros. Stage Builder. It’s already hard enough to detect explicit imagery in creation tools like this, and now that players will be working with customizable shapes instead of just Mario Maker’s less malleable blocks, it likely made sense for Nintendo to try and avoid the issue of moderation almost altogether, though you can still report courses that you look up via code if someone sends you an offensive one.

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It’s an understandable decision, if a frustrating one, if you think of Game Builder Garage’s audience. This is a game for people who do not know how to make video games, that will enable them to make seven functional video games without any experience or knowledge of how anything works. It’s a kid-friendly introduction focused on teaching tools; it is not intended as a place to make things with a Dreams-esque level of detail and complexity. Still, even though discoverability is limited, there seems to be potential for something like the community of streamers and creators that sprang up around Mario Maker and built wild, interesting courses — provided those with interest and ability are willing to take to social media to spread the good word.

But with its focus on education first, Game Builder Garage seems perfect for me, a total goober who blinked at RPG Maker once in high school and thought, “No, that’s too much.” More importantly though, its colorful cast of Nodons are poised to be helpful, personable guides to game development for the middle school-or-thereabouts age group they’re targeting. With Game Builder Garage’s lessons purported to come from “the minds at Nintendo,” I’m stoked to see the future creations that an upcoming generation of game creators make under its tutelage.

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Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Game Builder Garage Won’t Have Built-In Discovery Features

Last week, I got an early look at Game Builder Garage, Nintendo’s upcoming creative game-making app that walks users, step-by-step, through the creation of seven distinct games. Similar to its distant Mario Maker cousin, it also includes the ability to freeform create your own games, and upload and share them with friends.

Unfortunately, in Game Builder Garage, passing along a multi-digit code to a friend and having them input it in their own game manually seems to be where its sharing and discoverability features end. In my hands-off preview of the game, the Nintendo representative on the call told me that aside from sharing codes with others manually, there would be no organic discoverability features in the game. No 100 Mario Challenge, and no built-in browser to find new or popular games.

The representative said that this was because Game Builder Garage is focused on sharing games within friends and family, and that people should know what they’re downloading, especially as the game is targeted at kids, pre-teens, and teens. It’s hard to argue with the logic. In Super Mario Maker, players were limited in what they could make by the building blocks Nintendo provided them. Sure, one can make inappropriate images out of ? blocks or similar, but it’s a bit more difficult to do in a way that’s instantly recognizable enough to upset people, especially within the context of a Mario level. So it made more sense to allow discoverability in that game.

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But in Game Builder Garage, players can create in-game objects using shapes and drawing tools to make, for the most part, whatever they want — meaning that there’s far more potential for things to get messy. It’s an issue Nintendo has run into before with the game Swapnote on the 3DS, and again more recently with the Super Smash Bros. Ultimate Stage Creator. Even with Super Mario Maker, Nintendo struggled with moderation, but for the opposite reason. Instead of a flood of inappropriate stages, Nintendo instead was seemingly over-zealous in its moderation, with many users reporting that their completely tame and normal levels had been deleted without explanation.

Regardless of its reasons, it’s a bit of a shame that Nintendo has opted to mostly throw in the towel on moderation (you can still report courses you find via codes), even if their reasoning — a focus on education and safety — is understandable. One of the best perks of Game Builder Garage is the ability to see behind the curtain of what your friends’ games are, and then copy their games to your own system, take them apart, and learn from them. While its formal lessons are Game Builder Garage’s primary teaching tools, the ability to see what other players are doing and learn from their progress and creativity was one of the coolest features of Super Mario Maker, and resulted in a community of shared knowledge. Game Builder Garage admittedly still has that, but in order to find these courses, you’ll either have to know a bunch of other people with the game, or look to the inevitable outside social media communities that will spring up to share these sorts of things.

Sharing features aside, there’s a lot more to Game Builder Garage than its custom game making modes. You can read more about its guided lessons and features in our early hands-off preview of the game.

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Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Smash Bros. Creator Isn’t Retiring from Game Development

Masahiro Sakurai, the creator of the Super Smash Bros. series, is not retiring from game development – but he will be quitting his weekly Famitsu column after 18 years.

Yesterday, translations of Sakurai’s comments from his latest column seemed to suggest that the game director was considering early retirement. IGN had the column independently translated and, while Sakurai does discuss thinking about what he could do with his time after his career finishes, he makes very clear that he won’t be quitting game development anytime soon.

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Discussing a recent holiday (which Sakurai says is his first in a decade), Sakurai says, “During the break, I also keep thinking about life after I quit making games. Everybody grows old eventually, and it’s not like I’ll be able to keep on working forever. Speaking honestly, it would be nice to have a bit more free time. There’s something pretty attractive about the idea of early retirement, right?!”

He continues, “The question of “How much longer can I keep working at this job?” does cross my mind pretty often. “How long should I keep going for? What should I do afterwards?” I believe these sorts of questions are particularly unavoidable for people my age or older.”

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However, this appears to be more of an idle thought than a concrete plan. Later in the column, Sakurai explains that, after 18 years, he will stop writing his column for Famitsu once Super Smash Bros. Ultimate’s two remaining DLC fighters are released (which should be later this year). He makes very clear at this point that this doesn’t also signal the end of his career making games:

“I’m not planning on quitting game development work after that or anything, but for the meantime, that’s what I’ll be focusing on!”

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What will be truly interesting is what Sakurai does make after Super Smash Bros. Ultimate is deemed complete. The director has only made a single non-Smash Bros. game, Kid Icarus: Uprising, since 2008 – while Nintendo would almost certainly like to see more of its huge fighting game franchise in the future, it remains to be seen whether Sakurai himself will continue to be a part of it.

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Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].