Drastic Games, a studio formed by alumni of Epic Games, has announced Soundfall for Nintendo Switch, a music-driven action adventure arriving in 2019.
Mixing twin-stick shooting and rhythm-based gameplay, Soundfall follows the journey of Melody, a young audiophile who finds herself transported to the world of Symphonia. In search of a way home from this mysterious land where music comes to life, she becomes entangled in a conflict to save the realm from Discord, an unfathomable darkness that threatens everything - definitely not the voice chat app.
The game's levels, enemies, loot, and more are procedurally-generated and dynamically react to a range of musical elements (as you can see in the trailer above). In-game battles synchronise to the constant beat, rewarding players who dash and slash in time to the music with impressive dance-like combos. If you enjoy the satisfaction of performing manoeuvres to a rhythm, this one could definitely be for you.
Players will be able to search for gear and upgrades, one-of-a-kind weapons, and legendary artefacts with audio-driven powers. A diverse roster of playable characters is also featured, each with their own distinct playstyle and musical palettes, with couch co-op for up to four friends and online play available to those who want to work together. Nick Cooper, technical director at Drastic Games, has said the following:
“Syncing literally everything in the game to music has been an awesome technical challenge, but it’s been a tremendously rewarding process, and we’re excited to finally share Soundfall with players.”
Feel free to leave a comment below to let us know your early thoughts on Soundfall. Does this look like something you'd enjoy?
Comments 22
Looks like a fun mix of different genres! I'll definitely check it out next year, otherwise it will just get lost in my neverending watch list...
Pretty interested to see more. I love when games mix in rhythm elements with other genres.
Never played a rhythm game (Except those levels in Rayman) but I think I can keep a beat pretty well. Looking forward to this
This looks intriguing, and I dig the character design. I'll be watching how this develops.
They’ll work on it for 6 years release a badly broken game, add a battle royale mode and neglect the game they originally sold you on for 6 months until they finally start working on it again.
And another switch game to avoid!
@HappyRusevDay LOL
Anyway, this looks rad.
"Epic game veterans"... oh wow!... "Rhythm game for Switch"... move along, nothing to see here.
Another time waster to scroll pass in the eShop.
Wow this looks excellent!
This looks very fun. Going to get it
Not sure what to think. On one hand it looks cool, on another hand it looks like a mobile game.
I loved Crypt of the Necrodancer, so I'll keep an eye on this one. Doesn't seems as tightly bound to the rhythm, though.
Looks great! I love non-traditional rhythm games and rhythm hybrids.
@NEStalgia Tell me, what does this statement even mean? Why do people constantly ape the same sentiment over and over? Mobile games can be good, you know. They get a bad rap for being limited to touch controls or some other simple mechanic, but a lot of those games are perfectly fine when traditional console gaming controls are implemented - which I don't know if you knew or not, but the Switch has.
Also, the Switch is a portable hybrid, which by definition means it is mobile.
Looks incredibly promising! I will definitely keep tabs on this one.
This looks great.
@onex When talking about "mobile" games it's almost applied as a genre unto itself. Generally it implies a game design based on a UI and world design suited for a 4" display, meaning overall limited content and "large" feeling world objects (granted Warcraft III is a non-mobile example of the same type of art feel), and a typically simple, uninspired art direction. It usually features a simplification of controls and systems, and a game designed to never become too complex for too long a time, to remain simple and accessible for occasional and quick pickup and play sessions. People playing games on mobile are generally looking for short burst occasional play experiences more than deep experiences so it fits the situation. The design is also simplified for touch inputs, and often built upon F2P monetization, which is typically reflected in game design.
The argument then is that phones "can" run normal games. Sure, my phone could run Quake way better than my old Quake PC ever could...it's more powerful. The hardware is capable of doing such things, but "mobile games" isn't used to describe any game that can technically be run on the hardware, it describes the games that are generally run on the hardware.
If you compare Super Mario Run to NSMB and FE: Heroes to FE: Fates, Awakening, Echoes, and Three Houses, you can see clearly the design differences. And those are both examples of the better side of mobile design.
There are some games on mobile that don't do that, there are some that effectively require a controller to play, but there are few because that's not really an ideal use of the available hardware there. "Mobile games" that people talk about at least in gaming circles are going to refer to the ones "designed to be mobile first". Switch is inherently a machine for games "designed for console first" which is precisely why it's selling well - everyone has a phone already but mobile games design doesn't appeal to most gamers.
@NEStalgia Yes, I understand the limitations of mobile when it comes to depth and control style, however not all mobile games are shallow, so to speak. In fact, some have been re-tailored in the porting process to better match a console gaming experience.
To completely brush off a potential unique experience simply because it "looks like a mobile game" is a tad immature imo. But hey, to each his own.
@onex The point is I can't tell from this trailer if it looks interesting or looks to be stuck with the very same depth limitations and design tropes of a typical mobile game. On the surface it appears as though it might.
@NEStalgia True, the trailer only shows a tease, but if the description of rhythm twin-stick shooter is anything to go by, we won't know until we see more. A game doesn't have to be of mobile origin, mind, to end up shallow. There have been plenty of AAA consoles titles that pull that off all the same.
@onex True enough. Mobile games tend to just end up shallow by design intent, while the console games do it via failure.
Very cool!!
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