Alongside as many features and reveals as one could fit in 15 minutes, the Pokemon Sword and Shield Nintendo Direct showed off a surprisingly large amount of Pokemon spanning the entire series. In addition to 10 new Pokemon, about 46 returning favorites could be seen throughout the presentation. Some of them were easy to miss while others were only revealed in screenshots released after the presentation ended, but we’ve got you covered! Below are the Pokemon confirmed to come back so far.

Returning Pokemon:

  • Throh
  • Bewear
  • Wobbufett
  • Hippopotus
  • Snover
  • Rhydon
  • Golurk
  • Duskull
  • Gyarados
  • Frillish
  • Butterfree
  • Bounsweet
  • Mudsdale
  • Seismitoad
  • Tyranitar
  • Avalugg
  • Hawlucha
  • Milotic
  • Mantyke
  • Stufful
  • Raichu
  • Flygon
  • Meowstic
  • Charizard
  • Diglett (statue)
  • Budew
  • Steenee
  • Wynaut
  • Pancham
  • Grubbin
  • Growlithe
  • Inkay
  • Axew
  • Snorlax
  • Wingull
  • Steelix
  • Braviary
  • Weaville
  • Clefable
  • Dugtrio
  • Quagsire
  • Fletchling (sign)
  • Rotom (in-game phone)
  • Pikachu (screenshot)
  • Bronzor (screenshot)
  • Lanturn (screenshot)
  • Pangoro (screenshot)

Naturally, the most exciting part of exploring a new region is the new Pokemon waiting to be discovered. Check out the 10 new species highlighted throughout the Direct, everything we know about them so far and screenshots that give us a closer look at our debuting partners.

New Pokemon:

  • Grookey (grass starter)

Category: Chimp Pokémon
Type: Grass
Height: 1′
Weight: 11 lbs.
Ability: Overgrow

The stick that Grookey holds, originally from the forest where groups of Grookey live, is imbued with special powers after being exposed to the energy within Grookey’s body. Its green fur creates energy from sunlight. When Grookey drums with its stick near wilted flowers and leaves, they regain their color.

  • Scorbunny (fire starter)

Category: Rabbit Pokémon
Type: Fire
Height: 1′
Weight: 9.9 lbs.
Ability: Blaze

Scorbunny uses its powerful legs to confuse and disorient its opponents by running and jumping around them. Because the soles of its feet can become very hot, Scorbunny’s kick can burn and damage opponents, too. With a sac in its chest containing viscous fire energy, Scorbunny can increase its heart rate and body temperature by running around. This awakens the true power of its fire energy and greatly increases its physical abilities.

  • Sobble (water starter)

Category: Water Lizard Pokémon
Type: Water
Height: 1′
Weight: 8.8 lbs.
Ability: Torrent

When Sobble touches water, its body changes its pattern and color, allowing it to blend into its surroundings. A rather timid Pokémon, Sobble will secrete the water within its body like sweat and disappear into its surroundings when nervous or embarrassed. With tears that are as potent as a hundred onions, Sobble will start to bawl if it feels threatened, spreading its tears around the area and causing everyone around it to start crying uncontrollably. Sobble will then use this distraction as a chance to escape.

  • Wooloo

Category: Sheep Pokémon
Type: Normal
Height: 2′
Weight: 13.2 lbs.
Ability: Fluffy / Run Away

The white fur that covers Wooloo’s body grows throughout its life and will fully grow back in three months even if it has been completely shorn. The fur is used for clothing, carpets, and other goods and is very popular as a specialty product of the Galar region. Wooloo live as a herd and mimic the actions of their Trainer or herd leader. They dislike conflict, and if they need to escape from enemies, they will simply roll away.

  • Gossifleur

Category: Flowering Pokémon
Type: Grass
Height: 1′4″
Weight: 4.9 lbs.
Ability: Cotton Down / Regenerator

Gossifleur prefers land with clear water and air. Its pollen has a healing effect and is commonly used as a folk medicine remedy and made into a tea given to children in the Galar region when they are ill. Gossifleur travels over long distances by getting blown along by the wind. It controls the direction of its travels by twisting its body and petals.

  • Eldegoss (Gossifleur’s evolution)

Category: Cotton Bloom Pokémon
Type: Grass
Height: 1′8″
Weight: 5.5 lbs.
Ability: Cotton Down / Regenerator

When Gossifleur evolves into Eldegoss, its head becomes covered in thick cotton fluff. This cotton fluff serves as a cushion that helps to protect Eldegoss’s head from damage. The tiny seeds attached to the cotton fluff are said to be highly nutritious and beneficial to both people and Pokémon. Eldegoss spreads these seeds throughout the region, making the soil of the Galar region rich in nutrients.

  • Drednaw

Category: Bite Pokémon
Type: Water/Rock
Height: 3′3″
Weight: 254.6 lbs.
Ability: Strong Jaw / Shell Armor

The jagged fangs of the Bite Pokémon Drednaw are strong and sharp enough to bite through rock and iron. Though it has a heavy shell, its well-developed muscles allow it to move quickly. Drednaw is known to be extremely aggressive, so it takes a skilled Trainer to tame and handle this Pokémon. It seems that some Trainers will release Drednaw back into the wild once they discover they can’t handle it.

  • Corviknight

Category: Raven Pokémon
Type: Flying/Steel
Height: 7′3″
Weight: 165.3 lbs.
Ability: Pressure / Unnerve

It is said that Corviknight is the strongest Pokémon living in the skies of the Galar region. It can often be seen fearlessly soaring through the air. Many say that any Pokémon foolish enough to challenge Corviknight are sent running with just a sharp glare and cry from this fearsome Pokémon. Because Corviknight possess superb flying skills and high intelligence, many of them work for the company called Galar Taxi and help transport people from town to town.

  • Zacian (Pokemon Sword legendary)

???

Zacian’s attacks are so graceful that its movements captivate opponents. Holding what appears to be a sword in its mouth, Zacian’s shining blade can cut through anything.

  • Zamazenta (Pokemon Shield legendary)

???

With majestic movements and what appears to be a shield covering its body, Zamazenta can turn back any attack and overwhelm any opponents that dare face it.

If we consider that the new starters will have three forms and that the missing forms of the returning Pokemon will make appearances, we’re already slightly over 100 different species of Pokemon confirmed in less than 20 minutes! Considering Sun and Moon ended up at about 800 Pokemon in total, it’s looking like trainers are going to have more than enough to discover when Sword and Shield release for the Nintendo Switch on November 15. What are the standouts so far, which returning Pokemon were you happy to see and which ones do you hope make it into the base regions? Let us know in the comments!

So you join us fresh from Essen Part I. If you have not been there first this may not make much sense.

FRIDAY

Day two of the fair started with another early morning tactical table grab. This time we went for Kohle & Kolonie. It looked like a heavy game we could sink our teeth into. All about coal mining. As soon as the rules started we knew it was going to be our kind of game. We only played a partial game but got a good feel for it. It is a complex and heavy game. Not in so much as the rules are very complex, but the interplay of mechanics makes it a nice challenge to see just how to best play. Reminded me a little of a classic by the name of Brass. I didn’t buy a copy immediately due to fear it might hurt my head just a little too much. Went top of my shortlist though.

We managed to get a couple of other quick games in before it was time to head over and demo for Portal Games. Two of us were on shift at once demoing the previously mentioned Theseus as well as their other new release Legacy: The Testament of Duke de Crecy. The latter is a fun family building card game where you all try and develop the most well renowned family by facilitating your family members having children, marrying of these children to different characters, buying property, holding social functions and so on. It is an enjoyable game with a strong narrative. When teaching I saw a number of players making little stories as they went. “We are poor so have to marry the shoemaker”, “the bakers daughter is very fertile and so we have an extra child”, “his wife dies in childbirth, no problem, he will get married again”. The character art also works well. It was always interesting to watch all the guys crane across to get a better look every time the attractive and mysterious “Pirates Daughter” was placed on the table. There would always be some disappointment when one of the other players took her as a bride.

It was a fairly intense but still enjoyable 4 hours of demoing running up until the doors closed for the day.

 ... in a big ass hall
… in a big ass hall

As it was Friday night we decided to go out for dinner. One of the traditional locations is The Mexican, no idea what it is actually called. After a couple of games of Donburiko we were ready to go. When we arrived it wasn’t looking good. It was very busy and we were 8 people. More importantly cocktail happy hour was about to end. We managed to shoehorn ourselves onto an undersized table some friends were leaving and maximised our cocktail order about 3 mins before half price cocktails was over. This meant two pint of cocktail per person. Excellent. Cocktails arrived and we placed our food order. Then disaster struck, the kitchen was too busy to take any more orders. We had about a litre of cocktail to drink each and no food. We could not leave, but it was almost 10pm, we needed food. In the end we managed to get two sharing platters between the 8 of us. There were some hungry tums after that.

As the evening went on the conversation deteriorated. After the great story of the friend who ordered a thousand chicken nuggets at McDonalds, we moved onto to the popular dinner table topic of “Most Embarrassing Shit”. This was not about the turd whose shape and consistency one was most ashamed of, but the most embarrassing circumstances in which one had laid a devil cigar. Favourites included the one that plopped out of the bottom of the bus while everyone was loading their luggage at the station, the chap out in the forest who knocked on the door of a nearby house to find it was a show home and so peeled the cellophane off the pan but discovered that there was no water plumbed in to dispose of his good work and had to simply re-wrap the toilet with a gift inside, and the turd that wouldn’t come in the airplane toilet so had to be sucked back into the gentleman’s body in time for landing after which his friends had to leave him at the airport to allow him the time needed to get the task completed. Next one of the larger gents in our group managed to convince pretty much all of us that he could beat two of the more lithe chaps in a 25m sprint. Sadly this was subsequently proved to be incorrect in a sprint across the wet central town square of Essen.

When we got back to the hotel it was late and we were not at our mental pinnacle. Two of us tried to master the fairly hefty Cornish Smuggler. We struggled through what was probably a very reasonable rulebook and played a few rounds. After a spell I realised I had backed myself into an untenable position with no way to sell the goods I had smuggled across half of Cornwall and no money left to make a different play. With our brains aching we decided to call it quits while we still could. Despite this the two of us decided to play Lost Legacy in the room. It is based on a game we know very well called Love Letter that plays in about 2 minutes. Reading through the rules it all sounded good, although the fact I fell asleep briefly and dropped my card as my companion drew his first card was a bad omen. Then, after scrutinising them for a while he declared that he could not legally play either card. Soundly beaten by the fatal alcohol+fatigue+Essen combo we gave up.

SATURDAY

The must play table dash this morning was Amerigo, designed by Stefan Feld, the man responsible for the classic that is In the Year of the Dragon. It had some clever mechanics and we all enjoyed it as a good solid effort, but nobody was totally wowed.

We had another good day getting in quite a few reasonable titles. Just after a game of L’Aéropostale we saw our 3rd chair-destruction-by-overweight-gamer. Comedy value was added by the fact that despite not actually being that massive they did a great beached whale number on the floor, I think more due to low IQ than high BMI. They need to get stronger chairs next year. Or scales at the door.

The highlight of Saturday at the fair was SOS Titanic. A co-operative game where you try and evacuate the passengers off the Titanic onto the lifeboats before it sinks. It has a Solitaire/Patience mechanic at it’s centre with each passenger represnted by a card that you have to line up on the deck of the Titanic. It has some really nice touches that make decisions tough but avoids the one player dictator problem some co-ops can have. It is also beautifully presented with a ring bound book representing the Titanic that sinks as you flip the pages with the progress of the game.

Back at the ranch we played Northern Pacific. A game we have had to class as Broken AND Genius at the same time. There is a map with a rail network across America and the train will make it’s way from one side of the board to the other without ever doubling back. On your turn you can do one of two things – place one of your cubes in a city the train has not yet been to, or chose which city the train goes to next from its current location. Every time it reaches a city with a cube in it each player gets their cube back and one more from the supply. The player with the most cubes when the train has completed its E to W journey wins. Unless no one has more cubes than they started with in which case the game wins! Crucially each city will accommodate one less cube than there are players. Consequently someone will always be left out. So if players 1, 2, and 3 load up a city that the train can go to next, player 4 will move the train to one of it’s other possible destinations, meaning all the other players have made a cube loss. So when player 1 places in A, player 2 might decide to join them or might decide place in city B. Player 3 must decide whether to join in the fun in A or B. Or maybe they will speculate on C, the common location the train could go to next after A or B. And so on. On the one hand it feels like there is no game and there will be a solvable “best move” each turn, on the other each situation seems different and one player can suddenly change the landscape completely with a single cube placement. Despite the concern that we were the ones being played, I have tabled this three times and it has been played 4-5 times in a row each time. The fact in plays in 10-15 minutes helps this, but it is very addictive.

We then had a game of what we call Wobbly Ship, officially know as Riff Raff. Why describe it when a video speaks a thousand words.

Finally we played the catchily titled Geistesblitz 5 vor 12. Place a selection of 8 wooden items on the table – a ghost, a mirror, an owl and so on. Flip a card. First player to grab the item from the card that matches one of those on the table, same item and same colour, wins the card. Get it wrong and you lose a card. Simple. But…

– If there is no exact match then you must grab the item which has neither it’s colour nor it’s likeness on the card.
And then add the advanced rules
– If there is a ghost with a clock grab nothing but shout the time on the clock
– If there is an item reflected in a mirror grab that item regardless of colour
– If there is an owl on the card shout the correct item rather than grabbing it
– If there is a mirror and an owl shout the colour of the item in the mirror
Stand back while your brain melts.

Geistesblitz 5 vor 12
Geistesblitz 5 vor 12

Need sleep.

SUNDAY

 As we entered the final day I still had a certain emptiness. While there had been some excellent filler and party type games I was still looking for my Game Of The Show. A classic 90-120 minute medium to heavy weight game that I might continue to play for years to come. Each Essen should have at least one.

Our last great hope was Nations. We had been too slow to get a table Saturday morning so got in extra early and sprinted right there. Having secured a table we were then lucky enough to be taught by one of the game designers.

This is an epic 40-60 mins per player civ game, a bit like Civilization the computer game. You build up your empire by buying different cards from a common board and placing them on your own board. There are the key commodities of grain, stone and money, which have different uses. There are also tracks for books (knowledge), military strength and stability. Each track has its own rewards and opens up various options. How much you have of any of these variables is determined by the cards you buy for your board and in some cases which cards you deploy workers to. And of course there are VPs, both earned during game and at end game scoring.

Nations
Nations

Initially it sounds pretty simple; the rules are pretty elegant, if a bit solitaire. But it’s not. Other player actions are crucial. You are frequently in direct competition on the three tracks, with absolute score on any track often much less important than position relative to other players. Also you frequently really want 2 or 3 cards from the common pool and will agonise over which one might still be there by the time it gets round to your turn again. One player’s move can often have a huge impact on your plans.

At last. Game of the Show. Several copies were bought and I felt satisfied. So far it has stood the test of time. Mission accomplished I felt free to wander the halls aimlessly. We then stumbled across a free table. It was a slightly odd setup being a shop booth, rather than a publisher booth, but it had a single gaming table tacked on to the edge. And what was laid out but Coal Baron. Or in German “Glück Auf”. Sounds a bit like “F**k Off”, which is enough to be mildy entertaining to our childish brains. More importatntly it was one of the few remaining games on my list to try. As icing on the cake a charming and pretty young lady was waiting to teach us.

It’s a game about mining. Expand your mine, mine your coal, obtain orders for different kinds of coal, fulfil you orders. After we had got over our excitement at the little lift in the middle of each player board that actually slides up and down, accessing different levels, we got stuck in. What a great game. Simple, intuitive, and fast paced but with plenty of interaction and tough choices. My number two big box game of the show. What a day!

As time was ruuning out it was important to complete the Essen experience by visiting the visiting the Geek section. Yes, even as a bunch of geeks travelling across Europe to a boardgame convention, there is a subsection even we find too Geek. The cosplayers and LARPers. In one part of the hall you can find massive arrays of weapons for sale, both foam and metal, stunning armour, booths selling mead for the drinking, pixie ears and so on. And some pretty intense costumes.

The rubber armoury
The rubber armoury

Skaven I believe [image - JPWatts]
Skaven I believe [image – JPWatts]

And so we played a couple more games before we exited the hall for the last time and made our way to the car for the long drive back to Paris.

Once again our journey took us through godforsaken Belgium where we bookended our weeks awful diet with another MacD’s. It did however bring us a sweet reward from the petrol station were we found some neat little limited edition Lego cars to bring home for the children. As we struggled to stay awake in the dark we had plenty of time for post match analysis of this year’s Essen.

It is always hard to judge the games in the bigger scheme of things until they have had time to settle in to their place in the wider pantheon of boardgames. Some years produce classics that still have a place many gamers all time top 10’s. For example 2007 gave us In the Year of the Dragon and 2008 Tinners’ Trail both of which still have a warm place in many of our hearts. Will Nations be viewed through rose tinted spectacles in the brave new world of 2019? Over all the impression was that, yes, this had been a good year for games. From fillers like Donburiko and Pick-a-Polar Bear to the bigger boxes of Nations and Coal Baron. We both felt satisfied that our games booty would get some good mileage in the future. The experience in the fair each day had also been good. The new halls worked fine and, with the exception of awkwardly placed toilets, the layout seemed to work. We also felt as though, unlike some previous years, we spent very little time wandering around unable to get a table when we wanted to. The group size worked out well too. Eight is a good number as two groups of 4 is the ideal split (a lot of games will not take 5 or more players). Although we got into a habit of sticking in the same 4s for the whole show, this was partly due to taste in games and beer-game priorities, and we did manage to mix it up a bit. Maybe most importantly the company was good and there was a lot of laughing. We laughed while playing games, laughed with good games, laughed at bad games, laughed between games and laughed at plenty of really bad chat. And there were some really embarrassing shit stories. Probably the only thing missing was sleep.

Within a few days of getting back I had already booked us 4 rooms for 2014…

I had to fit the left hand tower of 25 games in my suitacse
I had to fit the left hand tower of 25 games in my suitacse

Ubisoft have just released this trailer showing off some nice preorder perks for getting AC3 from GameStop. Look with me!

If you aren’t a fan of preorder bonuses then you may not like this trailer. What we get looks like a great temple designed for testing your climbing skills. Plus that crazy ass sword looks like it will tear up some soft supple British fairly well.

For more info on the preorder bonus and to actually preorder it check out the GameStop site HERE

AC3 ships October 30th on Xbox360 and PS3. For PC on November 20th.

Sakura Samurai: Art of the Sword was a game I discovered on the eShop a couple of months back, and seeing the trailer for the game, it looked like a fantastic concept. A game inspired by Japanese legends in terms of story and design, a great battle system where evasive dodging and quick strikes are preferred over just a frontal assault, and an epic journey to rescue a goddess from captivity, Sakura Samurai looked to be another eShop classic, similar to my beloved Mighty Switch Force. When I finally got my teeth sunk in the game, I found it to be entertaining during intense moments and was content with its environments and overall aesthetics, but I was just generally underwhelmed by what Sakura Samurai had to offer.

Sakura Samurai starts off with a well-presented prologue. Back in the days of feudal Japan, there was a god who lives in the mountains, and his daughter was Princess Cherry Blossom, a beloved guardian of the land. One day, an unknown evil kidnapped her, and her lack of influence put the land in disorder, causing people to forget about her, save for one vigilant Kappa, who waits for a pure-hearted samurai to arrive and save the Princess.  When you arrive, your sword is enhanced with sakura essence in order to rescue the Princess and the kappa declares you the Sakura Samurai, sending you off on your quest.

It’s a basic story of a hero rescuing a princess, but it’s one that has a great presentation. The art style is cartoony and whimsical, creating an extremely vibrant land to traverse through along with well-designed characters to interact with. It is reminiscent of Okami with its overall aesthetic design, which is definitely refreshing.

While the aesthetics are great, the graphics themselves are not. I am aware that this is a downloadable title from the Nintendo eShop, but it looks like the graphics were rushed, as a few characters and many of the backgrounds have low-resolution textures, making them somewhat blurry. This is especially noticeable in the towns. On a final note, you’ll see similar environments in the regular stages since they reuse the few maps they made for fighting outside the boss dungeon, so be prepared for some familiar sights.

The music itself definitely sets the mood that you’re in Japan. It’s not particularly memorable in my opinion, and is essentially ambient, but it doesn’t break immersion and it does the job. Sound effects and voices definitely play a bigger role and it ties into the gameplay.

The combat is about reading your opponent’s movements, evading their attack at the last second and then striking when they’re open. When you evade properly, you earn precision points that you can sell for gold as well as build your sword meter. The more points you collect without getting hit or having your attack blocked, the more money you make, and when your sword meter is full, you can use a special attack that hits all enemies on screen for massive damage. Once you master reading the enemies’ tells, and go up against a larger group, that’s when the game gets really fun. There are regular swordsmen, spearmen, archers, ninjas, and samurai all out to get you, each with their own attack movements to read off of. As you advance on, you find more powerful versions of the same enemies. They do more damage and move faster, which forces you to speed up your reaction timing as well. You can also use items to heal yourself, distract an enemy, attack from a distance, or repair your sword if it gets dull from improperly planned attacks. Finally, when you beat a level for the first time, you get one half of a cherry blossom petal, which is essentially half a heart piece from Legend of Zelda.

While the battles are fun initially, the gameplay does get repetitive, mainly due to an ultimately limited amount of enemies as well as each enemy attacking one at a time. It is fun to defeat large groups of enemies, especially groups with different enemy types in the later levels, but even perfecting your evasion will wear out at some point. Also, you can enable free movement by holding X during battle, which means you can run. However, this means every single enemy will attack you simultaneously with no way to see how they’re attacking you. The combat system was clearly designed for one-on-one fights, which makes free movement entirely pointless.

There are 3 main parts to Sakura Samurai. There is the Map, which let you move between stages in that colorful overworld, the Field/Dungeon in which you fight enemies and advance to the next stage or boss and the Town. In the town, you can repair and upgrade your sword, buy items, go to the inn to heal and save your game, plus play mini-games. The mini-games involve you slicing a set number of fruit, whether perfectly in half or just slicing in general. You win gold if you wagered it or stamps that you can collect. The stamps, while not essential, can earn you extra items and unlock a more powerful special attack.

New towns gives you different mini games that offer more stamps than previous towns, though if you are patient and grind the 1st town’s mini-games, you can unlock the most powerful special attack within an hour of grinding. To highlight how easy it is to easily upgrade your character, I actually found a design flaw that gives you lots of gold. When you die, the kappa appears on a previously cleared level. By replaying that level, defeated enemies drop 5-7 pieces of gold, and there are usually 2 to 5 enemies in a single level at once. There is no penalty for dying either. (No lost items, gold, decreased sword level, or a different ending) Using this method, I got the most powerful special attack, maxed out my inventory, and upgraded my sword in under an hour. Thankfully, you can’t upgrade your sword to the maximum level in the 1st town, but it still made the early game MUCH easier which should have provided a decent challenge.

When you beat one of the bosses, you unlock a challenge mode in which you have to defeat a set number of enemies in a single run. There are 30, 50, and 100-enemy challenges to tackle, and the only benefit is to see how fast you can beat it. There is also the Rock Garden mode where, once per day, you can register the amount of steps you take with your 3DS to revive dead cherry blossom trees in your garden. There also aren’t any apparent benefits other than for its own sake, though it is nice to have an excuse to go walking. After you beat the main game, you unlock Expert Mode, which has you restart the game with no power-ups or inventory. Enemies deal twice the damage, you can’t increase your max health, and items are twice as expensive. Expert mode also has no benefit for playing other than bragging rights. This game might be worth replaying at least once, though when you finally beat it, you’ve seen everything Sakura Samurai has to offer, and for 7 dollars, that’s not a lot of value.

Sakura Samurai is not a bad game. It’ll run you between 2-5 hours if you stick to the main game without trying to upgrade your character, 10 hours if you want to beat the challenges, maximize your character and finish Expert Mode. It has a visual aesthetic that reminds me of Okami and I think that a combat system requiring precision and finesse to attack rather than brute force is definitely engaging. It was what led me to download the title to begin with. However, with the gameplay becoming much easier and repetitious as I played, the appeal quickly wore off. It never got frustrating or annoyingly bad, but it just became boring. For 7 dollars, I expected just a little more content or slightly more varied combat that would’ve made the game a solid buy, especially since it was shorter than I anticipated.  If you must get it, I would wait until it either drops down to at least 5 dollars, appears on the Club Nintendo website as a downloadable title, or if the eShop has a sale on their games.