A year ago, the Nintendo Switch looked like a Hail Mary from a bequest diversion association that desperately indispensable a win. A hybrid machine—part living-room console, partial handheld— that incited a Wii U’s kinda-portability into a success? Well, it could work…maybe.
Now, of course, a Switch feels like an inevitability. It has already outsold a lifetime sales of a Wii U, and is on gait to compare adult with a runaway, culture-redefining success of a Wii. Nintendo’s latest console was a juggernaut in a initial year, mostly by apropos precisely what many analysts (including me) suggested it indispensable to be: a complement that buoyed a array of glorious first-party titles with a healthy diet of indie games and ports. Which raises a question: where does Nintendo go from here?
The answer? More games like Celeste.
Celeste, out this week concurrently on PlayStation 4, PC, and a Nintendo Switch, is a retro-styled 2D platformer about climbing towering ruins. It’s also some-more than that: it’s a lush, comfortable story of a lady severe herself and winning. It’s one of a best feeling, and best sounding platformers I’ve played in a prolonged time, refreshing and clever. Each shade is a tiny nonplus of acrobatic routing, charity easy and formidable paths by a environment, permitting a actor to plea herself or usually pierce on.
Celeste is one of those games that’s formidable to report since it usually feels… right; each partial of it works together to yield an knowledge that’s light and satisfying. It’s also—and this is a critical fact to note for Nintendo’s sake—new. A new indie game, from Matt Thorson, creator of a extravagantly successful Towerfall, expelled concurrently on Switch and other platforms.
See, a early plan of a Switch, while successful, has a problem. In courting indies, Nintendo has spent a good understanding of a initial year courting yesterday‘s indies. An updated chronicle of a strike Stardew Valley; an stretched chronicle of retro adore minute Shovel Knight. The Switch’s lineup mostly has had a atmosphere of a fanciful secondhand store, charity some implausible finds and lustful memories though zero new. Don’t get me wrong, there have been a few successful uninformed titles on a Switch (the pleasing Graceful Explosion Machine comes to mind), though Nintendo’s initial year with a Switch has been tangible not usually by ports and indies, though by ports and… indie ports.
Not that we can unequivocally censure Nintendo. The games they’ve gotten placed on a Switch are good ones, and they’re titles that people have wanted. Porting a diversion to a Switch still has a lot of energy and mystique in it, and even games that have been everywhere like Super Meat Boy have sole improved on a Switch than on any other height outward of their initial releases. People wish these games on a go. Courting determined talent and removing renouned indies concerned in a console shows some-more savvy in navigating a western indie diversion stage than Nintendo has shown in a whole association history.
But if Nintendo wants to truly dedicate to glorious eccentric games, and truly settle a Switch as a home for them, it has to do some-more than justice determined talent. It has to rise new talent. Going into a second year of a Switch, Nintendo has an event to welcome a eccentric gaming village in a broader approach than it has in a past. Otherwise, there’s a risk that a Switch could find itself in a rut, usually ever repeating a successes of other segments of a indie marketplace instead of formulating a own.
Games like Celeste, that Nintendo upheld by a whole final year of a development, are a start. Original, overwhelming works from determined developers. But Nintendo, with a resources and a flourishing good will of a audience, has a possibility to do a lot more.