An interactive thriller from the studio behind Indigo Prophecy, sporting a dark storyline involving the investigation of a mysterious serial killer.

<h2>Overview</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/3699/720250-medium_2922632110_9b8aece621_o.jpg" data-ref-id="1300-720250" data-size="small" data-ratio="1.4283333333333" data-width="600" data-embed-type="image" style="width: 600px"><a class="fluid-height" style="padding-bottom:142.8%" href="https://static.giantbomb.com/uploads/original/0/3699/720250-medium_2922632110_9b8aece621_o.jpg" data-ref-id="1300-720250"><img alt="No Caption Provided" src="https://static.giantbomb.com/uploads/scale_small/0/3699/720250-medium_2922632110_9b8aece621_o.jpg" srcset="https://static.giantbomb.com/uploads/original/0/3699/720250-medium_2922632110_9b8aece621_o.jpg 600w, https://static.giantbomb.com/uploads/scale_medium/0/3699/720250-medium_2922632110_9b8aece621_o.jpg 480w, https://static.giantbomb.com/uploads/scale_small/0/3699/720250-medium_2922632110_9b8aece621_o.jpg 448w" sizes="(max-width: 448px) 100vw, 448px" data-width="448"></a></figure><p>Heavy Rain is a thriller adventure game developed by <a href="../../quantic-dream/65-2005/" rel="nofollow">Quantic Dream</a> and published by <a href="/sony-interactive-entertainment/3010-995/" data-ref-id="3010-995">Sony</a> for the <a href="/playstation-3/3045-35/" data-ref-id="3045-35">PlayStation 3</a> in Japan (on February 18, 2010), North America (on February 23, 2010), and Europe (on February 24, 2010).</p><p>A spiritual successor to the studio's earlier game <a href="/indigo-prophecy/3030-2494/" data-ref-id="3030-2494">Indigo Prophecy</a>, Heavy Rain puts players in the role of <a href="/multiple-protagonists/3015-147/" data-ref-id="3015-147">four separate protagonists</a> as their stories, which can have numerous <a href="https://www.giantbomb.com/branching-story-line/3015-1646/" data-ref-id="3015-1646">branching paths</a> and <a href="https://www.giantbomb.com/multiple-endings/3015-27/" data-ref-id="3015-27">multiple endings</a>, intertwine into one overall narrative (with the possibility of each of them dying, which continue the story). Along with third-person exploration of their character's surroundings, players converse with timed <a href="https://www.giantbomb.com/dialogue-trees/3015-77/" data-ref-id="3015-77">dialogue trees</a> and use specific button/joystick/<a href="https://www.giantbomb.com/motion-control/3015-474/" data-ref-id="3015-474">tilt</a> prompts for actions (including <a href="https://www.giantbomb.com/quick-time-event/3015-6/" data-ref-id="3015-6">quick time events</a> for higher-intensity sequences).</p><p>The game's story, set in modern day, centers around the investigation of a mysterious <a href="/serial-killer/3015-3269/" data-ref-id="3015-3269">serial killer</a> who abducts and <a href="/murder/3015-1654/" data-ref-id="3015-1654">murders</a> children (leaving an <a href="/origami/3055-554/" data-ref-id="3055-554">origami crane</a> in the palm of their hand, becoming known as the "Origami Killer"). Players control four central characters as they hunt the whereabouts of the Origami Killer:</p><ul><li><a href="/ethan-mars/3005-12115/" data-ref-id="3005-12115">Ethan Mars</a>, an architect (voiced by Pascal Langdale) who suffers from a mental breakdown after losing one of his sons, <a href="/jason-mars/3005-14260/" data-ref-id="3005-14260">Jason</a>, in a tragic accident two years prior. When his other son, <a href="/shaun-mars/3005-14261/" data-ref-id="3005-14261">Shaun</a>, is kidnapped by the Origami Killer, Ethan must go through a series of painful challenges laid out by the killer to test "how far he is willing to go to save his son".</li></ul><ul><li><a href="/scott-shelby/3005-12114/" data-ref-id="3005-12114">Scott Shelby</a>, a retired <a href="/police/3015-1011/" data-ref-id="3015-1011">police officer</a> (voiced by <a href="/sam-douglas/3040-97706/" data-ref-id="3040-97706">Sam Douglas</a>) working as a <a href="/detective/3015-1079/" data-ref-id="3015-1079">private investigator</a>. He is hired by the families of the Origami Killer's victims to search for and apprehend the killer. He ends up partnering with prostitute <a href="/lauren-winter/3005-14144/" data-ref-id="3005-14144">Lauren Winter</a>, whose son was also a victim of the Origami Killer.</li></ul><ul><li><a href="/norman-jayden/3005-11660/" data-ref-id="3005-11660">Norman Jayden</a>, a profiler (voiced by <a href="/leon-ockenden/3040-97705/" data-ref-id="3040-97705">Leon Ockenden</a>) for the <a href="/federal-bureau-of-investigation/3015-5418/" data-ref-id="3015-5418">Federal Bureau of Invesitgation</a> who also conducts <a href="/forensics/3015-4633/" data-ref-id="3015-4633">forensic investigations</a> with an experimental <a href="/augmented-reality/3015-3225/" data-ref-id="3015-3225">augmented reality</a> device known as the <a href="/added-reality-interface/3055-3712/" data-ref-id="3055-3712">Added Reality Interface</a> (or ARI). He aids the police investigation in rescuing <a href="/shaun-mars/3005-14261/" data-ref-id="3005-14261">Shaun Mars</a> from the Origami Killer, and is reluctantly partnered with stubborn police lieutenant <a href="/carter-blake/3005-14145/" data-ref-id="3005-14145">Carter Blake</a>. Due to the experimental nature of the ARI, Norman takes the addictive drug <a href="/triptocaine/3055-2453/" data-ref-id="3055-2453">Triptocaine</a> to combat its side-effects.</li></ul><ul><li><a href="/madison-paige/3005-11856/" data-ref-id="3005-11856">Madison Paige</a>, a freelance photojournalist (voiced by Judi Beecher) and chronic <a href="/insomnia/3015-7150/" data-ref-id="3015-7150">insomniac</a> who, after meeting Ethan, becomes invested in the case of the Origami Killer and aids Ethan in numerous occassions.</li></ul><p>The game later received support for the <a href="/playstation-move/3000-36/" data-ref-id="3000-36">PlayStation Move</a> on September 22, 2010, adding optional <a href="/motion-control/3015-474/" data-ref-id="3015-474">motion controls</a>. While a series of <a href="/downloadable-content/3015-329/" data-ref-id="3015-329">downloadable side-story chapters</a> (called <em>The Heavy Rain Chronicles</em>) was planned, only one chapter was released ("The Taxidermist", showing Madison attempting to investigate the Origami Killer years prior). The game was later re-released in North America (on February 23, 2011 as <em>Heavy Rain: Director's Cut</em>), Japan (on March 10, 2011), and Europe (on August 3, 2011 as <em>Heavy Rain: Move Edition</em>), featuring all updates and DLC as well as bonus content.</p><p>The original game was later ported to the <a href="/playstation-4/3045-146/" data-ref-id="3045-146">PlayStation 4</a> by <a href="/virtuos-ltd/3010-4991/" data-ref-id="3010-4991">Virtuos</a> and released digitally for the <a href="/playstation-4/3045-146/" data-ref-id="3045-146">PlayStation 4</a> in North America (on March 1, 2016), Europe (on March 4, 2016), and Japan (on June 1, 2016). It will also be ported to the <a href="/pc/3045-94/" data-ref-id="3045-94">PC</a>, with a digital release planned (via the Epic Games Store) for June 24, 2019.</p><h2>Gameplay</h2><p>Although Heavy Rain may seem like a <a href="../../dragons-lair/61-23/" rel="nofollow">Dragon's Lair</a> type of game, the developers have expressly stated that control of the character is rarely taken away from the player. The player often has direct control of the character, and can walk around at will within a set area using the R2 Button and Left Analog Stick. There are almost no <a href="../../in-engine-cinematic/92-964/" rel="nofollow">cinematics</a> to watch. There is an investigation portion to the game - mainly when <a href="../../norman-jayden/94-11660/" rel="nofollow">Jayden</a> uses ARI at crime scenes - where the player can freely search anywhere they think they might find a hidden clue. There is another portion of the game that uses <a href="../../quick-time-event/92-6/" rel="nofollow">QTE</a>s, mostly during fast paced action sequences, to create immersion. The QTEs, however, are not static images prompting button presses, but rather are worked into the environment. At times, multiple buttons will appear on screen allowing you to choose from a number of events whose outcome is felt immediately. The <a href="/">QTE</a>s use every button on the PS3 controller (except L3, R3, the D-pad and obviously the Start and Select buttons) as well as its <a href="/sixaxis-support/3015-5310/" data-ref-id="3015-5310">SIXAXIS</a> functionality. At certain points in the game, the player is required to press a succession of buttons, holding down the previous button(s) as they press the next - these combinations are often constructed in such a way that the difficulty of what the character is trying to achieve corresponds with the physical difficulty of pressing the correct buttons (meaning that a QTE for crawling through live electricity will be much harder than a QTE for going up a hill).</p><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/1/14036/1034381-07.jpg" data-ref-id="1300-1034381" data-size="small" data-ratio="0.5625" data-width="1280" data-embed-type="image" style="width: 1280px"><a class="fluid-height" style="padding-bottom:56.3%" href="https://static.giantbomb.com/uploads/original/1/14036/1034381-07.jpg" data-ref-id="1300-1034381"><img alt=""Can you stop that thing?"" src="https://static.giantbomb.com/uploads/scale_small/1/14036/1034381-07.jpg" srcset="https://static.giantbomb.com/uploads/original/1/14036/1034381-07.jpg 1280w, https://static.giantbomb.com/uploads/scale_super/1/14036/1034381-07.jpg 960w, https://static.giantbomb.com/uploads/scale_medium/1/14036/1034381-07.jpg 480w, https://static.giantbomb.com/uploads/scale_small/1/14036/1034381-07.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>"Can you stop that thing?"</figcaption></figure><p><a href="../../dialogue-trees/92-77/" rel="nofollow">Dialogue trees</a> are used heavily in the games, represented by words encircling the player. The state of the words will correspond to the character's mental state - if they are in a state of panic the words can be shaking violently, making them difficult to read. The same applies to the 'thought mechanic' where by pressing L2 at any time, a 'dialogue tree' will show what thoughts are going through that character's mind.</p><p>There is no <a href="../../game-over/92-372/" rel="nofollow">game over</a> screen, as the game continues to take into account whatever actions occur regardless of how drastically they affect the characters. If a character you control dies, then he or she will remain dead and the investigation will continue from another character's perspective. If all characters die, the plot line will still continue without the impact that those characters could have made.</p><h2>Development</h2><p>Development of Heavy Rain began in February of 2006 and was announced at <a href="../../e3-2006/92-3439/" rel="nofollow">E3</a> <a href="../../e3-2006/92-3439/" rel="nofollow">2006</a>, at which it was a tech demo called "The Casting". The game was originally for PC and there were to be two separate releases of the game - one for computers equipped with the appropriate physics processing unit and one for computers that didn't meet the specification. Some of the physics relied on <a href="../../physx/92-1923/" rel="nofollow">PhysX</a>. The E3 demo made use of <a href="../../ageia-technologies-inc/65-4701/" rel="nofollow">AGEIA</a> technology.</p><p>Noteworthy features of "The Casting" were full body motion capture along with full facial motion capture, wrinkles on faces, real time tears, advanced rendering features, and advanced skin shaders. The demo showed technology enabling pupil dilation and dynamic hair with physics. The game engine supports full real time post-processing. The facial motion capture was captured using a Vicon MX40 camera with an enhanced muscle system.</p><h2>Heavy Rain Chronicles - DLC</h2><p>Quantic Dream founder David Cage said 2009 in an Interview with VideoGamer.com that "<i>.. we are talking with Sony at the moment about having maybe extra downloadable content, maybe with prequels or sequels about the characters.</i>"</p><p>Later it was revealed that the DLC would be episodes of the so-called Heavy Rain Chronicles.</p><p><u><b>Different Plans for DLC, revealed during various Interviews:</b></u></p><p>- <a href="/">The Taxidermist</a> (at first only available with a preorder code, later through PSN purchase - released on April 1, 2010)</p><p>- DLC with a focus on Norman Jayden and how he got addicted to drugs;</p><p>- Another episode with you taking the role of the "villain";</p><p>On July 2010 Cage revealed in an Interview with Eurogamer.com on subject of the Chronicles that "<i>.. they are on hold to allow the team to work on Move and on new projects, and I doubt they will ever be produced.</i>"</p><h2>Soundtrack</h2><p>Heavy Rain's soundtrack was composed by <a href="/normand-corbeil/3040-98308/" data-ref-id="3040-98308">Normand Corbeil</a> and recorded at the Abbey Road Studios in London. It was made available on the iTunes Store on 23 February, 2010 and on the PlayStation Network on 4 March, 2010.</p><ol><li>Ethan Mars' Main Theme (3:31)</li><li>Norman Jayden's Main Theme (4:42)</li><li>Before the Storm (2:55)</li><li>Madison Paige's Main Theme (3:31)</li><li>Scott Shelby's Main Theme (6:01)</li><li>Lauren Winter's Main Theme (3:07)</li><li>Painful Memories (1:29)</li><li>The Chase (1:25)</li><li>Redemption (1:39)</li><li>The Bulldozer (1:34)</li><li>High Tension (1:16)</li><li>The Fight (1:31)</li><li>The Hold Up (1:28)</li><li>Looking for Shaun (1:36)</li><li>Countdown (1:33)</li><li>Last Breath (2:59)</li></ol>

Koji Igarashi's spiritual successor to his specific style of Castlevania game, made in partnership with Inti Creates.

<h2>Overview</h2><p>Bloodstained: Ritual of the Night is a 2.5D side-scrolling "<a href="/metroidvania/3015-2440/" data-ref-id="3015-2440">Metroidvania</a>" style game developed by ArtPlay (Igarashi's company with the major design blueprint) in collaboration with <a href="/dico/3010-14372/" data-ref-id="3010-14372">DICO</a> (main development and localization) and <a href="/monobit/3010-14373/" data-ref-id="3010-14373">Monobit</a> (programming/engine support) with Armature Studio handling the PS Vita version specifically coming to a wide range of platforms in 2018 with the help of publisher 505 Games. The project is helmed by ex-<a href="/konami-corporation/3010-87/" data-ref-id="3010-87">Konami</a> designer <a href="/koji-igarashi/3040-40883/" data-ref-id="3040-40883">Koji Igarashi</a>, a key member of the team that revitalized the <a href="/castlevania/3025-86/" data-ref-id="3025-86">Castlevania</a> series with <a href="/castlevania-symphony-of-the-night/3030-14216/" data-ref-id="3030-14216">Symphony of the Night</a> in 1997. Originally,<a href="/inti-creates-co-ltd/3010-5970/" data-ref-id="3010-5970"> Inti Creates </a>was signed on to be the main developer alongside Igarashi but their role in development has been reduced since DICO and Monobit joined the fold, who have more development experience with Unreal Engine 4.</p><p>The game was funded via Kickstarter and PayPal. The operation is primarily overseen by <a href="/ben-judd/3040-58539/" data-ref-id="3040-58539">Ben Judd</a>, who also oversaw <a href="/keiji-inafune/3040-35794/" data-ref-id="3040-35794">Keiji Inafune</a>'s highly successful <a href="/mighty-no-9/3030-43790/" data-ref-id="3030-43790">Mighty No. 9</a> Kickstarter campaign prior.</p><h2>Development</h2><h3>Crowdfunding Campaign</h3><p>The FAQ section made it clear upfront that the final product will "<strong>2.5D</strong>" rather than what the majority of IGAvania games have been in the past. The explanation given:</p><blockquote><p>Because this is an Igavania game, the gameplay and feel of traditional 2D games is non-negotiable. Even so, IGA decided to go with 2.5D for this project for both financial and artistic reasons. A 2.5D world built on <a href="/unreal-engine-4/3015-2551/" data-ref-id="3015-2551">Unreal Engine 4</a> was the right choice to balance development time, graphical fidelity, budget, and scope.</p><p>At the same time, IGA is very excited about exploring the paths a 2.5D style opens up within the classic Igavania formula. As he begins a new chapter of his career as a developer, he's looking forward to trying things that will enhance, rather than detract from, that core gameplay.</p><p>However, we would NEVER discount the fans' love for that classic style. The development team is looking forward to working with backers every step of the way to decide on custom shaders that will give the game a distinctive, hand-crafted look, so there are no surprises. Games like <a href="/guilty-gear-xrd-sign/3030-42679/" data-ref-id="3030-42679">Guilty Gear</a> and <a href="/strider/3030-43275/" data-ref-id="3030-43275">Strider</a> are proof that 2.5D can be handled in a way that honors a classic aesthetic while allowing for new possibilities; that’s what IGA hopes to achieve with this project.</p><p>That said, one section of the castle will feature an area that Miriam can traverse in beautiful retro graphics. We are dubbing this section “the 8-bit level” although it may be close to 16 bit or 32 bit depending on how we mix it with the full game. While a full-blown 8-bit game doesn't fit into the full budget, backer support allows us to have fun with the development and create a little retro magic in our game.</p></blockquote><p>Stretch goals included getting <a href="/david-hayter/3040-39849/" data-ref-id="3040-39849">David Hayter</a> &amp; <a href="/robert-belgrade/3040-40875/" data-ref-id="3040-40875">Robert Belgrade</a> voice overs in the game.</p><h3>Links</h3><ul><li><a href="https://www.kickstarter.com/projects/iga/bloodstained-ritual-of-the-night" rel="nofollow">Kickstarter page</a></li><li><a href="https://www.facebook.com/bloodstainedrotn" rel="nofollow">Facebook page</a></li><li><a href="http://iga-bloodstained.tumblr.com" rel="nofollow">Tumblr blog</a></li><li><a href="https://www.youtube.com/channel/UCOU-IZLwstnFKxX3m3_P4fQ" rel="nofollow">YouTube page</a></li></ul>

E3 2017: Take Me Down to Barkerville in Bloodstained: Ritual of the Night

A “legal suspense action” game developed by Sega's Ryu Ga Gotoku Studio, the team behind the Yakuza games, for the PlayStation 4.

<h2>Overview</h2><p>Judgment, known in Japan as Judge Eyes: Shinigami no Yuigon, is an investigative action game developed by the <a href="/ryu-ga-gotoku-studio/3010-7734/" data-ref-id="3010-7734">Ryu ga Gotoku Studio</a> were the player controls a former defense lawyer turned detective named Takayuki Yagami who is trying to solve the mystery behind a string of recent murders. The game takes place in modern-day Tokyo and features both investigative gameplay, such as collecting clues and following suspects, as well as brawling combat similar to the <a href="/yakuza/3025-766/" data-ref-id="3025-766">Yakuza</a> series. <a href="/sega/3010-62/" data-ref-id="3010-62">Sega</a> published Judgment in Japan on December 13, 2018 with a Western release to follow in Summer 2019.</p><p> </p><h2>Gameplay</h2><p>Similarly to the two prior released Yakuza titles by Ryu ga Gotoku Studios (Kiwami 2 &amp; Yakuza 6) Judgment runs on the Dragon Engine and utilizes the same combat mechanics and physics of said games. The combat plays slightly different, as you are now playing as a slender young detective, who specializes in martial arts type of fighting as opposed to the more brute force based street brawler tactics of Kazuma Kiryu. Yagami's heavy usage of kicks bears resemblance to that of Shun Akiyama, and Goro Majima, and like the latter he has different styles he can switch between. </p><figure data-align="left" data-size="small" data-img-src="https://static.giantbomb.com/uploads/original/20/208795/3087267-0705134267-Respo.gif" data-ref-id="1300-3087267" data-ratio="0.56306306306306" data-width="444" data-embed-type="image" style="width: 444px"><a class="fluid-height" style="padding-bottom:56.3%" href="https://static.giantbomb.com/uploads/original/20/208795/3087267-0705134267-Respo.gif" data-ref-id="1300-3087267"><img alt="The crowd control based Crane style" src="https://static.giantbomb.com/uploads/scale_small/20/208795/3087267-0705134267-Respo.gif" srcset="https://static.giantbomb.com/uploads/original/20/208795/3087267-0705134267-Respo.gif 444w, https://static.giantbomb.com/uploads/scale_small/20/208795/3087267-0705134267-Respo.gif 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>The crowd control based Crane style</figcaption></figure><p>One called "Crane Style" that emits a blue aura, which is a fighting stance that generally serves as crowd control, to deal with many enemies at once, and another called "Tiger Style" that emits a red aura, this style emphasizes on one-on-one moves. In addition to this, Yagami also has his own arsenal of Heat Actions, called "EX Actions" in this game.</p><p>When he is not beating up the local street thugs, he'll find himself having to do some proper detective work. This involves stalking suspects around the streets of Kamurocho, similar to that of Act 3 in Metal Gear Solid 4, and investigating crime scenes in vein of the Batman Arkham Games. Sometimes he'll do this while wearing a disguise too.</p>

<p>Samurai Shodown was formally announced on September 10, 2018. An English announcement confirmed that the game would undergo the same name changes as previous entries in the series, with the Japanese release hitting as "Samurai Spirits" while the English-language release shipping under the Samurai Shodown name.</p><h2>Characters</h2><h3>New</h3><p><strong>Yashamaru Kurama</strong>: The main protagonist of this game. A <em>ronin</em> who stalks the shadows as the phantom thief <i>“Karasu Tengu.”</i> He fights with a <em>nagamaki</em> and mysterious <em>tengu</em> powers.</p><p><strong>Darli Dagger: </strong>A woman with African roots who washed ashore on a Japanese island when she was young. She learned how to build ships to earn a living, and pirates taught her how to fight. She wields a giant saw-tooth blade called the Libertalia.</p><p><strong>Wu-Ruixiang: </strong>A wise servant of the Qing dynasty who uses her <em>feng shui</em> powers to fight. She goes wherever her emperor commands.</p><p><strong>Shizuka: TBA</strong></p><h3>Returning</h3><ul><li><a title="Haohmaru" href="/haohmaru/3005-264/" data-ref-id="3005-264">Haohmaru</a></li><li><a title="Nakoruru" href="/nakoruru/3005-163/" data-ref-id="3005-163">Nakoruru</a></li><li><a title="Genjuro Kibagami" href="/kibagami-genjuro/3005-2180/" data-ref-id="3005-2180">Genjuro Kibagami</a></li><li><a title="Yoshitora Tokugawa" href="/tokugawa-yoshitora/3005-17567/" data-ref-id="3005-17567">Yoshitora Tokugawa</a></li><li><a title="Ukyo Tachibana" href="/tachibana-ukyo/3005-1752/" data-ref-id="3005-1752">Ukyo Tachibana</a></li><li><a title="Hanzo Hattori" href="/hanzo-hattori/3005-3726/" data-ref-id="3005-3726">Hanzo Hattori</a></li><li><a title="Galford" href="/galford/3005-7339/" data-ref-id="3005-7339">Galford</a></li><li><a title="Kyoshiro Senryo" href="/kyoshiro/3005-11436/" data-ref-id="3005-11436">Kyoshiro Senryo</a></li><li><a title="Jubei Yagyu" href="/jubei-yagyu/3005-3941/" data-ref-id="3005-3941">Jubei Yagyu</a></li><li><a title="Tam Tam" href="/tam-tam/3005-11435/" data-ref-id="3005-11435">Tam Tam</a></li><li><a title="Charlotte" href="/charlotte/3005-3834/" data-ref-id="3005-3834">Charlotte</a></li><li><a title="Earthquake" href="/earthquake/3005-5260/" data-ref-id="3005-5260">Earthquake</a></li><li><a title="Shiki" href="/shiki/3005-25167/" data-ref-id="3005-25167">Shiki</a></li><li><a href="/rimururu/3005-7338/" data-ref-id="3005-7338">Rimururu</a> (DLC)</li></ul><p> </p>

We. The Revolution puts players in the role of a judge during the French Revolution.

A puzzle RPG about a game developer that loses his job and finds true love in his quest to make his first independent game.

<p>The Sinking City is an adventure game featuring a private investigator in the 1920s, searching through the East Coast city of Oakmont trying to determine what has possessed it, as well as its inhabitants. The game includes an open-world inspired by the works of H.P. Lovecraft.</p>

All Images, Frogwares Ireland, PAX East 2019 Booth, PAX East 2019

The eleventh instalment in the Formula 1 franchise developed by Codemasters

The sequel to Super Mario Maker brings slopes, additional tools, graphic styles, and more to the Switch.