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Martin Robinson

Features and Reviews Editor

Martin is Eurogamer's features and reviews editor. He has a Gradius 2 arcade board and likes to play racing games with special boots and gloves on.

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Apologies for being slow to this - it's partly because I still can't believe it's real. Some 16 years after the last proper game, an R-Type has been announced, courtesy of Granzella - a developer composed of various alumni of Irem, the developer behind the original and much-loved side-scrolling shmup series.

It's amazing, of course. There are few games better suited to the full immersion of virtual reality, and I'm delighted to say that, from my short experience playing on a Vive Pro, Hello Games has knocked it out of the park. A sense of immersion has always been a key part of No Man's Sky's fantasy, and of course that's amplified immeasurably when wearing a headset - there's that thrilling sense of being there, feet planted on some alien planet, scanning the horizons and getting drunk on the endless possibilities out there.

FeatureSecrets and lies: unearthing the ambitious follow-up to Her Story

Where Roeg, Ballard and Breath of the Wild meet.

Talking to Sam Barlow is kind of like playing through his most celebrated game. Pop in a keyword and it'll send him on a spiral of thought, looping through different topics and themes before landing back somewhere familiar. It's as if his thought patterns have been rewired by the games he's been working on, evolved into some kind of non-linear sprawl that his conversation invites you to tug away at until you find a thread that might take you somewhere new. Even his accent flits around in some hard to pin down nether region between Yorkshire where he was born, Tanzania where he spent some of the childhood or New York where he calls home now.

The key word here, really, is craft. It's there, first of all, in the aesthetics of this, Good-Feel's second outing with Yoshi (or third if you want to be really picky and include the 3DS offshoot with Poochy). This a world of lollipop sticks and sticky-back plastic, where discarded cereal boxes stand in for rolling mountains and cardboard clouds are suspended on lengths of string; a world where Shy Guys blow into straws to keep ping pong balls afloat so that you can skip along them to your goal.

It's a prospect so exciting, it's taking everything to stop myself rushing to the streets and screaming it out loud at the top of my voice. SNK is back! It begins when you press the start button at the outset of the all-new Samurai Shodown, and when you hear that little chirrup that once heralded the start of a session on many a cherished Neo Geo. But then you see signs of it everywhere; in the colour and style and all-important swagger of a former great that's improbably found itself back in fighting shape.

FeatureLabo VR is lo-fi, inventive and pure Nintendo

And it's a trojan horse for something else very exciting that Nintendo is cooking up.

There was a time, not so long ago, when it felt unlikely Nintendo would ever enter the world of VR. As Oculus, Vive and PlayStation VR were all making their initial plays, Nintendo was finding success with a very different bit of kit; a hybrid device that promised the possibility of play anywhere, was built around very traditional video games and sold on the idea of its inherent sociability. It always seemed one of those cute ironies that, while everyone was obsessed with these technologies that asked you to shut yourself away from the world, Nintendo stole a march by offering a console that said you're free to go out and enjoy it.

Last December Epic released its own digital games store, and now over three months later it boasts some 85 million players. Fortnite has helped, of course, as has its offering of a free game every two weeks, but most controversially it's been through its acquisition of exclusives - such as 4A Games' Metro Exodus - that it's gained most notoriety. In the wake of the announcement of Google Stadia, and at Epic's own keynote at GDC where it announced a $100,000,000 fund for developers, we caught up with Epic founder Tim Sweeney to talk though the current state of play.

Feature"Our goal is to reach everyone on the planet"

As streaming takes centre stage, we talk to Microsoft about its own offering.

At this year's GDC, there's one topic ruling the conversation; streaming services, and the arrival of Google as a player in what's now become a very tangible space. How long ago it now seems from the comically messy launch of OnLive, or from when Microsoft's 'power of the cloud' mantra was a stick used to beat it during the difficult early years of the Xbox One.

If you want some idea of how seriously M2 takes its art, consider this. During development of the Darius Cozmic Collection, which brings together all the '2D' entries of Taito's legendary side-scrolling shmup series for Nintendo Switch, someone noticed the screws being used in the instruction panels that furnish the screen weren't quite right. So they tasked someone to pop down to the nearest game centre with an original Darius cabinet to get photos of the real deal.

Left Alive is the second new release this week that reminds me of a PS2 game, although perhaps the comparisons this time around aren't so favourable. Devil May Cry 5 is a full-blooded return that reimagines Capcom's action formula and delivers it with the muscle and aplomb of the current generation. Left Alive, meanwhile, takes some fairly rusty, more contemporary mechanics and smothers them in the janky wrappings of a mid-tier PS2 game. It's a flaky, barely functioning stealth game that's almost entirely awful. I kind of love it.

Style is everything, and Devil May Cry 5 has it in spades. It's in the blithe way rakish new character V holds a book of poetry and reads from it in the middle of battle. It's in the adolescent aggression that flows through the attacks of Nero, the character who was front and centre in the last numbered entry finally coming into his own here. It's in the swagger of Dante - oh that sweet, sweet swagger - who brings along every trick he's learned in the series' long history alongside a few new ones. It's an outrageously broad vocabulary of punishment that Devil May Cry 5 boasts.

FeatureThe devil within: Hideaki Itsuno on 25 years at Capcom

The man behind Dragon's Dogma, Darkstalkers, Rival Schools and so much more looks back on his career.

Capcom, you might have noticed, is on a bit of a roll. Monster Hunter finally met with the global success it's always deserved, its survival horror series won back its fans with the pure horror of Resident Evil 7 and the superlative reimagining of Resident Evil 2, and even the humble Mega Man series is on surer footing than it's been for a while. Really, though, it's what's coming next that really excites me: Devil May Cry 5 isn't just the return of Capcom's most stylish series. It's the return of Capcom's most accomplished director.

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