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Infendo Radio Episode 335: The future of amiibo

Infendo Radio Episode 335: The future of amiibo


Welcome all to episode 335 of Infendo Radio. Holly is off on travels so I (Lewis Pugh) put on the host cap. Joining me is Harrison  Milfeld and Colin Crompton.

We keep things simple this week with 2 meaty features; what we’ve been playing/smashing and the future of amiibo.

Unfortunately we lost the second half of Harrisons audio - so although original the future of amiibo feature did included the 3 of us, it has been re-edited  to just myself and Colin. Even with all that the show clocks in at over an hour so please enjoy the ride!

As always any questions or comments let us know below.

Click here to play on the Wii U


Posted by Lewis Pugh 30.11.2014 in All
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Pokemon TCG comes to iPad…as predicted

Pokemon TCG comes to predicted


Today saw the Pokémon World Championship 2014 begin in Washington, D.C and as contestants made their way inside the Walter E. Washington Convention Center, some found a surprising encounter. Being demoed was a version of the Pokémon Trading Card Game was running on an iPad. Although an official written announcement has been made, reps at the event confirmed this was the real deal and should land on the Apple App Store later this year.

The photo above was taken by  Josh Wittenkeller on Twitter

From information gathered so far, the iPad version will essentially be a touch-friendly version of the same Pokémon Trading Card Game Online available for both PC and Mac and will also be a free download. Currently the only way to obtain digital cards is via codes that come with the physical cards, whether this will be the same on the iPad version or purchase of digital cards via in-app purchase will be available is yet to be seen.

This appears to be another example of The Pokémon Company flexing their online and mobile reach beyond what Nintendo is usually comfortable doing with their other IP. In fact this very move was predicted some time ago by yours truly on this very site.

The next question of course is will we also see the TCG make its way to the Wii U? The combination of touch screen and large TV view would makes allot of sense but perhaps Nintendo and The Pokémon Company have something else in mind?

Let us know what you think of the first ‘Nintendo Game’ on tablets and do you think we can see this also hit the Wii U?



Posted by Lewis Pugh 16.08.2014 in All
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New characters, modes and more from Hyrule Warriors Nintendo Direct

New characters, modes and more from Hyrule Warriors Nintendo Direct


Today Nintendo broadcasted another Nintendo Direct, this one focused entirely on the Legend of Zelda/Dynasty Warriors crossover Hyrule Warriors.

You can check out the broadcast below:

YouTube Preview Image

The highlights includes;

  • new playable character: Ganondorf
  • new playable character: Zant
  • new playable character: Ghirahim
  • new item: giant bombchu
  • new weapon: Chain Chomp
  • Adventure mode, with NES style map to concur

This brings the rosta of playable characters to 12; Link, Zelda, Midna, Shiek, Darunia, Ruto, Agitha, Fi, Lana, Ganondorf, Zant and Ghirahim.

As a reminder Hyrule Warriors will release on September 26 in North America and September 19 for Europe.

How do you feel about the revealed rosta so far? Do you expect even more warriors to join? Let us know in the comments below.

Posted by Lewis Pugh 05.08.2014 in All
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Wrighters needed!

Wrighters needed!

Wrighters Needed

These are exciting times to be a Nintendo fan. To be a writer, podcaster, gamer or developer. Following Nintendo means being prepared to go in bizarre twists and turns as Nintendo does the unexpected. Are you up to the challenge in covering the latest Nintendo news, delivering thoughtful editorials or placing the ultimate judgement in game reviewing?

We are currently looking for more, high quality staff writers here at Infendo. If you would like to be considered for the role please email me at, let me know why you should be picked and included a sample of your work. It’s as simple as that.

I wish you all the very best and hope we can introduce some new fresh faces soon to make Infendo the best it can be!

Posted by Lewis Pugh 22.07.2014 in All
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Nintendo Post E3 event in London Part 2

Nintendo Post E3 event in London Part 2


This is the second part of a series of impressions from my trip to Nintendo’s Post E3 even in London. You can check out part one here. 

Following on from the experimental experience that was Project Guard, the next logical place to check out was the neighbouring demo unit for Project Giant Robot. I’ll admit I didn’t have high expectations for this one.


Like Project Guard there is a element of play that happens before the game begins. For Project Giant Robot this takes the form of a robot creation tool. I knew of this going in, but wasn’t aware of the amount of customization the game offered. Head, body, upper arms, lower arms, hands, upper legs, lower legs and feet. Not only can you choose a different object for each but you can adjust a series of slides to change the size for any axis. My own creation is shown above, with a large springy boddy long arms and long, wide feet.

And of course a drill for a head.

When your happy with your robot as I was the game truly begins and you find your new giant robot in the middle of a modern city, a rival robot is then revealed and your objective is to knock it over.

What make this game particularly bizarre is it controls. Should buttons are used for walking back and fourth, aiming is done via motion controls, the sticks control your arms and the triggers fire your laser.


Despite the very unorthodox setup, once the controls were explained things did in fact click. Not only does motion control where you robot viewpoint is but also controls the twist of its body, you can then combind this motion with the right swing or angle of your arm to a temp to push down your robotic opposition.

In the end my weird creation worked out very well, making smooth work of each of the different robots this demo presented.

Overall I came away from the game very impressed, It felt new, fresh and it was incredibly fun.

Next up was a game I did have high hopes for from the get go, and this was Mario Maker.


The demo was simple giving you access to a empty, medium sized stage with tools across the top to help you fill it up with interesting Mario Bros things. Both the controls with the stylus and the user interface have been crafted with allot of thought, meaning creating stages is not only easy but quick to do.

Where Mario Maker stands out currently is the ability to make stages you wouldn’t find in an official release. I was able to fill a screen with koopa’s without warning, wedged between two pipes, in play mode you could then suspenseful jump across this sea-of-koopas if you get your timing right.

You cvan flip between classic Super Mario Bros art style and New Super Mario Bros they both play exactly the same but it is cool to see the same stage in both styles.

Mario Marker is definitely fun as it is, but the potential here is huge. With a 2015 release I think its safe to assume what were seeing here is not the full package and I eagerly await finding out Nintendo’s full plans for this title.

I then moved onto a more traditional platformer, Yoshi’s Wooly World.

The first thing you notice is how well the yarn like aesthetic works on a big HD TV. Details in stitching are crystal clear and the vibrant colors make this game really pop out.


I was curious how the game would feel to play. Would it be more like Kirby’s Epic Yarn or Yoshi Island? I was surprised as despite the gorgeous textured visual the game did play more like classic Yoshi Island.

You can play 2 player co-op also which was fun from the get go and usual shows platformers in there best light, especially if your only getting a small play session. A fun detail in co-op is that you can eat your partner and turn them into an egg for your to throw. Not only is this pleasantly frustrating for the other player but it has practical uses also, and as long as the other play is in reach you always have an extra egg at your disposal to take down enemies or destructible environments.

Also unlike Epic Yarn is the inclusion of a health system. The stages we played though didn’t present much of a challenge but its hard to tell if this was because of the demo design or a sign of a lack of challenge in the full game. The good news however though there was simply allot more to do than in Epic Yarn, stages felt more dense, filled with things to do and was not a simple exercise of making your way from left to right.

It’s really good to see Wooly World has come into its own and is not the predictable spiritual sequel I pessimistically first though. I think the game will be more fun with 2 local players but there’s enough secret areas even in the demo to give a lone player lots to look forward too.

That all for now and there is still more to come, let me know your questions in the comments below.



Posted by Lewis Pugh 12.07.2014 in All
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Nintendo Post E3 event in London Part 1

Nintendo Post E3 event in London Part 1

This Friday myself and Colin made our way up to Nintendo’s Post E3 press event in London, where we got to play many of their coming games. The event itself was open for 3 hours and the venue was decked out with Splatoon ink splaterings. Of course we were there from opening to close making sure we got as much time in as possible with Nintendo’s very latest.

When inside, the first game I made my way to was the impressive 8 unit set-up of Splatoon, which drew me in with it’s explosion of colors and silky smooth presentation, you could tell even from a distance this was rocking a solid 60fps.


The demo consisted of a timed tutorial, which quickly eased players into the controls of Splatoon, personally the defaults are spot on! Vertical aiming with motion controls took but afew seconds to get hold of and the rest is similar to traditional first person shooters. After this and everyone is ready you are chucked into a 8 player turf war match.

Turf war keeps up the pace consistently and there is never a dull moment. The aim is to mark as much of the floor in your teams color ink, which you fire out of your super soaker. You can also transform into a squid on the fly, letting you submerge in your own ink, hiding from enemies. You can also swim in your own ink at a faster speed than running. Swimming in your ink, jumping out, transforming, spraying the path in front of you, transforming again and landing in it as a squid to swim through and repeat is a cool tactic to cover ground quickly and feels very impressive when you pull it off in the midst of all the action.

After a few matches throughout the event all of the games were never decided earlier on, even with the 1-minute remaining warning it always felt you could pull back the ground needed to turn things around. I must admit this is the most fun I’ve had playing multiplayer in a long time and multiplier is my favorite way to play.

Next up we headed to the back of venue where Super Smash Bros for Wii U and 3DS was prominently displayed.


I headed to the 3DS version first, as it was that version I had the most unanswered questions. Surprisingly for me it simply felt like Smash. I’ve heard reports that the action gets to small on the 3DS version, but on the XL’s I was playing on it was fine. I can vouch for the authenticity of Super Smash Bros for the 3DS, it feels just right, no complaints with the circle pad or the other 3DS controls. The graphics were fantastic and most importantly very smooth.

Smash Run and regular Smash modes were available. Smash Run felt quite like the Sub-Space Emissary but with a 5 minute time limit putting a needed sense of urgency into the proceedings. You make your way through smashing enemies and collecting stat-boosting power ups, the accumulative effects can be seen on the bottom screen. You then get transported to a regular 4-player fight but with the stat changes you picked up from the run before. The mode felt solid and will add some diversity to the 3DS version.

While still on the 3DS versions we were invited to play as part of a challenge for a limited edition Smash shirt. You get one chance each and the winner of this 4 player match will grab the shirt. Unfortunately my usual main in Smash, Peach was not in the demo so I chose Mario, a solid fall back option. He served me well and after a very tense portable match I won my prize, a Mario emblazoned shirt seemed a appropriate prize as any.


I only then spotted that both of Shigeru Miyamoto’s next projects were here and playable. First up Project Guard.

Multiple difficulty modes present themselves, and then a view of the map you will be defending. At this point you can, with the touch screen spin the cameras around to any angle to wish and even drag and drop them to attach the camera’s to different walls. This alone adds a huge layer of strategy to the game.


The objective is to stop robots of all varieties getting to the center of the facility. You can see out of the CCTV on the TV and a map of the facility and where the cameras are on the GamePad. Tapping a camera on the GamePad will swap that screen with the larger one in the middle, you can aim with the sticks or motion and fire with the trigger. The further you get into the stage the more relentless the enemy pursuits become and the more stressful the game is, having a partner for a extra pair of eyes is almost essential. I’m not sure at what price or form this will be when it’s ready for release but I can tell you it was allot of fun. It felt abit like a larger Nintendo Land attraction in the best way possible.

That’s all for now and there’s much more to come! Let me know your questions, Ill write up the next wave of impressions in the next few days.


Posted by Lewis Pugh 29.06.2014 in All
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