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With the Mass Effect Legendary Edition bringing newcomers and veterans of the franchise back to the Normandy that we all know and love, a galaxy filled with turians, quarians, and those jerks at Cerberus is on a lot of people's minds, but what about a canceled Nintendo DS project called Mass Effect: Corsair? Former BioWare producer Mark Darrah recently revealed details about the spinoff that never quite made it off of the ground. 

When talking to our friends over at MinnMax, Darrah talked a little more about Mass Effect: Corsair, a spinoff experience that was projected to come out on Nintendo DS, but never saw the light of day. "It was a DS game, it was going to be like a first-person [game] where you fly around a ship," he told the show. He added that he couldn't remember exactly which part of the galaxy it was going to take place in but that it was somewhere "pirate-y," which most likely means somewhere either in Omega or somewhere else in the Terminus system (assuming it's in the same place as the trilogy and not Andromeda, given its timeline). "It was going to be a combination of sort of Privateer and Star Control. So you would have a ship, you would independent, you would be more like a Han Solo character, not a Spectre. You would be flying around, picking up cargoes, exploring; you could explore and then sell that information back to the humans and the Human Alliance and be like 'yeah, there's a planet 'x' here' and they'd be like, 'great, here's money.'" 

He added that the team had flight controls all planned out but nothing much more beyond that. BioWare was still focused on how the IP would work within the universe transferred into a handheld device, but it looks like it just wasn't meant to be. "The problem is," he added, "was that the economics of the Nintendo DS are just terrible. So like Sonic Chronicles was on the most expensive cartridge that was available on that console, it costs the cost of goods at $10.50.  And then that retails for 30 bucks, right? So you know, 30 minus 10; there's only 20 bucks left, and you haven't even taken your retailer's cut, so it's just squeezing."

Darrah said that at the end of the day, that was the biggest problem working against Mass Effect: Corsair - it wasn't cost-effective. Electronic Arts, at the time, was projecting sales to not exceed 50,000 units, a number that Darrah said was "complete nonsense," and that ultimately, the decision to cut was made. He did add that the pirate story, a story that he later placed as centered possibly around Batarians, probably would have been approved by former BioWare head Casey Hudson at the time, but at the end of the day, it just didn't really fit exactly as needed with the IP, especially when looking at the importance of FTL and how that works in this particular universe. 

There was a Mass Effect mobile game that eventually came out (called Mass Effect: Infilitrator), which was about as terrible as you'd imagine, but by that point, most of the team attached to Corsair went on to work on other projects like Jade where Darrah was on Sonic. 

You can learn more about what Darrah had to say about Mass Effect, Dragon Age, and more right here

From the original trilogy to the remaster, there has been a longstanding Conrad Verner glitch that has carried over into the Mass Effect Legendary Edition, a glitch that messes with the potential outcomes for Super Fan Conrad Verner. The glitch in question messes with how the game remembers certain decisions made regarding Verner, which can completely eliminate him from future games. 

Players first meet the Super Fan back in Mass Effect one where Verner tracks down Shepard several times to ask for an autograph only to later just fawn all over them. If players play their cards right, they can meet up with Mr. Verner in Mass Effect 2, and then later in Mass Effect 3, but one glitch in Mass Effect 2 tampered with how the game registered certain decisions. Regardless if players went the Paragon route or not, Mass Effect 2 always seemed to register that players instead aggressively rebuffed Verner's attentions, instead choosing to stare him down the barrel of a gun to intimidate him into backing off pretending to be an N7 recruit. 

For those that wanted to see Verner get his happy ending, eventually we learn of his wife and his own goals, this outcome was troublesome. While the glitch is still in the Legendary Edition, there was a little bit of a fix in Mass Effect 3 where Verner says that he's sorry for not remembering what happened correctly in an effort to address the Mass Effect 2 glitch. One modder decided to fix it entirely, and they did just that. 

Modder Marcus22Khaar offers said fix with the Conrad Verner Remembers (ME2LE) Bug Fix mod which not only corrects the bug in question, but also adds and additional datapad in Shepard's Captain's quarters aboard the Normandy. "Upon installing the mod you will find a picture of Conrad Verner in your cabin," said the mod's creator. "Inspecting it you will get some knowledge of how that got there and you will reminisce about your past encounters with him. Choose wisely, for whatever Shepard remembers to be what happened, Conrad will too. After you do that, the picture will not be usable anymore and the correct flags will be set. This must be done BEFORE EVER landing on Illium or it will NOT work. Once on Illium, enjoy the asari at the entrance of Illium, as well as Conrad behaving and dressing appropriately to your Shepard's decisions."

Interested in learning more about Verner? We broke down this character in a feature previously where the Super Fan can make things far darker than usual. You can also learn more about the remaster altogether, including more about mods, with our game hub here

You can download this mod for PC right here

Before the latest Nintendo Switch update, if a player's memory was full on the hybrid system, a new patch would not work. Now with version 12.1.0, Nintendo has made a change to how downloads register with a new prompt about the state of the hardware's memory and microSD status regarding older versions of games. 

The latest update targets game updates as its main concern outside of the usual small enhancements, allowing for a prompt to urge users to delete previous versions of games before installing a newer, more improved version. This will allow for updates to download and work as intended, making the user experience much more fluid and operational. 

Outside of the "general system stability improvements" that are always included with Nintendo's patch notes, the rest of the update can be seen below: 

  • If there is not enough space remaining on the system memory (internal storage) or microSD card when downloading game software update data, you can now delete old data for that software, enabling you to download the new data.
    • When deleting the old data, you won't be able to play the game until the new data has finished downloading.

While this isn't the massive update that fans have been asking for, especially regarding different ways to customize a user's profile and themes like on Xbox and PlayStation systems, it is still one that will make the experience better and more optimized. Maybe one day we'll get some nifty themes outside of the standard Dark vs. Light mode options that are currently there, but for now, we'll take a more efficient software experience. 

With so many new games on the horizon, including more Monster Hunter goodness with Stories 2, this type of update comes at the perfect time, especially when looking at post-launch patches that are often present. 


What do you think about the latest update for the Nintendo Switch? If you could pitch your perfect update to Nintendo, what sort of new features would it include? Sound off with your thoughts in the comment section below! 

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