Monthly Archives: January 2021

Popular ‘PogChamp’ Emote Will Be Removed From Twitch

Twitch has announced that it will remove the popular "PogChamp" emote from its service following a tweet made by Ryan 'Gootecks' Gutierrez, whom the emote is based on, which "encouraged further violence" following today's insurgency on Capitol Hill. Today, during the legislative confirmation of the electoral votes for Joe Biden as the winner of the 2020 Presidential Election, President Trump's supporters rushed, and briefly occupied the Capitol building, forcing Senators and House legislatures to barricade themselves or leave the premises for safety. During these events, Gutierrez tweeted a statement about the events on Capitol Hill that appeared to call for further violence during the takeover. [caption id="attachment_2458841" align="alignnone" width="1280"]The 'PogChamp' Emote The 'PogChamp' Emote[/caption] 'Will there be civil unrest for the woman who was executed inside the Capitol today or will the #MAGAMartyr die in vain?" Gutierrez tweeted. In a statement to IGN from a Twitch spokesperson, the company announced, "We've made the decision to remove the PogChamp emote following statements from the face of the emote encouraging further violence after what took place in the Capitol today." The company added, "We want the sentiment and use of Pog to live on — its meaning is much bigger than the person depicted or image itself — and it has a big place in Twitch culture. However, we can't in good conscience continue to enable use of the image. We will work with the community to design a new emote for the most hype moments on Twitch." Gutierrez is a Street Fighter player whose surprised face reaction became the basis of the 'PogChamp' Twitch emote. It is a popular emote often used by commenters when surprising moments happen on stream, particularly in fighting games. Responses to Gutierrez's tweet from commenters condemned his statement as insensitive and commenters wondered if Twitch would take down the 'PogChamp' emote in light of the tweet and now Twitch has agreed to do so. Streamer ZombaeKillz initially called for the emote to be removed following Gutierrez's tweet, and others following her lead moved before Twitch to ban the emote from their own private stream channels. Twitch is yet another digital company moving in response to the events of yesterday's Capitol Hill insurgency. Facebook has also made moves to "indefinitely" ban Donald Trump from its services, and Twitter has issued a temporary ban on Donald Trump's Twitter account. Twitch says it will work with the community to create a new emote, but has not revealed what that process will entail. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.

Popular ‘PogChamp’ Emote Will Be Removed From Twitch

Twitch has announced that it will remove the popular "PogChamp" emote from its service following a tweet made by Ryan 'Gootecks' Gutierrez, whom the emote is based on, which "encouraged further violence" following today's insurgency on Capitol Hill. Today, during the legislative confirmation of the electoral votes for Joe Biden as the winner of the 2020 Presidential Election, President Trump's supporters rushed, and briefly occupied the Capitol building, forcing Senators and House legislatures to barricade themselves or leave the premises for safety. During these events, Gutierrez tweeted a statement about the events on Capitol Hill that appeared to call for further violence during the takeover. [caption id="attachment_2458841" align="alignnone" width="1280"]The 'PogChamp' Emote The 'PogChamp' Emote[/caption] 'Will there be civil unrest for the woman who was executed inside the Capitol today or will the #MAGAMartyr die in vain?" Gutierrez tweeted. In a statement to IGN from a Twitch spokesperson, the company announced, "We've made the decision to remove the PogChamp emote following statements from the face of the emote encouraging further violence after what took place in the Capitol today." The company added, "We want the sentiment and use of Pog to live on — its meaning is much bigger than the person depicted or image itself — and it has a big place in Twitch culture. However, we can't in good conscience continue to enable use of the image. We will work with the community to design a new emote for the most hype moments on Twitch." Gutierrez is a Street Fighter player whose surprised face reaction became the basis of the 'PogChamp' Twitch emote. It is a popular emote often used by commenters when surprising moments happen on stream, particularly in fighting games. Responses to Gutierrez's tweet from commenters condemned his statement as insensitive and commenters wondered if Twitch would take down the 'PogChamp' emote in light of the tweet and now Twitch has agreed to do so. Streamer ZombaeKillz initially called for the emote to be removed following Gutierrez's tweet, and others following her lead moved before Twitch to ban the emote from their own private stream channels. Twitch is yet another digital company moving in response to the events of yesterday's Capitol Hill insurgency. Facebook has also made moves to "indefinitely" ban Donald Trump from its services, and Twitter has issued a temporary ban on Donald Trump's Twitter account. Twitch says it will work with the community to create a new emote, but has not revealed what that process will entail. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.

Super Meat Boy Forever Review — Can’t Stop, Won’t Stop

Every aspect of Super Meat Boy Forever is frustrating in some way or another. It's a runner, so you have to time your jumps and don't have the liberty of setting yourself up perfectly before taking on a puzzle. And despite putting you on a treadmill, its levels demand incredible nuance and precision, which you'll hone through failure after failure after failure. Super Meat Boy Forever will kick you in the teeth and expect you to stand back up, flash a bloody grin, and go after it again. And that's exactly what happens. Though the jumps may be challenging, Forever's incredibly precise controls give you all the tools you need to stick the landing. The runner format is different, but it opens the door for new and interesting types of complex puzzles that spawn new, captivating varieties of spectacular yell-and-throw-your-controller platforming.

Like in the real world, time has passed in the Meat Boy universe. Meat Boy and Bandage Girl, whom he saved in the original, have settled down and had a baby, Nugget. In Forever, Nugget is kidnapped, so Meat Boy and Bandage Girl go after her. (You can play as either one from the very beginning.) The story has no material effect on your gameplay, but the short cartoon cutscenes find ways to grab your attention all the same with a webtoony out-of-left-field story chock-full of references to video game canon, adorable woodland creatures, cuddly animals, and the adorable little Nugget, who often proves too adorable for even her captor to ignore.

Super Meat Boy Forever captured on PC
Super Meat Boy Forever captured on PC

The cutscenes are thus an entertaining reward for hard-earned progress. Following in the original Super Meat Boy's footsteps, Forever lays out levels sprinkled with bottomless pits and buzzsaws that require quick thinking and quicker reflexes to escape. At the same time, it's a very different game. Meat Boy or Bandage Girl constantly runs forward, and you simply control when they jump, slide, or punch. By necessity, the levels take on longer, more horizontally oriented shapes to accommodate the new system. Despite those changes, Forever still retains the essence of Super Meat Boy. Though automated movement theoretically seems like it would make the platforming less satisfying, since you aren't in complete control, Forever's challenge is just as captivating.

Continue Reading at GameSpot

Super Meat Boy Forever Review — Can’t Stop, Won’t Stop

Every aspect of Super Meat Boy Forever is frustrating in some way or another. It's a runner, so you have to time your jumps and don't have the liberty of setting yourself up perfectly before taking on a puzzle. And despite putting you on a treadmill, its levels demand incredible nuance and precision, which you'll hone through failure after failure after failure. Super Meat Boy Forever will kick you in the teeth and expect you to stand back up, flash a bloody grin, and go after it again. And that's exactly what happens. Though the jumps may be challenging, Forever's incredibly precise controls give you all the tools you need to stick the landing. The runner format is different, but it opens the door for new and interesting types of complex puzzles that spawn new, captivating varieties of spectacular yell-and-throw-your-controller platforming.

Like in the real world, time has passed in the Meat Boy universe. Meat Boy and Bandage Girl, whom he saved in the original, have settled down and had a baby, Nugget. In Forever, Nugget is kidnapped, so Meat Boy and Bandage Girl go after her. (You can play as either one from the very beginning.) The story has no material effect on your gameplay, but the short cartoon cutscenes find ways to grab your attention all the same with a webtoony out-of-left-field story chock-full of references to video game canon, adorable woodland creatures, cuddly animals, and the adorable little Nugget, who often proves too adorable for even her captor to ignore.

Super Meat Boy Forever captured on PC
Super Meat Boy Forever captured on PC

The cutscenes are thus an entertaining reward for hard-earned progress. Following in the original Super Meat Boy's footsteps, Forever lays out levels sprinkled with bottomless pits and buzzsaws that require quick thinking and quicker reflexes to escape. At the same time, it's a very different game. Meat Boy or Bandage Girl constantly runs forward, and you simply control when they jump, slide, or punch. By necessity, the levels take on longer, more horizontally oriented shapes to accommodate the new system. Despite those changes, Forever still retains the essence of Super Meat Boy. Though automated movement theoretically seems like it would make the platforming less satisfying, since you aren't in complete control, Forever's challenge is just as captivating.

Continue Reading at GameSpot

Before the Original Xbox, Microsoft Looked Into Buying EA, Square, Midway… and Nintendo

In an attempt to secure exclusives for the original Xbox, Microsoft uncuccessfully talked about acquiring EA, Square, Mortal Kombat publisher Midway, and even Nintendo – before it found the unexpected trump card of Bungie and Halo. In a fascinating Bloomberg oral history about the creation of the original Xbox (that contains a lot more of Bill Gates shouting at people than you might expect), multiple Microsoft executives discuss the company's attempts at acquisitions. The first company approached was EA - which, due to its dominance in the industry at the time, team members apparently called the Snow White to the rest of the industry's Seven Dwarves. Then-head of business development Bob McBreen says the answer was "No, thanks", before Microsoft turned to Nintendo. [ignvideo url="https://www.ign.com/videos/2015/07/02/podcast-unlocked-201-3-xbox-bosses-share-secrets-of-the-consoles-past"] "Steve made us go meet with Nintendo to see if they would consider being acquired," explains then director of third-party relationships, Kevin Bachus. "They just laughed their asses off. Like, imagine an hour of somebody just laughing at you. That was kind of how that meeting went." It seems the teams met more than once, with McBreen adding, "We actually had Nintendo in our building in January 2000 to work through the details of a joint venture where we gave them all the technical specs of the Xbox. The pitch was their hardware stunk, and compared to Sony PlayStation, it did. So the idea was, 'Listen, you’re much better at the game portions of it with Mario and all that stuff. Why don’t you let us take care of the hardware?' But it didn’t work out." McBreen also discusses that a potential Square takeover went as far as Microsoft providing a letter of intent to buy the company. "The next day," he continues, "we’re sitting in their boardroom, and they said, 'Our banker would like to make a statement.' And basically, the banker said, 'Square cannot go through with this deal because the price is too low.' We packed up, we went home, and that was the end of Square." [ignvideo url="https://www.ign.com/videos/opinion-xboxs-exclusive-game-drought-is-finally-almost-over"] Finally, Bachus explains that the ill-fated Midway Games - most famous for publishing the Mortal Kombat series - was "very serious" about being acquired by Microsoft, but it became a deal with low value to the company. Fatefully, during this time Microsoft had also received a call from Bungie, enquiring about an acquisition – and from that call came Halo, almost inarguably Xbox's most iconic franchise, and helping cement what Xbox would become as a result. The acquisitions are just one part of a fascinating piece on Xbox's very early history - I highly recommend you give it a read if you've enjoyed the above. And if you enjoyed hearing about Xbox history in general, we also have IGN's own Podcast Unlocked with Head of Xbox Phil Spencer, ex-Head of Xbox Peter Moore, and creator of Xbox Seamus Blackley. [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Before the Original Xbox, Microsoft Looked Into Buying EA, Square, Midway… and Nintendo

In an attempt to secure exclusives for the original Xbox, Microsoft uncuccessfully talked about acquiring EA, Square, Mortal Kombat publisher Midway, and even Nintendo – before it found the unexpected trump card of Bungie and Halo. In a fascinating Bloomberg oral history about the creation of the original Xbox (that contains a lot more of Bill Gates shouting at people than you might expect), multiple Microsoft executives discuss the company's attempts at acquisitions. The first company approached was EA - which, due to its dominance in the industry at the time, team members apparently called the Snow White to the rest of the industry's Seven Dwarves. Then-head of business development Bob McBreen says the answer was "No, thanks", before Microsoft turned to Nintendo. [ignvideo url="https://www.ign.com/videos/2015/07/02/podcast-unlocked-201-3-xbox-bosses-share-secrets-of-the-consoles-past"] "Steve made us go meet with Nintendo to see if they would consider being acquired," explains then director of third-party relationships, Kevin Bachus. "They just laughed their asses off. Like, imagine an hour of somebody just laughing at you. That was kind of how that meeting went." It seems the teams met more than once, with McBreen adding, "We actually had Nintendo in our building in January 2000 to work through the details of a joint venture where we gave them all the technical specs of the Xbox. The pitch was their hardware stunk, and compared to Sony PlayStation, it did. So the idea was, 'Listen, you’re much better at the game portions of it with Mario and all that stuff. Why don’t you let us take care of the hardware?' But it didn’t work out." McBreen also discusses that a potential Square takeover went as far as Microsoft providing a letter of intent to buy the company. "The next day," he continues, "we’re sitting in their boardroom, and they said, 'Our banker would like to make a statement.' And basically, the banker said, 'Square cannot go through with this deal because the price is too low.' We packed up, we went home, and that was the end of Square." [ignvideo url="https://www.ign.com/videos/opinion-xboxs-exclusive-game-drought-is-finally-almost-over"] Finally, Bachus explains that the ill-fated Midway Games - most famous for publishing the Mortal Kombat series - was "very serious" about being acquired by Microsoft, but it became a deal with low value to the company. Fatefully, furing this time Microsoft had also received a call from Bungie, enquiring about an acquisition – and from that call came Halo, almost inarguably Xbox's most iconic franchise, and helping cement what Xbox would become as a result. The acquisitions are just one part of a fascinating piece on Xbox's very early history - I highly recommend you give it a read if you've enjoyed the above. And if you enjoyed hearing about Xbox history in general, we also have IGN's own Podcast Unlocked with Head of Xbox Phil Spencer, ex-Head of Xbox Peter Moore, and creator of Xbox Seamus Blackley. [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Zack Snyder Reveals Unused, Gruesome Elseworlds Wonder Woman Photo

Zack Snyder has shared a historical photo of Wonder Woman that depicts a "war-weary Diana" holding three decapitated heads. The image was prominently placed in the backdrop of Snyder's office during a virtual interview that he participated in with ComicBook Debate, where he discussed his version of Justice League and the movement that led to the release of the Snyder Cut on HBO Max. However, the sepia snap quickly became the main topic of interest amongst fans who were eager to take a closer look at the photo. Snyder later posted a hi-res version of the Wonder Woman 1854 image along with details of his initial ideas for Diana Prince's origin story. In the Twitter caption, he wrote: "This amazing image shot by Stephen Berkman of an else-world, war weary Diana, who had chased [Ares] across the battlefields of the world and had yet to meet Steve, who would help her restore her faith in mankind and love itself." [caption id="attachment_2458656" align="alignnone" width="3008"]Image credit: Stephen Berkman via Zack Snyder. Image credit: Stephen Berkman via Zack Snyder.[/caption] The gruesome photo shows Gal Gadot's Diana standing stoically alongside several other warriors during the early years of the Crimean War, setting her backstory even further in the past than Patty Jenkins' World War I setting in 2017's Wonder Woman. The battle-worn hero is featured at the forefront of the photo, clenching the severed heads of her enemies in one hand and her weapon in the other. This is just one of a few alternative versions of the photo that Ben Affleck's Bruce Wayne could have uncovered of Diana and her team in Batman v. Superman: Dawn of Justice. If this photo had of been used, it would have set up a very different path for Diana as it would have negated her decision to leave Themiscyra for Steve Trevor and the entire mission portrayed in the Wonder Woman movie. [widget path="global/article/imagegallery" parameters="albumSlug=dc-extended-universe-every-upcoming-movie&captions=true"] The slightly less-brutal version of Diana recently returned to our screens for Wonder Woman 1984, the Cold War-set sequel that IGN praised for presenting "a nostalgic look back to a beloved time," which we felt ultimately provided "escapism from an exceptionally difficult year" and offered the "kind of bright and hopeful movie the character's legacy deserves." [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Zack Snyder Reveals Unused, Gruesome Elseworlds Wonder Woman Photo

Zack Snyder has shared a historical photo of Wonder Woman that depicts a "war-weary Diana" holding three decapitated heads. The image was prominently placed in the backdrop of Snyder's office during a virtual interview that he participated in with ComicBook Debate, where he discussed his version of Justice League and the movement that led to the release of the Snyder Cut on HBO Max. However, the sepia snap quickly became the main topic of interest amongst fans who were eager to take a closer look at the photo. Snyder later posted a hi-res version of the Wonder Woman 1854 image along with details of his initial ideas for Diana Prince's origin story. In the Twitter caption, he wrote: "This amazing image shot by Stephen Berkman of an else-world, war weary Diana, who had chased [Ares] across the battlefields of the world and had yet to meet Steve, who would help her restore her faith in mankind and love itself." [caption id="attachment_2458656" align="alignnone" width="3008"]Image credit: Stephen Berkman via Zack Snyder. Image credit: Stephen Berkman via Zack Snyder.[/caption] The gruesome photo shows Gal Gadot's Diana standing stoically alongside several other warriors during the early years of the Crimean War, setting her backstory even further in the past than Patty Jenkins' World War I setting in 2017's Wonder Woman. The battle-worn hero is featured at the forefront of the photo, clenching the severed heads of her enemies in one hand and her weapon in the other. This is just one of a few alternative versions of the photo that Ben Affleck's Bruce Wayne could have uncovered of Diana and her team in Batman v. Superman: Dawn of Justice. If this photo had of been used, it would have set up a very different path for Diana as it would have negated her decision to leave Themiscyra for Steve Trevor and the entire mission portrayed in the Wonder Woman movie. [widget path="global/article/imagegallery" parameters="albumSlug=dc-extended-universe-every-upcoming-movie&captions=true"] The slightly less-brutal version of Diana recently returned to our screens for Wonder Woman 1984, the Cold War-set sequel that IGN praised for presenting "a nostalgic look back to a beloved time," which we felt ultimately provided "escapism from an exceptionally difficult year" and offered the "kind of bright and hopeful movie the character's legacy deserves." [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

How One Modder Discovered Nintendo’s Most Advanced Miis Hiding in Zelda: Breath of the Wild

After two generations at the centre of Nintendo’s consoles, Miis seemingly took a back seat for Switch. You can still design a Nintendo-themed avatar on the handheld hybrid system, but Nintendo games support them far less frequently, with token appearances in Mario Kart 8 Deluxe or Super Smash Bros. Ultimate their most notable appearances. It led many to believe the age of the Mii was over, but a new discovery seems to show that Miis are secretly at the heart of one of Nintendo’s most beloved Switch games – The Legend of Zelda: Breath of the Wild. You just wouldn’t necessarily know that at first glance.

On January 4, Mii modder HEYimHeroic posted a discovery that seemed to confirm that Mii-like parameters had been used to create NPCs in Breath of the Wild, by using modding to inject custom Miis’ details into the game and seeing their familiar cartoon faces rendered as Hylians in Breath of the Wild’s art style. Those results seem to prove that Breath of the Wild’s NPCs are a form of advanced Mii - a point the game’s code helps support by referring to them as ‘UMiis’.

HEYimHeroic has been researching Miis for around a year, starting the in-depth Wii Facts Plus Twitter account and a library of all Nintendo-created Miis along the way. Speaking to me over Twitter, they explain that the Breath of the Wild modding community had theorised that Miis could be related to Breath of the Wild’s NPCs since shortly after the game launched, even finding the term UMii related to NPCs when combing the game’s files. However, that search seemed to have died down in the intervening years: “The modders I've spoken to assumed that it was only just a name, after a while, and that was pretty much where the similarities ended,” explains HEYimHeroic. “No one had ever actually attempted to port Miis into the game... and I did that out of sheer curiosity!”

The breakthrough was in realising that UMiis share ID values for parts of their construction with traditional Miis: “Every type of mouth, eyes, hair, etc. all have a certain ID value attached to them with Miis. The big thing here is that UMiis also share the exact same ID values, so this part's probably the easiest - just copy and paste the ID value from the Mii into the UMii!” HEYimHeroic then discovered that Mii colour values are drawn from altered Wii U versions of the avatars, rather than the original Mii Studio and (with an anonymous friend’s help) discovered how to convert and assign those properly. Mii sizing is one of the more confusing elements, with existing values not always corresponding with how they turn out within Breath of the Wild. “More testing is needed,” explains the modder, “but we know enough about them to port Miis in most of the time!”

[poilib element="quoteBox" parameters="excerpt=HEYimHeroic%20thinks%20Nintendo%20used%2C%20%E2%80%9Ca%20manual%20creation%20tool%2C%20like%20Mii%20Maker.%20Or%2C%20maybe...%20UMii%20Maker%3F%E2%80%9D"]

The upshot was that, on December 30, HEYimHeroic managed to inject their own Mii design into the game and - with the help of a Breath of the Wild modding server - managed to create a UMii version of an existing Mii. “Looking back, now that I know more about the format,” they explain, “I definitely could've improved more, but at the time, it was more than enough to convince people that Miis and UMiis aren't that different after all.”

What HEYimHeroic had discovered was that - aside from key characters like Link and Zelda - Nintendo had seemingly used the UMii system to create every NPC in the game. While non-humanlike races such as Gorons use a very limited set of variable, human-like races Hylians and Sheikah use many of the same kinds of backend values as Miis in their creation. Every NPC appears to be custom-built, rather than generated, which HEYimHeroic thinks means Nintendo used, “a manual creation tool, like Mii Maker. Or, maybe... UMii Maker?”

If a formal UMii Maker does exist, its differences from the classic Mii Maker are as interesting as its similarities. For example, the option to add moles to Miis aren’t supported for UMiis, and not all Mii hairstyles are replicated (although the game will automatically convert an unsupported hairstyle into a similar one). “Glasses size, position, and mustache position are also all removed,” adds HEYimHeroic. “These values are no longer manually set, but the game automatically determines them based on the rest of the face. For example, if you move the mouth lower on the face, then the mustache will be automatically moved lower on the face, too.”

Despite those changes, there appears to be far more nuance to how a UMii can be created when compared to a Mii. “This is easily the most intricate usage of Miis yet,” explains HEYimHeroic when I ask if this is the most advanced version of Mii they’ve discovered. “In fact, it's so complex, it's hard to still call them ‘Miis’ anymore. Depending on how strict your definition of what a ‘Mii’ is, you could say these aren't even Miis at all! Previously, I thought the most interesting use of Miis was actually in Super Mario 3D Land, of all games, where some levels you get are based on your Mii’s favorite color. But this takes the cake!”

[poilib element="quoteBox" parameters="excerpt=This%20is%20easily%20the%20most%20intricate%20usage%20of%20Miis%20yet.%20In%20fact%2C%20it's%20so%20complex%2C%20it's%20hard%20to%20still%20call%20them%20%E2%80%98Miis%E2%80%99%20anymore."]

At time of writing, many of the new features for creating NPCs remain unknown, but HEYimHeroic is on a quest to document them. “For example,” the modder explains, “there's about 4 more values that only exist to control the NPC's pupils. [And] there's only 12 favorite colors Miis support, but I've seen UMiis go up to 14, possibly higher! [...] There are a lot more color options than the game's currently letting on, so I'd really like to dig into those. Also figuring out some of the unknown values (like the 4 pupil values) would really allow for editing the subtle details, that would really add to the magic of the UMiis.”

There’s a long way to go, but there appears to be no doubt that UMiis are indeed a step beyond the Miis we know. Which begs the question - is it possible we could see UMiis used in other Nintendo games, or even get to create them ourselves in a non-modding context? HEYimHeroic has bad news on that front:

“Most likely, no. Well, we might see UMiis return in Breath of the Wild's sequel... but as far as completely different games go? No. There's way too [much] BotW-specific stuff here, it's difficult to imagine that UMiis were made for a ‘general use’ sort of deal. In fact, we believe the name ‘UMii’ stems from [Breath of the Wild’s] internal name found in the files: UKing. So, the name ‘UMiis’ might literally mean ‘Breath of the Wild Miis’, but there's not a way to know for sure on that one!”

[ignvideo url="https://www.ign.com/videos/2017/03/02/the-legend-of-zelda-breath-of-the-wild-review"]

If that’s the case, what about Miis in general? What does the world’s now most notable Mii modder see as the future of Nintendo’s increasingly invisible mascots?

“Before finding all of this, I wouldn't have given you a very optimistic answer. But that was because I didn't even know Nintendo was willing to transform Miis like this! I have a good feeling Miis will at least make an appearance on the next platform, but I can tell Nintendo's running out of reasons for them to stay, which is very unfortunate. However, as long as they're willing to make things like UMiis that have plenty of Mii DNA in their files, I'll be able to find workarounds eventually, and get Miis into games that shouldn't even have them. At least then, we still have Miis in some form.”

Even if we are looking at the final piece of Mii evolution, this feels like something of a fitting tribute. Miis represent so much of Nintendo’s recent past, becoming the friendly face of Nintendo gaming for well over a decade, and becoming icons in the process. They’re as much a part of the company’s visible history as Mario or Link themselves. It seems only fair, then, that they make up an integral (if almost invisible) piece of perhaps Nintendo’s greatest game of that same period.

[poilib element="accentDivider"]

Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

How One Modder Discovered Nintendo’s Most Advanced Miis Hiding in Zelda: Breath of the Wild

After two generations at the centre of Nintendo’s consoles, Miis seemingly took a back seat for Switch. You can still design a Nintendo-themed avatar on the handheld hybrid system, but Nintendo games support them far less frequently, with token appearances in Mario Kart 8 Deluxe or Super Smash Bros. Ultimate their most notable appearances. It led many to believe the age of the Mii was over, but a new discovery seems to show that Miis are secretly at the heart of one of Nintendo’s most beloved Switch games – The Legend of Zelda: Breath of the Wild. You just wouldn’t necessarily know that at first glance.

On January 4, Mii modder HEYimHeroic posted a discovery that seemed to confirm that Mii-like parameters had been used to create NPCs in Breath of the Wild, by using modding to inject custom Miis’ details into the game and seeing their familiar cartoon faces rendered as Hylians in Breath of the Wild’s art style. Those results seem to prove that Breath of the Wild’s NPCs are a form of advanced Mii - a point the game’s code helps support by referring to them as ‘UMiis’.

HEYimHeroic has been researching Miis for around a year, starting the in-depth Wii Facts Plus Twitter account and a library of all Nintendo-created Miis along the way. Speaking to me over Twitter, they explain that the Breath of the Wild modding community had theorised that Miis could be related to Breath of the Wild’s NPCs since shortly after the game launched, even finding the term UMii related to NPCs when combing the game’s files. However, that search seemed to have died down in the intervening years: “The modders I've spoken to assumed that it was only just a name, after a while, and that was pretty much where the similarities ended,” explains HEYimHeroic. “No one had ever actually attempted to port Miis into the game... and I did that out of sheer curiosity!”

The breakthrough was in realising that UMiis share ID values for parts of their construction with traditional Miis: “Every type of mouth, eyes, hair, etc. all have a certain ID value attached to them with Miis. The big thing here is that UMiis also share the exact same ID values, so this part's probably the easiest - just copy and paste the ID value from the Mii into the UMii!” HEYimHeroic then discovered that Mii colour values are drawn from altered Wii U versions of the avatars, rather than the original Mii Studio and (with an anonymous friend’s help) discovered how to convert and assign those properly. Mii sizing is one of the more confusing elements, with existing values not always corresponding with how they turn out within Breath of the Wild. “More testing is needed,” explains the modder, “but we know enough about them to port Miis in most of the time!”

[poilib element="quoteBox" parameters="excerpt=HEYimHeroic%20thinks%20Nintendo%20used%2C%20%E2%80%9Ca%20manual%20creation%20tool%2C%20like%20Mii%20Maker.%20Or%2C%20maybe...%20UMii%20Maker%3F%E2%80%9D"]

The upshot was that, on December 30, HEYimHeroic managed to inject their own Mii design into the game and - with the help of a Breath of the Wild modding server - managed to create a UMii version of an existing Mii. “Looking back, now that I know more about the format,” they explain, “I definitely could've improved more, but at the time, it was more than enough to convince people that Miis and UMiis aren't that different after all.”

What HEYimHeroic had discovered was that - aside from key characters like Link and Zelda - Nintendo had seemingly used the UMii system to create every NPC in the game. While non-humanlike races such as Gorons use a very limited set of variable, human-like races Hylians and Sheikah use many of the same kinds of backend values as Miis in their creation. Every NPC appears to be custom-built, rather than generated, which HEYimHeroic thinks means Nintendo used, “a manual creation tool, like Mii Maker. Or, maybe... UMii Maker?”

If a formal UMii Maker does exist, its differences from the classic Mii Maker are as interesting as its similarities. For example, the option to add moles to Miis aren’t supported for UMiis, and not all Mii hairstyles are replicated (although the game will automatically convert an unsupported hairstyle into a similar one). “Glasses size, position, and mustache position are also all removed,” adds HEYimHeroic. “These values are no longer manually set, but the game automatically determines them based on the rest of the face. For example, if you move the mouth lower on the face, then the mustache will be automatically moved lower on the face, too.”

Despite those changes, there appears to be far more nuance to how a UMii can be created when compared to a Mii. “This is easily the most intricate usage of Miis yet,” explains HEYimHeroic when I ask if this is the most advanced version of Mii they’ve discovered. “In fact, it's so complex, it's hard to still call them ‘Miis’ anymore. Depending on how strict your definition of what a ‘Mii’ is, you could say these aren't even Miis at all! Previously, I thought the most interesting use of Miis was actually in Super Mario 3D Land, of all games, where some levels you get are based on your Mii’s favorite color. But this takes the cake!”

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At time of writing, many of the new features for creating NPCs remain unknown, but HEYimHeroic is on a quest to document them. “For example,” the modder explains, “there's about 4 more values that only exist to control the NPC's pupils. [And] there's only 12 favorite colors Miis support, but I've seen UMiis go up to 14, possibly higher! [...] There are a lot more color options than the game's currently letting on, so I'd really like to dig into those. Also figuring out some of the unknown values (like the 4 pupil values) would really allow for editing the subtle details, that would really add to the magic of the UMiis.”

There’s a long way to go, but there appears to be no doubt that UMiis are indeed a step beyond the Miis we know. Which begs the question - is it possible we could see UMiis used in other Nintendo games, or even get to create them ourselves in a non-modding context? HEYimHeroic has bad news on that front:

“Most likely, no. Well, we might see UMiis return in Breath of the Wild's sequel... but as far as completely different games go? No. There's way too [much] BotW-specific stuff here, it's difficult to imagine that UMiis were made for a ‘general use’ sort of deal. In fact, we believe the name ‘UMii’ stems from [Breath of the Wild’s] internal name found in the files: UKing. So, the name ‘UMiis’ might literally mean ‘Breath of the Wild Miis’, but there's not a way to know for sure on that one!”

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If that’s the case, what about Miis in general? What does the world’s now most notable Mii modder see as the future of Nintendo’s increasingly invisible mascots?

“Before finding all of this, I wouldn't have given you a very optimistic answer. But that was because I didn't even know Nintendo was willing to transform Miis like this! I have a good feeling Miis will at least make an appearance on the next platform, but I can tell Nintendo's running out of reasons for them to stay, which is very unfortunate. However, as long as they're willing to make things like UMiis that have plenty of Mii DNA in their files, I'll be able to find workarounds eventually, and get Miis into games that shouldn't even have them. At least then, we still have Miis in some form.”

Even if we are looking at the final piece of Mii evolution, this feels like something of a fitting tribute. Miis represent so much of Nintendo’s recent past, becoming the friendly face of Nintendo gaming for well over a decade, and becoming icons in the process. They’re as much a part of the company’s visible history as Mario or Link themselves. It seems only fair, then, that they make up an integral (if almost invisible) piece of perhaps Nintendo’s greatest game of that same period.

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Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.