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Episode 41 - TGS TROLL GET

by Danny Bivens, James Charlton, and Ty Shughart - October 1, 2014, 3:09 am PDT
Total comments: 7

The Famicrew survived the Tokyo Game Show (it wasn't hard) and have an episode full of impressions from the show and more!

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The smell of 251,832 sweaty Japanese game fans can only signal one thing - Tokyo Game Show 2014, baby! Danny, Ty and JC hop aboard the hype train for a lengthy discussion on the scores of amazing Nintendo games that were at the show!! OK, maybe that is overselling it a bit. How about boarding the regular speed commuter train to discuss the handful of 3rd party 3DS games that were available to play? Be sure to put down any hot drinks you may be carrying when you find out that Monster Hunter was at the show and is still popular in Japan! I know, right? The crazy thing this year was that Danny actually managed to play it this time, and on the New 3DS, too. Listen in for his feelings on the new C-stick and increased CPU power. Find out if these features make any discernible differences to the game, or even future/current games.

After all the TGS chat, the crew give updated impressions on Smash Bros. Two weeks after the game came out they are still having fun, but they have reservations about some modes - find out which ones! Lastly the show wraps up with some news on the week's best selling games in Japan and a (brief) Twitter question aimed at Ty. I bet you can't guess the topic.

So grab your TGS swag bag, fill it with as many band aids and fake cigars as you can find, and join us for another podcast from "here in Japan!"

This podcast was edited by Danny Bivens.

Music for this episode of The Famicast is used with permission from 8 Bit Weapon. You can purchase their music and shirts from their website 8bitweapon.com

Additional music for this episode of The Famicast is copyrighted to Nintendo, and is included under fair use protection.

Talkback

famicomplicatedJames Charlton, Associate Editor (Japan)October 01, 2014

Check out photos of TGS right here (near the bottom of the event page), plus all of Danny's write ups from the show!


Unfortunately I haven't had time to do the TGS troll video I mention in this episode, but it will be done, and it will be troll'y - that I promise!


We would really appreciate some suggestions for a Life in Japan segment, which you can do right here on the forums (boom) or by sending us an email or tweet to the usual places!


Btw, I'd highly recommend following us on Twitter (@thefamicast)  now that Ty has made it his full-time job to curate it! Please to enjoy the craziness!

azekeOctober 02, 2014

Pretty funny blooper segment in the end  :D

Azeke, it was fun putting that one together! Glad you enjoyed it!


If you guys are curious about the awesome music in between the segments, you can find them all listed below. There are several that you probably can recognize, so have fun guessing if you're into that! We hope you enjoy the episode, and like JC said, be sure to hit us up on Twitter (@thefamicast) or at our email address (famicast@nintendoworldreport.com).



1 - Bravely Default - Battle Music
2 - Wave Race - Southern Island Hip-Hop Sample (Young Choppa)
3 - Airman Stage - Super Smash Bros. for the Nintendo 3DS
4 - Battle Reshiram & Zekrom - Super Smash Bros. for the Nintendo 3DS
5 - Main Menu Music - Super Smash Bros. for the Nintendo 3DS
6 - Dark Pit - Super Smash Bros. for the Nintendo 3DS

azekeOctober 02, 2014

Quote from: The_Dan_x

If you guys are curious about the awesome music in between the segments, you can find them all listed below. There are several that you probably can recognize, so have fun guessing if you're into that!

Oh yeah, i was wondering where that Kid Icarus metal remix came from! Now i know.

ClexYoshiOctober 04, 2014

You had me scared, James Charlton. You had me worried that one of my most anticipated features of Super Smash Bros for 3DS was going to suck and unravel the whole damned experience.

I had to play the game for myself before I put in my word on this, and now, I can finally give my educated thought on Smash Run and the complete failure by the famicast team to understand what it is that makes Smash Run an appealing experience that is clearly meant to be played single player.

See, Smash Run and Custom Move Sets are something that have a very symbiotic and intimate relationship that snowball the more time and effort you put into it and I'd rather have it be in more brief bursts than having the frivolous and unbalanced insanity at the end be a drawn out affair. the focus is on utilizing the time and resources in the Smash Run maze to build a pool of loot far more than it's about some race or stamina match at the end, although succeeding at that also plays into the fidelity of your loot. To me, Smash Run has this strange, micro-MOBA feel to it, even if it's less directly competitive.

What you need to do, James, is customize a character, build them for survivability and have powers to help get you through the slow fledgling parts of the experience where you're first starting to build your own power, and then go about hitting up harder targets once you've really got the ball rolling. I personally have been using a Level 4 Power bomb and Level 3 Auto-healing and that's enough to get me to easily blow through a smash run session with at least 5 or 6 new pieces of equipment/custom moves per go...!


The worst parts of Subspace emissary were levels that dragged on longer then they needed to be because of mandatory stops and arena fights. the enemies were ones that were for the most part, better ignored than fought in that charming little mode because of their survivability and lack of worthwhile reward for fighting them. Smash Run is 5 minutes and the risk-reward for fighting an enemy is the potential for their drops Vs. the risk of stopping to try and fight trickier swarms of opponents. you're rationing out your time and formulating your strategy.

Also, unlike the great maze [the part that James is likely referencing from Subspace emissary, which I'd like to remind you was pieces from various levels throughout the adventure cut up piecemeal into a network of identical doors with a REALLY bad map, whereas Smash Run has a very good map that is on the bottom screen when you want it and the layout of the map is very distinct and are actually connected instead of being strung together by vague doors.



Also, I was going to say that I am ASTOUNDED that Ty didn't spend an hour of this podcast gushing about Maya and her daggers and weird conditions for her damage ender. Between her and JC Tombo, I'm kinda worried that Iron Galaxy might be more worried about making characters have a unique flavor to them rather than having characters that function and don't have some silly mechanic to them. I feel like at this point we're going to get Cinder and he's going to have a friction meter that has to be full for him to do some of his shadow moves or some BS.

famicomplicatedJames Charlton, Associate Editor (Japan)October 06, 2014

Some good points there Clex!
I have toyed around with the moves that appear on the touch screen for instant access to things like lasers and bombs and such, I don't really see how that fixes the problems I have with it though. Also, mentioning MOBAs is not going to help in any proposal to try and convince me to play this mode more!  :P:


My overall point still stands though doesn't it? I mean ultimately, the stuff you do in SR has no use other than in SR. I just think it needs more structure and more explanation. Considering the amount of blog posts Sakurai writes, you'd think he'd let us know how to play the supposed "main mode" of Smash 3DS.
After that he could probably do to explain Conquest Mode!

S-U-P-E-RTy Shughart, Staff AlumnusOctober 16, 2014

Quote from: ClexYoshi

Also, I was going to say that I am ASTOUNDED that Ty didn't spend an hour of this podcast gushing about Maya and her daggers and weird conditions for her damage ender. Between her and JC Tombo, I'm kinda worried that Iron Galaxy might be more worried about making characters have a unique flavor to them rather than having characters that function and don't have some silly mechanic to them. I feel like at this point we're going to get Cinder and he's going to have a friction meter that has to be full for him to do some of his shadow moves or some BS.

Well, I only played Maya a few times at TGS and she still had some janky not-done-yet stuff going on in that build and I didn't really feel compelled to analyze a beta character to death.

I'm actually in favor of putting in highly weird and specialized characters since the first season crew cleanly hit the basic fg character archetypes. I hope Cinder has a flight mode.  >:D

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