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Messages - Phil

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2801
TalkBack / Re: Casual Encounter
« on: September 12, 2012, 02:11:02 AM »
"Nintendo ditching the casuals seems too good to be true.  I'm waiting and seeing how the Wii U does."

I'm sorry, but you act like with the Wii Nintendo was devoting all their resources to that group when that couldn't be further from the truth. This post could be read like someone who is incredibly selfish and cries foul any time a company dares to not devote 100% of their resources to them -- i.e. a typical gamer.

2802
I sort of tune people out when they use the word "rehash" when describing this game. There is nothing in the level design that says that, and that is the most important part of a 2D platformer. Not a sterile visual style or recycled music.

2803
TalkBack / Re: Rayman Legends Is a Wii U Exclusive
« on: August 16, 2012, 04:17:37 AM »
One of the most interesting Wii U games to me. Definitely adore the art style. The game is a good fit for the Wii U. The exclusivity should attract some attention to the title, and platformers usually do well on Nintendo systems. Then again, the game could be on any other platform and I'd play it.

2804
These will be mine:
“Battle Theme” (FINAL FANTASY X)
“Battle 2” (FINAL FANTASY IX)
“Otherworld” (FINAL FANTASY X)
“The Final Battle” (FINAL FANTASY IX)
“Final Battle” (FINAL FANTASY X)

2805
TalkBack / Re: Swords, Pinballs, Vacuums, and Arrows
« on: July 25, 2012, 10:04:05 PM »
I tried Kirby's Pinball Land for the first time, and I absolutely sucked and blew (puns intended on both) at the game. I just don't think Phil and pinball are a good combination.

2806
TalkBack / Re: Rayman Legends Developer Demo
« on: July 24, 2012, 10:58:40 PM »
This is incredibly well designed and looks absolutely striking. I adore the ending and how the music fits the movement of Rayman and the platforming action.

2807
TalkBack / Re: Heroes of Ruin Review
« on: July 23, 2012, 05:08:27 PM »
I don't know if anyone is interested, but I conducted an interview with the team behind the game:

http://www.superphillipcentral.com/2012/07/superphillip-interviews-team-at-n-space.html

2808
TalkBack / Re: Rhythm Thief & the Emperor's Treasure Review
« on: July 21, 2012, 11:07:09 PM »
That's a shame. I have the game coming to me in the mail, so I hope I like it better than you did.

2809
TalkBack / Re: Family Tennis 3D Review
« on: July 10, 2012, 03:13:46 PM »
The 3D in the eShop video seemed a bit uneven and gave me a headache looking at what was going on.

2810
Posting a news article I thought people here would be interested in is "instigating crap"? Maybe comparing this to RE4 wasn't 100% accurate, but other than that what is wrong about me posting this?

It's obvious I'm talking about this when I say you're instigating crap, so don't be obtuse, play the victim, and insult my intelligence. This is yet another reason why you're not liked.


Whoa, bold statement there, buddy. I happen to like points that Chozo and few others make on this forum, because it keeps everyone in check. Not everyone has to agree on everything (such as I'm doing with you right now), and it's all for the better.

But yeah, I really hope this lands on Wii U's eShop. ^_^

I'm talking for myself not liking him (which is increasingly easier and easier to do considering his tactics). I'm not speaking for everyone. And this has nothing to do with needing everyone to agree with everybody. This has to do with Chozo acting out, posting something incendiary, and then acting the victim and/or obtuse about it. I should just ignore him, but it's just so easy to call him out on it. Pathetically so.

2811
Posting a news article I thought people here would be interested in is "instigating crap"? Maybe comparing this to RE4 wasn't 100% accurate, but other than that what is wrong about me posting this?

It's obvious I'm talking about this when I say you're instigating crap, so don't be obtuse, play the victim, and insult my intelligence. This is yet another reason why you're not liked.


2812
TalkBack / Re: Japanese Nintendo Direct Announced for Tomorrow
« on: June 21, 2012, 01:31:47 AM »
I hope the most overzealous of fans don't over hype yet another Nintendo event only to pretend that Nintendo let down their impossible expectations.

2813
I don't get the "once again" part.

Capcom released RE4 "exclusively" for a Nintendo system, made it better for a Sony system, then made it better for another Nintendo system.

Here, Capcom released Okami for a Sony system, made it better for a Nintendo system, then made it better for a Sony system...

It's Chozo Ghost. I really don't understand him and his need to try to instigate crap. It'd be annoying, but I find it hilarious. I wouldn't be surprised if he were a GAF member.

2814
General Gaming / Re: What is your most recent gaming purchase?
« on: June 20, 2012, 10:58:44 PM »
I bought the PS3 version of LEGO Batman 2: DC Super Heroes.

2815
Reader Reviews / Monster Tale (DS) Review
« on: June 20, 2012, 01:20:10 AM »
A Whale of a Tale

 

 DreamRift is setting themselves up to be the 2D platformer extraordinaire when it comes to Nintendo handhelds. Their first project, Henry Hatsworth in the Puzzling Adventure was well received (though many claimed it was mightily hard), and their next project is a "dream" come true for them, working on Disney Epic Mickey: Power of Illusion for the Nintendo 3DS. In between both projects, however, is a rarely trumpeted title with loads of charm, Monster Tale. It is a Metroid-style game in one part and a pet-raising simulator in the other part. Do both parts equal a lovely bedtime story?
 
 Monster Tale tells the... well, tale of a young schoolgirl named Ellie. It seems fate has a destiny with her name on it as she awakens from her nighttime slumber and heads to the nearby forest. There she stumbles upon a large band, which she wraps around her wrist. Suddenly, she is transported into a world of monsters where she meets a hatched from an egg creature. The monster grows quite fond of Ellie immediately, so she allows it to follow her, naming it Chomp. Little do the two know what evils in the background are occurring. Between several kids wanting to use monsters to take over the real world to getting back to Ellie's own world, the team of Ellie and Chomp have plenty on things to do on their proverbial plates.
 
 Monster Tale's gameplay foundation makes it very much inspired by games like Metroid and later Castlevania games, but while the top screen is relegated to the action adventure mayhem of the game, the bottom screen is devoted to Chomp's nesting area. By having Ellie collect items such as food and accessories dropped by defeated enemies or found in different areas, Chomp goes to town on them, gaining him valuable experience points. Once enough experience has been gained, he will grow a level. Though, I do wish the game wouldn't interrupt you and pause the game every time Chomp grows. It seemingly never forgets to manage to stop you dead in your tracks at precarious positions, such as being in the middle of a battle with various dangerous foes.
 
 



  Chomp can earn new abilities from gaining levels. These can be mapped to the L and R buttons. While one move slams Chomp into a foe, another can turn the creature into an anvil to be dropped onto baddies. When Chomp reaches certain level requirements, he can branch off and evolve into different forms. Each form learns its own individual moves, gains its own stats such as stamina, defense, intelligence, and agility, and helps Ellie out in numerous ways. There are 30 or so particular forms for Chomp to take on, and mastering all of them will take a lot of time to do (it's quite the grind to say the least).
 
 Like Chomp, Ellie can learn a lot of special moves via unique statues strewn about the various lands in the game. She almost resembles a female Mega Man X as she gains the abilities to jump up walls (as well as slide down them) and charge her Band Blaster a la X's X buster. But that the limit to Ellie's learned abilities. She can be educated as to acquire information on how to melee attack, leading to learning a devastating five hit melee combo, smash downward from the air, dash, be immune to poisonous air, and even fire off a chain of Band Blasts.
 
 



   With a typical Metroid-style game, you learn new abilities to enter previously impossible to enter areas. This holds true with Monster Tale, but it's just that Metroid does it better. With Monster Tale, it seems like you are constantly being told to backtrack through huge portions of the world map just to reach this one room you couldn't access before. Then the process happens again. The amount of annoying backtracking in Monster Tale is insane, and it's poor planning or artificially extending the playing time that is the culprit here. Thankfully, the game has a helpful map that always highlights the area and room you need to reach next.
 
 Chomp isn't just entrusted to the bottom screen either. At any time with the X button he can be summoned to the top screen to dish out damage to delinquent enemies as well as hit switches that are on the top screen (there are also times where Chomp will need to help Ellie out by hitting switches on the bottom screen). As long as the Pet Meter has some iota of health in it, Chomp can stay on the top screen. The Pet Meter slowly drains as Chomp on Ellie's screen, and goes down faster if Chomp is hurt by a foe, but it recharges while he's on the bottom screen.
 
 


  In some instances, like the boss fights, you must keep watching both the top and bottom screen as battles encompass both. Perhaps a boss drops a nasty surprise on the bottom screen that Chomp must destroy before it causes trouble for Ellie on the top screen, or perhaps one of the dragon heads of a boss lowers itself to the bottom screen where only Chomp can go to town on it. There are some very creative uses of both screens of the Nintendo DS on display here.
 
 
  Aside from items for Chomp to eat or play with, enemies also drop money when they are defeated-- Money in the form of coins, jewels, and pearls. These can be used at a certain helpful monster's shop for upgrades for Ellie such as more health, less energy consumption, and more powerful melee and/or Band Buster attacks. There are also upgrades for Ellie's health as well as extra slots for Chomp (for boosts to attack, agility, elemental damage, etc.) placed in out-of-the-way locations for Ellie to nab.
 
 Acquiring a 100% completion rate requires the player to purchase all of the items in the store (there's multiple locations set everywhere) as well as level up all of Chomp's forms. Considering how time-consuming and mind-numbing this is as well as how lame the actual 100% completion rate prize is (it's a quick ending picture), most players will just be content with beating the game, which will take anywhere between 5-7 hours. Those who were put off by Henry Hatsworth's difficulty should find Monster Tale to be a welcomed change of pace challenge-wise. The game is relatively on the easy side save for some rough spots near the end.
 
 


  Monster Tale is full of vivid and vibrant color in the environments, backgrounds, enemy design, and character models. Everything looks and feels incredibly smooth and pleasant. What I like most about the environment design is the plethora of types there are-- autumn forests, ruins, aqueducts, factories, monster nightclubs (yes, monster nightclubs), icy wastelands, haunted areas, and regal castles. The music is without a doubt catchy as well, with plenty of pieces that will get engraved into your mind-- partly because you'll be revisiting areas so darned often. There's even a modest sampling of voice work. Most dialogue is text, but some are accompanied by off-hand one-liners.
 
 Monster Tale ends up being a respectable game in the vein of Metroid, but it ultimately falls somewhat short. The overwhelming amount of backtracking back and forth between areas is a tad too much, and the monster-raising mechanics could go into a little more depth and be less of a grinding experience. Other than that, Monster Tale comes off as a highly overlooked and under-appreciated gem in the cavalcade of 3DS titles that fell through the cracks and went under a lot of people's radars. For something with high amounts of allure in both gameplay and presentation, Monster Tale might be worth a read... er... play.
 
 [SuperPhillip Says: 7.5/10]
 
 

2816
TalkBack / Re: Got That Swing: Spider-Man 2
« on: June 19, 2012, 01:54:50 AM »
Of the two GameCube Spider-Man games, I always preferred Ultimate Spider-Man.  It's a more interesting universe than the movie-verse, and the game's story mode is so much better.  Just about all I remember from Spider-Man 2's story mode is horrible Tobey Maquire voice acting (is there any other kind?) and a really hilarious scene involving Mysterio robbing a convenience store, and one punch from you wiping out all 3 of his health bars.  ;D

Don't forget the Spider-Man: The Movie game that also came out.

2817
Nintendo Gaming / Re: New Super Mario Bros. 2
« on: June 18, 2012, 12:11:19 AM »
yeah, unless the online is flawless, i really don't want online co-op... that goes for all platformers too, not just Mario.


General thoughts on this game: I'm excited. I know coins/"gold" are the hook, but after reading lots of E3 impressions saying how hard it is, how the good level design is, SMB3 refernces, and a slightly new take on backgrounds (etc.); that's really all I need to hear to be excited for a Mario game, or at least a NSMB game. The coin thing is definitely interesting, and everyone was surprised at how addicting it is, so that'll be a bonus for me (along with any other goodies, i.e. StreetPass, Coin Rush, etc.).

My older brother is salivating at this game. I hope NSMB2 isn't just going through the motions!

2818
Come on, Nintendo, don't forget Chicago!

At least Mr. O'Brien didn't.

2819
Reader Reviews / Pikmin 2 (Wii) Review
« on: June 17, 2012, 04:35:27 PM »
See the original review here.

The Perfect "Pik" for Wii Owners

It has been over ten years since the mind behind Mario, Donkey Kong, and Zelda, Shigeru Miyamoto, used his passion and new hobby of gardening as the inspiration for the GameCube near-launch, real-time strategy title Pikmin. The game would receive a much desired sequel later on in the system's life, but this go around the time constraints of the original were removed. On the Wii, Nintendo has gone back to its GameCube catalog to port several classics onto their motion-controlled system with all-new Wii methods of input in a series called New Play Control. The original Pikmin was one of the these, but while Europe received the second game, North Americans have had to wait three long years for the game. Well, Nintendo of America has finally released Pikmin 2 for Wii to get gamers' appetites whetted for the upcoming Wii U's Pikmin 3. And considering how expensive even used copies of the GameCube version of Pikmin 2 are, this pointer-controlled iteration is a steal.

While Captain Olimar was on his "vacation" in Pikmin 1 (a crash landing on an unknown planet full of hostile creatures is hardly what I would call vacation time), his shipping company was free-falling into debt. When Olimar arrives back on his home planet, his boss informs him of the grim fate threatening the company. It turns out Olimar's ship, the Dolphin, can value certain acquisitions and the various treasures found by Olimar and new partner Louie can slowly but surely knock down the amount of debt Olimar and Louie's employer possesses. Back to the planet upon which Olimar had previously crash landed on to score some treasure! Of course, Olimar and Louie need not accomplish this task by themselves. As they explore the planet they get reacquainted with the Pikmin creatures Olimar had met before. Even after the 10,000 debt has been repaid, the adventure still isn't over.

The goal of Pikmin 2 is to accumulate enough money to pay off Hocotate Shipping Company's debt. How this is done is by finding various treasures (funnily enough, real life objects like Duracel batteries, Nintendo's Game and Watch handheld system, Chapstick, and other worldly items) lying about among the four lands of the game while dispatching Olimar and Louie's Pikmin to defeat enemies and stow the goodies back to Olimar's ship. While the day limit of the original Pikmin is gone, there is still the matter of the day cycle. It is essentially a 15 minute period of time beginning with the start of the day and ending with the sun setting. The planet is highly hazardous to one's livelihood at night, so Olimar, Louie, and their plethora of Pikmin must escape before night falls. If any Pikmin are left behind, they will suffer the grisly fate of being gulped up by the nighttime lifeforms.

At the beginning of the game, both astronauts have a paltry amount of Pikmin to use. By killing belligerent baddies and using the Pikmin horde to carry their carcasses back to the Pikmin's own various Onion vessels as well as taking colored pellets plucked from flowers around the various lands to these previously mentioned Pikmin ships, more Pikmin will be generated for Olimar and Louie to pick from the ground. There can only be 100 Pikmin on the ground at once, so choosing the right balance of Pikmin types is key to get the most amount of work done in the least amount of time.

This time there are five varieties of Pikmin for Captain Olimar and Louie to befriend and utilize to assist them on their treasure hunting exploits. The three primary Pikmin types from the first game return: red, yellow, and blue. Red Pikmin are great attackers as well as being fire-resistant. This means they can handle certain enemies who breathe scorching flames without problem, and they can destroy geysers that spew flames that would otherwise set the remaining Pikmin types ablaze. Yellow Pikmin are more lightweight, meaning they can be thrown to higher areas. They also are immune to electricity, making them perfect to dispose of shocking foes and bringing down high voltage gates that no other Pikmin type could manage without perishing. Blue Pikmin are the only brand to be able to walk in water without drowning.

Now that the old kind of Pikmin have been explained, time for the new. There are two new types that are only found underground through tossing preexisting Pikmin into either purple or white flowers. Purple Pikmin are the strongest variety around. One Purple Pikmin also weighs ten times as much as one normal Pikmin. White Pikmin are thin as can be, but their appearance shouldn't be taken lightly. They are unaffected by harmful toxins as they are themselves poisonous. In fact, if they are gobbled up by a foe (oh, the horror!), the enemy that consumed them will slowly lose health from having eaten their poisoned prey. White Pikmin are also expert diggers. They excel at finding treasure hidden and buried beneath the soil.

The New Play Control controls of Pikmin 2 work rather well. While you aren't using any gestures for control inputs, you will be utilizing the Wii remote's pointer to aim at where you wish to chuck your numerous Pikmin. What's great and convenient about this-- and something that would be impossible with the GameCube controller-- is that you can point at Pikmin (say ones that are at the edge of the screen) that would have otherwise been out of your range and call them back to you. In the GameCube version, you would have to run all the way back to where the idle Pikmin were standing just to round them back up. This is the convenience of the Wii remote's pointer in action.

Pikmin 2 on Wii puts in practice the Wii remote and nunchuk. All of the buttons that were dedicated to specific orders on the GameCube controller are emulated via the Wii remote and nunchuk combination. From tossing Pikmin to dismissing them into separate groups, to switching between Louie and Olimar, to calling Pikmin to your side, every input is here at your disposal.

Speaking of Louie and Olimar, most of the time the two need not work together to do well, but proficient players will divide tasks up between the two for the best amount of efficiency. While one gets his group of Pikmin to tear down a gate, the other orders his Pikmin ranks to build a bridge to cross otherwise inhospitable waters. Sometimes you will be forced to switch between the two in order to approach in different circumstances impossible to reach areas. This occurs in the second area of the game, Awakening Wood, where either Olimar or Louie must stand on one block while the other tosses Pikmin onto the other block which is protruding upwards. The weight of the Pikmin on the one block causes the block the other astronaut is on to rise, allowing him to chuck Pikmin up towards a treasure that would have been otherwise futile to reach.

Apart from the four main areas of the game taking place across winter wonderlands and rugged mountainous valleys are subterranean holes. These are the most dangerous and challenging places in the game. In these you only have the Pikmin you bring in with you to survive with no hope of spawning new ones while you are deep inside. Time doesn't pass in these areas, and some span 10+ floors. Most conclude with a perilous boss confrontation. I'm talking about giant spiders, obese insects that roll over to squash your adorable combat partners, and snake-like birds that have no quarrels with chomping down on your Pikmin pals. Each floor contains various treasures, usually more than one per floor. The Treasure Gauge, an item that is recovered through normal play, will tell you if you have salvaged all of the items on a given floor. The catch to treasure hunting in the numerous subterranean caves of Pikmin 2 is that if you surrender and retreat from a cave without escaping from a geyser, all the treasure you collected will be put back. For the caves with a seemingly infinite amount of sublevels, the strategy when you reach an exit geyser is critical. Do you continue down the rabbit hole, knowing that the dangers below will be even more difficult as you move on, or do you take what treasures you have now and retreat to the surface, better to be safe than sorry?

Aside from the decent-length single player story mode, there is multiplayer as well as other modes. Two players can battle via split-screen in a contest to collect their opponent's marble or to gather four yellow marbles before their opponent can. There is also a Challenge Mode, unlocked through playing the solo game, which has you and your limited number of Pikmin retrieving keys (as well as treasures) to access the next subfloor. You only have an assigned amount of time to reach the goal, but at the same time you want to collect as much treasure as possible to get a high score.

Pikmin 2 was ported directly from the GameCube, so all assets and the like are the exact same on the Wii. By far the star of the presentation is the framerate which generally stays locked and solid even if 100 Pikmin and a menagerie of menacing adversaries are hanging around. Enemy characters look pleasant as does the crystal clear water, especially as you and your Pikmin cohorts waft through it. What isn't so pleasant are the ground textures. If you zoom the camera up close (the camera can be zoomed in and out via the d-pad's left direction), you can easily see the unappealing muddy textures. Moving on from visuals, the sound design is lovely. The quaint music and fanfares are alluring and the cheers and cries of Pikmin are both adorable and disturbing, more so when they are being devoured in front of your eyes.

North Americans like me might have had to wait three more years than the rest of the world (I won't say the wait was worth it), but it's terrific to finally be able to play Pikmin 2 with pointer controls. Whether they are better than the GameCube controls is an argument that will have no clear winner. I find the Wii controls more convenient (tremendous for calling faraway Pikmin without having to walk across the screen to reach them) and comfortable to use (allowing my hands to not be bound together on a dual analog controller is freeing). At twenty dollars and with used copies of the GameCube game going online for so much more, this Wii edition is a fantastic buy. It is certainly the type of game that will "pik" your interests.

[Overall: 9.0/10]

2820
We never got a demo and it's already almost July 10 <.<  :@

I can't believe Sega delayed the game until then, in the middle of a Theatrhythm Final Fantasy and Heroes of Ruin sandwich. HoR not so much, but something like TFF that is an established IP and hits the nostalgia chords of many gamers-- and is a great rhythm game? Actually, with Sega's current financial situation and idiotic decisions in the past, I guess I can believe it.

2821
Nintendo Gaming / Re: People Need To Stop Bitching
« on: June 16, 2012, 02:29:43 PM »
Obviously Uncle Bob knows more about what I think than I do, so what's the point of me arguing?

Good. Don't argue then. You're coming across as somewhat obnoxious anyway.

I could say the same about you.

See? This is my point. All you said in this post is "no u" basically. And you constantly whine about every move Nintendo makes (some make sense, but when you bitch about EVERYTHING, it gets easier to ignore you like the boy who cried "I want Wii U to fail"), post false "facts" that are purely your opinion and not based in reality (such as the Wii being mostly a casual shovelware-only platform), ignore arguments or act obtuse to the ones that go against your agenda, and so forth. Forget what I said about coming across as somewhat obnoxious-- you ARE obnoxious. Congrats.

And "no u" is such a pathetic comeback, which is what your post essentially was. I haven't posted enough to be as obnoxious as you are, bud. I had more to say, but I think I'm just going to ignore your comments from here on out. They are usually not based in reality anyway.

EDIT: Sorry to go off-topic. Hopefully the topic can go back on the rails. The sales of games like the ultra niche Captain Rainbow and Fatal Frame 4 would be more trouble than they are worth. Perhaps they could put them on the Wii U downloadable service instead of as a Wii retail game?

2822
Nintendo Gaming / Re: People Need To Stop Bitching
« on: June 16, 2012, 03:58:22 AM »
Obviously Uncle Bob knows more about what I think than I do, so what's the point of me arguing?

Good. Don't argue then. You're coming across as somewhat obnoxious anyway.

2823
Reader Reviews / The Amazing Spider-Man Demo Impressions
« on: June 16, 2012, 02:19:04 AM »
I posted this elsewhere, but I'm going to copy and paste my impressions of the demo here. I'm also interested in what your thoughts on after you have played the demo. The demo is only available in North America, btw.

This demo, limited to only ten tries, starts off with Felicia Hardy (who would later be known as Black Cat) holding up a bank (oh, how cliche) and pointing a gun at the bank's president. Mishandling the cowardly man, Hardy pushes and kicks him before she coerces him to follow her plans. Cue Spider-Man. The demo allowed a number of strategies to be had at the start. I could go down immediately and fight the henchmen infesting the main lobby of the bank, or I could utilize a huge hanging chandelier and drop it on the thugs in the center of the floor, making a grand entrance (and causing lots of property damage). I opted the chandelier route, dispatching two goons in the process.
 
 Combat consists of throwing punches and kicks at opponents. You can press and/or hold the A button to fire webs to hold foes until they break free. Though, dodging is relegated to touching the right side of the bottom screen, which is a questionable decision at best. When you have a goon with a gun, you must constantly tap the dodge button to continually roll out of the way. Not so easy when you must also be on the offensive, too. It's silly to me because there are plenty of buttons and inputs on the 3DS for the dodge mechanic to be put on one of them. Did Beenox, the developer, really need to have the L and R buttons as well as the d-pad control the camera when L and R could have been used for simpler dodging and evading?
 
 Meanwhile, Web Rush is a technique that when the button is held down, surrounds the screen with a purple glow. Spider-Man can then target specific enemies or areas and quickly sling towards them. For actual web-slinging, all you need to do is press and hold the jump button. This feels nice, swinging around areas, though it IS pretty hard not to get THIS concept right. Something not right, however, is the obnoxious Call of Duty when-you-get-hit-the-screen-around-you-turns-ugly-painful-red-and-stays-that-way-until-you-heal-up.
 
 Anyway, after removing the lowlifes from the room, my next task was to take a vent in the president's room, located on the upper level, to the next area. More thugs to take out followed by a trip through the subway tunnels to catch Ms. Hardy. Arriving in an area with multiple columns, I had to do battle with her. The encounter had Felicia firing shots from her gun at me. Simply running around and using a column to use between Spider-Man and Hardy worked to avoid getting blasted. Of course, I couldn't just stay in defensive mode. I used my webs to ensnare the rowdy woman, beat her to a pulp, and then watched her various acrobatics allow her to escape. This gameplan continued for a couple of more rounds until she changed up her tactics. She now threw down a smoke bomb and hid around the arena. If she spotted me, she would taunt and then move to a new location. Very annoying, but then I figured out that she couldn't see me on the ceiling. An effortless Web Rush attack to spot and then hit her a few times made her mince meat. Spider-Man then apprehended her and I was tasked with taking her to the entrance of the bank by backtracking through my previously explored areas.
 
 The demo didn't allow for upgrades to Spider-Man's suit which will be in the main game. Experience points gained by combos in combat, taking out multiple foes, finding hidden magazine strewn about the given levels, and taking photos of the Oscorp logo on various items all add up to give Spider-Man new upgrades. What I played was okay, but with reports of other players falling through floors and getting glitched scenarios, I think it is safe to say that I don't think I will be taking the full retail version of The Amazing Spider-Man on 3DS out for a spin.

2824
Nintendo Gaming / Re: All things Mario Tennis Open!
« on: June 16, 2012, 02:15:33 AM »
A different colored Mario-- Metal Mario, to be exact-- is also coming:
http://youtu.be/WUm7NHizYZA

2825
TalkBack / Re: Nintendo Learning from E3 about Best Way to Sell Wii U
« on: June 16, 2012, 02:13:53 AM »
I think an ulterior motive is to not get the hype lost on launch titles, or having people wait for the more interesting titles to buy a Wii U and not do so at launch. My analysis on the situation at least.

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