Podcast Discussion / Re: Episode 139: Shovel Pun
« on: June 29, 2014, 09:12:30 AM »As for the role of media, especially at an event like E3, there's a lot more discussion of that on the new RFN as well. Might provide a different angle for you.
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Listener mail, a whole lot of Shovel Knight love, and a new space bonus segment!
http://www.nintendoworldreport.com/connectivity/37955/episode-139-shovel-pun
Hello and welcome to episode 139 of Connectivity! Don't tell the other episodes, but I really love this one.
Kicking the show off, Alex, Zach and Scott answer your listener mail. The guys answer questions about the future of E3, their favorite Game Boys, multiplayer-focused games and a whole lot more.
After that, Zach, Andy, Neal and Alex discuss Shovel Knight, the Kickstarter-backed indie game from Yacht Club Games. This retro-inspired platformer has quickly become a critical darling, and the gang goes over what makes Shovel Knight so unique. Best of all, this segment is spoiler-free up until the last 10 minutes or so, and plenty of warning is given before veering into spoiler territory.
After the show, Scott and Jonny return with a new space bonus segment. This week, Jonny discusses his secret favorite space-related topic: space suits! Jonny discusses the history and evolution of space suits while reminding us that being able to survive out in space is equally amazing and terrifying.
Be sure to click here to send us your listener mail, whether you've got thoughts about Shovel Knight, questions for Jonny about space and space suits, or any other thing to share. We'll see you next week!
Regrouping after E3, we have several new games, a real solution to Jon's Mario troubles, and a debrief on the big event and its effect on Nintendo's image going forward.
http://www.nintendoworldreport.com/rfn/37896/episode-387-exit-plan
We had two separate shows last week (with Jon appearing on both -- a streak, indeed) but it's good to regroup this time for a chance to fully digest what happened at E3 last week. First, though, we have tons of games to discuss! Guillaume has the bookends, starting with the brand new Shovel Knight. Jon completes a Wii U Transfer and rediscovers Super Mario Bros. 3 thanks to an adequate controller (fair warning to original 3DS owners). He also surprises us with Mario Kart 8, and we'll be playing a lot more of this one on the net! James goes hardcore with Etrian Odyssey IV, maybe in preparation for Persona Q? Jonny has quick-fire impressions of Pushmo World and finds little reason to recommend Metal Gear Solid: Ground Zeroes.
There was actually so much New Business this week that we had to wrap around the break to ensure adequate time for Tomodachi Life, which both Gui and Jonny have been experiencing (with quite different results). Thereafter, we do return to E3 2014 for an overall look at the proceedings, especially Nintendo's surprisingly forceful presence. We're not sure if the buzz will help Wii U turn a corner, but it's all good news for those of us who already own the system or plan to buy it for Smash.
A full Listener Mail segment is coming next time, and we're going to reserve extra time to catch up on some great E3 emails (and otherwise). However, there was one user-submitted question that had to be addressed this week. Is Capcom really for sale? James drops some knowledge. Chip in your own comment or question for an upcoming mailbag segment!
Jonny goes hands-on with Miyamoto's Project Guard, the single-player game that practically requires spectators.
http://www.nintendoworldreport.com/hands-on-preview/37789/project-guard-e3-hands-on-preview
Project Guard immediately feels familiar and yet brand new. It's an idea from the brilliant mind of Shigeru Miyamoto, and it forces you to use the Wii U GamePad differently than anything else. More importantly, it's a game for one person that also actively engages on-lookers.
Fundamentally, this is a tower defense game in three dimensions. You control a set of twelve security cameras/lasers, positioned anywhere you like around a maze-like fort. The goal is to keep robot invaders out of the vulnerable core of this fort. The weaponized cameras are a genius touch -- if you can see it, you can shoot it. This also brings a little action into what is otherwise a purely strategic experience. The challenge is to juggle twelve different views, all of which are displayed on the TV in an overwhelming example of split-screen technology.
In fact, it's really too much for one person to absorb all at once. That's where your friends/family come in. Having extra pairs of eyes in the room can be the difference between victory and defeat, especially on the harder modes of this demo. It's possible, though very difficult, to defend the core all by yourself. That's where the GamePad screen comes into play. It shows an overview of the entire map, allowing you to monitor threats coming in from multiple sides. You still have to tap on a specific node and look back up to the TV to aim your laser shots, though.
There are several kinds of robot invaders, most of them intent on reaching the center the fort. Blue ones are the most important (you must eliminate a certain number of them to win the round), and they take two hits to kill. Their height makes them easier to spot over walls, but they get shorter and faster after taking damage. Some tiny robots carry bombs that look like soccer balls, and these can disable a camera if you fail to knock them out first. (I was assured there is a method to repair cameras, but it takes time and attention away from the main objective.) Yet another class of robot is very fast and likes to steal cameras. You can interrupt his escape to save the camera, but it may be left useless on the ground unless you invest the time to place it back in a strategic location via the touch screen.
Project Guard feels like a second-generation Nintendoland mini-game; not substantial enough to be a retail venture on its own, but significantly more complex than anything you'd find in Mario Party. Despite the blocky graphics and spartan, lunar setting, the game has plenty of charm thanks to several different robot designs, some resembling the Robotic Operating Buddy (R.O.B) and even Falco Lombardi. The latter reference, combined with a classic Star Fox logo on the security cameras, leads me to think Project Guard may be destined to serve as a special stage or bonus mode in the upcoming Star Fox game for Wii U. Nevertheless, it is a fun and innovative approach to the TV-GamePad design space, and I hope it does get some kind of release with additional content.
Has Nintendo created a new kind of online shooter?
http://www.nintendoworldreport.com/hands-on-preview/37739/splatoon-e3-hands-on-preview
Many competitive shooters are about controlling territory, either as a fundamental strategy or perhaps literally as control points are claimed and retaken by opposing teams. Splatoon takes the idea much further, as the game is all about painting the level with your squad's color of ink.
There's definitely still direct combat, but focusing too much on your opponents can be a distraction from the ultimate goal of painting the town red (orange, pink, green, etc.). Through multiple demos of the four-on-four setup in Nintendo's E3 booth, I got the feeling that balancing these priorities and understanding the current standings are critical for success. The Wii U GamePad is useful in this respect,as you always have an overview of which territories are painted, as well as your teammate's positions around the map. I especially like the ability to "super jump" to another player's position by tapping on the map -- this allows you to spawn at a safe area but still get halfway across the map without a long traverse.
However, traversal is a key part of Splatoon, and it's my favorite twist on the formula so far. Spraying ink all over the map has an immediate impact on your ability to get around the area, because your character can immediately transform into a squid that will speed along any surface painted with your color. Doing so allows you to move very quickly, even up walls and under fences that are otherwise major obstacles. Diving under also refills your ink, and it has yet another application in direct combat -- stealth. It's possible but very difficult to see an opposing player who is in squid mode, so that provides yet another motivation to alter the environment and limit your opponent's ability to move around undercover.
Splatoon plays very quickly, and the presentation is polished and smooth in this early demo. I found the ink mechanics really fun and interesting -- it's nice to see major innovation in this crowded genre, especially from Nintendo's internal developers. It's also cool to see them demo the game as a team-based, online experience. A game like this, with solid fundamentals in place, will live or die on its level designs and communication features. Considering the unusual modes of transportation and environmental interaction, a campaign mode with puzzle-style objectives could also be exciting. Splatoon is certainly one of the freshest ideas to come from Nintendo in quite a while, and I can't wait to see and play more of it.
We quickly discuss the news from the Nintendo Digital Event.
http://www.nintendoworldreport.com/video/37725/post-nintendo-digital-event-discussion
Jared Rosenberg, Jonathan Metts, and James Jones discuss the Nintendo Digital Event in the video below.
This is what passes for normal on RFN.
http://www.nintendoworldreport.com/rfn/37573/episode-385-boogy-dad-boogy-dad
We liked hearing that some of you really enjoyed last week's E3 predictions show... but it's time to get back to business! New Business, that is, with a handful of new Wii U and 3DS games to discuss. Guillaume leads off with Scram Kitty and His Buddy on Rails; despite the clunky title, both he and Jonny really like this weird, challenging eShop exclusive for Wii U. James shows up with the only "Nontendo" game this week, but it's worth bending protocol for the delightfully bizarre Catherine. He even draws an interesting comparison between the Atlus game and Pushmo, which has a sequel coming soon to Wii U. Jon goes back to the well for Super Mario Bros. 3 and has finally lost his patience for this difficult retro classic on Virtual Console. Could it be that we played the game differently as children? Jonny's up next with a sweet return to Pokemon X/Y, the beautiful and streamlined 3DS game that still needs work in the user interface department. Going back around with the time remaining, Gui checks out Mega Man IV for Game Boy, and Jon walks us through next week's Wii U indie release, I've Got To Run.
Listener Mail is the feature this week, and we start with the 2012 Zelda Wii U graphics demo and how the real game might compare to it. Next up is a bit of life advice about gaming after high school and winning at college/life. We then talk about Wara Wara Plaza for longer than Nintendo spent choosing that name, including how it relates to the upcoming Quick Boot-up feature. Finally, one listener shares his idea for NFC figures relating to one of the strangest Super Mario games in Nintendo's history.
E3 is next week (oh God) and that means time is running out to twist yourself into a hype-fueled frenzy by emailing our podcast with your premature questions and predictions! Also, be sure to hear Jonny's guest appearance on the latest episode of Radio Trivia: Podcast Edition.
This shorter episode focuses on the upcoming E3 Expo and our predictions of what may (won't) happen.
http://www.nintendoworldreport.com/rfn/37512/episode-384-one-for-the-road
Most of the RFN crew is traveling this weekend, leaving James to edit, so we recorded early and made it a one-segment quickie all about E3 2014. The annual pageant for video games is always an exciting time for Nintendo fans, as we often know very little of the year's remaining game releases until the show begins. We've been futilely predicting E3 announcements for years on Radio Free Nintendo, so why stop now? It turns into a robust discussion about the upcoming event and several recent topics and rumors that may factor into what Nintendo brings to E3 -- including Hyrule Warriors, Retro Studios, Miyamoto's secret project, and interactive figurines.
Next week is the perfect time to read some E3-related emails, so please send in your own to help make it even better! You can also check out Jonny's latest guest appearance on the excellent Radio Trivia: Podcast Edition by our friend and frequent guest, Michael Cole. This is also a good time of year to be listening to Jonny and other ex-RFN dudes over on the Box Office Poison podcast.