Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Br26

Pages: 1 ... 4 5 [6] 7 8 ... 17
126
TalkBack / Super Mario World Review Revisit
« on: April 01, 2016, 11:23:00 PM »

NWR staff and community members alike take another look at Mario's first 16 bit adventure.

http://www.nintendoworldreport.com/feature/42441/super-mario-world-review-revisit

Considering that it was the launch title for the Super NES back in 1991, it only makes sense that one of the first SNES Virtual Console titles to hit the 3DS is Super Mario World. Mario’s first three adventures are considered some of the best titles to ever hit the NES (yes, even the vegetable throwing original sequel!). Neal Ronaghan, our site’s director, made clear his thoughts on the game in his mini review of the Wii U port back in 2013, saying “Super Mario World is, rather bluntly, one of the best platformers out there, and in the upper echelon of Mario games”. Neal’s thoughts pretty clear, but how about others on staff? We asked them, along with several NWR community members, their thoughts and experiences with the 3DS version of Mario’s fourth platforming adventure.


Bryan Rose, Reviews Editor: I first played Super Mario World in 1992 when I got my Super Nintendo for the first time. For years, that was the only game I ever played on the SNES, aside from Street Fighter II here and there. Twenty four years later, SMW fits like a well worn glove. It’s instantly familiar, and it’s charm still resonates just like it did when I turned on my Super Nintendo for the first time. The game can be challenging, but it hits that difficulty mark well in that it doesn’t become too tough. If you want to beat the game in 30 minutes or less, it’s rather easy to do, but to clear every level, find every exit and uncover all areas...that takes a great amount of time and skill! The reason why I love Super Mario World years later is because it’s so diverse, and each experience feels new. Each playthrough is different, and my goal in what I want to do in each playthrough changes every time I start a new save. The experience always changes, even though the levels and enemies are the same. It’s not too different than what you’ll find on the Wii U Virtual Console version, but if you’ve never played this game...what are you waiting for? Super Mario World to this day remains one of my favorite video games of all time, and it’s faithfully represented in this 3DS port.

Danny Bivens, Associate Editor (Japan):Without a doubt, Super Mario World is one of the greatest games ever created. At this point in time, it has seen life on numerous Nintendo platforms so gamers may be wondering if this new version is worth taking a look at. The answer here is definitely yes! The Virtual Console version on the New 3DS still retains everything that made the original release so fantastic - great controls, a sharp, colorful visual aesthetic, amazing music and tons of secrets buried in many of the levels. The polish from top to bottom make it easy to simply keep coming back to this classic. My only complaint with this version doesn't have anything to do directly with the game, but rather the way it’s emulated. Be absolutely sure to run the game in Pixel Perfect mode for the optimal visual experience! If this isn’t turned on, the sprites and text are a bit washed out which really takes away from the art style. Fortunately, this situation can be remedied rather painlessly as turning on the option takes literally seconds. Other than that, simply having a portable version of Super Mario World on the go for the first time in a decade and a half is almost reason enough to pick this up. If you already own it on Wii U, it might be a little redundant to go for it again, but if you’ve been holding back on purchasing a re-release for a few years, now is the time.

Casey Gibson, Contributor: The agonizing wait for SNES games to hit the 3DS eShop has finally come to an end. Among the first batch of games to arrive is the 1991 launch title, Super Mario World. It’s hard to believe this game was released just shy of 25 years ago as it still stands up exceedingly well to today's offerings; a true master class in the platforming genre. Super Mario World offers a collection of masterfully crafted levels with tons of secret exits that will keep you on your toes. We’re introduced to a number of new features not previously found in the series such as the Spin Jump, the Cape, Ghost Houses and Yoshi, many of which would become staples for the franchise. Beautiful sprites coupled with an iconic soundtrack is more than enough to pull on the nostalgia heart strings for veterans, but at the same time is fresh and doesn’t feel dated for newcomers. Whether it’s your first play through or if you just want to take a stroll down memory lane, the 3DS version is a great route to go. It runs smoothly, looks great and has the convenience of portability along with the option to use save states, if that’s your thing. Super Mario World is a seminal title in the series and is an absolute must play for any Nintendo fan.

Alex Mateo, Contributor: Super Mario World is the one game that I revisit at least once a year, and that is because it has withstood the test of time.  Sporting detailed 2D spritework, gorgeous colorful backgrounds, and a catchy soundtrack, SMW is a beautiful game from start to finish.  Mario controls with masterful momentum, making the running jumps feel exhilarating and successful platform landings feel gratifying.  Each level is well-designed, continuously introducing new mechanics that teach and test players.  Castle levels, in particular, showcase some of the most challenging elements, including rotating spike balls, moving blocks, and crushing spires.  Mario’s arsenal of power-ups grows with the addition of the high-flying cape and the lovable gluttonous dinosaur mount, Yoshi.  The strength of the power-ups lies in allowing gamers freedom in how they want to experience SMW.  Less experienced gamers can use power-ups to assist with getting through each level, while players who have mastered their mechanics can breeze through levels.  Those seeking challenge can even ignore power-ups altogether.  The secret exits and hidden shortcuts through the overworld add layers of excitement.  It is liberating to be able to play the game in so many ways, whether playing normally, running the fastest route, completing every exit, or locating the 5 Dragon Coins in each level.  Topped off with the ability to save state anywhere, Super Mario World is a great choice for on-the-go Mario.

John Herbrand, Contributor: The first thing I noticed about Super Mario World was the interconnected world map. It’s a feature that’s only been repeated in New Super Mario Bros. U, and even that just placed the standard grass/ice/desert/etc. worlds next to each other and connected the dots. True to its name, Super Mario World’s overworld feels like, well, a world, one which must be navigated by crossing bridges, trudging through murky caves, and exploring your way out of a tangled forest. And you’ll want to explore to the best of your ability: roughly five out of the eleven total hours I spent completing the game were on finding every secret exit and playing the secret levels they led to, with it all leading to a final reward that’s…way cool. Those are my fondest experiences with Super Mario World: grabbing a cape from the Top Secret Area and riding Yoshi around Dinosaur Land in search of new hidden adventures to tackle. The game runs wonderfully on the New 3DS and features an optional “Pixel-Perfect” mode that slightly shrinks the size of the screen in order to display the game at its original resolution, which looks strikingly clean. Restore points are also included, and I admit I did end up creating my own checkpoints for a few of the more, shall we say, insane secret exits (looking at you, Cheese Bridge Area). While discovering these secrets is definitely the highlight of Super Mario World, the boss battles deserve special mention. There are some really creative fights with the Koopalings that buck the standard “Hit ‘em three times” rule. A little detail I loved is how Mario destroys each of their castles differently, ranging from detonating some explosives to scrubbing it out of existence entirely. It’s charming, clever and always put a smile on my face – just like the game itself.


127
TalkBack / Fire Emblem Fates: Birthright Review Revisit
« on: March 24, 2016, 07:10:00 AM »

NWR's staff takes a look at the Hoshido path of the Fire Emblem Fates saga.

http://www.nintendoworldreport.com/feature/42292/fire-emblem-fates-birthright-review-revisit

Fire Emblem Fates: Birthright is the most accessible Fire Emblem Fates game in the trilogy. It will hold your hand if you want it to, gold is easier to obtain and there’s plenty of time to foster relationships and marry off your army if you so desire. Question is, is this the path most of our staff enjoyed, or did they want a bit more tougher experience? Kimberly Keller reviewed all three games, really enjoying the overall experience. We’ll get to the other two storyline paths, Conquest and Revelations eventually, but until then we’ve tasked three NWR staff members with their thoughts on the Hoshido side of the Fire Emblem Fates story.


Bryan Rose, Reviews Editor: The Birthright portion of Fire Emblem Fates is the simplest version of the game. That’s not a knock, but rather a plus as it is the far better representation of what the game sets out to accomplish more than Conquest, which is a bit difficult and restrains relationships. I had high expectations for Fates, and Birthright demonstrated that not only were my expectations met, they were exceeded. Combat is more streamlined than ever, excellent writing gives depth and heart to each character, and the story has everything you want in a Fire Emblem game - heroism, betrayal, redemption, and so much more. The only con is that maps can be rather simple. Conquest does have more strategic objectives, but I prefer the more streamlined experience. My favorite part of the game isn’t so much formulating a strategy (though of course that’s the most important part of the game) but rather building relationships and see how they develop over time. If you’re like me, Birthright is probably the best choice for those who want story over gameplay. Birthright excels in that it’s the most accessible version of the Fire Emblem series to date, which depending on what you want in a Fire Emblem game, that’s either good news or bad news. But if you are new to the series and want something simple all while experiencing the full Fire Emblem presentation, this is the version to get.


Matt West, Associate Editor: Fire Emblem: Awakening was one of my favorite games on the 3DS, combining great tactics RPG gameplay with an addicting “dating simulator” that was the subject of several entertaining conversations with friends and family. Its successor, Fire Emblem: Fates – Birthright, succeeds in improving on its formula in nearly every way. With a more engaging plot, dozens of loveable and memorable characters, and the strategic gameplay that fans have come to adore, Birthright eclipsed Awakening as my current favorite entry in the series. That said, Birthright has one lingering issue that keeps it from getting a perfect score from me: the mission objectives. Of the 28 main chapters, only a couple of them have an objective other than “Rout the Enemy!” Destroying foe after foe is still fun, due to the well-balanced gameplay and tension in every map, but by the end of the game I was begging for a little more variety. That one complaint aside, Birthright is well worth the investment. I lost around 35 hours of my life to it, and I have absolutely no regrets. I just hope that Conquest offers a little more variety in its objectives whenever I get around to playing it.


Neal Ronaghan, Director: As someone who considers himself a casual Fire Emblem fan, I expected to love Birthright. The apparently punishing design of Conquest didn’t appeal to me. After playing through Birthright, I wish I played Conquest instead, as this game features a very staid design that focuses primarily on spread-out maps with the goal of defeating every enemy unit. Nuance is lacking in the majority of missions here. Fortunately, the dependable Fire Emblem strategy combat is still on full, marvelous display, though even that went through some unfortunate changes. The pairing up system is now neutered, as only one of the two characters earns experience when together on the same square. If you want to build up the support system and keep your characters at equal levels, you need to execute this awkward song-and-dance to make sure characters are next to each other while in combat. The relationships are a major part of why Awakening clicked for me, so to see them be frustrating to further in a meaningful way was disappointing. Birthright left me feeling unfulfilled, with characters I didn’t care as much about, a story that fell flat, and mission objectives and combat that felt more like chores. If the Fire Emblem base wasn’t so strong underneath all this, I never would have finished it.


128
TalkBack / Pokemon Yellow (3DS) Review Mini
« on: March 21, 2016, 07:03:27 PM »

Years after it's release, Pokemon Yellow is the definitive version of the original Pokemon games.

http://www.nintendoworldreport.com/review/42327/pokemon-yellow-3ds-review-mini

I wasn’t sure what to expect when replaying Pokémon Yellow. I always play the Pokémon games over and over, but not the first generation. For me, this was the first time playing Yellow since 1999. Back in the day, I thought training my own Pikachu and battling the anime versions of Team Rocket were cool, but nothing worth spending hours over again. But as I played the game for the first time in decades, it’s more than just a game with a few cosmetic changes. It’s the definitive version of the first generation of Pokémon games, and it’s an adventure that holds up exceedingly well years after it’s original release.

The premise is simple enough that you can pretty much put it as the plot for any main story Pokémon games: you are a trainer whose goal is to catch all the Pokémon and complete them in a Pokédex. Along the way, you’ll battle your rival, take down an organization that threatens Pokémon and mankind, all while getting the eight gym badges needed to face the Elite 4, plus the Pokémon League champion. Pokémon games are never known for their expert storytelling, but there’s enough here that it’s perfectly acceptable for Game Boy standards. It won’t rock your world, but it’s solid. Add the pleasant graphics, music and settings and you have a very nice presentation wrapped around a decent enough premise.

Training with Pikachu, which is the core difference between the original games, gives Yellow a tougher  first few hours. After all, it’s not like you can clear Brock easily with an electric type Pokémon: he's not going to do anything. It makes you play the game differently and find ways of clearing the first gym through new methods. It does make Misty an easier battle and Lt. Surge a bit tougher, but since you get all three starters in the first half of the game, getting a diverse team is a bit easier. This does mean that the gym leader levels ramp up significantly in the second half of the game (Koga starts at level 40, and everyone after him is level 50) so grinding and finding the right move set makes the game a tougher experience. Grinding is necessary, especially in the later stages of the game, but I never found it to be too big of an issue. It’s just how RPGs were back in the day, and I kind of have to accept that as it was common back in the day.

It’s a tougher experience, but Pokémon Yellow is a very accessible game that anyone can pick and play today and enjoy. The inclusion of trading mechanics make them feel like time hasn’t changed all that much since 1999. Yellow is the most refined version of the Kanto experience, barring the GBA remakes, and has a Surfing Pikachu mini game. What more could you ask for? The story is kind of linear, but then again Pokémon has always been about the adventure and the charm, not so much dialogue and engaging characters. Pokémon Yellow has aged wonderfully since it’s release in 1999, and sets the tone for future Pokémon games with it’s pleasant atmosphere, charming music and addicting gameplay.


129
TalkBack / Lost Reavers Coming Soon
« on: March 03, 2016, 10:20:52 AM »

Gain spoils and shoot zombies this April.

http://www.nintendoworldreport.com/news/42085/lost-reavers-coming-soon

Lost Reavers, the online multiplayer Bandi Namco game that's free to play, will be coming to the Wii U next month.

The game has you teaming up with others online to find treasure, fight zombies and solve puzzles. Acquire treasure to earn your share of the spoils with your team mates. As you level up, you can increase your funds and gain new weapons. Maps will have a variety of different routes and spawn areas.

Lost Reavers will have an open beta version starting on April 14, with the full version coming April 28.


130
TalkBack / Kirby Planet Robobot, Amiibo Line Announced
« on: March 03, 2016, 10:02:00 AM »

Kirby's getting into mechas this Summer.

http://www.nintendoworldreport.com/news/42080/kirby-planet-robobot-amiibo-line-announced

Not only was a new Kirby Amiibo line announced today, but a new game is coming this June.

Called Kirby Planet Robobot, the game will feature 25 new Kirby abilities, including a new Doctor ability. Kirby will use his enemies tech abilities against them, including Robobot armor that Kirby can climb into. Even the armor has the copy ability, and this can be used against all types of foes.

Another mode is called Team Kirby Clash, which features download play for those without a game. You'll work together in teams of up to four as you choose roles and help take down a big enemy. Find tablets in this mode and by collecting them all, you can unleash a fierce meteor attack. You can also gain experience in this mode and better your abilities.

Amiibo integration will also be a big part of the game. Tapping Smash Bros. amiibo will give you different abilities. For example, putting in Mario will give you a fire ability, and scanning Link gives you the sword ability. A new Kirby line of Amiibo was also revealed, with the first wave including King Dedede, Kirby, Meta Knight and Waddle Dee. These four amiibo have their own special abilities, as a UFO ability was shown off when scanning in the new Kirby Amiibo.

Kirby Planet Robobot will be coming to the Nintendo 3DS on June 10.


131
TalkBack / Dragon Quest VII Still Coming to North America
« on: March 03, 2016, 09:35:00 AM »

Now with a "2016" release date!

http://www.nintendoworldreport.com/news/42075/dragon-quest-vii-still-coming-to-north-america

The long requested Dragon Quest VII (with new subtitle Fragments of the Forgotten Past) remake is making it's way to North America this year.

The game was talked about briefly in today's Nintendo Direct. It's a brand new version of the original PlayStation title, built from the ground up with new graphics and gameplay exclusive to the Nintendo 3DS. Of course, with it coming to North America, a completely new translation is also being worked on.

Originally announced for a Summer 2016 release, the game is now simply just scheduled for 2016.


132
TalkBack / Disney Art Academy Announced for 3DS
« on: March 03, 2016, 09:29:00 AM »

Draw your favorite Disney and Pixar characters!

http://www.nintendoworldreport.com/news/42073/disney-art-academy-announced-for-3ds

Disney Art Academy was another new game announced in today's Nintendo Direct, coming to the 3DS this May.

In this game, similar to other Art Academy games, you can draw your favorite Disney and Pixar characters such as Snow White, Buzz Lightyear, and characters from games such as Monsters Inc. and Frozen.

The game will launch May 13.


133
TalkBack / MyNintendo Discussed in Today's Nintendo Direct
« on: March 03, 2016, 09:24:12 AM »

Pre-registration is open now!

http://www.nintendoworldreport.com/news/42071/mynintendo-discussed-in-todays-nintendo-direct

MyNintendo, the successor to the Club Nintendo rewards program, was briefly talked about in today's Direct.

It will include both upcoming Nintendo mobile apps as well as future games. By playing and purchasing Nintendo software, you can earn points for future rewards.

You can register for Miitomo at miitomo.com. You can also sign up for a MyNintendo account at accounts.nintendo.com.


134

You're not only getting one new Star Fox game, you're getting two!

http://www.nintendoworldreport.com/news/42067/more-star-fox-zero-information-released-star-fox-guard-announced

More information on Star Fox Zero, including information on another new Starfox game, was announced on today's Nintendo Direct.

Teleporters appear in the game that have a big impact on the branching map. Fortune that features brand new enemies. Corneria was also shown, showcasing the alternate paths some stages have. Once you beat Venom in normal mode, more branches and paths open up in other stages.

There is also a two player mode. One person can pilot the arwing with a controller, and the other player with the GamePad can shoot.

Amiibo integration is also included. The Fox Smash Bros. amiibo unlocks a SNES-style arwing from the original Star Fox game.

Star Fox Guard was also announced, the new name for Project Guard, which was shown off at E3 several years ago. This premise involves Slippy's uncle Grippy. Slippy has a new security system that can ward off enemies. There are over 100 missions to play and can also play other peoples creations or upload your own levels to play. This game will be packaged with Star Fox Zero physically, and can also be downloaded separately on the Nintendo eShop.

Both Star Fox Zero and Star Fox Guard will be available on April 22.


135
TalkBack / Final Fantasy Tactics Advance (Wii U) Review
« on: February 09, 2016, 07:20:57 AM »

FFTA is a fantastic game that, when given the time, can be immensely rewarding.

http://www.nintendoworldreport.com/review/41902/final-fantasy-tactics-advance-wii-u-review

Thanks to the resurgence of the strategy genre in the early naughts with the releases of games like Tactics Ogre and Advance Wars, it seemed inevitable that the Final Fantasy Tactics series would get a reboot of sorts for the Game Boy Advance. I wasn’t sure what to think of the game when I first picked up way back in the day, but once I put the hours into it, the game felt immensely rewarding. That still rings true well over a decade later as Final Fantasy Tactics Advance can be a wonderful experience and a great start for players looking to get into the genre, though it can be time consuming.

The game’s premise is a relatable one. As the new kid in school, Marche befriends two other students, all who have some insecurities about their appearance or personalities. One day after a snow fight gone awry, Marche invites his friends to read a book based on their favorite video game, Final Fantasy, only to discover most of the pages were blank. Later that night the book comes to life, transforming their quiet, snowy town into a bustling desert oasis full of enemies, moogles, and other creatures in the Final Fantasy universe. The theme throughout the story is Marche looking to find a way home, but his friends have other ideas as their insecurities are gone in this new world. I’ve always enjoyed the story in this game; it isn’t deep by any means but is certainly relatable as everyone has insecurities they wish they could get rid of. The game’s dialogue can get cheesy here and there, but the light humor and overall sense of adventure throughout keeps the story told at a steady, solid pace. While not revolutionary, it’s perfectly acceptable.

Gameplay within FFTA is simple on the surface, but can be very deep once you get into the thick of things. You start off with basic classes based on a character’s race (hume, no mou, moogle or viera) and can evolve a character on there based on how many skills they learn in that class. Skills are learned by equipping different items; these can be collected by either purchasing them in the shop in various towns or obtaining them through missions. This gives the game incredible depth -- you can mix and match whatever skills you want, giving each character a different set of moves, reactions and perks that I’ve gleefully spent hours on getting just the right kind of character I want in my party.

Difficulty wise, the game is very streamlined, especially in comparison to the original. Characters, for the most part, don’t die, elements don’t really play part of the battle and as long as you grind, you won’t have much trouble getting past big battles. For advanced players, this game might not be much of a challenge at all. This is in stark contrast to the original game on the Playstation where it could be very difficult at time. It’s very much a streamlined experience in comparison to other strategy titles, but at the same time the game is also pretty inviting, which is a plus.

The art and music of the game is also really well done, though there are some faults. The music in the game is really peppy and enjoyable to listen to, and sets the tone for each area very well. It does get repetitive, however, especially when you’ve devoted a lot of time to the game. The graphics and characters really pop out in color and design and are nice to view, but some stages can be a bit barren based on where you are at on the map.

Final Fantasy Tactics Advance is a very rewarding game once you put the time and effort into it. There’s a nice story, deep combat system and challenging battles for you to enjoy should you take the challenge. It can certainly turn into a bit of a grindfest and takes a long while to fully beat the game (for me, it was clocking in at nearly 100 hours) but if you are looking for something to play for the long haul, you can’t do any better on the Virtual Console.


136
TalkBack / Re: Mario & Luigi: Paper Jam (3DS) Review
« on: January 25, 2016, 04:02:45 PM »
Would you recommend this over Dream Team?

I haven't played enough of Dream Team to say decisively, but from what I've seen that world is far more interesting. It wouldn't hurt to give it a look.

137
TalkBack / Mario & Luigi: Paper Jam (3DS) Review
« on: January 24, 2016, 07:56:53 PM »

Paper Jam is a fun, enjoyable romp but the game's flaws hamper what could have been something great.

http://www.nintendoworldreport.com/review/41834/mario-n-luigi-paper-jam-3ds-review

Following Mario’s arrival to the RPG genre with Super Mario RPG in 1996, there have been two main RPG game series featuring Mario and company: Paper Mario, which has mainly stayed on home consoles, and Mario and Luigi, which has stayed on handhelds. I would have never thought that the two would somehow meld together into one game...and well, it kind of didn’t. But that is the idea behind Mario and Luigi: Paper Jam. The game can be pretty fun at times, and it’s hard to deny the charm that comes with the Mario series as a whole. I’d like to say I had fun throughout the entire game, but that wouldn’t be truthful. While most of my experiences with Mario and Luigi: Paper Jam were positive ones, pacing issues and a feeling of overall blandness keep it from being a top notch experience.

The first thing you should know that this is very much a Mario and Luigi game. That’s to be expected given the title, but aside from characters and paper settings, there really isn’t anything here from the Paper Mario series in terms of battle mechanics or familiar faces. The story can be easily summed up: Luigi discovers a book that contains the Paper Mario world, he opens it which sends all the paper Toads and other Mario characters scattered across the world. Eventually, both versions of Princess Peach are kidnapped by Bowser and it’s up to Mario, Luigi and Paper Mario to save the day. While the story is adequate, it’s pretty bare bones and doesn’t go much beyond these couple of sentences. In fact, it’s rather bland with a straightforward narrative with no twists or turns. It’s perfectly acceptable, but not anything that’ll be memorable. It’s weird that with a concept like the two biggest Mario RPG franchises melding into one world, developer AlphaDream virtually did nothing to make the concept feel important.

The wit of the series is still there, as I enjoyed the game’s dialogue. The NOA localization team always does a top notch job when it comes to humor in the Mario and Luigi RPG series, and this game is no different. But without many memorable characters or settings there really isn’t anything to really get into in terms of presentation. The worlds feel lively, but also come across as bland in terms of design. If you’ve seen a desert, woods or Bowser’s Castle level in any Mario game ever, then you probably get the idea of what’s in Paper Jam. The music is fine, but there have been better soundtracks. The graphics do look really nice and are vibrant, but then again many Mario games are. There’s just a no-frills feeling here in terms of presentation. That’s not necessarily a knock, as I’ve never seen an ugly Mario game before. It just comes off as kind of mundane instead of exceptional.

So while there isn’t anything memorable in terms of story or presentation, Paper Jam excels in the gameplay department. If you have played Mario and Luigi before, this will feel familiar. You’ll either be able to use the hammer or the brother’s jumping abilities to thwart enemies, or they can use their Bros. Attacks, which were one of my favorite parts of the game. Paper Mario’s abilities add a uniqueness to the game as he doesn’t operate like the regular Bros. as he uses the “Copy” feature which makes copies of himself, upping his damage. It took me a while to get the special attacks and Paper Mario down completely, but once I did they were fun, creative ways of dealing massive damage to the enemies. It was also very fun just learning how to thwart the various enemies (all familiar Mario enemies from previous games such as Goombas, Spinys, etc.) as well as the bosses, who each have a unique way to test you as you climb further towards the end of the game.

A new addition to this series are Papercraft Battles, which usually pop up when you’re about to enter or leave an area. Toadette will assist you in creating Papercraft mechas that help you battle the mechs that Bowser and company sics on Mario and his pals. It’s basic to understand - you dash and stomp on enemies in a battlefield until you get to the boss, with each boss having patterns that are easy to figure out. It wasn’t a major component of the game, but once everything was figured out they all turned out to be pretty memorable and fun experiences.

In order to get to these Papercraft Battles, Toadette (who is sort of an inventor type in this game) needs you to help her find various paper Toads throughout each area you explore that will help steer the mecha, and this is where the tedious part of Mario and Luigi lies - the Paper Toad missions. It has you exploring an area using whatever mechanics you have on you at the time, and your goal is to obtain all the Toads that are scattered around the area. It’s not too tough to do, but they’re pretty boring and often feels like a waste of my time. Every time I played one of these missions I just wished I could get it over with so I could get to the actual fun parts of the game and advance further.

There is fun to be had with Mario and Luigi: Paper Jam, but it’s middling story and tedious missions hamper what could have been a really great experience. Instead, it settles for just fine. When it’s a role playing game, it’s really strong and the battle mechanics really shine. But the bland settings, story, and boring missions drag it down. If you are a fan of Mario role playing games, I would still recommend this as the overall experience is positive. It’s a game that has issues, ones that drag the game down a bit, but doesn’t totally take away it’s charm and mechanical depth.


138

The first chapter of Minecraft: Story Mode is a fun, albeit simple romp.

http://www.nintendoworldreport.com/review/41828/minecraft-story-mode-episode-1-the-order-of-the-stone-wii-u-review

What everyone will tell you when it comes to playing Minecraft is that there is no story -- the goal of the game is to build and craft whatever you want with some occasional defending. So it was weird for me initially to hear that Minecraft was getting the Telltale Games treatment with a full fledged story set in the Minecraft universe. I was skeptical at first, but after playing the first chapter, The Order of the Stone, they’ve managed to make the concept work. It’s a bit more linear than other Telltale games, but the story and characters in the first chapter are intriguing enough to make the first chapter an enjoyable experience.

The story follows Jesse (who can either be male or female), his/her pet pig Reuben, and other assorted friends as they enter a building competition. Due to sabotaginge, they end up losing, but not before Reuben runs away to a forest due to one of their rivals setting their statue on fire. Jesse manages to find Reuben and lead him to safety, but is attacked by a number of unfriendly mobs. Petra, a rival member of another building team, manages to save him and tells him of an interesting trade that would secure her a diamond. It’s from that point on, the first chapter becomes a story of heroism and jealousy among the Order of the Stone, a group of heroes who are renown for slaying the EnderDragon years prior. I enjoyed the character’s interactions through the chapter, and the voice acting was top notch. The actors really grasped what their characters were all about, and really played well into getting myself intrigued in the story.

Presentation wise, the game remains faithful to the source material. The world Jesse and pals explore is shaped exactly like the original Minecraft game. There’s the various animals in the series, well known items and materials, and even the enemies are the same ones you’ll come across in other Minecraft games. There’s even parts of the game where you’ll craft your own items, though it’s far more linear than the game it’s based on. With that said, the graphics aren’t all that, but Minecraft was never known for it’s graphical capabilities anyway. I also liked the music of the game, as it carried itself really well and hit the right notes when it came to the situations and emotions of the story.

If you have played previous Telltale Games’ before, then you’ll be familiar with how this game plays. You go through a number of dialogue choices that your characters will remember in future episodes, eventually leading to parts where you’re free to roam around and either talk to people or solve a puzzle that will lead you to the next part of the game. I will have to say that the gameplay is far more linear than in previous games, such as the Walking Dead series. There are less puzzles to figure out, and they’re rather easy to sort out after a few minutes of walking around and interacting with objects. It’s a chapter very much driven by the narrative, which I enjoyed, but after two hours of gameplay time I wished there was a bit more to chew on.

The first chapter of Minecraft: Story Mode is a fun start to a five episode series. The characters and story is easy to get into, and the chapter hangs on an interesting note that sets the basis for the rest of the chapters. The voice acting is really well done, and is very faithful to the source material. It’s a bit easier than other Telltale games out there and rather quick to finish, but the experience I’ve had with the game so far is a very enjoyable one.


139
TalkBack / Mario & Luigi: Paper Jam Review Discussion
« on: January 20, 2016, 09:54:24 AM »

Bryan and Daan discuss the portable RPG from AlphaDream.

http://www.nintendoworldreport.com/video/41816/mario-n-luigi-paper-jam-review-discussion

Watch the review discussion video below.


140
TalkBack / Re: How I Got Sucked Out of Amiibo
« on: January 17, 2016, 02:29:04 AM »


my word.

How tough was it getting all the exclusive? I've heard Jigglypuff and Rosalina stories...

141
TalkBack / How I Got Sucked Out of Amiibo
« on: January 14, 2016, 10:27:21 AM »

Too much, too soon.

http://www.nintendoworldreport.com/editorial/41785/how-i-got-sucked-out-of-amiibo

One year ago I wrote an article here  on NWR about how I got sucked into the crazy, fast paced world of Amiibo. Somehow I managed to talk myself into collecting Amiibo even though I didn’t really feel like it at the start. The promise of some of my favorite Nintendo characters in toy form proved to be far too much for my will, however, and I relented. But while it was fun for a few months, I sit here a year later thinking that the Amiibo bubble has burst for me, and I probably won’t go out of my way to collect them like I used to.

When I first heard about Amiibo, I thought they were cool, but just not for me. A lot of potential, but not something that going to be a deal breaker for me. Then I got one as a Secret Santa gift, and all of a sudden I couldn’t stop thinking how cool it would be to get a Marth figure...then a Ness figure...then I started thinking how cool it would be to have the Splatoon set, and soon enough I had amassed a somewhat large amiibo collection. I don’t even know how it happened...it just did.

But as the months continued on and I added a few other rare figures into my collection, I soon started to realize my new hobby wasn’t as fun as I thought it would be. One of the things that’s turned me off lately are the limited quantities of some of the Amiibo out there. I understood early on that it would be an issue since I thought that Nintendo was kind of taken aback by just how popular Amiibo really were here in the United States. But even with that, we still have the problem of store exclusives. I understand the “supply and demand” aspect of the concept, but it turns me off that if, for example, I wanted Rosalina at Target, I would have had to waited in line right as the store opens just to get one. I can understand one or two, in certain stores, but it seems like every other Amiibo is exclusive to some store. It’s kind of a pain, especially when the other problem I mentioned (scarcity) comes into play.

The new thing that’s been happening here that has also annoyed me are the three packs. They have been the norm in North America, starting with the Splatoon three pack in May. That was fine, but now it’s getting silly with other packs that aren’t really necessary.  I would love to get KK Slider as he’s one of my favorite Animal Crossing characters. He has a guitar, he’s a cool dog, what more can you ask for? But he’s in a three pack with two nondescript llamas that I have to buy just to get what I really want. That’s pretty unfair and I shouldn’t have to shovel out more money for a toy that I want with two toys that I don’t. This isn’t even the first time it’s happened this year - Smash Bros. had a Retro pack with Duck Hunt, Mr. Game & Watch, and ROB. That wasn’t as bad as the KK Slider pack, but what if I just wanted ROB, or the Duck Hunt duo? My options were limited then as that was the only way you could get any of those three in North America without importing. That’s really lame.

Speaking of importing, that was the way to go for a lot of my amiibo this year. I got tired of waiting for figures like Shulk and Marth to show up on shelves again, so I imported them. My brother wanted other characters. Imported. Metaknight? Yep. The few I actually got in North America were miracles, as Ness I was able to nab just as Gamestop’s servers completely died the minute he was up for preorder. Same thing with Silver Mario and Captain Falcon. It really shouldn't be a battle to the death for these toys...but it sure feels like it at times!

But the most important thing for me is how these toys play into the games that use them , and while there’s been some cool stuff like Smash Bros. training and unlockable CodeName Steam characters, the fall lineup was pretty much a miss and not a hit in terms of both sales and reviews. I  reviewed Animal Crossing: Happy Home Designer and noted the usage of the new Amiibo cards were pretty boring and didn’t really add much to the game. It’s Wii U counterpart, Amiibo Festival, requires Amiibo and on my end, looked like one of the most boring games to come out this year. The NWR review seems to cement my theory. The most annoying thing about all of this is when asked why they released both of these games, the Animal Crossing series director outright said it was just because  they wanted Animal Crossing Amiibo. That should never be the sole motivation to create a video game you want to sell to people. Ever.

So the charm and luster of Amiibo has worn off on me. I got out of it just as soon as I got sucked into them. I’m still open to the idea of getting some amiibo - I still want KK Slider, and the idea of Ryu and Cloud amiibo are cool. I’m just putting the brakes on actively collecting them. The way Nintendo of America sells some of these figures is a major turn off on my end, from the limited quantities to the unnecessary three packs. But most importantly of all, the games that rely on them the most are just kind of there at best and dull at the worst. I’d like to chalk this all up as a learning experience for Nintendo, so I’m optimistic for what is in store for Amiibo in 2016. I’m just not as interested as I was this time last year.


142
TalkBack / 2015 Top 5: DLC and Amiibo Use
« on: January 14, 2016, 07:22:54 AM »

Celebrating the ever-growing world of Amiibo and DLC in 2015.

http://www.nintendoworldreport.com/feature/41779/2015-top-5-dlc-and-amiibo-use

As Nintendo grows and evolves, just limiting our recognition of the previous year to a list of games we loved (which is almost done) seems to not tell the full story. So, for the first time ever, we came up with a list of our Top 5 pieces of downloadable content and our Top 5 in-game Amiibo uses.

Neal Ronaghan, Bryan Rose, Donald Theriault, and Justin Berube hashed out the lists on Google Hangouts, which you can see in the video below. Enjoy our deliberations (or click through to see the lists in text form on the next pages) and if you want us to do more stuff like this in the future, let us know.


143
TalkBack / FAST Racing Neo Review Discussion
« on: December 10, 2015, 10:03:00 AM »

Bryan and Neal talk about the new racing game.

http://www.nintendoworldreport.com/video/41640/fast-racing-neo-review-discussion

Watch the review discussion video below.


144
TalkBack / Fire Emblem Fates Release Date, Bundle, DLC Announced
« on: November 12, 2015, 09:48:00 AM »

You'll be able to play the next entry in the Fire Emblem series in February.

http://www.nintendoworldreport.com/news/41479/fire-emblem-fates-release-date-bundle-dlc-announced

Fire Emblem Fates will be arriving to the Nintendo 3DS on February 19, with plenty of purchase options to choose from.

You can buy either Fire Emblem Fates: Birthright or Fire Emblem Fates: Conquest digitally or physically for $39.99. Fire Emblem Fates: Revelation is the third version of the game, but will not be released right away. If you buy one version of Birthright or Conquest, you can buy the other (as well as the DLC), with the other version costing $19.99.

Additionally, a bundle entitled Fire Emblem Fates: Special Edition will net you all three games, including an art book and a 3DS XL pouch. The bundle has a suggested retail price of $79.99.

DLC will also be coming. One map will be coming for free, then six more later on. You can buy maps individually, or you get them all at once via retail.


145
TalkBack / Next Wave of Amiibo Coming January 22
« on: November 12, 2015, 09:32:36 AM »

Animal Crossing and Lucas ahoy!

http://www.nintendoworldreport.com/news/41492/next-wave-of-amiibo-coming-january-22

The next wave of Amiibo and Amiibo cards will be launching January 22, as announced on today's Direct.

Wave 2 Animal Crossing Amiibo cards, as well as a new batch of physical Amiibo (Blathers, Kicks, Celeste and Resetti) will be launched on this date.

Additionally, Lucas' Smash Bros. Amiibo will also be released on January 22.


146
TalkBack / Pokémon Picross Announced
« on: November 12, 2015, 09:23:00 AM »

A new puzzling way to enjoy the Pokémon franchise.

http://www.nintendoworldreport.com/news/41485/pokemon-picross-announced

Pokémon Picross, a newly revealed game in today's Nintendo Direct, will be coming to the Nintendo 3DS.

It will be a free to start title, with a spending limit in the fashion of Pokémon Rumble World. A new item called picrites can be earned or purchased on the Nintendo eShop to make puzzles easier. In this version of the Picross series, you'll capture Pokémon that will have support skills that help you along the way as well.

Pokémon Picross will be launching in early December.


147
TalkBack / Super Mario Maker Portal Website Coming
« on: November 12, 2015, 09:15:21 AM »

A new way to search and play all those levels found within the game.

http://www.nintendoworldreport.com/news/41478/super-mario-maker-portal-website-coming

A new Super Mario Maker web portal is coming that will allow users to search through stages.

Announced via today's Nintendo Direct, the portal will feature a more robust search option where you can search via various parameters. It will sync to your game automatically, allowing you to search for and flag levels that you'd like to play.

This new portal will be coming in December.


148
TalkBack / Dragon Ball Z: Extreme Butoden (3DS) Review
« on: November 02, 2015, 06:05:18 AM »

The latest DBZ fighter is fun, but also very, very familiar.

http://www.nintendoworldreport.com/review/41417/dragon-ball-z-extreme-butoden-3ds-review

Fighting games are few and far between on the Nintendo 3DS. Sure, there’s Smash Brothers, and if you go all the way back to the 3DS’ launch you can also mention Street Fighter IV 3D. But recently there hasn’t been much in the way of a fun fighting game. Dragon Ball Z: Extreme Butoden fills that gap the 3DS has had for a good while, but it’s only competent at best and nothing more. While the fighting system captures the exciting battles you’d see on the television program, the boring, repetitive story modes and a lack of roster depth can make this entry somewhat disappointing.

The gameplay is pretty simple. It’s a combo oriented fighter, so depending on the character you’ll be memorizing combos for each and string them together to preform Rush Combos. It’s a bit of button mashing, but there is depth here and most of the fighters I played as felt different and had their own combos and moves. You can either team up with two other Z fighters to form a team, or you can rely on 4 assist characters. While there’s only about 20 fighters to play as, including the usual suspects such as Goku, Krillin, Vegeta, Piccolo and various others, there’s a ton of assist characters, ranging from Master Roshi, Tien and Yamcha to minor characters like Launch and Turtle. While it’s nice that just about every major Z fighter is playable, I wish it was a bit more diverse. While you can use lesser fighters such as Tien and Yamcha as assist characters, I wish some of them were bumped up to regular fighter status since battles can get pretty repetitive.

This becomes more apparent as I got into the different gameplay modes. You immediately start out in Z Story mode, as it’s required you clear the “Dragon Team” mode before other modes can unlock. It’s a retelling of each major DBZ story arc, starting from the arrival of Goku’s sinister brother Raditz to the defeat of Kid Buu. It’s an extremely abridged version of the 296 episodes of Dragon Ball Z, but it’s a fine refresher for those who don’t remember the full story.

Once you clear that mode, the game gives you other Z Stories to clear under “What if” scenarios. This sounds cool on paper, but the execution is pretty weak. For example, I thought it would be cool if Vegeta was the one who beat Goku in their initial battle at the start of the series. So I played his mode and beat Goku, but then the story goes on to say that Gohan, who originally was cleared from the battlefield by Goku, came back under ape form and defeated Vegeta anyway. Most of the stories told in these scenarios are pretty much the same exact thing - there’s slight differences in the DBZ storyline based on who you play as, but it’s almost always the same story and nothing really ever deviates from that. It comes off as uncreative and uninteresting as there could have been some cool scenarios if they really went all out with this mode, but unfortunately they did not.

Adventure mode is the other big mode, but I found myself finding the same problems I had with Z Story, just to a lesser extent. It seems like a unique story on the surface, but it kind of isn’t. The story starts off with Omega Shenron using minus energy to bring back every enemy Goku has ever come across, including major foes like Frieza and Cell. He now has to find the Ultimate Dragon Balls, which will fix everything and restore them back to the way things were. This is a story that sounds fine on paper, but in execution it’s a bit of a bore. You’ll go through various cities, coming across familiar characters and familiar storylines - you battle Frieza in Namek, the Cell Games are back, you fight Vegeta and Trunks and Gohan eleven million times, and so on and so forth. I wouldn’t mind having to fight the same characters over and over if there were a more interesting premise, but with the familiar settings and storylines a lot of Adventure mode was just kind of boring. It was fun getting to interact with the more minor characters at the least, and this is the bulk of the game where you can use your skills to unlock more assist fighters. It’s not as bad as I’m making it out to be, as I did have fun at times thanks to the fighting system. I just found myself skipping the storyline screens as they weren’t really all that interesting.

Dragon Ball Z: Extreme Butoden isn’t bad. The core mechanics of the fighting system are fun, and they are the best representation of actual DBZ fights in 2D. I just wish that the modes the game provided were a bit more interesting in terms of storytelling. The retelling of the Dragon Ball Z story is a given in almost every game. But I wish the alternate story provided in Adventure Mode, as well as the “What if” scenarios in Z Story were a bit more varied and interesting. Problem is, with only so many characters to choose from, the experiences to be had in those modes are limiting. DBZ: Extreme Butoden has good intentions, and overall is a polished fighting game. I just wish the execution was a bit better.


149
TalkBack / Chronus Arc (3DS) Review
« on: October 15, 2015, 08:24:00 AM »

Chronus Arc may be a rather bland JRPG experience, but it accomplishes what it sets out to do.

http://www.nintendoworldreport.com/review/41319/chronus-arc-3ds-review

In all the years that I have been playing video games, my favorite system of all has to be the Super Nintendo. I loved that console growing up, and as an adult I’ve loved it even more as I’ve played some of the best Japanese role playing games of all time on the system, such as Chrono Trigger and Final Fantasy VI. So when Chronus Arc was announced for the 3DS, I definitely had to give it a shot. There aren’t many games like it on the 3DS, so I wanted to see if I could capture those memories that I had playing RPGs on my Super Nintendo. Chronus Arc fills the nostalgia meter, but it leaves you with little else.

The story of the game deals with Loka, who is on a quest to find his teacher after he is mysteriously kidnapped right before the Time Rewinding ceremony, which helps old, broken weapons become new again. Throughout this journey he’ll be accompanied by characters such as the princess Sarna and the idol Kuril. The characters aren’t annoying, but they aren’t interesting either. They’re all just kind of bland. The reason they join Loka is also pretty weird in that there is no real explanation, but they just kind of want to join him anyway just because. It felt like to me that most of the story was just the backdrop to the gameplay, which is fine, but is also weird since the Time Rewinding aspect of the story is interesting. The characters revolving around it, however, really aren’t. Another issue with the story was the dialogue. There is some weird verbiage here and there that makes you question how the translation was done. Nothing extreme, but enough that it was noticeable.

The gameplay itself is a typical turn-based style that can be seen in many RPGs of the era the game is inspired by. You have three people in your party attacking enemies, some will be weak to certain magic your characters learn as they level up, and so on. The game borrows elements from Chrono Trigger, and even in recent eShop titles like Dragon Fantasy in that there aren’t any random battles; you can just tackle on enemies whenever you’d like. This is a big plus for me as it’s fun to just take your time and not worry about having to face random enemies just as you’re getting to a boss or a treasure chest. The enemies do get uncreative fast as a lot of sprites are recycled, but that can be found in many RPGs.

Another good feature is the quick travel feature you can do on the overworld map. I love this because even though RPGs encourage you to explore large maps, it can be a big hassle, especially if you’re just trying to get to the next destination. You can also exit a dungeon at any time by simply pressing R. This is very much an RPG for someone who wants the JRPG experience, but might feel overwhelmed by older titles that don’t have these options.

Chronus Arc is a very competent RPG in that it does nothing wrong, but it doesn’t stand out in any way. To be perfectly blunt, it did nothing for me in terms of telling a story and it’s probably an experience I would forget in a few weeks. That doesn’t mean it’s bad, however, and I would recommend it if you’re looking for an old school JRPG experience during a rainy day or boring weekend. It’s not a revolutionary title by any means, but in terms of nostalgia value it accomplishes what it set out to do.


150
Podcast Discussion / Episode 188: Super Squid Odyssey Maker
« on: October 08, 2015, 02:56:25 PM »

We chat about a bunch of stuff, along with potential game of the year contenders.

http://www.nintendoworldreport.com/connectivity/41286/episode-188-super-squid-odyssey-maker

This week on Connectivity Nicholas Bray, Neal Ronaghan, Bryan Rose and Zachary Miller chat about their potential games of the year.

Some other subjects that we discuss include, Tony Hawk Pro Skater 5, NOVA-111, Animal Crossing Happy Home Designer, Google Cardboard and some thoughts on the documentary from the Super Mario Bros. Movie Blu-Ray.

Musical selections this week include the Japanese opening to the Pokémon anime and the 'Warp Zone' from Super Mario Sunshine.

Connectivity has joined twitter, so be sure to follow @ConnectivityNWR to be up to date on any announcements. We are wanting more listener participation, feel free to ask questions, they may show up in the show!

Also, send us your listener mail by clicking here.

Thanks for listening.


Pages: 1 ... 4 5 [6] 7 8 ... 17