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Messages - Br26

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76
TalkBack / Miyamoto: Pikmin 4 Is 'Progressing'
« on: June 14, 2017, 10:23:00 AM »

Shigeru Miyamoto confirms Pikmin's fourth instalment is in still in development.

http://www.nintendoworldreport.com/news/44851/miyamoto-pikmin-4-is-progressing

Pikmin 4, which was absent at this years E3, is "progressing", legendary Nintendo producer Shigeru Miyamoto said.

In an interview with Eurogamer's Tom Phillips, Miyamoto says that the Pikmin 4 project is still in development, though he couldn't say much more at the moment.

"I've been told not to share anything about this from PR," Miyamoto told him, "but I can tell you it is progressing."

A fourth entry in the long running Pikmin series was first discussed by Miyamoto back in 2015 in an interview with Eurogamer. Hey! Pikmin, a side scrolling game for the Nintendo 3DS, is due for release July 28th.


77
TalkBack / New Kirby Game Announced
« on: June 13, 2017, 05:39:00 AM »

Sometimes enemies can become friends.

http://www.nintendoworldreport.com/news/44823/new-kirby-game-announced

A new Kirby game has been announced for the Nintendo Switch at today's Nintendo Spotlight event.

Footage shown had Kirby absorbing enemies, then having them serve as partners as they helped him clear the battlefield.

The game, just called Kirby at this point in development, is scheduled for release in 2018.


78
Podcast Discussion / Episode 227: Return of the Wafather
« on: May 27, 2017, 12:45:50 PM »

It's that time of year again.

http://www.nintendoworldreport.com/connectivity/44693/episode-227-return-of-the-wafather

This week on Connectivity Kelton takes over hosting duties and is immediately thrown for a loop by master of being off-topic, Adam Abou-Nasr, Bryan is also along for the ride. It takes the gang awhile to get back on track for this weeks E3 topic, but they do get there.

Nintendo World Report is now on Patreon, and high rollers can name their topic for Connectivity, so head over to our Patreon page if you want to support us.

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

Send us your listener mail by clicking here.


79

The black sheep of the family no more.

http://www.nintendoworldreport.com/review/44627/second-opinion-fire-emblem-echoes-shadows-of-valentia-3ds

I was worried when I read up on Fire Emblem Echoes: Shadows of Valencia. It’s a remake of Fire Emblem Gaiden, the follow up to the original Fire Emblem released for the Famicom in 1990. Going into Echoes, I wanted to make sure one question was answered when writing this review -- are the changes that Gaiden, and ultimately Echoes, makes to the core Fire Emblem experience for better or worse? After spending about twenty hours with the game, the answer became clear: Echoes is very much the Fire Emblem experience I have known and loved since the original North American release for the Game Boy Advance. There are some key changes that make things a bit more interesting, but overall Echoes is another fine addition to the 3DS Fire Emblem collection.

The main protagonists of the game are Alm and Celica, both of noble blood, whose ultimate goal is to secure and reunite their kingdom. It’s not too different than most Fire Emblem games, exploring themes like betrayal, redemption and so on. One of the neater additions in terms of presentation is, for the first time in the series, Echoes has full voice acting -- heck, even the random NPCs you talk to, like townspeople and peddlers, speak to you. You can press X to watch scenes unfold without having to press the button repeatedly to move the story along. This works really well, especially since Echoes is one of the text-heavier titles in recent memory.

One of the downsides of the game’s story is the scale-back of the support conversations. This was actually an added feature as the feature wasn’t in the original Famicom game. But while it’s included, the option to marry or have kids isn’t there, making the experience feel a bit shallow, especially compared to other 3DS Fire Emblem titles. It doesn’t detract much from the overall experience as this works in the same way as the DS or GBA games. Plus, characters still manage to have some interesting conversations and make you feel like they’re forging connections well, so it isn’t a total loss.

Echoes feels like a more streamlined version of the previous two Fire Emblem games on the 3DS. It took me around 20 hours to complete the game, which I felt was the right amount of time, though others could argue it’s maybe on the short side. It’s probably because of what I mentioned in the previous paragraph -- without relationships, side missions like paralogues are gone and the game focuses more on getting you to from end of the map to the other with a few pit stops here and there to recruit people and collect treasures. Gameplay is also a bit easier than in other Fire Emblem games -- as long as you rank up your party in a timely manner, you shouldn’t have a problem in clearing any map that comes your way, regardless of enemy. The game might not be as lengthy as other Fire Emblem titles, but I never felt I was cheated out of the experience.

Another difference between Echoes and other recent Fire Emblem games is the way you rank your party. Unlike in previous games, were you can bide your time and level up your team when you feel the time is right, it’s important to rank up your party as soon as possible. Echoes is a very defense oriented game; attacking and clearing a map is relatively easy, but there were many times where the weaker members of my party were quickly wiped out due to being lower ranked than the enemies they were facing. In those cases, I had to be sure to have the right people in the right places. It felt different than playing a normal Fire Emblem map, but at the same time felt new and even kind of refreshing.

Explorable dungeons and visiting towns is a more traditional RPG addition to the series. I felt these kind of additions to the Fire Emblem experience were fine but weren’t all that important to the game until later on when some of the dungeons were a bit longer. Villages and outposts were useful to recruit new members to your team and to forge weapons, but aside from a few side quests, there wasn’t much to do. Both of these were a nice diversion in between long maps but weren’t vital to the story aside from one or two instances.

Fire Emblem Echoes changes enough to make you play the game differently while retaining most of the key aspects of what makes the series so great. The characters and story all connect well, the presentation is top notch and most importantly, the game is still very fun to play. While Awakening and Fates feel like more fleshed out experiences, Echoes bucks Gaiden’s legacy of being the black sheep of the series by not only providing the solid Fire Emblem experience that has resonated with me for so long, but also providing a new, interesting way to play the game.


80

What kind of mobile Hyrulian adventure might you be able to embark on?

http://www.nintendoworldreport.com/rumor/44618/new-zelda-pokemon-trading-card-titles-possibly-coming-to-mobile

The Legend of Zelda, as well as the Pokemon Card game, may be coming to your smart device of choice later this year.

A report by the Wall Street Journal late this evening indicated that following the eventual release of the mobile Animal Crossing game, which is still due out later this year, a Zelda game will follow it. No other information about the game was announced other than it will be developed with DeNA. Neither Nintendo or DeNA commented on the report.

A new mobile Pokemon Trading Card game was also mentioned in the Wall Street Journal article, with no further details. There is already a version of the trading card game on smart devices based on the PC version.


81
Podcast Discussion / Episode 225: Jiggy in the Woods
« on: April 25, 2017, 11:49:00 AM »

Guh-Huh.

http://www.nintendoworldreport.com/connectivity/44541/episode-225-jiggy-in-the-woods

This week Nicholas and Bryan are joined by Curtis Bonds for an episode all about the classic Nintendo 64 game Banjo-Kazooie. The guys also chat about the Collect-a-thon genre in general, along with some thoughts on what the future could hold for this sometime maligned platforming style.

The musical selections for this episode come from the Project Dream demo album from Grant Kirkhope.

Nintendo World Report is now on Patreon, and high rollers can name their topic for Connectivity, so head over to our Patreon page if you want to support us.

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

Send us your listener mail by clicking here.


82
TalkBack / NAM-1975 (Switch) Review
« on: April 19, 2017, 03:23:03 PM »

One of the first NEO-GEO games released can be fun while it lasts.

http://www.nintendoworldreport.com/review/44516/nam-1975-switch-review

The Switch is quickly becoming one of the biggest hotspots for Hamster’s NEO-GEO releases, with many of the top titles already represented on the console. So it’s only fitting that the very first game released for the NEO-GEO arcade system, NAM-1975, should make an appearance as well. Being first in a long line of arcade classics, it can be patently obvious at times that the game doesn’t age quite as well as other NEO-GEO titles. But while NAM-1975 does have its problems, the game overall is a solid initial entry.

As the title would suggest, you’re pitted in Vietnam in the year 1975, as you (along with a second player, if you wish) fight up towards North Vietnam battling “northside terrorists” (SNK’s words, not mine) in search of a scientist’s kidnapped daughter. The game features cutscenes in between levels with voice acting, which is pretty advanced for a 1990 game. I’m not saying the voice acting is good, because it isn’t, and the text is full of “Engrish” grammatical errors, but I do admire them going for something a bit more advanced than the usual fare.

The game is a on-rails shooter where you travel through Vietnam while shooting down planes and soldiers through gunfire (by pressing the Y button) and throwing grenades (B button). There are other power-ups later in the game like a flamethrower, but beyond that there isn’t much variation in gameplay. I don’t think it matters too much as the game is really short (with the easiest difficulty, it’s maybe about an hour tops) so it’s fine for what it is.

The only big issue with the game is that the framerate can get really jittery when there are too many enemies on the screen. This isn’t such a big issue in the first part of the game, but as you get towards the end it’s very obvious. The issues aren’t bad enough that it affects overall gameplay, however.

NAM-1975 is a fun game while it lasts. The game itself is short, but the gameplay is fun and the presentation is pretty sophisticated for a game from 1990, which I like. Picking up NAM isn’t absolutely necessary, but it can be a fun diversion while also taking note of what SNK had in mind for the NEO-GEO hardware.


83
TalkBack / The Legend of Zelda: Breath of the Wild Review Revisit
« on: April 19, 2017, 12:47:00 PM »

NWR's staff gives their own thoughts on the latest entry in the storied Zelda franchise.

http://www.nintendoworldreport.com/feature/44514/the-legend-of-zelda-breath-of-the-wild-review-revisit

After years of long delays and radio silence regarding the next Legend of Zelda, Breath of the Wild finally reached player’s hands last month. Our site director Neal Ronaghan gave the Switch version a 9.5, saying the game is an “amazing, standout entry in a series with a history dotted with masterpieces. It absolutely reinvents the Zelda style while still staying true to what makes past games work so well.”

We’ve gathered a group of NWR staffers to get their thoughts on the latest incarnation of Hyrule. In fact, we even have some thoughts on the much forgotten about Wii U version of the game! Scores have been consistently high for Breath of the Wild across various outlets; will it be the same for our panel?


Bryan Rose, Reviews Editor: I fully admit to not being the biggest Zelda fan, but when I played Breath of the Wild at last year’s E3 I knew I had to give this entry in the series a shot. It finally felt like they had broken out of the Ocarina of Time mold and moved on to something completely new. Those feelings and thoughts were confirmed after playing the final build -- it’s truly one of the more memorable experiences I’ve had in playing a video game, and no other game feels complete since playing it.

What I love about the game the most is that it truly gives you a sense of free will in an open world video game, with great leeway in what you want to do, when you want to do it and how you’re going to do it. I’ve played plenty of games with giant, sprawling open worlds like Grand Theft Auto V and others in the genre, but those worlds never felt as immersive and in depth as Breath of the Wild’s. Thirty hours into the game I was still finding new areas, shrines, items and enemies to collect and explore. Each time turning on the Switch felt like a new experience through exploring Hyrule, something I can’t say for a lot of video games.

I wouldn’t call this the perfect game (I thought some of the shrines were annoying, framerate dips were present, etc.), or my favorite video game of all time, but Breath of the Wild combines a powerfully told story with an amazing, immersive world  that you can’t help but spend countless hours on. It's a true testament to Nintendo’s innate ability to constantly reinvent the franchise when the time is right. Much like the original game and Ocarina of Time before it, Zelda: Breath of the Wild’s immersive scope and quality will challenge other open world action games to try and top it for decades to come. I wish them the best, because this will be hard to beat.


Andrew Brown, Associate Editor: After spending over a month with this game and still having many side quests to complete and items to find, it's safe to say that Breath of the Wild is monstrous. The sheer size of the land of Hyrule with its rolling hills, craggy valleys, vast deserts and frozen tundras is beyond the scope of anything Zelda fans have ever seen before, and there's such a greater emphasis on survival and adventure now in the reworked system of cooking, weapon and armor upgrades. Most importantly though, the title still feels like the Zelda we all know and love, just on a grander scale.

Welcome additions to the classic recipe include multiple towns teeming with NPCs, all of them named individuals and no two with the same face or body shape. Giving players most of the key items and a fast-travel button right at the beginning opens up the game for creativity in exploration, while secret techniques and tactics to master keep the game turning at a progressive pace with few dull moments. Climbing on just about every structure in the game feels natural and allows for completely new puzzle twists to navigate the land. Amiibo functionality is surprisingly useful and quite fun for completionists hoping to collect all the secret costumes and gear.

Other additions don't add as much as they hope to achieve in a series like Zelda. What little ambient music is present in the game is lovely, but the Hyrule overworld tune being a little more prominent wouldn't have gone astray. Voice acting also doesn't do much to add to the immersion though the talent is quite good subjectively, but my personal feelings lean away from Zelda's clichéd British accent (because it's a fantasy with castles, the princess MUST be British!) and long for a universal Hylian nonsense language spoken by the cast a-la Skyward Sword. There's also a slightly disappointing lack of enemy variety – where are the ReDeads, the Peahats, the Gibdos and particularly Like Likes that would have been a boon for clearing inventory of expendable shields?

All said and done, the game is a masterpiece of an achievement and the pros outweigh the cons tenfold. I can't recommend this game enough to anyone who ever played a Zelda or even a Nintendo title.


Casey Gibson, Associate Editor: It’s been an excruciatingly long wait for a new 3D Zelda, but it has been proven to be worth it.

Breath of the Wild throws the conventional Zelda formula out the window in favor of a masterfully done open world adventure that redefines both the series and genre. As a person who usually feels overwhelmed with open world games, this prospect scared me. Fortunately, instead of littering you with hundreds of quests, Zelda instead promotes discovery through exploration. You are given all the tools you need to traverse the world within the onset of the game and are sent out into the world with little direction. The complete freedom Breath of the Wild offers is a totally unique experience, allowing you to tackle dungeons in any order, visit as many shrines as you’d like or even allowing you to make a mad dash for Ganon right off that bat (although this is ill-advised). I found myself lost in exploration for nearly 20 hours before even setting foot in a dungeon which came as a complete shock as I normally enjoy pushing the main quest line along. However the feeling of discovering new areas, hidden shrines or little villages off the beaten path was far too satisfying and fun to want to do anything else. This feeling never waned as I progressed through the enormous land of Hyrule, consistently discovering new and interesting things even as I approached the final battle. The game is not without fault, as frame rate dips are present, but little can take away from the master class that is Breath of the Wild.


Andy Goegren, Managing Editor:Looking at Breath of the Wild as a Wii U swan song, a few things come to mind that would not be apparent for owners of the Switch version of the game. In most respects, it's hard to see this Zelda title as anything other than the landmark title that it is; a reboot of a historic franchise that takes what worked about the earliest Zelda titles and extrapolates to comically large degrees. Because the game was ported to Switch, however, there are a few nits I must pick with regards to how well the game fits onto the Wii U.  First and foremost, the usage of the Wii U GamePad is sorely underwhelming.  Earlier Zelda remakes on the platform made great use of the GamePad as a map and inventory screen, keeping the amount of time spent in sub menus to a bare minimum.  For Breath of the Wild, the GamePad serves as nothing but an Off-TV play option.  That's not nothing, but it's not much.  Another Wii U specific complaint would be that the game plays wonderfully with the Wii U Pro Controller.... 99% of the time. On the occasions when the game forces you into a motion control mini game, you are required to swap back to the GamePad because the Wii U Pro Controller doesn't support motion control.  This, of course, is not an issue on Switch because there is no control option that doesn't have motion sensing capabilities.

In the end, wandering the landscape and looking for shrines is a compelling and rich experience regardless of the platform.  At its core, this is a game about wandering around; I wandered for a good 65 hours. Eventually I reached a breaking point where I found the exploration less compelling, and took a bee-line to the endgame.  I'll probably go back, but for now I'm happy to be finished.

I'm not as overwhelmingly positive on this game as most of the critical reception would indicate I should be, but I can't argue that it's not revolutionary. I can't wait to see what lessons Nintendo takes from this game to the next.


Zachary Miller, Associate Editor: I've never played a game even remotely like this. Oh, I've played open world games before, of course, but none of them come close to the experience I get with Breath of the Wild. The map is ridiculously huge, and enormous swaths of it don't have anything particularly interesting going on in them, but that's what I love the most about it. If Nintendo set out to create a "living" world that stands apart from the immediate concerns of the plot, they've done so in spectacular fashion. Never before have I straight-up ignored the story in a Zelda game (or any open world game) to focus almost exclusively on effing around. It's the little things that impress me the most: birds flying overhead in V-formation, climate-specific wildlife, the overwhelming dread upon encountering your first mobile Guardian. I'm approaching this game's story missions almost as an afterthought. I stumbled across Rito Village and figured that I may as well get that Divine Beast over with. After that, I was back to seeing what's over there. Being able to climb almost any surface (max out your Stamina, kids) is such an incredible feeling. Almost without exception, if you see it, you can go there.

In fact, that's what Breath of the Wild is for me: "what's over there?" The sense of discovery is so powerful, so important to the experience, that whenever the "video game" aspects show up, I'm genuinely annoyed. When I'm gazing in awe at a gigantic dragon floating through the sky and suddenly attacked by Lizalfos or Bokoblin skeletons, a twinge of anger crosses my brow. When a bunch of Koroks encouraged me to complete a bunch of trials so I could reclaim the Master Sword, I actually left the area and haven't been back because I'd much rather explore a little more even if it's aimless. The Shrines are generally great, though. I've only been irritated by a couple of them but for the most part, these bite-sized puzzle rooms are glorious and I continue to be impressed by the inventive puzzles they throw at me.

Are there things I don't like? Sure, but none of them mar the experience and aren't worth going into here. I don't hold Breath of the Wild up on the same pedestal that I put Wind Waker on. Wind Waker is a tighter game but elicits the same kind of giddy exploratory vibe that its descendant does. But Breath of the Wild is close.

It's weird to say that the game both does and does not feel like a Zelda game. Your weapons, shields, and bows break with repeated use. You're constantly scavenging supplies, changing your armor set, and cooking things. Skyward Sword toyed with these concepts but Breath of the Wild makes them core tenants. You have access to horses but they're certainly not necessary or really even encouraged. Traditional Zelda things like musical instruments and progress-enabling items found in giant dungeons do not appear. There are only a few enemy types. Almost none of the music evokes familiar Zelda melodies (although I smiled in the Rito Village). Any specific links to the Zelda "timeline" are vague and open to interpretation. At the same time, the presence of the usual Hyrulian races--Rito, Gorons, Zora, and Gerudo--ground the experience. Despite being nothing like a Zelda game, Breath of the Wild is unmistakably a Zelda game.

Every time I boot this game up, I see something new and amazing. I cook something unique. I approach a fight in a different way. I gaze in wonder at the world I'm exploring and don't for one second want to see the journey end.


84
TalkBack / The King of Fighters '98 (Switch) Review
« on: April 12, 2017, 05:35:00 PM »

The King of Switch Fighters (for now).

http://www.nintendoworldreport.com/review/44476/the-king-of-fighters-98-switch-review

I’ve always been a fan of the fighting genre ever since I was a kid, playing Street Fighter II for days on end. But I never really got into SNK’s fighting games, which have always been a strong force in the genre. They’ve never been bad or anything -- they’re just simply not my cup of tea. But as I continued to play King of Fighters 98, I couldn’t help but appreciate the old school simplicity of the game. Its solid gameplay mechanics, huge roster and added enhancements changed my mind completely on the series. This is one of the best fighters out on the Switch at this moment in time.

The King of Fighters series innovated the 3 vs 3 style of battle seen in later fighters, and King of Fighters 98 is no different. You’ll choose from a giant roster of over 30 fighters from SNK’s various fighting series like Art of Fighting or Fatal Fury. Each of these men or women all have their own movesets and play styles as you battle other groups of three until you face the main baddie of the series, Rugal, who has the strength of three men because...well, he’s mean. Speaking of, there’s really no real story to this version of the game other than the goal being to beat Rugal, but the gameplay itself is fun enough that it negates this detriment.

Since this is a fighting game, the controls have to be on point and this version of King of Fighters ‘98 delivers on this front. An arcade stick would be the perfect choice (though one isn’t coming out for a while) but playing both on the TV and in handheld mode worked perfectly well for me. Everything was on point and I never had a problem with controlling my fighters and getting them to perform their special attacks. Two player local play is also available, using the two joycons. This mode of play still is a bit off, but then again I’ve felt the same way about other games just playing with the small joycon layout.

The Switch version of the game, developed by HAMSTER, features a wide variety of enhancements from the original arcade version. For starters, you can choose between the Japanese or English versions of the game, which have a few cosmetic differences. There are also leaderboards, save states, and difficulty settings that can be changed for your enjoyment. The only thing that kind of bums me out is the lack of online play. Fighting games and online multiplayer just seem like the perfect match these days for added replayability. Unfortunately it’s lacking here, which I hope isn’t a bad omen for future fighting games that make their way to the Switch.

King of Fighters ‘98 is one of the better fighters you’ll find on the Switch right now. It’s large roster and vibrant graphics brought me into the game, and its simple, intuitive gameplay gives you a lot to work with. There will probably be better fighting experiences for the Switch in the future, but right now King of Fighters can take its throne as one of the top fighters on the console..


85
TalkBack / Fate/Extella Announced for Switch
« on: April 12, 2017, 12:47:00 PM »

XSEED's bringing you more Switch action.

http://www.nintendoworldreport.com/news/44474/fateextella-announced-for-switch

Fate/Extella was announced for the Switch at today's Nintendo Direct.

Already out on PlayStation 4, the action title puts you in a role as a master who works with spirits that battle large amounts of enemies.

It will arrive in North America on July 25, Japan on July 20 and Europe 21 July, and will include 35 character outfits that were previously paid DLC.


86
TalkBack / Rayman Legends: Definitive Edition Coming to Switch
« on: April 12, 2017, 12:31:39 PM »

More Rayman coming your way.

http://www.nintendoworldreport.com/news/44467/rayman-legends-definitive-edition-coming-to-switch

It was reiterated on today's Nintendo Direct that a new version of Rayman Legends is headed to the Switch.

Titled Rayman Legends: Definitive Edition, this version of the game will feature new skins, levels, items and a Kung Foot tournament mode.

It is currently scheduled for release later this year.


87
TalkBack / Bye Bye BoxBoy Out Now in North America
« on: April 12, 2017, 11:58:31 AM »

The last in the BoxBoy trilogy is now out for the 3DS.

http://www.nintendoworldreport.com/news/44463/bye-bye-boxboy-out-now-in-north-america

Bye Bye Boxboy, the last in a trilogy of BoxBoy games, is out now on the 3DS eShop in North America.

Originally released this past Febuary in Japan, BoxBoy features 180 puzzle-oriented levels on four different stages. It will be priced at $4.99.

A demo is out as well for those who want to try the game out.


88
TalkBack / More Neo Geo Games Coming to Switch
« on: April 12, 2017, 11:51:00 AM »

SNK's giving the Switch all the goods.

http://www.nintendoworldreport.com/news/44460/more-neo-geo-games-coming-to-switch

It was announced during today's Nintendo Direct that even more Neo Geo games are coming to the Switch in the near future.

Fatal Fury, Over Top, Blazing Star, Garou: Mark of the Wolves, Galaxy Fighter, Shock Troopers: 2nd Squad, Last Resort, Sengoku and Samurai Shodown 4 are all set to arrive on the Nintendo Switch in the near future.

Samurai Showdown 4 will the first to arrive as it will be avaliable this Thursday.


89
TalkBack / Payday 2 Coming to Switch
« on: April 12, 2017, 11:44:14 AM »

Get ready to set up some heists.

http://www.nintendoworldreport.com/news/44454/payday-2-coming-to-switch

Payday 2 was announced for the Nintendo Switch today during the Nintendo Direct livestream.

The game, which is all about setting up big heists, is set for a Fall release with four player co-op action.

It was originally released in 2013 on PC, with versions arriving on modern consoles two years later.


90
TalkBack / New Kirby Games On the Way For 3DS
« on: April 12, 2017, 11:16:04 AM »

Kirby's going big for his 25th anniversary.

http://www.nintendoworldreport.com/news/44447/new-kirby-games-on-the-way-for-3ds

More Kirby games are set to arrive on the Nintendo 3DS console this year.

Today's Nintendo Direct revealed Team Kirby Crash Deluxe on the 3DS eShop, as well as Kirby Blowout Blast. Crash Deluxe is out now on the 3DS eShop. Blowout Blast, featuring over 25 stages, is due out this Summer.

It was also confirmed that a new multiplayer action game is also set for release this holiday season.


91
TalkBack / Ever Oasis Coming June 23 in North America, Europe
« on: April 12, 2017, 11:08:00 AM »

Won't be long to try out this action RPG.

http://www.nintendoworldreport.com/news/44445/ever-oasis-coming-june-23-in-north-america-europe

Today's Nintendo Direct gave us a release date for Ever Oasis in North America and Europe: June 23. The Japan release is set for July 13.

Announced at last year's E3, Ever Oasis is an action RPG developed by Grezzo for the Nintendo 3DS. Players are tasked with building an oasis by completing dungeons and other missions.

It was stated during the Direct that more information would be coming out for this title soon.


92
Podcast Discussion / Episode 223: Strange Internet Men
« on: April 02, 2017, 11:45:35 AM »

How do the Connectivity guys arrange their gaming rooms? Find out this and much more on this weeks episode.

http://www.nintendoworldreport.com/connectivity/44402/episode-223-strange-internet-men

This week Adam, Bryan and Matt discuss how they arrange their gaming setups of the past and present day. They eventually move into a discussion on how and where they have been playing their Switches along with some discussion about some games.

The musical selection on this episode is the Rito Village theme from Zelda: Breath of the Wild.

Nintendo World Report is now on Patreon, and high rollers can name their topic for Connectivity, so head over to our Patreon page if you want to support us.

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

Send us your listener mail by clicking here.


93
Podcast Discussion / Episode 222: Where the Wild Things Are
« on: March 11, 2017, 04:41:50 PM »

The Switch has been flipped.

http://www.nintendoworldreport.com/connectivity/44287/episode-222-where-the-wild-things-are

This week, Nicholas, Bryan and Adam chat about their Switch launch stories, Zelda, 1-2 Switch, Bomberman and more. We keep the Zelda spoilers to a minimum and speak only in generalities and early game stuff.

Nintendo World Report is now on Patreon, and high rollers can name their topic for Connectivity, so head over to our Patreon page if you want to support us.

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

Send us your listener mail by clicking here.


94
TalkBack / Super Bomberman R (Switch) Review
« on: March 06, 2017, 09:28:58 AM »

Bomberman is back, and his first foray on the Switch is a perfectly alright experience.

http://www.nintendoworldreport.com/review/44257/super-bomberman-r-switch-review

After years of essentially being a dormant franchise, I was shocked to see a new Bomberman game announced for home consoles, something that hasn’t happened since 2010. Being a fan of the more recent games, I looked forward to getting my hands on the latest adventure featuring characters I thought would be forever dormant in Konami’s evil lair. What I got in return was a competent Bomberman adventure that met all of the qualifications of what a Bomberman game should be. That isn’t a bad thing at all -- I had fun with the game. But for those that wanted a bit more sizzle to their Bomberman steak, you unfortunately aren’t going to get it with this title.

There are two modes of gameplay. The first one, Story mode, has Bomberman and his seven other siblings embark on a quest to save the world from Emperor Buggler, who wishes to rule the universe the Bombermen and women live in. In between worlds, you’ll come across interactive cutscenes with Bomberman and his relatives. They’re nice and colorful, but the voice acting is kind of drab, leaving them cute but lacking substance.

50 maps are up for clearing in Story mode. You must use your Bomberman’s bombs to vanquish enemies, clear walls, and enter the warp zone to advance to the next area until you come across the boss at the end of each world, where you follow relatively simple patterns in order to vanquish the nefarious monstrosities. I didn’t mind this mode so much, as it was fun and relatively simple. It’s standard Bomberman fare that doesn’t mess with the formula, but since the formula is pretty good already, why mess with it?

Multiplayer is the other mode in the game, featuring up to eight players both via local and online play. Eight maps are available to choose from initially with a variety of customizable rules. Online play at times was spotty; I was able to complete a game just fine for the most part, but lag occasionally made things barely playable and a chore to get through. When everything goes smoothly, online is a fine experience that’s easy to get lost into for a few hours.

Playing online (as well as advancing through story mode) gives you battle points, or BP, which you can spend in the game’s shop area. You can choose from a bunch of stuff to get, including wearable items, stages for multiplayer, and unlockable characters from the story mode. It’s a nice way to add replayability, giving me something to work for, but in the end, none of it was that necessary or grand.

When it comes to Super Bomberman R, don’t expect any frills, bells, or whistles. This is a standard edition of a Bomberman experience, with a decent enough story mode and a pretty fun online experience whenever the connection was smooth. Nothing about this game reinvents the franchise, but hey -- as someone who has wanted a new entry in the Bomberman series for years, this game definitely fits the bill.


95
TalkBack / Pokemon Sun/Moon (3DS) Review Revisit
« on: February 20, 2017, 12:22:00 PM »

NWR's staff heads back to Alola at another look at the latest entries in the Pokémon series.

http://www.nintendoworldreport.com/feature/44130/pokemon-sunmoon-3ds-review-revisit

The seventh generation of Pokémon games have been out for a few months, and to say they’ve been enormously popular would be an understatement. Both Alex and Daan gave the games positive reviews upon their release. Daan enjoyed the experiments Game Freak tinkered with as far as the traditional RPG Pokémon formula went, while Alex admired the game’s trials and setting. Three more of NWR’s faithful have their thoughts on Alola -- do they agree, or do they have a different opinion?


Bryan Rose, Reviews Editor: Pokémon Sun and Moon are a fantastic entry in the mainline Pokémon series. It offers new challenges, tougher gameplay, a more streamlined experience and enough side quests and Pokémon collecting that keeps the series fresh in its seventh incarnation.

What I loved about Sun and Moon the most was that they took genuine steps in making this feel like a completely new experience. Instead of just refining what made Red/Green/Blue great like in other sequels that we’ve seen, Sun and Moon offer a completely different experience, ridding itself of gym leader battles in favor of new island challenges that add a new element to gameplay. It’s nice not knowing what you’re getting into in a mainline Pokémon title for once - it was pretty exciting doing each challenge and figuring out what to do next.

This doesn’t mean that Sun/Moon doesn't have its downfalls. Much like X and Y, you have a bunch of friends that hold your hand throughout the game and tell you what to do. This becomes redundant, especially in later parts of the game where you feel like you’re chained to your friends so much it makes the game feel linear in terms of scope. Plus, the smaller islands in the later parts of the game don’t help that feeling much, either. But despite the negatives, I had a very positive experience with Sun and Moon. It’s a breath of fresh air in a series that was long overdue for one.


Matt West, Associate Editor: Pokémon Sun and Moon are the most streamlined games in the series to date, and I mean that in ways that are both good and bad. Pokémon has never been more accessible than it is in these two entries; the various quality of life improvements and the wonderful presentation of the Alola region are delightful for veterans and newcomers alike. For example, HMs are gone, and in their place are Pokémon you can summon with the simple press of a button that do most of the HM grunt work. No longer do trainers have to agonize about using a move slot for a pointless HM move, or assign a party slot to a HM-only Pokémon. It’s an overdue addition that’s just one example of how Sun and Moon make the series more accessible than ever before. Displaying move effectiveness on opposing Pokémon during battles, assigning Pokeballs to the “Y” button rather than ruffling through menu screens to find them, and a UI that is the series’ easiest to navigate all make finding, battling, and catching Pokémon a joy.

Unfortunately, the streamlining didn’t stop there. Sun and Moon are by far the series’ most linear games, especially the first couple of islands, in which you are repeatedly forced down one path (which reminded me of Final Fantasy XIII’s linear hallways) until you reach the next cut scene. There were several instances, even halfway through the game, where I felt as if I still hadn’t been set free to truly explore Alola like I was at a similar point in previous games. Because of this linearity, Alola feels like the smallest region in the series, despite being on more powerful hardware than games like Red and Blue.

I also personally didn’t care much for the trials replacing the gym battles, and felt that most of them were pointless fetch quests or a waste of time. Z-Moves, likewise, are a less interesting substitute for Mega Evolutions, and too often they felt like a “win button” in some of the game’s tougher battles.

Those criticisms aside, Sun and Moon are still rock solid Pokémon games, even if they don’t represent the best the series has to offer in many regards. The various quality of life improvements, mixed with what I consider to be the best new Pokémon designs in at least a decade, combined to make Sun and Moon an enjoyable journey, and a good send off for the series on 3DS.


Neal Ronaghan, Director: Since being totally consumed by Pokémon Red and Blue as a youth, I’ve receded to being a more casual fan of the series. I’ll check in with every mainline entry, maybe dabble in a spinoff or two all the while never getting wrapped up in the metagame or competition. Most of what I craved in new Pokémon games was freshness, whether it’s new creatures, new narrative twists, new worlds, or new adventures. Pokémon Sun and Moon delivers on nearly everything I wanted in a brand new Pokémon game by changing up the formula just enough to make this adventure feel less rote and formulaic.

Now, Sun and Moon is still very linear, and if you break it down, the new Trials are kind of like Gyms with a new hat on, but the specifics don’t matter as much to me in this case. I didn’t really know where the story would take me next. I didn’t know what the hook of the next Trial would be or what new Totem Pokémon I’d face. The only way this new style backfired on me is that I got caught off-guard by how quickly the ending came, but considering that was after more than 20 hours of delirious fun, that’s not a major issue. It just means I want the rumor of a Switch version to be real and add new stuff.

Pokémon Sun and Moon has become the definitive Pokémon game for me. It carries with it memories of the past but forges ahead with bold new ideas for the present and future. It’s my favorite in the series since Heart Gold/Soul Silver at a minimum, and potentially my favorite Pokémon game ever made at a maximum. Just right now, I’m considering buying the other version so I can romp through this world again (now with my Red/Blue Pokémon courtesy of Pokémon Bank). This game freaking rules.


96
Podcast Discussion / Episode 219: Welcome to the Wafamily
« on: January 28, 2017, 09:33:01 PM »

We discuss various ideas for Nintendo properties coming back, some serious, some waserious.

http://www.nintendoworldreport.com/connectivity/44055/episode-219-welcome-to-the-wafamily

Episode 219 is all about ideas for games that could (never) appear on Switch.

Adam, Bryan, Carmine and Kelton throw out some of their personal wants and dream-game concept scenarios. Inevitably, the discussion devolves into some more far-fetched examples, including a town run by a Wa gang.

The song selection this week is 'The Indigo-Go's' From Zelda Majora's Mask.

Nintendo World Report is now on Patreon, and high rollers can name their topic for Connectivity, so head over to our Patreon page if you want to support us.

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

Send us your listener mail by clicking here.


97
Podcast Discussion / Episode 218: Pre-Ordering in the Cold
« on: January 12, 2017, 10:47:51 PM »

The full reveal of the Switch has happened, did Nintendo live up to the massive hype?

http://www.nintendoworldreport.com/connectivity/43971/episode-218-pre-ordering-in-the-cold

Welcome to Connectivity 218!

On this episode, Nicholas, Carmine, Bryan and Adam chat about the Nintendo Switch event. The guys cover the generalities of the presentation, along with a healthy dose of speculation on what was not covered in the conference. Adam even goes the extra mile and records the podcast while waiting in his car outside a GameStop to hopefully snag a pre-order.

Nintendo World Report is now on Patreon, and high rollers can name their topic for Connectivity, so head over to our Patreon page if you want to support us.

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

Send us your listener mail by clicking here.


98
TalkBack / Elder Scrolls V: Skyrim Coming to Nintendo Switch
« on: January 12, 2017, 03:55:04 PM »

Bethesda's finally coming to Nintendo systems.

http://www.nintendoworldreport.com/news/43946/elder-scrolls-v-skyrim-coming-to-nintendo-switch

The Elder Scrolls V: Skyrim is headed to the Nintendo Switch.

A video was shown with Todd Howard, director of Bethesda Game Studios, making the announcement while giving praise to Nintendo and the Switch console. It is most likely a port of the recent Special edition released last fall.

No date was given.


99
TalkBack / Arms Announced for Switch
« on: January 12, 2017, 03:32:00 PM »

Have you always dreamt of having big 'ol fighting arms? Well, this game's for you!

http://www.nintendoworldreport.com/news/43936/arms-announced-for-switch

A new IP was shown tonight at the Switch press conference by Nintendo called Arms.

It is a fighting sports game that features you having expendable arms. Movement is similar to boxing, but also like shooting where you aim and fire at distant opponents. You use Joy-Cons in "thumbs up" poses to use moves like twist fist and punch curves. You move your character by tilting the Joy-con, where they can dash and jump.

Footage shown was that of two characters, Spring Man and Ribbon Girl. Action was fast paced, and while you can guard, a lot of the action required none at all.

Arms is set to be released this spring.


100
TalkBack / Nintendo Switch's Online Services Detailed
« on: January 12, 2017, 03:09:00 PM »

Will be free at launch, paid services starting this fall. Update: Nintendo's website provides further details on the suite of paid services (including voice chat), and suggests that a Nintendo Account seems to be integral to the feature.

http://www.nintendoworldreport.com/news/43929/nintendo-switchs-online-services-detailed

Nintendo's online services were detailed early in tonight's Switch presentation by Tatsumi Kimishima, current president of Nintendo.

Kimishima mentioned that you will be able to invite friends to play online multiplayer using your smartphone, as well as being able to chat with friends and set up play appointments.

Further details from Nintendo's website suggest the paid service will utilize a Smart Phone device app to provide the lobbies, matchmaking, appointments, and even voice chat. Additional features of the paid service will be monthly access to featured NES or SNES titles that Nintendo states will be feature "newly-added online play" and access to exclusive deals on digital software and content.

These services will be free during a trial period that will end this fall. Nintendo will further detail their online services more at a later date.


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