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Messages - NWR_Josh

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51
TalkBack / Animal Crossing: Style Setters
« on: July 16, 2013, 10:18:38 PM »

NWR staff members show off some of their own clothing designs for Animal Crossing: New Leaf!

http://www.nintendoworldreport.com/feature/34871

Recently some members of the NWR staff have been creating some of their very own clothing designs for Animal Crossing: New Leaf. And as the game allows us to take screens and make QR codes, we thought that we could create our own little fashion show.

Below you will find some cool clothing designs that you can scan right into your game if you have the QR machine unlocked. We hope you like some of the designs, and be sure to post your own creations in the talkback!

James Dawson

My designs are from the anime and manga series, Mazinger Z. Mazinger Z was created in the early 1970s by the prolific manga artist, Go Nagai, who is also known for such works as Devilman, Violence Jack, and Cutey Honey. Mazinger is credited as the first “super robot” anime.

The shirt design is of the hero, Koji Kabuto’s pilot suit. Likewise, the dress design is the heroine and love interest, Sayaka Yumi’s pilot suit.

Kabuto Koji

Yumi Sayaka

Nicholas Bray

My designs feature my take on the fourth Doctor from the TV series Doctor Who, and an original design I made for my girlfriend, it was actually the second one I had made for her.

Using the dress template for The Doctor, I was able to make it into a coat and then have the scarf running down both sides; having the scarf be really long is the most important feature.

The Lime n Pink dress features a simple pattern along the top half of the front, and a simple brown cross on the back. I like having designs feature some sort of two-toned approach. The dress I had made previously also played with having the back be almost the opposite from the front. I feel that way it makes the design more interesting and almost surprising when the wearer turns around. 

The Doctor

Lime n Pink

Josh Max

Ketchum clothes: Who doesn't wanna be the very best, like no one ever was? That's right. So here it is: the famous shirt and vest combo from everyone's favorite aspiring Pokémon master.

Protoman: When you hear a familiar tune in the night and turn around, there he is.... Protoman. Even though it's a little hot out, why not dress up like an anti-hero?

Ash Ketchem

Protoman


52
TalkBack / Olimar Will Be in the New Smash Bros.
« on: July 12, 2013, 08:43:08 AM »

Olimar returns for another round.

http://www.nintendoworldreport.com/news/34896

Captain Olimar and his trusty Pikmin will return in the next incarnation of Super Smash Bros.

This news comes directly from the official Super Smash Bros. site. In the pictures released with his reveal, Olimar appears to use red, yellow, blue, white and purple Pikmin. There is no mention of any other types of Pikmin, but his character page does suggest players check out Pikmin 3.

It's also worth noting that like the Wii Fit Trainer and Animal Crossing Villager, no pictures have been currently shown of Olimar in the 3DS version of the game.


53
TalkBack / New Digimon World Re:Digitize Trailer Shows 3DS Gameplay
« on: May 28, 2013, 03:31:08 PM »

Redigitizing never felt so good. 

http://www.nintendoworldreport.com/news/34360

Namco Bandai has released a new trailer for the upcoming Digimon World Re:Digitize today. The trailer shows off some gameplay from the Nintendo 3DS version of the game. 

Digimon World Re:Digitize was originally released for PSP last year along with Digimon Crusader in accordance with the show's 15th year anniversary. The 3DS version will feature new content including new Digimon and areas. 

The game is scheduled to be released June 17, 2013 in Japan. 


54
TalkBack / Groove Heaven Review
« on: May 28, 2013, 07:18:54 AM »

I suck at keeping rhythm and even I enjoyed this.

http://www.nintendoworldreport.com/review/34348

The newest rhythm based game to hit the Nintendo 3DS is none other than Teyon’s Groove Heaven. In the game you play Rhymi, a demon on a mission. The mission? Deliver a love letter from the Devil Lord in Hell to the Goddess in Heaven. Rhymi has to make her way through thirty levels in the tower that connects Heaven to Hell, avoiding crazy animals, angels and traps along the way. 

The gameplay is pretty simple and very easy to grasp from the minute the game starts. Rhymi is controlled through two buttons, one to turn and one to move forward.  They can either be touched on the touch screen or set to certain buttons. Either way, they only work when tapped along with the beat that’s being played throughout the game. It’s pretty easy to keep up with the beat, the real challenge comes out of knowing when to stop and start tapping. And if you suck at keeping a beat (like me) it may be difficult from the beginning. Granted, the game does its best to help those rhythmically challenged players by making the first few levels addictively fun and easy. 

As the game progresses, the difficulty multiplies exponentially. This doesn’t necessarily take away from the game, but it does cause some frustration. Along with the same beat throughout the game the later levels can be so frustrating players might consider turning the game off for good. But those who don’t mind a bit of a challenge and find the melody addicting may just breeze through the game with a smile on their face the whole time. 

Groove Heaven has this unique charm about it. It doesn’t take itself too seriously and it works wonderfully with everything it puts forth. The story is a little silly, but it sets up enough for the crazy environments and enemies to make sense. The graphics are adorable and have their own style that lends itself to the simplistic gameplay. Even the music is simple, but in a good way. The music helps out those who are new to the game mechanics and is fast enough to keep experienced players on their toes.

When I heard there was a new rhythm game coming to the Nintendo eShop I immediately sat up and took notice. I haven’t tried my hand at many rhythm games in the past, but when I picked up Groove Heaven I was quite happy with the experience. The simple gameplay mechanics and charming comic book style worked wonderfully to make the game stand out. Granted, the difficulty curve is quite steep, but that shouldn’t stop you from having some fun with it. I just wish there was a little more variation in the music. Overall, the game was very enjoyable and is definitely at least worth checking out.  


55
TalkBack / All I Want For Christmas is a New Pokémon Warlord
« on: May 27, 2013, 11:45:07 AM »

This blog kind of got away from me at one point. 

http://www.nintendoworldreport.com/blog/34340

Word  is that Tecmo Koei’s new Executive Vice President, Hisashi Koinuma, is thinking about making a sequel to Pokémon Conquest. Now, if my review was any indication, I am a fan of the original Pokémon Conquest. Can we all acknowledge that I just said “original” Pokémon Conquest? And that I just said “Pokémon Conquest” three times. Four. Ok, I’ll stop. 

The idea that there might be a sequel excited me to no end. There was so much more that the already great game could have done. I would be over the moon if there could be a longer, richer and more engrossing story. The use of the term “Pokémon Warlord” could be used a lot more (especially because there’s no excuse to use it anywhere else rationally). Oh, and there are about 400 other Pokémon the game didn’t even use. If Tecmo Koei really wants to, there’s a whole world of warlords to explore. We could even explore different Pokémon shaped islands like a Marowak Graveyard or a Scyther Forest. Maybe you could teach Pokémon different moves. 

The point I’m trying to (obviously) make is that this could be a great thing. I, along with many others, enjoyed the game. The fan base has been established and is excited for the possibility of a sequel. All the developers have to do is not screw it up. Don’t promote things we wouldn’t care about. We don’t care if you include Pikachu again. We could care less about a new crappy name or a new controller with an extra button. Don’t talk about how we can stream live TV through it. We don’t care if we can talk to it from across the room. Just give us what we want! Not what you think we want! Stop screwing with us! …I mean… More Pokémon. We want more Pokémon. 

Back to the topic at hand: Hisashi Koinuma, if you want to make a new Pokémon Conquest, please go for it. As long as we don’t have to wait three years for it, we’ll all be happy. Your tweet has transcended the web and made its way into our hopes and dreams. We are taking “Well, there was a lot of unfinished material for Pokémon Conquest…” as “Guys, I really want to make a new Pokémon Conquest. Support me.” Koinuma, we have heard you. We are here. We are waiting. 


56
TalkBack / Groove Heaven Coming May 23 to 3DS
« on: May 21, 2013, 01:57:11 PM »

Get your groove on in Teyon's newest game for 3DS eShop

http://www.nintendoworldreport.com/news/34294

Teyon has just announced the release of its newest title, Groove Heaven which will be released in America and Europe on the Nintendo 3DS eShop on May 23, 2013 for $3.99 and €3.99 respectively.

In this rhythmic puzzler an angel, Rhymi, must deliver a letter from the Devil Lord to a little angel who is actually a little demon. The game offers over thirty levels in two modes, Story mode and Timed mode, in which players can groove their way in search for Red, Pink and Golden notes.


57
TalkBack / BearShark Review
« on: May 07, 2013, 08:45:19 AM »

Is "jumping the bear" a thing? 

http://www.nintendoworldreport.com/review/34126

Steve is just like any other guy. He doesn’t want to be eaten by a bear or a shark. In order to fulfill his desire to continue living he must run, endlessly, to the right side of the screen. On his way to the other side (of the screen,) Steve must dodge obstacles and avoid disguised predators. With that simple premise and fun visuals, BearShark marks the first CollegeHumor  game for the Nintendo 3DS. 

With BearShark, what you see is what you get. If you’re someone who enjoys endless runners, you may find yourself enjoying the game. The game alternates between the woods and a lake, switching antagonists according to the environment. The objective and gameplay stays the same throughout: You, Steve, must run, jump, and swim for your life. Avoiding the various obstacles and antagonists can all be done with a single button or by tapping the touch screen, which is all responsive enough and makes the whole experience very easy at first. But with each new area Steve arrives at, the speed increases, making it exponentially harder to play.

The music alone makes the game incredibly more pleasant. Granted, it can get repetitive, but it’s just catchy enough that it makes the game more enjoyable. The goofy sound effects that pervade the game might make you laugh the first couple times, especially since the whole package is pretty charming for the first 20 minutes or so.

But like all jokes, the game wears on you a few times through (a bear in a Soviet submarine can only make you laugh so many times). After Steve has run through the same two backgrounds six or seven times, the charm of the game starts to fade. It is easy to pick up and play, but it is just as easily forgotten. With little variation, aside from the environments, the game doesn’t have much durability. 

CollegeHumor’s first 3DS game was a big step for them, just not an impressive one. BearShark gives off a great first impression, but first impressions aren’t everything. After a while, the game’s brand new shine starts to fade, until it fades away to nothing.


58
TalkBack / Witch & Hero Review
« on: May 04, 2013, 10:40:05 AM »

Bumper bosses and a stoned witch.

http://www.nintendoworldreport.com/review/34108

Witch & Hero evokes both a sense of beautiful nostalgia and a feeling of frustration that the game was almost great. Witch & Hero is an 8-bit-style action game from Circle Entertainment. The story is simple: a witch and a hero are hired by some townspeople to slay the evil Medusa. Medusa kicks their butts and turns the witch to stone. The hero must defeat Medusa to restore life to the immobile witch.

The game is easy to pick up and play due to its simplicity. No buttons are used, just the Circle pad or the D-Pad, which are used to walk the hero towards the enemies that crowd the screen. He then bumps into them until they die. It’s a very straightforward concept that results in little enjoyment when an enemy falls. The only real satisfaction comes when a boss (a sprite that’s three times larger than the others) has been bumped to death. Just like the enemies, the hero can be bumped to death. After his health reaches zero, he faints for a quick second. Then it’s back to the ol’ bump.

While the bumping makes the game easy to play, it makes progress difficult. Since there is no way for the hero to acquire a move set or swing a sword or anything, the strategy that players will use is just “bump until someone dies.” It is possible to make the hero stronger, but at a price. After each level is completed, experience points and gold are given out. The experience raises the hero’s health and the money can be used to purchase upgrades from the shop. Upgrades include strength, defense, speed and spells for the witch to use.

The witch, although largely immobile, can be revived if enough blood has been collected from fallen enemies and delivered to her. She can either cast a wide area wind spell or a directed fire spell. Sometimes spell choice is very important for completing a level, making the witch much more important as the game progresses.

One of the biggest problems of the game is the progression of difficulty. Luckily, the game allows previous levels to be replayed, allowing for massive grinding opportunities. And believe me, the grinding is a necessary part of the game. For those who can’t stand repetition or grinding, this game is not for you.

Despite its problems, the game is pretty charming. With enchanting music and enjoyably simplistic bump gameplay, it can grow on you. It has a catchy little tune playing in the background and the sprites are just simple enough that they can fill you with that sweet, sweet nostalgia. Although the gameplay is repetitive, it’s not terribly so. The difficulty is manageable after the first couple of levels. Overall, it’s a fun little game that you can pick up and play. Who knows? You may even like it.


59
TalkBack / Witch & Hero Review
« on: May 04, 2013, 08:58:25 AM »

Bumper bosses and a stoned witch. 

http://www.nintendoworldreport.com/review/34108

Witch and Hero evokes both a sense of beautiful nostalgia and a feeling of frustration that the game was almost great. Witch and Hero is an 8-bit-style action game from Circle Entertainment. The story is simple: a witch and a hero are hired by some townspeople to slay the evil Medusa. Medusa kicks their butts and turns the witch to stone. The hero must defeat Medusa to restore life to the immobile witch.  

The game is easy to pick up and play due to its simplicity. No buttons are used, just the Circle Pad or the D-Pad, which are used to walk the hero towards the enemies that crowd the screen. He then bumps into them until they die. It’s a very straightforward concept that results in little enjoyment when an enemy falls. The only real satisfaction comes when a boss (a sprite that’s 3x larger than the others) has been bumped to death. Just like the enemies, the hero can be bumped to death. After his health reaches zero, he faints for a quick second. Then it’s back to the ol’ bump. 

While the bumping makes the game easy to play, it makes progress difficult. Since there is no way for the hero to acquire a move set or swing a sword or anything, the strategy that players will use is just “bump until someone dies.” It is possible to make the hero stronger, but at a price. After each level is completed, experience points and gold are given out. The experience raises the hero’s health and the money can be used to purchase upgrades from the shop.  Upgrades include strength, defense, speed and spells for the witch to use. 

The witch, although largely immobile, can be revived if enough blood has been collected from fallen enemies and delivered to her. She can either cast a wide area wind spell or a directed fire spell. Sometimes spell choice is very important for completing a level, making the witch much more important as the game progresses. 

One of the biggest problems of the game is the progression of difficulty. Luckily, the game allows previous levels to be replayed, allowing for massive-grinding opportunities. And believe me, the grinding is a necessary part of the game. For those who can’t stand repetition or grinding, this game is not for you. 

Despite its problems, the game is pretty charming. With enchanting music and enjoyably simplistic bump gameplay, it can grow on you. It has a catchy little tune playing in the background and the sprites are just simple enough that they can fill you with that sweet, sweet nostalgia. Although the gameplay is repetitive, it’s not terribly so. The difficulty is manageable after the first couple of levels. Over all, it’s a fun little game that you can pick up and play. Who knows? You may even like it. 


60
TalkBack / Monster Hunter 3 Ultimate Review
« on: April 03, 2013, 11:03:08 AM »

Do the Monster Hunter Mash. 

http://www.nintendoworldreport.com/review/33734

Monster Hunter 3 Ultimate is the follow-up to Monster Hunter Tri, which was released in 2009 on the Nintendo Wii. This version offers more monsters and quests, and players can experience it on the Wii U, 3DS, or both, with the game’s support of cross-platform play. With six wholly different environments, scores of monsters, and a bigger weapon selection than before, does MH3U bring the goods, or is it just a rehash of Tri. 

The premise of the game is a simple one: as the new hotshot monster hunter in town (or village), it’s your duty to protect the villagers from the nasty creatures outside their walls. Granted, MH3U doesn’t feature anything resembling a good story, but that shouldn’t stop you from having one hell of a time hunting some of the scariest and most badass monsters you have ever seen.

Most of the major monster hunting takes place in quests. With around 200 quests, the game easily allows for dozens of hours of gameplay. Quests’ objectives range from collecting mushrooms to slaying a certain number of smaller monsters or truly terrifying beasts. Although Tri fans will notice a lot of the same quests from the first release, Ultimate adds plenty of new adventures even seasoned hunters can enjoy. The game also creates reasons to replay quests, whether it’s to obtain a certain item, to hone your new weapon, or simply to get in more practice against a certain enemy. More likely than not, you’ll often have to head back to each area to get a certain item for your brand-new armor or weapon set.


To complement its action gameplay, MH3U includes an intricate and engrossing crafting system. You can choose from 12 different weapon types with advantages and disadvantages, including speed and defensive capabilities. Each weapon type includes several base weapons players can upgrade into at least four other weapons, allowing hunters to experiment until they find their perfect weapon. Pieces of defeated monsters, as well as bugs, ores, and metals are usually required to upgrade a weapon. Though somewhat tedious, collecting materials and upgrading weapons is effective in keeping you invested in and moving along the game’s progression path.

Weapons aren’t the only things that make you a better hunter. The game creates and puts you in situations that require you to learn and adapt, and gain real experience in the process. Traditional RPGs offer a basic level-up structure and mentality, but MH3U reflects your progress with each behemoth you take down on your own. After the first encounter with a Great Jaggi (one of the game’s first bosses), most players would feel winded. But after a few more bouts with the monster and a weapon upgrade or two, the experience can become little more than a nuisance, and much more rewarding.

The control scheme for the 3DS version is great, and only takes the extent of the game’s intro to get used to. Albeit long, these intro stages are also a great way for new hunters to get acquainted with the world. By the time hunters depart for their first hunt, the controls feel much more natural. MH3U even offers a variety of different control options if the default doesn’t suit players. Attacking, dodging, and running are all controlled easily, which makes getting into the experience that much smoother.


With a plethora of monsters and a gaggle of characters, the game makes a point to give everyone and everything its own personality. The game’s music also creates an engrossing atmosphere you can really lose yourself in. The battle music is exciting, the exploration music is beautiful, and the village music is just quirky enough to make you smile. The graphics, on the other hand, are only all right. The monsters look amazing, as expected, but everything else looks a little simple in comparison.  Some of the character models, in particular, are a little rough. It’s not a major detraction from playing Ultimate, but it’s just hard not to notice after fighting a beautifully rendered monster.

At some points in Ultimate, playing solo just isn’t enough. Granted, two AI companions are available to help (one companion is new to the series), but more often then not they get devoured in the first 30 seconds of an encounter. Even with your seemingly immortal companions, hunting with friends is better. Local multiplayer is a blast, allowing players to hunt and fight side-by-side virtually and physically. When players are able to complete a mission together the feeling of joy is almost overwhelming. 


As everything Tri was and more, Ultimate in its portable form is a must-have, at least for Monster Hunter fans. Being able to bring the game’s immersive world with you where ever you go is a truly incredible experience. Whether you’re looking for another Carpenterbug or hunting down the mighty Lagiacrus, MH3U brings an impressive amount of content, challenge, and fun to the 3DS. 


61
TalkBack / Monster Hunter 3 Ultimate Preview
« on: March 05, 2013, 02:44:44 PM »

What's so great about MH3U? Check it out. 

http://www.nintendoworldreport.com/preview/33498

After months of anticipation, Monster Hunter 3 Ultimate finally makes its way to North America, Europe and Australia this month. Seasoned hunters and young rookies with big dreams alike are readying their thumbs for what may be the most expansive and incredible Monster Hunter game yet. 

Monster Hunter 3 Ultimate is an updated version of the 2009 Wii release, Monster Hunter Tri. Coming out on both the Nintendo 3DS and Wii U, this version promises more than any fan could hope for. Its beautiful environments and immersive gameplay are only the tip of the iceberg; the game brings a plethora of new features to the table. 

Are you ready?

Players with both a 3DS and Wii U can play both on their big screen at home and on the small screen on the go. The game’s Wii U and 3DS compatibility allows players to start their journey on their Wii U and then send it to their 3DS when ever they want.  Along with this new feature, the game also brings more of what the players want: monsters. 

MH3 Ultimate has a few more small monsters frolicking around its world, and a lot more large monsters dominating their native areas. One such monster is Guran-Miraosu, the elder dragon. If that weren’t enough for players, the game’s new flagship monster, Brachydios, looks to challenge even the most seasoned veterans. The game spares no expense in making its monsters the most terrifying and fun the franchise has ever seen. 


In addition to its numerous creatures, Monster Hunter 3 Ultimate also has the potential to attract more hunters together than ever before.  The game features local multiplayer for both Nintendo 3DS and Wii U players, allowing up to four people to come together to slay the mightiest of monsters. A recent announcement revealed that a month after release, a new patch would be available that allows North American players to play with their European brethren. So whether it’s a seamless connection locally or playing on one of the soon-to-be international servers, hunters will always have the option of fighting with their brothers in arms. 



If all of this weren’t enough, DLC quests will be available in the months following the game’s release, with the first quest coming on March 19 alongside the game’s release. The best part of these DLC quests? They will be absolutely free. 

Four years ago, Monster Hunter Tri brought in both new players as well as the series’ faithful. Now it’s Monster Hunter 3 Ultimate’s time to shine. With updated graphics, impressive co-op play, and more monsters than you could shake a sword at, it could be the ultimate Monster Hunting experience. 


62
TalkBack / Need For Speed: Most Wanted U Video Demonstration
« on: February 22, 2013, 12:00:22 PM »

Learn more about Most Wanted U by watching this video. 

http://www.nintendoworldreport.com/video/33415

In the following video demonstration, EA's Jayme Figueroa takes us the through a demo version of Need For Speed: Most Wanted U.


63
TalkBack / Re: An Ode to Frederick the Wary
« on: February 21, 2013, 04:41:09 PM »
Clayton, HOW DARE YOU BRING THAT IN HERE. But seriously, you're not the first one to alert me of that today. I've found quite a few people singing Fred's high praises today. I think it's just because for the first time in a while I (along with many other players) didn't just shelf my Master Class by chapter 4. I wouldn't be surprised to see a Lon'qu ode coming soon... Maybe... if I'm allowed.

64
TalkBack / An Ode to Frederick the Wary
« on: February 21, 2013, 11:43:11 AM »

My knight in shining armor. 

http://www.nintendoworldreport.com/blog/33406

For all you who haven’t yet received your copy of Fire Emblem Awakening, I’m afraid my latest ode may be lost on you. Oh, weary travelers, how I mourn for your loss! This ode is for a man who has been my defender and comrade, saving my life countless times throughout the war that tore its way through the land. This man has kept an eye out for not only me, but my friends as well. This man... is Frederick the Wary. 

Frederick is the standard master class character that accompanies you from the beginning of Fire Emblem. In Sacred Stones, it was Seth the Paladin; in Shadow Dragon, it was Jagen the Paladin; and in Awakening, it is Frederick the Great Knight. Frederick has a special place in my heart, though. If it weren’t for him, my band of Shepards would have been wiped out in Chapter 1. Through his sheer badassery, he took down a whole squadron of mercenaries and barbarians, leaving the remains for my weak team to grow on. It’s because of him I was able to develop some of my favorite characters, like Lon’qu and Donnel (who has the potential to be a tank). 

He is 105 pounds of raw destruction.

Frederick, you are by far the most helpful character in the first few chapters. Granted, when I’m later able to promote characters, you become less useful, but you’re still a valued member of the team. You may be a support character by Chapter 9, but you’re still one helluva fighter. While other members fall to the wayside, like Ricken, you will always be in my top 10. Maybe top 15 by the end. We’ll see how many assassins I can get. 

Fellow Fire Emblem enthusiasts, join me as I weave an ode for our most prestigious of starting characters! 


“From far and wide, we gather allies. 

At my side, you’ll always stay. 


With Risen to the left and thieves on the right, 

your hands, so deft, will strike them down. 


Thank you, dear knight, for saving us all. 

Not only from plight, but from those GOD DAMN ARCHERS.”


65
TalkBack / Re: Fire Emblem Frustration
« on: February 08, 2013, 08:34:33 PM »
I feel like an old man watching my grandkid discover stuff in my backyard. "I remember my first death, yessiree bob. Don't touch that, Kim. It's diseased."

66
TalkBack / Re: Fire Emblem: Awakening Review
« on: January 31, 2013, 11:53:33 PM »
SO EXCITED I NEED TO TYPE IN ALL CAPS. OH MY ROOOOOOY.

67
TalkBack / The Pokémon X Debacle
« on: January 27, 2013, 10:29:09 AM »

You know what's funny? Pokémon X and Y, specifically Pokémon X. 

http://www.nintendoworldreport.com/blog/33151

It has recently come to the media’s attention that, when children have been typing in “Pokémon X videos” into a search engine, they end up with pages and pages of porn starring animated characters. The media is eating this up and, despite my best efforts, I am too. I can’t help it, though! I think it’s the funniest thing ever! No, I am not referring to children losing their innocence to a Google search. That happens to everyone, right? 

Parents, I know you think this is the end of the world, but come on. When the first item that comes up on your search is XVideos.com, I think you need to stop and think before continuing down the page. It’s understandable if a 9 year old thinks, “X Videos, huh? I guess Y Videos must be its own site too,” but when parents go, “Oh crap. Porn. Maybe the next one won’t be porn,” you have no one but yourself to blame. Seriously, you just need to include “Y” into the search anywhere and it changes. Believe me, I just did it. 

Is Nintendo at fault for not seeing this as a possibility? Should they have just typed the names into the ol’ Google search engine before deciding on the title? This is the age when people access the Internet before most other resources. Maybe it’s not entirely parents’ responsibility. Perhaps companies need to be held responsible. It could be that all of this is really funny because no one expected it to be this bad. 

There is now an outcry from some parents saying that Nintendo should change the game’s name. There are some people who are blaming parents for not being stricter with their parental controls. After all, you never know when a 10 year old kid will just be typing “sexy” into Google because he heard it on TV without having any idea what the word means, so he then see pages and pages of naked bodies spread across the screen. This leads to years of searching for Internet pornography so often that the Internet becomes the only way he can interact with anyone. This reliance on text leads to the kid getting a job writing for a Nintendo fan site just so he can feel like he is socializing with people, when he is actually stuck in his room typing for hours on end, searching and longing for a community that accepts him for who he is and not who his parents wanted him to be. Or something.

Guys, we’ve known each other for a while now and...I just...I love you. Oh, no, that’s cool too. I’ll get back to Pokémon. Of course I understand. Sorry... 

Pokémon X, you’ve just destroyed my life. I hope you’re happy.


68
TalkBack / Re: Crystal Adventure Review
« on: January 25, 2013, 03:23:48 PM »
Thanks! And you don't need to be old to get a reference to a great song. LET THAT BE A LESSON TO YOU ALL.

69
TalkBack / Crystal Adventure Review
« on: January 24, 2013, 10:53:37 AM »

I've been through the dungeon as a protagonist with no name...

http://www.nintendoworldreport.com/review/33132

RPGs are at their best when they strike a perfect balance between story, gameplay, and customization. When these three elements work in tandem, they create something truly memorable. Crystal Adventure doesn’t have that kind of balance. 

First, the story is nowhere to be found. In order to find some semblance of a story, I had to venture through the Internet to Circle Entertainment’s home page. There, I discovered you play as the kingdom’s most famous bounty hunter (with no name, apparently), who has heard about powerful crystals that can cause great destruction. These crystals have summoned a powerful demon, and now you need to collect them. And defeat all the monsters in your way, or something generic like that. 

It seems that the designers have omitted as many standard RPG elements as they could get away  with, which brings us to the gameplay: you use the D-pad to move around. And that’s it. Using the D-pad to navigate through the dungeon is kind of surprising when the menu screen is only accessible through touch. Picking up items and battling monsters is also an awkward experience. If the character icon moves over anything at all, it interacts with it. If there’s a health potion you didn’t mean to pick up, that’s too bad. You have no inventory, and being unable to heal yourself at will makes the game needlessly difficult. 

Buttons are for the weak!

The battles are also a hassle. Even if it’s an accident, if you touch a creature, a battle commences. The battle is essentially you watching your character’s health deplete over time while the monster’s health drops a little faster (usually). If the monster is unexpectedly stronger—because it’s impossible to see how strong they are—then you can press the A button to escape, although it may be too late. 

How strong are you guys?
...UH OH.

Customization is nonexistent in this game. I’m not sure if all RPG fans have as much of a desire for customization as I do, but I was disappointed. The apparent lack of effort put into this game makes it feel as if it were a prototype for something better. I’ve played games like this and found them enjoyable, and I had some fun with this game at times as well. Nonetheless, the game was missing a lot, and no amount of subpar dungeon crawling can fix that. 

Crystals Adventures isn’t something I would recommend, unless players want to experience an almost-finished game. The game feels half-finished and is missing many things most RPG fans have come to expect. Just like the nameless bounty hunter the game uses as its protagonist, this game is forgettable and lackluster. 


70
TalkBack / An Ode to Fire Emblem
« on: January 16, 2013, 12:38:09 PM »

An ode may actually be appropriate this time.

http://www.nintendoworldreport.com/blog/33008

I don’t believe I actually need to justify loving the Fire Emblem series. 

Well? That’s it. Column over. Click on another link. Go check out Neal’s Kid Icarus article... you’re still here? Fine. 

They are masterfully crafted RPGs that have withstood the test of time, and I have no doubt they will continue to do so as long as they are playable. That fact alone should make them ode-worthy. But since people have differing opinions (or so I’m told), I suppose I should continue. 

I have been playing the Fire Emblem games since they first came to America. Every single one is still in my possession. I’ve played and replayed them all, unlocking every support conversation, character, and secret level in the process. I feel it’s safe to say I’m a fan. 

The gameplay isn’t good—it’s great. The battle system is easy to control and gets steadily more complicated as you progress. Yes, the final levels are always hard. Yes, it’s totally possible to lose one of your favorite characters along the way. Yes, this makes every battle better and more intense. And that’s why I love you, Fire Emblem. 

I hope I’m not being too forward here, but you’re so goddamn beautiful. From the pixelated figures that hack and slash their way through bandits, to the portraits of each character, you are just a pleasure to look at. Your tone is consistent and true to itself. You don’t try to be anyone else; you are Fire Emblem. 

Oof. Right in the pegasus.

You’ve stayed true to yourself from system to system. Even when you made your jump from handhelds to consoles, you were still the same old Fire Emblem I came to know and love. You just looked different. (No, not in a bad way. You look fine, darling.) Your jump to console was actually very welcome to fans all over the world. (I love you more than they do, though.) And you pulled it off: you were a great game RPG lovers had to have. (I had total confidence in you the whole time.) 

But, there is one part of you I love a little bit more than the rest. And I might be alone in this, but I need to get it off my chest... the support conversations. You’re already such a great game, but the support conversations add a whole extra level of depth. Having characters interact presents their backstories, their histories, the forming of new love and new friendships, and the growing of rivalries—all on the battlefield. I always really liked this part of the games, and it’s one of the reasons I always finished the games time and time again. I wanted to unlock 100 percent of the support conversations. 

Not only does he have an awesome name, but he has an awesome back story.

So there you are, Fire Emblem, you beautiful so-and-so. I love you. You have never let me down (well, this one time you kind of did... but that’s not important) and I appreciate that. Each of your games had a solid story and brought something new. You have always been a joy to be around and spend time with. You are just a great game. Need I go on? OK, OK, just a little more. 


“Fire Emblem, my love for you burns eternal, 

No matter what the others say. 

In my heart you’re the colonel

And you face the sayers of nay. 


Your classes grow with each passing game

With generals and pegasi. 

Your newest installment will fan the flame

of my devotion as a fan-guy. 


The thought of you bringing some DLC

To the states isn’t scary like lightning. 

I mean, honestly... to me? 

This is all kind of exciting!”


71
TalkBack / Re: Ode to Suda51
« on: January 04, 2013, 01:34:15 PM »
Nope. This is Josh. And while I do agree that his games do have flaws (as most games do) I must say that I still love them and will replay the crap out of them time and time again. Because even if they aren't perfect, they'll put a smile on my face any day of the week.

72
TalkBack / Chuck E. Cheese's Alien Defense Force Review Mini
« on: January 04, 2013, 10:10:35 AM »

Seven minutes of mediocrity.

http://www.nintendoworldreport.com/reviewmini/32911

When most people think of Chuck E. Cheese, they think pizza, arcade games, and a large, scary mouse. This incredibly short title spins those concepts into a game revolving around Chuck E. Cheese and his large purple friend trying to save Earth from pizza-loving monsters from outer space. The two heroes go through levels, defeating these aliens in a carnival-style game where players must hit a certain number of each alien pop-up as they crawl across the screen. 

To hit the aforementioned targets, players must touch the area where they want their character to fire. This doesn’t always mean the ammo hits its target. Other targets can get in the way, and if you aim a little high or a little low, it won’t hit the target at all. You can also hit other panels to earn bonus points, bonus time, and power-ups. The power-ups let Chuck’s blaster fire more than its usual five rounds at a time, and allow his scary purple friend to throw more than two balloons before reloading. 


The game doesn’t last long, with only a handful of levels that take a few minutes to beat. It also includes some challenges, the completion of which earns you a trophy, but the game refuses to explain what they are. 

This game may satisfy younger kids who still visit or get excited about Chuck E. Cheese, but even without a tutorial level or any instructions, almost any child could blow through it on any difficulty with little to show.


73
TalkBack / Ode to Suda51
« on: January 04, 2013, 09:43:18 AM »

Oh Suda. My Suda51. How can I tell you how much I love thee? Let me count the ways. 

http://www.nintendoworldreport.com/blog/32910

Goichi Suda, not only have you become synonymous with just plain awesome games, your name has become one of the greatest and longest-standing puns for an adoring gaming population. (For those who don’t know: his name, “Goichi,” can be broken down into the Japanese “go” (five) and “ichi” (one). Hence, Suda51.) 

Why would I devote time from my amazingly busy and important schedule to write you an ode? Oh, I don’t know. Maybe because your games have made such huge impacts not only on my life, but in the gaming community as a whole. 

Just recently I beat Lollipop Chainsaw after a friend of mine recommended I pick it up with the GameStop gift card my Reddit Secret Santa sent me. I walked away from it pretty pleased. The game had a very different premise and main character from the other games Suda has overseen, but it still had that same attitude and feel I’ve become accustomed to. Just like with No More Heroes and No More Heroes 2: Desperate Struggle, I found my large, phallic weapon of destruction ripping through hordes of baddies, all in anticipation of the big boss fights that would soon follow.

Anything Suda51 gets involved with seems to call out to me. Whenever I hear about a new project he’s involved in, my ears perk up and I take notice. I’ve been meaning to get Liberation Maiden and Shadows on the Damned for a while and now that I’ve put Lollipop Chainsaw under my belt I think I might be able to once some funds come along.  

But back to the the Suda of it all. This man creates these absurd, comical, and almost satirical worlds with classic gaming throwbacks galore. Whether it’s Lollipop Chainsaw’s levels set inside arcade games or the 8-bit mini-games in NMH2, there’s always a bit of classic mayhem among all the beautiful modern mayhem that fills the screen. And when I’m facing any boss in a Suda51 game, there are TONS of mayhem. Bosses each have a different feel and personality that helps make them memorable. Honestly, I could name all 10 bosses in the first No More Heroes, and probably most of those in the sequel because that’s how good this guy is at creating characters. Even if you’re just going to tear through them in the next 10 minutes, that’s no excuse for not getting to know them. 

I know, I know, I’ve been ranting about my love for a man who is unaware of my existence. But isn’t that what most odes are? 

“Suda51, you have jumped much higher 

than a grasshopper racing towards its mate. 

Your influence will continue to spread like a fire

giving your name increasing weight. 

And although you and I may never meet

I do have but one request. 

If you accept, I promise to be discreet...

Would you please sign my chest?”


74
TalkBack / Pokémon Mystery Dungeon: Gates to Infinity Coming in  March
« on: December 20, 2012, 02:38:08 PM »

Another day, another dungeon to conquer. 

http://www.nintendoworldreport.com/news/32852

The newest installment of the Pokémon Mystery Dungeon series, Gates to Infinity, will be released in North America on March 24, 2013. This will be the series' first fully 3D game.

Players take on the appearance and abilities of one of five Pokémon: Pikachu, Snivy, Oshawott, Tepig, or Axew. The game features 20 constantly changing dungeons that players can navigate and battle their way through. 

Pokémon Mystery Dungeon: Gates to Infinity will be released both at retail and through the Nintendo 3DS eShop. 


75
TalkBack / Re: Mega Man 1 to 6 Coming to North American 3DS eShop
« on: December 17, 2012, 12:55:49 PM »
so... Megaman 2 is best. Right, guys?

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