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Messages - NWR_Josh

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76
TalkBack / Bloons TD 4 Review
« on: December 17, 2012, 12:08:10 PM »

Tower defense games have come a long way. 

http://www.nintendoworldreport.com/review/32823

Tower defense games have come a long way in the last decade. I remember being just a wee lad when I started playing the first Bloons Tower Defense in my school’s computer lab. It makes my heart swell to see Bloons Tower Defense 4 on my 3DS now. 

The game has the same simple objective as its three predecessors: You must prevent the ‘bloons’ from getting through the stage’s track. Specifically, you must pop these bloons. How, where and when you pop them are completely up to you. You get a set amount of money at the beginning of each stage and gain more with every popped bloon. With this money you can buy weapons such as dart-throwing monkeys, spike balls, ice towers, magicians and ships (among other things). With a simple drag and drop mechanic the game makes prepping for each round a breeze. Every weapon and item can be upgraded either during the stage or beforehand as well, for a price. 


Bloons TD 4 offers 19 different levels, each with 3 difficulty settings. Most of the later stages can only be unlocked by beating the earlier ones. A leveling system carries over from stage to stage the game offering a respectable amount of sustainability. Each weapon can be upgraded three times at the beginning of the game and when a level is gained a new weapon becomes available or a new upgrade becomes ready for purchase. The game plays smoothly and easily, making it very easy to pick up and play. With the autosave feature it’s especially easy to play a quick round or two. A little more time may be needed when playing on higher difficulties, though. Some serious strategy is required when playing on hard mode. 

This Bloons game is pretty addictive with its upgradable weapons and seemingly endless levels. It’s not so much about trying to beat a level with a perfect score or a certain amount of lives. The game’s all about using an arsenal any way you want to get to the objective. There’s not just one right answer to this treat.


The visuals are fun and simplistic, and the audio is cheerful. Although the popping sound can get annoying, it’s easy to turn it off if you still want to listen to the music. 

Unfortunately, in later stages after you’ve beefed up your defense, the game suffers terrible lag. The round will play out but it will be close to impossible to tinker with your defenses mid-level. While this does pose some problems, the lag only shows up when the stage has more weapons going off than bloons on the track. Essentially, playing around with towers mid-level at that point wouldn’t be necessary in most cases. 

Overall, Bloons TD 4 is a lot of fun. The lag doesn’t hinder my affection for the game. It’s a game to play when you need to unwind after a long day and pop some mutha’ lovin’ bloons. 


77
TalkBack / Fractured Soul Demo Coming to NA eShop
« on: December 06, 2012, 04:10:26 AM »

Phase shift a bit for free. 

http://www.nintendoworldreport.com/news/32732

Fractured Soul will be releasing their free demo on North America's eShop on December 6, so it should be available for download later today. This was announced through the developer's official Facebook group earlier today.

The same demo will be available in Australia and Europe in January.

Fractured Soul was released earlier this year and is currently available on the Nintendo 3DS eShop for $11.99.


78
TalkBack / Re: Fire Emblem: Awakening North American Release Date Announced
« on: December 05, 2012, 08:43:45 PM »
I have gone spoiler free for this long, I intend to keep it that way.

79
TalkBack / 18th Gate Review
« on: November 21, 2012, 11:46:46 AM »

Come on, guys. It's like you're not even trying. 

http://www.nintendoworldreport.com/review/32521

What do you get when you stick a thief, a knight, and a pointy-hat wearing wizard in a less-than-spectacular dungeon crawler? The 18th Gate. Circle Entertainment’s attempt at a puzzle/strategy RPG is hard to control, confusing and not very fun in the least. In each of the, you guessed it, 18 levels, players simultaneously take control of all three characters as they try not to die. The goal of each level sounds pretty simple: at least one character must reach the level’s portal exit within a certain number of turns. Unfortunately I can assure you, it’s not so simple.


The opening level alone can divert players from logging even 15 minutes into the game. The tutorial is too long and confusing. The text scrolls along so slowly, I was able to read the entire thing twice on my first try. Unfortunately, that didn’t really help my actual understanding of how to play the game. The tutorial failed to explain half of the buttons on the touch screen. Each of the characters is equipped with four unique abilities, though I couldn’t tell you their names or effects if I tried. I just selected them when the opportunity arose. After making it through the first level the following two or three levels are pretty fun. Manageable enemies and obstacles separate the characters from a portal and it’s easy enough to slash through in a few minutes. After level 4 the game takes a nose dive. 

The game randomly generates the maps you play on, and sometimes creates some pretty intricate areas. None of that really matters when the characters can only see one square in front of them on a board that has easily over 200 squares. These characters can barely see ahead, let alone defend themselves. With higher leveled monsters, and less turns to reach your goal, the difficulty of the game increases greatly with each round, and not in a good way. With most level-based RPGs, players can train certain units more so they can keep up with the increasing difficulty of the game. In The 18th Gate, you barely have enough time to trek across the field, let alone spend 5 turns battling a walking skeleton. 


Masquerading as an RPG, this puzzle/strategy game makes me want to never play a dungeon crawler ever again. With only 18 stages, the game wastes little time before throwing you into the deep end. I had to sacrifice a few rounds each level to learn what a button did or why the screen was moving all over the place. Also, not letting units wait out a turn or two instead of throwing them into a pit full of monsters kind of irked me. Don’t get me wrong, I love a challenge. This just wasn’t any fun at all. With lackluster gameplay, grueling maps accompanied by enemies that are just cheap, and no real replay value, this game will not appeal to many. 


80
TalkBack / Fire Emblem: Awakening Art Book Arriving this Holiday
« on: November 14, 2012, 05:39:47 PM »

This will be a treat for all the good lil' Fire Emblem fans.

http://www.nintendoworldreport.com/news/32479

Yusuke Kozaki, artist of both No More Heroes and Fire Emblem: Awakening, has announced an art book for Fire Emblem: Awakening via his Twitter. The book will be coming to Japanese stores on December 7 and will be priced at 3,990 yen ($50). 

In addition to the announcement, Kozaki also shared the cover artwork. 

The book will feature character art, weapon designs, event illustrations and more, including early sketches when the game was still in development. 

Fire Emblem: Awakening was released in Japan this past spring and will be headed to NA and Europe in the coming year.


81
TalkBack / Madden NFL Interview with Yuri Bialoskursky
« on: November 01, 2012, 05:56:50 PM »

We chat about Madden on Wii U with the game's lead designer. 

http://www.nintendoworldreport.com/interview/32347

Madden NFL 13 will be a launch window release for the Wii U. NWR recently had the chance to speak with the game's lead designer Yuri Bialoskursky. Watch the interview with him below.


82
TalkBack / Josh Max and the Kid Icarus Tournaments: Part 2
« on: October 31, 2012, 09:35:03 PM »

The Underworld Strikes Back.

http://www.nintendoworldreport.com/blog/32342

After my first almost-win, I knew I had to come back. The tournament called to me in my sleep. I went a day without participating, but knew it was there, waiting for me to come and conquer it. On Saturday, two days after my previous failure, I returned. 

By my side was our beloved site director. Neal admitted he had not played Kid Icarus: Uprising recently, but was ready to jump in headfirst. 

“Truce?” I asked, looking him dead in the eye. “We can do a lot more damage if we team up.” 

Neal agreed, and we sat down at our consoles. We picked the same weapon, and I picked the same power set as before. I thought my familiarity might give me an advantage over the competition. 

Our screens counted down to the start of the match. I took a second to look around. Everyone was in our demographic; males between 20 and 30 all around. I locked in on my screen and asked Neal’s name for the round. 

“Hades.” 

I looked at my screen. Medusa. Was this fate? Were we to take this match in the name of the Underworld!? As I gripped my 3DS my eyes danced around the screen with excitement. The match was about to begin. 

As we started the match my strategy was a simple one—annihilate everyone but Neal— and sound in my mind. We were up against some less advanced players, and some slower weapons. The match was a solid run: challenging, but in the most enjoyable way. When they announced the leading player’s name, it wasn’t either of us, so I didn’t pay it any mind. I just knew I had to start fighting harder and smarter. 

As I came up with a new strategy, someone started attacking me with laser claws. I was a little thrown, but kept control. I turned to see the name of my attacker. 

“Hades.” 

Betrayal, thy name is Neal. Why was this happening? Weren’t we going to take a win for the Underworld? Why must this battle keep happening?! Neal... no... Hades hit hard and fast. He was making up for lost ground, and had taken out everyone else in the immediate area. With my death, he continued to find his next target. 

For the last minute and a half I was completely on my own. I knew I had to go into Berserker Mode. Anytime I saw anything move I’d dash to it and mash the hell out of the attack button, focusing solely on what ever was in front of me. It worked pretty well, too. Most of the other fighters stayed out of my way when I got my claws into someone. I was trying to get as many points as I could before the timer ran out. I had to get as many as---

DING. 

That was it. We stood up as our points were counted. I turned to Hades. “What the hell!? What happened to our truce?!” 

“You were there. I wanted to win. It’s no big deal.”

I was silently weeping inside when the totals appeared on our screens. I had beaten Neal by a few points. Sweet karmic justice was indeed real that day. Unfortunately, I had also come in second place. Again. 

But that was that. I didn’t return to the tournament again, but my love for Kid Icarus: Uprising has been reignited. Seriously, if you put it down before, pick it up for 10 minutes. It can get addictive quickly. 


83
TalkBack / Sonic the Hedgehog 2 Coming to Virtual Console in Japan
« on: October 26, 2012, 12:19:45 AM »

He's faster than sound. He keeps on jumping around from console to console. 

http://www.nintendoworldreport.com/news/32256

Sonic The Hedgehog 2 will be making its way on to Japan's 3DS Virtual Console in the coming week. The game will be the Game Gear version of the game, not the better know Sega Mega Drive version. The game will be released for 300 yen on October 31, 2012 in the Nintendo eShop. 


84
TalkBack / Re: Josh Max and The Kid Icarus Tournaments: Part 1
« on: October 23, 2012, 07:57:50 PM »
Part II is on its way. It involves out beloved Director, Neal Ronaghan.

85
TalkBack / Josh Max and The Kid Icarus Tournaments: Part 1
« on: October 23, 2012, 11:32:01 AM »

Let me tell you a tale about Comic Con.

http://www.nintendoworldreport.com/blog/32213

You may or may not have known, but Kid Icarus: Uprising tournaments took place at the recent New York Comic Con. Every 10 minutes, a group of people could come together for a Free-For-All battle with preset weapons and powers. As I strutted around the Nintendo booth, feeling as confident as I usually do at NYCC, I thought maybe a tournament would be fun for a minute or two. So I put my backpack on the ground beside me, picked up my stylus, and took in my competition. 

One of the “Game Gurus” who would usually help out less experienced players decided to take up arms in this round under the name Pit. He was a young man, with some stubble on his face and a determined look in his eyes. Another young man sat next to me, plain on all accounts at first glance. There were two kids playing as well. I didn’t give them much notice, but their cheers of excitement temporarily reminded me of the joy video games bring to people of all ages. But this thought was short lived—the tournament was starting. As the battle loaded, I looked at my name... Hades. I knew it was time to bring chaos to this world (or this tournament, at the very least). 

The countdown started, and I readied my laser claws. Let the reign of Hades begin! I wiped out two opponents within the first couple seconds. I had doubts about my power set, but was very pleased at what I could do with it. I continued destroying all those who opposed me, and hid when I needed to heal. A Game Guru came from behind me, and asked if I needed any help. I turned, looked her dead in the eye for a second, and turned back to my game. Hades needs no help. 

The match was half over. The MC announced that Hades had a commanding lead, and I let out a little laugh. As if there could be any other outcome. I continued playing as I had been. If it ain’t broke, why fix it? But then... it happened. One opponent found me, and used his own laser claws to decimate me. One death was no big deal, right? But he kept looking for me, seeking me out. I glanced at the name: Medusa. I quickly looked up to see whom Medusa could be, but I could only afford quick glimpses. After my third death and fourth glance, I knew who it was: the plain man next to me. He was in his zone. He and I knew whom we were going after now. 


Come at me, bro! 

Our battle was magnificent. Shot for shot. Kill for kill. There was nothing that could stand in the way of our battle; all other casualties were incidental. This was now the War of the Dark Lords. Our claws met and sparks flew. Our power sets were not the same, which made things interesting. 30 seconds left, Hades in the lead. Medusa’s ears must have stung, because he immediately changed tactics, and ran away. 

What could he be planning? I pursued him across the map until he stopped in the middle of the square. He then focused his last 30 seconds on the kids, completely annihilating not only their life bars, but also any hope they had of winning. DING. 

The timer ran out, and scores were tallied. The moment of truth. Had this man’s dastardly tactics secured his victory, or were our battles so time consuming that he fell behind again? 

“The winner is... MEDUSA!” 

This isn’t over, Medusa. This isn’t over, Kid Icarus tournament! This was only round one...


86
TalkBack / Pokémon Interview with Seth McMahill 
« on: October 20, 2012, 01:13:02 PM »

We chat about Pokémon with Nintendo's Seth McMahill.

http://www.nintendoworldreport.com/interview/32184

Last week, Nintendo's Seth McMahill was kind enough to talk with NWR at the Pokémon Black and White Version 2 launch event at New York Comic Con. Watch the interview below.


87
TalkBack / Monster Hunter 3 Ultimate Impressions
« on: October 15, 2012, 04:16:21 PM »

This game is amazing. 

http://www.nintendoworldreport.com/impressions/32134

I played Monster Hunter 3 Ultimate at New York Comic Con this weekend, and let me tell you, this game delivers. With absolutely amazing visual and audio elements, fantastic monster and armor design, beautifully rendered environments and tight gameplay, Monster Hunter 3 Ultimate brings the best of the best to the Wii U. 

Although the demo was only 20 minutes long, I played through three missions. The demo had three different missions from which to choose. The first, a two-star mission, involved hunting an armadillo-bear hybrid; the second, a three-star mission, sent me to the desert to hunt a rhino-like creature called a Barroth; and the third, a nine-star mission, sent me to the jungle depths to hunt a terrifying creature. All three boss battles sent a shiver down my spine. I gripped the GamePad, readied my thumbs for the battles, and was not disappointed.


The armor sets available in the demo made the boss battles easy. Each set looked beautiful and badass, and while fans should recognize some, the game adds new sets. The same can be said of the monsters. Jaggi litter the familiar landscapes, accompanied by some new, bigger baddies.

My character wielded dual swords, which made him swift and quick on the draw. The GamePad felt great in my hands and made battling feel natural. The controls were easy to pick up, and extremely responsive. With one control stick controlling my movements and the other controlling the camera, the game flowed well. 


The game is chock full of improvements. Monster Hunter 3 Ultimate boasts 50 percent more content than its predecessor, but most of it comes in the high-class missions that become available after more than a few hours of gameplay. But with faster loading times, HD graphics, and tighter gameplay, I don’t mind the wait. Players who own both the Wii U and 3DS versions can also transfer their characters between the two. This makes it possible to use the same characters in each, which can lead to better missions, armor, and monsters. 

I loved every second of the demo. The new battles made me shiver with excitement. The old battles were revamped and looked beautiful. The bosses made me remember why I fell in love with the game in the first place. Monster Hunter 3 Ultimate should bring the best of the best to the Wii U, and should bring out the inner hunter in us all. 


88
TalkBack / Monster Hunter 3 Wii U Headed to NYCC
« on: October 10, 2012, 11:49:20 PM »

Hunting monsters in NYC has never been so exciting.

http://www.nintendoworldreport.com/news/32069

Capcom has announced that a playable version of Monster Hunter 3 Ultimate will be playable at this weekend's New York Comic Con. 

A room has been reserved for players to come in and play a bit of the game. This will be the first time the game will be playable in North America. The game will be playable on both the Nintendo 3DS and Wii U.

In addition to the free play option, Capcom will also be running a Monster Hunter Tournament. Prizes for the winners will include copies of the game (when it is released). The tournaments will take place between 1:00 PM and 3:20 PM on Saturday and Sunday. The tournaments will be first come first serve with three levels of difficulty through out the day.


89
TalkBack / Samurai G Review
« on: October 10, 2012, 07:56:20 PM »

When you power up, you go blond. Just Saiyan.

http://www.nintendoworldreport.com/review/32070

If you’re looking for a new challenging side-scroller, look no further: Samurai G has arrived, and it’s here to make you yell at your screens. The game follows a samurai named Tetsuo as he runs across the land collecting the Tengu’s golden coins. Why is he collecting all these gold coins? If he doesn’t, an evil warlord will, and use the secret power of the coins for evil. None of this information is provided in the game, though—as soon as you boot it up, it’s time to dive into the action.

In both its normal and advanced modes, the game starts with a shuriken being thrown at Tetsuo, the samurai. It’s up to players to figure out the controls and hone their skills in order to proceed. The controls are pretty easy to pick up, with the B button used to jump and the Y button used for a slash attack. Tetsuo can slash in the air mid-jump and while running on the ground, but there’s no way for him to jump while attacking. This ability is sorely missed; it can sometimes mean the difference between life and death when flying ninja cover your screen.

Dodging all the shuriken and throwing knives tossed your way by deadly assassins isn’t even half the danger—it’s the traps that can give players a hard time. Some are nearly undetectable, while others you can only discover by running into them. While the ninja attacks do only a bit of damage, traps can take out whole chunks of the health bar. By slashing right as the shrunken or knife is thrown at you, you can also deflect ninja attacks. Traps? Not so much. The best strategy is to jump over them and keep on running (not that you have a choice).

The best part of Samurai G, by far, is Golden mode. Golden mode is activated when Tetsuo collects a certain number of gold pieces in a short amount of time. He then turns golden, blond, and invulnerable. Speeding across the screen, he’s able to rush through any obstacle and progress much further. The mode is a big reason why I keep playing. I love being able to run through obstacles that would regularly kill me, if only for 10 seconds.

The game also features in-game achievements, such as collecting a certain amount of coins or defeating a number of enemies. These give the game some extra replay value, albeit not much.

Samurai G features some great artwork, and the game looks good. Every time Tetsuo’s blade slashes through a ninja’s head there’s a little burst of blood and the screen slows for a second to let you enjoy your minute victory. The game also features a nice soundtrack. With the music switching up between areas and the ninjas making their presence known through grunts, it may behoove players to plug in their headphones while playing. However, there’s no reason to play the game in 3D—there’s little difference between the 3D graphics and those in 2D. Samurai G still looks great, though, no matter how you play it.

This fast-paced samurai side-scroller can be hard at first, but after a few rounds it becomes a game worth coming back to.


90
TalkBack / New Fire Emblem: Awakening DLC Offers Darker Story
« on: October 05, 2012, 07:45:48 AM »

Look forward to The Hopeless Future.

http://www.nintendoworldreport.com/news/32014

Fire Emblem: Awakening's latest DLC will be coming to the Japanese eShop this week and it will be bringing a darker tone to the game. The new DLC features a darker storyline that follows some of the children characters in the game as they grow up in an alternate future.

The new story is titled The Hopeless Future and will tell the tale of what happens if the war had never ended. The goal for the player in this first map is to find and rescue four characters who are being held in separate prison blocks. The map will be rated four stars and will feature brand new dialogue scenes.

Fire Emblem: Awakening came out in Japan on April 19, 2012 and will be coming to North America and Europe in 2013.


91
Podcast Discussion / Best of the Wii: House of the Dead: Overkill
« on: October 03, 2012, 11:08:58 AM »

It's not just good; it's ****ing delicious!

http://www.nintendoworldreport.com/connectivity/31967

It shocked us, too, but House of the Dead: Overkill is the Nintendo World Report staff's #1 third-party Wii game.

Join Neal and Zach (with an intro from Josh) as they wax poetic about the one-time cuss-words-in-a-video-game record holder and one hell of a light gun experience. We touch on the messed-up plot, the non-stop humor, and we curse a whole lot.

Note: This game is totally rated M for Mature, and the songs we use in this segment and the content discussed ain't exactly for children.


92
Podcast Discussion / Best of the Wii: The Legend of Zelda: Skyward Sword
« on: October 02, 2012, 11:25:07 AM »

Motion controls: justified!

http://www.nintendoworldreport.com/connectivity/31951

We all knew this one was gonna show up somewhere. Skyward Sword makes its mark at no. 2 on our list of Top 10 first-party Wii games. Neal, Carmine, and Josh recount their time with Link's latest adventure, all while forgetting what items are called and mispronouncing the names of key characters. Hey, it's been a while, lay off!


93
TalkBack / Game Freak Wants to Bring HarmoKnight Overseas
« on: September 26, 2012, 01:59:25 PM »

Not to be confused with Harpo Marx Knight. 

http://www.nintendoworldreport.com/news/31890

Pokémon game composer and Game Freak director Junichi Masuda expressed his desire to send Game Freak's first full 3DS eShop game, Rhythm Hunter: HarmoKnight to Europe and North America.

Masuda told IGN that “In terms of a North American or European release, it's definitely something we'd like to do, but we're working out the details with Nintendo now and seeing what would be the best way to get that to players.”

The game was conceived by the British-born Game Freak employee James Turner. He and his team of 25 worked on the game for nearly a year and a half. At Game Freak, these kind of projects are encouraged, according to Masuda. The company policy is a simple one.

When asked about this policy Masuda replied “If they can find at least three co-workers to jump on the project and say they want to do it together, then they'll be able to proceed with that project." He then continued about how Game Freak encourages people to work on games they're genuinely interested in and passionate about. He then added that these games build up experience and that experience can translate back to games like their Pokémon franchise.


94
Podcast Discussion / Best of the Wii: Super Mario Galaxy 2
« on: September 26, 2012, 01:19:57 PM »

Another helping of Mario's best stuff.

http://www.nintendoworldreport.com/connectivity/31891

Mario's second excursion to the stars was just too good to leave out of our list of the best first-party Wii games. 

Hear Josh, J.P., and Mike Gamin discuss what makes Galaxy 2 worthy of the No. 4 spot!


95
Podcast Discussion / Best of the Wii: No More Heroes
« on: September 25, 2012, 11:18:12 AM »

The ultra-violent, quasi-open world brawler makes the cut.

http://www.nintendoworldreport.com/connectivity/31875

Our list of the ten best third-party Wii games continues, with No More Heroes coming it at number four. Josh and Carmine discuss Travis Touchdown's first Wii outing (plus his second for a bit) and why the "adult" brawler is one one of the best Wii games.


96
TalkBack / Wii U eShop Region Locked and More Revealed
« on: September 24, 2012, 03:05:09 PM »

Reggie talks a little more about the Wii U. 

http://www.nintendoworldreport.com/news/31872

More Wii U facts have been brought to light after an interview with Nintendo of America's President, Reggie Fils-Aime by gaming website Kotaku. For instance, Fils-Aime revelaed that the Wii U eShop will be region locked. The eShop will be available at launch along with video chat, an internet browser, and Nintendo Tvii. Fils-Aime added that there would be no pre-downloaded games like Find Mii on the Nintendo 3DS.

It was also mentioned that there would be no multi-tasking on the Wii U. Players cannot watch NetFlix on the GamePad while playing games. Only one of the programs can be used at a time.

When confronted about how 'the Wii tapered off' during the last year or two, especially with third-party support, Reggie responded with "Technical performance has absolutely nothing to do with longevity and support."

The Wii U is set to be released November 18, 2012 in North America, November 30, 2012 in Australia and Europe and December 8, 2012 in Japan.


97
TalkBack / Fire Emblem: Awakening DLC Sales Doing Well in Japan
« on: September 24, 2012, 11:19:02 AM »

Nintendo's first DLC-enabled title is doing pretty well. 

http://www.nintendoworldreport.com/news/31857

The downloadable content for Fire Emblem: Awakening has brought in 380 million yen (approximately $4.8 million), Computer Entertainment Suppliers Association (CESA) Chariman Shin Unozawa revealed during a presentation at Tokyo Game Show 2012.

Unozawa also reported that 75% of 3DS owners in Japan have connected their device to the internet. This number had risen since the January report of only 60%.

Fire Emblem: Awakening, currently only available in Japan, sold around 1.2 million units since its April 2012 launch. Including the 380 million yen in DLC, the game has brought in about 2.4 billion yes (approximately $30.6 million) total, with the DLC accounting for around 15%.

The first batch of DLC released for the game was a Marth pack that was free for the first month of the game's release. After the initial month, it was sold for 300 yen (approximately $4). There have been many other downloadable characters released for the game since it's April debut in Japan.

Fire Emblem: Awakening is due out in 2013 in Europe and North America.


98

Yes, it's that good. 

http://www.nintendoworldreport.com/impressions/31856

Recently I had the joy and pleasure of playing a bit of the new Adventure Time game for the Nintendo 3DS, and was not disappointed. The game pays homage to the greats of the past while bringing its own distinctive style. With creator Pendleton Ward overseeing the plot and dialogue as well as creating new enemies specifically for the game, fans of the series should be more than pleased with the final product. 

The game starts off with Finn and Jake in their tree house and Jake showing Finn their secret basement. The first two minutes of the game are spent in a painless tutorial, and soon after you’re free to go out into the world. The world map is reminiscent of Zelda II’s. There is an overworld map with some enemies wandering about that, when touched, can trigger random battles that may end with loot. When exploring a dungeon or area, or battling, the game turns into a side-scroller

The fights are fun and rewarding. With Jake’s stretchy punches and Finn’s brawling there’s more than a few ways you can defeat enemies and tackle each battle. The game has mini-boss and boss fights that star characters from the show, and they’re not just a ‘run up and attack’ kind of thing, either; these fights require a bit of strategy. 

The game also features a level system in which stats are boosted when you obtain special stars. Once you find a star, you can place it in either health, attack, or defense. These stars are usually found after boss battles and are scattered throughout the game. 

The game looks and feels like Adventure Time. The characters talk like they do in the show and the game progresses with a plot that can be described as awesomely goofy with some epic on the side. There is the main quest, which hopes to answer the question the title poses, as well as multiple side quests throughout the game. Whether Finn’s battling talking rocks or visiting the House People, the game can and should easily please fans of the series.

Oh, did I mention the save points are fountains guarded by water nymphs that can’t make good jokes? Or that you can combine food items to recover more health? Or that some of the enemies are animals with knives and chainsaws attached to them? Or that a lot of fan favorites will be making appearances in the game with sound bits from the show?

In case you couldn’t tell yet, I had a lot of fun with this game and can’t wait for it to make its debut later this fall. 


99
TalkBack / 3, 2, 1... WordsUp! Review
« on: September 20, 2012, 04:41:05 PM »

Sometimes, simple is good. 

http://www.nintendoworldreport.com/review/31818

3, 2, 1... Words Up! proves that sometimes, having a simple concept and solid execution is enough to stand out. In this game, players have the challenge of creating as many words as possible with a given set of letters and in a given amount of time. The longer the word, the more points you get. Yes, the concept is a simple one, but that does not make it easy.

The game comes with two basic modes of play: Classic and Blitz. In Classic, sets of letters are provided; by selecting the letters and spelling out words, players see how many words they can string together before time runs out. If one set of letters becomes exhausted, there’s the option of using a new set before time runs out. In Blitz, the set of letters is changed automatically every couple seconds, which will really get your mind racing. 

I can see four words. What about you?

At the end of each of the games, the high score board is shown, giving players something to beat each time they play. The option to play in English, Spanish, Portuguese, Italian, or French is also available. 

I don’t think of myself as a wordsmith or anything like that, but I did enjoy 3, 2, 1... Words Up! With a clear presentation and surprisingly addictive gameplay, I found myself coming back to the game once a day to see if I had improved. It’s at least a great way to warm up your brain in the morning.


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TalkBack / Re: Skylanders Giants Impressions
« on: September 14, 2012, 07:48:43 PM »
I'll take the Wii version off your hands :D

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