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226
TalkBack / How to Improve NES Remix
« on: December 31, 2014, 04:24:00 AM »

After playing Ultimate NES Remix, Alex reviews the young series and offers his thoughts for the future.

http://www.nintendoworldreport.com/editorial/39314/how-to-improve-nes-remix

Ultimate NES Remix is a unique package because it allows us to see the very best of what a series has to offer – a type of compilation usually exclusive to television and music. It includes challenges and remixes of the 16 most notable NES games out of 28 represented in the two NES Remix games on Wii U, now packaged for the 3DS audience. There are some unique additions, but Ultimate NES Remix is a greatest hits album above all else. Because the compilation allows us to see the series at its best, it also allows us to see the game’s blemishes in a new light.

But to start on a positive note, let’s be clear: the gameplay (which you can read more about in our reviews of NES Remix and NES Remix 2) is addicting and satisfying in ways that only WarioWare can usually touch. I put 17 hours into the original Wii U NES Remix getting three stars on every level, 10 hours doing the same in NES Remix 2, and another 10 doing it in this compilation. While the remixes are creative and have a fun sense of humor,  it is the entire package that makes it a successful, endearing love letter to NES classics. I like this series a lot, and I hope Indieszero gives it a bright future with SNES Remix, Game Boy Remix, and more.

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I also hope that future Nintendo Remix games fix some of the issues this game has. Primarily, the non-remix challenges are often less-than-creative ROM hacks that task you with doing things not fun (NES Remix 2 has the particularly pathetic “watch the intro cutscene” challenges)  or not necessary (do we really need eight challenges of killing Koopas as an invincible Mario?). They also tend to feel very unbalanced. The original Super Mario Bros. has over 20 challenges devoted to doing things millions of Nintendo fans have already done before, but Punch-Out!! has seven challenges that fail to adequately cover even a third of the experience.

What’s worse is that these individual less-inspired game challenges pale in comparison to the actual 76-or-so remixes in the game, and often come across as filler content to pad out a package that wouldn’t have enough to do otherwise. The remixes are great on their own. A Super Mario Bros. ice level, Donkey Kong as Link, a bizarre take on Zero Suit Samus, and more make these the highlight of the game. It successfully offers creative, fun, and humorous bite-sized takes on classic games, but there aren’t enough of them. They also don’t get nearly as crazy as they could be or should be. 20-25% of the remixes consist of challenges based on a single game, and involve things like changing the lighting or messing with the camera (Excitebike in the dark, Mario in the dark, Mario Bros. with the camera pulled out, etc.). The actual crazy cool remixes like playing Mario as Samus or Kirby as Toad? There are maybe 15 challenges total like that and many of them are confined to simple one-screen tasks like “defeat three enemies” or “collect these 20 coins”.

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As a fan of the series, it was harder to care about these issues before because I always assumed they were mainly the result of including lesser NES games, but now that we’re looking at a best-of compilation, it’s clear that some of these problems affect the game at its very core. You realize that these games are actually about 60% fluff and 40% fun that aren’t even reaching their true potential.

The question remains: how can the series be better? The answer is to give it a better structure and put a larger focus on creativity in the game's remixes. Here’s how I would do it:

  1. 10 non-Remix challenges per game that go through an abridged version of the experience. It prevents giving games like Mario 23 unnecessary challenges, and prevents giving Punch-Out!! only 7.
  2. Each game’s section also gets 5 bonus challenge remixes that change up the base game (for a total of 60-80 depending on how many games are in the package), like ice world Mario, zoomed-in Balloon Fight, etc.
  3. 50 Remix stages that fully remix multiple games together (Link Donkey Kong, Super Mario Bros. 3 using Super Mario Bros. 2 Peach powers, and so on). These would also be better and more creative than the ones in NES Remix and take cues from games that might not even be represented in the collection, though I’m not sure what this would take on a practical level.
  4. 10 extremely difficult final challenges, 5 of which given to anyone who gets three star times on every level and 5 of which to anyone who gets rainbow stars on every level.
  5. Upon getting rainbow stars on these final challenge levels, the game gives you a free eShop code to any one NES game of your choice represented in the game. To make this work, I imagine it would have to work through Club Nintendo in a way where the system couldn’t be gamed for multiple codes, and I imagine this would never happen, but it would be an excellent reward.
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Ultimate NES Remix has other great ideas I would carry over to this hypothetical game. Famicom Remix is a special mode that unlocks upon beating the game, allowing you to play the same challenges you just beat from the Japanese versions of NES games. Differences are often very minor and rarely involve gameplay, but it’s a cool twist. I also love the collection’s online leaderboards of who finished challenges the quickest, which offer rankings among friends and region as well as video replays of the current record holder. The replays are an especially exceptional feature, as it was fun to see people take a 90 second boss rush and clear it using exploits in 8.5.

Despite my criticisms, I still like the NES Remix experience a lot – especially as someone who has cracked nearly 40 hours between all three games. However, it’s because I like the crazy addicting nature of NES Remix that I want it to be a better game that fully realizes the promise the title makes. It should show reverence to Nintendo classics and then immediately destroy that reverence by making you play Donkey Kong as Donkey Kong to take Pauline from Mario at the top of the level. If Indieszero can manage to turn up the crazy and turn down the fluff just a tad, I think we’ll have a real winner on our hands.

Are you playing Ultimate NES Remix? What do you think of the series? How would you improve it? Sound off below.


227
You know what, I'm saying it now: god fucking bless the exp share.

I'm playing through White 2 at the moment and god damn, that game constantly feels like it it punishes you for trying to run a full team of 6 Pokemon.

Every time I get to a gym I have to grind a few levels for everyone because trying to keep everything at around the same level results in me getting to the next gym only to learn that everyone is at least 5 levels below where they are supposed to be. It's fucking awful.
I don't know man. Even if that challenge involves grinding, at least there's something to it. The difficulty in ORAS is so incredibly low that it's hard for me to justify putting it too high on my personal GOTY list.

228
TalkBack / Re: Super Mario 3D Land Review Revisit
« on: December 20, 2014, 12:17:55 PM »
Obligatory "this game is overrated and the weakest 3D Mario title" post.

Can't help it, guys. Still think the level design is bad, still think the music stinks, still think the controls are bad. It's especially evident after playing 3D World, the far superior game.
Is it opposite day already?  ;)

229
TalkBack / Super Mario 3D Land Review Revisit
« on: December 19, 2014, 02:41:55 PM »

Three years later, NWR staffers take a new look at this 3DS classic.

http://www.nintendoworldreport.com/feature/39271/super-mario-3d-land-review-revisit

This time on Review Revisit, we're taking a look at the 2011 3DS title Super Mario 3D Land. Though the system was carrying troubling sales numbers throughout 2011, EAD Tokyo's smash hit helped propel the system's audience to new heights. Our original reviewer, Neal Ronaghan, said the following in his original review, awarding the game a 9.5 out of 10:

"EAD Tokyo’s 3DS debut is marvelous, and filled with almost endless creativity. The control and graphical quirks are a little off-putting, but more because we’re so accustomed to 3D and side-scrolling Mario being separate things. Super Mario 3D Land combines the two, and it works well. If you own a 3DS, you should likely get this game. It’ll last you a long time, and it’s a great new Mario game."

Three years later, Neal looked back on the game and said the following:

"I think I actually like Super Mario 3D Land now more than I did when I reviewed it in 2011. At the time, I really adored the smart portable design and excellent use of 3D. Now, looking back and comparing it where the Mario series went after 3D Land in New Super Mario Bros. 2/U and 3D World, I like 3D Land even more. It's my favorite Mario game since Galaxy and easily one of my favorite Mario games ever."


Alex Culafi, Associate Editor: Super Mario 3D Land is, hands down, my favorite game on 3DS. Combining tight 3D Mario gameplay with 2D Mario sensibilities is an excellent enough idea, but EAD Tokyo truly earns their grand slam with a plethora of content, a refreshingly brisk level structure, and new types of 3D-powered level design never before possible on any other system or Mario game. It's simple and pure in a way Nintendo games haven't been in a very long time, and as far as I'm concerned, it is one of Mario's finest outings.


J.P. Corbran, Community Manager: In my mind, 3D Land was the natural evolution of the trajectory EAD Tokyo was on with the Galaxy games. While it lacked the high presentation values of those titles, its level designs were as excellent as its predecessors, and its art style, while simple, was very evocative of the roots of the franchise. The only criticism I can see is that its successor, 3D World, was a more expansive and fleshed out version of the same formula. To this day, I'd call it the best game on the 3DS, and one of my favorites of all time.


John Rairdin, Associate Editor: I would never have imagined that a handheld Mario game could hold up to Galaxy, but they did it. The handheld environment was the perfect place for EAD Tokyo to try out their bold new vision of Mario. While 3D World was a great game, I'd still say that 3D Land is the best incarnation of this version of 3D Mario because its short play structure is perfectly suited to a handheld.


Curtis Bonds, Associate Editor: I wasn't sure what to expect out of Super Mario 3D Land when it was first coming out. I was excited to finally have a portable 3D Mario game that wasn't a remake, but at the same time, it looked like it didn't really have a central theme like Sunshine and Galaxy did. Thankfully, what I got was something I didn't know I wanted: a game that really puts your platforming skills to the test.

Having every world not have a specific theme/trope tied to it allowed each level to have its own unique twist and challenge. It gave me a feeling of not knowing what to expect next, and kept me on my toes. Couple that with the extra worlds and challenges that open up once you complete the game, and this is one of the best portable Mario games to date.


And lastly, Alex and J.P. got together and recorded a discussion of the game. Enjoy!


230
TalkBack / Re: Is There a New GamePad Coming?
« on: December 15, 2014, 01:08:42 PM »
Yet again, Betteridge's Law of Headlines holds true.


https://en.wikipedia.org/wiki/Betteridge%27s_law_of_headlines
Haha. I guess that makes me 1 and 1 with breaking headline question standards.

231
TalkBack / Is There a New GamePad Coming?
« on: December 15, 2014, 04:23:00 AM »

That Japenese commercial looks mighty fishy!

http://www.nintendoworldreport.com/editorial/39230/is-there-a-new-gamepad-coming

If you go on NeoGAF, /v/, or pretty much any online community centered around video games, there’s a decent chance you’ve seen this commercial making the rounds, posted a few days ago on Nintendo’s Japanese YouTube channel:

Around the 0:07 mark, pause and look at the man’s hands. You will see this image:

That doesn’t look like the GamePad we know and love! It looks compact and sleek compared to the original, and it could just be me, but does the screen look a little larger? A new GamePad would be an interesting idea – a means to cut costs two years after the system originally came out, especially if Nintendo was planning on selling the controllers separately. But if that’s the case, why would some actors get their hands on a new GamePad without it at least being a focus of the commercial?

The short answer is that they probably didn’t.

As it turns out, an identical commercial was posted on the Nintendo UK YouTube channel…back in May. This one:

Nintendo Life did a good job of calling this second UK commercial to attention, which provides a similar effect, showcasing the Wii U GamePad looking similarly warped in slightly different ways:

In reality, that’s all this probably is: an effect for a television spot. To show off how fast the actor’s chairs around them were going, they likely used special effects to distort the objects around them, including the Wii U GamePad. If that’s the case, then why didn’t this turn into a huge thing back in May? There are three possibilities.

  1. People were more focused on the Mario Karting at the time.
  2. People assumed that a UK commercial wouldn’t carry such an enormous global announcement, especially compared to one released on Nintendo’s official Japanese channel.
  3. It’s mid-December, news is slowing down, and something like this is naturally a bigger deal at this time of the year.

I suppose that doesn’t really answer the original question, however. Is there a new GamePad coming? I wouldn’t be surprised if they put something out to coincide with games like Zelda Wii U and Star Fox (which seem to heavily utilize the GamePad) coming out next year, but this commercial is not the confirmation we’re looking for.

What say you? Do you still have faith in this rumor? What do you want to see in a new GamePad?


232
A Slaking without Truant would be in the top flight so fast it would make your head spin, and if they gave it Pure Power it'd join MegaRayquaza in getting banned from THAT.
You're totally right, but just imagine how monstrously cool (and coolly monstrous) a totally unlocked Slaking would be.

233
TalkBack / Six Things Missing from Pokemon Omega Ruby and Alpha Sapphire
« on: December 03, 2014, 12:32:00 AM »

Where are my trumpets?

http://www.nintendoworldreport.com/editorial/39139/six-things-missing-from-pokemon-omega-ruby-and-alpha-sapphire

As an addendum to my other article about why Pokémon Omega Ruby and Alpha Sapphire are both great and not-so-great Pokémon games, I’ve decided to specify six things that I think could have made the 3DS remakes even better. What would you have liked to see in the new Pokémon games that didn’t end up getting in? Sound off below.

Please note: Spoilers!

6) Battle Frontier

Putting this at #6 because it’s the most obvious pick. Battle Frontier is a staple from the third generation of Pokémon games (specifically Emerald) and one of the most beloved new things to come out of the GBA generation. When you get to the Battle Resort after beating the Elite Four and Delta Episode, there are extremely obvious hints towards a Battle Frontier that isn’t in the final game. Whether this means we’re getting a Delta Emerald game next year (I hope not) or representation in whatever upcoming X and Y sequel/third version Game Freak pushes out remains to be seen, but Battle Maison just doesn’t cut it for this game.

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5) Jirachi

Considering Deoxys, Latias, Latios, all four Regis, and almost every other legendary under the sun get representation in Omega Ruby and Alpha Sapphire, it’s a travesty that Jirachi doesn’t get its own event as well. I would have loved to see a Level 90 Jirachi event take place as the final super-duper legendary encounter after the Delta Episode, maybe hidden in the same way Rayquaza was in the old ones, off to the side behind a rock that disappears after you properly beat the game.

4) More and Better Hoenn Mega Evolutions

I know, I know. We can only have 20-30 Mega Evolutions in each game so we don’t run out of creatures to Mega Evolve. But man, where is Mega Flygon? Where is my Slaking Mega Evolution that drops Truant and picks up Pure Power or Adaptability as its ability? Where is Mega Jirachi and Mega Deoxys? Why do we get Mega Diancie and Mega Beedrill instead? And some of these creatures look ridiculous. Why do Mega Latios and Mega Latias look like commercial airplanes? Why does Rayquaza look like Shenron? What even is Mega Salamence (banned from OU, but besides that)?

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3) Better Early Game

As I stated in my other article, one of the biggest flaws in Omega Ruby and Alpha Sapphire is its lack of substantial early-game enhancements. You get a legendary Pokémon halfway in, you get the sneaking mechanic, and Mauville has turned into a living nightmare, but the rest of the early game plays almost identically to the original games. The pair of games should have had a few more story events to sink into and maybe even an expanded Dewford Town (which ultimately got slightly worse thanks to its inferior version of Granite Cave, and, in my opinion, needed improvement more than Mauville). It’s just a little dull to see the game be such a straight remake for so long, even if the game it is based on is as good as Ruby and Sapphire.

2) GBA Sounds

In the HeartGold and SoulSilver remakes, there was an obtainable item called GB Sounds that would allow you to play the game with a redone soundtrack of the original Gold and Silver. The Game Boy Color sounds added a great nostalgic twist to the game, so it was especially disappointing to see that GBA Sounds was nowhere to be found. Criticize the trumpets all you want, but I love how weird the soundtrack of the original games are, and they have some of the catchiest and most memorable songs in the series to me.

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1) Hard Mode

Pokémon Omega Ruby and Alpha Sapphire may very well be the easiest games in the series. Even if you fail to consider the Latios/Latias the game gives you halfway through as well as the Exp. Share, the game just feels too easy. I would have liked to see two difficulties for this game a la Black 2 and White 2: Easy and Hard (available from the beginning in this case). Easy Mode is the game we got, with all of the Exp. Share and free legendaries you can handle. Hard Mode has no Exp. Share whatsoever, Latios/Latias is made a roaming legendary, and all of the gym leader and trainer battle Pokémon levels get a small boost. It would be a subtle difference, but one that allows everyone to get an ideal Pokémon experience.


234
Glad to know skipping this one was justified. Pretty much all the positives aside from Soar boiled down to "it's like Ruby and Sapphire" which are the worst titles in the series, in my opinion. The negatives are a lot more disappointing, and now I'm firmly convinced that Pokemon has gone from a "must-have" to a "maybe-once-a-new-game-adds-things-that-are-actually-interesting-in-a-generation" purchase for me.
Just like Call of Duty.

235

One of NWR's most prolific Pokémon fans takes a spoilerific magnifying glass to these games and comes out conflicted.

http://www.nintendoworldreport.com/feature/39131/why-pokemon-omega-ruby-and-alpha-sapphire-are-the-best-and-worst-pokemon-games-in-a-long-time

I just cleared the 30-hour mark in my copy of Omega Ruby, and I feel conflicted. Some things in this game are what I can only describe as amazing. Serious evolutions and twists to the Pokémon formula are added that better stick around. In most ways, Omega Ruby and Alpha Sapphire are better games than their predecessors (coming from the most ardent Ruby and Sapphire fan in town). Yet, with all of this said, the latest Pokémon remake is plagued by a series of missed opportunities and missteps.

In place of writing a formal review for this game (we already have Daan’s great review up now!), I’ve decided to go full Pokémon analysis mode and write separate cases for and against the quality of this game.

A word of warning: I’m writing these with full game, end game, and post-game spoilers, as well as the assumption that you have seen the content I have seen. If you haven’t beaten Omega Ruby or Alpha Sapphire yet, please take caution.


236
TalkBack / Re: Mapping Out the Next Five Years of Pokemon
« on: November 17, 2014, 05:27:10 PM »
Eh I don't mind only having 70 new Pokemon considering they were all beter then the 150 tons of garbage gen 5 gave us.
Stoutland says get #rekt, son.

237
TalkBack / Re: Mapping Out the Next Five Years of Pokemon
« on: November 17, 2014, 03:56:12 PM »
Whatever Gen 7 has in store for us, all I ask for is more than just 70 new pokemans.

Oh, and 3D not slowing everything down

And 3D only being available in limited areas of the game

And a prior-gen transfer system that isn't a tedious nightmare

Seriously, just thinking about how awesome Gen 6 could have been irritates me.
This guy gets it.

238
TalkBack / Ten Things I Want to See in Animal Crossing Wii U
« on: November 17, 2014, 12:31:34 AM »

NES games, 8-player visits, and more!

http://www.nintendoworldreport.com/editorial/39045/ten-things-i-want-to-see-in-animal-crossing-wii-u

It feels like the Wii U version of Animal Crossing is due for an announcement. Thanks to Miyamoto’s recent Amiibo statements, in which he directly suggested implementation into a future Animal Crossing game, there’s very little doubt that the Wii U Animal Crossing is being developed right now. New Leaf finished development in late 2012, so it wouldn’t surprise me if there were a new game on the way for a 2015 announcement and late 2016 release. So of course, in anticipation for this, I came up with a list of ten features I really want to see in the next installment of Animal Crossing.

10) Annual Holiday Updates

Even though many of us played New Leaf for a very long time, most of the beautiful social gatherings died out in about six months, and almost all of them within a year. In the same way some online games offer special item drops and activities during holiday seasons, I think Animal Crossing could benefit from a new event every Christmas Eve alongside a “Holiday 2014” item set that can only be obtained through that event. This could only happen a few times per year, but I like the idea of updates that give people (even time travelers) something new to do. Speaking of which…

9) Limit Time Traveling

Time traveling in Animal Crossing refers to the act of messing with your system’s internal clock (as well as the in-game clock) to move days forward whenever you want. There are light consequences for doing so (like getting weeds in your town), but the act allows you to see holidays and reset shops as often as you want. I’ve done this in every single Animal Crossing as a means to play an expedited version of the game. However, I feel like there should be new checks and balances to limit time traveling as much as possible.

One way to do this is to make it so Animal Crossing Wii U syncs to an online clock once per day. You can still play Animal Crossing with the online on your Wii U disabled and time travel as much as you want, but it provides a greater consequence to have the game adjust the date and time (maybe back or forward several years if you get crazy enough) whenever you turn the online back on.

Maybe this is a little aggressive, hence why it’s #9, but I want the game to go out of its way to keep players playing on the same time clock. This idea falls apart since some people only get the chance to play early in the day or late at night, though New Leaf’s mayor feature was a step in the right direction towards making that no longer an issue.

8) Story Quests

I’m not saying Animal Crossing should be a story driven game, but what if there were little story quests to add context to new villagers every time they move into a town? How many times has a dog wearing bandages or an Egyptian pharaoh cat moved into your town only to never explain their unique circumstances? They can be silly stories with no emotional impact, but a few item quests and mini-games with some dialogue of them telling their story, and maybe giving you their picture at the end of it, would make your neighbors feel more like, well, neighbors.

7) Fully Visit Friend’s Towns

I want to fully use my friend’s town while he’s not there using the power of the Nintendo Network. There would have to be a few ground rules: No tools other than a bug net and fishing pole are allowed, and no stores can be shopped at on a given day until the town’s owner has shopped there, but otherwise the experience would be exactly like visiting a friend’s town in real life.

6) Playable (Fake) NES Games

Since Virtual Console makes actual bonus NES games impossible, the next best thing,or perhaps something even better, is to include “NES games” that are Animal Crossing-style hacks or remakes of Nintendo originals. Redd’s Excitebike, Super Timmy and Tommy Brothers, The Legend of Pelly, you name it. It would probably have to be a handful of levels or areas at most, but the idea can even redirect traffic to the eShop with an NES Remix-style link in each game.

5) Bring the City Back

New Leaf did a good thing in taking everything from the City Folk city and reapplying it to a town area that isn’t a bus ride and a long loading screen away. On the other hand, why not have a city too? I like the idea of a second Animal Crossing location to travel to outside of towns because it makes the greater  world feel more alive.

How about a shopping mall with five or six specialized boutiques that sell items you can’t get from Nook (while changing stock more than once per season)? How about more events like the comedy shows to get expressions from? How about concerts from animals other than K.K.? I understand and appreciate the value of making things more compact, but I want my Animal Crossing world to be as sprawling as possible.

4) Enormous Online Auction Exchange

Remember the bad auction house from City Folk? I want to buy items from people over the Internet in a way that doesn’t require me reactivating my dinosaur of a GameFAQs account, and I want a way to do it efficiently in game. The new auction house could allow you to search any item in your catalog, including ones you can’t rebuy normally from Nook, or any item that you can search so long as you know the exact case-sensitive name of it. As a rule, the auction house should only open up after you’ve paid off your house completely, mainly so people can’t get crazy good items extremely early.

Creating a living eBay market for Animal Crossing items can even go beyond selling and auctioning items. Let’s say someone’s town is buying turnips (AKA the in-game version of stock) for 782 bells each. If the player puts up a listing on the auction house people can bid for the privilege of selling their turnips in the lucky player’s town. The game should handle all transactions too, so the owed amount is automatically deducted and transferred from the auction winner’s profits to your bank account.

3) Random Wi-Fi Encounters (Animal Crossing Roulette)

There’s no way this will ever happen, but I want random encounters a la Omegle where you can connect to a random player’s town and chat with them (full voice and text chat) and properly visit. The scumbags of the world would ruin this for everyone, but the potential for fun is incredible.

2) 8-player Visits

Pull a Smash Bros. Wii U and make 8-player online play a reality. It probably isn’t feasible or even possible; even so, think of the hide-and-seek possibilities

1) Animal Crossing Dark Souls

Hear me out. My ultimate goal for Animal Crossing Wii U is to make it an online, living world at its central core. To do that, Animal Crossing should do what many games should and take cues from Dark Souls on how to create a persistent living world.

In Dark Souls, you can leave text messages on the ground that can show up in other player’s worlds and act as hints, banter, advice, or general silliness. Why not do the same in Animal Crossing via Miiverse? One message could be “go to the fountain at 2 a.m. for a surprise,” while another could be, “check the nose to see if Redd’s Mona Lisa painting is a fake.” Alternatively, you could send a letter with an item that goes to 10 random players and you can see if any write or send anything back.

In Dark Souls players can invade other player’s worlds and attempt to kill them for loot. In Animal Crossing maybe you can leave your “Tourist Gate” open and let people come in with full access. Sometimes you make a friend, sometimes they come dressed as Santa Claus and give you gifts, and sometimes an axe-fiend makes sure you lose all of your trees.

In Animal Crossing: Living Life on Wii U, anything is possible.


239
I really enjoyed this.  I'd been down for more of these.  Only suggestion is Alex should try to "talk with his hands" less.  I know it's something I used to do.
Thank you for the feedback! Is the hand thing distracting?

240
TalkBack / Re: Mapping Out the Next Five Years of Pokemon
« on: November 04, 2014, 06:44:00 PM »
Dawn and Dusk are a pretty awesome name combo for Pokémon actually.

Remaking the old games certainly makes it easier to have annual Pokémon releases.  Of course the real question is when will they resort to remaking the remakes?  Aren't they going to eventually update Red and Blue again?  Leaf Green/Fire Red is a GBA game and they're about to release remakes of the GBA games so you could see GBA era Pokémon games are out-dated.  I don't want them to do this but eventually they're going to, aren't they?  To get a Red/Blue Pokémon traded onto a copy of X/Y would involve using an old DS to move up game-by-game to the newest system.

I think it would be in Nintendo's best interest that a new Pokémon game be seen as an event and if it happens every year it won't be.  Annualized franchises always die out not just because they burn out new ideas quicker but because the audience gets bored of them.  Absence makes the heart grow fonder.

Though this applies more to existing fans.  Nintendo might think "to hell with them" with the intention being that Pokémon customers are primarily kids that are only into the series for a few years until they outgrow them.  When looked at from that perspective the concern about annual releases burning out the fanbase doesn't matter because the fanbase is supposed to turn over.  Pokémon fans in 2014 aren't supposed to be fans from 1998.  They're supposed to be elementary aged kids that haven't been into the series for more than a couple of years.  Of course if you went full on in that strategy you don't need new Pokémon or even new games.  Just cycle through remakes of the existing titles and even annually you'll cover a kid's elementary school years.  ****, I just thought of the most depressing corporate rehashing imaginable.  So, uh, don't read this Nintendo.

One good thing to come of Nintendo's recent Pokémon trends that they probably don't even realize they've done is that the updated third version is dead.  B&W2 introduced the concept of a full on sequel taking their place.  It's good for Nintendo in that a sequel will attract a wider audience than unnecessary double-dips but the advantage of double-dips is that they're much easier and cheaper to make.  A sequel can earn more money but involves more investment from Nintendo.  The third version was Nintendo's greatest scam and they've now trained the fans to expect better.  Ooops.

One idea that Nintendo hasn't done yet is new games taking place in pre-existing generations.  So they don't have to make up a bunch of new Pokémon but just have another game with different locales to explore that uses the pre-existing Pokémon of a prior generation.  So it's like B&W2 except it's Red & Blue 2 made over a decade after the first one.  Shoot, what is it about Pokémon that makes me start thinking of ideas like some evil CEO?


My eyes widened once I realized what you were getting at. Red and Blue 2 is a fucking amazing idea.

241
TalkBack / Mapping Out the Next Five Years of Pokemon
« on: November 04, 2014, 05:13:07 AM »

What will Pokemon be like in 2019? We have the answer.

http://www.nintendoworldreport.com/editorial/38913/mapping-out-the-next-five-years-of-pokemon

If you haven’t noticed, Pokémon has more or less become an annual franchise. In North America at least, a main series Pokémon game (or set of main series games) has come out every year since 2009.

2009: Platinum

2010: HeartGold and SoulSilver

2011: Black and White

2012: Black 2 and White 2

2013: X and Y

2014: Omega Ruby and Alpha Sapphire

Things get a little iffy when we get Japan involved because there wasn’t a mainline release in 2011 (before worldwide release parity became a thing with Black and White 2, the games released six or so months earlier in Japan), but for the most part, a Pokémon game has been coming out every year for a few years now. Noticing this, I have been inspired to go into full speculation mode and take guesses as to what The Pokémon Company is going to be releasing for the next five years. Some of these guesses will be educated and some will not be, but we’ll see just how wrong I am in 2019.

2015

Pokémon XZ and Pokémon YZ (3DS)

I have confidence this is going to happen. Continuing from Black 2 and White 2’s decision to become sequels rather than third versions, I think X and Y are going to get a pair of sequels too. And quite frankly, there’s a lot of work that can be done to improve the basic Pokémon 3DS experience. Thanks to New 3DS, I wonder if there’s a chance that we could get the game fully in 3D (or at least running at a solid frame rate). Additionally, Game Freak could give Kalos an actual post-game, a story for Zygarde, and a few new cities and towns.  

Pokémon Mystery Dungeon: Phantom Gate (3DS)

The title references a trademark for “Phantom Gate” filed by Nintendo, The Pokémon Company, and Creatures Inc. last year. Gates to Infinity has a similar title and the game is clearly Pokémon related, so a sequel would make sense. I actually liked Gates to Infinity when it came out last year, though I lamented the low Pokémon count. A new game could add more creatures (including X and Y ones), Mega Evolutions, and a few more gameplay layers.

Pokkén Tournament (Arcade)

This one is less of a guess because it was confirmed for Japanese arcades next year, but I’m going to go out on a limb and say that it’s going to stay exclusively Japanese next year.

2016

Pokémon Dawn and Pokémon Dusk (3DS/4DS)

Generation 7! The two legendary Pokémon could control day and night or something! My one concern here is whether the 3DS/New 3DS could handle a more technically proficient game than X and Y. Moreover, if this would be on a 3DS successor, when would that be coming out? 2016 sounds about right, but Black and White came out around the same time 3DS did. I’m going to be bold and say this game marks the first cross-platform Pokémon release a la Grand Theft Auto V’s quest to PS4. The region is based on South America. Maybe Brazil. There are 50-75 new Pokémon again.

Pokkén Tournament (Wii U)

I think the console port hits in 2016. It will add in some kind of story and challenge mode, and there will be more characters. I’m hoping for Sawk.

Great Detective Pikachu (3DS)

Remember when this thing was shown off? I think this is going to release early in the year as a full game or sometime in 2015 (as originally suggested in its announcement) if it’s just an eShop game. I anticipate a goofy-yet-childlike story. I also think this is a decent idea for a weird late 3DS game.

2017

Pokémon Sparkling Diamond and Shining Pearl (4DS)

Since the DS games released in 2007, remakes hitting in 2017 wouldn’t be that crazy. I have no idea what the 4DS will do when it comes out (or even if it’s named that), but high-end Wii graphics on a portable in full 3D and an even better online infrastructure could give the game a new sheen. It’s one of the lesser generations in my opinion, but late 2017 sounds about right for this remake.

Pokémon Snap 2 (Wii U)

Sure, let’s put this here. You know what this would probably look like. Masuda talked about it a little as an idea a while back. We know this will probably happen on Wii U.

2018

Pokémon Dawn 2 and Pokémon Dusk 2 (4DS)

Remember how good the originals were? Remember how much we thought could be improved? This is the game you’ve been waiting for. Oh, and if you have the crappy old 3DS version, you can transfer everything to the 4DS version of D2D2.

Pokémon Stadium 3 (Wii U2)

I want another one of these. Give me all of the Pokémon, all of the Mega Evolutions, a weird playable TV version of the handheld games, a bunch of mini-games, and lots of towers with the same announcer commentating every single battle. I have no idea if this could ever happen thanks to handheld graphics now being at console levels, but I still want another. By the way, there’s a new Wii U now. Nintendo decided to keep the name.

Pokémon Mystery Dungeon (4DS)

Let’s have another one of these too.

2019

Pokémon Glee, Pokémon Sadness, and Pokémon Anger (4DS)

There are three versions, each of which is based on an emotion. Put it in Africa or something.

How do you see Pokémon moving forward? Do you want it to continue to be annualized or do you want it to take a break before we get games named after abstract concepts?


242
TalkBack / Re: Torchic, Treeko, and Mudkip: I Choose You!
« on: November 04, 2014, 06:35:10 AM »
You misspelled treecko in the title.


Fixed! Thanks for pointing that out.

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I am with the people who like PSASBR. Even though I said it doesn't hold a candle to Smash (and it don't), seeing party brawling mixed with more traditional combo mechanics is really cool. Raiden loves wrecking everybody's ****.

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Quote
what the 3DS version has that the other games don’t is [...] what I believe to be the best fighting mechanics in the series
The competitive Melee community and their 13 years-and counting of being alive would probably scoffing at this statement, but that's a discussion for another topic. Which would mean that by their criteria and yours combined, Melee outright demolishes 3DS like Wii U would using your criteria alone.


Good thing this isn't a democracy.  :cool;

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I will say this: Smash Bros. was never really a franchise I played to completion. Brawl was big but truthfully, it was a bit too big for me to ever consider completing all the challenges, obtaining all the trophies, etc.

Smash 3DS seems liek something I can play in my spare time to completion, instead of just being a dedicated party game like the Wii U version will probably become.


It's true. The game is designed around picking up and putting down at a moment's notice. It's a good game to just keep on the system for short bursts.

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TalkBack / Does Super Smash Bros. for Nintendo 3DS Have Enough Content?
« on: October 30, 2014, 06:10:27 AM »

With the Wii U version on the way, does the first handheld Smash Bros. have enough content to stay relevant?

http://www.nintendoworldreport.com/editorial/38883/does-super-smash-bros-for-nintendo-3ds-have-enough-content

Before writing this, I wasn’t sure how to approach the topic, or what to base the measure of “enough” on. Should I make my evaluation based on the Wii U version, on the series as a whole, or solely the 3DS version without giving consideration to the rest of the series? For the sake of fairness, I’m going to attempt to do all three.

I would like to state that I really like the game on 3DS. Even though the single-player content is a bit slim (you can get a good taste of everything it has to offer in about two hours), the fighting is great and all 51 characters give what relatively few modes of play there are plenty of diversity. In our podcast discussing the game, the word I used to describe my experience with Nintendo’s multiplayer brawler was “concise,” a word I stand by. It’s a lean game, but also fulfilling enough to keep you hooked. However, before I begin discussing the game on its own merits, let’s compare it to its upcoming console counterpart.

Super Smash Bros. for Nintendo 3DS vs. Super Smash Bros. for Wii U

In the wake of the recent reveals for Super Smash Bros. for Wii U, it feels like Nintendo is pretty much leaving the 3DS version in the dust compared to its console-bound big brother. The 3DS game has Classic mode, decent online, Smash Run, some challenges, a few supplementary modes, and some collectibles. In comparison, the Wii U game has new gameplay enhancements, Event Mode, a vastly improved stage building mode from Brawl, far more gameplay customization options, bigger and better stages, a significantly larger soundtrack, Smash Tour, more supplementary modes, and even more. I honestly reached the point where I thought that Nintendo was using this Direct to actively take a dump on the 3DS game just in the hopes of selling the Wii U version.

Perhaps the true reason why the 3DS game was released first was because it offers much less content, and releasing it first would make the Wii U version look that much better by the time it was fully shown off. Thanks to the content, the visuals, and the control options, with all of the knowledge we have now, it’s not easy for me to recommend the 3DS version alongside the Wii U version because everything in it blows the 3DS version out of the water.

Not only that, but when looking at stuff like Event Mode and Stage Customization, it almost feels like the 3DS got too few modes. Does Event Mode really need to be exclusive? It’s one of the most enjoyable modes to ever grace the series and the 3DS version can’t have it? And there’s no Tournament Mode, even at a reduced player count? If we’re evaluating based on pure content, the Wii U game makes the 3DS game look bad. Of course, we have to consider that the 3DS game is launching at handheld retail price and the Wii U game is launching at the more-expensive console retail price, but the gap between these games, in my opinion, is far more than $20.

Final Verdict: Not Enough Content

Super Smash Bros. for Nintendo 3DS vs. Super Smash Bros. 64/Melee/Brawl

This is probably my favorite discussion because it asks a fascinating question: What is content?

Looking at raw modes, the 3DS version only beats out the original. The Nintendo 64 game had a couple supplementary modes, Classic Mode, and basic local multiplayer. There were twelve characters and a few stages. No contest here.

In Melee, the 3DS version lacks Event Mode and Adventure Mode as well as Tournaments – arguably three of the best and most substantial modes outside of multiplayer. I might also add that Melee’s stages are generally much better than those in the 3DS game, and the trophies are more interesting. The 3DS game has challenges and online, but pound for pound, Melee beats 3DS mode-wise.

Brawl has all of this and more, including challenges, all of the supplementary modes you could ask for, and the divisive Subspace Emissary. Mode-wise, Brawl absolutely wrecks the 3DS game.

However, what the 3DS version has that the other games don’t is a monstrous character count and what I believe to be the best fighting mechanics in the series. If we consider the roster count as content (and we certainly should), the 3DS game has four times the roster of the 64 game, twice the roster of Melee, and is still substantially larger than Brawl. This, combined with the fact that the 3DS game is the first Smash Bros. game with competent online, ensures that even with less substantial mode content, the mileage you will get out of that content will balance the scales – if not tip them in the 3DS game’s favor.

I’m not saying this fully excuses the 3DS version’s lack of meaty modes, but at the very least, the game holds its own.

Final Verdict: Probably Enough Content

Super Smash Bros. for Nintendo 3DS vs. Itself/Other Fighting Games

When we drop all comparisons to past and future Super Smash Bros. games, the 3DS version is kind of amazing on its own. Let’s just break this down:

Compared to other party fighters like PlayStation All-Stars Battle Royale and that Cartoon Network 3DS game, there really is no comparison. Neither have the modes, character count, character quality, or game quality to even put up a fight.

Compared to other fighting games, most Capcom fighters only have online, an arcade-like mode, training, and a series of challenges that are really just adept tutorials. Smash Bros. also has an enormous roster of 51 characters, with only a few dipping remotely into clone territory. I’m not saying there are no fighting games that match the level of content in this game (the new Mortal Kombat could certainly give Smash a run for its money), but Smash 3DS is definitely on the ample side once you start looking outside of Nintendo’s realm.

On its own merits, how many of us are really that unhappy with the final game? It does look anemic compared to the Wii U version, but Smash fanatic Justin Berube has already dropped 200 hours on the 3DS version. Additionally, I’ve invested 15-20 hours of my own, and both of our hour counts are surely going to climb for the foreseeable future.

When all series comparisons are thrown out the window, Super Smash Bros. for 3DS looks pretty damn good.

Final Verdict: Definitely Enough Content

Conclusion

I’m not going to definitively state that Super Smash Bros. 3DS has or does not have enough content with any attempt at objectivity. My larger intention here is to show you how the answer to this question potentially changes depending on where you want to draw your line and whether you see the glass full, empty, or somewhere in-between.  

Where do you stand on all this? Do you think Super Smash Bros. 3DS has enough content?


247
TalkBack / New Super Mario Bros. U Review Revisit
« on: October 27, 2014, 02:53:48 AM »

In which we take a brand-new look at the big Wii U launch title.

http://www.nintendoworldreport.com/feature/38840/new-super-mario-bros-u-review-revisit

This time on Review Revisit, we're taking a look at the 2012 Wii U launch title New Super Mario Bros. U. Despite releasing in the same year as its predecessor, New Super Mario Bros. 2 on 3DS, the game was met with plenty of critical praise. Our original reviewer, Neal Ronaghan, said the following in his original review, awarding the game a 9.5 out of 10:

"New Super Mario Bros. U is close to the ideal 2D Mario game hinted at by the debut of New Super Mario Bros. seven years ago. It’s a more sincere follow-up to Super Mario World than any previous game, and even if its innovations are muted and on the periphery, this is the evolution the series needed. It’s a simple question, really: Do you like 2D Mario? If so, play this game. It is that damn good."

Two years later, how do some of our other staffers feel about Nintendo's premier Wii U launch game?


Alex Culafi, Associate Editor: New Super Mario Bros. U is a bit hard to quantify because it alternates between "super iterative" and "really great sequel" every time I think about it. On one hand, it has very little new to offer outside of HD visuals, a cool power-up, and a world map reminiscent of Super Mario World. On the other, New Super Mario Bros. U has an extremely satisfying level of challenge (among the best difficulty balance in the series) and creative level design that trumps every 'New' game that came before. It won't rope any Mario decriers back in, but if you like 2D Mario, it's easily the best one in a very long time.


Zachary Miller, Associate Editor: NSMBU came out during an unfortunate period of Mario fatigue. We'd just played NSMBWii and NSMB2, so it felt way too soon to go back to the well for the Wii U. But if you can get past the familiarity, you'll find that NSMBU is the best of the "NSMB" games. The new items (Squirrel Suit!) and level design are fresh and challenging, and the graphics are HD and wonderful. The soundtrack is still middling (BAH BAH). I will stress that, while billed as a multiplayer game, NSMBU, like its predecessors, is NOT tailored to unskilled platformer players. You'll just end up frustrated.


Addison Webb, Associate Editor: New Super Mario Bros. U was the game that sold me on the Wii U. I very much enjoyed New Super Mario Bros. on DS and New Super Mario Bros. Wii, and I may be alone in this, but I can't get enough 2D Mario. Not only does the game look great, I enjoy the addition of a fluid overworld with secrets and alternate paths. The flying squirrel power-up is a great substitute for the often game-breaking helicopter hat. My only gripe with the game is the lack of musical variety. Overall, New Super Mario Bros. U is the definitive game in the New Super Mario Bros. series, and was my favorite game in the series since Super Mario World until Super Mario 3D World came out a year later.


Bryan Rose, News Editor: Now in it's fourth iteration, New Super Mario Bros. U continues to not really innovate in terms of what Mario can do in 2D platforming. I kind of miss the days when he did, in games like Super Mario Bros. 3 and Super Mario World. Not that Super Mario Bros. for Wii U is a bad game - in fact, I personally feel it's the series best. The usual Mario side scrolling 2D gameplay remains intact and overall continues to be a fun romp through eight or so worlds. There's the usual ice, ghost and other worlds that the NSMB series is known for, all represented wonderfully in HD. I just wish that there was something tangible here to really sink my teeth into, something that's...actually new. Ironic, right? Again, this isn't a bad game at all but, deep down, this is probably the best version of three other games that are on other Nintendo systems.


And lastly, Connectivity regulars Alex and Zach got together and recorded a discussion of the game. Enjoy!


248

Bold colors and dope soundtrack and free movement, oh my!

http://www.nintendoworldreport.com/editorial/38821/five-observations-about-the-new-pokemon-omega-ruby-and-alpha-sapphire-demo

The demo for Pokémon Omega Ruby and Alpha Sapphire is now available in most territories and finally, yes, I have played it. The demo isn’t that crazy because it just features a bit of exploration and a handful of battles, but I still managed to glean some observations from our first taste of the upcoming Pokémon experience. Here are the five things that stuck out the most.

5) Bold Colors Are Back – As I referenced in my article calling Ruby and Sapphire the best Pokémon games ever, one of my favorite things about the original is its bold, bright color palette. It doesn’t look quite like any other Pokémon game in style, and I’m pleased to say that they brought it (or something like it) back for Omega Ruby and Alpha Sapphire. As soon as I stepped into the world expecting another X and Y (which had one of the less interesting art styles in my opinion), everything looked and felt right.

4) There Might Be Even Less 3D than X and Y – I also made a reference to this in an older article, but if you notice, the 3D warning text on the box changes from “Playable in 2D and 3D.” in X and Y to “Playable in 2D. Some areas also playable in 3D.” It isn’t tough to see why. We get those excellent 3D Latios cut scenes and single-battles, but no other part of the game is in 3D. This doesn’t sound crazy at first because most of X and Y isn’t, but remember that X and Y had some 3D environments – specifically many caves and interiors. In Omega Ruby and Alpha Sapphire, there was none of that to speak of (despite there being some simple interior areas where 3D would make sense). It was a short demo, but signs are pointing towards more limited 3D. However, that’s not a huge deal because…

3) The Game Generally Looks Better than X and Y – The bold colors look great, but I also think the game in general looks a bit sharper than X and Y, much in the same way SoulSilver and HeartGold look better than Diamond and Pearl. Even if that wasn’t the case, there were a lot of little things that stuck out to me as wise aesthetic choices. I think the game looks way better now that you can run with free movement (as opposed to the jerky animations in X and Y of the protagonist’s eight-direction movement and unwieldy rollerblades). Additionally, I like that they changed Mossdeep so the rocket has its own platform in the distance (I wonder if we’ll be able to use it to get Deoxys on the moon or something!). It could just be me, but I mind the lack of 3D this time around far less than X and Y.

2) The Music Is Still Dope and Still Ruby and Sapphire – DAT WILD BATTLE THEME REMIX. DAT RUSTBORO/MOSSDEEP CITY REMIX. I CAN’T WAIT FOR THE REMIX OF MAXIE AND ARCHIE'S THEME.

1) The Game Seems Better than I Thought – Even as someone who loves Ruby and Sapphire to death, I had low expectations for this remake. I expected it would carry over the poor frame-rate and 3D/2D mix of X and Y (it sure did!) and I expected they would kill the spirit of the originals in the same way I feel SoulSilver did, but the former isn’t bothering me and the latter seems like it won’t be the case. Everything I played in the demo felt exactly the way a Ruby and Sapphire remake (or remake of any kind) should: take inspiration from the originals to bring the new versions into the modern era. After seeing those quick trailers in the demo, I’m excited to see what new features and locations are added just as much as I’m excited about what they’ve done to places like Slateport and Rayquaza’s lair.

Maybe with these new games, people will finally see the things I love about the originals thanks to a more modern context. How did the demo treat you guys? What cool stuff did you notice? Drop a comment below!


249
TalkBack / Re: On Disagreement and Vilification
« on: October 15, 2014, 09:41:42 PM »
I like getting into a heated argument about review scores for fun, but I don't really get why some people get vile in response to someone else's opinion. I love God of War 3 and think the review posted in that discussion is kind of crazy, and though I haven't played Bayonetta 2, what I've read makes it sound like some people are having a hard time distinguishing between sexy and sexist (though, because I haven't played it, my opinion there is worth ****). But you know what? Who cares? It's their opinion. You can think they're wrong, but the only time your life is affected by one not-even-that-negative review score in a sea of glow is when you decide to make your life affected by it.

Just go to a website that better suits your interests and opinions. Granted, if you don't lean left, that's going to be pretty tough, but Polygon is one of the last places you should go in that case.

250
Thanks for the fuckin spoiler in the goddamn title, ass.
Really, you couldn't have kept the title spoiler free, or alerted us?


Sorry homie. I tried to keep his artwork under wraps. I'm a little surprised people don't know he exists, but I apologize if you got screwed over in the process.

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