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Messages - Webmalfunction

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451
TalkBack / Heroes of Ruin Impressions
« on: April 28, 2012, 02:31:14 PM »

Well, I can't say it isn't interesting.

http://www.nintendoworldreport.com/impressions/29999

At PAX East, I got the opportunity to play Heroes of Ruin with fellow staffer Jon Lindemann (read his impressions here). Since he already covered the basics, I figured I would talk about my co-op experience and the game’s dungeon crawling.

As an action RPG, Heroes of Ruin attempts to take a well-established genre and add some twists to change up the experience, and from what I've played, n-Space and Square Enix has been somewhat successful. One particular difference comes in the game’s randomization of dungeons. With the exception of things like boss rooms and areas relevant to quests (which, even then, have some random locations), every experience in a given dungeon is slightly different each time. I think this is kind of cool, but I am also troubled by the idea, as many games utilizing a random format tend to make the experience feel less valuable. Thankfully, the forest dungeon I played was well put together.

Within these dungeons, there are NPCs offering side quests—alongside an overarching quest—requiring completion (in this case, it was beating a boss). For instance, one quest had Jon and I collecting materials scattered inside the area. Obtaining the items provided a stronger weapon than the basic one offered at the beginning of the demo. With this tool equipped, some particularly challenging fights became quite a bit easier, though collaboration was still required.

I used the Vindicator, a warrior class built for melee combat (as opposed to Jon, who played as the Gunslinger, with focus on long range). I had basic sword slash, as well as a special move (a forward dash). You can map to three of these special moves (which have limited use) at once to three of the face buttons, with one reserved for the basic move.

As the warrior class, the experience was quite traditional, though I feel like my time with the game was somewhat less enjoyable because of that fact. With all the special moves unlockable through leveling up, I presume playing will become far more interesting once I get to play with the skills a bit. As it stands, though, I would be lying if I said the Vindicator experience didn't feel a tad generic.

As a dungeon crawler, I was very impressed with the exploration, something often limited in games of the genre. Alongside monster fighting, there are the aforementioned side quests, plenty of secrets (Jon and I found ourselves in front of a slightly hidden spot, where cutting some branches led to a room filled with treasure), and even some really clever puzzles.

Co-op is clearly a strong aspect of Heroes of Ruin. In addition to the option for voice chat in online co-op, the game carries some subtle examples of the value of playing with someone else. Simply put, this game requires communication. Jon and I had some really good back and forths about things like what quest we should be focusing on, whether the other needs help, and general strategy.

The difficulty of going it alone is another reason to play cooperatively. When Jon and I were separated, I noticed I was rushing through potions much quicker than I would be if we were fighting together. For the brief chance I had to take on the boss of the dungeon, fighting solo was absolutely impossible, and it felt like I was dealing a fraction of what I should be (which makes sense, since this is intended as a four player game). Like many similar games, much of the fun comes from cooperating with one another, so much so that I don't think the game would be especially fun as a solo venture.

Heroes of Ruin is definitely a game I'll keep my eyes on. Although a design choice or two were questionable, the opportunity I had to play this game gave me faith that something of this magnitude can be done on 3DS, something I was not so sure of coming in.


452
TalkBack / Nintendo Reveals Sales Forecasts for Wii, DS, 3DS
« on: April 27, 2012, 10:11:45 AM »

Nintendo says things are looking up for 3DS. For DS and Wii, however...

http://www.nintendoworldreport.com/news/29990

Software and hardware sales forecasts regarding 3DS, DS, and Wii were revealed by Nintendo President Satoru Iwata at the recent investors meeting.

On the 3DS front, Nintendo predicts a 100 percent increase in software sales and an increase in hardware sales of almost 40 percent from the previous fiscal year. "From this fiscal term, we will be in the harvest time for the software sales of the Nintendo 3DS," Iwata explained.

Regarding the DS, sales of both hardware and software will decrease by approximately 50 percent, Iwata noted, crediting this to the small amount of games releasing in the fiscal year.

On Wii, hardware sales are predicted to have a slight increase, though software is predicted to take a dramatic drop alongside DS. This, like the DS, is partly due to a smaller quantity of releases, but also the release of the Wii U.

"We don’t anticipate that the software sales of the Wii U can compensate for the decrease in those of the Wii because the Wii U will be launched as late as in the holiday season and then the total unit sales of the Wii U will be limited in this fiscal year. This is one of the reasons our business performance inevitably fluctuates when we change platforms," said Iwata.


453
TalkBack / Darkrai Distribution Announced for Pokémon Black and White
« on: April 26, 2012, 10:30:37 PM »

Those with English copies of either game can get the Pokémon next month.

http://www.nintendoworldreport.com/news/29980

A Wi-Fi event distributing the legendary Dark Pokémon Darkrai to English copies of Pokémon Black and White have been announced.

Although not many other details have been revealed, it has been announced that the event will start on May 9 as a tie-in with the release of the Pokémon Trading Card Game expansion "Dark Explorers" on the same day.

The official website also says that "Darkrai comes equipped with a set of powerful attacks and a nightmarish Ability," though any potential moves or abilities exclusive to this event are currently unknown.


454

Your next round of monster battling may occur sooner than you think.

http://www.nintendoworldreport.com/rumor/29950

Pokémon Black and White 2 may be coming out on Tuesday October 2, according to a photo of a GameStop release schedule (and recently confirmed via phone call).

Although GameStop dates are known to be fairly close to the genuine date in many cases and Black and White 2 is expected to come out during the fall, the date is still unconfirmed. In addition, Nintendo usually releases Pokémon or other major titles on Sundays.

Pokémon Black and White 2 comes out in Japan June 23.


455
TalkBack / Re: Pokédex 3D Update Announced
« on: April 22, 2012, 02:11:45 PM »
Still, looking at somewhere around $15 is realistic. There is no way in hell I'd buy that. Then again, it's not for me. I could see myself buying that AR Searcher for novelty, but considering I treated Pokedex 3D like a sore that infected my 3DS with a blue light every day, this isn't for me.
Unfortunately for me, I just eat this **** up. I wish I had more restraint, but chances are that I'll own both of these as soon as these hit the shop.


650 Pokemon isn't so bad though.

456
TalkBack / Pokémon Black and White Version 2 Preview
« on: April 22, 2012, 12:02:27 PM »

Want to know everything about the upcoming sequels? Alex has you covered.

http://www.nintendoworldreport.com/preview/29898

Update (4/24 at 6 PM EST): Thanks to Serebii Joe for improving details on characters, Pokémon, and the new Kyurem forms!

Pokémon Black Version 2 and White Version 2 are the direct sequels to last year's Pokémon Black and White—a first for the series. Other than a handful of drip-fed glances at the games, not much information has been spelled out officially. However, we can make a few educated guesses and safe assumptions from the available material. In preparation for the game's release this year, we'll have a series of three monthly installments comprising everything we know: one now, one next month, and a third after the Japanese launch in June. 

First off, let's talk about what Nintendo has shown. The new version mascots, Black Kyurem and White Kyurem, are brand new Pokémon forms (contrary to them actually being "new Pokémon", as commonly believed). Interestingly, Black Kyurem is paired with Black 2 and White Kyurem is paired with White 2. (In last year's games, the black legendary, Zekrom, whom Black Kyurem is based on, was paired with the White version game, and vice versa.) Since N captured the non-mascot legendary in last year's game, I presume the Pokémon N captured will likely be responsible for Kyurem changing form. These two Pokémon also have special moves—White Kyurem will know Ice Burn, and Black Kyurem will know Freeze Shock. Lastly, in the Pokédex 3D Pro reveal on Nintendo Direct, White Kyurem and Black Kyurem made appearances in the updated Pokédex. The quick image shown confirmed suspicion that the new forms will be ice and dragon type (like regular Kyurem), and will carry the same National Pokédex number (646) as Kyurem.  

As far as other Pokémon, the regional Unova Pokédex will increase significantly to include older Pokemon alongside the newer 155 (making the Regional Pokédex expand to about 300, making it the largest yet). One early route shows Lillipup and Azurill as wild fodder, with other examples including Metagross, Lapras, and Mareep. Either fortunately or unfortunately, Tepig, Oshawott, and Snivy reprise their roles as starter Pokémon in the sequels.

From a plot perspective, Black and White 2 take place two years after the first games, and feature a completely new story and pair of protagonists. Though not yet named, the male and female look similar to the protagonists of Black and White, if not slightly younger. In addition, the games feature a new rival, though the extent of his role is currently unknown. A new researcher named Akuroma, who researches Pokémon strength, is also involved.

Now, we can get to the fun stuff: changes in Unova. Let's take a look at Hiougi City, the starting city in the game. Located in southwest Unova, the city appears quite expansive. Hiougi City features a Pokémon Center, which you can use instead of going to a machine or your mother for healing. Next to that is a training school, which seems to tie into the plot somehow. North of the city is a lookout, which allows the player to see the surrounding mountains and routes. Hiougi is not the only new location, as multiple (albeit unnamed) towns and cities, including a tropical town with a beach, have already been revealed.

Aside from towns, it seems a lot has changed in the region in just two years. A good portion of the region is completely covered in ice (including the starting location, most of the post-game area, and a few of the gyms), though any causes or effects of it are unknown. Other major changes are immediately apparent as well: construction on the Route 4 desert is totally complete, and Driftveil City has changed considerably. To make things easier, I've circled all of the changes I see between the old map and the new one. 

Since neither Game Freak nor Nintendo would likely ever release a Pokémon game involving massive death, I assume the frozen areas would not be thick enough to encase parts of the region, but simply cover the ground, keeping the people safe and alive. I don't really see enough room on the map for eight gyms (or an Elite Four) as is, so I'll also predict the games will utilize travel of some kind (like the new underwater tunnel system briefly mentioned in pre-release information), and possibly the unfreezing of parts of the region altogether as the story progresses. I've got a strong feeling that some part of that frozen area will be post-game content.

Speaking of gyms, at least two new gym leaders are joining the fray or replacing old ones. One of them, Shizui, is a water-type leader residing in the aforementioned beach town. In his gym, lily pads are used to move around the area. Another, Homika, is a poison-type gym leader whose gym is a music club (where she and her band play). Homika will make an appearance in the Pokémon anime in June.

Finally, let's talk about some of the stuff we see in the trailer. The first really interesting thing is the song used, which has a heavy focus on midi trumpet, not unlike Pokémon Ruby, Sapphire, and Emerald. At the 0:37 mark, what appear to be new antagonists are shown, wearing black outfits reminiscent of Team Rocket but also having the same hair color as Team Plasma. Right after, Akuroma steps onto a stage in front of a crowd, though the purpose is unknown. At the 0:50 mark, the filming of some kind of movie occurs, with the involvement of a metallic Pokémon (identified as Tyranitar, thanks to the Nintendo Direct trailer), though the purpose is unknown. At the 1:00 mark, the male protagonist enters a forested area with what appears to be a Pokémon (or doll) inside. This may refer to the return of secret bases or, more likely, a new event of some kind. The 1:15 mark shows something you may have missed: all trainers—even common ones— now seem to have animations. Maybe it's not big, but it's certainly new.

Pokémon Black and White 2 release on June 23 in Japan, and later this fall everywhere else.

Note: The purpose of this is article is to cover information as it was at the time of the writing. Of course, as news becomes available, we will report on it to keep you updated, and you should expect to see an updated analysis next month.


457
Podcast Discussion / Episode 31: Connectivity Direct!
« on: April 22, 2012, 12:04:50 AM »

Two news segments and the return of GOTY 2012!

http://www.nintendoworldreport.com/connectivity/29935

With PAX behind us, it's time to get back to work, and what better way to do that than with two, yes two, news segments!

First, Neal and Patrick break down some of the news we've missed over the past couple weeks, including the lackluster support of the eShop/Virtual Console. Then, following the sudden announcement of Nintendo Direct, Neal joined Alex and Pedro to talk about the late-night announcements (at least for us), such as New Super Mario Bros. 2 and the Kirby Anniversary Collection.

Also included in this news-centric show is the return of "What Pushes My Buttons" and our evolving game of the year list.

Got things to say about what was revealed during the latest Nintendo Direct? Click here to send us some listener mail. Be sure to rate and review us on iTunes as well! We'll see you next week.


458

Although not much news can be drawn from it, plenty of new gameplay footage is shown.

http://www.nintendoworldreport.com/video/29933

A new trailer for Pokémon Black and White 2 was shown during the April 21 Japanese Nintendo Direct.

Although it does not necessarily offer any new information, the trailer did show off the game's starting city, Hiougi City, as well as some gameplay from inside of the new water gym (and the animation of its leader, Shizui).

Also of note is the new movie making element of the game, though no details of that are currently known.


459
TalkBack / Warren Spector Details Epic Mickey: Power of Illusion Plot
« on: April 21, 2012, 01:23:06 PM »

The Castle of Illusion roots go deeper than you think.

http://www.nintendoworldreport.com/news/29932

Details regarding Disney Epic Mickey: Power of Illusion were revealed by Junction Point Studios Creative Director Warren Spector at the European Nintendo Direct.

During the presentation, Spector noted that the gameplay focuses not just on platforming, but also paint and thinner mechanics. He also described the gameplay as a fusion between Castle of Illusion and the original Epic Mickey games, despite looking more like the former.

The plot of the game is that the evil witch Queen Mizrabel (Castle of Illusion's villain) gets trapped in Wasteland and is eager to escape. Since her powers and castle are intact, she tries to capture popular Disney characters and steal their "Cartoon Essence," to take their popularity and give it to herself. Mickey Mouse teams up with Oswald the Lucky Rabbit and other Disney characters to free the trapped characters and defeat Mizrabel.

Epic Mickey: Power of Illusion releases this fall on 3DS.


460
TalkBack / Super Mario 3D Land DLC - Part 2
« on: April 21, 2012, 12:46:04 PM »

Alex explores the dark past of Mario's minor roles, brings back a familiar foe, and provides a horrifying artistic interpretation of Punch-Out!!. 

http://www.nintendoworldreport.com/dreamgame/29880

In my previous Dream Game, I designed an entire game world based on Super Mario Bros. 2. It was okay, but it wasn't actually the DLC I wanted to do first. See, I originally wanted to make this one, but because it was much more challenging, required more work, and would be completely new for a Mario game, I thought I would do the standard level pack first.

In this installment, the downloadable content is not based on one game, but five. It has no levels, just a series of bosses. Essentially, it's a boss rush based on my five favorite minor Mario roles. I'm not talking about appearances in things like Mario Hoops 3-on-3—I'm talking about making boss fights against boxing referee Mario from the original Punch-Out!!, and an entire battle that uses a Mario Paint track as the stage. With only five bosses and no levels, I would price this content at only two dollars. Of course, that's implying Nintendo would ever touch something this insane.

The content begins with Mario waking up on the side of a tennis court (the one from Tennis for NES), and immediately getting attacked by...

Boss 1: ... a shady figure sitting on the referee chair across the court. He doesn't say anything or attack directly, but instead damages Mario by sending out a barrage of pixelated tennis players to balls at him. By the time Mario gets to the center of the court, the tennis balls assaulting him are on fire (which, using video game logic, makes them faster), and the audience is throwing assorted junk food from all directions. When Mario finally gets to the referee chair, a cut scene plays.

Mario is getting hit with tennis balls, until he dodges out of the way of one, causing it to hit the referee chair, topple it, and send the mysterious figure crashing to the ground. It's revealed to be Tennis referee Mario, except he has red pupils instead of black, and as Mario attempts to grab him, the dopplegänger vanishes into thin air with an unemotional expression on his face.

Then, a generic mystical door with a blinding white light opens up, and Mario goes through to see his next enemy.

As Mario passes through the door, a construction area reveals itself. As he looks up to see unfinished doors, ladders, and platforms reminiscent of the original Donkey Kong, a gigantic wrench drops from above him. As it is about to hit our hero, Mario is saved by... another Mario, only in a construction outfit this time. Although kinder, he vanishes into thin air like the referee. A bulldozer can be heard in the distance.

Boss 2: A voice, raspy like Wario's but slightly deeper, is heard: "It's me, Spike!" As this is said, the bulldozer makes its appearance, knocking down every single bit of construction in the process. In the driver's seat is Foreman Spike from the original Wrecking Crew. He is burly and bearded with, again, some traces of Wario. The battle takes place in a square arena, with destroyed construction as the barrier. Spike attacks by ramming the bulldozer (which takes up about one-third of the area) into Mario, and spawning Gotcha Wrenches and Eggplant Men onto the stage. 

The former are basically taller, purple, re-skinned Goombas, but touching the latter at all (even with a tail) makes Mario take damage. To win, Mario needs to jump off the heads of the Gotcha Wrenches to reach Spike and deal damage. Mario needs to hit Spike three times, after which Spike turns red and moves much faster. In addition, more Eggplant Men spawn. At this point, jumping on his head a fourth time knocks Spike out and finishes the battle.

Again, a door opens, and Mario goes through.

Now, Mario enters a boxing arena, and sees the same referee as before. Mario runs into the arena to catch him. As he enters, however, a bell rings, referee Mario runs to the sidelines, and Mr. Sandman (also with red pupils) enters the arena.

Boss 3: The round starts in a Punch-Out!! fight of Mario against Mr. Sandman. Mario's life bar can sustain five hits, and hitting Sandman three times (which isn't that hard) disorients the boxer and opens the arena. From this point, Mario can chase down the referee and jump on his head or hit him with his tail. Sandman is going berserk, though, and is trying to pummel Mario as the plumber chases the elusive twin. Cornering the referee and hitting him once triggers a cut scene and spawns Mr. Dream into the arena. 

Mario can now only take two hits, and has to deal three to Dream. Disorienting him opens the arena again, and now two boxers are after Mario as he goes after the slightly faster referee. Getting him a second time causes the stadium to shake as a final boxer enters the arena to take Mario down: a red-pupiled Mike Tyson. 

As the round starts, Tyson immediately pummels Mario. As Mario shrinks, about to lose, Little Mac jumps in (and out of retirement) to deal with Tyson and sneak Mario a Super Leaf. While this happens, a timer starts ticking down from 30 seconds—the amount of time Mac can hold off Tyson. Once the time runs out, Tyson enters and takes out the referee, Mario, and the boxers in one hit. Mario has the 30 seconds to deal the crucial hit to the referee, while the boxers and ref get much faster. Dealing the final attack ends the battle, makes the ref disappear once again, and opens the next door.

Mario finds himself in a snowy area outside Bowser's castle. As Mario looks down, he finds he's now wearing Luigi's clothing and, more importantly, that he can't move as he watches a different dopplegänger of Mario getting kidnapped. Soon after, Mario regains movement, and another door appears, taking him to a somewhat familiar street corner where he meets...

Boss 4: ...Roy Koopa, the final boss of the educational game Mario is Missing. This boss battle borrows a couple elements from the original. For instance, Mario cannot be harmed by Roy, Roy can only move back and forth like the original, and he doesn't have his wand. Mario only has to hit Roy seven times to beat him. The difficulty in the battle comes from the information booths of the original, which create sound waves throughout the arena. Dodging the waves (which may or may not require fill-in-the-blank mini-games utilizing historical knowledge) makes Roy easily accessible for defeat.

One last time, a door opens. Now Mario is on a gigantic sheet of music... in two dimensions.

Boss 5: Referee Mario appears one more time, now moving his hands like a conductor. As this happens, the rhythmic final boss battle starts. Mario must time his jumps to the tune of the Super Mario Bros. theme. Jumping at the right time gets him further and further, and after about a minute of the jumping over hearts, Game Boys, and cars, Mario lands on the referee's head midway through a verse and ends the battle.

This time, the pupils in referee Mario's eyes turn black, and instead of vanishing, he simply collapses into dust. With this, a door opens not to blinding light, but rather the Mushroom Kingdom, with Peach's castle visible in the distance. As he walks toward it, the dust pile rattles, and Mario turns around to see the dust take on a new form, a true form...

Final Boss: ... Tatanga, the alien invader antagonist from the original Super Mario Land. Tatanga's battle resembles the one from Six Golden Coins, but on a three-dimensional plane. Tatanga is in his space ship from the second game, shooting energy waves and energy balls before swooping down to ram into Mario directly. Of course, as he swoops down, Mario needs to jump onto his head three times. Doing so does not end the battle, as Tantanga morphs his ship into the one from the original. As this happens, he takes his ship close to the ground and rapidly fires the shots of three energy balls, only horizontally now. Jumping over the energy balls and hitting Tatanga three more times finally ends it, destroying the villain once and for all and truly making the experience feel more like a Super Mario Land game.

After this, the screen slowly brightens and becomes white for a moment, as Mario wakes up from a dream once again, ending the content and signaling the credits.

All in all, this DLC probably takes 30 minutes to complete, but my hope is that this content would have decent replay value. Additionally, after beating the content, a new Toad house is unlocked, which offers two power-ups: the tennis Racket, and the boxing gloves. The racket allows Mario to rapidly shoot tennis balls, and getting a fire flower lights them. The boxing gloves act similarly to the Tanooki suit; punching is slightly slower, but it has a much larger range.

Thanks for reading, gang. This is the end of my Mario DLC, but Dream Game will continue!


461
TalkBack / Calcio Bit Gets Online Mode on 3DS
« on: April 21, 2012, 11:50:17 AM »

Japanese 3DS owners can now play video soccer worldwide.

http://www.nintendoworldreport.com/news/29931

An online mode was announced for the upcoming soccer simulator Calcio Bit during the recent Nintendo Direct event by Nintendo President Satoru Iwata.

Calcio Bit comes out in Japan on July 12. There is currently no word on an international release.


462
TalkBack / Mario Tennis Open Features 16 Characters, Mii Accessories
« on: April 21, 2012, 12:04:30 AM »

Baby Peach and a Luma will be joining the fray.

http://www.nintendoworldreport.com/news/29912

16 characters and Mii accessories have been announced for Mario Tennis Open by Nintendo President Satoru Iwata.

Of the 16 characters, both Luma and Baby Peach have been announced as playable. In addition, the previously announced Mii's will have over 200 accessories available, such as rackets and clothing. These accessories affect attributes, like spin and speed.

Mario Tennis Open releases in Japan May 24.


463
TalkBack / Pokédex 3D Update Announced
« on: April 20, 2012, 11:45:55 PM »

UPDATE: Confirmed for Europe. Fans can now view both new creatures and old in 3D.

http://www.nintendoworldreport.com/news/29900

Pokémon Zenkoku Zukan Pro, an update to Pokémon Pokédex 3D, was revealed during Nintendo Direct by Nintendo President Satoru Iwata. Nintendo of Europe's Satoru Shibata confirmed the game's existence in Europe during their Nintendo Direct.

The application, which will release prior to Pokémon Black and White 2, will feature both new Pokémon from the upcoming games as well as older Pokémon from previous generations.

The application launches July 14 in Japan for 1500 yen. There is no release date for the European version.


464
TalkBack / Pokémon AR Searcher Announced
« on: April 20, 2012, 11:45:30 PM »

UPDATE: Confirmed for Europe. Monsters captured in the upcoming application can be transferred to Black and White 2

http://www.nintendoworldreport.com/news/29902

Pokémon AR Searcher has been revealed on Nintendo Direct by Nintendo President Satoru Iwata. Nintendo of Europe's Satoru Shibata confirmed the game's European existence during their Nintendo Direct.

The app will be exclusive to the 3DS eShop and use augmented reality to capture Pokémon that can then be carried over into Pokemon Black and White 2. The application releases on the eShop June 23 (alongside Black and White 2) for 300 yen. There is no release date set for Europe.


465
TalkBack / Pokémon AR Searcher Announced
« on: April 20, 2012, 11:45:30 PM »

Monsters captured in the upcoming application can be transferred to Black and White 2

http://www.nintendoworldreport.com/news/29902

Pokémon AR Searcher has been revealed on Nintendo Direct by Nintendo President Satoru Iwata.

The app will be exclusive to the 3DS eShop and use augmented reality to capture Pokémon that can then be carried over into Pokemon Black and White 2. The application releases on the eShop June 23 (alongside Black and White 2) for 300 yen.


466
TalkBack / Re: What to Expect from Today's Nintendo Direct
« on: April 20, 2012, 05:07:49 PM »
I would not be surprised if Kid Icarus will be the first Nintendo DLC game

I also would say that Kirby will likely get a grand 3DS game before anything eShop related.

PS. I'm pretty sure that it's safe to say that Luigi's Mansion comes out before Animal Crossing which comes out before Paper Mario. Interestingly, that order also might represent their quality from least to best.

467
TalkBack / I Must Run! Review
« on: April 20, 2012, 12:18:09 PM »

I must run...away from this game.

http://www.nintendoworldreport.com/review/29894

After releases on PlayStation 3, PlayStation Portable, iPhone, iPad, Android, and Nokia phones, Gamelion's I Must Run! lands on DSiWare. The game plays kind of like Bit.Trip Runner, with the male protagonist constantly running straight, and punching objects, sliding, and jumping to survive. Unlike Runner, I Must Run! has no real rhythm to play against, making it feel more like an endurance challenge than a test of skill within the game’s mechanics. Oh, and it's not fun. That's a problem too.

You control the character with either the D-pad or buttons. In my experience, the game was easier to control with actions mapped to the D-pad, but either control scheme works fine enough. The story mode offers four lives and no continues, so you need to run through each of the game's levels (which can take between three to five minutes each) in one go, with the only checkpoints coming at the beginning of levels. There’s a distinction between a game being difficult and a game forcing endurance upon the player. Jumping over girders and hitting boxes in itself is not hard, even as the game speeds up. However, staying focused for several minutes at a time while jumping over same-colored buildings and hitting the same four objects is just boring, and the only thing making me lose is my loss of interest (and inevitable focus) part way through the stage. When there is no charm or rhythm to break up the monotony of a game like this, you quickly realize that what you're doing is not worth focusing on, and the whole thing feels like a waste of time.

The general plot of the game focuses on an ex-Marine getting mugged by the son ofthe mayor. When he fights back, the mayor's son unintentionally falls on his own knife and dies. The man wrongly receives jail time for murder, and one day his beautiful wife, who visits every day, stops showing. The husband gets a note from the mayor saying he'll kill the man's wife if he doesn't show at the city hall in 24 hours. From there, our hero is tasked with escaping jail and saving his wife. Though it doesn’t make a bit of sense, the story is presented with cool comic-like scenes, and the craziness sort of emulates the charm of an old NES game. The story mode is a continuous run through the game's six stages, which include a sewer, a construction site, and suburb.

In addition to the story, there is a mode called Run Endless, which is the same as the story except without plot, scenery change (picking the subway keeps you stuck in the subway, for example), and with only one life. This mode takes the remotely positive aspects from the story mode (a second chance, a small shift in location to slightly raise interest, and the story) and leaves the repetition, the uninteresting graphics, and the unmemorable soundtrack. Well, maybe that's unfair. If you were getting into the game, and stuck on a level, Run Endless mode does provide good practice, as all stages are already unlocked. Though it can function well enough as a practice tool, Run Endless is fairly weak as a standalone mode.

I Must Run! isn't mechanically broken, has decent art, and has an interesting (if slightly nonsensical) story. Unfortunately, it also carries artificial challenge, poor in-game graphics, unmemorable music, a throwaway secondary mode, a lack of continues, and far too much repetition. If you like this genre from playing Bit.Trip Runner and Robot Unicorn Attack, playing You Must Run! will not do your perception of the genre any favors. With that said, at a cheap price point, you might still be able to get the kick out of it I simply didn't find. It feels like Gamelion really enjoyed these kinds of running games, and wanted to make one of their own, but just didn't understand what makes them fun in the first place.


468
TalkBack / Nintendo Direct on April 21 in Europe, Japan
« on: April 20, 2012, 05:13:55 PM »

Nintendo of America will share announcements on social media throughout the weekend.

http://www.nintendoworldreport.com/news/29891

Update (4/20 at 5 PM EST): Nintendo of America released the following statement: "The Nintendo Direct videos airing this weekend in Japan and Europe are aimed primarily at audiences in those territories. While there will not be a Nintendo Direct video specific to North America, we will be revealing some related information starting this evening and through the weekend via Nintendo of America’s social media channels and an announcement."

Update: Nintendo of America will provide North American related announcements through Facebook and Twitter. Nintendo said "Wondering how you’ll understand tonight’s Nintendo Direct since it’s all in Japanese? Don’t worry, we’ll be sharing North American related announcements (in English). Check back here and on our @NintendoAmerica Twitter around 8:30 PM PT to get all the news."

A new Nintendo Direct will debut in Europe and Japan on April 21.

In Japan, the new Nintendo Direct will begin at 12 PM (or 11 PM EST on April 20) and will be available on Ustream and Nico Nico Live. In Europe, the stream will take place on Nintendo's official website at 1 PM CET (or 7 AM EST).

Like the last one, this Nintendo Direct will focus on 3DS and Wii games. No specifics were announced.

Nintendo President Satoru Iwata sent an announcement over SwapNote to 3DS owners in Japan, while a European message featuring new stationery was sent by Satoru Shibata, president of Nintendo of Europe.

As of right now, Nintendo of America has not announced similar plans, but we will be providing realtime coverage with our resident Japanese correspondent, so check back with us tonight.


469
TalkBack / Pre-Order Details for Theatrhythm Final Fantasy Announced
« on: April 19, 2012, 07:03:28 PM »

3DS owners can get their hands on a new premium stylus.

http://www.nintendoworldreport.com/news/29883

A gripped stylus and 17 character stickers will be offered to North American pre-order customers of Theatrhythm Final Fantasy, as stated by Square Enix in a press release.

The stylus itself is white with a black tip and features the game title on its side, as well as a circular extension at the top, customizable using stickers from an included sheet. The sticker sheet itself includes "the Final Fantasy franchise's most popular characters," says Square Enix, such as Squall, Chocobo, and Cloud.

Theatrhythm is set for a July 3 North American release on 3DS.


470

Players can get these cards soon after the release date of Black and White 2.

http://www.nintendoworldreport.com/news/29874

New Japanese trading card sets based on Pokémon Black and White 2 were unveiled recently, titled Freeze Shock and Ice Burn.

The reveal was made earlier this week by Japanese retailer Project Core, but since then, a sellsheet has appeared online containing the first booster pack images. The sets are based on Black Kyurem and White Kyurem, and release on July 13, almost one month after the June 23 Pokémon Black and White 2 release date in Japan.


471
TalkBack / Pokémon Tretta Revealed to Be Arcade Machine
« on: April 19, 2012, 10:12:40 AM »

Monster battling is back, now featuring devices that can actually fit in your pocket.

http://www.nintendoworldreport.com/news/29873

Pokémon Tretta has been revealed to be an arcade machine, following a trademark from last month with little information given at the time outside of a logo, as reported by Serebii.

The machine uses various discs with pictures of Pokémon on them in order to battle, find wild Pokémon, and capture Pokémon (using a roulette). Players can also save a record of battles on a device known as Tretta Report.

The game is due for country-wide Japanese release in July, with no word of any localization.


472
TalkBack / The Rescue of Princess Blobette
« on: April 18, 2012, 01:39:23 PM »

It's a game, all right.

http://www.nintendoworldreport.com/extralife/29818

The Rescue of Princess Blobette is the Game Boy sequel to the NES A Boy and His Blob game. I'm not actually a fan of the series per se. Blobette was one of those games I had when I was younger that I definitely didn't buy and probably didn't receive as a gift; it was just lying around in my house. The game doesn't play like anything I would ever buy for myself, either.

The story goes that the protagonist from the first game and his alien blob friend are trapped in the castle tower of a crazy alchemist. Meanwhile, Princess Blobette sits captured and caged above a pot of boiling water. It's the job of the two protagonists to save her, escape the tower, and pick up some valuable treasure along the way. That's what the Internet told me—I couldn't actually gather that information on my own by playing. This is actually a running theme in Blobette. Having only the cartridge and without any kind of tutorial, I had to learn everything through action and experimentation. Of course, this is not always the best situation to be in when playing A Boy and His Blob.

The gameplay is sort of like an adventure game, but with a strong puzzle influence. You play as the boy, who carries a limited number of jelly beans of various flavors (like tangerine, vanilla, and apple), which he can feed to the blob to turn it into things like trampolines (to reach higher places) and keys (to get through doors). The flavors are listed but the resulting forms are not (until the action is taking place), so it's a game of guessing and sampling each option. There isn't a ton of room for experimentation, however, as one of the ways of losing occurs when you deplete your jelly bean supply, and since no ability to save or checkpoints are available, losing is as good as resetting your Game Boy. Making matters worse, the controls are terrible and imprecise, making some jelly bean tosses completely inaccurate for little reason at all.

Thankfully, the game length can be incredibly short if you understand what you're doing (with minor glitching, a speed run can go through the game in under two minutes). Of course, that playtime can also be extended by spending hours in front of the first doors, where the key isn't immediately available and the game doesn't tell you how to use the trampoline to get the jelly bean that makes the key accessible. I'd be lying if I said getting the puzzle-completion rush from accomplishing a basic game mechanic wasn't part of the fun, though. Of course, the impreciseness can be infuriating too, like when the stiff falling controls cause you to miss a platform and pull a Donkey Kong by accidentally landing on a much lower level, which kills you.

Like many Game Boy games, Blobette's technical stuff is nothing especially significant. The graphics are simplistic and the music—almost exactly the same as the original A Boy and His Blob—is equally limited.

So, this may not be the warmest Extra Life ever, but there is also a reason why Blobette gets one. If you already own this game, and want to dust it off for a good nostalgia trek, I recommend giving it another try. If you're a fan of the other games in the series, or just intrigued by the mechanics, you could very well have a blast with this. It's certainly interesting, and is not without its enjoyable aspects. Amidst the frustration, the game still has plenty of those "Oh! Now I get it!" moments. 


473

According to the publisher, both games will be out by the end of the summer.

http://www.nintendoworldreport.com/news/29864

Nicalis stated that VVVVVV will release in Europe within the first two weeks of May. NightSky was given a less specific window of between the months of June and July.

The European release windows for NightSky and VVVVVV were revealed by publisher Nicalis in a recent interview with Spanish gaming website Blogocio.

NightSky is a physics-based puzzle game developed for 3DS and PC, while VVVVVV, a platformer, was first released on PC and later on the Nintendo 3DS eShop with enhanced 3D graphics.


474
TalkBack / Video Games Live Announces 2012 Canadian Tour
« on: April 17, 2012, 10:00:09 AM »

The concert series will be performing music from the likes of The Legend of Zelda and Earthworm Jim.

http://www.nintendoworldreport.com/news/29842

A new tour for the musical concert series Video Games Live has been announced for Canada.

The tour has been given 10 dates between 10 cities, and features music from Final Fantasy, Zelda, The Elder Scrolls V: Skyrim, Pokemon, Warcraft, Diablo III, Earthworm Jim, Mass Effect, and more. The dates are as follows:

October 25 - Toronto, ON  - Massey Hall
October 26 - Montreal, QC - Bell Centre
October 28 - Kitchener, ON - Centre In The Square
October 29 - Ottawa, ON - National Arts Centre
October 31 - Winnipeg, MB - Centennial Concert Hall
November 1 - Saskatoon, SK - TCU Place – Sid Buckwold Theatre
November 2 - Regina, SK - Conexus Arts Centre
November 3 - Calgary, AB - Southern Alberta Jubilee Auditorium
November 4 - Edmonton, AB - Northern Alberta Jubilee Auditorium
November 6 - Vancouver, BC - Orpheum Theatre

Tickets go on sale Friday, April 27 at 10:00 a.m. for every show but Montreal, where they will instead begin ticket sales exactly one day later. In addition, on Wednesday, April 25 at 6 p.m. PST/9 p.m. EST, Video Games Live will hold a live "interactive chat and video press conference" on www.twitchtv.com/videogameslive.">www.twitchtv.com/videogameslive.

Video Games Live is a concert series created by Jack Wall and Tommy Tallarico, consisting of segments of video game music performed by a live orchestra set to video footage, lighting, and special effects.


475
TalkBack / 90's Pool Review
« on: April 16, 2012, 08:11:59 PM »

At least they aren't porting a flash game.

http://www.nintendoworldreport.com/review/29840

90's Pool, as the title suggests, is a billiards game set in the ‘90s. We don't know which ‘90s, but the towering skyscrapers on the title screen suggest the late twentieth century (although nothing in the actual gameplay refers to the time period). It's always weird reviewing a two-dollar game, since it's quite difficult to determine where a game's quality is in relation to other two-dollar games. In the case of 90's Pool, this distinction is even harder.

In this game, it's not clear what the main mode is. There's a campaign mode, but it has no story and revolves around completing a variety of specific tasks, like using a single shot to sink two balls. There are 20 of these tasks available, but none really offers an easily accessible game of conventional pool. For that, you'll want to try either one-player or two-player mode, which offer a more traditional experience. Instead of stripes and solids, however, the balls themselves are red and yellow, though I can't really complain about a color change. One-player mode offers three opponent difficulties—Easy, Medium, and Hard—though Easy mode is an absolute joke (it feels like the computer is helping you) and Hard reeks of magical AI super-accuracy. The two-player mode offers the same experience, except between two people, passing one DS back and forth between turns.

My issue with this game is that the physics feel... off. Sometimes, it feels like balls land in holes far more frequently than they should be. More importantly, it is absolutely impossible to gauge how hard you're hitting the ball. Sometimes, I lightly tap and the ball gets hit like I was aiming for a hole across the table; other times, I'll hit the ball harder with the cue, but it connects with significantly less force than I expected. It didn't make the experience unplayable (I had a fun few rounds with this against the computer), but it happened frequently enough to be noticed.

90's Pool is completely average. The game doesn't do anything outstanding, nor does it absolutely screw anything up either. It kind of feels like a higher-grade flash game (though I used Google to confirm that it is, in fact, not one), with a similar roughness but also the same feeling of "hey, this is kind of fun for a while". At two dollars, I suppose I can't say anyone would necessarily be ripped off in buying this, but I can't really recommend the game unless someone absolutely needs to play a non-terrible pool on their DSi. And, in all honesty, do you?


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