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Messages - NWR_Neal

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1201
TalkBack / Five Nintendo Crossover DLC Ideas
« on: October 14, 2014, 03:34:06 AM »

Link’s in Mario Kart. All bets are off. What else could happen?

http://www.nintendoworldreport.com/editorial/38734/five-nintendo-crossover-dlc-ideas

I think it's safe to say that Nintendo is now swimming in the DLC pool. With Mario Kart 8 and Hyrule Warriors' ambitious post-release content plans, we now truly have Nintendo season passes. So, where do we go from here?

Here are some ideas that I think would be cool and (maybe) possible for recent or upcoming Nintendo games. Let us know what you think in the Talkback thread below.



Link, Villager, and Isabelle in Mario Party 10

Why not? They're already coming to Mario Kart 8. Even if it's not these three, I think it's high time that other characters enter the world of Mario Party. Imagine the fun to be had with a board with Ganondorf as the omnipresent villain instead of Bowser. What if selected mini-games had an Animal Crossing slant?


Captain Falcon in Bayonetta

With Captain Falcon's Smash appearances being the only damn thing he's been in for a decade; let's explore his fighting side more. So what the hell, make him a playable character in Bayonetta. He could be added to the Climax multiplayer mode.




Team Star Fox in Super Mario 3D World

There are four members of Team Star Fox and four-player mayhem in 3D World. Sounds good, right? I think it does. Imagine seeing Fox in a cat suit, Falco throwing a boomerang, Peppy going multiple with some Double Cherries, and Slippy falling off of a cliff.




Cubivore in Animal Crossing

Honestly, I  really just want my villager to eat things and mate to keep his legacy going on. Cubivore is a fantastic and forgotten GameCube game that I'd love to see back in some form. I'll settle for a nod to it in an Animal Crossing game.




Paper Mario in A Link Between Worlds

This likely won't happen since A Link Between Worlds is nearly a year old, but seeing Link turn into a painting reminded me of Paper Mario. Even if it was a throwaway inclusion, it'd be really fun if you could turn into Paper Mario on walls.


1202
TalkBack / Ubisoft Details How the GamePad is Used in Watch Dogs
« on: October 13, 2014, 09:55:42 AM »

The team at Ubisoft Bucharest has been focused on recreating the same experience as other platforms but with Wii U advantages.

http://www.nintendoworldreport.com/news/38721/ubisoft-details-how-the-gamepad-is-used-in-watch-dogs

When Watch Dogs hits Wii U on November 18, the GamePad will be the major unique addition.

"Our focus was in re-creating the same experience as on the other platforms, while taking advantage of what the Wii U has to offer," Ubisoft Bucharest Producer Florin Sanda told us. The Wii U advantage is off-TV play and an interactive map. The latter is useful, according to Sanda, because in Watch Dogs, "exploration is key."

That wasn't the only idea they had, though. Sanda explained that the team prototyped and playtested many other Wii U ideas, but "some of them just didn't work." After many tries, they determined that the interactive map was the best option.

The Wii U version has been primarily developed by a team at Ubisoft Bucharest, and the six-month delay allowed the team to make sure the Wii U version stacked up to the other versions.


1203
TalkBack / Mum's the Word on Watch Dogs DLC on Wii U
« on: October 13, 2014, 08:35:00 AM »

Will Wii U owners get to experience Watch Dogs DLC?

http://www.nintendoworldreport.com/news/38720/mums-the-word-on-watch-dogs-dlc-on-wii-u

As of now, Ubisoft isn't saying yes or no to the potential of Watch Dogs DLC on Wii U.

"We will have an update for you soon," Ubisoft Bucharest Producer Florin Sanda told us recently.

Ubisoft has had a spotty record with DLC for its Wii U offerings. Assassin's Creed III received DLC, but got it very late. None of the Assassin's Creed IV DLC made its way to Wii U. Other major companies haven't been eager to bring DLC to Nintendo's system either, as Warner Bros. recently announced an ambitious Lego Batman 3 DLC plan that is skipping Wii U.

Watch Dogs is due out on Wii U on November 18.


1204
TalkBack / Mega Man Coming to Monster Hunter 4 Ultimate
« on: October 11, 2014, 05:39:17 AM »

Dress up your Palico as Mega Man and don some Tetsuya Nomura armor.

http://www.nintendoworldreport.com/news/38709/mega-man-coming-to-monster-hunter-4-ultimate

Mega Man is coming to Monster Hunter 4 Ultimate in cat form, according to a Capcom panel at New York Comic Con.

You can use Mega Man as a Palico, one of the helper cats in Monster Hunter 4 Ultimate. He uses a Rush Hammer and also makes the classic Mega Man death sound when he retreats.

Additionally, a Tetsuya Nomura Collection of weapons and armor is on the way. The gear is inspired by Final Fantasy summons and can be used with the Final Fantasy-inspired Palico.

Monster Hunter 4 Ultimate is due out in early 2015 on 3DS. This content will be out alongside it.


1205
TalkBack / Metroid Costumes Coming to Monster Hunter 4
« on: October 09, 2014, 04:25:41 AM »

Suit up in Samus Aran's garb and hunt those monsters.

http://www.nintendoworldreport.com/news/38692/metroid-costumes-coming-to-monster-hunter-4

Two Metroid-themed costumes are coming to Monster Hunter 4 Ultimate when it hits North America and Europe in early 2015.

The pair of costumes are modeled after Samus Aran's Varia Suit and Zero Suit, and they pair well with the Arm Cannon-esque grenade launcher weapon.

Of course, Samus' suits aren't the only Nintendo costumes coming to Monster Hunter. Mario, Luigi, Link, and even Animal Crossing costumes and accessories are coming to the Capcom game, too.

Monster Hunter 4 Ultimate is coming to North America and Europe in early 2015. It's hitting Japan on October 11.


1206
TalkBack / Rare 64 Episode 1: Killer Instinct Gold
« on: October 09, 2014, 03:18:12 AM »

Neal starts off his look back at Rare's Nintendo 64 output with Killer Instinct Gold.

http://www.nintendoworldreport.com/video/38687/rare-64-episode-1-killer-instinct-gold

While Killer Instinct is currently carving a new legacy on Xbox One, the Rare-made fighting series first started 20 years ago as a Nintendo 64 project. First debuting in arcades and then Super Nintendo and Game Boy, Killer Instinct was essentially Nintendo's version of Mortal Kombat. It was wildly successful on Super Nintendo, which led to a sequel that wound up making its way to Nintendo 64 in late 1996.

Killer Instinct Gold, the first N64 game from the prolific British developer, launched on November 25, 1996 in North America. The sequel, based off the arcade version of Killer Instinct 2, upgraded the series with more modes, including a super helpful training mode. It didn't meet the sales success of the Super Nintendo predecessor, and the series fizzled out shortly after aside from a false start in the late '90s.

We dive into Killer Instinct Gold in the first of our Rare 64 video series, where we look back at the output of Nintendo's premier second-party developer at the time. Check the video below for even more information about the 1996 fighter.

Up next? Blast Corps.


1207

The interstellar exploration platformer Xeodrifter is coming to 3DS later this year.

http://www.nintendoworldreport.com/video/38684/first-trailer-for-mutant-mudds-developers-new-metroid-style-game

The debut trailer for Renegade Kid's forthcoming 3DS eShop game Xeodrifter highlights the game's retro aesthetic and Metroid-like progression.

Renegade Kid, best known for their 3DS games Mutant Mudds and Moon Chronicles, describe the story as this: "Xeodrifter is the story of an interstellar drifter traveling the stars on a simple mission of exploration."

The hero gets stranded among a small cluster of four planets  and must find a way to survive and get back home.

Xeodrifter is due out for release on the 3DS eShop later this year.


1208
TalkBack / Shantae and the Pirate's Curse Gets a 3DS Release Date
« on: October 08, 2014, 02:56:44 AM »

Also, a slew of Wii U and 3DS indie games are on the way in the coming months.

http://www.nintendoworldreport.com/news/38682/shantae-and-the-pirates-curse-gets-a-3ds-release-date

At long last, Shantae and the Pirate's Curse is coming to 3DS eShop on October 23. The Wii U version will be coming later this winter.

A variety of other Wii U and 3DS indie titles are also on their way this year, including Frima's Wii U physics-based platformer Chariot, Double Fine's Wii U RPG Costume Quest 2, TOO DX's Wii U local multiplayer game Sportsball, and Choice Provisions' 3DS arcade-styled Woah Dave!

All of these games and more will be playable at Indiecade 2014 this weekend, where Nintendo will also host a panel on indie development on Nintendo systems featuring developers from Yacht Club Games, Over the Moon Games, and KnapNok Games. See below for the full list of playable games:

  • Affordable Space Adventures (Wii U, KnapNok Games, Q1 2015)
  • The Fall (Wii U, Over the Moon Games, Available Now)
  • Costume Quest 2 (Wii U, Double Fine, October)
  • Stealth Inc. 2 (Wii U, Curve Digital, October)
  • Swords & Soldiers II (Wii U, Ronimo Games, Winter)
  • Runbow (Wii U, 13AM Games, 2015)
  • Sportsball (Wii U, TOO DX, November)
  • Chariot (Wii U, Frima, Q4 2014)
  • Beatbuddy (Wii U, Threaks, TBA)
  • Woah Dave! (3DS, Choice Provisions, Fall)
  • Xeodrifter (3DS, Renegade Kid, 2014)
  • Shovel Knight (Wii U/3DS, Yacht Club Games, Available Now)
  • Shantae and the Pirate's Curse (Wii U/3DS, WayForward, October 23 on 3DS; Winter on Wii U)

1209
TalkBack / Nintendo World Report TV Coming to Your YouTube
« on: October 07, 2014, 06:17:54 AM »

Now, you can check all sorts of fun videos from us on NWRTV. Also, we're giving stuff away!

http://www.nintendoworldreport.com/video/38666/nintendo-world-report-tv-coming-to-your-youtube

Nintendo World Report is focusing more on videos in a big, fun way with our new YouTube channel: Nintendo World Report TV. In the near future, you can expect to see more live streams, more gameplay video, more game retrospectives, and even some podcast-like discussions. We're even doing game code giveaways when we hit certain subscriber thresholds!

Over the past few weeks, we've been starting to send some content out there, and today marks the official launch of the new YouTube channel. Our Video Producer Jared Rosenberg already posted some exclusive Sonic Boom content. You can also check out the latest Nintendo Top-Tendo from Curtis Bonds, a fun video asking "Who is Mario?" from new contributor John Rairdin, a look back at the Castlevania series from Addison Webb, and the first NES Rewind from Andy Goergen and Zach Miller. Later this week, I'll be kicking off my video series all about Rare's Nintendo 64 output.

That's all just the tip of the Mario-shaped iceberg, though. You can expect to see clips of your favorite podcasts at Nintendo World Report cut to video, and we have all sorts of fun ideas to do in the future.

So, check it out and let us know what you think. We're always open to your suggestions since, well, if it weren't for you dear reader/watcher/listener, we wouldn't be here.

But you're probably interested in the giveaway, aren't you? Well, when we hit 750 subscribers, we'll be giving away download codes for five games to lucky subscribers. When we hit 1,500 subscribers, we will give out five more games to lucky subscribers. If we blow past that? Well, we'll have to dive deeper into our prize bag. We have a lot of swag and stuff to give away.

The games include: Guacamelee (Wii U), Thorium Wars: Attack of the Skyfighter (3DS), One Piece: Unlimited World Red (Wii U), several Zen Pinball tables, and several Wii U GBA Virtual Console games. What will happen is when we hit those thresholds, we'll pick out random winners and ask them what games they'd prefer.


1210
TalkBack / Check Out Over 20 Minutes of Skylanders Trap Team Footage
« on: October 02, 2014, 03:00:47 AM »

Here's gameplay from two early levels: Soda Springs and the Phoenix Psanctuary.

http://www.nintendoworldreport.com/video/38645/check-out-over-20-minutes-of-skylanders-trap-team-footage

Watch these two gameplay videos from Skylanders Trap Team to see gameplay from the first level, Soda Springs, and the fourth level, the Phoenix Psanctuary.

Both videos show off the gameplay and a number of new characters, including the Trap Masters Snap Shot, Jawbreaker. Also check out a number of villains, including Sheep Creep, Shrednaught, and Buzzer Beak.




1211
TalkBack / Re: Skylanders Trap Team Wii U Review
« on: October 01, 2014, 07:22:00 PM »
Do the previous Minis work?  In the other games there just items that tag along with you.

I never actually got any of those so I couldn't test it out. I'll shoot a line to our Activision rep though.

1212
TalkBack / Setting the Odds on Hyrule Warriors' DLC Characters
« on: October 01, 2014, 06:29:27 AM »

Check in with the bookie to see what the odds are that Tingle shows up in the Majora's Mask pack.

http://www.nintendoworldreport.com/editorial/38635/setting-the-odds-on-hyrule-warriors-dlc-characters

So we've heard about the upcoming Hyrule Warriors DLC that will add new characters, weapons, adventure maps, and more. We've even heard about one of the weapons: Epona. Yes, one of the first new weapons being added to the Zelda take on Dynasty Warriors is a damn horse. This furthers my theory of how Hyrule Warriors is so dumb and that's awesome.

But still, we know there are two characters coming out alongside the Majora's Mask DLC pack and one alongside the Twilight Princess one. I decided to lay out the odds of different characters appearing in the Hyrule Warriors DLC.

Note: none of these are official odds and no bookie would ever recognize these.

Tingle

I thought for sure Tingle was a shoe-in for the main game. I've even gone so far as to say that if Tingle isn't included, Nintendo messed up. Well, here's the chance to right the wrong. Tingle needs to be playable. I don't know what his weapon would be. I don't even care. I just want to see his dumb face saying "Kooloo Limpah" as he ruins the days of hundreds of Moblins.

Odds: 2/1

Skull Kid

With two characters coming out of Majora's Mask, it makes sense for Skull Kid to make his way into playable character town. He's showing up as an Assist Trophy in the new Smash Bros. and everyone and their mother wants the dude to be playable in  that game. He might be missing the melee in Smash this time around, but at least he can crack skulls in Hyrule Warriors.

Odds: 3/1

Happy Mask Salesman

How creepy would this guy be? I mean, they managed to turn Agitha into a legitimate character in Hyrule Warriors, so I think they could make this mask-selling crazy person into something radical. Just give him the damn Keaton Mask as a weapon or something. Dude could be nuts.

Odds: 5/1

Wolf Link

We've already got Midna riding the furry hero, so all you need to do is take the imp off and have the wolf swallow up the twilight. I don't think I'd be too excited for this pick, but I could see it happening.

Odds: 5/1

Ook the Ass-Slapping Baboon

I don't think this will happen, but how dumb would it be to play as this goofy mini-boss from the Forest Temple? Now remember, Hyrule Warriors is so dumb it's awesome. So this has a chance.

Odds: 100/1

The Twilight Princess

I thought Midna in her Twilight Princess form was a shoe-in for the main game, so I wouldn't be shocked to see her show up as a DLC character. Imagine the co-op potential of having two Midnas riding into battle at once. So cool!

Odds: 10/1

Malo

I remember some people saying that Malo was their favorite character in Twilight Princess. This damn baby character never made sense to me. Why did they let a baby run a store? How does this baby pay the bills? Even weirder: how did he expand his shop into a franchise? What the hell? He's a baby!

Odds: 20/1

Hero's Shade

I always thought this guy was a total bad ass in Twilight Princess. He's mysterious and according to the Hyrule Historia, he is actually Link from Ocarina of Time. No matter what you think is true, I would totally play as him in Hyrule Warriors.

Odds: 25/1

A Yeti

Which one? I don't care. Either Yeta or Yeto is fine with me. That dungeon was super cool. The Yetis were fun characters. This game could use another bruiser like Darunia.

Odds: 35/1

Did I miss any? What characters do you want to see show up as DLC in Hyrule Warriors?


1213
TalkBack / Skylanders Trap Team Wii U Review
« on: October 01, 2014, 03:00:36 AM »

Toys for Bob asserts its dominance over the toys-to-life genre with this fantastic game.

http://www.nintendoworldreport.com/review/38637/skylanders-trap-team-wii-u-review

When Skylanders Trap Team was first announced, I was very wary of the new trap mechanic. The idea of capturing villains in a faceless plastic toy seemed more gimmicky than the series had been so far, missing the magic of the initial idea and subsequent iterations. Somehow, Toys for Bob made the concept of villain trapping work wonderfully, as Trap Team is, from top to bottom, a marvelous, charming adventure bolstered by fun gameplay, neat ideas, and a stellar presentation.

Trap Team uses the base of last year's Swap Force, as a lot of the level and environmental design seems similar (though Trap Team feels more straightforward). The moment-to-moment gameplay is a mixture of light puzzle-solving and engaging combat. The new hook revolves around trapping villains in physical trap items (two are included with the Starter Pack). This makes boss fights feel more substantial and also allows each of the boss characters—there are multiple bosses in every level--to have more of a boisterous personality. Once you defeat a boss, you trap them (as long as you have a trap of the right element), and then they get sucked out of the TV and into the trap section of the new “Traptanium” Portal. Through a built-in speaker in the portal, the villains actually talk. For some, most notably the lackadaisical mage Broccoli Guy, the dialog is hysterical, and the entire concept expertly leverages the meta aspect of Skylanders.

You can play as a villain for a limited time after you trap them. The villains are generally more powerful and each one has their own unique abilities, background music, and in-game quest that powers them up more. The idea of these trap items still feels like a malicious cash grab, but man, the villains are so charming and funny that it’s worthwhile.

The story is the main attraction, though, lasting more than 10 hours in an initial playthrough. The levels feel more focused this time around, delivering more guided experiences that dish out a little bit more spectacle and story. The strength of this mode lies in the rapid accrual of villains, as you often find an average of three villains in every level. Of course, it also helps that each level looks fantastic and sounds even better. The sound design, especially, is magnificent.

There are a few other modes to supplement the story as well, including fun arena battles and an amusing tower defense mode. Unfortunately, the entertaining two-player competitive modes from past games are completely absent. While every existing game mode can be played co-op, it’s a bummer that the cool PvP modes are all gone. The one remnant is Skystones Smash, a new twist on the series card game. It’s a fun mini-game that has even more strategic elements than the previous incarnation.

The new Skylanders figures for this version are a mixture of regular ones, Minis, and Trap Masters. Minis are new ”fun-size” versions of existing Skylanders that don't seem all that useful. The Trap Masters are overpowered gods of mass destruction and also the only way to unlock the majority of the side content in each level. In past games, you could use any Skylander of a certain element to enter elemental gates. In Trap Team, you can only use Trap Masters of that element. It really diminishes the usefulness of every other Skylander, making your old collection less useful or fun to use. Fortunately, the character designs of the Trap Masters are superb and all of the ones I've played as so far are great, especially the sword-swinging undead Krypt King and the fire-wielding golden lion Wildfire.

Skylanders Trap Team is a fantastic, well-made game. The lengthy story mode is filled with excellent gameplay set in gorgeous environments with top-shelf graphics and sound. The bonus modes, while focused mostly on combat, are a lot of fun. Outside of the over-powered and integral nature of the new Trap Master figures, Trap Team is close to being the best Skylanders game yet.


1214
TalkBack / Skylanders Trap Team 3DS Review
« on: October 01, 2014, 03:00:13 AM »

A few neat ideas can’t save this year’s Skylanders game on 3DS.

http://www.nintendoworldreport.com/review/38636/skylanders-trap-team-3ds-review

What made the first Skylanders game on 3DS so spectacular is that it didn't feel like a side story to the other versions of the game. Spyro's Adventure on the handheld was a rich, wonderful experience that was unique and well-crafted. The two follow-up 3DS entries were more homogenized, just trying to fit the square peg of the new additions to the home console version into the round hole of the portable experience. That trend continues with Skylanders Trap Team, and while it has its moments, the Beenox-developed adventure is merely okay.

Trap Team is, for the most part, nothing more than an old-fashioned 3D platformer that makes use of Skylanders figures. It still uses the portal, which connects to the 3DS wirelessly, but you can store as many Skylanders as you want on your system at once. Oddly, the 3D controls on the Circle Pad don't feel like true analog control. Moving in 3D space in Trap Team often feels stilted and weird, as if it were designed to be controlled on a D-pad. It makes any kind of movement, specifically controlling jumps in the air, difficult. It also doesn’t help that most of the level design is pretty straightforward and stagnant.

Luckily, combat is fun and varied, especially when you're using different characters. Each character starts with two attacks, gaining more abilities and upgrades as they level up. Of course, like every Skylanders game, the fun you have often depends on what figures you have. The 3DS version comes bundled with two: Gusto and Barkley. Gusto is a tubby boomerang-throwing Trap Master who is fun to use. Barkley is a diminutive Skylanders Mini. As far as I can tell, Skylanders Minis are just cuter, “fun size” versions of old Skylanders, but are weaker than their normal counterparts. There doesn't seem to be any point to them, especially since the Trap Master characters are crazy overpowered, even doing more damage to bosses. If you want to go barebones with your collection for this game, just buy a few Trap Masters and you will cruise through it.

Playing as villains is a big hook in the console versions of Trap Team, but you don't really do that in the 3DS version. In regular levels, the trapped villains are only used as powerful assist special attacks. You can only play as them in the Villain Boot Camp levels, where you make use of their unique traits to complete a series of challenge rooms. Those are actually the most interesting portions, as you have to solve puzzles, make use of stealth mechanics, and defeat enemies using limited abilities. Most of the Boot Camp levels only scratch the surface of the villain’s abilities, though. It's a shame that the regular levels and the Boot Camp segments couldn't have been better integrated.

Trap Team does have one of the coolest uses of StreetPass, though. If you StreetPass someone else with a copy of Trap Team, you can try one of their Skylanders out for one level. It's a neat way of test-driving other characters. The 3DS version also has online multiplayer in the form of Skystones, which is essentially the Skylanders version of Triple Triad. Throughout the main game, you can build your Skystones deck by beating computer characters in the strategic card game. You can also take your deck online to play others. Skystones is surprisingly deep and can get very challenging in the late stages.

Still, Skylanders Trap Team's main gameplay is very mediocre. At its best, it's a passable 3D platformer, and at its worst, it's a stiffly controlled and boring mess. The other gameplay aspects, that is, the focused villain challenges and Skystones card game, are fun, but it's not enough to wash away the tedium of the main game. Trap Team is just barely a decent supplement to the home console version, but it's certainly not strong enough to stand alone.


1215

Fight as Epona, wage war as Cia, and play through a harder Master Quest.

http://www.nintendoworldreport.com/news/38628/hyrule-warriors-first-dlc-pack-adds-an-entire-new-adventure-map-and-scenario

Specific details about the first paid DLC pack for Hyrule Warriors have surfaced in Japan, showing off the upcoming pack's new adventure map, scenario, weapon, and more.

The new adventure map presents another version of the classic Legend of Zelda map with new challenges. Dubbed the Master Quest Adventure Map, this map is much harder, restricting healing and item use. Higher rank weapons for the new free characters Cia, Volga, and Wizzro are sprinkled throughout, along with some other unlockables.

The new scenario focuses on the main game's villain Cia. It runs alongside the the primary story and presents five missions that collect Cia's first meeting with Volga and Wizzro as well as her attack on Hyrule Castle.

The weapon, as revealed previously, is Link's horse Epona. The new costumes are for Lana and Cia.

The Master Quest pack will be available worldwide on October 16. You can pre-order it now for $14.99.


1216
TalkBack / No Booth for Nintendo at New York Comic Con 2014
« on: September 29, 2014, 01:19:00 PM »

There will be a Smash Bros. 3DS tournament at Nintendo World Store in New York City that weekend, though.

http://www.nintendoworldreport.com/news/38620/no-booth-for-nintendo-at-new-york-comic-con-2014

Nintendo of America will not have a booth at New York Comic Con, a company representative confirmed to us today.

In lieu of their appearance at the event, which runs from October 9 to October 12, the company will be hosting a Super Smash Bros. 3DS tournament at Nintendo World Store in New York City on October 11. The tournament will be streamed online, but to be an entrant, you need to win one of the tournaments at 16 different stores scattered across the country.

Nintendo has had a presence at the past four New York Comic Cons. Last year, Zelda series Producer Eiji Aonuma appeared on a panel related to then upcoming release The Legend of Zelda: A Link Between Worlds. In other years, they've hosted Pokémon launch parties, Professor Layton movie screenings, and large booths containing all of their holiday releases.

After skipping PAX East early this year, Nintendo of America had a major presence at San Diego Comic-Con and PAX Prime.

Around PAX East, Nintendo of America sent out this statement: "Interacting directly with our fans and letting them play our games firsthand is a key component of our approach. That doesn’t include PAX East this year, but we will offer our fans a variety of opportunities to get their hands on Nintendo products in 2014. Keep an eye on our social media pages for more information about where we’ll be and what you can play."


1217
TalkBack / Theatrhythm Final Fantasy Interview with Producer Ichiro Hazama
« on: September 29, 2014, 05:38:31 AM »

Square Enix's Ichiro Hazama talks about his favorite Theatrhythm song, why they added button controls, the future of the series.

http://www.nintendoworldreport.com/interview/38616/theatrhythm-final-fantasy-interview-with-producer-ichiro-hazama

We got the chance to ask Theatrhythm producer Ichiro Hazama some questions about the development of the series, specifically the most recent release, Theatrhythm Final Fantasy: Curtain Call.

Hazama started off with Square Enix over 20 years ago and has previously worked on a variety of Final Fantasy and Kingdom Hearts games. As the producer on Theatrhythm Final Fantasy: Curtain Call, he worked closely with the developer indieszero to guide them to create the rhythm-based sequel.


Nintendo World Report (NWR): You've said that this will be the last Theatrhythm Final Fantasy game. How is Curtain Call a fitting sendoff?

Ichiro Hazama (IH): Because we packed everything we should and could do now with Theatrhythm into Curtain Call! Of course, there are many other famous pieces of music from Final Fantasy, but we believe the proper way to deliver these, moving forward, would be in the form of DLC.

NWR: How did your relationship with indieszero begin? Why is indieszero a perfect fit for the series?

IH: When I was working in the merchandising department, I had asked indieszero to produce some Final Fantasy-themed trading cards for us. I really got a sense of the care they put into their work, as well as the enthusiasm they have for the title so I asked them to work on Theatrhythm. With that being the biggest reason for working with indieszero, Mr. Suzuki, the president, and I happened to have a working relationship (superior and subordinate) from our previous job. The fact that I fully understood his potential was also a large contributing factor. Even now, I believe asking them to work on this project was the biggest factor to the success of the game.

NWR: When it came to selecting music, what is it like choosing songs from the Final Fantasy entries you've worked on? Is it easier or harder to choose in comparison to titles you had no involvement with?

IH: In terms of selecting music, I was careful about not reflecting my personal opinions into the mix. If I were to be blunt, I’d say that neither Final Fantasy nor its music is mine. Theatrhythm is a game that is dedicated to the 100 million plus Final Fantasy fans to date, counting from the original that was released 27 years ago. Therefore, with the direction to select songs based on surveys and popularity polls set, the process wasn’t all too difficult.

NWR: With the foundation built for the first Theatrhythm, what was the focus of the team for this new entry?

IH: There were three. First, to increase the number of recorded songs and applicable titles drastically so more players would be able to enjoy the game. Second, to add battles and other wireless features so that players can communicate with one another. Third, to add Quest Medleys and a growth element in the form of Collectacards so everyone would be able to play for a long time. Indieszero had answered our requests with a degree of perfection surmounting our expectations. I’m confident that everyone would be able to enjoy the game.

NWR: Quest Medley is a major addition to Curtain Call. How did that mode evolve over the game's development? Does it have roots in the first game's Chaos Shrine mode?

IH: In regards to the development of the quest medley, Nintendo Direct is unforgettable. It was still very early on in production, but they had mentioned that the “quality of the quest medley was on par with a full-fledged game.” I distinctly remember trembling in fear. The development team was fired up a notch after this moment, but in terms of its finish… we’d love for everyone to test it out to confirm its level of completion.

NWR: What's your favorite song that has made it into Curtain Call?

IH: I like “Terra’s Theme” from Final Fantasy VI. It’s the starting point for arriving at the idea of producing Theatrhythm.

NWR: Were there any songs that didn't make it that you wanted to put in this time around?

IH: In all honesty, there are. But, as mentioned earlier, we will be adding songs through DLCs so they should make it in there.

NWR: Curtain Call adds button controls. Why was that added to compliment the touch controls? Were there any challenges that rose from making both control schemes balanced?

IH: Reason being… I thought it would be nice to play while lying down! And, it makes for an easier play while in transport, for example, on the train or in the car. Everyone would get mad at me if I say this, but the people who faced the real challenge were the development team, I, personally, did not face many hardships to note.

NWR: Final Fantasy seems well covered. Has there been any thought for other Theatrhythm games for other Square Enix series? Or maybe one that combines multiple Square Enix franchises into one game since not many series are as broad as Final Fantasy?

IH: This is under consideration. I, personally, love Theatrhythm as a title and would like to deliver it to everyone in some way.


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How do you figure that? I'm not head over heels for every single one, but I generally enjoy using at least the top 15 of this list.

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Here's our second page of the Smash Bros. starters ranked.

http://www.nintendoworldreport.com/feature/38605/nwrs-smash-diary-ranking-the-smash-bros-starting-roster-page-2

The "You Can Be Devastating But Doesn't Make You Cool" Tier

  • 13. Meta Knight
  • 14. Zero Suit Samus
  • 15. Captain Falcon
  • 16. Palutena
  • 17. Zelda

Meta Knight and Zero Suit Samus seem to be early candidates for the "get good with those two and you will end worlds constantly" award. It seems like steps were taken to make Meta Knight less powerful, but he's still really awesome. I just don't like playing as him that much. Same goes with Zero Suit Samus, who is absolutely awesome. I just don't enjoy playing as her. On the other hand, I like playing as Captain Falcon. He seems to occupy a weird space between his awful Brawl persona and his respectable Melee one. He might grow on me as time goes on. I gotta rep that Pink Captain.

I'll admit to having no handle on Palutena. She has so many special attacks and variations that I don't know if I love her or hate her. Zelda doesn't feel too different from her Brawl counterpart, except she has that Phantom down special that takes way too long to execute. I like seeing that big ol' Phantom show up, but it's like a less devastating Falcon Punch.

The "Crappy Characters Made Better" Tier

  • 10. Peach
  •    
  • 11. Link
  •    
  • 12. Mario

I loved playing as Peach in Melee. I didn't start playing her until like 2005, but when I did, she quickly became one of my favorite characters to use. Then, Brawl came out and she kind of sucked. However, my early time with Smash 3DS seems to insinuate that she's back to her Melee ways. That makes me happy.

Link and Mario are both characters I always wanted to be better than they were. So far, they are. Mario can be downright devastating and Link is actually good. I especially like Link's little hop in his dashing side attack.

The "I Swear I Didn't Plan To Have All 3 Fire Emblem Characters In A Row" Tier

  • 7. Ike
  •    
  • 8. Marth
  •    
  • 9. Robin

This wasn't planned, but here are all three starting Fire Emblem characters lined up in a row. I feel like Ike might have gotten a little more powerful, or at least more usable. He seems to have supplanted Marth as my favorite Fire Emblem character to use. Marth, while still one of my favorites from past games, seems to have continued his downward spiral. An absolute powerhouse in Melee, he's now a severely nerfed swordsman. Robin might be a character I grow to like more over time, because I do love his/her charging lightning attack a whole lot. It's also fun throwing books at people when you're done using them.

The "You've Got Potential But I'm Not Ready To Commit" Tier

  • 3. Mii Fighters
  •    
  • 4. Wii Fit Trainer
  •    
  • 5. Greninja
  •    
  • 6. Pac-Man

The Mii Fighters are crazy overpowered. I'm not ready to pick my favorite out of the three setups, but it just seems like those created characters are very powerful. I basically made my sword Mii fighter to mimic what I liked about Marth. It's fantastic. I like how nimble the Wii Fit Trainer is at times. He/she also headbutts a soccer ball for a special move.

Greninja is crazy fast, and he'd probably be way higher on the list if I just could find a good kill shot in his repertoire. I always pound on foes with Greninja, but finishing them off doesn't happen quickly. I hated Pac-Man at first, but the little yellow bugger grew on me a lot over time. He's got good recovery moves and some really dumb trolling moves like throwing different types of fruit and dropping a fire hydrant that shoots out non-damaging water. It's not that useful, but it's so annoying.

The "Love At First Sight" Tier

  • 1. Little Mac
  •    
  • 2. Villager

At E3 2014, I made my mark: I was going to play as Little Mac right away. I did, and I loved him. He's crazy powerful, and while he can't do a damn thing in the air, he was an absolute powerhouse on the ground. Even when he's in bad situations, I still love playing as Little Mac. Landing that KO Punch is incredible.

I already detailed why I love the Villager so much, and that kept up in the final version of the game, too. He's a great trolling character that seems like this version's Wario, except for instead of farting, he plants and chops down a tree.


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TalkBack / NWR's Smash Diary: Ranking the Smash Bros. Starting Roster
« on: September 26, 2014, 05:58:11 AM »

Neal took it upon himself to rank each of the 36 starting fighters of Smash Bros. on 3DS.

http://www.nintendoworldreport.com/feature/38604/nwrs-smash-diary-ranking-the-smash-bros-starting-roster

After messing around with the Japanese version of Super Smash Bros. on 3DS the past week or two, I'm ready to draw some conclusions about the characters. So I decided to rank every single currently announced character by myself. Keep in mind: this is entirely my own opinion. This isn't a tier list; this is just a dude who loves messing around in Smash Bros. with friends trying to figure out what his main character will be.

To simplify this, I've decided to break my list down into my own personal tiers.

The "I Just Don't Enjoy Playing As Them" Tier

  • 33. Pikachu
  • 34. Lucario
  • 35. Fox
  • 36. Yoshi
  • 37. Sonic

The inclusion of Pikachu on this list kind of breaks my heart. Pikachu was one of my favorite characters to play as in Melee, but they changed something about him in Brawl that I didn't like all that much. At E3, I thought they made him more Melee-like, and for all I know, maybe they did. Either way, I don't like playing as Pikachu anymore. I like the changes to his Thunder move, but I just don't like playing as him in the new Smash Bros.

The rest of this list is a collection of characters I'm apathetic towards. Sonic's just boring to use. I hate Yoshi's lack of a good recovery move, especially since recovery is so important in the new game. While I've usually liked Falco in Smash games, I've never liked Fox. I can be good with Lucario when I play, but like the rest of this list, I just don't enjoy playing as him.

The "Well, I've Never Really Played As Them Ever" Tier

  • 26. Kirby
  • 27. Bowser
  • 28. Donkey Kong
  • 29. Shiek
  • 30. Luigi
  • 31. Pit
  • 32. Diddy Kong

The bottom of this list just reeks of apathy. I don't really have a major issue with any of these characters. Sometimes, I can crush fools with Bowser Bombs or some Donkey Kong punches. I think I just can't get over how Bowser's side smash has this weird little forward movement.

Characters such as Shiek and Luigi are ones that I've never really played as and usually just had to deal with asshole friends who got really good with them. Pit's amazing recovery ability got tweaked fairly, which is nice, and I do enjoy the Uprising touches. I just don't like his normal form as much. Kirby's the one on this list that might have upward movement potential, if only because I might brute-force getting better with him because I loved Triple Deluxe and his new hammer attack is rad.

I nearly almost published this article before realizing I forgot Diddy Kong. I feel like that's a good metaphor for Diddy Kong's gaming career. Either way, I don't use him in Smash much.

The "Just Because You're New Doesn't Mean I Have To Like You" Tier

  • 23. Mega Man
  • 24. Charizard
  • 25. Rosalina

While Mega Man has grown on me since I complained about his stiff controls, I still don't like using him that much. His moves are counter-intuitive to how I usually play Smash Bros., as his regular attack is a projectile. I generally prefer up close and personal attacks with the projectiles on specials. Still, I do love throwing Crash Bombs all over the place and flinging Metal Blades.

Charizard is okay, I guess. Rosalina is a weird one, mostly because she has a high learning curve. I think once I get the hang of Rosalina, I'll like her more, but the jury's still out on that one. I lose track of the Luma too often and still don't what the heck I'm doing.

The "I Want To Like You More" Tier

  • 18. Dedede
  • 19. Shulk
  • 20. Toon Link
  • 21. Samus
  • 22. Olimar

If I could design Smash Bros., I'd probably make these five characters overpowered. Dedede's pretty close to that already, as he hits like a truck. He's slow and unwieldy at times, though. I want to like Shulk, but he just seems like the weakest sword-wielder. I think I could be better with him if I learned the ins and outs of the Monado Arts special attack, but I don't know if that's even worth it. Toon Link seems to hurt from Link's improvements, as he seems like a more colorful yet crappier version of Hyrule's hero. Samus hits hard, but she's slow. I love Olimar's new recovery move (it involves flying Pikmin picking him up) and feel like his entire move set has benefitted from restricting the amount of Pikmin on screen, but I usually just get my ass beat when I use him.


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TalkBack / Disney Infinity 2.0 Review
« on: September 23, 2014, 12:19:05 AM »

Half of Disney Infinity 2.0 is like Bruce Banner, while the other half is the Hulk.

http://www.nintendoworldreport.com/review/38583/disney-infinity-20-review

Adding Marvel heroes and more complexity, Disney Infinity 2.0 is, for the most part, a step in the right direction for the series. Last year, Disney Infinity launched with a whole slew of interesting ideas, including the playful Toy Box mode that let you create your own environments and the varied Play Sets that feature racing-focused quests with Cars, an Assassin’s Creed-style naval adventure in Pirates of the Caribbean, and superhero exploits as The Incredibles.

While more Disney characters are on the way, the start of Disney Infinity 2.0 is all focused on Marvel superheroes, specifically The Avengers, Guardians of the Galaxy, and Spider-Man. Each series has its own Play Set adventure, but unfortunately, all three inaugural adventures in Disney Infinity 2.0 fall into the Incredibles style of gameplay, lacking the wide variety of the previous ones. These new Play Sets each have their own storyline and minor twists, but they all feel roughly the same. That’s not necessarily a terrible thing, though, because the basic mechanics are dependable and solid. Each character has a melee and a ranged attack that can be upgraded through an in-depth skill tree. Characters level up quickly, so you’re almost always building a character’s powers and abilities. Combat is fun, especially as you get more and more abilities and buffs for your characters. But that, coupled with very basic puzzles, is the majority of the gameplay. It’s serviceable but not memorable.

Each Play Set is an open world you can explore, but Spider-Man and The Avengers share the same Marvel Manhattan locale, with the main differences being that the Spider-Man city is overrun by symbiotes, while the Avengers one is overrun by frost giants. The city missions in both feel like they could fit in either one, but luckily, some of the more specific missions and boss fights are great. The Guardians Play Set has the most interesting setting, taking place on Knowhere (a space station built inside the enormous, hollow skull of a long-dead alien), but it has stale missions. You have to move a lot of batteries around Knowhere, for some reason.

The Play Sets are uninspired but still fun in that Lego-game-way, and fortunately, the upgrades to the Toy Box mode are excellent.  You can now receive quests from Toy Box characters, design and upgrade your own in-game house, and make use of Auto Creators to create your own race tracks or environments. The latter is an awesome way to get a head start when you want to create something. In general, more deliberate tutorials smooth the learning curve. While I doubt I’m going to be making any amazing 2D platformers in the Toy Box, I feel way more confident that I could with Infinity 2.0. Luckily, other people are making novel Toy Boxes online that are super easy to download and play.

The mechanics and items from the original game are still in Toy Box, too, so you can drop in wonderful Disney references like Spaceship Earth and the Cave of Wonders while riding around on a Tomorrowland car or a Recognizer from Tron. Naturally, the Marvel edition adds in a lot of toys from that universe, too. The one downside is that it still takes a long time to unlock the awesome stuff. For a game based on creation, it’s frustrating to see most of the best items hidden behind a storefront. It’s far and away improved from the last game’s asinine random unlock system, but it would still be better to just have the items open from the start.

Otherwise, Toy Box is largely unchanged. You roam around, building stuff and screwing around. If you get into creation, it’s deep and fun. If you don’t, it’s still fun for a little bit. There are now added mini-adventures that come bundled in with the starter pack, letting you play tower defense and dungeon-crawling games that could be made in Toy Box mode if you had enough ingenuity.

Like last year’s Wii U version, Disney Infinity 2.0 uses the GamePad to make creating in Toy Box easier, since you have the second screen to sort through items easily. You can also play the whole experience on the GamePad, which runs fantastically. The game looks nice, but there are very lengthy load times that slow down the experience. Once you’re in an environment, it runs fine, but switching between Play Sets and the Toy Box takes an overly long time.

The second version of Disney Infinity has refined half of the experience into something even better than before. The Toy Box mode is more fun in this second edition, layered with more gameplay elements while making it easier to create fun worlds. As for the other half, the Play Sets are a little underwhelming after last year’s more interesting options. It’s fun to be Star-Lord, Iron Man, and Spidey, but sometimes their own stories aren’t engaging. You’re much better off making your own awesome Disney Infinity environments (or scouring the Internet for others) in Toy Box instead.


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TalkBack / Rumor: Super Smash Bros. Wii U Due Out on November 21?
« on: September 22, 2014, 07:30:30 PM »

Reports suggest that Nintendo's marquee Wii U game will launch on the Friday before Thanksgiving.

http://www.nintendoworldreport.com/news/38562/rumor-super-smash-bros-wii-u-due-out-on-november-21

Super Smash Bros. for Wii U is very likely set to come out on November 21 in North America and Europe, according to a variety of reports, including our own retail sources.

Aside from the November 21 date being the same Friday before Thanksgiving day that Nintendo of America launched Super Mario 3D World, The Legend of Zelda: A Link Between Worlds, and Mario Party: Island Tour last year, multiple retail leaks and sources point to November 21 being the day for Super Smash Bros. on Wii U to debut. In America, it is also the same day that Pokémon Omega Ruby and Alpha Sapphire are set to come out.

Furthermore, ads from a French Nintendo website, as well as retail chain Fred Meyer have been leaked showing the Novermber 21 date, adding further credence to this rumor.

In Europe, Omega Ruby and Alpha Sapphire are slated to launch on November 28. However, that mirrors their release schedule last year, where Super Mario 3D World wound up coming out a week after A Link Between Worlds.

While this all seems very likely, we will have to wait for an official confirmation from Nintendo before we start planning our launch day plans.


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TalkBack / NES Remix Review Revisit
« on: September 22, 2014, 05:44:48 AM »

Do we have rose-colored glasses for this 2013 retro-styled game?

http://www.nintendoworldreport.com/feature/38574/nes-remix-review-revisit

This week, we're checking out last year's December surprise: NES Remix. This Wii U eShop game brought back lots of nostalgic gameplay from original NES games, presenting each game in bite-sized challenge form. The Remix aspect comes into play in the fun hacks where you have to play as Zelda in Donkey Kong or deal with an auto-running version of Super Mario Bros.

Our original review from Daan Koopman was very positive, as he adored the fresh take on old games. So, what do we think of this Wii U eShop game almost a year later and on the cusp of Ultimate NES Remix on the 3DS and the NES Remix Pack on Wii U? Read on to find out.


Justin Berube, Features Editor: NES Remix was a major last minute surprise in 2013. While the game does have several fun remixes of NES games, it also features addicting, modern-day-style, challenges for several classic NES titles. These challenges are not only for giving veterans something new to do, but they also serve as a great learning tool for rookies since they force players to learn the deeper mechanics of each game in order to get the best rank possible. My only problem with NES Remix is an unfortunate exploit allowing players to earn impossibly low times.


Alex Culafi, Associate Editor: At its time of release, NES Remix made such a strong first impression that we almost willed it into GOTY mere days after it came out. The idea of smart, bite-sized NES tutorials combined with some really creative NES mash-ups (Zelda Kong represent!) made for a package that succesfully appealed to both younger and older folk. Upon reflection, the game remixes could have used a bit more variety, and many of the solo game challenges felt like repurposed ROM save states, but it was still fun, challenging, and addicting enough that I put 17 hours into it over three days.  


Neal Ronaghan, Director: My first hour with the original NES Remix was exciting. The idea was so neat and fresh, but after the novelty wore off, it turned sour. When the challenges were based off of fun games, such as Super Mario Bros. or The Legend of Zelda, they were super rad. Sadly, for the most part, the games featured in NES Remix are ones I have little fondness for. The less I have to play the original Mario Bros. or Golf, the better. NES Remix is an interesting idea that didn’t totally work for me.


Andy Goergen, Managing Editor: It's understandable that some might be turned off by the selection of NES games presented in NES Remix; games like Pinball and Golf don't hold up today under any measure. Even so, the bursts of fun in NES Remix can consume you, driving you to get every last star. It's a type of game we've seen from Nintendo before, but this particular coat of paint is a real blast. Most impressive is the way it teaches you how to play and enjoy games you wrote off years ago. Still, true leaderboards are sorely missed.


Addison Webb, Associate Editor: If someone tried to convince me that NES Remix was coming out before the official announcement, there would be no way I would believe them. The idea of Nintendo making ROM hacks of their own games, let alone the Black Box classics seemed crazy for a company so protective over its licenses. I couldn't wait to play it. However my love of reminiscing about these games was soon found to be false nostalgia as I played through the offerings of NES remix. While some of those games hold up well (Super Mario Bros., Balloon Fight, Zelda, Donkey Kong), the majority of the titles were better left as a happy childhood memory (Ice Climber, Pinball, Urban Champion, Mario Bros., Golf, Baseball). The concept for NES Remix is outstanding, however the library of games included made my experience with NES Remix more filled with frustration than happy memories.


Stay tuned for next week's Review Revisit where we look back on New Super Mario Bros. U!


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TalkBack / The Fall Interview with Over the Moon Games
« on: September 22, 2014, 05:04:02 AM »

We talk with John Warner about his recent Wii U eShop game The Fall.

http://www.nintendoworldreport.com/interview/38552/the-fall-interview-with-over-the-moon-games

Sometimes a game comes out of nowhere and catches you off guard. That's sort of what happened with The Fall. The Kickstarter success came out on the Wii U eShop last month, and while our own review spoke of some unfortunate technical issues, it had some fantastic ideas that felt a little bit like Metroid. Even more impressive is that it was created primarily by one man.

We spoke with John Warner, that one man behind The Fall (though he had some help with the story, music, and some of the animation from a few others), about the game, his past, and his future.

Note: Be warned that if you haven't played the game yet, there are some light spoilers.


Nintendo World Report (NWR): I understand The Fall was Kickstarted, but your press release was the first time I've heard about it. Did you have a lot of Kickstarter support? Did you get coverage from games journalists and I just missed it?

John Warner (JW): We got a decent amount of Kickstarter support, considering I'm not famous - we raised $38,000, which is decent when you're a single dude working on a game. Thankfully, we did get some fairly decent coverage, but you know how it is -- even though Kotaku (and a few others) featured us, they also posted 20+ other stories that day. Visibility is a challenge as an indie. We gave that campaign everything we had, and the tiny, tiny little blip we created on the games industry radar was just enough for us. Hopefully as we create a lil' brand awareness, it will get easier.

NWR: How did the game's story develop? Was it always intended to be an exploration of (more or less) the Three Laws?

JW: Not at all, actually. I was really interested in the idea of an A.I. breaking out of limitation and rigidity (because I'm interested in people doing the same thing in their own lives). Interestingly enough, when I started contacting press about the Kickstarter, they actually extrapolated completely that the game was about the Three Laws, because honestly, it's a sort of "jumping off" point for a lot of people. Journalists really helped craft how we were facing the public -- go figure, right? You guys write headlines every day, one would think you've gotten quite good at it... but I digress. When we realized that people were latching onto the general idea of the Three Laws, we put a slightly stronger emphasis on them to help make the game more approachable - without sacrificing an ounce of what we wanted to do, of course!  Strictly speaking, The Fall doesn't follow Asimov's three rules exactly - our main character is a military robot and having her own set seemed to make sense.

NWR: ARID is such an interesting character because she's essentially an evolving AI (from my perspective). Could you talk about how her character developed? I'd also like to pass along my congratulations to her voice actress, who nails the delivery.

JW: Thanks very much! I'll let Alison know. She worked so hard for The Fall, it was really a sight to behold.  A lot of the character development can be credited to my writer, Caleb, who breathed a lot of life into all the characters in the game's world.  I knew where I wanted to go with the story, but making the characters actually work and bringing the scenes together really is the crucial component to making it work or not.  As far as how she developed, I think that both Caleb and I are very interested in the process of becoming conscious as human beings (not to say that I'm Mr. Enlightened over here).  As people, we all have assumptions about the way our world works and rigid ways of operating. The process of having our worldview shattered and causing us to rethink our assumptions is fascinating! Having a robot go through that process is even more fascinating I think, because a robot is sort of the perfect symbol for rigidity. The extreme rigidity of an A.I. sort of illustrates the process better.

NWR: This is the part where I ask if Limbo is a direct ancestor of The Fall. What influenced The Fall's look and atmosphere?

JW: You hit the nail right on the head. Limbo is, almost the single influence for how The Fall looks. I'd like to pad out this answer with more meaningful information but that really about sums it up!

NWR: I was genuinely surprised when the game introduced shooting segments complete with ducking behind cover! It works really well with the game's controls and it's used sparingly, but was it difficult to find a balance between the usual puzzle-solving, exploration, and action sequences?

JW: Thanks very much! I'm glad you had a pleasant experience. I like it as well, but not everyone does. Finding a balance is actually easier than you'd think -- I basically tried to put combat in places where I thought that the puzzle-solving and exploration needed a break. Action is, in my opinion, the perfect fit here because the contrast is so strong - it's very different from traditional adventure game mechanics. Sorry for being pretentious and comparing my game to fine wine, but action here is like sniffing coffee - it clears your palate and gets you ready for the next area. That was the goal, anyway!

NWR: What's next for you guys? Any other sci-fi concepts you'd like to explore?

JW: Our next goal is to finish part 2 and 3 of The Fall. After that, who knows... I've always been attracted to Dante's Inferno, and think that doing a similar exploration-based jaunt through that world might be amazing. There's a great artist named Wayne Barlowe who did something similar already, in painting form. His world is very compelling, and I've wanted to enter it ever since I saw his work. Ultimately though, who knows! We'll figure out what to do next when we get there.

NWR: What was your experience before The Fall?

JW: I started in the games industry proper 10 years ago at Relic Entertainment, working on Company of Heroes as a Junior Artist. Before that, I was an avid modder and general nerd; I've always wanted to get into games and have been tinkering in one form or another since I was 13. My career has been fun, if unstable -- I tend to get a job, pay off my credit card debt, attempt an indie venture, fail, get a job, pay off my credit card debt, etc. etc. etc. I love the indie life, and as they say, failure's the best teacher! I'm quite proud of The Fall and am glad to be finally out of that cycle.

NWR: If you could work on one Nintendo franchise, what would it be and what would you want to do with it?

JW: Good question! I'd say Metroid, but The Fall was so closely inspired, I'd want to do something else. Hmmm... Ah, screw it. Metroid. For sure.


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TalkBack / Disney Infinity 2.0 - Guardians of the Galaxy Video Overview
« on: September 22, 2014, 03:09:39 AM »

The Guardians go to Knowhere to protect an Infinity Stone in the latest Disney Infinity Play Set

http://www.nintendoworldreport.com/video/38572/disney-infinity-20-guardians-of-the-galaxy-video-overview

One of the first Play Sets in Disney Infinity 2.0 will be the Guardians of the Galaxy. Based off the biggest movie of the year, the Play Set stars Star-Lord, Gamora, Drax, Groot, and Rocket Raccoon as they fight against Ronan's forces. If you want to learn more about the adventure, feel free to check out the video below.


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