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Messages - NWR_DrewMG

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26
TalkBack / The Legend of Zelda: Breath of the Wild (Wii U Impressions)
« on: March 05, 2017, 06:24:00 AM »

The Hero of Legend arrives in the Forgotten Realm.

http://www.nintendoworldreport.com/hands-on-preview/44252/the-legend-of-zelda-breath-of-the-wild-wii-u-impressions

I didn’t buy a Switch.  The reasons are numerous, if fleeting (I’ll get one eventually), but the fact remains that if I wanted to play Zelda, I knew I could either wait until I got a Switch, or just buy the game on the platform that the game was originally developed for.  I convinced myself that there was little chance that the game would be dramatically better on Switch than on Wii U, and with that arrow in my quiver, I kept my March 2016 Amazon pre-order for Wii U Breath of the Wild.

I can’t compare the Wii U game directly to the Switch version in any meaningful capacity; my hands on time with the Switch version is limited to just 60 seconds or so. I can tell you that the Switch game looked more colorful, but that was on a different TV so it’s hard to judge. In lieu of a proper comparison (you might check out Digital Foundry for that), I can tell you what I’ve thought of my five hours with the game so far.  

First off, the bad: the frame-rate issues are real.  Whenever Link finds himself in a town, or occasionally when the environment seems spread wide open such as on a cliffside, the frame rate drops down to what feels like the 15-20 range.  It’s not unbearable, but it’s certainly noticeable, and it does take away a bit from the feeling that this is the best looking Nintendo game ever made.  (I’m looking directly at you, Wind Waker).  Even with the frame rate drops, the game runs smoothly.  There’s not much in the way of bugs or glitches in my experience.  The game is built to allow many different outcomes for many different circumstances, and for the most part it handles these unpredictable scenarios with aplomb.

The other nitpick from my perspective is that the game is not entirely playable with the Wii U Pro Controller.  You might think that this is a good candidate for such a game, as the Wii U GamePad is not used for anything meaningful except Off TV play 99% of the time.  Because most Wii U games were not designed in this fashion, I’ve gotten surprisingly little use out of my Pro Controller; most of the time it feels like playing without the GamePad requires too much sacrifice.  With Breath of the Wild, there’s basically no reason to use the GamePad when playing on TV….except that the game occasionally forces you into a motion control mini-game.  This is limited to a handful of shrines, but it’s frustrating when you have to swap controllers out just because Nintendo didn’t feel like remapping motion control to analog sticks in the shrines.  This, of course, would not be an issue on Switch because there is no controller on Switch without motion control (Editor’s Note: True, but try doing those with the Joy-Con L and R controllers separated. Hell on Earth).  

Other than that, my experience with the game has been entirely positive.  The game looks beautiful, runs acceptably, and feels distinctly different than any Nintendo game, and any Zelda game, made in the past 30 years.  The game doesn’t tell you what to do, it lets you figure things out on your own, leading to a satisfying sense of discovery and wonder as the world slowly starts to make sense around you.  If you’re not paying attention, you’ll miss things, and if you try to rush through the story objectives, you’ll find yourself woefully underprepared for the enemies you’ll encounter.  

In many ways, this game doesn’t really scratch the Zelda itch that I’ve come to know and love with games like Ocarina of Time, Wind Waker, and Skyward Sword. This is a different thing entirely. I had held off on buying Twilight Princess HD because I knew Breath of the Wild was right around the corner, but now I feel like I could go back and get that game and play them back to back without really feeling like I was getting two of the same type of game.  

The Wii U version of the game does have the same DLC and day one update as the Switch game.  The update took around 20 minutes to download and install, and I haven’t tried out the Expansion Pass yet.  The disc-based Wii U game even requires a 3 GB install to the system memory or hard drive.  The memory manager on Wii U told me that this was technically update data, so maybe that’s why the update took so long to install.

Another Wii U exclusive feature is that the game requires about 30 seconds to reload every time you exit the Home screen.  You get the impression that this game is pushing the Wii U harder than anything else Nintendo produced for the system; it’s no wonder they were so excited to publish this game on Switch, knowing that most people would happily play that version instead.

Nitpicks aside, if you’re wondering if the Wii U game is worth playing or if the Switch upgrade is really necessary, I feel comfortable in assuring you that you can’t really go wrong with either version of the game. While I’d love to have a shiny new Switch right now, there’s something reassuring about playing this game without the complications of launch hardware (Joy Con desync, battery life, etc).  If you’re also playing the game on Wii U, share your observations in the comments below.  How are you liking it?


27
Podcast Discussion / Episode 221: Dragon Quest VIII Game Club Part 1
« on: February 21, 2017, 09:37:10 AM »

Some old friends return to talk about a classic RPG.

http://www.nintendoworldreport.com/connectivity/44137/episode-221-dragon-quest-viii-game-club-part-1

This week some old friends return to the Connectivity feed in the form of the old Newscast gang.

Neal, Andy, Zach and Nathan have started a game club for Dragon Quest VIII that goes out for our Patreon subscribers first. This is part one of their way through the game, which covers up until the Maella Abbey. Part 2 will be up on the Connectivity feed at some point, but if you just can't wait, you can become a Patreon subscriber to get access to this content early.

Nintendo World Report is now on Patreon, and high rollers can name their topic for Connectivity, so head over to our Patreon page if you want to support us.

Connectivity has joined Twitter, so be sure to follow @ConnectivityNWR to be up to date on any announcements. We are wanting more listener participation, so feel free to ask questions, they may show up in the show!

Send us your listener mail by clicking here.


28
Podcast Discussion / Mario Party 4 vs. Metroid Prime (and Cubivore too)
« on: December 27, 2016, 12:51:19 PM »

Roll the dice and take aim; this one's a no brainer.

http://www.nintendoworldreport.com/cubefight/43846/mario-party-4-vs-metroid-prime-and-cubivore-too

On the latest Cube Fight, Andy and Neal discuss the equivalent of the Michael Jordan Bulls playing against the modern-day 76ers as we tackle the Retro Studios-made Metroid Prime and the GameCube debut of the Mario Party series.While the outcome is known by all (I'd assume), we still do our due diligence and discuss both games, and even throw some bonus Cubivore talk in there as well.

Also - with this episode, we're done with 2002. That means it's time to vote for your favorite Nintendo-published Cube game (from our pool of 4 winners) as well as your favorite third party Cube game.

Thanks for listening! And if you want to write in, do so here.


29

Legend vs. legend, on Mario's home court.

http://www.nintendoworldreport.com/cubefight/43535/magical-mirror-starring-mickey-mouse-vs-super-mario-sunshine

In early 2002, Nintendo released the first true flagship title for the GameCube in Super Mario Sunshine.  A divisive game, Sunshine is unarguably very memorable, and our hosts have plenty to say about it. In the other corner is a Nintendo-produced Disney point and click adventure, produced by Shigeru Miyamoto.

As always, each game is judged 0-10 on three categories:

  1. Legacy / Importance
  2. The Test of Time (How well does it hold up)
  3. The Fun Factor

Regardless of those three ratings, the two intrepid hosts will then reveal who they believe should move on in the tournament simultaneously. Will it be the mouse, or the plumber? Tune in to find out!

Look for new episodes of Cube Fight at the incredible pace of once per month.  We'll see you in November.


30
Podcast Discussion / NBA Courtside 2002 vs. Eternal Darkness
« on: September 08, 2016, 09:20:59 AM »

Put aside your hoop dreams, you've got a war with an ancient god to deal with.

http://www.nintendoworldreport.com/cubefight/43405/nba-courtside-2002-vs-eternal-darkness

In 2002, the GameCube entered its first full year with a bang.  The system already had a number of high quality exclusives, but things were really just getting started.  Our first two Nintendo games to duke it out in the new year are NBA Courtside 2002 and Eternal Darkness: Sanity's Requiem.  That's right, we have a straightforward basketball sim starring Kobe Bryant and a psychological horror game which tries to convince you that you're going insane.  Could these games be any more suited toward comparison?  Yes, probably.

As always, each game is judged 0-10 on three categories:

  1. Legacy / Importance
  2. The Test of Time (How well does it hold up)
  3. The Fun Factor

Regardless of those three ratings, the two intrepid hosts will then reveal who they believe should move on in the tournament simultaneously. Will they agree, or do things get hairy here?  Can Kobe dunk on Dyack?!

Look for new episodes of Cube Fight at the incredible pace of once per month.  We'll see you in October.


31
TalkBack / Talk Nintendo Podcast Episode 2 - Mighty No $9
« on: September 08, 2016, 08:45:00 AM »

A new challenger approaches!

http://www.nintendoworldreport.com/feature/43404/talk-nintendo-podcast-episode-2-mighty-no-9

NWR Community members Casey Gibson and Perry Burkum approached us with a podcast they created, and although we already have more than our fair share of Nintendo podcasts, we were delighted to host their show for them.  Thanks to Casey and Perry for providing Nintendo World Report with additional great content.  If you would like to get ahold of them, send us an email at talknintendopodcast@nintendoworldreport.com and we'll be sure it gets to them.  

This is their second episode, you can find the first episode over at Soundcloud.  Both episodes are in the feed, which you can subscribe to here.

Download the Podcast: Direct Download

Subscribe to the RSS Feed: Subscribe

Talk Nintendo Podcast is a new show where your hosts Casey Gibson and Perry Burkum come together every other week to sit down and do what they do best: Talk Nintendo.  Each episode we dive into what we’ve been playing, touch on Nintendo news, see what we have dug up on Craigslist and discuss a feature topic of the show, ranging from past gaming memories to an in-depth discussion about a specific game. This week we start off by discussing the new hotness that is Picross 3D Round 2 and Metroid Prime Federation Force. Jumping from one game with a checkered development to another, the boys take the plunge and play Mighty No. 9. We move right along by cutting into some eShop downloads and exploring The Legend of Kusakari. Perry talks about his biggest gaming feat, perfecting all of Rhythm Heaven Megamix. We wrap up what we’ve been playing by talking about Hyrule Warriors Legends DLC and *gulp* Animal Crossing amiibo Festival.

After a quick break we pull our pants up and jump feet first into the September 1 Nintendo Direct. We go over EVERYTHING that was announced and talked about and give our impressions. This is a meaty discussion and actually takes the role of the featured "Topic of the Show" for this episode.

Last but not least we have our Craigslist Finds segment, where the guys talk about what Nintendo items they’ve found on Craigslist and flipped on Amazon.  How much profit did they make?  Tune in an find out!

We want to hear from you! If you have any comments, concerns, criticism or questions that you’d like us to answer on the show, please contact us.


32
Podcast Discussion / 2001 Third Party Games
« on: August 09, 2016, 09:51:05 AM »

You got your X-Wing trapped in my Monkey Ball!

http://www.nintendoworldreport.com/cubefight/43153/2001-third-party-games

After a short delay, we're back with another episode of Cube Fight, the podcast where Neal and Andy make GameCube games fight each other for our amusement.  Rather than a head-to-head match-up, this episode deals with all of the 2001 third party games that wouldn't otherwise be eligible for discussion on Cube Fight.

Next time, we'll be comparing Eternal Darkness to NBA Courtside 2002 inside of a steel cage* as we continue down the path to determine the best Nintendo-published GameCube game ever made.

*steel cage optional


33
Podcast Discussion / Pikmin vs. Super Smash Bros Melee
« on: June 10, 2016, 08:32:39 AM »

Well, that escalated quickly.

http://www.nintendoworldreport.com/cubefight/42818/pikmin-vs-super-smash-bros-melee

After a softball first match (Sorry, Wave Race), things get serious in a hurry as we pit a cult classic against a major player.  One game is Miyamoto's pet project, long credited as Nintendo's last great original IP, and a revolution in real time strategy console gaming.  The other game is one of the most popular multiplayer games of all time, and arguably the most popular one Nintendo has ever published.

As before, each game is judged 0-10 on three categories:

  1. Legacy / Importance
  2. The Test of Time (How well does it hold up)
  3. The Fun Factor

Regardless of those three ratings, the two intrepid hosts will then reveal who they believe should move on in the tournament simultaneously. Will they agree, or do things get hairy here?

In general, Cube Fight will be a monthly endeavor, but we were a bit late getting started with episode one, so here's episode two right out of the gate.  Look for episode three, a 2001 third-party rundown in early July.

Additionally (and this is kind of a last-minute idea), we're going to list notable third-party games from 2001 to see what the best third-party game of the year is. We cherry-picked some notable games (according to us), but you're welcome to write a game in as well. The third-party stuff is more for fun, and we'll discuss the results during our first Third-Party Episode, which will be the next episode.

Here's the survey. (don't click until after you listen to the episode, or you'll spoil the outcome of this podcast!)


34
Podcast Discussion / Luigi's Mansion vs. Wave Race: Blue Storm
« on: June 03, 2016, 05:16:00 AM »

The fight begins with two launch games.

http://www.nintendoworldreport.com/cubefight/42788/luigis-mansion-vs-wave-race-blue-storm

The first matchup is underway!  Neal and Andy tackle two of the GameCube's launch games with Luigi's Mansion vs. Wave Race: Blue Storm.  The first is a silly take on survival horror, and the second is an extreme sports game.  How do you compare the two?  Well, you come up with an arbitrary set of criteria and see which passes the test.  

Each game is judged 0-10 on three categories:

  1. Legacy / Importance
  2. The Test of Time (How well does it hold up)
  3. The Fun Factor

And then regardless of those three ratings, the two intrepid hosts will then reveal who they believe should move on in the tournament simultaneously. But what if there's a tie?  You'll have to listen to find out!


35
Podcast Discussion / Cube Fight, an Introduction
« on: June 01, 2016, 07:38:56 AM »

Two games enter, one game leaves.

http://www.nintendoworldreport.com/cubefight/42770/cube-fight-an-introduction

At long last, someone has stepped forward to decide which Nintendo GameCube game is the best.  Or at least, which first party Nintendo-published game is best using an overly complex set of rules and tournament brackets.

This is Cube Fight, the latest podcast from Nintendo World Report, where Site Director Neal Ronaghan and Managing Director Andy Goergen will pit two first party GameCube games against each other, and decide which one gets to move on to the best-of-the-year episode.  We're still hashing out the logistics of this, and how we'll pay homage to third-party games, and you can feel free to send feedback to cubefight@nintendoworldreport.com.  

Time to enter the ring, and prepare for battle.


36
Podcast Discussion / Episode 200: We Are the Ghosts of Lavender Town
« on: March 19, 2016, 02:01:14 AM »

Lets eat some cake and celebrate!

http://www.nintendoworldreport.com/connectivity/42315/episode-200-we-are-the-ghosts-of-lavender-town

Gather round and have some cake because Connectivity has reached its 200th episode! For this extra long episode we have three great segments for you all to enjoy.

First up is a Newscast reunion which brings together Neal Ronaghan, Zachary Miller, Nathan Mustafa and Andy Goergen. The gang starts off the show by discussing what has changed in the world since the last time they recorded together in the form of a little quiz.

After that they move onto some listener mail, which includes discussion points ranging from Metroid Federation Force to the launch of an HD Zelda on the new Project Cafe console.

For the last section of the show the guys bring back the segment 'What You're Reviewing'. This segment includes some discussion on Fire Emblem Fates, Project X Zone 2, Diablo III, the Retron 5 and more.

Next up, Nicholas Bray and Adam Abou Nasr sit down with a couple of emails which touch on listeners Pokémon memories and experiences, along with a question asking what crazy ideas would we like to see happen in Sun and Moon.

The show ends on a new installment of Themesters! Nicholas, Adam, Perry Burkum and Alexander Culafi play both the original musical tracks along with some covers of the music from Pokémon Red and Blue.

Perry has offered to create an additional cover from a listeners suggestion as well. All you have to do is contact Connectivity via email, Twitter or the talkback thread to voice your pick, Perry will then choose one and upload it to the Themesters Soundcloud.

Connectivity is on twitter, so be sure to follow @ConnectivityNWR to be up to date on any announcements. We are wanting more listener participation, so feel free to ask us any questions, they may show up in the show!

Send us your listener mail by clicking here.

Thanks for listening.


37
TalkBack / Re: Minecraft: Wii U Edition (Review)
« on: December 23, 2015, 02:11:39 PM »

Not that it matters very much - we've already downloaded for Christmas - but can you explain at all this comment?


"This is to say that things are a bit limited compared to the Xbox One and Playstation 4 versions, and a far cry from the endlessly modded PC edition."


I'm assuming world size limitations?

Yes, my understanding is that the next generation console versions of the game allow for much larger worlds.  A quick bit of research tells me that those editions contain the capacity of up to 32x the size as the prior gen version of the game.

38
TalkBack / Minecraft: Wii U Edition (Review)
« on: December 23, 2015, 04:17:16 AM »

Well, look who finally showed up.

http://www.nintendoworldreport.com/review/41687/minecraft-wii-u-edition-review

The arrival of Minecraft: Wii U Edition into Nintendo’s eShop lineup is a curious one. It’s become one of the most popular games of all time, rivaling Mario and Pac-Man as representations of video game obsession. Yet, it’s a game that almost everyone has already played. The audience of potential hold-outs is narrow, so most people buying Minecraft on Wii U will be buying, at least, their second copy of the game. Generally, when reviewing games on NWR, we try to stay away from talking about the game in the context of “what should have been” or “what’s missing”, but quite frankly it’s very difficult to discuss Minecraft on Wii U without touching on how it lines up against its brethren on other platforms.

As ports go, Minecraft: Wii U edition is technically rock-solid. The game has a steady frame-rate, great colors, and supports all of the major features of the versions on competing platforms, including 8 player multiplayer online (and 4 player local). This version of the game shares a very similar codebase to the Xbox 360, Playstation 3, and Playstation Vita games. This is to say that things are a bit limited compared to the Xbox One and Playstation 4 versions, and a far cry from the endlessly modded PC edition.

So is there anything specific to note about the Wii U version?  Well, sure.  It supports the Wii U Pro Controller for local co-op, but not the Wii Remote or Classic Controller.  It doesn't allow you to manage your inventory using the touch screen, but it does allow you to select UI buttons with the stylus. I wasn’t able to test the multiplayer (online or local) but I did some research and there haven’t been any issues as far as I can tell.  Off-TV play is available, or you can make the GamePad display a static Minecraftian image based on the texture pack you’re using. This is a perfectly competent version of Minecraft, even if it hasn’t been particularly customized for the Wii U platform.

In addition, the game is bundled with a handful of texture packs.  These don’t do anything to alter the game, but they can make your world feel new after you’re tiring of your surroundings.  There are more, Nintendo specific, themes to come. The potential here is great, as I noted in my preview.

Really, unless you’re brand new to Minecraft, you know what you’re getting here.  If you are new to Minecraft, let me do something to assure you that this is a game worth experiencing. There are few games that convey a sense of exploration quite like Minecraft.  Really, exploring your environment and shaping it to fit your every whim is the entirety of the game, and it’s endlessly rewarding. It’s one of the most evocative games I’ve ever played, and although it can be obtuse, there’s a fairly robust tutorial and help system built into the software.

It’s a game that has you digging deep into the ground to find… well, whatever is there.  Maybe you’ll find some diamond to forge more powerful weapons and tools. Maybe you’ll find the remnants of an underground fortress. It may take a few hours to really understand what you’re trying to do, but when you exit a cavern at sunrise next to a river and feel like you’re truly inhabiting this world that is custom built just for you… there’s really nothing else like it in gaming.  It’s not for everyone, but if it’s for you, it’s a gaming experience you won’t likely forget.


39
TalkBack / Re: Should You Buy Minecraft?
« on: December 17, 2015, 09:31:37 AM »
Just to update, the game does not register any acknowledgement of a Wii Remote, so pointer control is definitely out. 

40
TalkBack / Re: Should You Buy Minecraft?
« on: December 15, 2015, 08:33:37 PM »
I own it on PC already and was an early adopter. But getting both 4 player split screen and 8 player online seals the deal for me. I almost don't care about the lack of gamepsd touch support.

I do care about pointer controls. Any word on that being supported?


Turns out I'm on the review, and we received a code a few hours after I published this editorial.  I am 99% positive the game doesn't support pointer controls, but I will double check and let you know.

41
TalkBack / Should You Buy Minecraft?
« on: December 15, 2015, 03:31:03 AM »

Or just play one of the seven other versions you already have?

http://www.nintendoworldreport.com/editorial/41652/should-you-buy-minecraft

When Minecraft launches on Wii U on December 17th, it will serve as something of a victory lap for Mojang, its parent company Microsoft, and 4J Studios who have handled the console ports for the iconic exploration/crafting/digging/creating simulator. Before heading to Nintendo's embattled console, Minecraft was previously made available on PC, Mac, Android, iPhone, iPad, Ouya, Xbox 360, Xbox One, Playstation 3, Playstation Vita, Playstation 4, and even the pocket Linux PC Raspberry Pi. Initially, the intent of this article was to introduce Minecraft to Nintendo fans who may have been blissfully unaware of the game until it was blessed by the House That Iwata Built. As I sat down to write such an article, however, it seemed likely that users who were holding out to play Minecraft until it was released on a Nintendo platform probably... well, don't exist.

In addition to all that, within hours of the game's announcement it was revealed by the game's developers that they weren't working on touch-screen support on the GamePad for item management, which led many potential buyers to swear the title off right out of the gate. It's hard to deny that this is a major misstep, especially since the PS Vita version supports this kind of functionality. Even without GamePad touch support, the game might be worth owning on a Nintendo console regardless.

Consider this; the game is confirmed to support 4 player split-screen multiplayer, and 8-player online multiplayer. Not only that, but according to the Japanese game profile for Minecraft: Wii U Edition, the game supports USB keyboards for sending messages, and even voice chat via headsets.  The game even supports the Wii U Pro Controller (which I guess is obvious considering the 4-player local multiplayer).  This serves as some evidence that the port to Wii U is not half-baked, they're putting effort in to make this game have a rich feature set.  

The most compelling reason to own Minecraft: Wii U Edition, however, is the unspecified "new content for Nintendo fans to be released at a future date."  This is awfully vague, but what I read into this is, at minimum, Nintendo specific skins. This might seem a bit underwhelming, but I would happily pay a few bucks to be able to craft in the Mushroom Kingdom.  What about building a castle in Hyrule, or digging deep into the caves of Zebes?  The potential for building and crafting in Nintendo worlds is incredibly compelling. Releasing Nintendo skins for Minecraft is almost as deep of a gold mine as Super Smash Bros. DLC or the Nintendo Badge Arcade; it's catering to the nostalgia of Nintendo's biggest fans (Wii U owners) and also Nintendo's rich history in one fell swoop.  It's a strange conglomeration of modern gaming fads (even with a retro aesthetic) and classic gaming style. It's by far the best reason to own Minecraft: Wii U Edition.

I already own Minecraft about 4 different ways, and the prospect of paying $29.99 to buy it again (at $10 more than competing versions on PSN and Xbox; yes, I know there's extra content bundled with, but that doesn't make the price tag easier to swallow) makes me hesitant. But perhaps there are Nintendo fans that are willing to try this game for the first time, or perhaps give it a shot even though they long ago deemed it as "not for me."  Playing online with those folks could be a lot of fun as they explore what hooked me years ago.  And if I do bite the bullet and pick up a copy of this game, I hope that Nintendo comes through with the exclusive content, or this will be just another way Nintendo let something with so much potential on Wii U fall through the cracks.


42
TalkBack / A Journey Through Modern Zelda
« on: October 30, 2015, 07:31:32 AM »

How does the GameCube crown jewel hold up?

http://www.nintendoworldreport.com/editorial/41401/a-journey-through-modern-zelda

I get the itch a few times a year; you know the one. The one where you forget about the lengthy tutorials and the boring fetch quests and just get that seriously strong urge to go explore Hyrule again.  In recent iterations, Zelda games are substantial undertakings; while you can breeze through Link to the Past in 5-10 hours, it’ll take at least four times that to explore any 3D Zelda title. After a recent move, I was looking for something to break in my new office / game-room and decided it was finally time to give Twilight Princess a long-awaited second look.

My memories from the first time I played the game, in the waning days of 2006, were that I really, really enjoyed it.  I remember being very aware of how much the game had drawn me in, much more than Wind Waker had done just a few years prior. Be it bug-hunting or overworld-exploring, I spent over 65 hours tooling around Hyrule with the Wii Remote.  Certainly, some of that excitement was just the thrill of using a new console and adjusting to a new control scheme.  While I knew that the waggle-to-swing mechanic wasn’t the true motion control that we were promised, I was immediately sold on using the pointer to aim my bow and hookshot.

This time around, I took on the GameCube version.  When I fired it up last month, I was really struck by how natural the controls felt. It really is clear that the game was built with the Cube controller in mind. Despite the hindrances in aiming with the analog stick (I really missed the motion aiming we later got in 3DS Zelda games), swordplay was much more fun with the standard Ocarina-inspired button controls.  Simple things, like the shield attack, were easy to use and it made the more intense combat all the more enjoyable.

In addition, I was surprised by how the game looked. I think that there’s this inclination to remember Twilight Princess as this relic of “realistic (brown) graphics on a dated console where everything just looks blurry and dated” and I completely understand that.  There are times when it is certainly warranted.  However, what I’d forgotten was how much detail was put into the character models and landscapes.  Sure, the new expansive Hyrule Field was fairly empty of enemies and interesting interactions, however the hills, trees, lakes, ponds… it feels like a true world that you can go exploring in.

On top of the landscapes, there are moments when you can read the facial expressions of Link, Ilia, and even Midna  It’s very clear that this game is using the Wind Waker engine… there is actual emotion in this game.  Sure, the plot is about as hackneyed as plot usually is in a Zelda game, but even with the boring plot, the emotional stakes feel real. The scene, in particular, when Zelda passes her power to Midna, and Midna is speechless with grief, has real weight to it. The team did a great job of building real characters, and conveying their emotion via facial expression.

After spending around 40 hours on my journey through Twilight Princess, I decided to hop right into the followup, 2011’s Skyward Sword. This is a game that is more recent, and a game I actually reviewed for NWR with a 10/10.  It’s worth noting, however, that I haven’t touched the game since November 2011, and I played through the entire thing in about a 10 day stretch, putting in almost 70 hours.  That’s more hours than you’d put into a full time job.  Playing through the game so quickly made me wonder if I’d been forced to view the game with rose colored glasses.  Honestly, I don’t really even remember much of the game.  

The first thought I had when starting Skyward Sword is how different it feels from Twilight Princess.  Your character moves differently, thanks to the dash mechanic, the game looks different, but more than anything else, the interface feels different as well.  Sure, this might be in part to playing the GameCube version of Twilight Princess, but even aside from the controls I was surprised to remember that there is no mini-map in Skyward Sword.  In addition, the dungeon map (at least for the first dungeon) shows the dungeon entirely as a flat overhead view, rather than breaking it down by floor.  

One thing that holds up well in Skyward Sword is the Wii MotionPlus inspired swordplay.  There are parts of the motion-heavy Skyward Sword that feel cumbersome, but using the Wii Remote to slash in specific directions still feels like magic, and the enemy encounters in that game are some of the best in the entire series.  

Hopefully I’ll update this editorial with my thoughts towards the end of Skyward Sword as I get there, but suffice it to say that I haven’t been this hungry for a Zelda experience in quite a while (I played through Majora’s Mask 3D just a short 8 months ago) and if Nintendo is going to continue to delay the new Wii U title (and perhaps even push it to the next platform) then I will just have to relive the experiences from before.  These games are such laborious beasts, that it’s easy to leave them alone for five years, and then come back to them and having them feel like completely new experiences.


43
TalkBack / Disney Infinity 3.0 (Wii U) Inside Out Play Set Review
« on: October 01, 2015, 03:36:48 AM »

It's not a joy, but it won't make you too angry.

http://www.nintendoworldreport.com/review/41254/disney-infinity-30-wii-u-inside-out-play-set-review

It is worth noting for the context of this review that Inside Out was effectively my first time playing any real content in Disney Infinity.  I played around with the toy box for an hour or two before starting this Play Set, but I have not played any prior Disney Infinity game, nor have I played any of the Star Wars Play Sets created for Disney Infinity 3.0.

Disney Pixar’s film Inside Out is a complex exploration of human emotion and adolescence, full to the brim with imagination and color. It has nuance, comedy, emotion, and fun; it succeeds at almost every level. Disney Infinity 3.0 tries to capture this success and bring it to the video game world with a stand-alone Play Set, which includes two figurines and supports three additional figures.

First, the physical: The Joy and Anger figures included with the Play Set are wonderfully sculpted. All of the Inside Out characters look great, and the addition of a colored ball “memory” on the base is a great touch from the film. The Play Set piece itself looks like the core memory base from the movie, and stands out as a neat design.

However, the pleasantries don’t fully extend to the experience of actually playing the game. To Disney Infinity’s credit, the characters retain some of the original voice actors (Lewis Black and Phyllis Smith return as Anger and Sadness respectively) however some of the other voices aren’t quite right. That’s not terribly distracting, considering the dialogue is mostly restricted to throw-away one-liners during the stages. There are a few cut-scenes, but even after several hours into the game, it wasn’t clear why I should care about the story.

The stages themselves are broken up into 2D and 3D platforming stages, without any real rhyme or reason. It’s nice that they felt compelled to mix it up, but while games like Super Mario Galaxy blend 2D and 3D gameplay seamlessly, it feels very arbitrary in Inside Out. The stages contain the same basic goals; collect the thing-a-ma-bobs (balloons, Mind Manual pages, light bulbs) and find your way to the exit, while solving (mostly) basic puzzles along the way.  Some of the stages have clever twists, such as reversing gravity, but most of the stages look and feel very much the same. The problem with the abstract world of Inside Out is that everything kind of looks similar; pink background with giant sized obstacles that look like everyday objects.  It’s not that the game looks bad, it just sort of all looks the same, and after a few hours of playing the game, it begins to blend together.

The game isn’t terribly long, containing about 25 stages, but each stage takes way longer than the “Par” time of 7 minutes.  On my first playthrough, I was averaging 10-20 minutes per stage, depending on how distracted I was by my preschooler removing and replacing character figurines in whatever configuration pleased her.

The characters all control slightly differently.  Joy and Anger are the two included figures, and have the ability to hover and walk on lava, respectively.  Sadness can stand on clouds without them breaking, Disgust can jump higher off clouds, and Fear has increased speed. These powers are used to get additional collectables, but even if you don’t have all of the figures, the game allows you to put on costumes to get the doo-dads you couldn’t otherwise reach.

The movement feels very floaty, which I think is just inherent to Disney Infinity in general. It’s hard to really enjoy the platforming when you don’t feel like you have tight control over the characters, and that really impacts the enjoyment of the game. In addition, while there is some basic combat (for the first hour or so, the only enemy you will encounter is seriously just broccoli; that’s amazing) it is repetitive and not challenging or enjoyable.

Disney Infinity 3.0’s Inside Out Playset is competent, and probably will be enjoyed by young kids who are excited to play as these characters. Unfortunately, as Nintendo fans who have been enjoying a glut of Mario games in recent years, this platforming action doesn’t make the cut. It’s a bit of Sadness and Anger all wrapped into one little package.


44
Late to the party (way late) but I started playing Twilight Princess (GameCube) over the weekend and I have been really enjoying it.  It's true that the opening section is way too slowly paced, but what is really striking to me is the attention to detail in the animations and environments.  The world of the game feels lived in, and the characters in the game are expressive and relatable.

I am about halfway through the fire temple, and I'd forgotten just how involved these dungeons are.

Also, for a 9 year old game, it looks way better than I remember.  I was actually really taken aback by how good some of it looked. 

All in all, I'm really enjoying my replay of this game.  It's my third time through, but my second time through stalled out halfway in. 

45
Podcast Discussion / Re: Episode 438: Spiritual Predecessor
« on: August 03, 2015, 10:11:26 AM »
I was way into the Samba de Amigo for the Dreamcast.  I had two sets of official maracas, and they were very difficult to find.  The Wii version is a joke compared to the original.

46
TalkBack / Re: Cutting Out The Middle Man
« on: May 18, 2015, 06:44:44 PM »
I've had fantastic overall experiences with video game trading sites over the past 6 or 7 years. Truly the best way to stretch your gaming dollar - but not without some risk (which I what I want to talk about in this post).


1.  Not everyone is an honest trader. In my experience, most people populating these sites are good, friendly gamers just trying to share the love... but there are always a few bad apples, and not every trade works out the way you'd like.


2.  Patience is required. Trading does provide the best possible value for your old games... but it takes much longer than just dropping games off at your local pawn shop or GameStop. A week or two sending games, a week or two waiting for games you want to be listed, then another week or two waiting for that game to be shipped to you. Trading online is ideal for people who want good value, not instant gratification.


3.  Supply and demand volatility. New users tend to come in waves, and when they do there is usually a rush of new, highly-desirable games into the system. Then things settle down and trades go back to their normal (typcially slow) pace. Nintendo-only gamers in particular might have a hard time, as they make up a smaller percentage that other systems so tend to have slower trade rates.


4.  Virtual currency has no real world value. Sure, you can say that you have $X and that should be able to pay for Y games... but there is no assurance those games will ever be offered. That depends entirely on the user base for the site - and if the user base loses confidence or decides to buy/sell/trade games elsewhere your virtual currency could end up being a dead end with nothing coming back in return. Worst case scenario? Sure.. but it's possible and has happened with multiple trading sites over the past decade.


Recently, I've done quite a bit of trading at 99gamers.com, and before that I used Goozex and least one other now-defunct site for trading games using the Goozex model. My experience has always been very positive and the value I've gotten trading games has been MUCH higher than what I would have received otherwise.


Worth noting that 99gamers.com uses a "marketplace" model where people are free to list games and set their own prices and any buyer with enough virtual currency get buy games at any time. Goozex-style trading sites generally have algorithms that determine game value, and ask users to join a queue - when a game becomes available, the person higher in the queue with enough currency available will be matched. There are advantages to both systems, and in my experience both work pretty well.


I would highly recommend that others consider giving online trading a shot. Two caveats remain: you must be very patient, and you must be willing to accept the risk that (in the absolute worst case scenario) you could lose your investment. If willing to accept the risk, there can be significant value though!

These are all very true.  It's kind of like people who are wondering if Netflix Streaming is a good fit for them... if you're looking for very specific content, it's not a good fit, but if you're willing to browse until something looks good, then you could do a lot worse.

47
TalkBack / Re: Cutting Out The Middle Man
« on: May 18, 2015, 06:43:52 PM »
Yep, you can definitely just straight-up buy credit.

48
TalkBack / Cutting Out The Middle Man
« on: May 15, 2015, 04:03:00 AM »

Andy takes a look at Leaptrade, a new game trading service.

http://www.nintendoworldreport.com/editorial/40264/cutting-out-the-middle-man

Everyone’s done it: you take your copy of that Madden game from 2 years back over to GameStop or  hoping to knock $10 off the cost of the more recent edition, only to find out that they’re willing to give you, at most, $0.50. How can this game really be worth so little? Well, the obvious answer is that GameStop doesn't exist to give you a good trade value; they exist to make a profit by taking your fifty-cent copy of Madden and selling it back to the customer for $10.

Trading sites have existed for a long time now in an attempt to cut out the middle-man. If everyone buys and sells within the same economy, then a game that’s worth $10 results in an exchange of that money from the buyer to the seller. No one is taking a cut and trying to make a profit. For years, I used a site called Goozex which was the most well known trading site from about 2007 through 2012. The site doesn't exist anymore, but when it did I probably traded about 75 games through the service it provided. I would get a new game for around $50, beat it in a few weeks, and turn around and trade it to someone else in exchange for $45-$50. It was a nice cycle which let you effectively rent games without worrying about returning them.

I was contacted by a newer trading site, Leaptrade, and asked to give their site a whirl. They were kind enough to hook me up with some trade credit to do so, but I didn't feel like I would be able to properly evaluate the site without trading out my own games as well. I hopped over to the website and listed 5 games for trade: Super Smash Bros. Brawl for Wii, New Super Mario Bros U for Wii U, Dishonored for PS3, The Legend of Zelda: Phantom Hourglass for Nintendo DS, and Skyrim for PS3.

For those of you unfamiliar with these types of services, here is a rundown:

  • You list games for trade that you’re willing to part with. The site lists a monetary value for each.
  • If there is demand for that game which outpaces supply, you will immediately be matched with a buyer, in the order they requested the game. There’s a queue for both buying and selling: if the game you’re trading away is in higher supply than demand, then you will be placed in a selling queue.
  • You ship off the game. Shipping costs about $3.50, and Leaptrade provides you a label.
  • Once the buyer receives the game, and has confirmed it’s arrival, you get your trade credit in your account.
  • You look for games that you want to buy; either ones that are available, or ones that have a queue. Add them to your “Requests” list.
  • Once a game on your requests list is available, you are matched with a seller, who then ships you the game free of cost to you.

The process is almost identical to the formula established by earlier sites like Goozex, and works really well… if you have an active user base. Therein lies the problem with Leaptrade. Although the site functions well and the idea is good, Leaptrade needs more active users before it will be a one-stop trading service.

While I was able to find buyers for the games I was interested in trading away (costing me about $18 in shipping and the possession of all five of my games), I found it difficult to find games to buy that were available. Even games that I thought were available were only being sold by inactive users; which is to say that when I was matched with a seller, the seller never confirmed the trade and after 24 hours, the trade timed out and I was matched with a new seller if one was available. For some games, this repeated for an entire week until all of the potential sellers for the game I was looking for (Far Cry 4 for Xbox 360) had been cycled through.  I did eventually get Far Cry 4, but not after completely giving up on it at least once.

All in all, I had about a 40% success rate in getting the games I wanted which were marked as available actually matched and confirmed. Leaptrade is addressing this by only allowing users to time out twice before putting all of their available games on hold; this doesn't increase the amount of active users, but it does help remove “false positives” from the list of available games.

From a Nintendo fan’s perspective, especially, it’s hard to recommend Leaptrade right now without a giant caveat; don’t expect much of a selection… yet. You will easily be able to trade your games away to prospective buyers, but the selection of Nintendo games that are available to spend your trade credit on is slim. At the time of this writing, there are 6 Wii U games available: Wii Fit U, Call of Duty: Ghosts, NBA 2K13, Sing Party, Nintendo Land, and Skylanders Giants. In addition, the 3DS selection is paltry, topping out at around 11 games without a single must-have title in the lineup. There are far more DS, Wii, and GameCube games however.  I recently was matched up for X-Men Legends and X-Men Legends II, as well as Ultimate Spider-Man.

I added myself to the requests lists for newer, more popular games like Hyrule Warriors (9th in line), Kirby and the Rainbow Curse (4th in line) and Kirby: Triple Deluxe (3rd in line). I've seen those queue positions change slightly in the two weeks since I added myself, but I’m not holding my breath. It’ll probably be months before I’m at the top of the queue for these games.

So do I recommend Leaptrade? Yes, I think it’s a site with a lot of potential. If you’re looking for a way to trade out some unwanted games and you’re not super picky with regards to what you get in return, then I think you’ll find something available. Also, the site staff is very transparent with their efforts to improve the service, and responsive in the forums. The community is friendly, and will help you figure out how to make the best of your trades.

In my three weeks with Leaptrade, I’ve traded away the following games for the following prices in Trade Credit:

  • Super Smash Bros. Brawl (Wii) - $22.50
  • Dishonored (PS3) - $5
  • New Super Mario Bros. U (Wii U) - $40
  • Legend of Zelda: Phantom Hourglass (DS) - $27.50
  • Skyrim (PS3) - $10

I’ve received the following games:

  • Resident Evil: Umbrella Chronicles (Wii) - $7.50
  • Assassin’s Creed III (Wii U; disc only) - $10
  • The Wolf Among Us (Xbox 360) - $12.50
  • Disney Universe (Wii) - $7.50
  • Halo: Anniversary Edition (Xbox 360) - $12.50
  • Far Cry 4 (Xbox 360) - $37.50
  • Grand Theft Auto V (Xbox 360) - $27.50

I also have three GameCube games on the way: X-Men Legends, X-Men Legends II, and Ultimate Spider-Man, all of which were $5 to $10.

Finally, here are all of the games that are currently not available that I signed up to be in line for:

  • Kirby and the Rainbow Curse (Wii U) - $35
  • Hyrule Warriors (Wii U) - $47.50
  • Kirby Triple Deluxe (3DS) - $27.50
  • New Super Mario Bros U + New Super Luigi U (Wii U) - $40
  • Trauma Team (Wii) - $10
  • Pandora’s Tower (Wii) - $22.50
  • Castlevania Lords of Shadow: Mirror of Fate (3DS) - $15
  • Bayonetta 2 (Wii U) - $45
  • Batman Arkham Origins (Wii U) - $15
  • Castlevania: Dawn of Sorrow (DS) - $17.50
  • Monster Hunter 4 Ultimate (3DS) - $37.50
  • Doom 3: BFG Edition (Xbox 360) - $15
  • Halo 3: ODST (Xbox 360) - $5

So as you can see, there are a lot of games for which there simply isn’t enough supply. This is the kind of problem that can be fixed if Leaptrade can get the word out, and more people (specifically, Nintendo fans) start using the site. They're currently running some contests for folks who help expand the trading base, but really it’s a hard problem to solve. You need something for these fans to buy if they’re going to bother trading stuff in. For now, I would recommend that you look and see what’s available and be cautioned that even if something is available, it may be the case where the seller has long forgotten they offered to trade the game and won’t respond. Either way, I think the foundation is solid for a very positive user experience if the active trading population can be expanded.


49
Podcast Discussion / Episode 175: Regeneration
« on: April 18, 2015, 06:37:00 AM »

It's Scott's last show behind the wheel, so enjoy this extra-long and extra-special episode of Connectivity!

http://www.nintendoworldreport.com/connectivity/40111/episode-175-regeneration

Hey guys! Scott here, and the abstract up there is correct: this is the last episode of Connectivity I'll be producing and appearing on regularly. I'll still be here at Nintendo World Report writing and publishing video, but my time at the helm of this show has come to an end. Nicholas Bray will be taking over my duties and is currently working with Neal to reboot the show, so be on the look out for that in a few weeks. For now, let's get to this week's super-sized show. I decided to go out with a bang, so this episode features some of my favorite segments from the past four years.

First up, I'm joined by Donald and J.P. to break down the first round of the NHL playoffs. That's right; it's my last show, so we're starting with hockey! The guys review the 2014-15 season that was and share their predictions for each first-round match up.

After that, I crack open some listener mail with Neal, Nick and Zach. You wanted to know how we'd run Nintendo if we were given the keys, what we think about gaming in Brazil, what the deal is with Rosalina's name in Japan, and a whole lot more. Plus, in this segment, we meet a valuable member of team Nintendo: Steve the Intern! #SteveTheIntern needs to trend, you guys.

In our next bonus segment, Alex, Zach and I discuss the first few hours of Bloodborne, the PS4 exclusive from the masterminds behind Dark Souls. The guys discuss what makes Bloodborne different from its predecessors (for better or worse) and how it's positioned to be a monster hit for Sony (pun intended). Pants and shirts are optional for this one.

Next up, another bonus segment! Here, Amanda, Nick and I reflect on the reboot of Doctor Who, which just celebrated the 10th anniversary of its launch. How did we all get hooked on the story of a 1,000-year-old alien traveling through time with young and unsuspecting Brits? We'll tell you! Also, more theories about who the Master is.

Closing the show out, Jeopardy returns! Zach and I host the game, while Neal, Andy and Nathan compete for ultimate glory. See who comes out on top in this Newscast reunion.

That pretty much does it. Stay tuned for what Nick has in store for the show. And on a personal note, I just want to thank everyone who has been involved with the show, from the staff and special guests to the listeners. Connectivity flourished in a way I could have never imagined, and because of it I've made so many incredible friends. Thank you for listening every week and making this such a fun four years.


50
Podcast Discussion / Episode 166: Reunion Show
« on: January 31, 2015, 12:58:00 PM »

The Newscast gang reunites for a jam-packed episode.

http://www.nintendoworldreport.com/connectivity/39554/episode-166-reunion-show

Hello and welcome to episode 166 of Connectivity! We only have one segment for you this week, but it's a doozy.

This week, the original Newscast gang (the show that eventually spawned Connectivity) reunites for a special super-sized show. Neal, Zach, Andy and Nathan discuss recent Nintendo news and a whole bunch of games they've been playing, including Smash Bros., Picross 3D, Metroid Prime Trilogy, Mario Kart 8, Far Cry 3, Fantasy Life, Monster Hunter and more. Plus, the crew goes all "old man" and laments the good ol' GameCube days.

We'll be recording our favorite winter/snow/ice level music soon, so be sure to send your submissions in by clicking here. We'll see you next week!


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