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Messages - NWR_DrewMG

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76
TalkBack / Donkey Kong Country, Through the Years
« on: February 12, 2014, 10:24:31 PM »

Take a look at the great ape, game by game.

http://www.nintendoworldreport.com/feature/36539

While Mario is often seen as Nintendo’s flagship character, this honor should really belong to Donkey Kong, who was at least a named character while Mario was still referred to as “Jumpman”. Donkey Kong has been around almost as long as Nintendo has been making video games, but largely he stayed in the background while Mario took over in the late 1980s and early 1990s. All of that changed, however, when UK developer Rare Ltd. was given permission to breathe life into the old character after impressing Hiroshi Yamauchi with a demo featuring Silicon Graphics technology.

What followed were three games between 1994 and 1996 that defined the later years of the Super Nintendo Entertainment System. The games were seen as watermark titles for their platform, and also for their characters. Donkey Kong went from being a villain in his title to a member of a larger family. Although the games didn’t feature particularly rich narratives, a world was created, and it’s proven to be one of the most loved, and lucrative, video game worlds Nintendo’s ever created.

Donkey Kong Country

It all started on November 21, 1994. Donkey Kong Country was being marketed directly against Sega’s new 32X and Sega CD platforms. Nintendo was set on driving home the point that you didn’t need new hardware to deliver “next-generation” game experiences. The game was an immediate hit, winning many “Game of the Year” awards in 1994 (against tough competition such as Super Metroid).

The game established the formula for every Donkey Kong Country game that would follow: two characters platforming side-by-side, hunting out K-O-N-G letters, riding on animal friends, and jungle imagery. The game’s music was composed by David Wise with help from Eveline Fischer. These two would compose the music for many future Donkey Kong titles as well, including this month’s release Donkey Kong Country: Tropical Freeze.

The game featured King K. Rool, who would go on to be the villain in the rest of the games in the SNES trilogy. There were 40 stages of platforming goodness, with mine cart stages and water stages to keep things interesting. This game marked the debut of Diddy Kong, as well as most of the other members of Donkey Kong’s family such as Cranky Kong, Candy Kong, and Funky Kong.

Donkey Kong Country was a major success, even being bundled with the Super NES console. Eventually, the game was ported to both the Game Boy Color and Game Boy Advance handheld systems. The game went on to sell over nine million copies, and thus a sequel was greenlit right away.

Donkey Kong Country 2: Diddy’s Kong Quest

Almost exactly one year after the launch of Donkey Kong Country came DKC2: Diddy’s Kong Quest. In an unexpected move that Rare would repeat in a year with DKC3, DKC2 mixed up the playable characters by removing the titular character and making Diddy the main character. Diddy was paired with his “girlfriend” Dixie Kong (making her debut). Dixie was granted the special ability of hovering by spinning her long ponytail in a helicopter fashion.

While DKC2 plays very similar to DKC, there are some notable differences. The game is substantially more difficult, and includes even more bonus items to locate in the form of DK coins. There is one DK coin per level, and their hiding spots become more and more difficult to track down as you progress later in the game. Another difference is the scenery, as DKC2 keeps to a pirate theme. While villain, K. Rool, was a (self-proclaimed) king in DKC, he’s donned a pirate hat and coat and refers to himself as Kaptain K. Rool in the sequel.

Donkey Kong Country 3: Dixie Kong’s Double Trouble

Just as DKC2 launched almost exactly one year after Donkey Kong Country, DKC3 launched almost exactly one year after DKC2. The game released on November 22, 1996, only a few months after the launch of Nintendo 64. Because of this, the third game in the Donkey Kong Country series was overshadowed by incredible new hardware and a genre-defining 3D platformer in Super Mario 64. At a time when new ideas and 3D graphics were becoming the norm, DKC3 represented another fantastic 2D platformer in a well-established genre.

With Donkey and Diddy Kong both out of the spotlight (Kidnapped. AGAIN!), the newest addition to the Kong family is Kiddy Kong, Dixie’s younger cousin. Dixie and Kiddy are front and center in DKC3. When holding Dixie, Kiddy can throw her. In addition, his rolling abilities are vastly improved compared to other characters, and while rolling he can even bounce off the surface of water.

The music was provided mostly by Eveline Fischer, but when the game was ported to Game Boy Advance in 2005, it was given a new soundtrack composed by David Wise. In addition, the subtitle was dropped on the GBA version of the game.

Although the game was positively received, it never got quite as much attention as the first two games in the series.

Donkey Kong Country Returns

Although quite a few games were released in the Donkey Kong franchise after DKC3, none of them were in the same vein (or series) as Donkey Kong Country. Donkey Kong 64, a pseudo-sequel to the SNES games, delivered a Super Mario 64 style 3D platformer with plenty of collectables, while Donkey Kong Jungle Beat showed how one could deliver a SNES-style DKC game with only a set of bongo drums as your control method. Those games have merit, but they just weren’t Donkey Kong Country. When Rare Ltd. was purchased by Microsoft in 2002, it seemed unlikely for the franchise to return in its original form.

Finally, at E3 in 2010, Nintendo announced that the franchise was to have a new entry. The new game was Donkey Kong Country Returns for Wii, and would be developed by fan-favorite developer Retro Studios, who were fresh off Metroid Prime Trilogy, widely regarded as some of the finest first-party Nintendo games in a generation. Although some fans expressed disappointment that Retro was tapped to revive a 2D platformer when they had previously shown skill in creating realistic 3D environments, that disappointment began to wash away as footage of the game was shown.

Donkey Kong Country Returns was released November 21, 2010, exactly sixteen years after the release of the original DKC. As Rare was no longer developing the game, David Wise was unavailable to help write the music, so Kenji Yamamoto was recruited to adapt Wise’s original style to the new game. Yamamoto had originally worked with Retro Studios on the Metroid Prime games.

DKC Returns was released to critical acclaim, being hailed as the cream of the crop of the “revival” 2D platformers that Nintendo had been releasing around the same time period. While some found that the motion control mechanics in the game were a detriment, most seemed to agree that the level design, challenge, visual design, and music were all top notch.

The game went on to sell almost five million copies, and like all other games in the series was eventually ported to a handheld platform when DKC Returns 3D was released in May 2013.

Donkey Kong Country: Tropical Freeze

As Nintendo fans waited with bated breath to see what Nintendo had lined up next for beloved developer Retro Studios, Donkey Kong Country: Tropical Freeze was announced for Wii U at E3 2013. Retro Studios would be revisiting the Donkey Kong Country franchise at least one more time.

Original series composer David Wise has confirmed his return to work with Kenji Yamamoto to compose music for the game, having since departed Rare Ltd.

We’ve had a chance to look at the upcoming game several times now, and by all accounts it seems like yet another solid entry in a series that’s seen more than it’s share of solid entries. Whether or not the series has overstayed its welcome remains to be seen, but by all accounts it seems as if the new game is set to be as fun as ever.


What do you think about Donkey Kong Country: Tropical Freeze?


77
TalkBack / New Wii U Sonic Game Made by Former Uncharted Developers
« on: February 06, 2014, 03:00:27 PM »

The 3DS version is being developed by the team behind the last Sly Cooper. 

http://www.nintendoworldreport.com/news/36493

A brand new Sonic game, called Sonic Boom, is headed exclusively to Wii U and Nintendo 3DS later this year. It's a prequel to the new Sonic CG TV show of the same name, and features new character designs, including a burlier Knuckles. Sonic Boom is the third in three previously announced Nintendo-platform exclusive Sonic titles from Sega.

The Wii U version is being developed by Big Red Button, a team led by the former Art Director of Naughty Dog. The developers worked closely with Crytek to bring the CryEngine 3 to Wii U, and all of the characters in the game have been completely redesigned to fit the new aesthetic and engine. Even traditional villains like Eggman have been remodeled. In addition to Knuckles being bigger, Sonic is peppered with bandages and athletic tape.

All of the characters will have specialties based on their strengths and personalities. Knuckles will have excellent strength, Tails will utilize gadgets, Amy Rose will have agility on her side, and Sonic of course will be fast. The game will have a strong emphasis on local co-op play (there is no online multiplayer).

A Nintendo 3DS version of the game is also in development by Sanzaru, but no details are available as of yet. As the 3DS would not be able to run CryEngine 3, one can assume the 3DS game will be as different from the Wii U game as Sonic Lost World was on 3DS. NWR had the opportunity to record a few interviews at the Sonic Boom unveiling event. Watch them below.


78
TalkBack / Nintendo Bringing NFC Demos to E3
« on: January 29, 2014, 09:41:16 PM »

Also, a new Speed Boot mode is coming early summer.

http://www.nintendoworldreport.com/news/36434

Games using the Wii U GamePad's Near-Field Communication (NFC) functionality will be demoed at E3 2014.

Also, an early summer system update will make use of a new Speed Boot Menu option that will allow GamePad users to start up the game quickly. See how it works in the short video at the bottom of this news story.

The usage of NFC and the Speed Boot Menu is part of an effort made by Nintendo to refocus their efforts on what makes the GamePad unique. While Pokémon Rumble U has used the NFC capabilities, it has largely been ignored by both first and third party developers.

Games such as Skylanders and Disney Infinity have shown ways to bring NFC technology to games, and Nintendo may very well use these titles as inspiration. The technology is inside of every Wii U GamePad, even if most gamers aren't aware. It can also be used as a payment system with compatible credit cards.


79
TalkBack / Nintendo 'Quality of Life' Platform Coming in 2015
« on: January 29, 2014, 09:17:50 PM »

Your guess is as good as ours.

http://www.nintendoworldreport.com/news/36432

Nintendo's business plan for the next decade will revolve around developing a "Quality of Life" based platform.

No details are available yet, but Nintendo President Satoru Iwata indicated that more details would be revealed in 2014, and the platform would be launched in April 2015. The new business area would impact Nintendo's profitability in the fiscal year ending 2016.

One facet of this platform will involve "non-wearable" devices that would monitor health, in contrast to the wearable devices (such as Fitbit, or even Nintendo's own Wii Fit U Meter) that have become popular. 

Iwata also indicated that while this business will be separated from its games business, the two will have certain synergies. Certainly, Wii Fit could provide an example of this possible strategy. Another example is the Wii Vitality Sensor, which made its debut at E3 2009, and was never heard from again.


80
TalkBack / Shovel Knight Entering Alpha Design Stage
« on: January 19, 2014, 02:48:55 PM »

The 8-bit shoveler continues to progress.

http://www.nintendoworldreport.com/news/36386

Shovel Knight has entered the alpha cycle of development, according to Yacht Club Games. The NES-style action adventure game is planned for both Nintendo 3DS and Wii U. While no release date has been set, Yacht Club indicated that it would be "Past Winter," adding further that this meant past March/April.

The game was originally pegged for a September 2013 release date, based on the delivery date of the Shovel Knight Kickstarter page. No comment has been given by Yacht Club Games on why the game has been delayed, but given the funds raised for the game more than quadrupled the initial target total, and more and more features were added as stretch goals, one could surmise that the game was pushed back to accommodate things such as playable boss characters, multiple platforms (the game was initially pitched as a PC exclusive) and multiplayer modes.

For more information on Shovel Knight and Yacht Club Games, see the Nintendo World Report www.nintendoworldreport.com="" interview="" 33802"="">interview with the developer from April 2013, while the KIckstarter was underway.


81
TalkBack / RUMOR: Wii U Sells Approximately 230,000 in November
« on: December 12, 2013, 07:33:11 PM »

With Mario in the driver's seat, Wii U sales reportedly improve.

http://www.nintendoworldreport.com/rumor/36185

Wii U console sales in the United States reached approximately 230,000 units in November, a reliable industry source has informed us.

While official sales numbers have not been released, Nintendo did state via a press release that sales of the Wii U console increased 340% from October. From April through September, Nintendo sold 460,000 units worldwide, meaning Nintendo still needs to sell around 8 million systems by the end of March to reach their annual target of 9 million in sales.

Also revealed in the press release were sales of approximately 215,000 for Super Mario 3D World, the marquee Wii U title released on November 22nd.


82
TalkBack / Super Nintendo Headed to 3DS VC?
« on: December 10, 2013, 01:56:59 AM »

It's a secret to everybody... or a marketing snafu.

http://www.nintendoworldreport.com/rumor/36157

The recent Miiverse update has revealed an image which may signify upcoming SNES releases on the 3DS Virtual Console service. When the Miiverse community page for the Wii U Virtual Console release of Contra III: The Alien Wars is loaded on the 3DS Miiverse application, the game is shown running on a 3DS XL in the header.

No Super Nintendo games, including Contra III, are currently available on 3DS. In addition, no other Super Nintendo Wii U Virtual Console communities showed a 3DS in the header image, rather displaying the Wii U GamePad as one would expect.

Whether or not this is a sign of things to come on 3DS Virtual Console or merely a marketing mistake remains to be seen.


83
TalkBack / 3DS System Update 7.0 Released
« on: December 10, 2013, 01:33:55 AM »

Bring on the Miiverse!

http://www.nintendoworldreport.com/news/36156

Nintendo has released System Software version 7.0 for Nintendo 3DS, which includes Miiverse support in addition to several other features. Notably, the system update allows users to link a Nintendo Network ID they've already established on Wii U, or create a new Nintendo Network ID. This functionality allows players with Wii U and 3DS to share a common wallet across the eShop on both systems.

Aside from Miiverse, another smaller enhancement included is a change in the way the user launches the 3DS Camera app. Previously, a user would press either L or R from the home screen. In System Software version 7.0, a user must press L and R simultaneously to launch the app. This should prevent the user from launching it by accident.

Another change with this system update is the removal of the 3DS system transfer limit. Previously, the system transfer could only be performed 5 times. That limit has been removed in System Software 7.0.

With the 3DS Miiverse launch, the following games have already received communities in the service:

  • Pokémon X & Pokémon Y
  • Legend of Zelda: A Link Between Worlds
  • Animal Crossing: New Leaf
  • Mario Party: Island Tour
  • Mario & Luigi: Dream Team
  • Mario Kart 7
  • Super Mario 3D Land
  • New Super Mario Bros. 2
  • Luigi's Mansion: Dark Moon
  • Scribblenauts™ Unmasked: A DC Comics Adventure
  • Skylanders SWAP Force™
  • Phoenix Wright®: Ace Attorney® - Dual Destinies
  • Sonic Lost World™
  • Monster Hunter™ 3 Ultimate


84
TalkBack / Re: Dungeons & Dragons: Chronicles of Mystara Review
« on: October 10, 2013, 04:19:34 PM »
Yep, the game supports 4 player local co-op.

85
TalkBack / Dungeons & Dragons: Chronicles of Mystara Review
« on: October 10, 2013, 10:49:56 AM »

Experience the finest in quarter-gouging beat 'em ups.

http://www.nintendoworldreport.com/review/35665

The Wii U's lineup isn't exactly rich with classic arcade games. Capcom has decided to help fill the gap by releasing this twin pack of arcade brawlers that, until now, haven't really seen any attention in the console space. Prior to this release they were only available at home via a 1999 Japan-only Sega Saturn release. The games included are Dungeons and Dragons: Tower of Doom (1993) and its sequel, Dungeons and Dragons: Shadow over Mystara (1996). While these games share the limitations of their genre, they are well executed and proved to be a great deal of fun, despite their repetitive nature.

Both games clearly share the same heritage: side-scrolling beat ‘em ups from the mid 1990s. Games such as Final Fight, Double Dragon, and Golden Axe paved the way for these two arcade games. While these D&D games are clearly more advanced than their aforementioned predecessors, the room for improvement in this formula is really minimal.  You will choose from an assortment of stock D&D archetypes as brawlers, and attack dozens of monsters by mashing the attack button. Eventually, you will come across enemies that have block, evade, or recovery techniques that make you vary your attack pattern or risk repeated certain death. Adding to the variety somewhat are special moves unique to each character that can be activated with Street Fighter-esque joystick combinations. 

Unfortunately, the collision detection in the game is a bit unnatural. From time to time you will have difficulty understanding why you got hit, or why your hits didn’t seem to register the way you intended them to.  The result is a game that frustrates more than it should, but no more than most other beat ‘em ups. These games were initially designed to burn through quarters as quickly as possible, and it shows.

The visuals are colorful and fun, reminiscent of other Capcom games from this era. While the animation isn't quite as good as something like Street Fighter III, the game still looks great with large colorful 2D sprites. The sound, like many arcade games, seems to be a bit of an afterthought, but it's not distracting.  Most of the sound effects consist of grunts and yells, with somewhat generic swordplay and magic effects. 

In addition to the main campaigns of both games, Chronicles of Mystara includes some in-game achievements to increase replayability.  As players unlock achievements, they gain points that can be spent on unlockable concept art, and house rules that can range from an Enemy Rush mode to abilities and limitations not normally available in the game. The house rules and other unlockable items make for a great excuse to keep grinding through both games, especially because many of the achievements themselves are unlocked through extended play (kill 1000 enemies, etc.).

As you play through each game, your in-game characters will level up.  In addition, the more you play with each character, the higher base-level your character will start with. It's a fun way to counteract the unfortunate fact that your in-game "characters" don't really stick around past a single playthrough of the game. Players will have incentive to build up their favorite stock character through multiple plays of each game. 

Dungeons and Dragons: Chronicles of Mystara features drop-in online co-operative play, and it works great, to a point. Creating or joining a game is a quick and painless process. You can set up a private game that only your friends can join, and they can drop in as they like with up to four players. Alternatively, you can create or join a public game and play along with strangers. Games like this are always fun with more players, and it’s definitely the ideal way to play. The lag is minimal with two players, but the one time I joined a four-player game with strangers, it was substantial. There is no voice chat support, unfortunately, but this isn't a game that requires much communication to work together. At this point, most Nintendo-centric online gamers have probably already established other ways of talking while playing, which isn't a way of saying that the game shouldn’t support voice chat, but rather, just a fact of life for Wii U owners.

Chronicles of Mystara isn’t anything revolutionary. More than anything else, it represents the final evolution of a dying arcade genre from the era directly before that genre ceased to be relevant. For anyone who spent time in arcades during the mid 1990s, this will certainly scratch that nostalgia itch. If that’s not your itch, however, the game will likely be a bit too frustrating and archaic by modern standards. 


86
TalkBack / Re: New Wii U Firmware Update Live
« on: October 04, 2013, 10:29:00 AM »
Mine too.  I read somewhere that if you go into the Wii U settings and switch your display from "HDMI" to "Non HDMI" than my error goes away.

I tried it, and it worked. 

87
TalkBack / Re: New Wii U Firmware Update Live
« on: October 03, 2013, 08:55:52 PM »
Is your Wii U hooked up via Component or HDMI?

88
TalkBack / Re: New Wii U Firmware Update Live
« on: October 03, 2013, 10:52:39 AM »
Actually if you hold the B button while booting the Wii U it'll go right into Wii mode. I did it last night.

When I do this while the TV is not tuned into the Wii U, I get a message on the GamePad stating that Wii Mode cannot launch, and that the TV must be on and displaying the Wii U before Wii Mode starts. 

There is literally no way for me to get into Wii Mode unless I have the TV on and showing the Wii U.

89
TalkBack / Re: New Wii U Firmware Update Live
« on: October 01, 2013, 05:27:47 PM »
I'm really happy to see the Wii Mode output to GamePad, but it stinks that you HAVE to have the TV on and using the Wii U in order to launch Wii Mode.  My family was watching TV all night last night while the Wii U was updating.  When the update finished, I excitedly went to launch Wii Mode to test out the new feature, only to be told that if the TV wasn't displaying the Wii U at the time you launch Wii Mode, that it couldn't launch the mode at all.  Seems like such a small thing, but now I have to hijack the TV for 2 seconds and then give it back which is just dumb.

90
TalkBack / Re: Paving the Way We Play: Wii U System Improvements
« on: September 10, 2013, 09:05:07 AM »
Quote
Not to mention the fact that someone who knows nothing about the Wii and WiiU hardware and operating system are telling Nintendo how they need to remake it.


Yeah, because video game systems gaining more features as time passes is TOTALLY unrealistic.   ::)

Quote
All he's asking is for Nintendo to do the same thing with the Wii U that they did with the 3DS. Barring any kind of craziness in terms of how they designed the Wii U, it should definitely be possible.


Bingo.  If most of these features weren't already available on 3DS, their omission on Wii U wouldn't be so jarring.  The 3DS came out 18 months or so before Wii U - by the SAME COMPANY.  Why should be expect less out of the Wii U System Menu?

91
TalkBack / Paving the Way We Play: Wii U System Improvements
« on: September 09, 2013, 11:34:17 PM »

It's time for Nintendo to modernize the Wii U operating system.

http://www.nintendoworldreport.com/feature/35388

In the Wii U, Nintendo has delivered a high-definition gaming powerhouse.  In many ways, however the operating system of the system feels extremely dated. Here are five ways that Nintendo could improve the Wii U System Menu.

Remove Wii Mode

Not a day goes by when you don't read on Twitter how Nintendo should sell original Wii titles on the Wii U eShop. When GameStop can get away with selling Xenoblade Chronicles for $90, one begins to think that Nintendo could make a few bucks by putting the game on sale via their online shop, but there are a few problems with this approach. For one, the Wii U cannot run Wii titles without entering an emulated Wii homescreen. There isn't currently any way for a Wii title to be downloaded and installed into the Wii U system menu, nor is there any way for the original Wii system menu to support installed retail titles. The solution? Simply remove Wii Mode all together.

Wii Mode is a relic, and should be treated as such.

Before Nintendo added the SD Card menu to the Wii System Menu, it was common place to have to copy a game from the SD Card to the Wii System Memory in order to play it. You might remember that the SD Card menu on the Wii did NOT run games from the SD Card, it merely automated the process of copying the game from the card to the system memory and launching it immediately. Removing Wii Mode from the Wii U System Menu could work the same way. The feature could launch Wii Menu seamlessly in the background without the user even being aware of it and then automatically booting the game being selected. It would be a patchy workaround, but it might work within the current infrastructure of the operating system without drastic overhaul or the need to port Wii titles to run natively on Wii U.

This would allow Wii titles, including Wii Virtual Console and Wii Retail titles, to be launched directly from the Wii U System Menu. And once this problem is solved, games could theoretically be purchased from the Wii U eShop. It's not a perfect solution, but it might be good enough.

Fast Game Switching

One thing that has always really bothered me is how the 3DS System Menu is substantially more advanced than the Wii U System Menu, despite the 3DS being an older piece of hardware.  One specific advantage that the 3DS affords is the ability to return to the home screen and select a new game without quitting the game you're already in.  This wouldn't be a big deal on Wii U if it didn't take 30 seconds to quit a game and return to the home menu, but since it does, the ability to quickly launch a new game would be a welcome addition.

Consolidate Friends List and Miiverse

The Wii U interface for adding and communicating with friends feels like it was developed by two different teams who were handed two different sets of development guidelines. The Friends List app tells you what your friends are playing and allows you to add friends much in the same fashion as the 3DS.  Miiverse, on the other hands, allows you to send friend requests to other Wii U owners, and send messages to your friends.  There's quite simply no need for two separate apps.  It is unnecessarily complicated, so they should be consolidated.  A single app should be used for sending friend requests, deleting existing friends, seeing what they are playing, inviting them to your games, and sending messages.  That app should be Miiverse, but it would need to be significantly overhauled to support all of the features of the Friends List app.

Messaging System

The Miiverse app supports, for the first time, a system-level way of sending messages to other Wii U owners, but the interface is not well designed.  For one, there is very little notification when a new message is received.  The Miiverse icon vibrates slightly on screen, but there is no pop-up to indicate a new message is received.  A simple on-screen notification saying that a new Miiverse message has been received would solve this problem, and probably encourage more people to use that feature.

It's time to file away all of your Virtual Console games!

Folders

It seems a given that, at some point, we will get folder support on the Wii U home screen in the same way we got it on 3DS.  The folders on 3DS, however, are limited in that they can only be labeled with a single letter.  Hopefully, when folders are implemented on Wii U, a bit more care will be taken to ensure they are user friendly and useful. The ability to automatically group all Virtual Console titles into a folder, or even all Virtual Console titles from a specific platform, would be much appreciated.

I'd love a little NES icon to decorate a folder containing all of my NES Virtual Console titles. In addition, a quick preview of what is contained in each folder should be a given, especially with the high resolution of the Wii U display.


92
TalkBack / Pikmin 3 Review
« on: August 01, 2013, 05:34:00 AM »

Gather your army and storm the garden; Pikmin 3 is here.

http://www.nintendoworldreport.com/review/35070/pikmin-3-review

The Pikmin series sits in an odd place in the Nintendouniverse. The series, regarded by many as the last substantial IP created byNintendo, is dearly beloved by some, disliked by a few, and ignored by most.The series hasn’t seen a sequel since 2004’s Pikmin 2, despite multiplerereleases for Wii with arguably better controls. In 2013, we finally have thelong-awaited third installment, Pikmin 3. The game seems to be the perfectopportunity to show off what Nintendo can do in HD, and while it may not be thegame to spur sluggish Wii U sales, it is absolutely what Pikmin fans have been craving for almost a decade.

The feeling of attachment you get to the Pikmin is remarkable. Youare everything to the Pikmin; their protector, and also, their executioner.It’s up to you which Pikmin live and which Pikmin don’t, and sometimes it canbe overwhelming to have to choose. The series has always had a penchant for creating a powerful sense of responsibility, and Pikmin 3 is noexception.

In most ways, Pikmin 3 is actually not much of a deviationfrom the path already established by Pikmin 1 and Pikmin 2. The narrative ofthe game feels more like a reboot of Pikmin 1 than a sequel to Pikmin 2, asit’s clear that some time has passed in the world of Pikmin. The story ofPikmin 3 is stronger than either of itspredecessors, and at certain points, the plot will dictate how you approachyour day-to-day strategy.

This is mostly done by collecting fruit to survive. Unlikethe original Pikmin, there is no real hard limit on the number of days you canplay (technically there is, but it’s a massive amount). Pikmin 2 gave you no direction and let youplay a day for just a few seconds to grab one item from a stage and thenadvance to sunset. While that’s still anoption, it carries consequences in terms of food rations. The need to collectfruit is a neat trick that gives you a sense of focus when advancing throughthe campaign.

In terms of gameplay, Pikmin 3 feels like an evolution ofwhat has come before. White and purple Pikmin have been replaced by two newtypes which are quite useful: pink flying Pikmin and gray rock Pikmin. Thesenew types of Pikmin are there to help you with new types of obstacles,naturally. The flying Pikmin can travel with your captains through water byflying above, which helps when dealing with heavily-aquatic areas. The rock Pikmin help out during battle, liketheir absent purple brethren, but also allow you to break through glass wallsand cages, which usually house useful items. The cracking of the glass as itcomes shattering down is quite satisfying, much like most of the environmentaltouches in Pikmin 3.

The campaign, which lasts a little over 10 hours the firsttime through, spans five different areas. All of the areas are fairly complex and will require thorough investigationto completely clear, especially considering that it’s not until late in thegame that you are granted access to all five types of Pikmin. The slowunlocking of different types of Pikmin gives you reason to go back and explore previouslyinaccessible areas of the map. As per usual in the Pikmin series, explorationis the name of the game, and it’s never been better than in Pikmin 3.

Graphically, Pikmin 3 impressed me on almost every level,with lifelike foliage and terrain. The fruit you collect is incrediblyrealistic looking, as well. Lush greenery and autumn leaves beneath a gentlerainfall add a definitive sense of place and weight to your exploration. Someof the special effects and character models might be a bit too beholden to the designof the GameCube original, but I think it actually adds a bit of charm to theworld.

Pikmin 3 also offers several local multiplayer modes. Thelack of online play (outside of leaderboards) is unfortunate but not terriblysurprising given Nintendo’s history with that sort of thing. The modes that arethere, however, are a blast. The mission mode features timed stages thatrequire you to collect fruit or defeat as many monsters and bosses as possible,either by yourself or with a partner. Working together with a friend to plan astrategy on how to most efficiently conquer a map is very rewarding, and theonline leaderboards give you something to strive for.

Bingo Mode, which more closely resembles the multiplayermode from Pikmin 2, is the other multiplayer offering. This mode pits twoplayers against each other trying to collect specific fruit and monsters fromthe map to fill out a bingo card. There are quite a few options forhandicapping one player or the other, not the least of which is that the playerusing the GamePad will have a map, which is a huge advantage. This mode offersa great hectic multiplayer experience, particularly for competitive Pikmin players.

Pikmin 3 also feaures plenty of customization. There arethree control schemes available to you: Wii Remote and Nunchuk, GamePad, andWii U Pro Controller. Off-TV play is supported on the GamePad and, amazinglyenough, you can even use the Wii Remote and Nunchuk control scheme whileplaying Off-TV. It seems like it might be clumsy, but if you can get theGamePad on a table in front of you at the right height, it works well. It’s alittle difficult to see everything on the smaller screen, but it’s impressivethat Nintendo included such an off-the-wall option.

In theory, the Wii Remote and Nunchuk control scheme worksthe best, but there are drawbacks. Having to place the GamePad on a table infront of you to use the map is less than convenient, and losing direct controlof the camera can frustrate as well. The GamePad control scheme gives you thatcamera control and better access to the map, but aiming using the analog stickis far less precise than the Wii Remote Pointer. I found myself switching back and forthduring gameplay, usually settling on the GamePad simply because I didn’t wantto find an extra surface near me to place it on for use of the map.

There’s a lot to love about Pikmin 3. This is a Nintendomasterpiece, and easily one of the best games on the Wii U. The lack of a hardlimit on the number of days you can play coupled with the requirement to stayfocused on the task at hand eliminates the problems created by the time limitin the original. It’s a thoughtful solution for a game that screams charm andelegance. Pikmin 3 is a must-play for Wii U owners, and the first true reasonto pick one up if you haven't already.


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Paladinrja, if you are implying that we are somehow late to this story, or trying to sweep it under the rug, you are wrong.  I personally have emailed Capcom's PR rep about 6 times trying to figure out what the problem is, and our site director Neal Ronaghan has been bombarding them on twitter ever since June 18th passed without any sign of the game.

So before you call out the media for lack of information, understand that we're trying.  Developers and publishers are not always willing to give out the information that we're asking for, and that you're interested in.

I've also emailed the PR rep about 5 times asking about the presence of Off-TV play on the Wii U version of D&D, and have yet to hear anything substantial back.

94
TalkBack / Dungeons & Dragons: Chronicles of Mystara Pushed to August
« on: July 16, 2013, 12:03:00 PM »

Keep your quarters ready for next month.

http://www.nintendoworldreport.com/news/34918/dungeons-n-dragons-chronicles-of-mystara-pushed-to-august

Dungeons & Dragons: Chronicles of Mystara is being aimed for an August release on Wii U. Capcom told Nintendo World Report that the game had experienced some "unexpected dev issues." The game, which released on competing platforms last June, is an arcade two-pack featuring late-era Capcom arcade beat-em-ups. We wrote about the game in the ramp up to the original June 18 release date.

While the development issues were not specified, rumors have circulated that they were related to the "drop-in" online multiplayer mode.


95
TalkBack / Little Inferno - Review Revisit
« on: July 01, 2013, 08:35:31 AM »

It burns bright, but how does it hold up over time?

http://www.nintendoworldreport.com/feature/34816/little-inferno-review-revisit

Launching along with the Wii U eShop, Little Inferno is a game not like many others. Many, in fact, wouldn't even call it a game. The spirtual successor to World of Goo, Little Inferno from indie developers Tomorrow Coroporation is a completely different type of narrative game, and one that feels more like a sandbox than a true game which can be won or lost.

Our former Features Editor Tyler Ohlew was on the review, and he loved the experience: "Adopting the rigid structure of a more traditional game would do more harm than good in its case. Little Inferno is terrific the way it is, and doesn't need to conform just to fit inside a box." Despite the praise, it's been a game that's viewed wildly differently by those who have played it. We asked our staff to take a look back at Little Inferno, and with the benefit of hindsight, briefly review the game once more.

You can also check out our previous Review Revisits, including Paper Mario: Sticker Star, and Professor Layton and the Miracle Mask! Is there another recent release you'd like to see be revisited? Hit us up in the comments with your suggestions!


Review from Justin Baker, Reviews Editor

Little Inferno has been called a satire of how we play games by its creators, which is quite a hefty claim considering the game attempts to satirize the hobby by being intentionally boring. The entire puzzle element revolves around figuring out which groups of items to burn together based on the (usually) tongue-in-cheek names given to the combinations. This in turn allows you to collect money and, after enough combinations are unlocked, open new catalogs to advance the story. The game forces you to wait for a timer to run down before you can burn anything you’ve ordered. The more expensive an item is the longer you have to wait for it to be “delivered.”

After the first two catalogs are through, the novelty of burning hordes of children’s toys begins to wear off, and you’re left sitting and waiting to actually play the game. Every time you discover a combination you’re rewarded with “Tomorrow Stamps” which allow you to expedite the delivery of an item, but you rarely have enough to feel like they’re worthwhile. To Little Inferno’s credit, there is a very cute story as well, and the visual aesthetic can be downright creepy at times. You encounter a handful of characters through letters mailed directly to your inventory, and the world around the game seems very lovingly crafted. The final portion of the game is interesting, but by the time it hit I was ready to simply be done with the game. Unfortunately a twist ending and some funny characters don’t make up for the fact that the majority of my three hours spent with Little Inferno were wasted waiting on little circles to fill up.


Review from Neal Ronaghan, Site Director

I wasn't one of those people who lost my **** over World of Goo. I enjoyed it, but I was never too over the moon about it. However, with Little Inferno, I was taken with the experience almost immediately. It isn't so much a game as it is an interactive story in the style (that I usually detest) of Tim Burton. You basically just buy things and burn them. The ingenious part is that it creates a whole gameplay mechanic out of just burning items, as you try to create combos of different items using a variety of cues, ranging from visual to textual. Sometimes the combos are a little obtuse, but for the most part, it's just a wonderfully engaging puzzle game.Little Inferno isn't that long, as it didn't take me much longer than three hours to 100% it, but it was a game experience I will always cherish, because it mixes experimentation with some honest-to-goodness twists. I just really dug the game from start to finish.


Review from Guillaume Veillette, Radio Free Nintendo Editor

Little Inferno could be more aptly titled: Kyle Gabler Is A Talented Dude - The Game. The music and the art are beyond reproach. However, I didn't find the "game" aspect of it very satisfying. Little Inferno's humor takes a shot at many things, but the gameplay apes time-wasting casual games even as it makes fun of them. I find it to be about as tedious as they are.I think that Little Inferno is an attemp to get the player to think about what they choose to spend their time on and to question if they keep playing because it's fun or because of compulsion. But I already am wary of "addictive" games and I abandon games that have lost their fun very quickly, so the game only drew a "So what?" from me. I don't think the message (if that is the message and I'm not reading too much into it) has reached the intended audience. The game has only preached to the choir, and the choir is bored.


So now we turn to you: what did you think about the Wii U's fireplace sim? Share it in the comments! Do you have any other games you'd like to see revisited by NWR?  Send us a note or tell us in the talkback.


96
Nintendo Gaming / Re: Metroid (NES) - stumped
« on: June 26, 2013, 09:30:35 AM »
Admittedly, I played through Metroid with the help of this book, meaning that I had the maps in front of me as I played.  I don't see any shame in doing that. It didn't diminish my enjoyment of the game at all.

97
TalkBack / Shining Force: The Sword of Hajya Review Mini
« on: June 26, 2013, 09:20:05 AM »

If you like Fire Emblem, then I have the Game Gear game for you!

http://www.nintendoworldreport.com/reviewmini/34780

If you've played a Shining Force game before, chances are it was not The Sword of Hajya. A surprisingly rare Game Gear release from 1994, The Sword of Hajya is a somewhat watered-down version of the Sega-exclusive tactical RPG franchise, but one that keeps all of the core mechanics of the series. The end result is a fun but predictable strategy RPG, which should appeal to fans of the Fire Emblem series.

If you've never played a Shining Force game, here's a synopsis: It's Fire Emblem without permadeath. While the console Shining Force games included between-battle exploration segments, those are missing in the handheld version, which makes the game feel even more like Fire Emblem. The game hops from battle to battle, interspersed with small in-game cut scenes to drive the story. The story isn’t really even worth mentioning, as it’s completely unmemorable. Even so, the characters are likable and you'll find yourself developing favorites.

The other major difference between Shining Force and Fire Emblem is that your units do not move as a team. Instead, all units, including those on the enemy team, have a statistic that determines their battle turn order. It's always difficult to know for sure whether or not an enemy in range will be able to attack one of your units before you have a chance to move another unit in to assist. It adds a bit of unpredictability and tension to the game, but it can be frustrating as well.

While the graphics aren't particularly noteworthy, they do make for a decent Game Gear approximation of the colorful style of the Genesis games. It's never hard to tell what's going on, and the portraits are actually pretty well drawn. The music is similarly catchy, but not memorable. 

In all, Shining Force: The Sword of Hajya is a pretty good Virtual Console release that should hit home with fans of Fire Emblem looking for a similar experience without breaking the bank.


98
TalkBack / The Return of Mailbag: E3 2013 Edition
« on: June 21, 2013, 11:54:29 AM »

You've got qualified questions, we've got educated guesses.

http://www.nintendoworldreport.com/mailbag/34726

So you watched the Nintendo Direct, went to Best Buy to play Mario Kart 8, but still don't quite understand what Nintendo's got up their sleeve? No problem! We're here to help.

The oft-neglected, but never-forgotten NWR Mailbag is here to save the day. If you've got something you'd like to know about E3 2013, why not ask the guys who were actually there? We'll be fielding questions for the next few days for an all new edition of Mailbag sometime later this week. 

So feed the bag! We'll get back to you just as soon as we finish this Triforce hunt we're working on...


99
TalkBack / Re: Smash Bros. Online: An Odyssey
« on: June 17, 2013, 12:11:09 PM »
Perhaps, although you'd think that both of us are connecting to a server elsewhere.  I doubt it's peer-to-peer.  Still, it's a theory. 


I'd be down to play again sometime.  Maybe now that everyone else has moved on, us NWR folks can claim the SSBB servers for our own.

100
TalkBack / Smash Bros. Online: An Odyssey
« on: June 17, 2013, 10:12:06 AM »

One man's journey into that abyss that is Brawl Online.

http://www.nintendoworldreport.com/blog/34681

Late last week, after watching the Super Smash Bros E3 trailer for the fourth or fifth time, I got the itch. So I dug out my Smash Bros. Brawl disc, and put it, for the first time, into my Wii U. I hadn't played Smash Bros. since being forced to abandon GameCube controls by virtue of transferring my save to the Wii U. Thankfully, the Classic Controller Pro is a capable substitute. I played a few matches against the computer to warm up. Afterwards, for a laugh, I hopped online and tried to play a random match.

Like most folks that I know, I hadn't bothered with the Smash Bros. online mode since a month or so after the game launched and it became pretty clear that it wasn't particularly functional. My thoughts last week, as I connected to Nintendo's Smash Bros. servers, were mostly morbid curiosity. Was the service even still available? If it wasn't, would anybody have noticed to report it? (If a tree is final smashed in the woods, does anybody hear it?) If the service is still available, is it possible that anyone was still looking for online matches? Perhaps, like me, people were going to hop back on after watching the E3 footage.

I did find a few folks in the random match, but alas they disconnected before the game started. So I took to Twitter and complained that I was ALMOST about to play Smash Bros. online, but couldn't find anyone to play with. Immediately, I got a reply from NWR Forumer TrueNerd: "Give me ten minutes and your friend code. Let's do this."

So TrueNerd and I played Smash Bros. It worked! It was a bit laggy, but it wasn't choppy. It was perhaps the best experience I've had, or even heard about, with the online mode for Brawl. We played probably about 10 matches, with him winning more than me, but me holding my own in one-on-one combat. We were fairly evenly matched which made for a very fun experience. It was honestly the most fun I've had playing Smash Bros in a very long time.

The experience got me very excited about the possibilities of a functional online mode in the upcoming Super Smash Bros. games for Wii U and 3DS. Super Smash Bros. is perhaps Nintendo's answer to the ultra-competitive multiplayer games like Call of Duty and Halo, but because the game is rarely played online, it doesn't have quite that level of cache with gamers. With a real, truly functional online mode, Super Smash Bros. could be that game that draws core gamers back to Nintendo after a long time away.

Even if it doesn't though, it has me very amped. I mostly played Melee with friends in college, but I'm ten years removed from that experience. Without the ability to play against friends who live far away, Smash Bros. will not be a game I play more than once every few months, at best. I may not live in a dorm anymore, but online play can make up the difference. I just hope that they get it right, and I have the opportunity to avenge my losses to TrueNerd for many months to come.


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