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Messages - StrikerObi

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101
TalkBack / Re: Need For Speed: Most Wanted Preview
« on: March 12, 2013, 12:14:58 PM »
I'm excited for this as well. I spent tons of time playing Burnout Paradise online with friends. I will probably wait for a price drop as well as there are just too many good looking games out this month (specifically Bioshock Infinite and Lego City Undercover).


I only wish that this game incorporated the "crash shots" that Burnout Paradise did. In that game, when you crashed the game would snap a photo of you with the Xbox camera and send a photo of your face to everybody else. It was hilarious. Every time a shot came up, my entire play group would crack up. Since the Wii U GamePad has a camera built in, this would be perfect. Oh well.

102
TalkBack / Disney Epic Mickey 2: The Power of Two Review
« on: February 12, 2013, 05:03:41 PM »

In the transition to Wii U, Epic Mickey 2 doesn't improve.

http://www.nintendoworldreport.com/review/33274

The first Epic Mickey game couldn't quite deliver the sublime Disney history romp Warren Spector's team at Junction Point was promising. With the jump to a more powerful console, a lot of those issues should have been solvable. Unfortunately, Epic Mickey 2 suffers from many of the problems that plagued its predecessor.

Epic Mickey 2 sees Mickey returning to Wasteland, now ravaged by earthquakes, to team up with Oswald the Lucky Rabbit. Some curious events lead Mickey and Oswald on a search for the real source of the earthquakes, which takes them through twisted versions of old Disney parks’ attractions. The quest itself is fairly straightforward; you go through a few different areas, solving some basic puzzles and defeating enemies, though there are two ways to do almost everything. The paint route is the game's good path, and is probably a little more difficult since it usually requires you be more careful about how much damage you do to the environment, while the thinner route provides an easy way out, letting you simply destroy anything you want.

While the platforming itself may be standard fare, the environments are not. The production design on Epic Mickey 2 is fantastic. Junction Point seems to have sourced every item in the game from the Disney archives, and twisted them all into Wasteland's unique environments. Walking through areas inspired by extinct attractions is interesting, and Disney nerds will find a lot to love. The new musical cut scenes are also a fun addition, especially considering that the Mad Doctor is the last character you would expect to burst into song. The sequences' slightly off-kilter nature fits the game very well, and the cut scenes have a beautiful Mary Blair-inspired art design.

Sadly, this trip into the annals of Disney history is hampered by technical issues. The Wii U struggles to keep up with the game even with a moderate amount of things on the screen. Frame rate drops are common and make a few sequences in the game downright nightmarish. Those taking the game's "good" path are actually punished for their choice, since painting more objects into the game only exacerbates the frame rate issues.

The game is a co-op experience, so if you're playing along you have to rely on an AI ally. It's a dodgy proposition from the get-go, and can create some headaches. The AI is fine most of the time. It's good at general platforming and is fairly responsive to the few prompts you can give it. However, things can get dicier with more on-screen business, which is only further compounded by the game's frame rate issues.

Despite the fact that the system supports the Wii Remote and Nunchuk, these controls are not an option for Mickey this time around. Players are forced to use the GamePad, which, while serviceable, is clearly a downgrade from the original game's pointer controls. There's no reason for this, as the GamePad screen is not used in gameplay and functions only as a map. It would have been just as easy to set the GamePad up on its little stand while using the classic controls. Unfortunately, the developers decided against this, so players are stuck with a sometimes-frustrating set of controls. They work fine for just about everything except for aiming your paint. Using the right stick for this is nowhere near as precise as using the pointer was in the first game. Additionally, the game does not support off-screen play, even though its GamePad screen functions aren't even needed to play the game.

Taken as a whole, it's hard to recommend Epic Mickey 2 to anyone other than big Disney fans. If the source material is of no interest to you, there's really no reason to play the game. The Mouseketeers out there may still take interest in the game, if only to see the fabulous production values. However, I'd suggest reading reviews for some of the other versions of the game to see if the frame rate issues are as bad. The Wii U version should be your last resort. I can't help but think it must have been rushed to meet the release date, when it would have benefited from some extra time in development.


103
TalkBack / Re: Miiverse Updates Coming Now Directly to You
« on: February 07, 2013, 08:30:17 AM »
So long, Funky Barn community of insanity :(

104
Nintendo Gaming / Re: At what point does the handheld become a laptop?
« on: January 21, 2013, 06:59:26 PM »
We are almost to the point where the Wii U could be just a tablet, with all the hardware could fit in there, but it would be pricey.

Nintendo may have an advantage since they has this patented streaming tech that works very well. Just stream from the Pad to the the TV instead of vice versa.

With Nintendo merging their console and handheld hardware divisions, this seems like a logical step forward. Design one console-quality device that can be taken anywhere, with a receiver that plugs in to your TV so it can stream content to the TV. It would be exactly like a Wii U except that you could take the whole experience with you (excluding some games like Zombi U that could require you to use both screens, just like how off-screen play is limited to certain games on Wii U).

105
Nintendo Gaming / Re: No one else picked up the Adventure Time Game?
« on: January 21, 2013, 06:53:32 PM »
Great game but I would only recommend it to fans of the TV show. I love the show and I really enjoyed the game. It's terribly short (I think I beat it in about 4 hours or so) but it's really fun the whole way through. It is also easy, but that didn't bother me. The only real "problem" with the game is that inventory management is a pain. It's overly complicated and the interface for it is not well refined.

106
I fucking love you, Ty.

107
Sounds like I'm picking up Trine 2 this Christmas :)

108
TalkBack / Re: Wii U Google Maps App Coming to Japan
« on: December 05, 2012, 08:17:10 AM »
Well this is... almost entirely useless. About as useless as the news and weather channels on the original Wii.

109
I really like the hardware design. Very stripped down and sleek. Reminiscent of an AppleTV. I really like the corner-cut buttons on the top.

110
Nintendo Gaming / Re: Miiverse
« on: November 24, 2012, 10:06:25 PM »
That dong article was brilliant. I was cracking up.

111
TalkBack / Miiverse Combines the Best of Social Media
« on: November 20, 2012, 04:03:17 PM »

Just take a pinch of Twitter and add a dash of Reddit.

http://www.nintendoworldreport.com/blog/32556

When Miiverse was announced, I thought it would be a neat addition to the Wii U and a unique way to interact with the console, but I didn't think I would be super impressed by it.

Turns out, I am. Miiverse is surprisingly addictive and very fun to browse. The service takes the immediacy and enforced conciseness of Twitter and combines it with Reddit's deep categorical nature and ability to keep users on topic. It's a real chocolate-plus-peanut-butter scenario. I find it relaxing and entertaining to sift through others' thoughts on games and I am absolutley in love with all the neat doodles and nerd jokes people have been posting. My favorite so far has been a doodle of Nintendo Land's Monita as if she was the evolution of the ever-annoying Navi.

Scott has been reviewing the Your Shape fitness game. A clever post he made to the game's community popped up on my activity feed, which led me to explore the game's community. There I found loads of stupid drawings of people's apps and pics. The crown jewel was a sketch of a giant cake with the text "You know you want it" written off to the side. I cracked up at that one. 

The ability to submit drawings in lieu of text allows for a lot of creativity, which is a welcome addition to the social network. Sure, Twitter lets you post photos, but Miiverse's doodles are better because they are hand-drawn and unique compared to most other social networks' visual mediums. 

Miiverse is also an immediate way to learn about new games. After watching the incredibly bizzare trailer for Little Inferno, the game's Miiverse community was able to help me better understand what the game is actually about, and if I would like it or not. 

I expect communities to boom and bust as games are released and people finish them. However, I really hope Nintendo is able to keep Miiverse going and expands on the concept over time. It's a really interesting concept and really does provide a new, much more social way for gamers to interact on the sysytem beyond the traditional friend list.


112
TalkBack / Re: Miiverse's Rocky Start Needs to Level Out
« on: November 19, 2012, 01:16:40 PM »
I put the NWR URL in my profile and 5 minutes later I got a message saying my profile had been blocked from public view due to it. I took it out and told them I had, but I have yet to receive a response to confirm that my profile has been un-blocked from public view.

113
TalkBack / Re: Nintendo Land Impressions
« on: November 19, 2012, 12:53:04 PM »
There are at least two levels in DK Crash Course. When you beat it the second time, a short path to a door at the bottom of the level opens. Make it down there (easy) and you unlock the second level.


Also, Sweet Day has 2 levels.

114
TalkBack / RollerCoaster Tycoon 3D Review
« on: November 08, 2012, 10:50:26 AM »

I ain't afraid of no rolley-coaster. I've been here all my life.

http://www.nintendoworldreport.com/review/32424

I'm a theme park nut. There's your regular type that likes to go on all the rides, and then there's me. I know all the intricacies and the entire history of EPCOT Center. I am also the kind of person the original Roller Coaster Tycoon sucked in, and had glued to the screen for hours at a time. When I found out a version was being released for the 3DS, I got pretty excited. In retrospect, I should have seen the writing on the wall. n-Space confirmed it was finished in February. It was supposed to be out in March. But it sat around until October with no explanation as to why. In the movie business, that's what they do with bad films.

If you're not familiar with the series, it's SimCity with a theme park. Build your park, give it a bunch of sweet rides, design custom roller coasters, and rake in the virtual cash. For the less creative, there's also a campaign mode that gives you challenges to complete within wholly or partially created parks.

The core aspects of the series are still there, but one major missing feature is the ability to set prices for things like admission, rides, drinks, and even bathrooms. Pricing is automatic, which removes a big aspect of the game's strategy. Essentially, the economics have been reduced to managing your budget and hitting the occasional profit goal. But with no way to get in there and muck around with the books, and no real threat of losing money, these goals are shallow and are far too easy to complete.

I was quite excited for the touch screen controls, since they are one of the best ways to play simulation games. Unfortunately, RCT's implementation is sloppy. The game lets you draw routes for your paths, but it has a bad habit of missing turns as well as the start and end tiles of the pavement. The 3D camera is similarly frustrating. You can't zoom out nearly far enough, and at the maximum zoom setting (which lets you see a sixth of the park at most) the game cannot keep up with the graphical requirements and starts making entire attractions disappear to keep running. I spent about 10 minutes trying to place a merry-go-round in a location that looked perfectly suitable. For a while I thought the corner of my touch screen had died because when I pressed the build button, nothing happened. I started messing with the camera to see if I was missing something. When I zoomed in just one tiny step, a drink stand popped in from nowhere, right where I was trying to put my ride. Mystery solved.

The campaign mode won't do anything to satisfy serious fans of the genre, as it is essentially a very comprehensive tutorial. It does, however, serve as a good introduction to the sandbox mode, which is exactly as advertised. You start with an empty slab of terrain and build your ultimate theme park. The parks look nice enough, and the 3D camera helps with planning (that is, when it isn't zoomed out too far). It's genuinely neat to see your self-made roller coasters in 3D, and watching from the train's camera is a fun gimmick as well. But even that wears off soon with all the game's flaws piled on top. 

One especially glaring issue is the game’s lack of a way to save your progress mid-challenge in the campaign mode—you must complete the entire challenge in one go. Even more confusing is that the save function is present in the sandbox mode. All of this is especially infuriating when you know the game was delayed for half a year—time that apparently wasn’t used to fix its myriad of problems.


115
TalkBack / Re: Disney Epic Mickey 2: The Power of Two Impressions
« on: October 15, 2012, 01:44:05 PM »
The 2D platforming segments are back. Some of them are also no co-op stages where Mickey is on one route and Oswald is on the other. You can work together to access special parts of them.

116
TalkBack / Re: Disney Epic Mickey 2: The Power of Two Impressions
« on: October 12, 2012, 11:25:36 AM »
From what I understand, the Wii Remote and Nunchuk are not supported for Mickey, only the GamePad is and it does not use motion controls. We've reached out to the developers to get a hard confirmation on this.

117
TalkBack / Disney Epic Mickey 2: The Power of Two Impressions
« on: October 12, 2012, 12:31:59 AM »

Epic Mickey 2 has been revealed for the Wii U, and Mike got some hands on time with it.

http://www.nintendoworldreport.com/impressions/32086

At an event held in Disneyland earlier this week, a group of journalists and bloggers from the Disney and video game communities were given a sneak peek at a new section in Epic Mickey 2: The Power of Two. Rainbow Caverns is a new area in Epic Mickey 2 inspired by an extinct Disneyland attraction, Mine Train Through Nature's Wonderland. In it, Mickey and Oswald must navigate through a cave to a giant rainbow waterfall made up to look like a Mount Rushmore of Snow White's dwarves, pouring colored streams downward. The duo are tasked with fixing the waterfall's piping system, thus restoring the area and gaining access to the projector screen at the end of the level.

This area showed off one of the new features of Epic Mickey 2: ink wells. These wells, found across wasteland, hold one of two types of ink. By jumping into a well of invisible ink, Mickey and Oswald can make themselves disappear. They'll stay that way as long as they sneak around in a very cartoonish manner and avoid running into anything. In the cavern, this ink was used to sneak past the ever-watching eye of a security system and through a locked door. Later in the level, a well of indelible ink can be used to coat the characters in a hard golden coat, thus allowing them to traverse terrain that would otherwise stop them dead in their tracks. It also prevents a few hits worth of damage from enemies.

For those that have played the first game, it will feel very familiar, but much improved on. The core mechanics of platforming and paint/thinner gameplay are just as present as they were in the first game. The addition of Oswald as a playable character adds some new wrinkles to the puzzle solving. The Lucky Rabbit employs a remote control that can stun enemies, and activate all sorts of contraptions across Wasteland. It also allows Oswald to zap Mickey back to life if he is close enough. Mickey can similarly paint Oswald back into existence if he expires. This mechanic only works if the two are fairly close, encouraging players to stick together through the adventure. Oswald can also spin his ears a helicopter Mickey across large gaps a la Tales in Sonic the Hedgehog. 

The game also adds a photo mode, which lets the player snap photos across wasteland anywhere they like. Special photo-op signs (much like those found all over Disneyland) allow players to snap shots of special areas for their collection. Photos can be shared with your friends as well.

Another new feature of the game, which wasn't displayed in the demo I played, is costumes. The heroes can collect and wear different costumes throughout the game. In addition to changing up the character's look, the costumes grant unique powers. It's very similar to The Magical Quest Starring Mickey Mouse on the Super Nintendo. We saw a picture of Mickey in a Peter Pan getup similar to the one in that game, which I hope means there will be some sweet grappling hook action to be found in Epic Mickey 2. 

This event also served as the coming out party for the Wii U version of Epic Mickey 2. Warren Spector was really excited about getting his hands on the hardware, and the team has done a good job of bringing the game over to the system. The build we played was recently submitted to Nintendo for pre-certification, and is scheduled to release on November 18 alongside the other versions of the game as well as the Wii U itself (it's also Mickey Mouse's birthday). This was my first time using the Wii U GamePad, and while it was a little different than I had expected, it was still very easy to play. The screen is used as a map and also for selecting sketches, which allow Mickey to use special limited-use attacks and environmental effects, such as dropping an anvil on an enemy or conjuring a giant stop watch that temporarily slows down time. A second player can control Oswald with a standard Wii Remote and Nunchuk.

The graphics looked on par with the PlayStation 3 and Xbox 360 versions shown at the event, though there was some slowdown in one area showing that the game is not quite as polished at this point in development. As long as those little bits are cleaned up, the Wii U version looks to be the best version of the game to own, though it does not feature motion control for Mickey.

As a fan of the original Epic Mickey, I was also glad to see that the camera has been reworked and is much improved from the original game. While in the first game, I felt like I was constantly fighting for the right angle, in the sequel the camera is much more well behaved. It is more maneuverable, stays in place when you want it to, and does a good job of following the action.

Similarly, the AI that controls Oswald when in single-player mode is good enough that it doesn't hold the single-player mode back, which is about the best you can expect from an AI companion. Unfortunately, the co-op mode wasn't a part of the demo for the Wii U version I played, but it looked quite fun from what I saw of the other consoles' versions of the game.

Another nice addition to the game is fully spoken dialogue. Every line of speech in the game is preformed and all the characters sound just as great as you'd expect Disney characters to sound. The game even goes one step further, by featuring full-on musical scenes with characters breaking out into verse just as they would in a Disney animated film. I'm looking forward to the game's release. Every area of the original has been improved on, so fans of the original game should enjoy it heartily.


118
Looks like Pikachu has nipples.

119
I am going to save every food item in the game, and roll them all into one Everything Burrito.

120
TalkBack / Re: Wii U Toys Coming to Burger King
« on: September 19, 2012, 08:14:02 AM »
Big question here is will the toys have NFC features?

121
Podcast Discussion / Re: Episode 51: The Big Wii U Blowout
« on: September 15, 2012, 10:29:52 PM »
Sorry for the delay. The mp3 was still exporting, but I wanted to get the AAC available as soon as I could, since it was already getting late. The mp3 is now available (or will be in about 3 minutes, it's uploading now).

122
Oh cool, I'll finally get to review it. Only been waiting since like... March.

123
Podcast Discussion / Re: Episode 48: A Doggy Dog World
« on: August 27, 2012, 10:07:41 AM »
Sorry about the episode number error on the RSS feed. I noticed it pretty quick and replaced it, but some of you might have snagged the episode early enough to get the wrong title (the file you got, however, was for Episode 48 as intended).

124
Given that NeoGAF has pictures of marketing displays featuring both white and black Wii U systems, I think it's pretty safe to assume that both colors will be available at launch.

125
TalkBack / Re: Nintendo, The App Poacher
« on: August 08, 2012, 11:50:14 AM »
Hero Academy is the best game on iOS, hands down. It is really deep. I've been playing it since it came out in December, on an almost daily basis. It's that good.

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