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Messages - JusDBerube

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51
TalkBack / ARMS Online Tournament, Global Testpunch Announced
« on: March 08, 2018, 09:56:49 AM »

Veterans can compete and beginners can try it out.

http://www.nintendoworldreport.com/news/46657/arms-online-tournament-global-testpunch-announced

Starting today, and ending on March 18, ARMS players in the US and Canada can compete in the game's online Ranked Match Mode to participate in the ARMS US & Canada Online Open Tournament. The top eight players will then get to face off in the finals on March 31. Fans will be able to watch the finals online and they will be streamed from Nintendo of America's HQ. All finalists will receive a custom ARMS art piece.

Additionally, another ARMS Global Testpunch will take place for three days starting on March 31. The Testpunch acts like a demo of the game. Those interested in trying it out can download the Testpunch in the Nintendo eShop.


52
TalkBack / Super Smash Bros. Coming to Switch, New Character Revealed
« on: March 08, 2018, 09:40:19 AM »

This game is going to make a big splat.

http://www.nintendoworldreport.com/news/46652/super-smash-bros-coming-to-switch-new-character-revealed

Super Smash Bros. will be coming to Nintendo Switch in 2018. Inklings, both a boy and a girl, were shown to be new playable characters in the short teaser video during today's Nintendo Direct presentation. Also worth noting is that the version of Link briefly shown looked like the version from Zelda: Breath of the Wild.


53
TalkBack / Re: Xenoblade Chronicles 2: Tips and Tricks
« on: February 27, 2018, 08:29:03 PM »
Im waiting to hear about the easy mode. If it really is easy, I will think about buying the game.

I mean, if you use my level up techniques it really shouldn't be hard to get to the end of the story.

54
TalkBack / Xenoblade Chronicles 2: Tips and Tricks
« on: February 27, 2018, 01:30:00 AM »

Providing some tactics to help you get ahead in this mammoth RPG.

http://www.nintendoworldreport.com/feature/46551/xenoblade-chronicles-2-tips-and-tricks

Xenoblade Chronicles 2 is a massive RPG. In fact, it will probably take you hundreds of hours to see all of the content within the game. After spending a lot of time playing myself, I have some tips and tricks to share with the readers here at NWR. There will only be light spoilers here, so don’t worry if you’re not that far into the story.

General Tips:

Have fun! If you aren’t enjoying a particular aspect of the game see if you can avoid it. Though you should read through the rest of these tips to see if it may be more rewarding than you know.

Save often. Crashes that require a restart are rare but have been known to happen. Without auto save functionality you don’t want to lose hours of progression. Be smart and don’t risk losing a day’s worth of play.

Learn the combat system. I’m not going to go into it here as this could be its own article, but learn how combat works and then use that knowledge to your advantage. There’s a recent podcast that just so happens to discuss the combat system.

Learn the menus. Yeah, they are a bit clumsy, but really take some time to familiarize yourself with the layout as there are probably things you are missing which can really help you out.

There is paid DLC for the game. Some of the rewards are available now and more will be coming throughout 2018. You can only get this DLC by going into the Nintendo eShop yourself. For a list of what’s being offered now check here.

I’ve heard the Luck stat factors into bonding Blades, so you may want to put some Luck accessories on whatever character you’re going to bond to.

Explore. There are a lot of benefits to taking time out of your current quest to explore your surroundings. Sleeping at Inns converts your experience into level progression, chests with valuable items are scattered throughout the countryside, and more. Exploration is a big part of Xenoblade Chronices 2.

Don’t ignore Collection Points. When you see that glowing orb on the ground take the time to pick the items out of it. These can come in handy.

Power Up Characters

At first, combat can seem really slow. The key to speeding it up is to understand how to make your team more powerful (and maybe check out the Combat Exploit section below). There are a number of ways to power up your characters. The first is to level up, which is simple enough for anyone that’s played an RPG before. However, there are a bunch of other ways to do this that can easily be overlooked in the confusing menu system.

Blades matter. Rare Blades provide some great power boosts so try to open as many core crystals as you can early. Personally, I like to keep each character in their specific role, but you may choose to take another approach. If the type of Blade doesn’t match the role you’ve assign to the Driver you can use an item called an Overdrive Protocol to move it to a different Driver. However, there are only a limited number of these in the game and farming more is very annoying and time consuming. Some Overdrive Protocols are also offered in the paid DLC. Use them wisely.

Drivers

Power up Arts with WP: You will get WP from defeating enemies. This WP can then be used to power up different Driver Arts that corresponds to a Blade’s weapon type. (You can also get items to add WP to a specific weapon type called Weaponry by completing a Blade affinity chart.)

Driver Affinity Chart: Completing quests will award Skill Points which can be used to power up a Driver in various ways. Check out their chart and pick abilities that you see fit. (I recommend getting the Art that lets you cancel Driver Arts into other Driver Arts.)

Accessories: Apply accessories to each Driver that complements their play style.

Pouch Items: These items will wear out over time but can provide different types of boosts. Eventually it’s possible to find extra pouches in the world so it’s possible for each Driver to wield two pouches for extra power.

Blades

Core Chips: These are, basically, the weapon your Driver will be using. They can influence a variety of stats so pick one that compliments the role. Just keep in mind these do get used up if applied to a Blade and can’t be transferred.

Affinity Chart: A Blade’s Affinity Chart is something everyone should be mindful of and if worked on can provide some powerful boosts. If you unlock a new skill in this chart be sure to check it immediately within the menu, as it only truly becomes available if you look at it. The game telling you it’s unlocked while wandering the world doesn’t mean it’s applied yet. Work on these frequently, especially for Rare Blades.

Aux Cores: These are further bonuses that can be applied to each Blade. You may have to refine them in a town before using, but they are worth it.

Merc Missions

During Chapter 4, you will unlock a feature of the game known as Merc Missions. These missions allow you to send extra Blades on quests they complete on their own. Each one takes a specific amount of time, and that time can be reduced by sending Blades with the desired Field Skills (a great use for those common Blades).

Merc Missions provide a number of benefits. Once completed they will help fill in a Blade’s Affinity Chart, raise the Development Level within the continent they were completed in, and help raise your Merc Level. Additionally, Blades can come back with rewards based on the mission such as gold, experience (redeemable at inns), new items for shops, and various other useful items.

If you don’t care about the in-game timer, I also recommend running Merc Missions when you aren’t readily playing the game. To do so effectively, first go into the Nintendo Switch settings and turn off the Auto-Sleep mode. Then set up some Merc Missions, leave the game running, and watch their timers count down while you do your chores, homework, TV watching, etc. Let the game work for you.

Power Up Poppi

This is somewhat optional but I still highly recommend it. Tora’s Blade Poppi can be one hell of a Tank if the player puts the time into powering her up. In order to do so you will need to play the arcade minigame Tiger! Tiger! many times. Successfully completing the minigame will award you with Ether Crystals which can be used to give Poppi upgrades, new equipment, and more. Players can also be rewarded with different Chips to help customize the Blade, some of which are very good.

My tips for playing Tiger! Tiger! are to really familiarize yourself with each stage and its hazards, but be aware that there are a few random elements. Let the screen scrolling take you into the chests and the wrench (which lets you attack in diagonal directions but will be lost if you take damage). I also have better results playing this game with the control stick as opposed to the D-Pad.

The first level is easiest and great for farming Ether Crystals, but I assume the later levels give better items. Focus on getting the chests in order to get more items for Poppi once you have enough Ether Crystals, but it never hurts to get more of those either.

There is an Easy Mode to Tiger! Tiger! that has been added, but I heard it will put an asterisk next to your score to shame you. But if you don’t like the minigame, who cares? Just do what’s best for you. And if you REALLY hate Tiger! Tiger!, there is another  tank that joins the party later on who is perfectly suitable as a replacement for Tora, but I doubt they will be better at the end of the game if a player really grinds out good stuff in the Tiger! Tiger! minigame.

Earn Cash Fast

One of the best ways to make some easy cash is to salvage for it. I think the best spot to do so is in Mor Ardain’s lower level just southwest of the Cargo Transportation Zone. This is an easy triple A salvage spot.

I recommend buying the most expensive Cylinders you can from the continent with the highest Development star ranking as they will have the lowest price there. Prior to salvaging, attach Blades to each member in your party, both active and inactive, that have the highest Salvaging Field Skill. Then salvage like crazy in the previously mentioned spot.

Once you’ve run out of Cylinders, go to Alba Cavanich in Mor Ardain to sell off a ton of what you picked up at the Martietta Trading shop. Do note that you won’t be able to turn all of your findings if your Boosters are full, so feel free to sell some off in order to free up space so you can earn some real bucks.

Raise Development Level Quickly

Once you have earned a ton of money you may want to use it to raise the Development Level of an area quickly. You’ll use a lot of money doing this, but it will make more Merc Missions and Quests available, not to mention lower the price in shops.

The trick is simple. Buy blocks of the most expensive Cylinders from someone selling them and then sell the same amount back. I tend to do this in blocks of 20. After a short amount of time you should max out the Development of a continent to five stars.

Combat Exploit

There is an exploit that can really help out with certain weapons in combat. It’s usually wise to sit still and let the three hit combo for weapons play out in order to power up Arts. However, for many weapons including Rex + Pyra’s Sword, there is a better way.

When using Rex and Pyra, wait until the second you see the damage number pop out of an enemy from the first auto attack. Immediately after you see this score tap the control stick briefly in order to have Rex move, then quickly release the stick to the neutral position. Doing so will reset Rex’s auto attack and he will start a second swing almost immediately. As soon as the next swing of the auto attack hits, repeat the trick. You’ll be powering up Arts, and thus Specials, in no time at all.

Once you get this trick down you may even find it possible for one character to do all three attacks in a Blade Combo. To do so, make sure you switch Blades to spam their specials before cycling back around to the first. This will quickly build up your special meter. It can work.

Just note that this trick doesn’t work well with all the weapons in the game. So test out different combinations to see what’s best.

Obtaining Deeds

Xenoblade 2 clumsily tries to explain obtaining deeds early on. Basically, if you buy all of the items available from a shop you can then go back and buy the deed for it. Owning these deeds can give you amazing bonuses such as faster walking speeds, more gold from battles, more experience from battles, and more.

Early on you won’t be able to buy many shops outright. However, progressing the story and completing special Merc Missions can help make more items available within them. Check back from time to time since these bonuses can really help out.

Grinding

While probably not necessary I found that there are some great spots to grind out some levels in the game. Please note that taking real advantage of these spots will probably require you to have a balanced team that is powered up to a degree (including Poppi), and to potentially use the Combat Exploit mentioned earlier. All of these things together will allow you to kill enemies several levels higher than you and gain you some great experience if successful. It sure beats getting into a ton of smaller pointless fights in my opinion.

Note: While grinding anywhere it’s a good idea to try and get the multiple deeds that increase experience gain, but you may not be far enough along in the story or Merc Missions to accomplish this. Just a tip.

The first place I’d recommend is the Old Quary located northwest of Loska’s Gap in the Stomach area of Uraya. The level 47-49 Storm Gyanna monsters here are what I was grinding at approximately 12 levels lower than they are. At first I was gaining over half a level per kill, though this does die down as you progress.

The second area is Mine No. 2 located in the northeast area of Mor Ardain’s Upper Level. The enemies here are in the high 50s to low 60s. Again, I was taking these guys out many levels lower by having a good team and earning crazy experience doing so.

In both cases trying to take down these higher level enemies will be difficult so it’s recommended to try and pull only one enemy at a time. This tip isn’t for everyone, but if you can pull it off you could be crazy overpowered in no time.

New Grinding Trick (Slight Spoilers)

This trick will henceforth be known as the Berube Method.

The location is the Old Gelgemos Gate in the northeast portion of Tantal’s Lower Level. The target is the Tirkin that are in the mid 80s range here. I started farming them traditionally around level 67 with a team consisting of Rex, Nia, and Tora. However, to take full advantage of this spot, there is a trick that requires the rare Blade Perceval. If you get him early be sure to fill out his Affinity Chart and to increase his trust. Why? He has an ability called Brandish which gives him up to a 5% chance of felling humanoid creatures on attack (fails on bosses/uniques). Tirkin count as humanoid, but there is still more to this trick.

I recommend putting Perceval on the second tank party member as this character is an evasion tank. You will be playing as this character for the exploit. The goal here is to use the second tank’s evasion attack to help stay alive (an extra agility added in one of the bonus accessory slots will help) while trying to trigger Perceval’s Brandish while attacking the Tirkin. Tora will function as the real tank, and Nia as a healer.

In one of your accessory slots for the second tank, you will want to equip a Galaxy Cube. I’m not sure where I picked this item up, but it adds a 60% chance of attacking again after a successful auto-attack. Additionally you will want to equip Perceval with a Mirror Matter Core Chip. Again, I don’t know where I picked this thing up either as it was in my inventory, but the Mirror Matter Chip will give Perceval a 25% chance of attacking again after a successful auto-attack.

By now you probably see where this is going. But you will go in, do your Evasion Art when you can (to avoid damage) and then just sit and wait for the auto attacks to hit the Tirkin. You will be earning so many bonus auto-attacks that it’s usually only a matter of time before Brandish hits and instantly kills the foe for some truly massive experience at lower levels. (Note: It’s best to stand still and let the auto-attacks roll naturally since the Combat Exploit mentioned earlier doesn’t seem to help Perceval’s weapon.)

Good luck and happy grinding!

These tips and tricks are only some of what I found in Xenoblade Chronicles 2 and I’m sure there are some I’m forgetting. So please, if you have some of your own spoiler free pieces of advice add them to the Talkback thread below.


55
TalkBack / New York Toy Fair 2018 Photo Roundup
« on: February 22, 2018, 04:30:46 AM »

Check out pictures of Nintendo merchandise seen at this year's show!

http://www.nintendoworldreport.com/feature/46481/new-york-toy-fair-2018-photo-roundup

You guys know that I'm a big Nintendo collector, so when, at the last minute, I was given the chance to attend Toy Fair, I jumped at the opportunity. I tried my best to hit up any company that has the Nintendo license in order to share pictures and info with the readers here at Nintendo World Report.

So, please enjoy this photo roundup of Nintendo merchandise seen at the show. Some of it has already been released, some has not. Either way, a ton of cool stuff was on display, and it was nice talking with the hardworking people behind it all.


56
TalkBack / NWR's 2017 End of the Year Awards
« on: February 01, 2018, 07:19:12 AM »

The NWR staff got together to vote, argue, and fight over several 2017 awards.

http://www.nintendoworldreport.com/feature/46101/nwrs-2017-end-of-the-year-awards

Late one night in December the NWR staff came together as a big family to discuss the 2017 End of the Year Awards. However, like many families, the discussion on who would be the ultimate award winners turned into a friendly passion filled argument. With so many members on the staff it’s not easy to make it to the top as opinions between us can vary greatly.

With that said, the dust settled and winners were eventually chosen. Today, we are happy to present to you the top three winners in a number of categories for our 2017 Award Feature.

Those with keen eyes will notice we don’t list our games of the year here, as this year we are determining those in a currently ongoing tournament that you, the readers, can help vote in.

Overall, 2017 was a heck of a year for Nintendo and we are excited to see what everyone thinks about our choices in the Talkback thread below.


57
TalkBack / Nintendo Labo Announced
« on: January 17, 2018, 09:43:00 AM »

Weird and exciting new ways to enjoy Nintendo Switch.

http://www.nintendoworldreport.com/news/46235/nintendo-labo-announced

Nintendo has just announced Nintendo Labo, a new series of software, and cardboard accessories, coming to Nintendo Switch. Nintendo Labo kits combine do-it-yourself modular cardboard projects with special Nintendo Switch software to create items, or Toy-Con, that can be used or played with when combined with Nintendo Switch Hardware. Two kits are currently planned.

The first kit, the Variety Kit, can be used to create five different Toy-Con projects. Projects include two RC Cars, a Fishing Rod, a House, a Motorbike, and a Piano. The Variety Kit will retail for $69.99 and includes Nintendo Labo Kit Software for the Nintendo Switch.

The second kit, the Robot Kit, comes with everything needed to make a Toy-Con robot suit and the software to interact with it for Nintendo Switch. The Robot Kit will retail for $79.99.

And finally, a Customization Set that includes stickers, stencils, and special tape will be sold along side both sets for $9.99 assuring users that they can create unique looking Toy-Con that stand out and fit the users personality.

The Nintendo Labo projects which include the Variety Kit, the Robot Kit, and the Customization Set all launch on April 20th.


58
TalkBack / New Interactive Switch Experience to be Unveiled Today
« on: January 17, 2018, 05:07:00 AM »

Nintendo plans to showcase something new.

http://www.nintendoworldreport.com/news/46231/new-interactive-switch-experience-to-be-unveiled-today

Later today Nintendo will be showing off a "...new interactive experience for Nintendo Switch that's specially crafted for kids and those who are kids-at-heart."

The official reveal will be on Nintendo's YouTube page at 2 p.m. PT / 5 p.m. ET.


59
TalkBack / New Batch of Mario + Rabbids DLC Detailed
« on: January 11, 2018, 01:23:52 AM »

DK, Donkey Kong. DK, Donkey Kong is here!

http://www.nintendoworldreport.com/news/46182/new-batch-of-mario--rabbids-dlc-detailed

The next batch of Mario + Rabbids Kingdom Battle DLC has been detailed. Donkey Kong will be added to the game as a playable character along with a brand new story and world.

The new DLC will be available this spring and is part of the game's Season Pass content. This DLC will also be available as a a separate download or as part of the game's Gold Edition package.


60
TalkBack / New Mode, Costumes Coming to Super Mario Odyssey
« on: January 11, 2018, 01:14:00 AM »

Hide and seek for Mario and Luigi.

http://www.nintendoworldreport.com/news/46175/new-mode-costumes-coming-to-super-mario-odyssey

Super Mario Odyssey is receiving a new competitive mode called Luigi's Balloon World. After completing the main story, players will be able to speak to Luigi in stages to start the competitive modes. Hide It mode will give the player 30 seconds to hide a balloon within a stage. Find It is the opposite giving you 30 seconds to find the balloon hidden by other players. Doing well in these new modes will increase a player's rank on online leader boards.

New outfits and camera filters are coming to Super Mario Odyssey. Costumes include Sunshine Shades & Outfit, Musician Hat & Outfit, and Knight Helmet & Armor. Both the new competitive modes and costumes will be available as a free download this February.


61
TalkBack / Pokemon Go Frustrations
« on: December 12, 2017, 05:17:16 AM »

Justin shares his thoughts on how the game is doing 17 months later.

http://www.nintendoworldreport.com/editorial/46013/pokemon-go-frustrations

When Pokémon Go released in the summer of 2016 it turned into an international phenomenon. It seemed like I couldn't go anywhere without running into people, often large groups of them, playing the game. In fact, it wouldn't surprise me if Pokémon Go happened to be the most simultaneously played video game of all time at its peak.

During this time most players recognized that even though the game was fun, it still had a bunch of issues. Over time many of those have been worked on, some haven't. That said, I feel the base game ended up changing for the worse.

Gym Update

Last June Niantic, the developer of Pokémon Go, rolled out a major update to the Gym system. One problem with the previous Gym system was that some Gyms got so built up that it would take an unreasonable amount of time for someone else to take them down. This led to insane amounts of Gym stagnation.

The Gym rework fixed the stagnation problem, but ultimately for the worse. Now Pokémon left in Gyms would pretty quickly lose motivation (strength and health) so they'd be easier to defeat over a short period of time. This meant there was almost no reason to leave anything decent in a Gym because it would quickly become a weakling. Yeah, there are ways to boost a Pokémon's power up while it’s in a Gym, but there is little reason to because the reward system was also nerfed.

Reward System

Before the update it was possible to earn 10 coins every 21 hours for each Pokémon left in a Gym with a cap of 100 coins. After the update it is only possible to earn up to 50 coins a day. This cap didn't bother me very much since I rarely collected more than 50, but there are other problems.

After the update rewards were only handed out after a Pokémon has been kicked out of a Gym. This easily removed any sense of accomplishment for getting and building up Gyms. Yes, it's easier to get a Pokémon to get the max coins a day this way, but there is no consistency. Players are forced to wait, and hope, for an opponent to beat them in order to be rewarded.

Additionally, if a player has multiple Pokémon kicked out of Gyms on the same day their reward is capped at 50 coins no matter what. This leads to frustrating moments because you could have worked hard to take many Gyms to earn some currency, but it doesn't matter since you lost everything on the same day (with no way to predict this) and thus you get the same reward as if you did the bare minimum.

The fact that long term gains were destroyed in the Gym system, the rewards lessened, and requires players to lose in order be rewarded has made me stop bothering with Gyms all together. Sure, the stagnation was a problem before, but the entire system was better than what we have now. Another concern is that in the previous system players were also rewarded with Stardust too, a valuable resource. Not anymore.

Raids

Another part of the Pokémon Go update was the inclusion of Raids. On the one hand this is a cool feature that lets players work together by using their Pokémon. On the other hand, Raids have completely destroyed one thing I truly loved about Pokémon Go.

You see, before the inclusion of Raids it really seemed like, for once, rare Pokémon were actually rare. However, the Raid update made many of the best and hardest to obtain creatures became common to hardcore players. This took some of the awe of having these rare creatures away and gave the hardcore players a huge boost to their performance.

One of the Raid rewards is an item called Rare Candy. This item lets players add a candy to any Pokémon species they please. This has also made more formerly rare Pokémon species more common.

The Raid system has made Pokémon Go more pay to win than ever before since only one free Raid Pass is available daily. I can't blame the business side of Niantic for it, but it sucks for any casual players as the divide between the casual and hardcore grows wider daily as a result.

Now I think the addition of Legendary Raids is a cool idea, but I feel these should be the only Raids. That said, standard Raids have led to another problem.

Exclusive Raids

The only way to get Mewtwo in Pokémon Go is to get invited to an Exclusive Raid. How does that happen? Players will randomly get invited to one if they happen to have recently raided at a Gym that is mysteriously chosen to host an Exclusive Raid. There is no way to guarantee players will be invited to one, but the best way to maximize your chances is to raid everywhere (thus spending money for additional Raid Passes).

Even if a player receives an invite to attend an Exclusive Raid they must be able to make it at the specific date, time, and location the Exclusive Raid will take place. Can't make it? Too bad! This system is broken and bad on so many levels that it's quite ridiculous.

Team System

One of the biggest choices made in Pokémon Go is picking a team. However, after the Gym/Raid system this seems to mean a lot less. With Gyms being easier to take and lose, and the rewards lessened, it almost doesn't matter if you find and work together with teammates on Gyms.

It does help a bit to Raid with teammates, since it could increase how many Poké Balls players get to capture the Raid Boss, but I've often just felt lucky enough to find enough people to Raid with regardless of their team. Ultimately, a choice that felt good before the update and filled players with a sense of pride has been reduced to almost nothing.

Cheaters

Since Pokémon Go launched cheating has been a major problem. GPS spoofers have always been a major problem that has never gone away. Work hard to take Gyms, and then watch as cheating ghosts tear everything down.

With the new Gym system in place I've also seen players who come back to Gyms they own, swap accounts, tear down the Gym (thus earning their real account 50 coins), going back to their main account, and then putting their Pokémon back in.

These are only two of the cheating ways I've witnessed and Niantic hasn't done nearly enough to stop these jerks. Even after reporting players nothing happens. It's awful.

Conclusion

I've been playing Pokémon Go since the day it released, but ultimately I've become less enthusiastic about the game since I slowly came to these conclusions after the Gym/Raid update. Pokémon Go has always been a game with issues but was ultimately still fun. However the changes Niantic have been implementing to the game made it less rewarding, more costly, and more focused on the super hardcore player than ever before.

These choices may be what's best for Niantic's bottom line, but I have no way to know that for sure. All I know is that I care a lot less about Pokémon Go as the game further degrades into an extreme pay to win structure while simultaneously making the gameplay far less exciting. Here's to hoping the game turns around because I've had fun with it but now ultimately feel frustrated.


62
TalkBack / Arcade Archives Mario Bros. (Switch) Review
« on: October 04, 2017, 10:38:06 AM »

The 34-year wait is over.

http://www.nintendoworldreport.com/review/45583/arcade-archives-mario-bros-switch-review

Nintendo first released Mario Bros. in arcades back in 1983. Since then there have been several home ports that never fully lived up to the arcade original, the most notable being the NES release. Now, 34 years later, Nintendo’s arcade classic has finally been made available in its truest form, but does it hold up?

Upon booting up Arcade Archives Mario Bros. the player is met with three options; Original Mode, Hi Score Mode, and Caravan Mode. Choosing Original Mode lets the player experience Mario Bros. just like in the arcade.

Mario Bros. is a relatively easy to grasp high score attack classic arcade title. The goal is to hit the ground beneath enemies, in order to flip them over, before then kicking them while they are on their back before they pop back up. This continues, wave after wave, until the player runs out of lives. The game starts out with simple enemies, but slowly adds more types and other threats to the mix. Brilliantly, brief cut-scenes of new elements are shown in order to teach players how to handle them.

In Original Mode it’s possible to play with up to two players either cooperatively or against each other. However, there aren’t different modes to choose how two people would like to play. Players are actively encouraged to verbally agree how they want to interact together, which could result in your ally suddenly deciding to turn on you at any given point just for kicks. It’s an interesting concept and a perfect fit for the Switch’s ability to allow for two-player action anywhere.

The controls are simple as they are restricted to running and jumping. That said, the physics do feel a bit dated and will surely take modern gamers some time to get used to how slippery the controls can feel.

Within Original Mode it’s possible to change a variety of display settings such as adding different types of scan and scrolling lines, as well as changing the orientation or size of the display. You’re given a lot of freedom here and it’s possible to make the game look great, or ridiculously stretch it all out in any way you please. Sure, you can change enough settings to make the game visually unplayable, but there is unrestricted freedom here to set it how you like. There are also several audio settings and various other options.

One particularly nice option is the ability to change what would have been some of the dip switches on the arcade board. These changes only apply to Original Mode but let players change the number of lives and the amount of points gained for successfully completing the bonus coin collecting stages. There are some dip switch settings missing (Plays per credit and a setting for changing the game for Cabinet or Cocktail Table), but they really don’t matter in this case.

New to the Arcade Archives version of Mario Bros. is the ability to upload your score to an online leaderboard. Doing so requires an Internet connection and a menu will prompt you at the end of a round. You can check out the top 100 scores or see just where your own score lands. Sadly, there is no way to compare scores to friends who may have the game. (Tip: If going for a High Score in Original Mode be sure to set the dip switch options to your favor!)

As previously mentioned there is also a High Score Mode and a Caravan Mode. Both let one player go for a high score with preset settings. High Score Mode lets a player attack the game solo. Caravan Mode lets a person try to set a high score with only five minutes of play. Caravan Mode is really nice since it allows people to consume Arcade Archives Mario Bros. in a short burst which is perfect for a portable console like the Switch.

Original Mode, Hi Score Mode, and Caravan Mode all have their own leaderboads. One annoying aspect of Hi Score Mode and Caravan Mode is that you can’t stop once you begin. If you press the pause button you open a menu that ends your run. This kind of sucks seeing as how easy it is to hit since gamers are conditioned to use it in other games. (I’m not sure if going to the Switch Home Screen will penalize the player.) Additionally, when starting Hi Score Mode or Caravan Mode the game makes it sound like players are able to change display/sound settings in these modes which isn’t possible. Whatever display settings you chose in Original Mode will carry over here. Even with their setbacks the two new modes are nice additions.

While it’s not going to set the world on fire, Arcade Archives Mario Bros. is the best home version of the classic arcade game ever released. Players have been waiting 34 years for a faithful version of Mario Bros. and it’s finally here. You probably already know if you want this game or not, but I’d recommend it to gamers that enjoy classic arcade games and to people who are generally curious about Nintendo history. It’s a dated title, but it still can be fun and addicting to go for a new high score.


63
TalkBack / NWR Hall of Fame Inaugural Class
« on: August 21, 2017, 05:28:39 AM »

These are the first eight games to enter the NWR Hall of Fame.

http://www.nintendoworldreport.com/feature/43571/nwr-hall-of-fame-inaugural-class

Several months back we asked our staff and Patreon supporters, who pledge at least five dollars a month, to submit their top 10 votes for the first ever Nintendo World Report Hall of Fame. The rules for the selection process were simple. Titles submitted were supposed to be must play masterpieces on Nintendo platforms filled with brilliance, layered with innovation, and topped with magnificence. These games also had to be at least five years old.

The initial list of submissions included 77 different titles ranging from Game & Watch Ball (1981) all the way to Xenoblade Chronicles (2011). We then asked the Voting Board to pick out their favorite 15 games from this giant list and came up with the top 15 games selected by everyone.

This final list was then taken to a one last vote where the Voting Board had to select between four and eight titles they felt were worthy of the prestigious NWR Hall of Fame. If these games received at least a 50% approval rating from members of the Voting Board they would go down in history as some of the greatest pieces of software ever to hit Nintendo platforms.

Well ladies and gentlemen, the results are in. I present to you the NWR Hall of Fame Class of 2016!


64
TalkBack / Splatoon 2 Salmon Run Preview
« on: July 01, 2017, 05:03:00 AM »

Is this new game mode actually fresh?

http://www.nintendoworldreport.com/hands-on-preview/44936/splatoon-2-salmon-run-preview

As a fan of Nintendo games I have to admit I was excited about Splatoon 2, but not nearly as much as the original. On the surface the sequel seemed like more of the same, which isn’t bad, just not very exciting. Even the new horde mode called Salmon Run didn’t really seem interesting to me. That is, until I actually sat down and tried it!

For those who don’t know, Salmon Run is a new mode in Splatoon 2 that requires a team of four players to work together to defeat an incoming horde of enemies. Unlike the other multiplayer modes in Splatoon 2, this isn’t a man versus man effort. Instead, it’s your human team versus the CPU’s onslaught of enemies.

Salmon Run places your team on an island raft in the middle of an ocean with an obvious goal, to survive. Each play through the team must complete three rounds. In order to complete a round the team must collect a specific quota of golden eggs that drop from enemies and return these eggs to a basket all within the time limit.

The enemies in Salmon Run seem varied in size and have different attacks. There are multiple big boss like creatures that have various weaknesses. Defeating these boss characters seem required as they would often drop multiple golden eggs upon defeat. But seriously, these guys weren’t that easy and successful completion of a round required a coordinated team in order to defeat these stronger creatures while also watching out for the incoming smaller weaker ones.

It is possible for individual players to die, but it’s not over from there. Defeated players will become a slow moving life preserver and can actually pick up dropped golden eggs in order to bring them closer to the basket where they must be collected. Additionally, a player can be revived if a teammate inks (shoots) at their preserver for a short period of time.

Salmon Run also has varying difficulty levels that are set at the start of the game. Player’s can choose a difficulty between 1% and 100%. We didn’t go any higher than 40% and even at that difficulty we quickly learned that working as a team is the only way be successful. It isn’t a cakewalk.

While I didn’t experience it in the Salmon Run demo, we were told that this mode would have exclusive rewards (gear) that can’t be earned in other modes of the game. So there is definitely a reason to come back to Salmon Run in order to earn special items that can be used elsewhere in Splatoon 2.

As I stated earlier, Salmon Run sounded like a cool addition to Splatoon 2 but I wasn’t really hyped for it. However, now that I have played the mode a few times I’m really hooked. I am a bit concerned because it sounds like Salmon Run won't always be available for online play, and to me that would be a travesty because it’s a totally fresh take on the Splatoon mechanics that ultimately adds more depth to the nautical package.


65
TalkBack / Pokemon Go Gym and Raiding Update Detailed
« on: June 19, 2017, 05:56:00 AM »

A new Gym system, items, group raids, and more.

http://www.nintendoworldreport.com/news/44883/pokemon-go-gym-and-raiding-update-detailed

An update to the existing Pokémon Go Gym system will be slowly rolling out around the world over the next few weeks. In order to prepare for the update Pokémon currently in Gyms will return to their owners. The Gym update will consist of multiple changes.

Gyms will soon also function as PokéStops. Similar to existing PokéStops, players can spin the Photo Disc to get items.

After the update Gyms will only allow for six Pokémon to be held within, however it will no longer be necessary to Prestige the gym up. All six slots will be open for the controlling team. Additionally the slots will have to be filled by unique Pokémon, meaning no double representation of any one species of Pokémon. (Different evolutions of the same Pokémon ARE allowed.)

A new motivation system will be put in place within Gyms. When a Pokémon is placed within a Gym it will have a motivation bar displayed. Pokémon will lose motivation over time and if they are defeated in battle. Once a Pokémon loses its motivation it will be returned to its owner. A Pokémon's CP will also decrease temporarily when its motivation drops making it easier to defeat. Players will be able to increase their Pokémon team's motivation by feeding the Pokémon berries.

Players will also earn PokéCoins in a new way through Gyms. A Pokémon will earn a number of PokéCoins based on how long it has defended a gym. Once its motivation hits zero and it returns to the trainer players will be reward with a number of PokéCoins.

Gym Badges are also being added to the game and appear in screen shots to be unique for each gym. These badges can be leveled up by battling, feeding Pokémon berries, and by spinning the Gym's Photo Disc. Raising the Gym Badge level will increase rewards earned from Gyms.

Raids are also coming to Pokémon Go Gyms. When a Raid is coming all Pokémon in the Gym will return to their Trainers and an Egg will appear in top of the Gym with a countdown timer. When the timer hits zero the Raid Boss will be revealed and up to 20 players can fight it. In oder to attack the boss Player's will need to use a Raid Pass (new item) which everyone can get for free once a day at any Gym. Premium Raid Passes will also be available through the in game shop.

During the Raid players will have five minutes to beat the boss. Successful completion of the Raid will award players with the chance to catch an "extra powerful" Pokémon. Additionally some new items will be given to players who complete raids including:

Rare Candy: When used on a Pokémon it will turn into that's Pokémon's candy.

Golden Razz Berry: Greatly increase the chance of catching a wild Pokémon.

Technical Machine Fast: Teach a Pokémon a new Fast Attack.

Technical Machine Charged: Teach a Pokémon a new Charged Attack.


66
TalkBack / Miitopia Demo Coming Today
« on: June 14, 2017, 10:42:14 AM »

Try Nintendo's upcoming 3DS title before you buy.

http://www.nintendoworldreport.com/news/44855/miitopia-demo-coming-today

A demo of Miitopia will be hitting the North American eShop later today. This demo features the beginning of the game and progress players make can be transferred over to the final version when it releases.

This information was revealed at the end of the Miitopia segment during Nintendo's Treehouse Live segment.


67
TalkBack / Join NWR on Discord
« on: June 09, 2017, 05:30:00 AM »

Chat with the NWR Staff and fellow readers!

http://www.nintendoworldreport.com/sitenews/44764/join-nwr-on-discord

Some of you may already know, but NWR is now on Discord. That's right, you can chat with some of your favorite staff members and fellow readers throughout the day!

Also, if you back Nintendo World Report on Patreon you'll gain a special designation on our Discord Server and have access to some private rooms. Learn more about our Patreon Rewards here!

So what are you waiting for?

Join the Official NWR Discord Server today!


68
TalkBack / The Switch Pro Controller's D-Pad Dysfunction
« on: June 07, 2017, 05:01:23 AM »

A much-needed feature is faulty on Nintendo's premium console controller.

http://www.nintendoworldreport.com/editorial/44760/the-switch-pro-controllers-d-pad-dysfunction

When people ask me what Nintendo's greatest gaming innovation is I often respond by mentioning the D-Pad. The simple input device, designed by the legendary Gunpei Yokoi, has made playing a large variety of games much easier. It’s even possible to use a D-Pad on portable devices without taking up much space. Often imitated but never surpassed, Nintendo's D-Pad design has always been my favorite. I have noticed personal performance drops when playing the same game using knock off directional inputs, so Nintendo has always had the gold standard when it came to designing their D-Pads.

As a big fan of retro style games, especially 2D platformers, you can imagine how worried I was when I first saw the Nintendo Switch Joy-Con didn't have a D-Pad. I understand why, as Nintendo intends for players to break each Joy-Con off to use as a standard controller, but I would still need that D-Pad to effectively play some of my favorite games. Luckily, the Switch Pro Controller was shown to include a D-Pad.

I bought a few Switch Pro Controllers and have been enjoying them while playing Zelda: Breath of the Wild on my TV. The controller is very comfortable, the rumble is nice, and the inclusion of motion controls really helps while aiming in Zelda. However, when I started to seriously use the D-Pad for Ultra Street Fighter II: The Final Challengers a lot of problems came up.

The Nintendo Switch Pro Controller's D-Pad is likely the worst version of the input device Nintendo has ever released. The biggest flaw is that it's almost impossible to rock the D-Pad left and right without mistakenly hitting an up or down input as well. It's way too sensitive. If you hold any one direction and lightly rock it, the device will trigger other inputs. On top of all that, the D-Pad is incredibly stiff.

While using the Pro Controller's D-Pad in Street Fighter I often found myself randomly ducking and jumping without even coming close to applying pressure to the other directional inputs. It's infuriating to try a Shoryuken and just walk forward and throw a punch instead.

At this point I'm expecting some readers to claim I have a defective Switch Pro Controller. However, I can promise you my case isn't due to a rare exception. I've tested four different Switch Pro Controllers and each one has this issue. A simple Internet search has brought up a multitude of people discussing this major problem. Puyo Puyo Tetris seems to be another software title this complete design malfunction greatly impacts.

I've even managed to find a YouTube video put together by someone named Ratix0 demonstrating the issue. I encourage everyone to try this out in their Switch settings. Also try rocking the D-Pad left to right without mistakenly hitting up or down on the way. It's almost impossible.

I've read about some Switch Pro Controller owners sending their unit in for repair only to have a new unit sent back. Unfortunately, the new ones also suffer from this horrible design flaw.

Now I'm sure many of you out there are wondering why you haven't heard more about this and I have a theory. First, most people using their Switch Pro Controllers are likely playing Zelda, a game it generally works fine on. I've, luckily, had almost no issues using the D-Pad to tap each direction to go through menus or to select items in Breath of the Wild.

Secondly, the Switch Pro Controller is expensive. At US $69.99 each I doubt every Switch owner has one. And for that matter how many of those Switch owners that do own a Pro Controller actually have a game that greatly benefits from the use of the D-Pad? There aren't that many yet and, as I've said earlier, many of them are probably mostly playing Zelda and Mario Kart, two games that don't take advantage of the D-Pad.

So what can be done? For me I'm writing this article to let people know about this issue. I also plan to call Nintendo Customer Service to file an official complaint. If you are having problems like mine I suggest you do the same. Finally, I'm going to cross my fingers and hope a fix happens and for Nintendo to also release a Joy-Con with a functioning D-Pad so I can use it in Handheld Mode.

One lesser complaint I have with the Switch Pro Controller is with the Control Sticks. If you hold the stick in one direction and release it, so the stick returns to the neutral position, it will sometimes register the stick was slightly pressed in the opposite direction. So if I'm walking forward in Zelda and then release the stick, Link will sometimes turn and face the camera even though I didn’t tilt the stick that way. Luckily this doesn't happen every time, but it's still a problem. Fortunately, developers can take this into account and make the stick's dead zone larger to prevent this from happening and I really hope they do.

As a Nintendo fan that really loves the D-Pad, and the convenience of the Nintendo Switch, I now sit here frustrated. Nintendo managed to develop their worst D-Pad in history on a controller that is more expensive than any they have released before except for a pair of Joy-Con. I honestly don't know what else to do other than to suffer by trying to use the poor Pro Controller D-Pad, or to struggle with the four uncomfortable arrows of the Joy-Con. For now I've done all I can and really hope this gets sorted out soon because I love the Switch and am looking forward to playing many retro style games on it. Hopefully with a good, classic Nintendo D-Pad.


69
TalkBack / Nintendo's Increased IP Utilization
« on: June 05, 2017, 05:02:13 AM »

How Nintendo has been taking advantage of their brands.

http://www.nintendoworldreport.com/editorial/44748/nintendos-increased-ip-utilization

Many gaming fans will look at Nintendo and see a major entertainment company that’s known for manufacturing gaming hardware and software. They’re not wrong, as these two areas are what the company considers their core business. However, there is more than the core business when it comes to Nintendo and their synergized strategy.

I wrote about Nintendo's basic plan years ago, and admittedly I wasn't completely correct, but I feel as though I need to write more about the company’s plan to increase awareness through utilizing their intellectual properties (IP). Some of what's being done in this area is well known and documented. You are likely aware of the upcoming Nintendo and Universal theme park deal. Smart phone applications also are a way to accomplish this goal as it gets Nintendo brands in the hands of millions. Additionally Amiibo clog space on store shelves advertising Nintendo characters and brands.

However, one area in this strategy that is very poorly documented is Nintendo's licensed merchandise. When Nintendo first announced plans to increase IP awareness, partially through merchandising, many collectors such as myself wondered what else they would do since there is already plenty of licensed Nintendo product out there. Well, my friends, I think it's safe to say we have now entered a new era of Nintendo merchandising as there is more available now than ever before.

For starters, earlier this year, some Target stores had exclusive Mario Kart 8 Deluxe merchandise as well as have decorated portions of their stores to advertise the game. McDonald's had also packed Super Mario toys in their Happy Meals. Savvy Nintendo fans will know that this isn't all that impressive as both companies have run similar promotions in the past, but there is more.

More stores seem to be selling an increasing amount of Nintendo merchandise. Toys "R" Us has recently added a mini dedicated Nintendo aisle to their stores. This has items mostly from JAKKS Pacific's World of Nintendo line, but also has other items like Nintendo baby bibs, clothes, and teethers.

GameStop, a company with their own struggles, even seems to think selling video game merchandise may help business. Have you been in one lately? They appear to be slowly converting into a video game toy store. And within that category are several Nintendo products.

It doesn't end there either. An increasing amount of Nintendo merchandise can be found online and the variety across the board is increasing. Toys, art, lanyards, mugs, figures, statues, costumes, etc. The list just gets bigger by the day. Nintendo finally seems to be cashing in on Game Boy nostalgia, an area that was seemingly barely tapped in the past. (Hey Nintendo Licensing Department, the Game Boy’s power light is supposed to be red, not green!)

Then there is Nintendo fashion. This category is important to me because I'm, unbelievably, one of the trendsetters here. I remember in middle and high school struggling to keep my Nintendo fashion going. Finding Nintendo clothing items was really hard back then and most stuff came from the amazing Nintendo Power Super Power Supplies catalog that would be sent out with some issues of Nintendo Power. I'll never forget when I first saw a Mario shirt in the window of Hot Topic and knew someone was stealing my style!

Yes, Nintendo clothing has been very easy to get and come by over the last decade. But just last year Nintendo teamed with Vans and this year did a promotion with UNIQLO. This is new and very cool.

One final piece of this I'd like to discuss is the increased turn around time for merchandise related to games that are just releasing. In the past Nintendo fans mostly wouldn't see merchandise for a game that was new until a year or so after its release. Even if generic products were just branded with a new game's logo. Now new Zelda: Breath of the Wild products were available on the same day as the title’s release. A figure from First 4 Figures, merchandise littered around GameStop, shirts, puzzles, and even more.

As I've mentioned Nintendo merchandise isn't well documented so it's hard for me to use tangible evidence to concretely prove this. Though if you know me you'll understand I'm a big Nintendo collector, so you'll just have to take my word for it that there is a large increase in Nintendo related product out there. So next time you are out shopping open your eyes and try to take note of the ever increasing Nintendo world we are living in. And who knows, maybe someday soon we'll be sitting down to see a Nintendo movie or TV show. The takeover is happening and it’s glorious.


70
TalkBack / Nintendo Switch Game Traveler Deluxe Travel Case Review
« on: March 08, 2017, 06:57:53 AM »

Justin checks out a Switch travel solution from RDS Industries.

http://www.nintendoworldreport.com/feature/44270/nintendo-switch-game-traveler-deluxe-travel-case-review

Let's face it. You may be able to play the Nintendo Switch anywhere, but it's too large to safely stuff in your pocket. Because of this, many players will be looking for a way to safely carry their new expensive console around for playing on the go. I looked at many different carrying case choices online before deciding to try out the Game Traveler Deluxe Travel Case by RDS Industries.

The exterior of the case has a thin fabric layer but it is a hard shell case underneath helping to insure the protection of the console within. Right in the center is a small rubber Nintendo Switch logo. A Switch logo is even used as the zipper!

One thing that drew me to this case is the fact that it includes a handle for easier transport. The handle will get the job done, but I do not like the soft rubber that is used to make it more comfortable. It looks as though it will pick up some dirt and grime, and I feel a harder rubber around the handle would have been a better choice. This is a very minor complaint though.

Upon opening the case you'll notice a zippered pouch that serves two purposes. First, you can store some items within such as ear buds and some Joy-Con wrist straps. Second, this layer will serve to cover the screen of the Switch for extra protection. The bottom part of this pouch seems to have some extra harder padding on it to ensure items left in the pouch have a less direct impact on the screen that will be housed below.

I was a bit worried, based on stock photos for the product, that the zipper on the pouch would hang off and scratch some part of the Switch or Joy-Con. But luckily it was made short enough so that won’t happen.

Under the flap I found the biggest surprise of all. A feature I didn't see advertised in any online description of the product. There are deeper impressions cut out of the bottom to hold two Switch Game Card cases . Yes, I knew the product came with these cases, but assumed I was supposed to stuff them in the previously mentioned pouch. Having these special slots for them gives the case even more space to work with. There is also a third long indent, but I'm not sure of its purpose. A Joy-Con wrist strap won't fit nicely, so I've stuffed a small microfiber cloth in that slot.

The two included Game Card cases are nice and can hold four games each. With a game inside the Switch already you could be hauling around nine physical games. I like these plastic cases for games more than having fabric and elastic holders often found in other cases because the games usually seem to slide out of the more traditional game holders.

Inside each Game Card case is a smaller optional use case that can take up one Switch Game Card slot. These smaller cases can hold two Micro SD cards each. This option is nice, but I find it a bit pointless. Will people really be using more than one Micro SD card with their Switch?

The Switch itself fits snugly into the bottom of the case and there are even indents for the Joy-Con to fit properly. There is also a velcro strap that helps hold the screen cover flap down too. Don't worry though, the part of the velcro that could come into contact with the screen is the soft side.

One weird negative to all this is that the inside of the case seems to have a weird smell to it. This smell hasn't transferred to anything left inside it, and it is getting weaker. But you'll probably notice it.

When packed up with everything (included case accessories, Switch, ear bud headphones, two Wrist Straps, and a cleaning cloth), the Game Traveler Deluxe Travel Case is very snug. Everything inside appears to be secure.

Overall I'm very happy with the Game Traveler Deluxe Travel Case and it gets my full recommendation. It also comes in some different Zelda themed styles, but the one reviewed here was the generic black version. There is room for improvement, but this case will likely be my go-to for years to come.

(Check out more pictures of the product below!)


71
TalkBack / The Legend of Zelda: Breath of the Wild
« on: February 24, 2017, 01:01:35 AM »

Exciting so far, except for one thing.

http://www.nintendoworldreport.com/hands-on-preview/44143/the-legend-of-zelda-breath-of-the-wild

I was fortunate enough to stop by Neal’s house the other day in order to get my hands on the Nintendo Switch and its most anticipated launch title, The Legend of Zelda: Breath of the Wild. Finally getting to spend some time in this massive world was thrilling.

Most of our readers have probably already seen the trailers and E3 footage of the opening moments of the game, and that is what I mostly got to experience in my three hours with the title. I didn’t leave the starting area, but I managed to encounter many things and uncover several secrets just in that first zone. Some of these secrets Neal, someone who has put substantially more time into the game than I have, didn’t even uncover yet for himself. Neal also mentioned to me how I completed some of the same challenges and puzzles he had done in different ways.

It’s a somewhat well known fact that Shigeru Miyamoto, Zelda’s creator, designed the original Zelda on NES in a fashion that would get players talking about the game in order to share secrets with one another. That was, however, in an era before the Internet was readily accessible to most people. I feel as though that the communal discussion is a part of Zelda that has been lost thanks to easily obtainable guides online. The fact that the world in Breath of the Wild is so vast, and seems so much more free than previous Zelda titles, will probably lend itself to similar discussions that Miyamoto and the original Zelda team shot for from players. Yes, guides will still exist, but there appears to be a lot more to try on your own before really getting stuck in this game since it is way more open ended. I’m very interested to see how this plays out over the next several weeks.

Another observation I had during my gameplay session is that Breath of the Wild can be quite challenging. Enemies exist early on that will totally wreck you if you try to mess with them. This reminded me a lot of the original Zelda since it’s possible to get past them, but if you don’t have the right items and gear, you are in for one heck of a challenge.

I enjoyed my time with The Legend of Zelda: Breath of the Wild, however, one thing about the controls really bothered me. The B button is mapped to run, while the player has to use the X button to jump. This meant that if I wanted to do a running jump, I had to do some crazy finger gymnastics. Neal referred to my technique as “The Claw” as I’d use my thumb to hold down the run button (B) while using the side of my index finger to hit jump (X).

An option to change the controls exists, but all it does is swap the run and jump buttons. So “The Claw” will still be necessary if players want to run and jump. I really hope Nintendo quickly patches Breath of the Wild to allow users to run by clicking in the left control stick instead. The left control stick currently toggles Link’s ability to crouch and I feel that this is a button that could easily be mapped to B instead. Not being able to easily perform a running jump became a rather frustrating part of the experience even though I never found myself in a position where the technique was necessary.

Control problems aside, I still had a blast playing Breath of the Wild. The world appears to be filled with so many places to find, secrets to discover, and enemies to defeat. And the fun doesn’t end there since there are multiple ways to solve some puzzles and interact with the environment. Zelda: Breath of the Wild is a different type of Zelda game and it’s one I’m excited to continue exploring. Just please Nintendo, patch those controls!


72
TalkBack / Snipperclips (Switch eShop) Hands-On Preview
« on: January 15, 2017, 08:05:00 AM »

It's a tough game to describe.

http://www.nintendoworldreport.com/hands-on-preview/43999/snipperclips-switch-eshop-hands-on-preview

Snipperclips - Cut it out, together! is a new eShop game coming to Nintendo Switch this March. At a glance the art style reminded me of the Freakyforms games, but don't let that fool you. Snipperclips is an entirely different beast.

The Snipperclips demo I played required two players to hold the Joy-Con controllers on their sides. The game is broken up into multiple short stages and the players must cooperate in order to compete tasks and solve puzzles.

The game description above may sound generic, but the unique game play of Snipperclips forces players to communicate and come up with solutions to, seemingly, simple problems. The main mechanic is that each player can overlap one another then press a button to cut away a portion of their ally. Whatever portion of your partner that you were overlapping then is snipped away giving the character a new look.

Stages start off simple by having players cut each other into basic shapes, but game play soon advances. Levels then require each player to rotate their characters, to duck, jump, and critically think together on how to complete the advancing tasks at hand.

In one stage we were required to cut one player thin to hit a button in a narrow area which caused a pencil to drop down. We then had to carry the pencil to a nearby sharpener to win. One of the later demo levels had us cut one player into a hook so they could jump off the other player to pull balloons down from above. The second player then had to be cut to have a sharp point so they could pop the balloons to win.

I enjoyed my time with Snipperclips but walked away wondering if the title offered any type of single player experience. The game play is interesting but I really don't know if I'll be able to get friends to sit down and play it with me. That said Snipperclips is a unique and a game I'll hopefully get to explore a bit more in the near future.


73

You're never going to believe it, but Street Fighter II is back again!

http://www.nintendoworldreport.com/hands-on-preview/43991/ultra-street-fighter-ii-the-final-challengers-switch-hands-on-preview

Making fun of how many versions of Street Fighter II there are is a joke we were all making 20 years ago. And now, in 2017, Capcom has revealed yet another version of their landmark fighting game. Yes, Ultra Street Fighter II: The Final Challengers is coming to Nintendo's newest console, Switch. If only I could tell my grade school self.

All jokes aside, I enjoy Street Fighter II. Admittedly, I'm not that great at it. However, to this day, I know enough to still pull off all Ryu's moves. And that's exactly what I did.

If you've played Street Fighter II before, you know what to expect: Ultra Street Fighter II: The Final Challengers is more of the same with HD visuals. The title allows players to pick from two different graphical styles, the HD versions or a pixel style, so I'm sure everyone will have a personal preference.

The Final Challengers in the title refers to two brand new characters: Evil Ryu and Violent Ken. I tried Evil Ryu but didn't have enough time to figure out how he differs from the standard version. I am a bit let down that, so far, it seems like the only new characters are new versions of two similar characters to begin with. Hopefully these two aren't the final Final Challengers.

When it comes down to it, The Final Challengers is a nice version of Street Fighter II for Nintendo Switch. I may not be the most hardcore Street Fighter fan, but I am interested in picking this up when it eventually releases on the platform. How can you go wrong with Street Fighter II? (Don't bring up the movie.)


74
TalkBack / Mario Kart 8 Deluxe (Switch) Hands-On Preview
« on: January 13, 2017, 04:58:00 PM »

It's the Mario Kart 8 you know, now with squid kids.

http://www.nintendoworldreport.com/hands-on-preview/43990/mario-kart-8-deluxe-switch-hands-on-preview

The Mario Kart 8 Deluxe demo is probably exactly how you'd imagine it. It's Mario Kart 8 but now with playable Splatoon Inklings, the ability to hold two items at once, has a few new items, and a new battle mode that doesn't completely suck.

I wasn't able to try any new racing tracks in the demo, but I was able to sample the Battle Mode. At a glance, the Battle Mode may seem to be exactly how you remember it from Mario Kart games of yesteryear, but it has some differences. Instead of Battle Mode being a fight to the death, players earn points for popping an opponent's balloons. The matches are timed and when time is up, the player who has done the most damage wins. Oh yeah, the player in the lead instantly sports a crown.

The way the new Battle Mode works has made the mode more offensive as opposed to defensive. Personally, I dislike this change and can only assume that the designers chose to go this route since timed matches will probably be better for online play.

There may be some different options to implement in Battle Mode as well. One time, I played the mode using only Bob-ombs, but in another game all the items were in rotation.

I walked away from the Mario Kart 8 Deluxe demo with many questions. Is the frame rate better when playing with more than two players unlike in the Wii U version? What else justifies this title's existence to people that bought the previous version of the game? Is this going to be the definitive Mario Kart game on Switch, supported for years with DLC, or will Switch get Mario Kart 9 down the road?

Until these questions can be answered, I don't know if purchasing Mario Kart 8 Deluxe is fully justified unless you are a die hard Mario Kart fan, or haven't played the Wii U version. But like I said, having some of these questions answered could make all the difference for those still on the fence. Right now, I can only hope for the best.


75
TalkBack / ARMS (Switch) Hands-On Preview
« on: January 13, 2017, 04:42:00 PM »

Any person with two arms has a fighting chance.

http://www.nintendoworldreport.com/hands-on-preview/43988/arms-switch-hands-on-preview

ARMS is a brand new Nintendo franchise that will debut on Switch in Q2 2017. I was fortunate enough to get my hands on this title during Nintendo's Switch preview event in New York City and am fairly pleased with what I saw.

ARMS will instantly remind people of their days of playing Wii Sports’ boxing mini game. That is to say that the game requires players to use a Joy-Con in each hand and to use the motion controls to actually punch. However, Wii Sports Boxing lacked depth and strategy, while ARMS seems to be much deeper of an experience.

The controls in ARMS are similar to Wii Sports Boxing. Punch with left or right, block by titling the controllers in, and leaning in the direction the player would like to go. But, unlike in Wii Sports, it's possible to hook punches after throwing them, to dash left and right, jump in the air, or dash after jumping in the air. If a player throws both punches they can execute a grab, even at insane ranges.

The game appears to have a rock-paper-scissors style of game play too. Grab beats block, block beats punch, punch beats grab.

There are several characters to choose from and they appear to have different abilities. For example, Ribbon Girl could jump several times without landing, while Ninjara could vanish briefly while executing a dash maneuver mid-air. These characters can also build up a special meter during the fight that would allow them to perform some deadly attacks.

Fights usually consist of best of three rounds. However, between each round it is possible to equip each fist with one of three different weapons that caused punches to function differently from the chosen hand.

I'll admit that the controls in ARMS took some getting used to. However, once I started to grasp them I was instantly hooked on the game. Arms reminds me of a mix between Wii Sports Boxing, Custom Robo, and Super Smash Bros.

At its core, ARMS is a very addictive arcade like experience. I'm hoping there are some cool modes added to the title because I was only able to experience the multiplayer but I know that might not be enough for everyone. Regardless, ARMS has easily shot up to one of my most wanted Switch titles, so please keep an eye on it.


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