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26
TalkBack / Monster Hunter Stories (3DS) Hands-on Preview
« on: October 27, 2016, 08:00:01 PM »

We take a deep look into the combat system in Capcom’s latest Monster Hunter title.

http://www.nintendoworldreport.com/hands-on-preview/43599/monster-hunter-stories-3ds-hands-on-preview

It’s important to note that when coming in to Monster Hunter Stories, you should not take the in-game systems lightly. Despite being a game aimed toward a younger and less hardcore audience, Capcom’s latest foray into this transmedia property offers a more complex experience than would be expected. After spending around ten hours with the final retail build of the game, I can honestly say that this unique take on the world of Monster Hunter is not only fun and interesting, but also intricate in more ways than I thought possible.

First and foremost, you are able to have up to five monsters, or monsties (Otomon in Japanese), in your party at a time and are able to swap them in combat. You are also able to use special abilities of the monsties throughout the overworld. With that said, having a balanced team of monsties with different abilities can be extremely helpful when exploring. For example, having a monster with jump will give you the ability to jump from specific “jump points” throughout the world that can either get you to areas that progress the story or get you to some rare items. Swimming works the same way - as long as there is a sloped access point to water, you are able to swim and locate things. There was even a monster that sent out what amounts to a radar-like signal that reveals all of the items nearby on the touch screen map. It’s really cool and makes you want to have a good variety of monsters on your team at all times. There are a total of 109 different monsties to find, and you have room for 200 of them in your monster stable.

In case you missed my impressions from the past two Tokyo Game Shows (TGS 2015, TGS 2016), combat is intricate and yet easy enough to grasp. Rather than the active gameplay the Monster Hunter games are known for, Stories is a turn based RPG that has players going through menus laid out nicely on the touch screen. Your team consists of the player character and one monstie at a time as you face off against up to three other enemy monsters. Typical RPG-like actions are selectable on the touch screen such as standard attacks, items, skills, monstie swapping, running away, or monstie skills. Monstie attacks and skills are automatically chosen if you don’t do it yourself. Again, with Stories being turn based, you are free to go as slowly or quickly as you like.

As for standard attacks, Stories uses a rock-paper-scissors mechanic. After choosing the standard attack, you are given the choice to either use a speed, power, or technique based attack. If you win the engagement, you will take minimal damage and deal out more to your opponent and vice versa. It should be noted that while ever present, this element of combat only comes into play as long as the monster you are facing and your character or monstie are focused on each other. Basically, if the monster I’m fighting is focusing on my monstie and my in game avatar attacks it, the enemy will take damage but my avatar will be fine. If both you and your monstie choose the same kind of attack and win against an opposing monster, you’ll do a special combination attack that deals out a significant amount of damage.

While the rock-paper-scissors element of combat plays a large role, there are times when you can use attacks or moves that don’t use power, speed or technique. This is mainly when using items or status effect skills. At the same time, attack based skills will have one of the attack types attached to them. Depending on your choice, you can take minimal damage from a pretty fierce attack or find yourself knocking on deaths door rather quickly. Speaking of death, Stories is pretty generous in that department. Players start out with three “Life Points” indicated by three hearts on the bottom of the upper screen. Any time that either your character or monstie loses all of their HP, you lose a life point. If you lose all three of them, you’ll exit the battle and be placed on the map a short distance from where you were. I’ve come close to losing all three life points in my time with that game but have never gotten completely wiped out.

Although players are able to ride their monsties freely in the overworld, the ability to ride your monstie in battle is based entirely on a gauge in the center of the touch screen called the “Kinship Gauge.” Filling up the gauge is a matter of working together with your monstie during the battle. For example, healing it or doing the combination attacks mentioned above will fill up the gauge. Once full, players can press the Y button to mount their monstie. From there, continuing to successfully pull off a power, speed or technique attack increases the kinship level on the gauge. The higher the kinship level (I believe it goes to level three or four), the more damage can be dealt with a special attack. Of course, as with the standard attacks, this has a high level of risk and reward. While you may get the chance to have a super powerful attack to pounce on the enemy, there is also the chance that the monster can knock you off of your mount, completely nullifying your chance of doing the special attack. This kind of decision making isn't something that comes into play while fighting lower level monsters, but rather boss monsters or more powerful on field foes.

It’s fairly obvious that the combat here in Monster Hunter Stories is quite different from anything you’ve experienced in other mainline Monster Hunter games. At the same time, the level of complexity that is found in the mainline series still carries over into this new take on the world. It’s very fresh, and while complicated, not overly difficult to get the hang of after spending even just a little bit of time with it.


27
TalkBack / Re: Nintendo Announces Switch Presentation On January 12
« on: October 27, 2016, 04:49:46 AM »
Baring some kind of family emergency, I'm totally going to be at the public event to get some hands-on impressions for Switch! Hopefully they'll have events close to you guys as well!


For the hands on stuff, this is just cool. For the Wii U here in Japan, aside from a few demos of some pretty undesirable games at TGS back in 2012, there was absolutely NO venue that allowed gamers to try out the system. The 3DS on the other hand had a special event that was open to the public about a month before it came out.

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TalkBack / Monster Hunter Direct Hitting Japan this Week
« on: October 24, 2016, 05:37:13 AM »

A major announcement is incoming from Capcom regarding one of their most lucrative series on Nintendo platforms.

http://www.nintendoworldreport.com/news/43575/monster-hunter-direct-hitting-japan-this-week

A Monster Hunter Direct is scheduled to hit Japan Thursday, October 27 at 8 p.m. (JST, 7 a.m. ET). While no specifics were given on what will actually be unveiled, the event will not feature any titles for mobile platforms or the Nintendo Switch. It is very possible that whatever they're showing off will be coming to 3DS and is indeed the new Monster Hunter title that Capcom hinted at in mid September.

Per usual, the event will be streamed on YouTube and NicoNico. You can get access to the streams from the NCL page for the event.


29

Coming to a (Japanese) 3DS near you very soon.

http://www.nintendoworldreport.com/news/43538/monster-hunter-stories-zelda-collaboration-content-dated-for-japan

The Monster Hunter Stories Zelda collaboration content is set to hit 7-Elevens across Japan starting October 14. The first batch of content that gamers can get are the Hero/Master Sword and shield, a Link outfit for either male or female characters, and a Zelda themed rider card that can be used in the game. Fans will have until November 13 to download the items. The second batch of content is scheduled from December 16 to January 15 and include a playable Epona Otomon/Monstie, a Skullkid Mask for Nabiru as well as special themed stamps.

To download the special content, 3DS owners will have to take their system along with their copies of Monster Hunter Stories and an installed SD card to a 7-Eleven and access a “Seven Spot." From the main menu of the game, go to “Content.” From there, tap the “Download” button to select the content that you want to download. Currently, there are numerous free bits of content including sub-quests and items.

Monster Hunter Stories released in Japan on the 3DS on October 8. There is currently no word if or when the game will see a release in English. In the meantime, be sure to check out our coverage of the game in written form and on the latest episode of The Famicast.


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TalkBack / Drancia Saga (3DS) Review
« on: October 10, 2016, 01:33:50 AM »

Not all mobile ports are made the same.

http://www.nintendoworldreport.com/review/43530/drancia-saga-3ds-review

Developer Urara Works is no stranger when it comes to bite sized gaming. The company has been making all sorts of mobile games on the iOS and Android platforms for the past seven years. Drancia Saga for the Nintendo 3DS is a port of of the iOS version of Drancia which was originally released on iPhone and iPad back in late 2014. Even before it was released on mobile, the game had its humble beginnings as a web-based game (then known as Drancia Survival) via the original developer Skipmore. Now, years after the original release, it is still totally worth checking this game out on a dedicated gaming platform.

For those that don’t know, Drancia Saga is an action RPG with an 8-bit style taking place on a fixed screen. Your character (of which there are many) is constantly moving to the left or right and has the ability to jump and attack oncoming enemies. Controls are simple. Pressing left or right on the D-pad or Circle Pad changes the direction of the character while A performs a jump. Attacks are even easier as you just simply run into enemies to defeat them and pressing the B button releases a magic attack that can take out multiple enemies at a time. It’s super easy to get used to and the controls are pretty tight. Initially, I found myself wanting to have direct control over the movement of the character, however, the game is definitely more challenging and fun with the constant movement.  

Despite everything taking place on a fixed in-game screen (on the 3DS top screen), enemies are constantly pouring into the stages. While enemies vary in looks depending on the theme of the level, there are still around half a dozen types - slow moving ground based types, slow moving flying types, projectile shooting types, faster ground based and faster flying types. Occasionally the stages themselves have hazards that also come into the field of play. For example, on a stage themed around lava, there are volcanoes that shoot molten rocks into the filed of play. This creates impassable spots in the level where heat rises from the affected area that players can’t jump over and deal significant damage if carelessly ran into. After each of the eight stages, players have to defeat bosses which vary in difficulty but are all about pattern recognition. The constant influx of enemies and stage hazards requires players to manage how and when they defeat enemies.

Every time you defeat an enemy, they litter the surrounding area with coins. A chain meter keeps track of all this and gives you more gold with every defeated enemy. The treasure gives health bonuses, while the coins also give you points which are converted into diamonds that can be used to level up your characters during your play-through. Each character can reach a maximum level of 17 with the ability to upgrade things like health, attack power, speed, magic and even ability to regain health. All of the upgrades are handled on the touch screen while pausing the action on the top screen. The whole system isn’t super complex, but chaining through 50 monsters without getting hit and seeing gold and treasure littered all over the stage is rewarding!

In terms of visuals and audio, Drancia Saga is clearly a love letter to 8-bit gaming. The characters and enemies used throughout the game are all in a simple, NES/Famicom 2D sprite style and the music harkens back to the kinds of tunes you would find from the era. The sharp colorful visuals look great but unfortunately, stereoscopic 3D is not supported here.

Most of Drancia Saga is completely charming and fun, however, the biggest pitfall is that the game is just over way too soon. As mentioned above, there are eight stages to go through as well as a final boss fight and a few cut scenes, but you can get through everything in an hour or less. The game does encourage players to try to get through the initial eight stages without  dying (which can be pretty tricky depending on which character you use), however, without giving any spoilers, the payoff is a bit underwhelming. The thing to keep players coming back is the ability to play through the game with additional unlockable characters. The unlockables are mostly enemy characters that are found in the main game, and like the playable characters from the outset, each have different statistics as well as pros and cons to using them. There’s a lot of potential to sink a lot of time into this game, but it all depends on how many times players will want to see more of the same over and over again.

Drancia Saga on 3DS is a competent port of a mobile game that is both charming and challenging. The visuals and sound are fantastic, the controls are great and it is extremely easy to pick up and play in short bursts. Despite all of this, mileage will vary depending on what you’re looking for in an action RPG as things are over a bit faster than they should be.


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TalkBack / TGS 2016: Azure Striker Gunvolt 2 (3DS) Hands-on Preview
« on: September 18, 2016, 01:17:00 AM »

Can Inti Creates make lightning strike twice?

http://www.nintendoworldreport.com/hands-on-preview/43458/tgs-2016-azure-striker-gunvolt-2-3ds-hands-on-preview

If you're a fan of The Famicast, the name Sairus Delaney is nothing new to you guys. For those that haven't heard of him, well, he's a member of The Famicast podcast, hailing from Ireland and currently living in Japan. For this special hands-on preview, Sairus, who accompanied me on the TGS show floor, prepared some super in depth impressions for Azure Striker Gunvolt 2. Everything written below is directly from him. Enjoy! - Danny

The original Azure Striker Gunvolt remains one of the standout titles in the 3DS eShop library, and there’s been quite a buzz about the sequel’s imminent release outside of Japan. Interestingly, last year I stumbled across Inti Creates’ small booth in the Indie Developers section of TGS where they were showing off the original Gunvolt to the masses. This year they’ve been given an upgrade as I found them with their own, albeit small booth on the main TGS show floor demoing the sequel.

The booth itself was nothing spectacular and obviously nothing on the level of the main triple A publishers. A handful of 3DS stations hooked up to large display monitors were bracketed by a few Gunvolt posters. A desk offered free fliers and document files featuring the main characters. The booth didn’t seem to be getting much traffic and one of the operators seemed very happy to see me walk in, and even happier to hear I’d played the original at length.

For those that haven’t played the original, it’s very reminiscent of Inti Creates’ older Megaman Zero titles. Mostly standard platforming is augmented with a wealth of ability customization and the usual “beat a stage, fight a boss, get a weapon” system of most Mega Man titles. Gunvolt’s main unique flair is that his standard pistol is near useless by itself. Instead you need to tag enemies with pistol shots, then use the R trigger to unleash devastating lightning blasts on them.

The sequel retains this basic game play for Gunvolt himself, but adds one major twist: you can now play as Copen, one of Gunvolt’s many rivals from the original. His game play is utterly different from the title character and a very welcome addition to the sequel.

Immediately upon starting the demo I was given a choice between characters. Already being familiar with Gunvolt I picked Copen, but still expected him mostly to play the same as his counterpart. On paper they actually sound sort of similar. Copen still uses a tag and lock on system like Gunvolt, but his main gimmick is a jet pack. To tag enemies you need to press the L button to rocket dash into them. You’ll tag and bounce off of them and then you can mash Y to fire missiles. You can tag multiple enemies at the same time to quickly fill the screen with missiles.

This all seemed pretty standard fare until the booth operator told me to try dashing while holding up or down. This is where everything changes. Holding a direction will fire Copen off at a 45 degree angle up or down. He’ll keep going until you release the button, run out of fuel, tag an enemy or hit a wall. Hitting a wall, ceiling or floor will cause you to ricochet off it at a right angle. If you’ve ever played any of the Rocket Knight series you’ll know how this works.

In Gunvolt 2, it’s nothing short of magical. If you go in a straight line with the rocket pack you eventually run out of fuel and stop moving, but every time you hit a wall it resets one section of your fuel gauge. The game is crafted so there are walls, ceilings and corners everywhere, so you’re zipping around like a maniac constantly. At any time you can release the boost to hover in place, allowing you to reorient for another jump. Destroying enemies both boosts your score and gives you extra fuel. With carefully aimed rocket jumps you’ll be careening off walls and enemies, taking breathers just long enough to pause and change direction. If you do happen to run out of fuel it’ll slowly charge back by itself, or you can tap Down twice to get it back quickly while Copen stands defenselessly in place. In the demo I played, Copen had three bars on his fuel gauge with each one being a rocket dash in one direction, which gave me a massive amount of movement options. Copen also has access to several other attack options, namely a secondary attack on R which set off a large explosion over a tagged enemy and a super attack that wipes the entire screen on X.

Having so many controls to keep track of was my one complaint with what I played, and has echoes of a problem I had with the original game. The game is extremely fast if you’re trying for a good score and simply put, there are a lot of controls in play at all times. I found myself hitting the wrong buttons more frequently than I’d like, either dropping my momentum or using special attacks when I was trying to save them. This is a problem that will no doubt disappear with longer play and muscle memory, but as I mentioned, this same point of complex controls was a definite issue I had with the original Gunvolt, particularly on the teeny classic 3DS I own.

However, despite those complaints, I had an absolute blast with the short demo I played of Gunvolt 2. Originally I had been planning on skipping the sequel as my interest in the original petered out by the time I reached the end, but the rocketeering was a fantastic breath of fresh air, and has me excited for the international September 29 release!


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TalkBack / TGS 2016: One Piece: Daikaizoku Coliseum (3DS) Hands-on Preview
« on: September 17, 2016, 08:49:00 PM »

Luffy and the gang are back on the 3DS with another 2D fighter.

http://www.nintendoworldreport.com/hands-on-preview/43456/tgs-2016-one-piece-daikaizoku-coliseum-3ds-hands-on-preview

One Piece has seen quite a few releases on Nintendo 3DS over the years. Genres ranging from action, RPGs to fighters have given One Piece fans (in Japan) their fill of the series with four games since Nintendo’s handheld launched back in 2011. Now, the fifth title, One Piece: Daikaizoku Coliseum, the latest 2D fighter from Bandai Namco developed by Arc System Works (Guilty Gear, BlazBlue), is less than a week away from launching. Lucky for us, the latest from Bandai Namco was at the Tokyo Game Show and I got to play it for a short period of time.

The demo for Daikaizoku Coliseum starts players off at the character select screen where they can choose three playable characters from a modest roster. Two characters will act as your main fighters while the last one is a support character. For whatever reason, in the mode I was playing, I just simply had three playable characters to use for battle. I should note, I’m not super familiar with the series, but I do know the likes of Luffy, Chopper, Nami and Brook. For my battle, I went with Luffy, Gild Tezoro (from the recently released One Piece Film: Gold) and Sanji.

The controls are pretty straight forward. Each character has a light attack, heavy attack and a dodge. Blocking is handled by holding back on the d-pad or circle pad. You’re also able to change your characters by a simple touch on their icon on the bottom screen. I’m definitely no fighting game expert, but it was relatively simple to pull off combos. Mashing a light attack (the Y button) four times, followed by a strong attack (X) unleashed some pretty cool looking attacks. All pretty basic stuff here but there are definitely more complicated combos and moves to pull off.

The visuals for Daikaizoku are very well done and capture the essence of the anime perfectly. The game also supports stereoscopic 3D which gives a nice since of depth. Unfortunately when it comes to sound, it was difficult to hear things clearly due to the lively nature of the Tokyo Game Show.

One Piece: Daikaizoku Coliseum is a competent fighter on a system where games in the genre are few and far between. The final version of the game features 23 playable characters, over 80 assist characters and even online play. Obviously the 3DS isn’t the ideal system to play a fighter (and for the demo, Bandai Namco was using a first generation 3DS), but gamers are still getting something that is worth checking out. Chances are pretty slim that it will leave Japan, but if you have a Japanese 3DS, you can look forward to the final retail version on September 21.


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TalkBack / Re: TGS 2016: Monster Hunter Stories (3DS) Hands-on Preview
« on: September 16, 2016, 08:32:03 PM »
Yo, ejamer!


So for combat, all of the moves and such are located on the bottom screen and have nice big buttons (more on that in a bit). It's turn based combat - that's how the rock paper scissors element is implemented. For getting into the actual battles, there are monster wandering around the maps. All you have to do is run into them, and then you go to the turn based battle sequence. Of course, they can notice you and initiate the battle, you can catch them unaware and be fighting them with their backs turned to you and stuff like that. The enemies themselves vary in size, but the ones I've encountered in the past few demos have been a little bit bigger than the main character - there weren't any that were towering over me or anything like that, but I THINK there are larger ones in the main game. Not 100% sure though. Also, when the mama monster busted me during the demo as I was taking its egg, it was just a normal sized monster.


This is mainly aimed at children, but to me kind of has that Nintendo vibe where it should be easy and enjoyable for anybody to pick up and play and enjoy. Like you mentioned, the visuals have a lot to do with that, however the combat is pretty user friendly and easy to grasp. These are menu based selections, but they are laid out nicely on the touch screen. There's a button for regular attacks (where you choose power, speed or technique attacks, the rock/paper/scissors element), Monstie skill attacks, player skill attacks, items, swapping monsties and running away. There's also a "Kinship Gauge" in the middle of everything that over time builds up over time. When you start battles, you and your monstie are both on foot. If this fills up all the way, you mount it in battle and can unleash a pretty powerful attack.


I just uploaded some pics of the controls that were provided by Capcom. You can check those out on the TGS event page. (Apologies about the orientation. I'm going to have to fix that.)

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TalkBack / TGS 2016: Monster Hunter Stories (3DS) Hands-on Preview
« on: September 16, 2016, 04:56:00 AM »

Capcom’s going big on the next entry in the Monster Hunter universe.

http://www.nintendoworldreport.com/hands-on-preview/43451/tgs-2016-monster-hunter-stories-3ds-hands-on-preview

Another year of the Tokyo Game Show always gives gamers a look at an upcoming Monster Hunter game. While in most years mainline games are the focus, this year Monster Hunter Stories is taking center stage in a big way. When Stories debuted in playable form at last year’s show, it was still pretty early on in development and was placed in an out of the way area of Capcom’s massive floor space. This year Stories is getting treatment akin to what we usually see for the mainline games. A big booth in a premium location, exclusive Monster Hunter Stories booth babes, life sized statues of monsters/main character and even somebody in a big Felyne costume walking around. This game is something that should be on your radar!

The whole Monster Hunter Stories TGS experience this year starts out by having players sit down in a small room in the booth to watch several informative videos about the game. Astute gamers already know, but as a reminder while Stories takes place in the Monster Hunter universe, it focuses on a group called riders instead of the hunters. These riders form special bonds with their monsters, or monsties, so they can fight alongside and of course, ride them. This really brings more life to the world of Monster Hunter, showing that not everyone is out to just destroy all of the monsters populating the land.

After going through the 15-minute video presentation, we were finally able to go out to the demo area to try out the game. This year’s demo puts players in the middle of a snowy mountain and tasks them with hunting for monster eggs with their lizard-like monstie and Felyne partner in crime, Nabiru. Exploration is pretty simple. You are able to mount your monstie and interact with items scattered throughout the area. Once you find a monster nest, you have to enter it and grab the monster eggs. Then you'll need to try to escape without mom finding out what you are doing. The controls are smooth and fairly straightforward. You’re even able to adjust the camera with the C-stick, D-pad and L and R buttons.

The combat uses a rock/paper/scissors element that can dole out extra damage on attacks. For example, if you think an enemy is going to use a speed based attack, unleash a technique attack to counter it. To counter a technique based attack, power attacks will work out for you and so on. This interesting addition to the gameplay helps keep things fresh and keeps players thinking about how they should battle for optimal damage. Monstie skill attacks are also thrown in to keep things engaging during battles.

The visuals in Stories are fantastic. The colors, especially when contrasted to the white snowy area, really pop and the cel-shaded visuals are a perfect fit for this type of Monster Hunter game. It also runs super smoothly, even with the 3D effect turned on. I only ran into a few issues with the game engine sputtering when I was spinning around the camera with a lot of monsters running around, however it wasn’t a detriment to the experience in the slightest.

Monster Hunter Stories is shaping up really well. It’s an interesting take on the Monster Hunter world to show that there is more to it than just getting a higher hunter rank. Stories focus on the relationship between the player and their monstie is charming and could pave the way for a whole new crowd of fans that were intimidated by the series before. It’s also one of the best looking games on the system and controls like a dream. The game is set to release on October 8 here in Japan and unfortunately hasn’t been given the green light for a release in the west. Keep your fingers crossed!


35
TalkBack / TGS 2016: Megami Meguri (3DS) Hands-on Preview
« on: September 16, 2016, 02:42:00 AM »

We get the scoop on the latest oddball communication game from Capcom.

http://www.nintendoworldreport.com/hands-on-preview/43450/tgs-2016-megami-meguri-3ds-hands-on-preview

Megami Meguri kind of came out of nowhere on the last Nintendo Direct in Japan. Who would have thought that a mash up between Capcom and Toshiba would produce…well, this?! Ever since being announced, people all around the globe have been wondering what in the world Megami Meguri is all about. Thankfully, Capcom unveiled a lot of different things about the game on top of having it playable at TGS this year. Wait times were long, but fear not! I went ahead and braved the scary line to let you all know about what you can expect from Capcom’s communication game.

The demo starts out with an explanation of what this whole game really boils down to. The short version of this is that basically players are tasked with teaching Tsukumo, a goddess in training that lives inside of their IC cards, how to talk and have conversations. To play along with the IC card theme, the entire layout of the booth was more or less a recreation of the inside of a Japanese train car. It was a nice touch and added to the overall charm of the experience.

After going through quite a bit of dialog setting the situation up, you can teach Tsukumo your name, which she will say out loud in Japanese thanks to the artificial voice synthesis engine created by Capcom and Toshiba called the Megami Speak Engine. In the demo, you teach her a few other things such as your favorite food and how to say “thank you” and “good morning.” After doing this, Tsukumo vocalizes what you taught her and retains the information for later use. For most of these instances, I put in what was suggested in Japanese, however, for the “thank you,” I went ahead and put “thanks” in English. Tsukumo still pulled through offering a katakana-sounding version which came out as “sankyou.”

The Megami Speak Engine makes for some pretty natural sounding dialog from Tsukumo. It’s actually pretty impressive. Hearing my name spoken by the character and even its attempts to say what I wrote down in English was endearing. It’s definitely not perfect, but it’s a step up from what you’ve heard in things like Miitomo. Megami Meguri features voice acting for other characters throughout the game as well as light piano and acoustic guitar pieces that all fit quite well with the overall aesthetic of the game. All of this together just adds to the charm.

In the final version of the game, IC cards will be fully supported as will a virtual map of over 9,000 real world train stops found throughout Japan. For the demo, there was no support for the cards and instead of a huge map, there were just a few “stations” spread around on the bottom screen. For players to move along the tracks, a virtual die is rolled that determines how far down the line you will go. On certain spaces along the track, the demo allowed you to have more conversations about the things mentioned above—what food I like, how to say good morning, etc. When finally coming to the final “station” on the board, I had to go through some very simple word puzzles finding words like “IC Card” written amongst other Japanese words and characters. It wasn’t super engaging, but finding the words quickly netted Tsukumo more attribute points.

Visually, there isn’t really much to Megami Meguri. The character models look quite nice placed against some pretty ho-hum backgrounds. The main environment used throughout the demo was inside of a train compartment, which is totally fine, but not going to blow you away.

After playing through the 20-minute demo on the show floor, I was left impressed with what I had seen. The voice synth tech works pretty well, the music and overall theme of teaching this goddess to speak was unique and charming. The fact that this game is going to be available as a free download on the 3DS eShop here in Japan (with options to pay real world money for in game items), it could be worth checking out the final build when it’s released on December 8. For more on Megami Meguri and other games from Tokyo Game Show, be sure to check out the next episode of The Famicast!


36
Podcast Discussion / Re: Episode 87 - A REAL PEACH
« on: September 13, 2016, 08:37:58 AM »
I think that Stories has the potential to be pretty popular with younger gamers here. Being a teacher, I've talked with plenty of young kids that are interested in and play mainline Monster Hunter games, but they're nowhere near as crazy about it as older kids/adults. This could be the perfect bridge. It's got the name and from what I played last year, the gameplay was pretty fun, too.


I don't think that it'll sell gangbusters like the mainline games or even get the kind of treatment that the main games get at TGS. Last year's booth area for Stories was pretty damn small. I'm guess it'll be bigger, but not the full fledged kind of space that we're used to seeing.

37
TalkBack / Tokyo Game Show 2016 - Software for Nintendo Platforms
« on: September 11, 2016, 04:27:21 AM »

All of those Japanese companies that you love (?) are bringing a thing or two to the show this year. Even Konami!

http://www.nintendoworldreport.com/feature/43411/tokyo-game-show-2016-software-for-nintendo-platforms

Here we are again. Another Tokyo Game Show! This year actually marks the 20th anniversary of the show! Woo! Unfortunately for Nintendo fans, as per usual, and maybe worse than most recent years, there’s really not a whole lot of Nintendo love at the show. Heck, there are only six playable titles for Nintendo platforms that are going to be playable on the show floor! No matter! NWR Team Japan is going to be at the show in full force to bring you hands-on impressions of the latest and greatest from Japan!

Even with the paltry number of titles at the show, a few of the games are going to be shown off for the first time ever in playable form. Perhaps most notably, Megami Meguri, the oddball game from Capcom that has players using their to try to teach new words to a goddess living in their IC cards (plastic cards that can be used as train passes, for buying items at convenience stores, etc). It’s almost too strange to be true, but we’re going to check it out nonetheless! We might even be able to trick James Charlton into playing it, too!

Although there isn’t a mainline Monster Hunter title that is going to appear at the show this year, Capcom is still going to have the series at TGS with Monster Hunter Stories. I got to check out the game last year and really enjoyed my time with the demo (you can read my hands-on impressions here). So much so, that I’m actually planning on picking up the game when it comes out in Japan on October 8. In the meantime, though, I’ll definitely be checking out whatever Capcom has to offer at this year’s show for Stories!

Yeah. Yeah. Sure, sure. You’ve probably heard the recent rumors going around that Nintendo is going to be unveiling NX at TGS. Considering that Nintendo NEVER attends the show and they’re not scheduled to be there (officially at any rate), chances are slim to none. Of course, if they do something crazy like that, we’ll be there to cover it! If not, below is a complete list of all of the software for Nintendo platforms that will be appearing at the show. Be sure to check out our TGS coverage in written form and to check out the next live Famicast which will be airing on YouTube shortly after the show!

Capcom

  • Monster Hunter Stories - (3DS) - Demo, stage event, live broadcast
  • Megami Meguri (3DS) - Demo, stage event live broadcast

Konami

  • Jikkyō Powerful Pro Yakyū Heroes (3DS) - Video footage
  • Yu-gi-oh Duel Monsters Saikyo no Battle (3DS) - Demo

Bandai Namco

  • One Piece Daikaizoku Coliseum (3DS) - Demo, video footage

Sega

  • Puzo Puyo Chronicle (3DS) - Demo, video footage, stage event
  • Sonic Toon: Fire & Ice (Sonic Boom: Fire & Ice, 3DS) - Demo, video footage, stage event
  • Sega 3D Fukkoku-ban Archives 3: Final Stage (3DS) - Video footage, stage event
  • LEGO Star Wars: The Force Unleashed (Wii U, 3DS) - Demo, video footage, stage event

Square Enix

  • Dragon Quest X (Wii, Wii U, 3DS) - Stage event
  • Dragon Quest Monsters Joker 3 (3DS) - Stage event

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Nintendo and Capcom are teaming up for additional costumes, weapons and more in the upcoming 3DS RPG.

http://www.nintendoworldreport.com/news/43342/nintendo-collaboration-with-capcom-brings-zelda-outfits-and-more-to-monster-hunter-stories

Content based on The Legend of Zelda will be making its way to way to the upcoming RPG from Capcom, Monster Hunter Stories. Details currently remain sparse, but the main character can be shown wearing Link’s outfit, wielding the Master Sword and riding Epona. The Felyne companion is also seen wearing Majora’s Mask. Capcom will fill in gamers about the content at some point in the near future. You can check out the video footage in the embedded video below starting around the 18:52 mark.

Monster Hunter Stories is set to release in Japan on October 8. There is currently no release date for western markets.


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TalkBack / Re: Miitopia Announced for 3DS
« on: September 01, 2016, 11:24:34 AM »
Perhaps an expansion of what we saw in the StreetPass Plaza?

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TalkBack / 2DS Gets Stand-Alone Release in Japan
« on: September 01, 2016, 04:19:37 AM »

The 3DS family of systems expands in Japan (this time without Pokémon).

http://www.nintendoworldreport.com/news/43341/2ds-gets-stand-alone-release-in-japan

The Nintendo 2DS is getting a stand-alone release in Japan retailing for 9,800 yen( plus tax) on September 15. The system will be released in five colors - Blue, Red, Black, Pink and Lavender.

This isn’t the first time the 2DS has been released in Japan. Earlier this year, the 2DS came out with special bundles including the Virtual Console versions of the Game Boy Pokémon games. You can see the Japanese trailer for the system below.


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TalkBack / Miitopia Announced for 3DS
« on: September 01, 2016, 03:55:00 AM »

NCL snuck in a surprise at the end of the latest Japanese Nintendo Direct.

http://www.nintendoworldreport.com/news/43335/miitopia-announced-for-3ds

Miitopia, an upcoming Nintendo 3DS title, was announced during the latest Nintendo Direct in Japan and is slated to come out at some point in 2016. Details were non existent during the Direct, as presenter Morimoto-san told fans to wait for a healthy does of information sometime in the near future. Miitopia did not appear on Nintendo Directs outside of Japan.

If you want to check out what was shown in video form, check the Japanese Nintendo Direct below around the 41:18 mark.


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The Wii digital software library continues to grow in Japan.

http://www.nintendoworldreport.com/news/43058/more-digital-wii-titles-coming-to-wii-u-in-japan-30-percent-off-for-my-nintendo-members

Ten more Wii titles are coming to the Wii U eShop over a five week period starting on July 27 in Japan. For My Nintendo account holders, Nintendo is offering 30 percent off of these games through coupons they will be sending out to email addresses associated with accounts. These coupons will start arriving closer to the release of the games. Members can take advantage of the discount for two weeks following the release of each title. With the discount, users will be paying 1,890 yen, 810 yen off of the standard price of 2,700 yen, for each game. The full list of titles and release dates are below. Currently, this is limited to Japan.

Week One - from July 27

Xenoblade Chronicles

Rhythm Heaven Fever

Week Two - from August 3

Super Paper Mario

Project Zero 2: Wii Edition

Week Three - from August 9

Kirby's Epic Yarn

New Super Mario Bros. Wii

Week Four - from August 17

Mario Strikers Charged

Mario Super Sluggers

Week Five - from August 24

Wario Land: Shake It!

Mario Sports Mix


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TalkBack / Re: Nintendo Releasing Classic NES This November
« on: July 14, 2016, 09:09:07 PM »
Welp. It's after 10. Nothing yet, but sometimes they don't update their "latest news" until the afternoon. If we don't hear about it today, we probably won't for a few months, or ever. NCL does like to do their own thing.

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TalkBack / Re: Nintendo Releasing Classic NES This November
« on: July 14, 2016, 08:13:31 PM »
I'm keeping my eyes peeled for any information about a Japanese Famicom version being released here. Right now, it's only 9 am. At the earliest, NCL has new information out for the day starting at 10 am.


Regardless of this thing coming to Japan or not, this is really cool! I'm gonna work out a way to get one. About no internet connectivity - with this product I don't think it really matters. It seems like the purpose of this thing is to be simple and to tap into nostalgia. It's vintage-sploitation at its finest! If Nintedno wants to give us more games, I'm sure they'll throw another system like this together and sell it. They gotta do something with all of those refurbished Wiis and unsold Wii Minis! :-p

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TalkBack / 3DS eShop 5th Year Anniversary Sale Coming to Japan
« on: June 01, 2016, 02:52:01 AM »

Tons of titles going on sale to celebrate the creation of Nintendo's digital store.

http://www.nintendoworldreport.com/news/42774/3ds-eshop-5th-year-anniversary-sale-coming-to-japan

Celebrating the fifth year of the launch of the Nintendo 3DS eShop, Nintendo is having a sale on 100 select titles between June 7 (10 a.m.) to June 13 (11:59 p.m.) in Japan. Titles include full retail, downloadable and Virtual Console games with discounts up to 50 percent off. Additionally, users who have Nintendo Accounts can get 10 percent off on top of the previous discount. Titles highlighted were Super Smash Bros. for Nintendo 3DS, Fire Emblem Fates, Mario Kart 7, Animal Crossing: Happy Home Designer, Rhythm Heaven: The Best +, Dragon Quest VIII, Box Boy, Super Mario Land 2. Many other first and third party titles are also part of the upcoming sale.

Currently, this sale is known to be limited to Japan.


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I think I'm the only one on the show now who really enjoys them. Occasionally at least. Saris was into Bravely Default, though...


...At any rate, the visuals for this game are cool and I just like the idea of something being set in the Monster Hunter world that isn't standard Monster Hunter.

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Podcast Discussion / Re: Episode 80 - SUPER NIKU BOYS
« on: May 29, 2016, 12:02:51 AM »
I think it's safe to say yes. Oh. And, "old!"

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I know I'm super excited about this game! Not sure if I really care about the amiibo either way, but I'll probably be getting this day one. I enjoyed what I got to play last year at TGS.

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TalkBack / Next 3DS SNES Virtual Console Games Detailed for Japan
« on: May 09, 2016, 02:55:47 AM »

NCL gives us a look at the 3DS SNES lineup for May/June and also shows off some cool new prepaid cards (Japan only).

http://www.nintendoworldreport.com/news/42662/next-3ds-snes-virtual-console-games-detailed-for-japan

Nintendo released five more Super Famicom Virtual Console titles today, May 9, in Japan on the Nintendo (New) 3DS eShop. The games include Super Mario Kart, Donkey Kong Country 3: Dixie Kong’s Double Trouble, Mega Man X, Mega Man 7 and Contra III: The Alien Wars. The lineup for June was also announced with Kirby’s Dream Course, Fire Emblem: Monshō no Nazo, The Legend of the Mystical Ninja and Super Street Fighter II heading to Nintendo's handheld.

Additionally, special Super Famicom themed Nintendo prepaid cards are available starting today with two versions of 1,000 yen prepaid cards. One version available only at 7-Elevens across Japan features the classic Super Famicom console artwork. Another set of cards, available at the convenience store Lawson, prominently features Super Famicom carts.


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TalkBack / Re: Amazon Japan Begins Shipping Games Internationally
« on: March 09, 2016, 05:06:27 AM »
Really? I use my US Amazon login on Amazon Japan and have been for years. I haven't really had any problems and I've used both the US and JPN versions for ordering stuff over the years.


Anyway, great news for anyone outside of Japan! Tons of cool stuff! I imagine the age of cheap bio sensors for the N64 are going away. :-(

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