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Messages - riskman64

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51
TalkBack / World Conqueror X (Switch) Review
« on: March 15, 2018, 05:20:23 PM »

War. What is it good for? Absolutely a handheld turn-based strategy game.

http://www.nintendoworldreport.com/review/46722/world-conqueror-x-switch-review

World Conqueror X packs a lot of punch in what might seem a small package. It is the first game in the World Conqueror series to come to consoles, and it fits like a glove on the Switch. Across 40 stand-alone scenarios and two massive and variable conquests, the game provides hours of entertainment and is certain to please fans of board games like Axis and Allies; however, the gameplay is also simple enough for those who prefer Risk. The more subtle intricacies and mechanics of World Conqueror X contribute to a steep learning curve, but the payoff is worth the initial struggle.

Developed by EasyTech and Published by CIRCLE Entertainment, World Conqueror X’s mobile origins show clearly in how fast and easy the game plays. Using the directional and face buttons or the touchscreen to control your units feels natural and effortless. The single-player gameplay revolves around moving infantry, tanks, artillery, and other units around a hexagonal map in order to capture and defend cities and destroy enemy forces. For a few scenarios, you need to protect specific areas for a set number of turns, but very often your goal on each map is the same: clear a path to the enemy’s capital and secure it.

Scenario Mode offers 40 maps in total: 11 each for the Axis and the Allies in Europe, and then another 9 for each side in the Pacific. All 22 Europe maps must be completed before the Pacific maps become available, and for good reason. The Pacific scenarios are much more difficult, and you receive a lot less help from your computer-controlled partners. All of the scenarios appear to recreate real historical battles such as the North Africa Campaign and the Battle of Dunkirk. War buffs will enjoy the commentary between generals that takes place before and during each scenario.

Each map awards up to three stars based on how many turns it takes for you to complete your objectives, and the more stars you earn, the more money and medals you have to spend. Money can be used to upgrade your troops between scenarios; medals are used to purchase famous historical generals that can be placed on a unit to boost its capabilities. I found that these empowered units were often enough to win each scenario, and units without a general attached served more as cannon fodder. In addition to the money and medals, each successful battle raises your “HQ” level, allowing you access to better unit upgrades and more effective generals.

Conquest Mode is much longer and more in-depth in that you play as one of 26 countries in 1939 or 22 countries in 1943, and the map is the entire world rather than a single country or territory. Whereas Scenario Mode missions take anywhere from 10 to 25 turns, either year in Conquest Mode will last hundreds of turns. There is one save file for 1939 and one for 1943, and then a single save file for all of Scenario Mode. This restricts your ability to try different countries or maps, unfortunately. Additional save slots would have been a welcome inclusion.

It is easy to be put off by the lack of explanation for the game mechanics and player progression. There is no manual, and the tutorial does a poor job of preparing you for the finer points of the game, which are necessary for success. A Help section is available on the main menu screen, but it only offers 14 very specific tips that don’t really help with how to actually play the game. If I can add a more helpful tip to that list: unlock and employ generals as soon as you can.

Once I figured out how to play the game, improve my units, and hire generals, I was able to breeze through most of the maps in Scenario Mode by simply charging forward with reckless abandon. I enjoyed the progression and seeing my army get stronger. I rarely found it difficult to achieve a three-star rating on each map, and this meant I could buy many of the upgrades and generals I wanted. After unlocking the Pacific maps, I had to use much more discretion and strategy to win. This split between the Europe and Pacific scenarios calls to mind the choice between easy mode and hard mode. It would have been nice to see a more gradual ramp up of difficulty instead.

World Conqueror X is a fun and challenging war game that is somewhat marred by a lack of proper tutorials and explanations. Riding out any early frustration will allow you to uncover a worthwhile strategy title that has many hours of content, albeit with not too much variation in gameplay. Turn-based games lend themselves well to Nintendo’s latest console, and World Conqueror X is another excellent example. I’ll say it again: war is absolutely good for Switch.


52
TalkBack / Re: Runbow, Pirate Pop Plus Sprinting To Switch In April
« on: March 14, 2018, 03:20:08 PM »
Runbow is so perfect on the Switch. That's a day-one download for sure.

53
TalkBack / Grid Mania (Switch) Review
« on: March 09, 2018, 03:10:00 AM »

If you don’t believe this game is worth your time, then I’ve got a grid to sell you.

http://www.nintendoworldreport.com/review/46663/grid-mania-switch-review

Grid Mania is a puzzle game with a simple concept. Reminiscent of a Rubik’s Cube, Grid Mania has the player slide colored orbs on a 2D plane so that the orbs line up with matching tiles on 4x4, up to 8x8, grids. The game starts out fairly basic with two red orbs and two blue orbs; these stages will take less than a minute to complete. Eventually, new colors and walls are added to the puzzles to up the ante, with later levels requiring 5-10 minutes to solve. You know what they say about games with small price tags: small value. But that might not be the case here.

The game contains 175 pre-made levels spread out over four modes. In Casual Puzzle, you have no limit on the number of moves or amount of time you take to slide all of the orbs on the grid to their respective colored tiles. The ironically named Quick Challenge restricts the number of moves you can make, but you can still take as long as you like on each level. Grid Madness plays like your typical match-three puzzle game where you connect three or more orbs to change the blank grid tiles to match the color of the orbs you connected. The goal here is to cover the entire blank grid in colored tiles. Chain reaction has you attempt to form a chain of all same-colored orbs on a single colored tile on the grid. For example, you might need to connect four blue orbs with one of them being on top of a blue tile and then doing the same with four red orbs.

Playing the Casual Puzzle mode of Grid Mania reminds me of slide puzzles where you need to arrange numbers in order from 1-15 on a 4x4 grid (like the secret puzzle in Final Fantasy I). I’ve never been great at those, and I often just keep moving pieces around until everything fits. Quick Challenge, on the other hand, was my favorite mode in the game because the limited number of moves forces you to weigh every move. Some of the later Quick Challenge levels were very tricky and took a while to solve. With Grid Madness, there are no time or move limits and orbs repeatedly spawn, which makes this mode the most accessible, and even though at first glance it might appear quite easy, later stages require significant time and planning. Finally, Chain Reaction was my second favorite mode; for some reason, it reminded me of the Rare-developed NES classic (?) Snake Rattle n’ Roll. I felt like this mode offered a little more freedom and flexibility than Casual Puzzle. A cool bonus that adds replay value to the whole package is that every mode except for Casual Puzzle also has a random puzzle generator.

If you are looking to scratch that puzzle itch or want a simple game that plays wonderfully in short bursts, take a look at Grid Mania. Switch is becoming home to games that either are or seem like they would be a great fit on mobile, and this trend is adding depth to the system’s library. Grid Mania doesn’t really do anything new, but it plays well, has some variety to its gameplay, and provides a solid challenge. “Mania” might be a little hyperbolic, so let’s just say the game is “Grid Fun” for the whole family.


54
TalkBack / Wanderjahr (Switch) Review
« on: March 06, 2018, 12:02:22 AM »

To try again or walk away, that is the question.

http://www.nintendoworldreport.com/review/46612/wanderjahr-switch-review

“Wanderjahr” or “wander year” refers to a year of traveling abroad, the type of journey often undertaken by students prior to starting university or college. The game’s subtitle seemingly requires less interpretation: Get gud or Get rekt. With level caps for each world, grinding is largely ineffective in this RPG/strategy hybrid; you either figure out the right approach for each encounter, or you don’t. A game of highs and lows, Wanderjahr welcomes the perfectionist, the strategist, and maybe even the masochist, but few others. Don’t let the cute graphics and characters fool you: this is truly the Dark Souls of… actually, never mind.

Developed by Workyrie Game Studio and initially released on Steam in 2016, Wanderjahr feels like a game developed with a mouse in mind. The game uses a cursor that is controlled with the Switch’s joysticks with the ZR button used for inputs. The L and R buttons allow you to toggle between enemies for your characters to focus their attacks on, which is crucial. There are touchscreen controls as well, and some will find that the optimal way to play the game. I’m more of a traditionalist, and to be honest, I might have driven a finger through the screen had I played with those controls.

As you progress through eight worlds with 7 to 10 stages in each, the core gameplay centers on choosing which of your roster of characters to have on the screen to take on waves of incoming enemies and eventually a boss at the end of each world. You rotate through your party members frequently based on the enemies you are facing and your party’s needs. You bring in a healer when you take damage, a tank when you need a damage sponge, and a thief when the enemy has a special item to steal. All of the job classes are required for you to be successful.  The unique mechanic of Wanderjahr is that you don’t actually control what your characters do; they will attack, heal, and cast spells automatically. You can use healing items and weapons to help your party members live to see another battle, but I found many of these less useful as I progressed through the game, with a few exceptions.It is not difficult to figure out how to play Wanderjahr. For the most part, it plays itself. You can easily exit a stage or replay an earlier one, and you keep your gold and EXP when you die. However, the lurking deep strategy can be equal parts frustrating and rewarding. With enough persistence, you can eventually discover the best way to take down each boss: defeat the lackeys first, send out your tanks before a devastating attack, constantly buff yourself and debuff the enemies, or often all of the above. Unfortunately, you may want to give up based on the inflated enemy health meters and cryptic advice from “C,” the game’s “operator” (read: quest-giver/narrator).

One of the most important pieces of advice I can give for playing this game is to read the digital instruction manual. It provides detailed explanations of gameplay and tactics with visual examples. The manual also delights in taunting the player: “99 percent of testers can’t pass the GATE” (the game’s third boss). Admittedly, it took me a dozen tries to take down this particular foe, and only after watching a few videos of those who had been successful.

Wanderjahr is a fun game to play, for a while. It turns into a real slog when you repeatedly spend minutes doing what should take seconds. Beating up minions and collecting the gold-granting items they drop is enjoyable, but spending five minutes to take down a heavily-armored golem and then fighting two of them at the same time and then fighting the same golem on the next stage—it takes a toll.

Wanderjahr is a hard game to recommend because it is a very specific type of experience. Some battles allow you to put the controller or system down and wait for your characters to dispatch all of their targets. Other situations require focus on minute details and constant swapping of party members. It is fun to unlock all of the party members, but this happens before the end of the third world, and most of the new members belong to job classes you already possess. As you reach each new level cap, your characters can gain new abilities, but these only affect their stats and damage output without changing the gameplay in any interesting way.

A free demo is on the eShop that consists of the first world, including the end boss, and it is worth a look since it gives a very good impression of how the game plays and what it is. With the full game, you get 15+ hours of content for only $9.99, and you can return to completed stages to improve your completion times for crowns and a better star rating, which are tied to in-game achievements. Just don’t expect a ton of variety or hand-holding. Wanderjahr won’t take you a year to beat it, but it might just feel like it.


55
I'm really happy to hear how this game is turning out. I'm completely into Etrian-like games right now, and this seems like another fun title. Thanks for the preview, Neal.

56
Nintendo Gaming / Re: NWR Super Mario Maker Level Share Thread
« on: September 18, 2015, 06:18:49 PM »
Hey guys,

Here are some of the levels I've made in Mario Maker. I would love some feedback and maybe some stars if you enjoyed playing any of these.

1. Yoshi's Underwater Safari

3B54-0000-004B-C117

2. Spelunking

3F5B-0000-0043-EE88

3. Yoshi's Safari

F3F5-0000-0040-3572

4. Castle Catastrophe

42A5-0000-0034-FDD6

5. Classic Mario Bros.

671A-0000-0026-E949

Thanks for trying my levels! Enjoy!

57
The best Wii U game was Yoshi's Woolly World. It looked beautiful and I love the idea of co-op play!

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