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Topics - Phil

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51
General Gaming / What are/were your favorite gaming magazines?
« on: September 02, 2016, 02:39:16 AM »
I remember my older brother and me subscribing to Nintendo Power starting with the January 1994 bonus issue, a silver covered Mega Man X issue, and that started my love with not only Mega Man X, one of my favorite games of all time, but also Nintendo Power. From that point on, my brother and I would anxiously await each month's end for next month's issue. We subscribed to the very end. I ended up buying a good deal of back issues that predated our subscription. It's so awesome thumbing through old issues, looking at in-depth looks and strategies on games I loved, wanted to play, or have forgotten completely about.

Another magazine I really enjoyed was one I got to in the middle of its life, Tips & Tricks. I got my first issue at a Borders, the Viewtiful Joe/Mega Man X7 issue (there's Mega Man X again!). I became a regular subscriber from that point until the magazine's end. I have good memories of Tips & Tricks because a lot of the issues I've gone back to collect are from the GameCube era, a favorite of mine, most likely because I was in high school at the time, so there's a nostalgia piece there.

In any case, there was nothing like waiting for a magazine, not knowing what would be on the cover, getting the issue, seeing the cover art, and being pleasantly surprised. It's something the Internet sort of spoiled in later years, that element of surprise.

So what are/were your favorite gaming magazines?

52
Reader Reviews / Skylanders SuperChargers (Wii U)
« on: August 24, 2016, 10:40:10 PM »
Please check out the original review on SuperPhillip Central if you like my content!

This year, the first competitor saw its exit from the toys-to-life arena with Disney Infinity calling it quits. This made gamers and fans wondering what the future was for other games that revolve around figurines for their gameplay and thus, their success. Well, if Activision's Skylanders series, now at its fifth game with Skylanders SuperChargers, can continue to be as well rounded and engaging as the latest game in the series, then fans have nothing to worry about.

Skylanders SuperChargers, of course, brings back the toys-to-life concept that Activision's series helped spearhead, thus bringing us competitors from LEGO to Nintendo. However, I still maintain that Skylanders has the best use of toys-to-life concept to date. For those unaware of what toys-to-life entails in regards to Skylanders SuperChargers, the game comes with a portal known as the Portal of Power. Here, you place figurines on them to bring the characters into the game. With SuperChargers, you need to place two figures on the Portal of Power at once: one Skylander and one vehicle. Depending on your vehicle, whether land, sea, or air, you can access different challenges within levels. While I had thought this was optional to play the game as sea and air missions aren't required throughout most of SuperChargers, I ended up being required to have a sea and an air vehicle for the last level. So, yeah, that's a bit of a bummer-- playing through the entirety of Skyalnders SuperChargers just to end up having to buy two extra vehicles to beat the game.

The Skylanders you place on the Portal of Power are what you control through the game's 13 levels. Through defeating enemies as a given Skylander, your character earns experience points. Earn enough points and your Skylander levels up, giving them more health and strength. If your controlled Skylander loses all of his or her health, you need to replace them with a different Skylander until you either finish the current level or start it from the beginning. You'll have to do the latter if you run out of Skylanders with health.

Each Skylander can pick up coins, giving them their own separate total instead of every Skylander pooling their collecting coins into one pot, if you will. These coins at certain spots of the game allow you, the player, to purchase new moves for them, helping you contend with enemies more easily in battle. As the moves become more complicated and worthwhile, the prices go up. There's also branches that make you choose between moves of one style over another.

Skylanders SuperChargers is part action-adventure platformer and part vehicular combat and racing. The action-adventure parts sport a modest amount of platforming as well as a camera that follows your Skylander around without relinquishing control to the player. This mostly works well, as the camera is far enough away that you can go backwards in levels, towards the camera, without the fear of getting hit by an off-camera enemy or falling into a pit.

Meanwhile, the vehicle segments either put the camera behind your vehicle racing-style as you speed along a road, usually needing to avoid some kind of series of hazards in the process, or they put your vehicle in an arena-like setting. The arena segments are a little harder to control, as the camera is at an isometric view with the vehicle controls taking some getting used to. Meanwhile, the flight segments are brilliant, offering either normal or inverted controls depending on players' preference.

The 13 levels within Skylanders SuperChargers are well executed and constantly bring new variety into the fold. One level had my Skylander growing to the size of a titan to level buildings and tower around a tropical series of isles with ease, while another had segments where it turned this normally 3D game into a 2D side-scroller.

In-game collectibles are an important part of Skylanders SuperChargers to add even more longevity to the game. There are things like hats that a Skylander can wear for increased stats, vehicle modifications that add both aesthetic and statistical changes to your rides, and legendary treasures that can be placed around the hub world of SuperChargers, Skylanders Academy.

Outside of the main campaign, there is plenty more to do in Skylanders SuperChargers. The main extra mode is a Mario Kart-style racing mode, complete with six initial, well-designed, tracks (six more needing to be unlocked by figures). Starting off, both race mode with up to seven other AI players or three other human players online or locally as well as a time trial mode are available. With different figures in the form of trophies, extra content like boss battles and grand prix events are unlocked. Regardless, the racing is absolutely aces, offering item-based combat where you try to whittle down the health of an opponent's vehicle to slow them down while trying to avoid enemy fire as you race through an elaborate set of courses.

The other extra in Skylanders SuperChargers is the return of Skystones, a collectible card game that is a cross between Magic the Gathering and Hearthstone. This uses cards gathered throughout the game from treasure chests or through won games, and using them to attack your opponent's cards and overall health until it is emptied to nothingness.

Skylanders SuperChargers is a very pretty game with a tremendous art style and design to it. Characters exude personality and charm, environments are well detailed and original, and everything runs smoothly. The PS3, 360, and Wii U versions sport longer loading times when compared to the PS4 and Xbox One versions, but other than that, all versions of Skylanders SuperChargers play well. The voice acting is pure Saturday morning cartoon goodness, played off well and presenting lots of humor for both kids and adults like me. The music is joyous to listen to, relaxing to explore levels in at some times while dramatic when it needs to be at others.

Overall, Skylanders SuperChargers makes the case for the series' longevity. After now five installments, the series successfully keeps adding to itself and changing things up just enough to stay both rewarding and satisfying. Being able to use all of the figures from past Skylanders games means you don't have to pick up new ones just for this game (apart from vehicles), unless you're like me and are just a collecting freak who can't help himself! You can even use a Portal of Power from past Skylanders games as well. While being locked out of air and sea content is annoying, and the occasional troublesome camera angle can mean some annoyances here and there, ultimately, Skylanders SuperChargers is a really fun game that both kids and adults can love and cherish.

53
Sorry if this is too real for the forums for some folks (it's not inappropriate or serious in a bad way), but I wanted to share this with my NWR friends, since I like most of you (others I don't know well, so it's not a matter of not liking you or anything). In 2004 I graduated high school and in the fall, I started college! After 12 years of not knowing I wanted to do with my life career-wise, switching between majors, a traumatic car accident that left me with PTSD, and being diagnosed with a debilitating mental illness, I am finally experiencing my final semester of school.


I will be getting my degree in Media Communications, and doing a senior overview related to working on an RPG for the entire semester. My mentor is a good friend of mine, and he's also going to be my professor for Video Game Design II, so that's going to be a weird change, but it makes me more comfortable as well. I am interested in going into a game design career, but I didn't want to major in that because if it doesn't work out, then I'd be pigeon holed into that because of a game design major. With Media Communications, I have more options available to me post-grad career-wise.


I've had issues with finishing semesters-- depression, trips to mental facilities for suicide watch, and lack of motivation, but this time I'm ready. I'm going to make my friends, my family, and everyone proud! Just watch me! :D

54
*Depends on your preference and your mileage may vary.

I'm picking this up tomorrow from Best Buy to play, hopefully enjoy, and review. I'd love to play some co-op with my friends here as well as passersby who may not frequent the forums so much.

Here's my FC: 1805-2338-1133

55
Reader Reviews / Mario & Sonic at the Rio 2016 Olympic Games (Wii U)
« on: July 02, 2016, 03:44:08 PM »
Check out the review on SuperPhillip Central!

Every two years since 2008, the all-star rosters of the Mario and Sonic franchises have come together to participate in the Olympics, whether it's the summer or the winter. Many of these games have essences of fun in the package, but overall critics find they don't quite nail what they were shooting for. As a fan of most of Mario and Sonic's Olympic outings, I entered Mario & Sonic at the Rio 2016 Olympic Games on the Wii U with an open mind. The overall game ended up being one of my favorites in the series, but not without some glaring faults.

The main attractions event-wise are Football, Beach Volleyball, and a first for the Mario & Sonic series, Rugby Sevens. I call these the main attractions because they're most in-depth and enjoyable events in the game. Alongside the traditional versions of these events, there are also Duel events. These involve the same gameplay of the original events, but throw in some wacky stipulations and bonuses.

Duel events don't score players the same as the traditional versions. Instead, you accumulate reserve points through attacking foes with items and other means. When you finally score, you earn all of the points that are in reserve. Each side has their own points in reserve, and if the other team scores, their reserve points are cut in half. It's paramount to rack up lots of duel points in reserve and then score to stand a chance in these Duel events.

For instance, in Duel Rugby Sevens, you not only get duel points for attacking opponents with items, but you also can rack them up quite quickly by running through rainbows that appear on the field when you have the ball. This causes your player to quickly spin around temporarily, allowing you to slam into opponents, simultaneously knocking them down while increasing your points. Once you reach the opposing side's scoring area, your accumulated duel points are officially earned.

Unfortunately, the three Duel events are about as wacky as the events get in the latest Mario & Sonic. A mainstay of these games since the original on Wii in Beijing was that of Dream Events, where the cast of Mario and Sonic all-stars played fantastical versions of various events across numerous Mushroom Kingdom and Sonic series locales. These are sadly not incorporated into Rio 2016, and it's quite disappointing, as those events really brought a lot to the series creativity and entertainment-wise. The Duel events, while still enjoyable romps, aren't satisfying enough replacements to Dream Events.

Mario & Sonic at the Rio 2016 Olympic Games marks a turning point for the Mario & Sonic Olympic series. This is the first home console version without motion controls. Instead, you're using pure analog button goodness this time around, so the game is much more inviting to those who hated the waggling of the Wii Remote and other motion controls usages of past Mario & Sonic games.

The actual controls work and respond well for the most part. Events like the 100m where you have to mash on a button to accelerate and boost remain as simple as ever. More complicated events like Football and Rugby Sevens play well, too, though they do occasionally have the problem of not switching to the correct player near the ball when you manually change players. This can be very frustrating especially when you're trying to defend your side of the field.

There are a lot of different button combinations and usages of said buttons to remember, but thankfully, you don't have to. At the beginning of each event, you can press the minus button to bring up the controls for both the Wii U GamePad and the Wii Remote, as well as general info on when to use a given button in the upcoming event and gameplay advice. With over 15 events in total, this is an absolute lifesaver. Well, technically, knowing the buttons of an event in a Mario & Sonic game won't save a life, but it's a real help-- then again, you knew what I meant probably.

The main single player mode in Mario & Sonic at the Rio 2016 Olympic Games has you playing as your Mii, competing against other Miis through all of the game's events, traditional and Duel events. You get a selection of three events to choose from at a time, and you play through them in one of two ways. Either you start with a qualifier, then if you're one of the top four scores or times of the seed you're in, you move onto the semifinals, and then the finals. Or you face off against an opponent or a team in a traditional tournament. Either way you're trying to gain a medal with the gold or 1st place medals being the best, of course.

Sometimes after an event has been completed, you are challenged by a guest character. If you beat them in the event of their choosing, you unlock them for play in that events. It's a bit disappointing that you can't play as them in all events, but then again, on top of the roster of already large number of playable characters, there would be even more that would have to be animated for all of the events. Perhaps it was a budget or time issue. It's understandable, then, but still a little deflating all the same.

Winning events in the main single player mode earns you coins and rings that can be spent to push your luck at various stores. Here you can earn random goodies like Mii gear, music, and Miiverse stamps. You also earn Mii gear from completing a given event as well. To earn the rarest Mii gear, costumes of Mario and Sonic characters, you eventually unlock a mode called Carnival Challenge that sees four parade floats based on the characters of the Mario and Sonic series flow into the hub of the game. A random character appears on each float, and proposes a different challenge to you based off one of the game's events.

This time around, it's not just about winning, but it's about doing so while fulfilling a challenge. For example, using Rugby Sevens again, one challenge requires you to score at least four conversions in one game. If you win the event but fail to complete the challenge, you don't earn a prize, and the cost for entry to try the challenge again doubles. Completing a challenge earns a costume piece from the character you beat, either a headpiece or a body costume of that character for your Mii.

Mario & Sonic at the Rio 2016 Olympic Games sadly does not support online play at all. While playing the solo modes is fun by your lonesome, it's really not worth the cost of entry at full MSRP. The true Mario & Sonic experience lies within its multiplayer. The game even allows a buddy to play with you in the solo modes such as the tournament-style one I talked about earlier. It gives you double the chance to score the gold or 1st place medal, and it's just a ton of fun competing together for the same cause.

Such a multiplayer mode that can also be played in single player against the computer is Heroes Showdown. This pits Team Mario and Team Sonic against one another, ten characters on each side, in multiple randomly selected events. When an event is chosen, you select the character or characters on your team that you think are best fitted for the event. If you win, the other side loses the character or characters that were in the event. However, it goes the other way, too, with you losing the characters that participated in that event if your side loses. The mode continues until either Mario or Sonic, the captains of either side, goes down in an event. Heroes Showdown is an enjoyable romp that can get very exciting, especially with two players on opposing sides playing together.

One thing that cannot be denied about the Mario & Sonic Olympic series is that the games are absolutely phenomenal to look at each and every entry. This is no different with Mario & Sonic at the Rio 2016 Olympic Games. The graphics are colorful, vibrant, and crisp, and the performance is top dollar. You really get the impression that Nintendo and Sega have transported you to Rio... though a much more idyllic one than the real thing, without the Zika virus, sewer water in the swimming pools, and murder rates of the real place.

On the music side of the equation, there are much less new remixes of various Mario and Sonic series music this time around, which is a tad lame. The majority of remixes come from past Mario & Sonic Olympic games. Still, the new content music-wise is fantastic, particularly the original stuff.

If you have a buddy or series of buddies to play the game with in multiplayer, Mario & Sonic at the Rio 2016 Olympic Games really shines brightly. If not, then you have a game that you shouldn't pick up right away and should instead at least wait until it drops in price. Regardless of when you get the game, you should, as the Olympic events here are represented quite well, motion controls are gone, the presentation is top notch, and you'll get a wonderful challenge from the AI. This is without a doubt one of my favorite of the Mario & Sonic Olympic entries, and it brings all the fun of the upcoming Rio Olympic Games without actually having to be there. And who the heck wants to actually be there with all the controversy and horrors going on there?

56
So a kind seller on GameTZ, a game trading site I frequent, sold me a slightly used PlayStation 4. It runs well, isn't too loud, and is still under warranty. I don't have PS+ yet, as the PS4 was a big investment already, but soon enough I will! Looking for friends from NWR to be friends and buddies and pals and compadres with. Hooray!

My PSN is SuperPhillip

57
I recall being told something about this in the past, but I couldn't remember if this was impossible to solve or not. Having to go back to edit and fix that issue is really annoying! I mean, it's just a slight inconvenience, so I'm probably overselling the annoyance part!

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Nintendo Gaming / Mario & Sonic at the Rio 2016 Olympic Games!
« on: June 25, 2016, 04:46:45 PM »
All the fun of Rio with out the Zika virus and murdered wildlife! It's Mario & Sonic at the Rio 2016 Olympic Games!


I picked this up yesterday instead of TMS as I don't have the time to devote to a massive RPG right now. No worries-- I'll get it down the road! Anyway, I'm having a good time with it. The main mode has you using your Mii to compete against other Miis to win medals and if you perform a special task in a given event, you get an extra prize. Along the way you face bosses like Zavok and Diddy Kong to earn the right to play as them in the event you beat them in at, plus you get AWESOME Mario and Sonic series remixes!


I hope to take some screenshots to share them with you, my NWR pals, as I'll probably be the only person regularly contributing to this topic! Yes!

60
General Gaming / What are your games of the show for E3 2016?
« on: June 17, 2016, 01:30:54 AM »
Now that event is officially over (I believe... I think), what games most impressed you this E3?

For me, it was firstly without a shadow of a doubt The Legend of Zelda: Breath of the Wind. The amount of interaction with the environment and things you can do in the open world reminds of me of first stepping into the playground that was Super Mario 64 and seeing all of the things you could do there.

I also seriously dug Insomniac's Spider-Man teaser for the PS4. I love Spider-Man, and not being tied to a movie means the dev can take its time and create something special.

Then there was Ever Oasis, which looks fantastic and fun. It's great that Grezzo gets to make a new property after proving itself with the Zelda 3DS games. Plus, the mind behind the Mana series, designer of Chocobo, Moogle, and the FF V job system gets me very excited!

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https://www.youtube.com/watch?v=fIC2LacJ18E


Coming next month to the 3DS eShop. Loved this game on the PSP when I played it. As far as I know, this is the first Falcom game released on the 3DS!

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General Chat / HAPPY BIRTHDAY, SHYGUY!
« on: June 14, 2016, 08:21:29 PM »
Hope your day gave you plenty of happy things and happy people to be around!

63
General Chat / I made a logo for a new game I'm making.
« on: June 04, 2016, 11:57:12 PM »
I don't know what I'm doing. How do I computer this thing?
In all seriousness, as a WIP, how does it look? It's for an RPG I'm making and hoping to publish.




64
General Chat / HAPPY BIRTHDAY, CATERKILLER!
« on: June 03, 2016, 01:05:18 AM »
AW, CRAP. MY CAPS LOCK KEY IS BROKEN AGAIN. I WAS TRYING TO WHISPER THIS, AND I FAILED. I CAN'T DO ANYTHING RIGHT. WHY ME. OH WELL. HAPPY BIRTHDAY, CATERKILLER, AN IMPORTANT MEMBER OF THIS FORUM AND A GREAT Gu-- oh there we are! Fixed! I fixed it mid-sentence. Brilliant! All right! Day saved!

65
What are you buyin'?



The Book of Unwritten Tales 2
Minecraft: Wii U Edition
Mighty No. 9
Mario & Sonic at the Rio 2016 Olympic Games
Tokyo Mirage Sessions #FE
LEGO Star Wars: The Force Awakens
Terraria


I'm interested in Minecraft, Mighty No. 9, and Mario & Sonic for now! :)

67
General Gaming / Your favorite boss battle from a recent-ish game?
« on: May 24, 2016, 03:47:30 PM »

I figured it might be fun to talk about some recent boss battles (perhaps from the past five years?) that really resonated with us and were enjoyable. If it requires it, please put the boss battle in spoilers (but do mention the game, so they're not just a spoiler with no warning of what is being spoiled).

Star Fox Zero final boss spoilers:

For me, it's the encounter with Andross in Star Fox Zero. At first I was struggling with it, because he can be a real pain. However, once I got more comfortable with the dual screened system, I ended up doing well.

The boss fight starts with you outside a column where Andross hides. He can shoot a myriad of lasers that rotate with the column, requiring you to dodge while looking at the TV screen. To get inside the column you have to use the alternate screen to see where the holes in the column are and fly inside to face off with Andross. I just used the GamePad screen to maneuver myself into one of the many available holes.

Once you reach the inside of the column, you enter Chicken Walker mode to strafe around Andross's fists' attacks, such as a slap or a slam. However, if your lasers are strong enough, you can destroy a hand when it readies one of its attacks. Doing this for both hands will have Andross charge up energy, requiring you to exit the column in a quick fashion or take lots of damage.

Once he does the laser attack again, you can once again go through one of the holes in the column to take on Andross's head. He does different attacks like a well-choreographed bite attack, but it's when he opens his mouth to unleash a series of flying debris that you can shoot down and avoid that you can shoot him. Eventually you'll daze him, allowing you to enter Arwing flight mode, fly around to Andross's rear and shoot his weak point.

You have to daze him twice, because I have never been able to defeat Andross in just one pass. Anyway, when that is done, a new phase will begin where Andross chases you. The Arwing flies forward with the view facing the front of the Arwing and a pursuing Andross near behind. He'll signal when he'll lunge his giant head at Fox through the corridor, having you move to the other side to evade.

Soon, James McCloud will swoop into the scene, distracting Andross enough for the big bad ape to turn his head completely around. You can either keep going forward, or you can get ten bonus hits and the Mission Accomplished message by pulling a U-turn and blasting at Andross's exposed weak point to finally put the kabosh on the mischievous monkey. Yay! Game completed!

68
General Chat / Anyone else on the Twitterverse?
« on: May 22, 2016, 09:35:46 PM »
Would love to be connected with some NWR peeps, but it's okay if you don't use the Twitterverse, as social media isn't for everyone. I mean, I don't really care if you just ate a hamburger from Red Robin. You're free to share that, though. I don't judge.

Anyway, my Twitterverse handle is @SP_Central

I talk a lot about gaming and share my articles I write, so if that doesn't interest you, I will try to be a better Twitterverse user.

69
Reader Reviews / Hyrule Warriors Legends
« on: May 19, 2016, 09:33:54 PM »

See the original full review (full as in with pictures and captions) at my site.
I also have a Patreon, but I don't want to take away from NWR's own Patreon.

When Hyrule Warriors hit the Wii U several years back, the draw of beating down armies of enemies across sizable maps as one's favorite Legend of Zelda characters was highly appealing. Taking such a large game and sizing it down on the Nintendo 3DS was no doubt a herculean task. Somehow, someway, the developers at Omega Force managed to successfully do this, though not without some hurdles. Overall, though, the final product in Hyrule Warriors Legends successfully brings the Wii U game to a bite-sized format, and also brings with it a slew of new content to make an already massive game even bigger.

Hyrule Warriors Legends continues the Musuo-styled gameplay that other Koei Tecmo-developed Dynasty Warriors games follow. As a character in The Legend of Zelda mythos, you basically serve as a one person army, slaying upwards of thousands of enemies in a single mission. You run around an expansive battlefield capturing keeps to weaken the enemy forces. This is done by defeating multiple foes inside an enemy keep to lower a given keep's gauge. Once it is empty, the keep boss will appear. Defeating it will allow you to instantly claim that keep. Of course, the enemy wishes to do the same thing, so you have to be vigilant and as defensive as your are offensive.

While keep bosses are just slightly more powerful than the random enemies you can effortless slash and strike through, captains are much stronger foes, possessing their own health bars. Enemy commanders, usually taking the form of a Legend of Zelda character, have even more health than normal, and are the most difficult of ordinary foes to take down. It's usually smart to wait for them to make a special attack that leaves them temporarily vulnerable. It's then where a weak point gauge will appear over their head. When it's emptied through attacks, you can perform a powerful strike that can clear out a good portion of their health bar.

Then there are even bigger adversaries that can appear in certain missions in Hyrule Warriors Legends. These take the form of boss characters such as the fire-breathing dinosaur King Dodongo, the laser-shooting arachnid Gohma, or the flying dragon Argorok, to name a few. In true Zelda fashion, each boss has a weakness to a specific item. For instance, when King Dodongo opens its huge gaping maw of a mouth, ready to spew its flame breath, that is the opportunity to toss some bombs into its mouth. This dazes it, revealing a weak point gauge.

Like many Dynasty Warriors-themed games, the combat in Hyrule Warriors Legends doesn't stray too far from its accessible roots. There are but two main buttons for attacks, one weak and one strong, and pressing the buttons in different combinations offers different combos of varying strength to wipe out large swaths of enemy forces. Furthermore, the ability to lock onto stronger foes (though a bit more difficult in this version because it requires the use of the up direction on the D-Pad), helps in keeping your eye on a particular foe.

As you acquire Triforce gauge pieces and attack foes, your character's special gauge fills. When it's full, you can unleash a powerful strike that can take out a group of foes or even take out a good portion of a captain, commander, or boss's health bar. Through grabbing magic bottles, you can fill a focus gauge that when let loose, you can take out enemies with ease, even causing commander and boss weak points to automatically appear at the conclusion of your character's focus attack. Despite only having a handful of buttons for offense, the combat doesn't get too repetitive. It's quite enjoyable actually. That in addition to using the A button to roll out of the way of enemy attacks and to get around to the backside of an otherwise well-defended foe, and you have a lot of variety in Hyrule Warriors Legends's combat.

There are some added benefits of convenience with Hyrule Warriors Legends. For one, many stages contain Owl Statues, that when activated, you can use an all-new item, the Ocarina, to warp to them. There's no more needing to trek all the way across a given stage just to perform a quick task. Additionally, many missions allow you to switch between characters. Not only does this mean you don't have to babysit the AI, as when a certain character is low in health, you can control them and move out of the way, but you can also use the touch screen to order the AI to a specific location or near a specific character. In stages where there are treasures that can only be opened with a certain character, you no longer have to play a mission twice or more just to open all of the treasures. You can simply switch to a playable character mid-battle.

The first mode players will jump into is the story-based Legend Mode. The story tells the tale of an unassuming Hyrule army soldier named Link that helps save Hyrule Castle from an attack from monsters. This piques the interest of Princess Zelda and her trusty guardian Impa, who both ask that Link join them on their quest to put an end to the evil that is threatening the land of Hyrule. Legend Mode spans 32 stages, having you control multiple characters as you defeat certain enemy commanders, complete objectives, and capture enemy keeps, all the while protecting your own keeps, particularly your base, and rescuing companions when necessary.

Hyrule Warriors Legends currently has 24 characters you can play as with more coming as DLC. You start out with just Link, but as you play through the game's various modes, you unlock new characters. Each character plays differently, some easier to use as others, and display personalities in both their victory celebrations as well as their attack styles. All characters earn experience points through defeating enemies, and through gaining levels, they grow stronger. Found Heart Containers and Pieces of Heart in stages and missions add to a given warrior's overall health.

Captains, commanders, and bosses drop materials as well as weapons when defeated. The materials are used to create badges that give characters abilities like more buttons combinations to use to make more powerful attacks, a second special gauge, the ability to use potions, quicker weak point deterioration, and a lot more. Many times you'll have to grind for a certain material if you want to get a specific bonus for a particular character, which can be very time-consuming on top of a bit aggravating. Each character has their own specific weapon type, and dropped weapons each have their own attack strength, potential element, as well as slots that add benefits in battle, such as increased Rupee, heart, material, and weapon drops.

Compared to the Wii U original, the Nintendo 3DS's Hyrule Warriors Legends contains extra stages. There are three alternate tales in Legend Mode that feature a brand-new character named Linkle, who believes she's the legendary hero, several stages that show how the evil Cia built up her evil army, and an all-new Wind Waker-themed series of stages featuring newcomers to the Hyrule Warriors series, Tetra and King Daphnes (AKA The King of Red Lions).

As stages in Legend Mode are completed, new levels open up in Adventure Mode, a mode that takes place on several grid-like maps, the first based on the original Legend of Zelda's map. Starting from the beginning position, you complete missions in order to open up adjacent missions. Some require you to earn a certain ranking through defeating a set number of enemies, completing the mission under a specific amount of time, and taking little damage. Completed missions unlock goodies like new weapons, Heart Containers and Pieces of Heart for specific characters, new costumes, and even new characters. You also earn item cards to be used on maps like Bombs, Candles, and Digging Mitts which are used on grid locations at specific spots to reveal hidden goodies to earn in a mission. Some goodies can only be earned through uncovering them on the map and by satisfying conditions such as getting an A-Rank.

Like grinding for materials, there is a certain amount of grinding to be found in Adventure Mode as well. Certain missions unlock new item cards once you complete them, and this means that many times you'll find yourself lacking a needed item card to unlock a hidden prize. This results in having to replay certain missions just to get the item card that you require. This gets a bit annoying especially as you progress across the Adventure Mode map.

To say that Hyrule Warriors Legends is packed with content is truth, but even then, that might be an understatement. Between defeating all 180 Gold Skulltula in missions that appear after finishing off a certain in-mission task, leveling up characters, earning each character's several weapons, unlocking new costumes, collecting all of the Pieces of Heart and Heart Containers in the game from completing Adventure Mode map missions and finding them in treasure chests in missions, beating each Adventure Mode map after the initial NES Legend of Zelda map, and collecting enough materials to max out each character's abilities in the Bazaar section of the game, Hyrule Warriors Legends will keep players hacking and slashing for hundreds of hours. If you can deal with the occasional repetitive gameplay, then you'll have more than enough motivation to keep playing.

Outside of being packed with content, Hyrule Warriors Legends is packed with frame-rate issues on OG Nintendo 3DS hardware, whether the vanilla 3DS model or the 3DS XL model. The New 3DS allows the game to run much better with a much stronger frame-rate. Still, I played Hyrule Warriors Legends on a vanilla, non-New 3DS, 3DS. My experience was not ruined by this at all. In any case, you'll find enemies appearing in front of you out of nowhere (though the amount of foes on screen at one time is quite impressive), a relatively weak draw distance in levels, and some slow-down, Regardless, having a Wii U game paired down onto the Nintendo 3DS hardware was no small feat, but it is highly stunning what the developers were able to accomplish all the same, even with the game's performance issues.

Hyrule Warriors Legends takes the brilliant hacking and slashing fun of the Wii U's Hyrule Warriors, places all the DLC from the game into this 3DS version, adds a ton of new content, and makes for a game that fans will be playing for months if not years. While the performance issues do detract slightly from the experience, and some control issues do rear their ugly head into things, overall, Hyrule Warriors Legends is very much a love letter to Zelda fans and a great game on top of that.

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I still need to play the first game!


REDMOND, Wash.--(BUSINESS WIRE)--The Yo-kai phenomenon continues in 2016. The U.S. has seen the launches of the YO-KAI WATCH video game for Nintendo 3DS, a line of Hasbro toys and games, a top-rated animated series that airs on Disney XD and the mobile game sensation YO-KAI WATCH Wibble Wobble all in the last six months. The world of Yo-kai continues to grow as new video games, toys and shows make their way stateside this year.


“We’re excited to continue bringing fun Yo-kai experiences stateside this year.”


All things Yo-kai continue on Sept. 30 when YO-KAI WATCH 2 launches in the U.S. exclusively for the Nintendo 3DS family of systems. Already a huge hit in Japan, the sequel to the first smash hit, which is once again developed by LEVEL-5, offers the same deep RPG gameplay and wacky adventures as the first game. The new adventure also offers many new areas to explore outside of Springdale, more than 100 new Yo-kai, a new-and-improved in-game Yo-kai Watch and even the ability to travel back in time! YO-KAI WATCH 2 will also launch with two versions, YO-KAI WATCH 2: Bony Spirits and YO-KAI WATCH 2: Fleshy Souls, each featuring rare Yo-kai that can only be found in their respective games.


“After being such a massive sensation in Japan, it’s great to see the U.S. start to embrace the mischievous and lovable Yo-kai,” said Scott Moffitt, Nintendo of America’s Executive Vice President of Sales & Marketing. “We’re excited to continue bringing fun Yo-kai experiences stateside this year.”


To expand the Yo-kai brand, Hasbro will add new items to its YO-KAI WATCH line this fall. New toys include the YO-KAI WATCH MODEL ZERO, designed to look like the watch worn by Nate in Season 2 of the animated series. The watch includes YO-MOTION TECHNOLOGY that brings Yo-kai characters to life in a new way. Fans can insert a YO-MOTION YO-KAI MEDAL into the watch and see a projected animation of that character. Hasbro will also release a new series of collectible YO-MOTION YO-KAI MEDALS, which are compatible with the new watch, as well as custom YO-KAI WATCH accessories, large plush toys and electronic figures. Additionally, fans will be able to collect and trade their favorite YO-KAI WATCH characters in a new way with the YO-KAI WATCH Trading Card Game.


Disney XD has acquired a second season of the YO-KAI WATCH animated TV show, which will premiere this summer. This season, join Nate, Whisper and Jibanyan as they get the new Yo-kai Watch Model Zero. But just because he has a new watch, that doesn’t mean Nate’s life will get any easier. Season 2 has more Yo-kai, more miniseries, more episodes and, most importantly, more laughs! Tune in to see how a new cast of Yo-kai interrupts Nate’s normal life in unexpected and hilarious ways. Fans who missed the first season can catch up before the second season starts by picking up the DVD of YO-KAI WATCH – Season 1 in stores late 2016 or by streaming the show on Netflix now. Fans can also catch the YO-KAI WATCH manga series from VIZ Media (Volume 5 debuts this month).


Finally, all of your favorite Yo-kai have wobbled into a hit mobile app called YO-KAI WATCH Wibble Wobble. This Top Ten app on the iTunes store brings the fun of Yo-kai characters into smart devices with a puzzle-game twist. With new events coming monthly, this game will continue to grow bigger and better.


The original YO-KAI WATCH video game introduced people in the U.S. to the mysterious Yo-kai. In Japan, these invisible beings – not ghosts or spirits… just Yo-kai! – are steeped in folklore and based on common concerns that everyday citizens have. If a child misplaces homework or an adult can’t stop babbling at a work meeting, for instance, it’s probably the work of a troublesome Yo-kai.

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Reader Reviews / Chibi-Robo! Zip Lash
« on: May 03, 2016, 08:01:28 PM »
Check out the original review here: http://www.superphillipcentral.com/2015/10/chibi-robo-zip-lash-3ds-review.html

Chibi-Robo is a franchise that is quite under-served, not just by gamers and consumers, but also a bit by Nintendo. His first game appeared on the GameCube, and it was a cult classic, although sales were less than stellar. Despite this, Nintendo continued with the series on the Nintendo DS, which in North America was exclusive to Walmart stores of all places. Following that was a Photo Finder game on the Nintendo 3DS, which didn't feel up to snuff by any stretch of the imagination. Now, with what seems to be Chibi-Robo's final chance in the spotlight, he arrives in retail form on the 3DS with Chibi-Robo!: Zip Lash. Even if Nintendo unplugs the franchise and titular character, at least it's with a game that is actually quite good.

Chibi-Robo!: Zip Lash may seem like a typical 2D platformer, but the mechanics make the game quite more interesting than the average game. Fans of the series known of our chrome dome hero's plug that is attached to his rear. Not only can he plug into outlets to restore watts (the lifeblood of Chibi-Robo-- if he has no watts left to use, it's game over), but he can use it to attack enemies by lashing it at them, he can use it to grab items, and he can hook onto orange tiles and pull himself up ledges or through otherwise impossible-to-pass areas.

With the eponymous Zip Lash technique, you can use Chibi-Robo to make his plug reach further distances. Collecting red and blue orbs makes his Zip Lash move reach farther out. Levels are specifically designed to take advantage of the fact that Chibi begins each one with the minimum Zip Lash distance. Otherwise you'd be able to skip huge parts of levels if the Zip Lash amount was cumulative. Having a large range with Chibi-Robo's Zip Lash technique allows him to throw it into walls, having it bank off them at an angle to reach out-of-the-way objects, items, enemies, and orange tiles.

There is an ample amount of checkpoints in each level of Chibi-Robo!: Zip Lash, allowing both skilled players and beginners to enjoy the game. Falling into a chasm results in returning to the last passed checkpoint, while running out of batteries through enemy hits, falling into holes, and just the general passage of time means you have to restart the level from the beginning. Two items can be purchased from our hero's Chibi House: one restores an empty battery while the other propels Chibi-Robo out of holes he has fallen into.

There are six main worlds in Chibi-Robo!: Zip Lash, and each consists of six levels. The way to go about selecting a level is an overly gimmicky tool, the Destination Wheel. After beating the first level of a world, you get up to three spins on the Wheel that decide how many levels you move past. For instance, if you roll a three and you're on level 1-6, you'll skip levels 1-1, 1-2, and go to 1-3, as the level selection is a circle itself. Now, you can easily buy panels to place on the Destination Wheel to put the odds better in your favor, but it's also incredibly easy to get the spin you want. All you need to do is press the stop button as soon as the Wheel is on top of the number of levels you want to move, so if the Wheel is on "1" when you stop the Wheel, it'll usually end up landing on "1".

That said, since it's so easy to cheese the Wheel into giving you the correct level you want (I personally made it my goal to play the levels in order, so I always spun a "1"), what is even the point of the Destination Wheel in the first place, other than just to annoy some players? Getting stuck playing a level you've already completed because of a bad spin is not innovative. It's just stupid.

Levels in Chibi-Robo!: Zip Lash feature a wide variety of different mechanics in them. Each level generally uses one concept which is slowly but surely expanded, starting out simple and ending with something more complex and/or challenging. From using the power of a fire outlet to set Chibi-Robo on fire to rush through levels melting metal blocks, to racing on conveyor belts and slippery icy floors, Zip Lash has plenty of variety to keep players coming back for more.

Most levels follow traditional 2D platformer fare, but one level in each world is a vehicle-based level. These put Chibi-Robo in control (or lack thereof as it can feel at times) of one of three vehicles such as a rocket powered skateboard or a hot air balloon and charge him with avoiding enemies while keeping his quickly depleting battery power charged. The controls for the hot air balloon take some getting used to, and later vehicle stages become a real challenge. However, it's never unmanageable, and dare I say, I enjoyed these sections for the spice of variety they gave.

Each level comes with a selection of collectibles to go after for more proficient players. These include three star coins, three Chibi-Tot robots that wish for Chibi-Robo to catch them (if he can), and several snacks, usually found in bonus rooms and inside treasure chests. Finding these is very rewarding, as it shows off the creativity and cleverness of the level design-- much more than if you just run through a level to reach the end.

The snacks in Zip Lash are real world candies, pretzels, crackers, and potato chips from all around the world. When one of these is properly delivered to one of the six toy characters in the game, information about these are given. Despite Zip Lash lacking dialogue for the most part, the sections where the toys offer their wisdom are some very funny or at least very cute exchanges, showing the Nintendo Treehouse localization team know their stuff and can tickle some funny bones.

Returning to levels is not only recommended for getting loose collectibles, but a lost alien will be loose in some area (except in vehicle levels, of course). Taking this alien and placing it inside its UFO will allow you the chance of earning a new costume. Maybe you can even unlock some Nintendo-related ones! While you can interact with users on Miiverse to piece together parts of codes to unlock new costumes, all of the codes are available online on, say, a message board, so you can simply input them in Chibi-Robo's house's computer, rescue and return the alien to its UFO, and get a costume without all the fuss of figuring out what the codes are for yourself (or hoping you luck out and get a costume by pure chance through the natural method).

When all six levels of a world have been completed, it's time to take on a boss! These encounters start off innocently enough, but then they really utilize Zip Lash's mechanics in some truly remarkable and clever ways. You'll anchor Chibi-Robo to an orange tile just to avoid being sucked up an alien spacecraft, for instance. The boss battles are a lot of fun and add even more value to this incredible 2D platforming offering.

Chibi-Robo!: Zip Lash offers some lovely sights and sounds. The visuals are all 3D, and they look really nice with the 3D slider up. However, on some occasions there is a frame-rate dip here and there, usually in rooms with a lot of enemies at once. On the sound side, the music is suitably catchy for the most part, offering synth instruments and lovely arrangements.

I'm at a loss for words as to why Chibi-Robo!: Zip Lash is receiving such a... well... backlash from some. It's a highly original and competent 2D platformer with wonderful level design, plenty of content to keep players coming back for more, and charming characters, both good and "evil". Things like the fact that 2D platformers are no stranger to Nintendo platforms, some of the vehicle sections, and that darned Destination Wheel do detract from the delightful quality of the game, but overall, Chibi-Robo!: Zip Lash does indeed lash, zip, and whip it good.

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Reader Reviews / Star Fox Zero
« on: April 30, 2016, 10:26:58 PM »
Check out the review on my blog with pictures and captions! YAY!

One of my favorite lesser celebrated Nintendo franchises in the company's exhaustive lineup of IP is Star Fox. While it took me, like many, to fall in love with the series with Star Fox 64, I have since grown a fond appreciation of Fox McCloud and his furry friends. Whether performing barrel rolls to deflect enemy shots or tailing Star Wolf in an intense dogfight, Star Fox has given me many memorable moments of exhilarating gameplay.

Now, after many entries that have been passed off to outside developers, Star Fox is home with Nintendo, though not without the help of Platinum Games. It's no secret that the reception of the newest entry on Wii U, Star Fox Zero, is mixed at best with the greatest point of contention being the controls. Now, after spending over a dozen hours in Arwings, Walkers, Landmasters, and Gyrowings, how does Fox McCloud and crew soar the Lylat System's dimensions in my point of view?

Star Fox Zero is essentially a reboot of the Star Fox franchise. It's a retelling of Star Fox 64's story with some different story beats here and there, such as the use of teleporters and portals as a main theme with the game. Some of the lines of dialogue are the exact same or slightly edited versions from what was said in Star Fox 64. The ending of the game is basically a rehash of the Nintendo 64 classic as well with some mild variations. Still, overall, the story and especially the content of Star Fox Zero is new enough to not feel like you're having a strong case of déjà vu.

The dialogue itself isn't nearly as corny as Star Fox 64 with much more impressive performances. That doesn't mean it isn't as memorable, though that's probably the case, as we've all had nearly 20 years of play-throughs of Star Fox 64 to memorize every line uttered. The only big issue I have with Star Fox Zero's dialogue is how much it can be repeated even in the span of one level. Some variety would have sufficed for me.

The main draws of Star Fox Zero after beating the 3-4 hour initial campaign have you returning to past levels to find alternate paths to new missions, gunning for high scores on each mission, and acquiring all of the game's 70 medals. What was then a 3 or 4 hour experience can easily triple and quadruple your overall time with the game. Thus, if you're just in to beat the game and then shelve it, Star Fox Zero is hard to recommend at its full price, but then I would imagine that most people who buy games pretty much want to get their money's worth. Thus, it makes sense to me that most players of Star Fox Zero would want to try to see everything the game has to offer.

When you first start Star Fox Zero and play through the campaign, you are just going through a linear series of planets and areas for the most part, save for an opportunity to either go to planet Fortuna or the desert plant of Titania based on whether you can shoot down a certain enemy within a certain amount of time. Star Fox Zero doesn't have the same structure as Star Fox 64. You don't go through seven planets or areas with chances for multiple branching paths depending on what you do. Instead, each completed mission sends you back to the Lylat System map, allowing you to either play the next stage or return to a previously beaten level to go for a high score, find an alternate path, or collect medals, five of which are in each main stage with side levels having but one or two.

The alternate paths usually come in the form of portals that are found through different means. For instance, Corneria, the first planet and level of Star Fox Zero, has you running through it normally the first go around. Once your Arwing is given the ability to transform at will into the bipedal Walker form, you can hit a ground switch during the on-rails section of Corneria, opening a locked gate that leads to a portal, which, in turn, leads to an alternate level. This portal takes you to, and the alternate levels itself is an encounter with a sea-bearing mothership known as Aquarosa, which is a steeper challenge than just going the ordinary path in Corneria. Each alternate path that you can find usually requires you to replay a level, using a method that wasn't available to you the first go around, such as locking onto an attacking Star Wolf member ship to be transported to a level where all you do is duel them one-on-one, or in one case, one-on-two.

There are 70 medals total to collect in Star Fox Zero, and this is the main way of extending the longevity of the game by the developers. You're rewarded new unlockables for reaching certain medal milestones, such as new training mode challenges or the ability to play as amiibo-unlockables without the use of amiibos.

For the standard stages with five medals, medals can be hidden in precarious locations, they can appear by performing a certain task like collecting three specially marked gold rings, they can be earned by completing a level with a "Mission Accomplished" message as opposed to a "Mission Complete" message, or you can claim one by beating a level's high score. A "Mission Accomplished" message is earned by completing a mission by performing a hard task that you wouldn't otherwise need to do to complete said mission. For example, Sector Gamma generally requires you to shoot down all three missiles in the level while keeping the Great Fox healthy. To get the "Mission Accomplished" message, you need to make sure no enemy drones attach themselves to the Great Fox. Not an easy task when you have to worry about impending missiles encroaching into unwanted territory.

The levels themselves usually have multiple phases to them, each containing their own high score tallies. The totals of each phase are added up, a bonus is included based on each Star Fox member wingman's health, and that final tally is what you score for that level. Corneria starts off as a traditional on-rails affair, but as you reach the second phase, the level turns into an all-range mode, a 360 degree arena-style mission. Here, you are tasked with destroying any 10 enemies to make the enemy run away. Once that has been completed, mechanical enemy spiders start exiting from containers on the ground, lurching closer and closer to a tower where an important NPC stands. Destroying all of the spiders in time will open up the final phase, a boss battle with the enemy mothership.

There is a great variety of mission types and scenarios in Star Fox Zero. They'll have you piloting the Arwing in both on-rails and all-range mode sequences, as well as transforming into the Walker variant form of the Arwing, moving through narrow chambers and passageways, while occasionally being able to hover. Then there's the Landmaster from Star Fox 64, which this time can transform into a flying variant for a limited amount of time (i.e. as long as the boost bar has juice in it). Also, this time, the Landmaster is used in all-range mode in two instances. Finally, the Gyrowing, which is a much slower vehicle, used for more methodical levels, can move up and down with ease, and can even extend a helper robot out from its bottom that can hack specific terminals.

Now, let's get to the most pressing matter of Star Fox Zero, a sort of important thing to consider in a game, the controls. There are a lot of vehicles to learn how to control in recent Star Fox games, and Star Fox Zero complicates things by throwing in support for two screens, the TV screen and that of the Wii U GamePad. This can really put off some players who find it hard to concentrate on two screens at once. However, for the most part, focusing on both screens at once isn't necessary except for dog-fights, and in these sections of the game, I find it hard to want to go back to Star Fox 64 after using this new dual screen setup.

However, I'm doing what I usually do, getting ahead myself. Let me focus on these different vehicles one at a time. For the most part, with my experience with motion controls and gyro aiming with various Wii U, Wii, 3DS, and even some PlayStation Vita games, I took to the control scheme of Star Fox Zero like a fox to an Arwing. The on-rails sections in Star Fox Zero take care of an issue I've had with prior Star Fox games. In those games, the targeting recticle is dependent on where your Arwing's nose is pointing. Thus, if you have to dodge an enemy or enemy attack by moving to the right side of the screen while a batch of enemies were on the left, you pretty much forfeited those points because you couldn't aim at them. You were on the wrong side of the screen to take them out. This problem is remedied in Star Fox Zero, allowing you to be on one side of the screen while using the GamePad to aim the recticle at the other side of the screen. You're not stuck aiming at where you're looking, which is a tremendous upgrade in my opinion.

When all-range mode comes into play, it's absolutely fantastic to be able to be flying one way, and be able to turn the GamePad to look to the left or right. So, when you're flying one way and say, a member of Star Wolf passes by you, you can be aiming and shooting in a completely different direction than where you're looking. This is paramount for flying beside an enemy to dodge their attacks while using the GamePad to look to the side to shoot their weak point. I understand that this kind of control setup isn't for everyone, and it's difficult to learn, especially if you've been using dual analog all your life, but it really works and works well once you get accustomed to the controls. Some will find it easier than others (such as myself), and some might not ever get them down. It's here I wish Nintendo would have provided a demo for those on the fence to test out the controls without investing several dozens of dollars to get that chance.

The Walker gave me some problems initially, but that was until I realized I could hold the ZL button to lock onto a direction and strafe with the left analog stick. This made dodging attacks while unleashing my own form of offense incredibly easy. It's also excellent to use the GamePad screen to aim better (thanks to the zoomed in view and bigger targeting recticle) to take out foes more quickly.

The other vehicles pretty much follow the same control scheme and strategies for mastering them. I will say that the ability to recenter and recalibrate the target recticle is a godsend. When I felt my aiming was off, or I was holding the GamePad like a contortionist just to center the recticle, I could press the Y button in a comfortable position to restore the recticle to much more manageable location. However, this needed to be done a lot in levels, so please keep that in mind if you're experiencing trouble.

Star Fox Zero doesn't pretend that you will take to the controls easily, so the first thing you get when you boot up the game for the very first time is a tutorial of how to fly your Arwing. Things like barrel rolls (Peppy's favorite, especially in one super special secret mission), somersaults, and U-turns are taught. However, it's rather confusing why the game instructs you to use both analog sticks to do the last two when X and B do the same thing and are much simpler to use. You also get a taste of all-range mode at the end as well. The training mode also houses control explanations and trials for the Walker, Landmaster, and Gyrowing as well, so it's a good idea to tackle those before you try your hand at the main campaign.

Star Fox Zero isn't the most visually stunning game on the Wii U. This is mostly to do with the fact that the game has two screens running at 60 FPS at the same time, the TV screen and the GamePad screen. That said, there is a highly clean look to Star Fox Zero's visuals, offering pleasant environments, detailed models of ships both friendly and enemy, and usually a lot of enemy aircraft on screen at once. The frame-rate rarely dips, but it does on occasion.

Meanwhile, the dialogue is well acted, while the music presents to players numerous remixes of classic Star Fox themes, including an incredible Latin choir popping up in Star Wolf's theme, and a wide variety of all-new tunes as well. It's a combination of symphonic and synthesized music, but pretty much all of it is a pleasure to listen to.

If the idea of motion controls or using two screens to play a Star Fox game doesn't sound appealing to you, you probably have already written off Star Fox Zero, whether justly or not. For everyone else, you will find a control scheme and setup that will take some getting accustomed to, but when you finally master it, you'll most likely enjoy yourself. For me, I struggled greatly with the final boss at first, but now I can beat him without breaking a sweat. I have found it somewhat difficult to return to Star Fox 64 and other entries because I keep wanting to aim independent of where my ship is looking. Not to say it's impossible; it's just different, though one might argue inferior.

Though you might complete the campaign in but a few hours, the replay value from getting high scores, finding all alternate paths in the game, and acquiring all medals makes for a tripled or quadrupled play time. Those who just desire an experience from the beginning to the roll of the credits will not find Star Fox Zero worth purchasing. Heck, just one run might not give you enough time to fully digest the controls depending your skill level with alternative control styles. Regardless, after many years of sequels that didn't quite live up to Star Fox 64, I feel Star Fox Zero really does live up to that game's legacy. It's not better, but it's not far from it, either.

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Nintendo Gaming / New Humble Nintendo Bundle for US and UK
« on: April 26, 2016, 02:57:19 PM »
https://www.humblebundle.com/friends-of-nintendo-3ds-wiiu

$1+
Retro City Rampage DX Nintendo 3DS
Affordable Space Adventures Nintendo Wii U
Shantae and the Pirate's Curse Nintendo Wii U/Nintendo 3DS

Average+
Freedom Planet Nintendo Wii U
Rhythm Thief & the Emperor's Treasure Nintendo 3DS
Citizens of Earth Nintendo Wii U/Nintendo 3DS

$13+
Street Fighter IV: 3D Edition Nintendo 3DS
Darksiders II Nintendo Wii U

Contains Freedom Planet, Shantae and the Pirate's Curse, Darksiders II, Super Street Fighter IV: 3D Edition, Affordable Space Adventures (now actually affordable), Citizens of Earth, & more!


If you're in the US, Rhythm Thief is an absolute steal. I had just sold my physical copy last week for $50.

74

I still need to play Bravely Default, despite knowing of an infamous portion of the game that is a bit repetitive and obnoxious. However, I'm sure I'd still enjoy the game, so I'm also interested in the sequel, releasing this Friday in North America. I think it's already out on the other side of the pond.

Is anyone picking this up any time soon?Is anyone picking this up any time soon?

75
He seems like he wants to be a part of the community, and heaven knows that doesn't happen often with people who start posting here. (Ooh, PHIL SLAM'D!)


Anyway, what bad things has this poster done in the past? Since this is the Funhouse, you can come up with real responses or get creative and make things up. Just don't say which is which. The fun(house) is in guessing!

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