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Sega reveals the first five handheld games to launch on the service.
http://www.nintendoworldreport.com/news/25583
Sega has announced the upcoming lineup of Game Gear games that will be available in Japan for the 3DS Virtual Console service. The titles listed are Sonic and Tales 2 (known as Sonic the Hedgehog: Triple Trouble in the West), Sonic Drift 2, Shinobi, Dragon Crystal: Shirani's Maze, and Columns. As of right now, there is no specific release date for the titles.
Street Fighter finally returns to a Nintendo platform, but how does it stack up to its console counterparts?
http://www.nintendoworldreport.com/review/25509
Not only is Street Fighter one of the most iconic gaming franchises for Capcom, it is one of the most beloved franchises in the gaming industry. With numerous versions of Street Fighter titles appearing on tons of platforms over the years, it was only a matter of time before the revered series would make its way back to Nintendo. With Super Street Fighter IV 3D Edition, Capcom went all out to take everything from the HD console versions and cram it into Nintendo's new handheld, the 3DS. There is a lot to like with Super Street Fighter IV; however, that does not mean that the game is without faults.
Hadouken!
Super Street Fighter IV 3D Edition features 35 playable characters that are available as soon as you boot up the game. For fans of the series, the many familiar faces from previous games are sure to bring up fond memories from yesteryear. In terms of game modes, it is what you have come to expect from a Street Fighter game, including the likes of Arcade mode, Versus, Training, and a Challenge mode in which the player is directed to perform specific moves to proceed and/or complete bonus stages that can be found throughout the Arcade mode. Capcom has also included online play in an attempt to make the 3DS version as much like its console counterpart as possible. Not only this, but Capcom has included an insane amount of collectibles in the game, as well as an exclusive 3D camera mode. Needless to say, Capcom really poured a lot of care into the development of this game.
The controls in the 3DS version are nearly identical to what you find on the console version and are, of course, customizable. Strong attacks are mapped to the shoulder buttons, and the medium and weak attacks to the face buttons. What sets the 3DS version apart from any other version of Street Fighter are the four hot keys on the touch screen. While you do not necessarily have to use the hot keys, it really makes it a lot easier to pull of the moves that you would normally perform on a control pad. Though the touch screen does help, to an extent, remedy the difficulty one might have with the small control layout, there are simply going to be some moves that you will have to attempt to do without the assistance of the touch screen controls.
Visually, Super Street Fighter IV on the 3DS is stunning. The transition from its high definition console counterpart to the small screen was pulled off very well, making it one of the best looking titles available at launch. The character models are very well done, and look strikingly similar to what you can find on either the Xbox 360 or PlayStation 3. However, the stage backgrounds are mostly two dimensional and typically static compared to the three-dimensional active backgrounds found on the home console version. Even with this, the game, background included, still looks fantastic. The visuals, along with the great sound, make Super Street Fighter IV on the 3DS a wonderful experience for the senses.
Hadouken!
As NWR's very own James Charlton mentioned in his initial impressions with Super Street Fighter IV, the 3D mode is a wonderful addition to the 3DS version. The mode really does emphasize the 3D effect, bringing a sense of depth that can only be found using 3D technology. While the fighting mechanics remain the same, the camera is placed slightly behind your character at an angle with his/her back partially to the camera. Although the mode is visually stunning, it can be a little difficult to judge how close you are for an attack and vice versa. For example, I am a fan of E. Honda and have played quite a bit with him in this mode. With that said, I am pretty familiar with the range of his strong punching attack. In the 3D view, but I still found myself making small misjudgments which would cause me to miss with my attacks more times than I would like to admit. I am no Street Fighter guru, but it seems that the standard view is a better suited for those who are hoping for a more accurate experience.
Online play is one of the greatest components of Super Street Fighter IV 3D Edition. It is well put together, simple, and effective. Upon entering the mode, you are given the options of either a Versus Match or a 3D Versus Match. After choosing that, you can play a Quick Match against a random opponent, a Friend Match against someone on your Friend List, or a Custom Match, where you can choose the number of rounds, game time, and more. I was able to hop into the online mode without any hitches. The gameplay was smooth and I did not encounter any slow down or lag. To be honest, this is probably one of the best online experiences I have had on a Nintendo platform. The ease of use coupled with the functionality sets a bar that Nintendo and other third-party developers should take a look at.
That can't feel good.
Capcom was not kidding around when it came to in game collectibles. There are 500 figures to collect, each different from one another. You gain points to purchase the figures from fighting in the various game modes. From the main menu, you can access your Figure Collection. From there, you are able to view the figures in your Album, purchase more figures, trade, and assemble a team for use in the Street Pass mode. Unfortunately, I have not encountered any other people who were hiding the game and their 3DS in their bags, so this is a feature that I have not been able to try out. Nevertheless, it is great that Capcom has worked so hard to provide so much extra content for players as well as utilize the capabilities of Nintendo's new handheld.
Super Street Fighter IV 3D Edition is easily one of the best launch titles available for the 3DS. With a great online system, a plethora of characters to choose from, beautiful visuals, and tons of options, there is truly a lot to like with this solid fighter. While the experience has it warts, Capcom has definitely served up a winner and is providing gamers with one of the best handheld fighting experiences on the market today.
Danny Bivens unboxes the Nintendo 3DS.
http://www.nintendoworldreport.com/blog/25485
Nintendo's latest handheld, the Nintendo 3DS, has just launched in Japan. NWR Japan Correspondents were out on launch day and were fortunate enough to find a few units. Check out the pictures below to see the unboxing of an Aqua Blue Nintendo 3DS, which will give you a chance to get an eyes-on with the unit itself, the AR cards, docking station, a new 3DS game case and more!
Please be sure to check back with NWR for our 3DS impressions. Also, don't forget to check out James Charlton's 3DS launch experience!
We get some hands-on time with Mistwalker's latest epic.
http://www.nintendoworldreport.com/impressions/25450
January 27 marked the day that Mistwalker's latest epic, The Last Story, hit store shelves in Japan. Directed by Final Fantasy creator Hironobu Sakaguchi, Japanese gamers and gaming media alike had high expectations for the game. Since released, the title has received nothing but praise from Japanese media outlets, including a score of 38/40 from Famitsu. After playing over ten hours of the game myself, I can confirm that The Last Story is something special and a game that Wii owners should be excited about.
The story centers on Elza, the main hero of the game who is constantly dreaming about becoming a knight. Elza, his pseudo brother Quark, and their rowdy group of friends are mercenaries who are simply looking for work when they make their way to Ruli City. What starts out as a somewhat lighthearted trip into town soon takes an unexpected turn for the worse as Elza and his pals get wrapped up in a wider, broader conflict occurring on Ruli Island. The player controls Elza throughout his adventure on Ruli Island and the surrounding areas and out at sea.
One of the most pleasant and refreshing aspects of The Last Story is the battle system. Even though the battle system is a bit daunting at first, it is pretty easy to get used to after a few battles. During the battle sequences, you are in control of Elza. Battles can take place anywhere on the map. During a battle, you have anywhere from one to five party members fighting alongside you. Elza has a unique skill called Gathering, which draws attention of the enemies to him. This allows your teammates to use magical abilities and other skills without interference from enemies.
As you progress in the game, you unlock various skills for Elza and his teammates. Some of these skills include curing, performing enhanced attacks, and even the ability to command your teammates. Most of these skills are pretty useful and are fairly easy to execute.
Pulling off a basic attack is a simple as walking straight into an enemy. If set on the “normal” control mode, attacks are done automatically. There is, however, a manual mode where the “A” button is used for primary attacks. Some seasoned gamers might write off the auto-attack mode, possibly thinking that it might dumb down the game a bit too much. However, after playing with the auto-attack mode for a number of hours and through hundreds of enemies, the feature works extremely well and is an aspect that makes The Last Story even more accessible and fun.
Even if you choose the auto-attack mode, you still have control over blocking, movement, and the various skills. Blocking can be executed by pressing and holding the B button on the Wii Remote. Using the B button also gives Elza the ability to vault himself over various obstacles (crates, downed pillars, etc.) and his teammates. The A button allows Elza to go into a Hide mode, which is similar to a cover system found in many third-person shooters. When in Hide mode, the player can creep along walls or stay hidden from enemies behind boxes or large rocks. To exit the mode, simply press the A button again. The button, coupled with the control stick, will also allow you to perform a roll, which can be used to avoid attacks from enemies. The control pad on the Wii Remote is also utilized to a certain extent for some of the skills later on in the game.
The Nunchuk is your primary method of moving Elza. The Z button is used to reset the camera directly behind Elza and the C button is used to activate the aforementioned Gathering skill. Elza also has a crossbow that can be used by pressing and holding the Z button to go into an over-the-shoulder aiming mode (referred to as Observation mode in the instruction manual). While in this mode, you use the joystick on the Nunchuk to direct where you want your projectile to go, and then press the A button to fire.
Controlling Elza off of the battlefield is nearly identical. One thing that does play a pretty significant role is the Observation mode. At various points in the story or at different places on the map, a prompt will appear on the screen to let the player know that something important or something story-related can be activated by looking around and finding observation boxes. The boxes are white and semi-transparent, blending easily into the background. This feature is interesting, and used many times throughout the game. While it is a little on the cheesy side, it is an interesting addition nonetheless, and is a way for the player to become more immersed in the gameplay and story.
When it comes to the controller set up, Mistwalker and AQ Interactive allow gamers to choose between using the Wii Remote/Nunchuk combination or the Classic Controller. Both work extremely well. The biggest benefit of using the Classic Controller is the fact that you can have complete control over the camera. Even with that said, pressing the Z button on the Nunchuk resets the camera behind Elza and works pretty well. At this point in the Wii's life cycle, this boils down to a preference issue. Needless to say, it is just great having the ability to choose and not be forced to play one way or the other.
Visually, The Last Story is an impressive game. While there are some muddy, blurry textures here and there, the art direction and overall polish of the game are incredible. The character design is what you would expect from a Japanese RPG, complete with the crazy hair and odd assortment of clothing. The menus are appealing and put together very nicely.
One other cool aspect that has not received much attention pertains to the title screen. Depending on where you last saved, the title screen will feature some active, in-game background of a location near to where you saved. For instance, Elza was watching a gorgeous meteor shower with one of the other characters at an early point in the game. When I booted it back up, I saw Elza and that character looking up at the meteor shower. It was not a static picture either, but basically the game engine running behind the main menu. It is a very subtle addition, but just goes to show the amount of detail and hard work that was put into making this game look and feel great. Not only that, but the killer soundtrack, voice acting, and even the sounds from the battles show how serious Mistwalker was with their Wii outing.
Ten hours with The Last Story is just enough time to scratch the surface. This epic game is a complete blast to play and has a story interesting enough to keep you coming back. While there is currently no word whether or not Nintendo will release The Last Story outside of Japan, gamers in the West can only cross their fingers and hope for a localization from the Big N.
I can't say I'm surprised to see this, and it's nice for people who want it for the game. I'm still hoping it will have some defining difference from the first run though, even if it's just a different serial or version number.
I expected this to have a slightly longer run. Prime Trilogy was out longer and that have a cool metal tin cover.
The problem is that the NES originals are still among the top selling games on the VC, likely because new Wii owners probably want to replay their favorite games from their childhood. How many people bought any either version of Altered Beast for example?
How does the slide pad feel? Did you try the Dpad? Was it akward?