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Messages - Brawndwarf

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1
TalkBack / Stay Out Of The House (Switch) Review
« on: June 15, 2023, 08:03:55 AM »

A straight-to-video slasher video game that has some Switch issues.

http://www.nintendoworldreport.com/review/63972/stay-out-of-the-house-switch-review

For the first part of this review I’ll discuss the game itself (it’s cool!), then I’ll discuss why you may want to be wary of the Switch port.

If you’re not familiar with Puppet Combo, they are a developer making games that primarily capture the vibe of straight-to-video slasher films of the 80s. Stay Out of the House looks back even before then, with its primary inspiration being films like the original Texas Chainsaw Massacre and The Hills Have Eyes. It also looks back to an earlier age of survival horror (with one modern concession).

As is the case with Puppet Combo games, the polygonal visuals in SOOTH are extremely simple and abstract. This is a good thing, as oftentimes the truly terrifying aspects of horror are the blanks your mind fills in. I chose to keep the default visual setting (an approximation of a VHS tape being played on a CRT television) through the bulk of my playthrough, changing to 1999 when I needed better visibility, as you’re able to change the filters depending on your preferences. The game credits many people for its audio (down to the sound they contributed), which is a huge part of the atmosphere here, so I’d recommend being intentional about your speaker/headphone situation as you play.

At the start, the game gives you the option to play through a couple of prologue stories or jump straight to the house that honestly you should probably stay out of. I highly recommend playing through both prologues - they set up the story a bit and despite being pretty low-stakes compared to the “main” game, manage to ramp up tension and deliver some big scares.

The “meat” of the game is the house section, where you need to solve puzzles and avoid being caught by the cannibals within. The puzzles are classic PS1 survival horror: find a thing so you can use a thing to progress to the next area. The controls can be a bit awkward at times - trying to precisely aim my cursor at a screw or pulling open a cabinet door occasionally led to clumsy results. There are weapons, but they are extremely scarce and minimally effective against your primary pursuer.

The primary way you engage with enemies in SOOTH is avoiding them. This means being intentional about your movement through the house, and if/when you are detected, finding a hiding place immediately. This plays out similarly to the encounters in Clock Tower 3, or more recently, Alien: Isolation. Saves are limited and once you’re caught three times it’s game over (which is also one of the game’s endings). It’s the right gameplay style for this experience. There was a moment when hiding that the tension was so high I realized I was holding my breath, which I’d say is a pretty big win for a horror game. However, this comes with some frustrations as well.

There were times when I’d be hiding waiting for a threat to pass for minutes at a time, which definitely deflated the tension. Ideally the goal would be to simply not trigger the detection mode, but even with careful play there are some random elements that make it unlikely for most players on their first playthrough, which will likely last four hours or so.

The game does have a lot to offer those who want to replay it such as multiple endings, optional areas, and plenty of supplemental text to piece together the story. The PS1-era Resident Evil / Metroidvania structure of the house makes it a prime speedrun candidate as well. A great addition is the “explore” difficulty option for players who just want to experience the puzzles and story without being constantly threatened by a roaming enemy. I’ve seen a mode like this requested for Alien: Isolation, so I know some players would welcome it here, though it’s hard to shake the feeling that you’re not getting the “full” experience.

Stay Out of the House is a game with a clear vision and intended audience. '70s and '80s horror fans with a high tolerance for gore and frustration will likely love it, but others may take one glance and pass it over like a tape at the rental shop.

On the Switch version: while there’s a lot to like about SOOTH, but I can’t recommend the Switch port based on the version I played. At one point I went to save the game, only to get a "This software needs to close due to an error" message, losing over 30 minutes of (honestly pretty stressful) progress. As I mentioned earlier, the explore mode is an excellent option for players, but when I tried it there was a bug that wouldn’t trigger one of the final events of the game, meaning I couldn’t finish it. And unfortunately, rebooting and reloading a save didn’t help. These are two pretty significant issues to experience in the 5-6 hours I spent with the game, making me hesitant to recommend this version.

The developers have promised a day one patch to address these issues, and judging by the updates the game received on PC, I’m inclined to trust them. However, at this moment I still recommend Stay Out of the House, but only the tried-and-true original PC version.


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TalkBack / Nun Massacre (Switch) Review
« on: March 29, 2022, 06:33:39 AM »

And then there were nun.

http://www.nintendoworldreport.com/review/60051/nun-massacre-switch-review

Nun Massacre caught my attention right away, combining two of my favorite aesthetics: '80s low-budget slasher films and PS1-esque polygons. I wasn’t familiar with developer Puppet Combo’s other lo-fi horror games, but as soon as I saw Nun Massacre on the Switch eShop, I was instantly captivated. Like choosing a great slasher VHS from the rental store, my instincts here were correct: Nun Massacre is very much in my wheelhouse. Let me help you decide if it’s in yours.

Nun Massacre is a first-person horror game with puzzles and (optional) combat, but those mostly exist in service of the story and the terror. This is a game that wants to make you feel alone, confused, helpless, and scared. It mostly succeeds. You play as a mother whose daughter attends a boarding school run by nuns. There’s a letter, an illness, a bad feeling, and you travel to the school to check on her. Once you arrive, you find the school empty. As you explore, you discover scattered notes and begin to piece together the story of a descent into madness. There are obstacles preventing your progress at every turn. To get past these you need to find items by thoroughly searching rooms, opening drawers, checking clos- NUN WITH KNIFE

YOU DIED

Start over.

This is the gameplay loop of Nun Massacre. Explore the world while memorizing item placements and their usage sequence to progress. Aside from some slight backstory, the critical path is all you need with your goal being to simply to survive to the end. And The Nun’s goal is to prevent your survival.

The Nun is a brilliant adversary, along the lines of Nemesis in Resident Evil 3 or a ghost in Pac-Man: pure, single-minded pursuit. Once they are in close enough range, you’re as good as dead. You can run from The Nun, you can divert The Nun, but you can never really defeat The Nun. This dynamic creates a genuine sense of lurking horror and tension throughout the experience.

My first in-game death (and ending) came from a misstep and falling into a pit of barbed wire, ala Suspira (1977). Instead of cutting immediately to a game over screen, I’m forced to hopelessly flail in the barbed wire as I wait for death. Then The Nun appears. Slowly rising into view she stares directly at me. There is palpable tension as I wait for what inevitably comes next. Finally, the stabbing begins.

Moments like this are where Nun Massacre truly shines. This scene is not only brilliantly constructed, but also a love letter to the horror genre. Homages to horror films and games are sprinkled throughout the game, from Silent Hill’s radio static when danger is near (here taking the form of VHS tracking) to a health tracker that’s extremely similar to the one found in the PS1 Resident Evil games.

Unfortunately, Nun Massacre also adheres to some conventions of the survival horror genre that were perhaps better left in the past, such as a limited three-item inventory and excessive backtracking. I found the backtracking in the middle of the game especially egregious, finding myself running in circles taking items from one visually similar part of the multi-level school to another. During this stretch the encounters with The Nun became less terrifying, and honestly, more annoying than anything, which had an adverse effect on the tension and mood of the experience.

That said, it’s an experience seeing through (after a couple of hours of trial and error, a playthough will take roughly 30 minutes). There are multiple endings that recontextualize the story and leave quite a bit to the player’s interpretation. One way or another, Nun Massacre will leave an impression.


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TalkBack / Star Wars Pinball Preview
« on: April 19, 2019, 04:07:59 AM »

May the Force direct your ball to the jackpot.

http://www.nintendoworldreport.com/preview/50316/star-wars-pinball-preview

I spent the last weekend completely immersed in Star Wars. While that’s not too much different than a typical weekend for me, these last few days I was surrounded by tens of thousands of fellow fans at Star Wars Celebration Chicago. From *that* laugh in The Rise of Skywalker teaser to meeting Twitter friends for the first time, SWCC was full of memorable moments for me. One of those moments was playing the first Star Wars game for Nintendo Switch.

In some ways, Star Wars Pinball was a known quantity for me. I have Zen Studios’ Pinball FX 3 on Switch already, and I own all of the (currently absent from Switch) Star Wars tables on Xbox One. After a short time playing in portable mode, it was apparent that everything great about Zen’s game (the physics, presentation, etc.) is all present here.

Where Star Wars Pinball on Switch differs from other systems revolves around the unique features of the console. In my demo, the game made great use of HD Rumble, giving a solid approximation of the physicality of playing an actual pinball table. Another unique benefit of playing on the Switch is the ability to, with a press of a button, rotate the orientation of the viewing area, and if you’re playing in portable mode with a Flip Grip, you can set the table to display vertically.

At the Zen Studios booth I also had the opportunity to speak with Zen’s Desiree Marsh. When I asked her about the possibility of future DLC arriving day-and-date on Switch, she couldn’t give me a solid answer due to the complexities of the licensing contracts. She was, however, able to confirm that the physical edition on Switch (a first for the studio) would come on a proper cartridge, not just a download code in a case. This, Desiree said, will ease the burden on families with multiple Switches, but wanting to share a single copy of the game. Finally, she mentioned a couple of new modes for Switch. Galactic Struggle, which will provide another form of asymmetrical multiplayer outside of the standard leaderboards and Career, where you work your way up the up the Jedi or Sith ranks.

I walked away from my Star Wars pinball impressed by Zen’s commitment to the license, quality, the platform, and families. It’s a game that I will definitely be adding to my Star Wars / Switch collection when it arrives this September.


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TalkBack / Revenant Saga (Switch) Review
« on: October 23, 2017, 11:35:26 AM »

KEMCO brings a nice throwback to old-school JRPGs with Revenant Saga, but does it all congeal?

http://www.nintendoworldreport.com/review/45697/revenant-saga-switch-review

While some Nintendo fans may associate KEMCO with their NES ports of “MacVenture” games like Shadowgate and Deja Vu, they’ve actually become quite the prolific mobile developer. A quick glance at their website shows dozens of games they’ve localized and released on mobile devices (and some consoles) in recent years. Paging through the releases, it’s easy to identify KEMCO’s jam: colorful, anime-inspired, 16/32-bit JRPGs.

Revenant Saga is one of these titles. Originally released on mobile devices in 2015, and then ported to PlayStation 3/4, Vita, and Wii U earlier this year, Revenant Saga now arrives on Switch. While at first glance, the game seems like a whimsical romp, the early moments are surprisingly dark. We learn of the Revenants, undead creatures that mysteriously appeared and have no real goal aside from wiping out human civilization. Judging from the opening story segment, they seem to be doing a solid job at that. The attacking demons bring with them “The Plague,” an incurable disease that claimed protagonist Albert’s parents. The adventure begins when Albert’s childhood friend Anna’s parents contract the disease, and Albert sets off in a misguided attempt to find a cure. What happens next was genuinely surprising and continued the dark theme presented in the opening moments.

While I enjoyed the unexpected sinister twist, the presentation was underwhelming, rendering the story beats far less effective than they could have been. While the localization is certainly competent, precious little “flavor” is packed into the script. As you may expect from a JRPG in Revenant Saga’s style, the storytelling features quite a bit of character-portrait-and-text-box dialogue. Important plot points are undermined by the dry, matter-of-fact character reactions. This problem is exasperated by the fact that these dialogue boxes are the primary source for how the story is communicated; Revenant Saga’s character animation is far too limited to convey action, let alone emotion. One early scene in particular stands out in this regard- a character undergoes something significant, but the scene comes across glitchy and comical rather than horrifying, due to the limited animation.

Other areas of Revenant Saga’s presentation fare much better. The menus are clean, logical, and fast. A positive byproduct of its mobile roots, the game allows you to save anywhere with a quick press of the “+” button. While the visuals pale in comparison to other retro throwback RPGs on Switch such as I Am Setsuna and Project Octopath Traveler, Revenant Saga has some nice touches in its early-PS1-RPG graphics. For one, a day/night/weather cycle on the overworld looks pleasant. While essentially window dressing, seeing clouds pass and rain begin while wandering is an artistic and nostalgic flourish. A somewhat more impressive graphical detail is the switch to polygonal 3D visuals in the game’s turn-based battles. The character models are simple, but I appreciate the vibe.

If you’ve been playing JRPGs for the last 25 years or so, you can probably look at screenshots of Revenant Saga and imagine the soundtrack in each moment. Town music is your typical inoffensive chipper fare, while the overworld theme evokes an Ys-esque piano-rock style. It’s all solid stuff, but don’t expect any Secret of Mana / Chrono Cross style surprises in the OST (or much variety- there are only a handful of tracks in the game).

Not expecting surprises is a good way to approach Revenant Saga in general. For better or worse, nothing is really hidden, be it obscured stats or secret combat mechanics that require you to pour over an FAQ. In my Normal difficulty playthrough, I was able to cruise through the game, mostly auto-attacking, with no real need to grind. Just buy and equip new gear when you hit a new town, and upgrade your weapons using the rudimentary “Custom” option in the menu, and you’re good (though you may want to save your weapon upgrades until late in the game, when you’ve settled on your final weapon). Transformations are an option in combat, and offer some powerful abilities, but I seldom used them due to the fact that characters cannot be healed while transformed. There are also Easy and Hard difficulty options you can switch to at any time if you find the challenge not suiting your playstyle.  

In the 15 or so hours it took me to finish Revenant Saga, I couldn’t help but feel an overwhelming sense of missed potential. None of the mechanical ideas, from character transformations to customization of weapons felt fully fleshed out, balanced, or compelling. The interesting plot is hampered by one-dimensional characters and endless text boxes in which characters talk a lot, but say very little. That all said, Revenant Saga is a slightly above-average throwback RPG on Switch, with a 10-20 hour main quest (there is also a post-game dungeon if you’re into that sort of thing). For a budget-priced retro-style JRPG on Switch, Revenant Saga mostly delivers what it promises. Just don’t expect to see anything new or done better than the games it was inspired by.


5
TalkBack / 3D Sonic the Hedgehog 2 (3DS) Review
« on: October 08, 2015, 04:02:59 PM »

Superbsonic

http://www.nintendoworldreport.com/review/41288/3d-sonic-the-hedgehog-2-3ds-review

While modern Sonic the Hedgehog games have been under heavy scrutiny since the Dreamcast days, it seems that lately people have become more critical and outright dismissive of even the original Genesis titles. This is a shame, because despite some flaws, the original trilogy is still a lot of fun, and Sonic 2, now in new 3D classic form, is arguably the best of the bunch.

Many stages in Sonic 2 are absolutely incredible achievements in multi-path platformer design. Levels like Chemical Plant, Casino Night, and Emerald Hill are still as beautiful as they were 23 years ago on "Sonic 2sday." Trying different routes to find the quickest or easiest way through a stage is still addicting today. However, some of the mid-to-late game stages like Mystic Cave and Oil Ocean range from dull to frustrating (and occasionally both). Thankfully, this version includes a stage select mode, which allows you to just play the stages you love.

The usual Sonic "problem" certainly rears its head here. Your mileage may vary for how much this issue annoys you, but it’s just part of the Sonic experience: sometimes momentum can result in damage, lost progress, or death. While Ring Keeper Mode (start each life with 10 rings, only lose half when you take damage), save states, stage select, and Super Sonic Mode (unlocked after you finish the game) don’t fully compensate for this inherent issue, they certainly make it far less frustrating.

Remember those 3D half-pipe bonus stages that blew your mind as a kid? Unfortunately, they haven’t aged well. Imprecise and difficult, they’re really just not that fun to play these days. Thankfully, with Super Sonic mode unlockable from the main menu, there really isn’t any reason to revisit them.

While some gripes permeate my experience of playing Sonic 2, even the most frustrating death can’t take away the thrill of hitting a corkscrew loop in Emerald Hill. Or the goofy joy of bouncing around Casino Night Zone as the brilliant Masato Nakamura soundtrack plays. The game was a bold, uncompromising challenge to Nintendo’s previously untouchable reign, and you can see that scrappiness in every moment of the game, for better or worse.

Sonic the Hedgehog 2 is a game of massive highs and crushing lows. Thankfully, M2 and Sega have made those lows much less frustrating in this 3D version, making this the definitive way to play this imperfect, but essential, classic.


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TalkBack / Re: 3D Gunstar Heroes (3DS) Review
« on: August 28, 2015, 08:55:22 PM »
I can't tell if I love or hate the joke either haha. Thanks for reading though! :-D

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TalkBack / 3D Gunstar Heroes (3DS) Review
« on: August 25, 2015, 09:52:00 AM »

I Think UR A Gunstar.

http://www.nintendoworldreport.com/review/41029/3d-gunstar-heroes-3ds-review

Gunstar Heroes is game that seems to have only grown in popularity since its original 1993 Genesis release. As the original Sonic games come under more scrutiny with each passing year, Treasure’s Gunstar Heroes climbs past them on "Top Genesis Games of All Time" lists. Gunstar Heroes’ place among the greatest games on Sega’s 16-bit console is well deserved - it’s an incredible accomplishment, both creatively and technically.

At first blush, Gunstar Heroes doesn’t seem too far removed from its closest contemporary, 1992’s Contra III on the SNES. Both are beautiful 16-bit run-and-gun shooters, but while Contra takes the more (endearingly) '80s-action-movie-machismo route, Gunstar feels more like a '90s anime. The characters (especially the antagonists) are incredibly expressive and the locations are unique and varied, taking you from strange villages to the far reaches of space to even a virtual boa… well, I won’t spoil that one for those who may be playing the game for the first time.

At its core, Gunstar Heroes essentially follows the side-scrolling run-and-gun template, but what really makes it stand out is the moveset you have at your disposal. In addition to firing a weapon, your character can grab and throw enemies, or attack via a Mega Man 3-esque slide. Firing weapons is hardly conventional in Gunstar Heroes. You choose and change weapons via pickups, and while the heat seeking rounds and flame shots may seem like standard fare, what makes the weapon system unique here is that not only can you switch between weapons, but you can also combine them. This system gives experimental players a reason to replay the game over and over again, trying to find the best weapon combinations for each stage and boss.

Surprising no one at this point, M2 has made some additions to this 3D release. Along with the expected visual and version options, a "Mega Life" option has been included, which doubles the amount of life you have, making a challenging game much more manageable. The greatest inclusion however, is the new "Gunslinger" mode. With this selected, you start with every weapon (you can switch between combinations with the L and R buttons), and you can, with the press of the X button, switch between characters (and firing styles) on the fly. Another cool bonus to this version is not found in the game itself, but the digital manual. Inside, you’ll find both the International and original Japanese versions of the game’s story. Comparing the differences between the two is a fun distraction, and another unnecessary, but appreciated, addition.

The moment I started up the game on my New 3DS with the 3D slider cranked and saw the Treasure logo morphing on the screen, I knew this was going to be a mindblowingly intense 3D experience. However, as with 3D Out Run, having the 3D at max may be too intense for first time players. Gunstar Heroes is a fast and demanding game, and while the 3D effect is incredible, I’d recommend easing into it.

Gunstar Heroes is an absolute classic of the 16-bit era. I didn’t think it was possible to make the game better, but somehow M2 pulled it off. Learning the moveset, boss patterns, and weapon combinations may take a bit of time, but if you love classic action, this is a game you’ll want to revisit again and again - and this is the version you’ll want to come back to.


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TalkBack / 3D Streets of Rage 2 (3DS) Review
« on: July 23, 2015, 06:14:14 PM »

A positive rage.

http://www.nintendoworldreport.com/review/40807/3d-streets-of-rage-2-3ds-review

When we discuss games from the 16-bit era, "atmosphere" is typically not a topic that comes up. Sure, we’ll talk about the music, mechanics, or difficulty, but atmosphere is a term that gets bandied about more when discussing the "artsy" indie or "cinematic" blockbusters of today. That said, I absolutely cannot discuss Sega's latest 3DS game 3D Streets of Rage 2 without bringing up the atmosphere - it’s the first thing that comes to mind for me whenever I think of the game.

Like its closest contemporary of the era Final Fight, the Streets of Rage series takes the "gritty American city" from countless '70s and '80s films and gives it a 16-bit makeover. Streets of Rage 2 takes this aesthetic further through its neon-lit cityscapes and brilliant Yuzo Koshiro soundtrack. Koshiro’s electronic score, while catchy, is full of dark undercurrents that emphasize the chic corruption of the city. It’s one of the finest soundtracks on the Genesis, and arguably Koshiro’s greatest work.

When you look beyond the aesthetic, you’ll find a highly competent brawler - arguably the best in the genre. Streets of Rage 2 certainly doesn’t reinvent the wheel, rather it simply does everything right. You have four distinct playable characters to choose from, memorable bosses, and a variety of interesting locations to kick, punch, and suplex through. And fortunately, those kicks, punches, and suplexes feel perfect.

Combat in Streets of Rage 2 is fast, responsive, and shockingly fair. The brawler is a genre born in arcades that is meant to attract players with flashy visuals so they’d keep pumping in quarter after quarter to defeat the next cheap boss. The Streets of Rage series, on the other hand, was designed for consoles, so while still brief and challenging, it never felt wholly unfair. Plus, the multiple difficulty levels meant that hardcore players would still be challenged, but those who just wanted to play in the game world could breeze through it in a leisurely Saturday morning session.

With 3D Streets of Rage 2, M2 and Sega have, as expected at this point, created a version of the game with even more playability options. One new addition is the Rage Relay mode. Here, you select the order in which you play each of the four characters, King of Fighters style, and switch whenever one is knocked out. As stated in our interview, this mode was designed so that players would experience how differently each character plays. The one-punch mode from the original 3D Streets of Rage is back, but with a bit of a twist. Here, the mode is known as Casual, and when selected, all enemies, including bosses are defeated when their bodies hit the floor. So it takes a bit more than one punch- maybe a combo, dropkick, throw, or special attack to knock enemies out here. This makes the optional mode even more satisfying than in the original, while still keeping the experience laid back and streamlined.

3D Streets of Rage 2 takes a game that was already infinitely replayable (solo or multiplayer as this version does allow for co-op if both players have the game) and gives you even more ways to experience this classic brawler. The impeccable port combined with the additional features and cool 3D effect make this the definitive version of one of the pinnacles of the genre.


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TalkBack / 3D Thunder Blade (3DS) Review
« on: June 02, 2015, 01:21:00 PM »

You might have missed out on Thunder Blade in the past, but don't sleep on this Sega 3D Classic.

http://www.nintendoworldreport.com/review/40364/3d-thunder-blade-3ds-review

I don’t blame you for not being excited about 3D Thunder Blade. With limited availability of the original arcade cabinet here in the West, most people’s only experience with the game was the slow and clunky Genesis launch title, Super Thunder Blade. Luckily, Sega and M2 have created the definitive version of Thunder Blade with this 3DS eShop release. 3D Thunder Blade is fast, fun, and surprisingly impressive - especially if you have a New 3DS.

If you’ve played Thunder Blade’s closest cousin, After Burner, you should have a decent idea of what to expect. Rad scrolling sprite visuals and frantic "shoot everything you possibly can with bullets and missiles without getting blowed up" gameplay. But this time, you’re in a cool helicopter rather than a cool fighter jet. The other major difference between Thunder Blade and After Burner is the shifting perspective. While After Burner’s gameplay took place entirely from a behind-your-craft view, Thunder Blade mixes it up by sprinkling in some top-down sections. These segments, which appear at the beginning of stages and some boss battles, offer a fun, Xevious-like experience, and look awesome in 3D with their fantastic environmental layering.

Actually, the whole game looks awesome in 3D, which is especially great if you’re playing on a New 3DS. While all the Sega 3D Classics dating back to Space Harrier have had great 3D, I think Thunder Blade may be the best yet. I find myself keeping the 3D on for the entirety of my playthroughs, which doesn’t cause me too much strain, as the game is quite short. Thunder Blade consists of four stages (which are selectable after you complete them) and each one takes about three-to-four minutes to complete.

After completing your first playthrough, you unlock Special Mode (exclusive to this version of the game). Here, you play the stages sequentially on a limited number of lives/continues, earning more lives by defeating enemy crafts. Decimating your foes feels even better in this mode thanks to the new "super missiles," which are powerful, screen-traversing enemy-exploders. The new missiles feel weighty, crunchy, and destructive. However, the real shining feature of Special Mode comes at the end of stage four, when, after defeating the final boss, an all new fifth stage opens up. The transition into this new stage is seamless, and what M2 has created here is arguably the coolest level in the game.

Another cool feature of playing the game on a New 3DS is that it supports the Circle Pad Pro/C-Stick. You can choose to use this to manage your chopper’s throttle, which is a nice touch. As would be expected from a Sega 3D Classic, there are plenty of tweakable settings (like being able to drop the difficulty to avoid taking damage from hitting buildings) to suit your playstyle.

If you’ve been ignoring Thunder Blade for the past quarter-century, it’s time to take notice. 3D Thunder Blade is not just a great arcade port- it’s one of the best pick-up-and-play action games on the 3DS.


10
TalkBack / 3D Fantasy Zone II W (3DS) Review
« on: April 16, 2015, 03:06:06 PM »

Endless fantasy.

http://www.nintendoworldreport.com/review/40105/3d-fantasy-zone-ii-w-3ds-review

While I adored the look, sound, and feel of the original 3D Fantasy Zone, the game was not without its issues. 3D Fantasy Zone II improves on the original in many ways, as a 22-years-later-sequel-on-the-same-hardware-as-the-original should. Wait, what? Let me explain.

Fantasy Zone was released in Japanese arcades in 1986, running on a board known as System-16. About a year later, a sequel was released… for the Sega Master System. Needless to say, this version was a visual downgrade from its arcade predecessor. Fast forward to 2008 when our heroes M2 created a “good timeline” version of Fantasy Zone II, built on a (slightly modified) System-16 board for the Japan-only PlayStation 2 Fantasy Zone Complete Collection. This sequel keeps the core mechanics, flow, and charming aesthetic that made the original great, while also adding an optional "dark world" and a less-punishing difficulty level (if you choose).

As would be expected with an arcade shooter from 1986, the original Fantasy Zone was a tough game. Even with the difficulty options present in the 3D version, it was still an extremely challenging, and oftentimes frustrating experience. In Fantasy Zone II however, some seemingly minor tweaks go a long way in making the game feel less punishing. If you’re coming off the original 3D Fantasy Zone, the first change you’ll notice in the sequel is true widescreen. This actually has a significant impact on gameplay, as the less-cramped playing field gives you a much better chance of dodging projectiles and surviving.

Dropping the difficulty in 3D Fantasy Zone II lends an additional advantage to the player: auto-pickup of coins. As in the original game, the coins dropped by defeated enemies are the currency used for (temporary) ship upgrades and purchasing extra lives. When playing on the lowest difficulty in 3D Fantasy Zone II, dropped coins are drawn to your ship as you enter their proximity, eliminating the need to swoop down and pick them up individually- an incredibly risky maneuver in the original. The ability from 3D Fantasy Zone to "bank" coins for later playthroughs returns as well, a feature that is definitely welcome.

The most significant addition to 3D Fantasy Zone II is Link Loop Land, a new game mode exclusive to the 3DS version. This mode is an endless score attack, and according to an interview on the Sega Blog, inspired by Geometry Wars and NiGHTS. The influence of those games is instantly apparent, as the mode focuses on your ability to not just stay alive, but keep combo chains going as well, which increase your score multiplier. It is addicting stuff, and the level of score keeping is more robust than you may expect. The game tracks not only your score, but how long you survived, how many enemies you shot down, and more. Once again, the lack of online leaderboards in the Sega 3D Classics line is a bummer; I’d love to compare Link Loop Land scores with friends.

3D Fantasy Zone II rectifies the frustrating elements of the first game, while significantly increasing the amount of content you’re getting. If you buy one Fantasy Zone game on the 3DS eShop, make it 3D Fantasy Zone II.


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TalkBack / 3D OutRun (3DS) Review
« on: March 12, 2015, 05:19:56 PM »

Long live the car crash hearts.

http://www.nintendoworldreport.com/review/39847/3d-outrun-3ds-review

OutRun is an important game in the medium’s history for many reasons, but perhaps its greatest accomplishment is being one of the earliest games to make the player feel cool while playing it. “Cool” is obviously a subjective term (watch the 1995 film Angus for one of the most endearing examinations of the topic), but I can’t think of a better way to describe OutRun’s aesthetic. The player drives an (unlicensed) approximation of a Ferrari Testarossa, which was without a doubt the coolest car (outside of perhaps a  DeLorean DMC-12) in 1986 when the game was originally released in arcades. Also cool are the constantly changing locales in the game.

OutRun is, surprisingly for a racer of the era, a game filled with choices. After traversing the California-esque Coconut Beach, you reach a fork in the road and must (quickly) choose your next path. You are presented with this choice after each section, until you eventually cross the finish line in one of five final locations. Similar to Star Fox 64, this structure opens up many possibilities for subsequent playthroughs.

The most important choice however, is made before the race begins: your song selection. The original OutRun contained three tracks: Passing Breeze, Splash Wave, and the legendary Magical Sound Shower. These three tracks are some of the finest ever composed for a video game, and a strong case could be made for each of them being the best of the bunch. 3D OutRun adds two new tracks, which may seem like sacrilege to some, but I really enjoy them. The tracks, “Cruising Line” and “Camino A Mi Amor” both fit stylistically and technically (the songs were made using the arcade game’s native data format).

The track layout and driving mechanics are simple, but rock solid, and the steering is responsive. I really only found myself even slightly frustrated with the game a handful of times, all of which involved coming up a hill to immediately be faced with a sharp turn, causing a crash. These moments felt even more brutal with the 3D turned up. While the game looks absolutely incredible in 3D, I found it to be a much more intense experience. But click that slider off and everything is chill again.

If I absolutely had to choose another word to describe the feel of playing OutRun, it would have to be “chill.” And 3D OutRun is the chillest version of the game ever. As expected from M2’s Sega 3D Classics, 3D OutRun is packed with options that allow the player to completely customize their experience. You can modify the amount of traffic on the road and extend or reduce the timer. Beyond this, completing routes unlocks optional “tune-ups” for your car that do everything from increasing top speed to aiding in cornering. While dodging cars at a high speed is still a blast in OutRun, sometimes it’s also nice to drop the difficulty down and just go for a relaxing drive while listening to some hot tunes with your girl.

Tucked deeper in the options menu are all of the visual and audio tweaks hardcore fans have come to expect from the Sega 3D Classics line. Fiddling with cabinet and sound settings can alter the experience in a multitude of ways - yet another way to get more, excuse the pun, mileage out of the game. 3D OutRun does a great job keeping track of your records, not just for overall scores, but individual section times as well. It’s just a shame that there aren’t online leaderboards, as it would be super fun to compare records with friends.

3D OutRun is an incredible and affordable way to experience not just a legendary racing game, but a cultural moment in time. Whether you’re flipping your car through heavy traffic or cruising along the beachfront bumping Magical Sound Shower, 3D Out Run is a cool, chill, and infinitely replayable classic.


12
TalkBack / Re: Theatrhythm Dragon Quest (3DS) Demo Hands-on Preview
« on: March 12, 2015, 07:00:50 PM »
Oh, and two things I neglected to mention in my impressions here. 1) There's a 30 play limit on the demo, so yeah, those are still in effect. 2) The demo has absolutely no 3D. Turn the slider up to full blast and nothing. Not on the menus, title screens or anything. Not sure if this is indicative in any way of the state of 3D in the final game, but odd nonetheless.

13
TalkBack / Theatrhythm Dragon Quest (3DS) Demo Hands-on Preview
« on: March 12, 2015, 03:08:26 AM »

We check out the demo for the upcoming rhythm game from Square Enix.

http://www.nintendoworldreport.com/hands-on-preview/39832/theatrhythm-dragon-quest-3ds-demo-hands-on-preview

Despite the Theatrhythm Dragon Quest demo only having two songs, I’ve still managed to put over an hour into it. This is on top of the many hours I’ve spent with the two Theatrhythm Final Fantasy games. So yeah, I’m pretty into Theatrhythm Dragon Quest... but I’m not sure everyone else will be.

Something that is very apparent when starting up the new rhythm game is that this is definitely a Theatrhythm game - the menus are identical to its Final Fantasy predecessors. What’s kind of a bummer is that the in-game character art is identical as well. The characters are still charming and adorable, but it feels like a missed opportunity not doing more to capture Akira Toriyama’s distinct art style.

The first stage I played, a Field Music Sequence from Dragon Quest III, was quite familiar as well, as it looked and played identically to the FMS stages in Theatrhythm Final Fantasy. However, the Battle Music Sequence from Dragon Quest V was where I found Theatrhythm Dragon Quest really differentiated itself. Instead of the characters being lined up on the right side of the screen as in the early Final Fantasy games and Theatrhythm Final Fantasy, “combat” in Theatrhythm Dragon Quest takes place from a first-person perspective. This keeps true to the DQ style and makes for an interesting BMS experience, as the perspective shift means the notes are coming from top to bottom rather than left to right, which requires some adjustment.

To make the adjustment easier, the new game introduces a “simple” mode. With a press of the Y button, you can switch any song in any mode to simple and play with just button presses (or stylus taps) and no directional inputs. It’s a nice optional feature that shows Square Enix remembers that Dragon Quest is a series for all players, regardless of skill level.

While Dragon Quest is for everyone, Theatrhythm Dragon Quest may not be. If you are not a huge fan of Dragon Quest’s classical-style music, this game isn’t going to do much for you. The new modes and features in the final game may elevate it above its predecessors, but what I saw in the demo did not signify a huge leap from the Theatrhythm Final Fantasy titles.

But for someone like myself, who can never get enough Theatrhythm or Dragon Quest, Theatrhythm Dragon Quest is sure to be a lovely way to spend many hours.


14
TalkBack / 3D Fantasy Zone (3DS) Review
« on: February 12, 2015, 04:20:45 PM »

Bullets with butterfly wings.

http://www.nintendoworldreport.com/review/39630/3d-fantasy-zone-3ds-review

Before Sonic and even Alex Kidd, there was Opa-Opa: the protagonist of Fantasy Zone and Sega’s first mascot. Yes, the mid-'80s were a magical time in video games where an egg-shaped spaceship with feet and wings could not only be the hero in a game, but a company mascot. Opa-Opa’s game, Fantasy Zone, has quite a bit of magic in it as well.

Originally released in 1986, Fantasy Zone is a horizontal shoot-'em-up where, in each stage, the player must seek and destroy a number of targets, then face a boss. The player is able to move through each stage (or “planet”) in either direction, similar to 1981’s Defender. You earn coins by defeating certain enemies, which can be used in the shop to buy temporary ship upgrades and extra lives. What really sets Fantasy Zone apart from its contemporaries however, are the visuals. The psychedelic pastel color palette gives each planet its own vibe, creating a pleasing and original backdrop to the carnage.

The visuals pop more than ever on the 3DS, and it’s not just because of the stereoscopic 3D. The game simply translates beautifully to the 3DS’ screen, and of course, M2’s emulation is perfect. But, as you’d expect, 3D Fantasy Zone contains much more than just 3D and great emulation.    

A welcome addition to this version is the ability to bank your coins. Instead of losing your money at the end of each game, you can save it up in 3D Fantasy Zone. This adds an additional layer of strategy, because now you can plan to buy lives and ship upgrades in the in-game shop during a particularly difficult stage, using the currency you accumulated in previous games. It definitely helps with survival, as does the ability to lower the difficulty and give yourself a few more lives.

The extra difficulty options are especially welcome, because despite its cute and colorful visuals, Fantasy Zone can be an incredibly punishing game. Opa-Opa is never quite centered on the screen, which makes you especially vulnerable from one side at all times. While trying to plot a safe route in a split-second can be exhilarating, it can also be exhausting. The bosses, however, are much fairer fights, with discernible and consistent attack patterns.

If you stay thrifty and make the most of the coin stock, you’ll get your first break at $1,000,000. This unlocks the ability to extend the duration of your power-ups in the game's settings. Getting a million coins takes a bit of grinding, which is odd for the genre, but it does give you the feeling that you’re always making progress. Clearing the game unlocks Upa-Upa mode, which was created exclusively for this version. But even with the difficulty concessions and stage select, I still haven’t seen this mode- my playthrough has stalled out at the second-to-last stage, Pocarius. Still, Fantasy Zone is inviting enough that I plan to keep at it. Although my skill level doesn’t seem to be increasing, my coin stock certainly is.

Even with the occasionally crushing difficulty, it’s hard not to love 3D Fantasy Zone. It’s not only an interesting footnote in Sega history and a fantastic port, but a unique and charming shooter that still holds up today.


15
I've always thought this game looked interesting. I've considered downloading it on the Wii using the points I have leftover with nothing to use them on.
dooooo iiiiiit  :D

16
What a great surprise to read a write-up of Phantasy Star on NWR!  As you can probably tell by my username, I'm a huge fan of the original series (the Dreamcast games never did much for me). 

Believe it or not, M2 has worked on Phantasy Star in the past!  The Phantasy Star Complete Collection, available in Japan on PSN, has the entire original series, plus the gaiden graphic adventures, along with a bunch of classic M2 options like adjustable walking speed, difficulty levels, etc.  There's even English language options, but Sega chose not to bring it to the west.

Maybe this will become a 3D (or even 2D) classic someday.  Stranger things have happened.
That is a fantastic user name :-)
I ADORE the Phantasy Star Complete Collection on PS2! The versions on there are fantastic and it's available on Japanese PSN for the PS3 (alongside many other fantastic Sega Ages 2500 releases). It's maybe not the most convenient way to play the games, but worth the effort for anyone who's interested!
Fingers perpetually crossed for some sort of enhanced re-releases of these games in the West at some point!

17
One of the reasons I've been playing the original is because I've heard that II and IV are some of the best RPGs ever made. I also picked up III and I'm looking forward to its differences.

I have had a great time with the original so far- though it's not my favorite RPG, there's a lot to love and it has me eager to see where the rest of the series goes.
PS II is tough in a manner similar to I, but I feel it's incredibly rewarding if you see it through. III is not terrible, but it's definitely the weakest in the quadrilogy. IV is for me (and many others it seems) the high point for the series, and it's even better if you've played the previous games!

18
I would absolutely love this.  This series is so under appreciated. I,  II & IV are amazing.  IV is honestly the best 16 bit RPG ever made and the squaresoft stuff form that time period doesn't come close to it.  This article was unexpected and great.

PS IV is definitely in my top tier of 16-bit RPGs! While I think it can definitely hang with the Squaresoft stuff of the time period, I don't know if I could rate it above Chrono Trigger and FF IV, V, and VI... But there is definitely a case that could be made there! And thanks!

19
I'd really love to see more sci-fi settings in RPGs, so getting a better version of this, a game that's always interested me, would be fantastic.



Have you tried Phantasy Star IV for the Genesis? It's definitely the most "modern" and accessible of the series- very playable today!

20
I'm playing through Phantasy Star right now on the Wii Virtual Console, and while it has moments of ambiguity and the dungeons are indeed terrible, the art style is fantastic and the setting is very novel. I would love to play is again with some of the options listed above, though I think the mapping aspect is a bit too much to ask for in a simple port- I've never seen something so extensive added to a 3D classic and that would require a lot of reprogramming on Sega's part.


Yeah, the mapping was definitely extreme wishful thinking on my part, haha. A friend told me that he'd be happy with even just a static dungeon map on the bottom screen, which I would totally be cool with. Glad you're (mostly) enjoying the game on the Wii VC though!

21
TalkBack / Welcome to My Phantasy Zone: Why a 3D Phantasy Star Would Rule
« on: January 21, 2015, 08:42:11 AM »

Here's why Phantasy Star would be an incredible addition to Sega's 3D Classics line.

http://www.nintendoworldreport.com/editorial/39465/welcome-to-my-phantasy-zone-why-a-3d-phantasy-star-would-rule

The Sega 3D Classics line has been an absolutely fantastic addition to the 3DS library. If you are unfamiliar with the series, essentially Sega has tasked port kings M2 (whom you may know from their work on the Virtual Consoles and the WiiWare “ReBirth” series) with bringing various arcade and Genesis games to the 3DS eShop. But these ports are far from “ROM dumps.” In addition to bringing the games into the third dimension, M2 packs in a tinkerer’s treasure trove of options that range from novel to essential.

With the next wave of Sega 3D Classics on the way to the West (all of which I can vouch for, as I already own them on my Japanese 3DS), I can’t help but think about what’s next for the line. While I’ve been happy with pretty much every title released so far, there is one 3D Classic that I wish for above all others: 3D Phantasy Star.

While some enthusiasts (myself included) consider the original Phantasy Star the greatest 8-bit RPG of all time, its reach has been limited, especially in North America. Released on the unpopular Sega Master System in 1988, Phantasy Star wouldn’t see another English release until 2002’s Phantasy Star Collection on the Game Boy Advance. Due to the game’s grind-heavy nature and confusing dungeons, I suspect many players didn’t see the quest through to the end.

This is unfortunate, because Phantasy Star is a fantastic quest. The planet-hopping trek to overthrow a corrupt monarch includes a kick-ass female lead, a battle with Medusa, and even... a talking cat!?! The game sports great art design, music, and sprites, but it’s still off-putting to even hardcore RPG fans due to its dungeons and difficulty.

Here’s where a 3D Classics version comes in.

The first change that would need to happen is some tweaking of the difficulty. Give people a choice to cut down on grinding if they so desire. This should be easy enough, because M2 has already done it with previous Sega 3D Classics. They also introduced multiple difficulty settings to the original Phantasy Star quadrilogy on the PS2 Collection.

The next addition would take some more work, but if anyone could do it right, it’s Sega. The game needs a mapping system on the bottom screen. While Phantasy Star’s minimalist 3D dungeons would look rad in stereoscopic 3D, the fact remains that the later mazes remain incredibly cumbersome without a guide. However, the Etrian Odyssey series has shown us that making our own maps is way more engaging and rewarding than pulling them up on the internet. Since Sega now owns Etrian Odyssey developers Atlus, it would be fantastic if they could get some of the folks responsible for the mapping over to M2 and make it happen in Phantasy Star. I know how naive this all sounds, but stick with me a little longer here.

Finally, I’d love for this theoretical 3D Phantasy Star to include the option to switch between the Master System and the Sega Mark III soundtracks. While I think both versions have their own charm, being able to switch between them on the fly would be fantastic.

With both 8-bit style visuals and dungeon crawlers in vogue within certain subsections of the gaming community, I feel like 3D Phantasy Star could finally reach an appreciative audience. While the game has seen a remake on PS2, the original remains chock full of charm and potential.

The Sega 3D Classics line is one that will live or die based on fan support. Hopefully the series will continue to do well in both Japan and the west so we see more games in this incredible line.

What Sega 3D Classic would YOU like to see? Let us know in the comments!


22
TalkBack / 3D After Burner II (3DS) Review
« on: January 20, 2015, 02:39:00 AM »

Get ready! 3D After Burner II marks the start of the second wave of Sega 3D Classics in the West, and does so with style, accessibility, and a wealth of options.

http://www.nintendoworldreport.com/review/39464/3d-after-burner-ii-3ds-review

The Sega 3D Classics line has Sega collaborating with emulation masters M2 in an effort to bring classic Sega titles into 3D on the 3DS. These eShop releases not only offer lovely stereoscopic 3D, but an incredible amount of customization options that are sure to please both hardcore enthusiasts and those checking out these classics for the first time.

After Burner II was released in arcades in 1987 as an incremental upgrade to the original game (which had been released earlier that same year). The features added were relatively minor (the most significant being throttle control and and three additional stages), but After Burner II is definitely the “complete” version, so it’s nice that M2 used it as the starting point for this port.

If you never played an After Burner game in the arcade (or one of the previous home ports), expect a fast and frantic on-rails shooter with charming scaling sprites. The 23 stages in 3D After Burner II are brief, yet feel exciting and varied due to the colorful changing backgrounds and fantastic music. Controls are simple: fire your gun (always), fire missiles (as you lock on to targets), do a barrel roll (to feel awesome), and adjust throttle to manage your speed (this is especially important in the canyon stages). Unfortunately, movement is fairly limited, lacking the freedom and fluidity of later games in the genre such as Panzer Dragoon and Star Fox. Another issue with After Burner II stems from the frantic nature of the game. Everything in the game happens so fast, with enemies constantly appearing from all directions, that you will often find yourself getting shot down and not knowing where your death came from. Thankfully, the multiple difficulty options, liberal continues, and a stage select mode help keep frustration to a minimum.

Difficulty is hardly the only option in the game. Sega and M2 give enthusiasts a plethora of ways to experience the game, ranging from cabinet designs to sound setups. Personally, I prefer the “Commander Type” HUD with the smallest screen size and Environmental SFX turned on. With these settings (and a pair of headphones), you can almost trick yourself into believing that you’re in an arcade in the 1980s (or Shenmue II). The best addition to the options however, is unlocked once you finish the game. “Special” mode adds a feature created just for this version: burst. After filling up your burst meter (which is done by shooting down enemies) you can press the A button to enter slow motion, which makes taking out enemy planes quite a bit easier. This feature, inspired by the more recent After Burner sequel, Climax, improves the rhythm of the game and is my preferred method of playing.

While After Burner II definitely shows its '80s arcade roots, this version has many options to make the game accessible and fun for modern players. If you are even remotely interested in Sega and/or arcade history, or just wanting a quick and colorful action fix on your 3DS, you can’t go wrong with this affordable labor of love from Sega and M2.


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