Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - TalesOfFan

Pages: 1 [2] 3 4 ... 14
26
TalkBack / Batman: Arkham Origins Blackgate Preview
« on: October 14, 2013, 06:31:08 PM »

The Dark Knight makes his debut on the 3DS.

http://www.nintendoworldreport.com/preview/35708

While console gamers are experiencing the Dark Knight’s beginnings in Batman: Arkham Origins, 3DS owners will have a chance to further the story of Gotham’s protector in Batman: Arkham Origins Blackgate. Set three months after the events of Arkham Origins, Blackgate removes players from the treacherous streets of Gotham, and locks them away in Blackgate Prison to yet again take on the Joker and several other prominent Batman villains.

Unlike other titles in the Arkham series where you’re able to freely control the Dark Knight in third person, Batman is locked to a 2.5D perspective in Blackgate.  Likewise, all of the action takes places along a 2D plane. Moreover, Batman can’t jump; instead he leaps over ledges as you run, similar to the Zelda series.

Despite these limitations, the developer, Armature Studio, has packed quite a few of the Arkham series’ features into Blackgate. The series’ trademark fighting mechanics have been retained. Although Batman can only move left to right, fighting still requires that you pay close attention to the enemies’ actions, so that you can counter them and land a knock-out blow. Additionally, many of Batman’s gadgets return in Blackgate, including his Batarang, explosive gel, and grapnel gun. These items are the key to your progression in the game, and will be obtained at different areas in Blackgate Prison.

Also returning are the stealth elements present in the previous two Arkham titles. You’ll still be able to stealthily take out guards that are in your way, and this is made even easier with the use of Detective Vision, a returning mechanic that allows you to view your surroundings and the status of how well you’re hidden from the enemies. You’ll also be able to scan your surroundings for more information with the Analyzer reticule on the touchscreen.

Though Blackgate is set three months after the events of Arkham Origins, Armature Studio has stated that you should be able to play the games in any order without spoiling one or the other. Several characters from the Batman universe will make an appearance: including Captain James Gordon, Catwoman, the Joker, Black Mask, and many more. The game’s story, which follows the Joker, Penguin, and the Black Mask as they take Blackgate as their own, is partially told through voiced cutscenes resembling hand-drawn comics.

Blackgate prison is separated into three zones: the Cell Block, the Industrial Area, and the Administration Offices—each controlled by one of three major villains. These zones can be traversed in a non-linear fashion, and likewise, you can tackle the game’s bosses in different orders. In fact, the ending you receive depends on the order you choose to face the bosses.

Batman: Arkham Origins Blackgate is set to release on the Nintendo 3DS on October 25.


27

The new mechanics give more power to the player.

http://www.nintendoworldreport.com/news/35591

The Legend of Zelda: A Link Between Worlds will “offer a brand new gameplay experience,” said Satoru Iwata, president of Nintendo, during this morning’s Nintendo Direct.

According to Iwata, A Link Between Worlds will still include various dungeons; however, the order that you approach those dungeons will now be up to the player after a certain point in the game.

Additionally, most of the game’s items will be immediately available in Ravio’s shop at the start of the game. This will require players to manage their rupees to rent, or buy items in order to tackle the dungeons.

The Legend of Zelda: A Link Between Worlds is slated to release on the Nintendo 3DS in North America on November 22.


28

Phoenix Wright's latest case will hit North America and Europe on October 24.

http://www.nintendoworldreport.com/news/35445

Capcom has announced that Phoenix Wright: Ace Attorney – Dual Destinies, will be simultaneously released in both North America and Europe on the Nintendo 3DS eShop on October 24.

In addition to the game, Capcom also plans to release the DLC that’s currently available in Japan: including the additional episode, Turnabout Return, and a costume pack.

Dual Destinies is the first new Ace Attorney game to be released in the West since Ace Attorney Investigations: Miles Edgeworth was released in 2010.

The game has been available in Japan since July 25. It will be priced at $29.99 and €24.99, in North America and Europe respectively.


29
TalkBack / Re: The Wonderful 101 Review
« on: September 10, 2013, 01:59:16 PM »
Wait, so the main/story mode doesn't allow multi-player co-op?
Or are the co-op mission modes just extra multiplayer fun?
As far as I can tell, the main story is single player only.

30
TalkBack / The Wonderful 101 Review
« on: September 10, 2013, 01:00:47 PM »

It may not bring many people to the Wii U, but it's certainly a treat for early adopters.

http://www.nintendoworldreport.com/review/35385

Churning out ridiculously over-the-top, stylish titles is nothing new for Platinum Games. From MadWorld’s black-and-white, comic book-like aesthetic, to Bayonetta’s sexually charged and hairy theme, their games ooze style. Likewise, The Wonderful 101 borrows elements from Japanese tokusatsu and mecha anime series to deliver a unique experience unlike anything I’ve ever played before.

While The Wonderful 101 borrows from other mediums for its theme, its gameplay is one of a kind. Imagine Pikmin as a fast-paced, hack-and-slash title, and you’ve got a rudimentary idea of how The Wonderful 101 plays, but even then, variation is abundant. You control one of 100 Wonderful Ones—the rest follow your lead—as you traverse through several settings, most of which are displayed in an isometric perspective.

Instead of relying on one trusty weapon, or simply switching to another, you use your fellow Wonderful Ones to construct oversized weapons called Unite Morphs. You do this by using the Wonder Liner to draw a corresponding shape either with the right analog stick or with the touch screen. For instance, if you want to form Unite Hand, you draw a circle and press the A button to activate it. Surprisingly, I found using the right analog stick to be the preferable option. Drawing them on the touch screen interrupted the flow of the game, even though either method momentarily stops time. There is a brief learning curve to drawing the shapes, but after a few missions, I never really had any issues with it. After a while, drawing each shape becomes second nature. Additionally, some Unite Morphs can be used without the Wonder Liner. Unite Guts, for example, forms a gelatinous shield when you press the ZL trigger. Most of these Unite Morphs must be bought from the Wonderful Mart, along with other special skills and items using in-game currency that you receive from enemies and after each stage.

Battery power is a bit less complicated, but it’s far more annoying. Under your health bar is your Unite Gauge. It depletes whenever you use the Wonder Liner, or activate a Unite Morph. The gauge recovers slowly over time, but you can also replenish it by collecting batteries or by using items. The issue with the Unite Gauge is that it always seems to run out at the most inopportune times, and without it, you can’t form Unite Morphs or use the Wonder Liner. There are skills and abilities that you can unlock from the Wonderful Mart later in the game to alleviate this, but they don’t do away with the issue entirely.

Combat in The Wonderful 101 is incredibly fluid. In addition to your Unite Morphs, you can also perform a team attack that immobilizes enemies by repeatedly pressing the X button. Careful timing is important if you want to achieve a high score. Unite Morphs that increase your evasive and defensive abilities are a must, and should be the first thing you buy from the Wonderful Mart. Without them, the game is barely playable. Luckily, you should be able to afford them after the first mission. Some enemies have a specific weakness to certain Unite Morphs, and the game encourages experimenting with different combinations. Multi-Unite Morph especially contributes to this. With it, you can use two Unite Morphs at once, one you control and the other is controlled by the AI. It’s brief, but if you use the right combinations, it can be devastating to the enemy.

Each of the nine operations in The Wonderful 101 are comprised of two to three stages, and those in turn are separated into several missions. These missions can sometimes vary wildly from the usual game. There are shoot 'em up missions and even a Punch-Out!-like one. Even the usual missions often tend to have interesting puzzles, some of which even have you use the GamePad as your main screen. The most reoccurring ones, however, are essentially kill rooms. Luckily, the combat is so enjoyable that this rarely became tiring, and they do a great job of keeping things varied. Just as you’re getting tired of kill rooms, there’s usually a puzzle or something different to freshen things up. Nevertheless, the game does suffer from a bit of padding. One reoccurring enemy in particular is especially bad about this. It’s not a particularly strong or difficult enemy; it just takes forever to kill because you have to strip off its armor before you can damage it. Likewise, there there’s also a reoccurring miniboss that I could have done without. His fight is pretty much the same each time you meet him, and he’s stacked with health.

After you’ve completed all of the stages, each operation ends with a cinematic boss fight. These fights are usually heavy on quick time events, but not so much that you feel like you’re watching rather than playing. Some of the bosses can be fairly difficult, and finding the right Unite Morphs to beat them is a blast.

Motivating you throughout the game is the story of Earth’s 40-year-long struggle against the “Guild of Evil Aliens Terrorizing Humans with Jiggawatt bombs, Energy beams, Ray guns, and Killer lasers,” otherwise known as the GEATHJERK. In response to their galactic menace, the people of Earth have formed the CENTINELS Planetary Secret Service, an organization that includes 100 masked heroes, known as Wonderful Ones. After hearing those names, it should be clear that the game doesn’t take itself very seriously, especially early in the adventure. As the story progresses, however, it inches toward a more serious tone, but never quite crosses the line.

This is partly thanks to the comical interactions between the four main Wonderful Ones: Wonder-Red, Blue, Green, and Pink. Their dialog is full of puns and jokes, all fully voiced in English by a skilled team of voice actors. The game’s humor also does a great job of developing each of the Wonderful Ones’ personalities, though some are more developed than others. The main four get a lot of screen time, but Wonder-Yellow, Black, and White feel a little underutilized.

In addition to the Story mode, the game also offers a Mission mode that can be played with up to five people—one using the GamePad and the others using Wii U Pro Controllers or Classic Controllers. These missions all take place in various locales from the story and include the same enemies. I wouldn’t recommend playing them first, as they may spoil some of the interesting enemies from the story, but the missions are still quite a bit of fun, especially with other people. With two players working together, the missions become slightly easier, but they still offer quite a bit of challenge. One mission in particular, destroyed my friend and me. I thought the game would become too chaotic with more than two people, but to my surprise, it actually became easier. With five people, we breezed our way through all the missions in one two-hour session.

Quite frankly, there’s nothing else quite like The Wonderful 101 on the market. It’s an incredibly polished game that’s few blemishes are easily overlooked. If you own a Wii U, you owe it to yourself to see how wonderful The Wonderful 101 truly is.


31
TalkBack / Re: New Pokémon Anime Announced at Pokémon Game Show
« on: August 17, 2013, 12:41:02 AM »
I'm probably alone on this, but I'm much more excited for another upcoming anime with the subtitle, "The Origin."

32
TalkBack / Super Robot Pinball: ROKETTO PUNCH!
« on: August 15, 2013, 02:27:19 PM »

Experience the golden age of anime in pinball form.

http://www.nintendoworldreport.com/extralife/35195

Over the past year, I’ve gotten somewhat obsessed with anime. Now, you’ll never hear me utter the words “that's so kawaii,” and I certainly hope I don’t qualify as a weeaboo, but lately a lot of my time has gone to watching Japanese cartoons. Nevertheless, I can’t say the average anime fan would appreciate my tastes, which are kind of stuck in the past. Most of the anime I’ve watched in the past year are older than me. Series from the 70s and 80s like Mazinger Z, Invincible Super Man Zambot 3, or Mobile Suit Gundam are more my cup of tea than say, K-On! or Madoka Magica. Thankfully, there’s a video game series that caters to my antiquated tastes and it’s called Super Robot Wars.

Unfortunately for me, I don’t speak Japanese, and only a few of the Super Robot Wars titles have full, fan translations. I could always feel my way through them—they are not the most difficult games—or I could even play one of the three Original Generation titles that Atlus has released in the West. Sadly, I’m not the most patient person, and the OG games lack the licensed characters that motivated me to look into the series in the first place. Then there's Super Robot Pinball, a Game Boy Color title that has none of these issues and just so happens to belong to one of my favorite video game genres.

If you’re a fan of video game pinball, you may have heard of the Japanese developer Jupiter. They’ve worked on plenty of Nintendo titles, from Mario’s Picross to Game Boy Camera, but they’re also known for their work on the Pokémon Pinball series. However, very few people outside of Japan know that they gave the Super Robot Wars series the pinball treatment as well. Instead of capturing and battling Pokémon, you use your pinball skills to pilot some of the most iconic mechs in anime history, from Mazinger Z to the RX-78-2 Gundam.

One of the first things I noticed about the game was just how similar it is to the first Pokémon Pinball. The layout of the first table is almost identical to Pokémon Pinball’s Red Field, and the game also controls similarly, though the engine’s physics seem to be somewhat improved. What differentiates Super Robot Pinball is its mecha theme. Immediately, Mazinger Z fans will recognize the game’s ball save as the goofy Boss Borot, a scrap mech built for Mazinger Z’s comic relief characters, Boss and his pals Nuke and Mucha. Haro, Amuro Ray’s robotic pet from Mobile Suit Gundam, can also be seen bouncing around the table; hit him with the ball to increase your score. Additionally, the table’s bumpers also appear as grunts from various series.

However, if two mildly mecha-themed tables were all that Super Robot Pinball had to offer, I wouldn’t recommend it. Luckily, there’s much more to the game. After you’ve destroyed several bumpers, you’re challenged by one of 61 rival Mobile Suits, Mechanical Beasts, Mecha Boosts, etc. To put up a fight, you have to shoot your ball to a ramp on the left side of the table. The game then prompts you to choose one of six randomized mechs from a pool of 41 from several series that include Aura Battler Dunbine, Combat Mecha Xabungle, Invincible Steel Man Daitarn 3, and many more. Each mech has its own stats, but I usually just choose my favorite based on which remixed theme song I want to listen to. That’s right, depending on the mech you choose, the music changes to a chiptune version of the show’s theme song. It’s hard not to sing along. After all, there’s nothing catchier than an Engrish rendition of “Koji can swim in the sky, he can fly beneath sea, in his robot man, Mazinger Z.”

After you’ve chosen your mech, you then shoot your ball to a another ramp the right. This triggers an event that transports your ball to a smaller table that shows both mechs face to face. Fighting the enemy mech is simple: just ram your ball into it. For each time your ball hits it, your mech does an attack. You can strengthen your attacks by shooting your ball through an alley to the right. If you do this twice, you can trigger an attack that not only takes away half of the enemy’s life bar, but also shows a short animation of your mech’s most iconic attack. Be careful though, the enemy mech can also attack you. If you die, you miss out on a huge amount of points. If you win enough of these battles, however, you’ll get the chance to fight the game’s three main bosses. This is also how you unlock the second table and both tables’ endless modes.

After you’ve beaten the game, there are still plenty of mechs to collect for the in-game encyclopedia, where you can view the sprite animations and listen to your favorite chiptune theme songs. And like most pinball titles, there’s also a leaderboard that records your high scores.

For a fairly simple virtual pinball game, Super Robot Pinball is a lot of fun. It’s a pity that we’ll never see it as an import title on the 3DS eShop due to its numerous licenses, but, then again, it’s probably as niche as a pinball game can be. After all, there’s not exactly a huge audience for 70s and 80s mecha anime outside of Japan.


33
TalkBack / Re: Kirby's Dream Land 2 Review Mini
« on: August 14, 2013, 02:50:37 PM »
I actually consider myself to be a Kirby fan. Hell, Kirby: Nightmare in Dream Land is one of my favorite games, but I just couldn't force myself to enjoy Dream Land 2. It just feels like such a regression from Kirby's Adventure. Maybe it was a great handheld game for its time, but I just don't think it has aged well, and I don't have the nostalgia for it like I do for Adventure or Nightmare in Dream Land.

34
TalkBack / Kirby's Dream Land 2 Review Mini
« on: August 14, 2013, 12:35:07 PM »

Kirby has seen better days.

http://www.nintendoworldreport.com/reviewmini/35178

Kirby isn’t Mario. His games aren’t known for their difficultly or speed, but their charm and Kirby’s trademark copying ability are usually enough to make the games a unique experience that only the pink ball of fluff can deliver. However, Kirby’s Dream Land 2 is one of the few examples of a Kirby game that tries to add something new—this time Kirby’s animal pals—but fails to deliver an experience that’s able to overcome the series’ slow gameplay and low difficulty.

Kirby’s Dream Land 2 is the second Kirby platformer to include his copying ability. Unfortunately, it’s also a downgrade from Kirby’s Adventure for the NES, since Dream Land 2 only includes seven of the 26 unique abilities available in Adventure and presents none of its own. The game instead tries to alleviate this by introducing Kirby’s three animal pals, Rick, Kine, and Coo, but they actually hinder Kirby’s abilities rather than help him. While using them, Kirby’s copying abilities are altered slightly, but not always in a helpful way. For example, the Needle ability surrounds Kirby’s entire body when he uses it, but it only affects Rick’s back. Additionally, when using Rick or Kine, Kirby can no longer fly. However, the abilities gained when using them don't make up for what's lost.

Sadly, Kirby’s pals and abilities aren’t the only disappointments in Dream Land 2: the game is also pitifully easy and slow. There are levels that you can complete by simply holding a direction on the D-Pad. The game does have hidden objects called Rainbow Drops that you can collect to fight a hidden boss, but collecting them is more frustrating than enjoyable. The only real enjoyment in this game comes from its boss battles, some of which are even fairly difficult, but even then they aren’t enough to save what is, in the end, an unremarkable entry in the Kirby series.


35

Skylanders SWAP Force Dark Edition Starter Pack is coming to GameStop.

http://www.nintendoworldreport.com/news/35164

GameStop announced today that they are now taking preorders for the Skylanders SWAP Force Dark Edition Starter Pack.

The Dark Edition will be exclusive to GameStop, and will be available for both the Wii and Wii U, a Nintendo 3DS version is currently not listed.

The exclusive Starter Pack will include all of the contents of the normal one, though, instead of having three figures, it will include five exclusive dark figures, as well as their corresponding sticker sheets and trading cards.

The exclusive figures include:

  • Dark Washbuckler
  • Dark Blast Zone
  • Dark Stealth Elf
  • Dark Spyro
  • Dark Lockjaw

The Skylanders SWAP Force Dark Edition Starter Pack is currently listed to retail for $99.99 across all versions.


36
TalkBack / The Wonderful 101 Preview
« on: August 09, 2013, 03:45:31 PM »

"The Wonderful 101—the 101st hero is you."

http://www.nintendoworldreport.com/preview/35155

Wii U owners have suffered through delay after delay. We were promised Pikmin 3, The Wonderful 101, Game & Wario, and Wii Fit U within the launch window, but the window closed and not one was released. Now, nearly a year after Wii U’s launch, some games like the aforementioned Game & Wario and Pikmin 3 are finally starting to trickle out, but we’re still waiting patiently for The Wonderful 101. But despite the length of time we’ve known about the game’s existence, The Wonderful 101 isn’t exactly a known quantity.

Carrying gameplay that combines the unit management seen in Pikmin games with all of the styling of a traditional Platinum Games action title, The Wonderful 101 is being directed by Hideki Kamiya, the same man behind Devil May Cry, Viewtiful Joe, Okami, and Bayonetta. And like Viewtiful Joe, the games share the same tongue-in-cheek sense of humor and Super Sentai/Kamen Rider-esque aesthetics.

Of course, unlike Viewtiful Joe, you’re not just taking the role of one character. In The Wonderful 101, you are an amalgamation of up to 100 “Wonderful Ones” (you’re the 101st member). Though the game focuses on controlling the team as a whole, there are a few characters that take the spotlight over the rest, like Wonder-Red, Blue, Green, Pink, Yellow, White, and Black. The other members of the Wonderful 101 are also unique, but you’ll have to scout them out before you can call on their help. Furthermore, citizens that you save during missions can give you a helping hand by becoming temporary Wonderful Ones when you give them a substance called “Wonder Energy.”

Many of these heroes also have an ability called “Unite Morph” that allows them to transform their sentai brethren into several different weapons, such as Wonder-Red’s massive fist and Wonder-Pink’s spiny whip. To put it bluntly they’re the weapons that you’ll use to kick some serious alien butt. Before you use the advance Unite Morph technique, however, you’ll have to learn to work as a team. This is where fans of Pikmin will feel right at home—you act as team leader and everyone follows you. If your rangers get too stretched out or are dispersed by an enemy attack, you simply press the Y button and they’ll huddle in on you if they’re still conscious. If they’re not conscious, however, you’ll have to slap some sense into them and wake them up. Aside from this, the basics of the game are fairly typical. You can jump; you can double jump; you can dash—in other words, you basically traverse the game’s cities and other settings like any other action game. Or at least, that’s how it is until you get to the basic combat.

I briefly mentioned the Unite Morph abilities, but the game also features basic attacks. They’re not your usual weak punches and kicks seen in most action games. Instead, Platinum Games seemingly took a page right out of Pikmin with its “Team Attack.” Simply put, you ram your Wonderful Ones into the enemy by pressing the X button, and then watch as they crawl all over them and snare them like you’ve seen in the abovementioned Nintendo series many times before. This is also when the Unite Morph ability has the greatest effect.

With the enemy snared, all you have to do is draw a corresponding shape with the right stick or on the touch screen, summon your unite weapon, and send the alien scum back where it came from. The more allies you have, the larger and more powerful the unite weapon you can summon. Of course, this is helpful when fighting any one of the game’s several bosses that appear at the end of each mission-packed stage. It also helps if you pay attention to each individual enemy’s weaknesses, as there’s likely a Unite Morph that can exploit them. Chaining Unite Morphs into combos also increases the damage output and your overall score, and you’ll gain even more combo possibilities as you unlock new skills. You can even activate up to five Unite Morph attacks at once using the Multi-Unite Morph technique.

Additionally, Unite Morphs can also be used to traverse the world by building bridges, forming a hang glider, and scaling buildings. There are several uses for the ability, and some will even help you gather O-parts, the currency that allows you to upgrade your abilities through purchasing new Unite Morphs and other power-ups at the Wonderful Mart.

But the Wonderful Ones don’t stomp aliens into the pavement just because it’s fun. In their reality, Earth has been under attack from the GEATHJERK Federation Supreme Armada for 40 years. In response to the alien menace, the people of Earth created the CENTINELS Planetary Secret Service, a group that includes our heroes, the Wonderful Ones. By the time of our story, however, Earth has already survived two invasions, but this time the GEATHJERK aren’t pulling any punches; they’ve launched their entire fleet. Don’t expect The Wonderful 101 to take its story very seriously though. All signs point to it being a very tongue-in-cheek adventure filled with plenty of humor.

In addition to the single-player campaign, The Wonderful 101 also sports a 5-player multiplayer mode that puts each player in control of a team of Wonderful Ones, one using the Wii U GamePad and four others using Wii U Pro Controllers. The multiplayer appears to be similar to the campaign; however, the action takes place largely in arenas where you and your friends will obliterate the GEATHJERK while competing for high scores.

Though Wii U owners really can’t be too picky with the games they play if they ever want to turn on the system, The Wonderful 101 seems like a wholly ambitious and fresh title. The Wonderful 101 releases on August 23 in Europe, August 24 in Australia and Japan, and September 15 in North America.


37
TalkBack / Re: Kickstarter Game Crypt Run Sets Wii U Stretch Goal
« on: August 05, 2013, 01:46:15 PM »
After playing the demo, I don't see what will make this game stand out when there are so many other great games like it. It plays very similarly to The Binding of Isaac, but it has none of it's charm. The art style is also something I would have expected to see on Newgrounds in the early 2000s, and that's not a compliment. Hopefully it's still early in development, but it's certainly one of the least exciting indie games I've seen come out of Kickstarter lately.

38
Movies & TV / Re: Rate the last movie you've seen
« on: July 31, 2013, 07:18:42 AM »
Pacific Rim - 10/10

I'm a huge mecha fan, and Pacific Rim delivered on everything I hoped it would. It had plenty of over-the-top Jaeger on Kaiju action; there were several subtle references to other mecha series, such as Mazinger Z and Armored Trooper Votoms; and, the characters were fairly likable, especially Ron Perlman as Hannibal Chow.


I went in to the theater hyped and came out hyped to see it again. I've already seen it twice, and I can't wait for it to come to Blu-ray.

39
TalkBack / Re: R.I.P. Louie the Cat 1998-2013
« on: July 30, 2013, 12:38:26 PM »
Best of wishes to Billy. It sounds like Louie was an awesome cat.

40
TalkBack / Re: SteamWorld Dig Coming to the 3DS eShop August 8
« on: July 29, 2013, 01:43:02 PM »
If nothing else, sounds like a unique idea. And if it has 12 hours of gameplay, then $9 seems like a reasonable price. Personally, I would have gotten the trailer out now, not just 2 days before. Stopping any chance of hype...
It's not a trailer, but I did find this on the developer's YouTube channel.

41
Movies & TV / Re: Rate the last TV show you've seen
« on: July 29, 2013, 11:57:25 AM »
Dororon Enma-kun Meeramera - 9/10
 
Meeramera isn't really a show for everyone, hell it'd be hard to recommend it to most anime fans, but it's gold for Go Nagai fans. Each episode loosely adapts a chapter from the 1973 manga, Dororon Enma-kun, while also throwing in tons or references to 1970s, Japanese pop culture and other Go Nagai works, such as Mazinger Z and Devilman.
 
Meeramera's story is pretty typical. The head of Hell, Enma the Great, sends his nephew, Prince Enma, along with his two friends, Princess Yukiko and Kapaeru, to unleash judgment on mischievous demons living in the human world. The story isn't really what makes Meeramera great, though it does have its moments; it's the series’ sense of humor that makes it worthwhile.
 
The series' humor is outlandish and adheres to the tone of Uncle Go's original work. To give an example of just how outlandish Meeramera's humor is, there is an episode where the Demon Patrol fight a demon named Fatty the Kid that becomes enraged when he sees skinny people. He then proceeds to transform the entire human population into globular masses with a huge case of the munchies. And in doing so, he brings about world peace, but Enma destroys him anyway and reverts everyone back to their old selves.

Aside from that, the show is also pretty perverted. It was made to appeal to people that grew up in the early 70s and watched, or read the original Dororon Enma-kun. It's definitely not for kids.

 

42
TalkBack / SteamWorld Dig Coming to the 3DS eShop August 8
« on: July 29, 2013, 11:08:08 AM »

Get ready to dig!

http://www.nintendoworldreport.com/news/35037

Swedish developer Image & Form’s latest game, SteamWorld Dig, is headed to the 3DS eShop simultaneously in Europe, North America, and Australia on August 8.

“We finished development of SteamWorld Dig in the end of June. It has since passed Nintendo's lotcheck and is ready for release,” said Brjann Sigurgeirsson, CEO of Image & Form.

SteamWorld Dig is a “hardcore platform mining adventure,” set in a post-apocalyptic version of the 19th century. In this mining adventure, you take the role of Rusty, a steam-powered robot that accidently unleashed an ancient evil while mining for precious minerals. In addition to “taking on the terrors of the underground,” you’ll also be able to dig tunnels, mine for minerals and upgrade your gear.

According to Image & Form, the game “contains around 12 hours of solid gameplay,” and will cost 8.99 USD, 8.99 EUR, and 11.99 AUD respectively. The official trailer will be available on August 6.

You can read our interview with Sigurgeirsson for more information about the game.


43
TalkBack / Attack of the Friday Monsters! A Tokyo Tale Review
« on: July 22, 2013, 11:17:00 PM »

Come for the Ultraman references and stay for the Ghibli-esque story and presentation.

http://www.nintendoworldreport.com/review/34991/attack-of-the-friday-monsters-a-tokyo-tale-review

8.png





It isn’t every day that you’re offered a chance to experience your childhood all over again. But that’s exactly what Attack of the Friday Monsters! A Tokyo Tale does, albeit this time in an alternate version of 1970s Japan. It puts you in the role of Sohta, a young boy living in Fuji no Hana, a small Japanese town where giant monsters run amok every Friday night. However, the monsters aren’t there for you to fight; instead they act as a backdrop for the game's charming, and often wacky, tale.



In many aspects, Attack of the Friday Monsters! shares more in common with a Studio Ghibli film than it does with other video games. Instead of excelling through its gameplay it relies heavily on its presentation and story to keep players entertained. One thing you’ll notice immediately as you start the game is its wonderful soundtrack. Even the title screen music would seem at home in a Studio Ghibli film. It’s easy to see that a lot of work was put into the game’s sound design, and it goes beyond just music. As you walk around Fuji no Hana, you’ll hear a number of sounds, from people talking to the birds chirping. Additionally, a large portion of the game’s dialog is fully voiced in Japanese.



The game is also filled with beautiful, pre-rendered backgrounds that fit its anime-like aesthetic perfectly. The character models are similarly anime-like, but they look kind of rough when the camera is zoomed out. Though, I imagine this is more of an issue with the resolution of the 3DS’s screen than anything else, as the models look much smoother up close.



15.png





Of course, the real draw of Attack of the Friday Monsters! is its story, and, luckily, it’s just as well done as its presentation. That said, you’re not going to find a lot of kaiju action in this game. Despite heavily referencing tokusatsu films and television shows, Ultraman specifically, the story is more about reliving your childhood in Sohta’s shoes. Additionally, the entire game takes place over the course of one Friday, so you won’t get to witness the monster until the very end. Although its charming dialog and jokes more than make up for its lack of giant monsters. There are also a few science fiction elements later in the story, but I’ll let you experience those yourself.



Where Attack of the Friday Monsters! is less successful is its gameplay. There’s really not a lot to do other than explore the town and talk to people to advance the story. There is a collectible card game that you can play with the other kids called “Monster Cards,” but it’s fairly simple. If you’ve played Rock-paper-scissors before, you should be able to win no problem. That said, playing the card game actually helps advance the story, as beating kids makes them your servant and allows you to cast a make-believe spell on them, which may lead them to reveal a clue as to who you need to talk to next.



11.jpg





However, the best part of Monster Cards is the collectible aspect. Scattered around Fuji no Hana are colored orbs called Glims. Collect seven of a kind, and you get a new, monster-themed card with its own unique background, artwork, and level. The higher the cards level, the better you’ll do against the neighbor kids. You can also fuse duplicates to make stronger cards, so it pays to look for Glims as you play.



Attack of the Friday Monsters! A Tokyo Tale isn’t a long game. You can finish the main story in around three hours, and all of the end game content in about four or five hours. Nevertheless, its charming story and exceptional presentation make it more than worth your time, especially if you’re fond of Japanese monster flicks from the 60s and 70s.




44
TalkBack / Re: EarthBound Listed to Appear on the Wii U eShop Today
« on: July 18, 2013, 12:04:18 PM »
I really don't see more than a handful of people paying $300+ for a Super Nintendo ROM.
Especially since it is just a ROM. I'll probably end up getting this, but I've been able to play EarthBound on my Xperia Play for the past year. This really isn't much different than that or playing it on any other emulator.

45
TalkBack / EarthBound Listed to Appear on the Wii U eShop Today
« on: July 18, 2013, 11:19:48 AM »

UPDATE: According to the Nintendo Direct Mini, EarthBound is coming to the Wii U eShop today. 

http://www.nintendoworldreport.com/news/34940

EarthBound may be showing up on the Wii U eShop today, July 18.

The classic Super Nintendo RPG is currently listed on Nintendo of America’s website, as well as the European eShop with a release date of July 18. However, an official announcement has yet to be made.

These listing are, unfortunately, not completely reliable. For example, Dungeons & Dragons: Chronicles of Mystara was originally listed as a June 18 release, but its release is now TBA.

EarthBound has also received a new rating from the ESRB. When it was originally released in North America on the SNES, it was given a K-A (Kids to Adults) rating. The K-A rating was replaced with the E (Everyone) rating, but it has now received a T (Teen) rating.

UPDATE: Today's Nintendo Direct Mini has confirmed that EarthBound will indeed be available today, July 18, on the Wii U eShop for $9.99. Additionally, It was announced that the original player's guide will be available for viewing online, on the EarthBound website. The player's guide is also optimized for easy viewing on the Wii U GamePad.


46
TalkBack / Project X Zone Review
« on: July 13, 2013, 12:38:29 AM »

Come for the fanservice only.

http://www.nintendoworldreport.com/review/34898

Project X Zone is an odd game to release outside of Japan. Its predecessor, Namco × Capcom, never made the trip and many comparable crossover titles haven’t either. The few crossovers that have seen release in the West have mostly been fighting games—Super Smash Bros., Marvel vs. Capcom, and Tatsunoko vs. Capcom—to name a few. And while Project X Zone may look like a fighting game with its flashy 2D animations, its relation is minimal at best. At heart, it’s a tactical RPG that’s more style than substance; nevertheless, fans of the included titles should find a lot to love. After all, it isn’t every day that Ryu and Ken of Street Fighter fame fight alongside Yuri Lowell from Tales of Vesperia.

In terms of its story, Project X Zone is more than a little confusing. The plot is spread out over 40 missions and relies heavily on dimensional portals that whisk characters away to worlds from various Namco Bandai, Capcom, and Sega titles. If you’re familiar with these characters and worlds, you’re sure to have a better time understanding what’s going on; however, if you’ve not played at least a few of the games included in Project X Zone, the story isn’t going to hold your hand. There are several references to the source games, as well as mentions of the previous title, Namco × Capcom. Luckily, the latter seems to be relegated to a vague memory that some characters have of them already meeting once before. There is an in-game encyclopedia, but it doesn’t fill you in on every detail of a character’s backstory.

Of course, the story isn’t really the hook of crossover titles. What’s really interesting is the character dialog and interaction. Seeing Frank West from Dead Rising ask big-breasted heroines if he can snap their photo can be pretty amusing, and there’s no shortage of other comical interactions between characters. It also helps that most of the game is fully voiced, albeit in Japanese. This allows for the characters to convey emotions that wouldn’t be as noticeable if you were simply reading the text. If you’re a fan of any of the included titles, you’re sure to enjoy at least some of the dialog; it is after all the second best aspect of the game.

The best aspect, obviously, are Project X Zone’s wonderful, sprite-based animations. The fighting game-esque animations are a treat to behold. They initiate each time you attack an enemy on the map. During these segments, you command your characters to do one of several attacks listed on the touch screen by pressing the A button and the desired direction on the D-Pad. You can also use as many as two support characters by pressing either of the shoulder buttons. Timing each attack so that one comes immediately after the other is important and ensures that you do as much damage as possible, as well as keep your enemy from going into a defensive position. Layering attacks also help fill up your XP gauge, which you can then use to perform special attacks, use skills, and counter or defend from enemy attacks. Adding support characters into the mix also increases the accumulation of XP and triggers what is called a “Cross Hit.” A Cross Hit basically freezes the enemy in place, allowing you do to huge amounts of damage.

While the normal attacks are nice to watch, they become quite chaotic and hard to follow—especially when you’re focused on timing them along with your support characters. The real visual treat are the special attacks. These can be performed by pressing the Y button when your XP gauge reaches 100 percent. These are essentially a short cutscene of your two characters beating your enemy senseless. They’re the best thing Project X Zone has to offer, so just sit back and enjoy.

Sadly, the rest of the gameplay doesn’t quite live up to the beautiful animations. Most of the game is spent playing a rather non-strategic, tactical RPG. There’s really no need to plan out character placement or anything more complex than moving your characters to the closest enemy. This isn’t Fire Emblem. There are a few obstacles and objects on the field, but they don’t really do anything other than affect your movement range. Hell, you can break most of them by simply walking up to them and pressing the Y button. The biggest obstacle is the size of the field and the huge number of enemies in later chapters. While most chapters can be completed by simply defeating the enemy commander, the number of grunts is still pretty overwhelming. If you want to stay on equal footing as far as your level is concerned, you’ll want to fight as many of them as possible. This wouldn’t be so bad if you could kill them in one turn, but many enemies take at least two or three turns to kill. It doesn’t help that you have to watch the same animations every time you attack. They’re not skippable, as you control them in real time. Later in the game, your characters will learn attacks that than can affect multiple enemies in one turn, but it doesn’t come soon enough, and it depletes your XP gauge.

Project X Zone is a great game if you’re a fan of the Namco Bandai, Capcom, or Sega characters included in it. The dialog and character interactions are funny and heavily reference their source material, and the animations are polished and fun to watch. That said, the game can get quite repetitive at times, especially since there’s no real strategy to be had. Don’t come to Project X Zone if you’re expecting another Fire Emblem-like experience; there are far better tactical RPGs to spend your time on.


47
TalkBack / Re: Kokuga Review
« on: July 01, 2013, 06:19:04 PM »
I've been considering picking this one up- what's the playtime like for a full run-through? Are the levels expanse? 15 dollars seems like a high price for 15 levels, and that's even less that what Japan had to pay for it...
I got about 8 hours on my first playthrough, so it's certainly comparable to other games in its price range. As for as the level length, I'd say they can last anywhere from 10 to 20 minutes; of course, that's if you don't die. I recommend playing on a higher difficulties to get the most out of your money. I played most of it on hard,  save for a few levels I switched to normal in order to get the review out on time.

48
TalkBack / Kokuga Review
« on: July 01, 2013, 05:26:55 PM »

"Country I" never stood a chance.

http://www.nintendoworldreport.com/review/34818

Top-down shooters aren’t quite as common as they once were. Games like Xevious, Gradius, and R-Type were once mainstream titles; they certainly weren’t as niche as they are today. But a rare few top-down shooters have gained critical reception over the years, most notably Ikaruga, a popular shoot 'em up that first appeared in arcades in 2001 and then on several home consoles as late as 2013. Ikaruga’s director and composer, Hiroshi Iuchi, recently acted as director on a new game on the Nintendo 3DS eShop: Kokuga. However, unlike its predecessor, which was noted for its difficulty, Kokuga seems to be targeted at a more casual audience, although that doesn’t mean that fans of the genre should give up on it.

In Kokuga, you take control of a futuristic tank, the game’s namesake, to act as country A’s ace in the hole in the war against country I. You can probably tell based on the fictional country names that the story doesn’t play a huge role in Kokuga. The only bit of story comes from text in the game’s intro, which plays when you start the game, and for the three “Final” missions. Of course, the story is only there to serve as a backdrop for the action, and I wouldn’t want it any other way. The game feels much more streamlined and portable-friendly as a result.

In contrast with Ikaruga, Kokuga isn’t a scrolling top-down shooter. Instead, the levels move with you, allowing you to roam freely and aim your turret using the left and right shoulder buttons. This makes for an interesting dynamic, as you don’t always have to dodge every bullet that comes your way. In many cases, you can simply backtrack and get out of range of an enemy turret or tank. This especially comes in handy in higher difficulties when there are more enemies ahead. Of course, there are moments when simply backtracking won’t get you out of a bind. That’s when you take advantage of Kokuga’s unique power-up and weapon system.

Unlike most top-down shooters where you pick up power-ups from downed enemies, in Kokuga you start each level with 16 random ability cards in addition to your basic weapon. At any given time, you have access to four different abilities, and a new ability appears after every use until you go through them all. These abilities range from the offensive, like the Laser that can wipe out multiple foes, to the passive, like the Defense Up and Restore Shield abilities. However, the kicker is that the more powerful the ability, the less time you have to use it. For the most part, I found myself conserving certain powers for tougher sections and using less important ones early on. This allows for a bit of strategy that you don’t normally have when you’re just stacking multiple power-ups and using them all at once.

You’ll be using these power-ups across fifteen different levels, twelve of which have different difficulty modes—Normal, Hard, and Ultimate. Sadly, there’s not a huge amount of variety when it comes to the levels’ settings. They tend to either take place in a Tron-esque training area or more industrial environments. The same can be said for the enemies, though more variety appears at higher difficulties. That said, I never really got tired of the repeated settings and enemies, especially since each of the 15 levels ends in an entirely unique boss battle that always requires some new trick to defeat. The only minor annoyance that I ran into with Kokuga was its lack of check points. Some of the levels can be rather long, and dying once, no matter how far along, always sends you back to the stage select screen. It would have been nice if there were at least an option to start back at the boss after a defeat.

In addition to the Single Play mode, Kokuga also offers both a Local Play and a Download Play mode, and the only difference seems to be that one requires all players to have a copy of the game, while the other doesn't. Both modes allow you to join up with three other players to play co-op. Unfortunately, I wasn't able to test these modes out. As I’m sure many others can attest, even with download play enabled, finding local 3DS owners to play with can be a chore, at least outside of Japan. Therefore, it would have been nice if G.rev could have included online co-op as well.

Overall, Kokuga is a welcome addition to the 3DS library and a fresh take on its genre. While it may target a more casual audience than its predecessor, Kokuga’s unique power-up system and huge boss variety definitely make it worth a playthrough.


49
TalkBack / Re: Staff Sez: Summer Games
« on: June 28, 2013, 08:10:37 PM »
I would like to put forth the motion of henceforth referring to James Dawson as Mobile Suit Dawson.
No complaints here. I love Gundam.

50
TalkBack / Kokuga Not Available in Canada 
« on: June 28, 2013, 04:57:31 PM »

Nintendo of Canada says Kokuga cannot be sold in Canada in its current state.

http://www.nintendoworldreport.com/news/34804

Kokuga, the latest game from the director of Ikaruga and Radiant Silvergun, Hiroshi Iuchi, is currently not available in Canada and likely won't be in its current state.

Kokuga launched on the North American 3DS eShop on June 27; however, 3DS owners living in Canada quickly noticed the top-down shooter’s absence from the eShop in their country.

According to developer, G.Rev, they “were informed very late in the preparation process that the game would not be able to be sold there as is.”

G.Rev was unable to give any information as to the reason Kokuga does not meet the requirements to be sold in Canada, but they did ensure that they would be looking into their options in hopes of bringing the game to Canada in the future.


Pages: 1 [2] 3 4 ... 14