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 - SurfingPikachu

Pages: 1 2 [3] 4 5 ... 9
51
TalkBack / LEGO Jurassic World
« on: July 22, 2015, 07:43:51 AM »

Lego finds a way.

http://www.nintendoworldreport.com/review/40756/lego-jurassic-world

As amazing as it is that there has never been a Lego and dinosaur match-up before now, this game makes up for lost time. Combining all four Jurassic Park movies into one game gives gamers that classic Lego humor mixed with the awesome power of dinosaurs, plus we get to enjoy the new film while still getting the nostalgia from the old movies.

This is only slightly trimmed down from the console version, getting rid of the open world feature in favor of a central hub, but Lego has fortunately kept everything else, which is a step up from previous console-to-handheld Lego switcheroos. Other handheld Lego games would usually subtract features, bonus modes, etc., which left players feeling shorted for picking a more portable version.

With over 100 playable characters, it’s safe to say that anyone who ever appeared in a Jurassic movie will show up at some point (even Jimmy Fallon’s small cameo puts him in the running, voiced by the actual Jimmy Fallon). For the most part, each character’s special skill is easy to determine: paleontologists dig, zoologists will get arm deep in dino poo, hunters are equipped with guns for hitting far away targets, and some girls… scream to break glass. Of course, since everyone has an ability, this sometimes leads to funny circumstances where older characters can do gymnastics or are packing a nifty grappling hook.

While the basic mechanics of all Lego games stay in place, each world feels unique and the non-storyline features are fun to experiment with. Each world features a type of lobby area where you pick an episode to play or can smash everything to earn more studs, the famous currency of the Lego world. There are five episodes per movie that give a quick rundown of its main events, and a bonus level at the end with fun adventures like driving a jeep as a raptor. The loading times between each area feel a bit sluggish however, and while they use those moments to review the goals and hidden items of a level, the wait is noticeable.

These episodes have a different focus that most Lego games. Fighting is downplayed and puzzle-solving is pushed the forefront instead. This fits in with the movies as it’s rarely wise to take on a dinosaur as a human. Puzzles focus on characters' skills and figuring out who to use when in order to complete your task. Mr. DNA will pop up with hints if you're stuck, though it's usually very clear what needs to be done. This part of the game rarely passes easy to medium difficulty.

There are still important fights, either dino vs. dino or human vs. human. The exception to this rule is the compsognathus, those little bite-y dinosaurs that appeared in the second and third movies. Just as they were a constant problem then, they are just as annoying now. Their quick attacks can drain your health quickly, and they travel in groups, so it’s necessary to stop everything and take care of them whenever they appear.

The episodes are short, but this is actually a good thing. It keeps the game's pace going and mixes up your experience with new characters, gameplay styles, and favorite moments from the films. There is a large amount of replay value in each level as well, as certain characters need to be unlocked to access all areas of an episode.

An interesting added feature is the Build a Dinosaur area. Once unlocked, players can customize their own dino to play as in any episode. In order to build a dinosaur, hidden collectibles must be found throughout the episodes. Once unlocked, each dinosaur has a unique ability. Colors, patterns, and facial features are all customizable so you can live out your ultimate dino fantasy. Gameplay felt a little clunky as I explored while controlling a large creature, since you’re suddenly a lot larger than a normal Lego character. This seems like an oversight and developers should have accommodated levels for player's unique creations if they were going to add this feature in the first place..

Of course, no Lego game is complete without their unique comedic touch and this game did not disappoint. Actual movie audio or actors reprising their roles were used throughout and sight gags always spruced up a serious moment. The game is extremely self-aware of its audience and the jokes associated with the Jurassic series so be prepared for some out loud chuckling. And make sure you’ve seen Jurassic World before playing because, obviously, spoilers are everywhere.

Overall this is a solid addition to the Lego franchise and does the Jurassic series justice. It's fun and silly and conveys the movie's main moments well. Looking beyond the film reveals nothing amazing or new about this title, and if you've played a Lego game before you won't be surprised by anything. It is an enjoyable game however, and a good way to kill time while waiting for the next Jurassic movie.


52
TalkBack / Pokémon Symphonic Evolutions - A Look at the LA Show
« on: July 17, 2015, 11:53:00 AM »

Check out photos and videos from the concert!

http://www.nintendoworldreport.com/feature/40761/pokemon-symphonic-evolutions-a-look-at-the-la-show

It’s hard to believe it’s been almost 20 years since Pokémon first arrived on the Gameboy, and the series shows no signs of stopping. With the recent success of other video game concerts like the Legend of Zelda, it was only a matter of time until trainers everywhere got to see their favorite series on stage too.

Pokémon Symphonic Evolutions just started its tour and is already off to a great run. Music from every game, and the animated show, are beautifully played by a full orchestra. The show is produced by Princeton Entertainment, in partnership with Live Nation Entertainment, and is officially endorsed by Nintendo.

I was able to see the show on July 11 at the infamous Greek Theatre in Los Angeles which featured their resident orchestra. It’s an outdoor venue, with the concert scheduled to play rain or shine, so thankfully we had clear skies.

Just in case you thought this might be a basic re-do of some 8-bit tunes, prepare to have your ears blown away. These are all new orchestral arrangements that take you through the nostalgia of the old games and punch up the excitement to eleven. Some pieces, like Pallet Town, are simple, beautiful, and serene, while Pokémon Gold and Silver’s gym battle montage was intense, filled with brass and drums.

Everything is perfectly timed to key moments or montages from the games on large overhead screens. Small effects are added to the video, such as background animations mirroring a Pokémon’s attack, or vast striking landscapes.

The thing that really makes the symphony special though is the fans. The moment you walk in the venue, you're surrounded by fellow Pokémon trainers. From casual Ash Ketchum hats to full on costumes, this is a crowd that is bringing the energy, and conductor and orchestrator Susie Benchasil Seiter loved it. Egging on the crowd, tossing in a Master Ball beach ball, this is someone who loves what she is doing.

The excitement runs through the whole performance, from fans yelling out their favorite starter when Red is deciding on the screen (you’ll have to see the concert to find out who wins), to the very end when Susie plays the anime’s theme song and asks the audience to sing along. It’s a great feeling to relive everything you loved from the series, as well as some groan-worthy comedic moments, with others who share your enthusiasm.

The symphony will tour throughout North America until November when it arrives in Australia. There are a few more North American shows from December to February, and then the tour will travel through Europe during spring 2016. And for those of you interested in merchandise, the pickings are a bit slim, with only a Pikachu plush, a shirt with the show’s logo, and some posters to choose from, but the items do commemorate the show well.

To find tour dates and locations for Pokémon Symphonic Evolutions, be sure to check out pokemon-symphony.com.

Check our our video featuring music from the performance and our photo gallery below:


53
TalkBack / Kim & Becky - Pokémon Symphonic Evolutions
« on: July 17, 2015, 04:47:00 AM »

Check out highlights from the concert celebrating the music of Pokémon!

http://www.nintendoworldreport.com/video/40758/kim-n-becky-pokemon-symphonic-evolutions

We got a look at the Los Angeles performance of Pokémon Symphonic Evolutions at the Greek Theatre. The concert features orchestral arrangements of music from every main Pokémon game as well as the animated series' intro music (audience participation required).

For more information on the concert, check out our feature and photo gallery here.

The performance is touring internationally so be sure to check out locations and dates at pokemon-symphony.com.


54
TalkBack / LEGO Dimensions
« on: July 01, 2015, 03:43:18 PM »

Everything is seriously awesome.

http://www.nintendoworldreport.com/hands-on-preview/40658/lego-dimensions

When it was announced WB would be entering the Toys to Life competition with Lego, many were rightfully baffled. Sure, Legos started out and continue to be popular as real life toys you can buy pretty much anywhere, but where would this go? With the recent success of the Lego movie, Legos could now break borders and do anything, which didn’t help narrow down the direction of this new endeavor.

This seems to be exactly what WB wanted with the franchise: an excuse to do anything with an already popular series. Everywhere you looked during E3 there were signs encouraging use to “break the rules” and showcased a plethora of Lego characters from vastly different franchises.

It was clear right away that Lego Dimensions wanted to stand out in the toys to life genre with their distinct portal. Of course you can customize it with Legos, but the more interesting aspect was that it can handle up to seven figures and objects and is divided into three sections. These sections don’t matter at first, so players can put the toys anywhere, but it does come in play later.

Dimensions' portal takes the game to a new level with its level of interaction with the game, something you don’t see in competing titles. Instead of just plopping a figure down and forgetting about it, Dimensions requires you to keep it close by. There were many different ways the game utilized the portal. At one point the Wicked Witch stunned my characters with a spell. However, only characters that were in a certain lit spot of the portal were affected. All I had to do was pick up the characters and move them to a different color to free them.

The portal was further tested as a teleporter, where characters placed on the right color on the portal would be transported to a corresponding colored wormhole in the game. There was even a point where I played hot/cold with the portal: it lit up in a gradually stronger green as I moved closer to a hidden object in the game. This amount of interaction was fantastic and finally brought meaning to the idea of connecting real life toys to a digital game. Players have to actually care about both aspects to progress.

Currently there are two things you can put on the portal: characters and vehicles. Each vehicle, being made of Lego, can be rebuilt into three different vehicles. Instructions, and the ability to recode its chip so it appears that way in the game, are unlocked as you progress. The best part about these items is that the piece that contains the RFID chip pops right off, which makes sense; it’s just a Lego brick after all. The problem with Skylanders or Disney Infinity figures is that they fail to live up to what they are advertised as: toys. Their arms don’t bend, they are stuck to their platform, etc. However, Lego Dimensions toys are still Legos and can be played with exactly the same way you’d play with other Legos.

WB showcased three different worlds during the expo: sweet as candy Oz, the retro-fantastic world of Scooby-Doo and, surprisingly, Portal 2. Each world had its own distinct feel and was filled with the classic Lego humor we’ve come to expect. Batman wants to arrest Dorothy’s Scarecrow in a case of mistaken identity, GLaDOS promises a naïve Gandalf cake, and Scooby-Doo’s Fred doesn’t understand why it’s weird his aunt lives in the scariest looking house on the block. Each world really pushed its inside jokes and left in treats for diehard fans to enjoy. They also paid great detail to the overall design. For example, Scooby-Doo’s world has a different type of shading and texture to it to match the old 60’s cartoons.

There are a lot of other worlds already confirmed for Lego Dimensons such as Back to the Future, The Simpsons, Doctor Who, Lego Chima, and more. These choices really reflect a variety that doesn’t exclude an adult audience, ensuring a mass appeal for the game’s eventual release in September. The game itself will come with the portal, the Batmobile, Gandalf, Batman, and Wildstyle. Other packs will be sold that will include additional characters, vehicles, and new levels.


55
TalkBack / NWR TV - Kim, Becky and the E3 Swag Corner
« on: June 20, 2015, 07:18:00 PM »

E3 may end, but swag is forever.

http://www.nintendoworldreport.com/video/40575/nwr-tv-kim-becky-and-the-e3-swag-corner

Check out what companies gave away at E3 this year to turn our attention their way.

Don't miss our roundup of E3 reader questions either.


56
TalkBack / NWR TV - Kim, Becky and E3 Rapid Fire Q&A
« on: June 19, 2015, 11:09:00 PM »

You asked, we answered.

http://www.nintendoworldreport.com/video/40567/nwr-tv-kim-becky-and-e3-rapid-fire-qna

We couldn't answer every question during our main E3 show, but we can try! We answer a few more questions rapid fire style to wrap up our E3 reader question coverage.

And be sure to check out our last day of E3 coverage here to see if your question made the last round.


57
TalkBack / NWR TV - Kim, Becky and E3 Final Call
« on: June 19, 2015, 12:19:49 AM »

One last look at the show floor and everything in between!

http://www.nintendoworldreport.com/video/40561/nwr-tv-kim-becky-and-e3-final-call

And E3 is finally over, but we're not quite done. During the last day, we look back over the MIX Indie event in a talk with staffer Neal Ronaghan, and talk about Atlus's newest Nintendo offerings. If you asked the staff a question about E3, keep an eye out during our Q&A segment, but if not, Kim and Becky will be doing one last hurrah in a rapid fire question round, airing soon!


58
TalkBack / NWR TV - Kim, Becky and E3 Third Party
« on: June 18, 2015, 06:17:20 AM »

Day two looks at the third party titles coming to Nintendo!

http://www.nintendoworldreport.com/video/40536/nwr-tv-kim-becky-and-e3-third-party

We spent day two focusing on Nintendo's third party titles. Becky and Kim discuss Lego Dimensions and Disney Infinity 3.0, and later, Becky catches up with staffer Justin Berube regarding his thoughts on Mighty No. 9.


59
General Gaming / Re: It's E3 2015. Ask us anything.
« on: June 17, 2015, 01:13:48 AM »
Day one's show is up! http://www.nintendoworldreport.com/video/40498/nwr-tv-kim-becky-and-e3-day-1

We weren't able to get to everyone's questions today, but we'll be answering more tomorrow. If we get way too many questions, we'll make an entire video with rapid fire answers...

60
TalkBack / NWR TV - Kim, Becky and E3 Day 1
« on: June 16, 2015, 05:57:00 PM »

Kim and Becky head to E3, chat with staffer Curtis Bonds, and answer some of your questions!

http://www.nintendoworldreport.com/video/40498/nwr-tv-kim-becky-and-e3-day-1

E3 day one has come and gone, but check out our special E3 edition of the Kim and Becky show to find out some answers to viewer questions and see what NWR has to say about the Nintendo Direct and first impressions.


61
TalkBack / Zelda: Symphony of the Goddesses - A Look at the LA Show
« on: June 15, 2015, 09:42:00 AM »

See photos and check out what producer Jason Michael Paul had to say after the show!

http://www.nintendoworldreport.com/feature/40449/zelda-symphony-of-the-goddesses-a-look-at-the-la-show

With over 60 shows planned and added music from recent releases, the Master Quest installment of the Zelda: Symphony of the Goddesses is the biggest concert event yet. Becky and Kim got a chance to attend the rehearsal, the concert and even got to sit in and listen to producer Jason Michael Paul talk about the show.

When our ears were greeted by the overture, we knew we were in for a spectacular show and the Zelda Symphony certainly didn't disappoint. A full orchestra and choir, accompanied by on-point game visuals, immersed the audience in the land of Hyrule for two and a half hours and never let go. Movements revisted games of the past and new music from Majora's Mask and A Link Between Worlds celebrated the present. And the Walt Disney Concert Hall venue was just the final touch. The intimate setting and warm atmosphere were topped only by the acoustics to make the performance a truly worthwhile experience.

But if you couldn't fly to LA or are just now hearing about it, you're in luck! Tour dates and locations are still being added to the tour, and according to Jason, they are set to keep running through January 2017.

"Nintendo really does do a good job of engaging their fans and definitely trying to promote that community aspect. This concert is an extention of that you know," he says, "the whole idea of this from day one was always trying to bring video game music to the masses. So that's kind of been what we've been trying to do for video game music through The Legend of Zelda. I think we're getting there, one city at a time."

And 2017 certainly will not be the end forever. We sat down with Jason after the show to listen to some of his thoughts on how the show will evolve in the future, and how it's already changed from the past:

"With these new games, for example when the newest game comes out and also with the 30th anniversary coming up, I think you'll see a lot more work on, for example, the overture, to incorporate some of the 30 years. And then of course, I'm probably going to redo some of the interludes, do some different ones. But the thing that does stay the same, the core of the concert, is the symphony--the four-movement symphony--which I can't really imagine me changing. I really don't want to change it because it's so beautiful. The only reason why I would update it would be just because the visuals would improve. But yeah, it's going to continue to evolve to be a new show. There's so much material, so it's just a matter of time I think."

"I have other ideas too. We'll throw in some other things too that you guys as Zelda fans will really appreciate. I don't know if you guys noticed all the items we have for merchandise; I produce all those items. Things that weren't getting done in the past, I've been producing and taking total initiative in getting those things because I think those are important and the fans really want that. For example, the program that we have now, I thiink it's a great addition for the fans. And of course I created a two-year calendar. Cause I figured, hey, why not make it two years?"

"But you know, little things like that and other things I'm also working on, like we're really expanding the tour. We're doing over 60 shows this year alone, where in the past we only did 30 shows. A lot of work's been done. Again my focus is really bringing it to audiences that haven't had the opportunity to see the show, and of course, the markets that we do go back into, I keep it fresh. So people who are in, say, Chicago for example, get to see a different show. I mean I want to keep all the fans happy."

"And the one thing, lastly, that I think is very important that I wanted the show to be representatitve of is Mr. Kondo, Mr. Aonuma and Mr. Miyamoto and their vision. One of the things in the past when I was doing the show that I didn't like was the fact that it really got away from the original creators of the game, and that's why I wanted to shift the focus. It's why you'll notice I don't say much at the beginning of the show because it's really not about me. It's about Mr. Miyamoto, Mr. Aonuma, and Mr. Kondo and the music and the visuals from the game. I think that's really worked well for this show and I think people really appreciate that. And at the end of the day it's not about anyone else except for them."

Make sure to check out the photo gallery below for another look at the concert and rehearsal. And for more information about the show, tour dates, locations, merchandise and to buy tickets, check out the Zelda Symphony website. If you see a show in your area, don't miss out!


62
TalkBack / Kim & Becky - The Symphony of the Goddesses
« on: June 14, 2015, 09:43:00 PM »

Check out moments from the concert celebrating the music of The Legend of Zelda!

http://www.nintendoworldreport.com/video/40442/kim-n-becky-the-symphony-of-the-goddesses

We got a look at the rehearsal for the Los Angeles performance of the Symphony of the Goddesses at the Walt Disney Concert Hall. The concert features orchestral arrangements of music from A Link Between Worlds, Majora's Mask, Wind Waker, and more! With key gameplay moments shown and a couple videos from people such as Miyamoto himself, the concert is full of surprises.

The performance is touring internationally so be sure to check out locations and dates at zelda-symphony.com.


63
TalkBack / Get Your E3 Questions Answered!
« on: June 13, 2015, 12:44:00 PM »

Information on how to contact the NWR staff during E3.

http://www.nintendoworldreport.com/feature/40431/get-your-e3-questions-answered

Do you have questions for E3? Want to know the down low about a specific game feature or what the developers were thinking when they made the sequel to Senran Kagura? Then you're in luck! The NWR staff will make it their mission in life to find the answers! Questions will be answered daily on the Kim & Becky show during E3. Ask a great question and get a shout out on air/YouTube!

There are many ways to ask a question:

  • Tweet using #askNWR
  • Email asknwr@nintendoworldreport.com
  • Post in the appropriate thread on the NWR forums
  • Use the convenient contact form below:


64
TalkBack / NWR TV - Kim, Becky and E3!
« on: June 05, 2015, 07:23:00 AM »

E3 is coming!! What games are you looking forward to?

http://www.nintendoworldreport.com/video/40393/nwr-tv-kim-becky-and-e3

It's hard to believe that E3 is almost here! Kim and Becky take a look at some of the games we're looking forward to and what to expect from Nintendo's ever-changing expo plans.

Do you have any E3 specific questions? How about a game you want to know more about? We'll be scouring the expo floor throughout the event to find the answers to what ever you want to know! Big or small, send in anything you'd like us to find out to asknwr@nintendoworldreport.com or use #AskNWR on Twitter and we may just answer your question on the air (well, YouTube actually).


65
TalkBack / NWR TV - Kim, Becky and Splatoon!
« on: May 22, 2015, 06:26:00 AM »

The Wii U has been building up to this moment...

http://www.nintendoworldreport.com/video/40296/nwr-tv-kim-becky-and-splatoon

Let's just get to the point, we all know what we're doing next Friday. Kim and Becky take a look at Splatoon and the Wii U's push toward online multiplayer as we get closer to the game's release. And don't forget about the bonus Testfire this weekend!


66
TalkBack / NWR TV - Kim, Becky and amiibo
« on: May 08, 2015, 06:25:00 AM »

Gaming's latest craze takes over this week's show.

http://www.nintendoworldreport.com/video/40220/nwr-tv-kim-becky-and-amiibo

Remember those figures no one really predicted would be as big as they are? Well with new plans, stock shortages and Amiibo Tap on everyone's mind, Kim and Becky tackle the behemoth that is amiibo.


67
TalkBack / NWR TV - Kim, Becky and Mega May
« on: April 26, 2015, 08:15:43 AM »

In the first episode of this web series, things get Mega awesome.

http://www.nintendoworldreport.com/video/40135/nwr-tv-kim-becky-and-mega-may

So Mega May is on its way at the tail end of the exciting Mega Man-related news we've had over the past couple years. In this episode, Kim and Becky talk about what's going on in Mega May and about how it ties in to the recent resurgence of the iconic hero.


68
TalkBack / LEGO Jurassic World Trailer Released
« on: February 04, 2015, 01:54:52 PM »

You had me at LEGO T-Rex.

http://www.nintendoworldreport.com/news/39575/lego-jurassic-world-trailer-released

A teaser trailer for LEGO Jurassic World has gone live today, showcasing the characteristic LEGO humor one might expect from this upcoming summer title.

Beginning with the classic water ripple from the original film, the trailer shows LEGO’s take on the infamous T-Rex’s iconic roar. Be sure to give it a look below.

The game will cover events from the original three films plus this summer’s new addition, Jurassic World. While no in-game footage has been revealed yet, we do know the title will feature key scenes and action sequences from the films, and will also let gamers play as dinosaurs and create their own custom species from the special amber they collect.

Jurassic World will release on all major gaming platforms and is being developed by LEGO veteran TT Games.


69
TalkBack / Citizens of Earth (Wii U) Review
« on: January 19, 2015, 11:43:00 PM »

A hilarious take on RPGs of old.

http://www.nintendoworldreport.com/review/39463/citizens-of-earth-wii-u-review

In Eden Industries’ Citizens of Earth, players explore a caricature of a country while recruiting others to do their dirty work. As Vice President of the World, it is your duty to investigate odd things going on around town while still keeping your good looks after all. While the game is a fun and humorous take on classic RPGs, there were issues with the Wii U version of the title that prevented us from experiencing much of the game. As such, we're not scoring the Wii U version as it is right now because we could not finish it. Atlus and Eden Industries are working on a fix for the issues. We will update this review when that happens. In the meantime, here's our thoughts on what we could play of the Wii U version. Enjoy it while we wait for the fix and work on reviewing the 3DS version.

The game is split up between world exploration and turn-based battles. Every citizen has unique abilities in and out of combat. For example, the School Mascot can increase the experience earned for the whole party from a single battle, or change the whole game’s difficulty level outside of the fight. Characters each have their own requirements before they can be recruited, some even challenge you to mini-games before they’ll follow you. With 40 possible recruits, it’ll take a huge chunk of time to catch ‘em all.

Enemies wander around town and attack the VP if he’s spotted. Players can choose to sneak up on them though and rush at them to gain an advantage and give their team extra energy for their special attacks. While the VP himself will never partake in a confrontation, you can have a party of up to three citizens do battle for you. Battle experience not only increases a character’s level and stats, but can also improves their other ability, like increasing the amount of items the Baker can sell.

The game begins with an odd city-wide addiction to the special blend coffee at the recently opened Moonbucks. The VP decides he has to try some and sets out to get the Barista more since she’s run out, but accidentally stumbles upon a strange conspiracy in the process. Unfortunately, we couldn’t experience much of the story as our game had a tendency to freeze up and crash while entering buildings or new areas. When the game was working properly however, a load screen was required every time you entered a building, even one with a single small room. This made exploration a bit tedious and didn’t encourage going back to a lot of areas.

We also experienced minor glitches when equipping items to the Mom or Brother characters and when storing enemy stats to the Conspiracy Guy’s almanac, but these cleared up as we progressed through the game.

However, beyond the main story, a lot of optional customization is offered in the game from the difficulty to even naming your team members. Bridges can be built to gain access to new areas and treasure, cars and helicopters can help players travel quicker, and recruits can even be trained using VR Training on scattered computers. Players can even change the weather or rearrange their character’s stats.

Clearly this is a game with a lot of possibilities and a huge world to explore, keeping the action fresh and challenging and offering a lot of possibilities. Hopefully the Wii U version gets patched up soon, as it’s a really fun and clever game. There is also a 3DS version, which has played smoothly so far. We will have a full review of that version as soon as we can.


70
TalkBack / Legendary Pokémon Hoopa to Star in Upcoming Film
« on: January 11, 2015, 06:50:10 AM »

CoroCoro leak reveals new movie and distribution event details.

http://www.nintendoworldreport.com/news/39359/legendary-pokemon-hoopa-to-star-in-upcoming-film

New images and details from CoroCoro magazine on the next major Pokémon film have been leaked through the Anime News Network.

The newly announced psychic ghost Pokémon Hoopa will make its first appearance in the film, titled Ring no Chōmajin Hoopa (The Ring Genie Hoopa). The film will be released in Japan this summer.

A special power in Hoopa’s rings was mentioned in the magazine but details were scarce. The Pokémon appears in the Omega Ruby and Alpha Sapphire games for 3DS, but not through normal play.

The magazine also announced a Pokémon distribution event at the World Hobby Fair held in Nagoya, Tokyo, Fukuoka, and Osaka between January 18 and February 8. Attendees can receive a shiny level 70 black Rayquaza with the moves Dragon Pulse, Thunder, Twister, and Extreme Speed.


71
TalkBack / Paper Monsters Recut Review
« on: October 29, 2014, 11:21:01 AM »

With such a beautiful and polished look, you may wonder if this is really an eShop title.

http://www.nintendoworldreport.com/review/38869/paper-monsters-recut-review

Paper Monsters Recut is a refreshing spark in the vast sea of smaller eShop titles. Mobot Studios has created a cute and fun game with a unique visual style that livens up an otherwise straightforward platformer. The smooth, high quality port of a mobile release brings some big personality to the Wii U.

As the name suggests, Paper Monsters takes place in a colorful paper world with intricately folded and cut monsters who are determined to stop the boxy cardboard hero from completing his journey. Each level feels large and showcases creative touches like giant octopuses or trampoline mushrooms. The worlds are atmospherically lit to really bring dimension to every detail.

The goal is simple: Players must guide the hero to the end of the level while avoiding or killing any monsters in their way. Points are earned by killing enemies, triggering flowers and small mushrooms to bloom or by collecting as many scattered blue buttons as you can. Optionally, three golden paper clips can be found in each area along with one special golden button. At the end of each world, there is a boss battle that follows special rules. There is an overworld that ties the levels together, with secret areas containing more paperclips and buttons hidden throughout.

The hero’s actions are very straightforward: run, jump or double-jump. Enemies are killed by jumping on their heads, though there are some spikey foes that cannot be killed. It’s very simple to pick up, but it becomes challenging soon through clever level designs that push players to strategize if they want to get all the points. Gameplay can shift at times to cute touches like controlling a submarine though an underwater area. At times, levels will switch from the foreground to the background by jumping through large pipes, an element that is used quite well, sometimes serving as a sort of dangling carrot such as when a golden paperclip is prominently displayed just out of reach in the background.

The GamePad functions mainly as a menu and shows level stats. Thankfully, it also utilizes fully off-TV play, which is a nice addition for an eShop title.

The length of the game is pretty satisfying, with several worlds to explore and hidden levels and mini-games to unlock. The only drawback is that the boss battles feel too short for the amount of lead up and challenges of the previous levels. The music and sound effects didn’t stand out, but also didn’t detract from the game either.

This expanded mobile game shows off some hard work really well spent by Mobot Studios. It’s not the most innovative gaming experience out there, but the beautiful aesthetics and clever level designs really push the title to the top of its class in the eShop.


72
TalkBack / Camp Pokémon App Released
« on: October 26, 2014, 06:24:00 AM »

Let's gather 'round the campfire for some marshmallows and Pokémon.

http://www.nintendoworldreport.com/news/38828/camp-pokemon-app-released

Camp Pokémon, a new spinoff game from The Pokémon Company, is now available for iOS devices. The app is absolutely free and will take players to a special island where they can play different activities to help them grow as future trainers.

The app features mini-games such as the Arena, where trainers learn how to catch virtual wild Pokémon “pins” that can be used as stickers in other areas, and Pokémon in Focus, a shadow guessing game. Players receive either a bronze, silver or gold badge rating based on their performance. Players are lead around the island by two camp counselors with full voice acting.

There is also a photo booth where players can decorate pictures and save them back to their device. Stickers can be earned by catching more Pokémon pins.

Nothing has been announced regarding other devices getting the app in the future. Previous Pokémon apps have included Pokémon TV, Pokémon TCG Online, and the Pokédex.


73
TalkBack / Pikmin Shorts Coming to the 3DS
« on: October 25, 2014, 11:28:11 AM »

Miyamoto takes Pikmin to new heights.

http://www.nintendoworldreport.com/news/38834/pikmin-shorts-coming-to-the-3ds

Three short films by Shigeru Miyamoto, featuring Pikmin, debuted today at the International Tokyo Film Festival. The films will eventually be released worldwide through the 3DS’ Nintendo Video Channel.

These films, titled “The Night Juicer,” “Occupational Hazards” and “Treasures in a Bottle,” range from 8 to 12 minutes long and were storyboarded by Miyamoto using Flipnote 3DS and later animated by an external animation company. Production began at roughly the same time as Pikmin 3.

At a press conference following the premiere, Miyamoto revealed how he had always been interesting in making films, but felt movies involved a different skill set than he had. As technology advanced, however, he saw the process as similar to video games.

Miyamoto thought it would be a good fit to make shorts out of the Pikmin series as the characters themselves are so small in the games that they’re hard to see without zooming in close. “Treasures in a Bottle” features 500 Pikmin at once as well as Pikmin covered in mud, both things impossible to show in the game. The models used for animation were based on the game’s original models but are mostly new as CGI requires ten times the fidelity of Pikmin 3.


74
TalkBack / From Sketch to Game: Exploring the World of Skylanders
« on: October 15, 2014, 02:30:00 AM »

What exactly goes into the gaming juggernaut that is Skylanders?

http://www.nintendoworldreport.com/feature/38740/from-sketch-to-game-exploring-the-world-of-skylanders

This is a studio that takes its work seriously. And since Toys for Bob is in the game industry, this means an epic amount of toys, imagination and fun. On a recent visit to the studio, I got up close and personal with the famous creatures and saw the whole design process from sketch to toy to game.

Nestled in the sleepy town of Novato, CA, right outside San Francisco, the studio has created an imagination wonderland out of an old aircraft hangar. An elaborate nautical theme begins with a reception desk made out of a small sailboat, mast included. On one side, a Tiki-themed area with giant palms, bamboo and beach house facades, the other creates cubicles out of a giant pirate ship. Basically, Skylanders is designed in Disneyland, which is perfect since everyone who works there tries to feel like a kid when they’re designing.

Designing an Army
The magic starts with the studio’s character and toy director, I-Wei Huang. Even in his spare time, this is a man who can’t stop designing, which is great since Skylanders now boasts more than 250 figures to choose from. Using a large Wacom Cintiq, Huang sketches anything that comes to his head, making countless versions of an idea until he hits something that pops. “You want a tactile element that you want to touch, that’s important to me,” he explained. These are toys after all, and he needs to create something kids will want to play with in and out of the game. Even if an idea doesn’t fit in with the current Skylanders limitations, an idea rarely gets thrown away. Chopper, a T-Rex available for Trap Team, was actually designed for Giants originally. “He was too long and wouldn’t fit in the package, he would knock over the others.” Instead, Huang had the idea to shrink him down for the new game, and give him weaponry to balance him out. Now Chopper’s a new favorite among staff members.

Huang shows a metal painting guide for molds while on the right a soft outer coating is cleaned off newly printed figure prototypes

After Huang decides on a sketch, he makes a 3D model and tries out different color combinations with a program that shows the real paint shades available to them for production. Every nuance matters, so it’s important for designers to be able to quickly see how their character holds up in the real world and make changes immediately. Luckily Toys for Bob found a solution: in-house 3D printers.

Right next to Huang’s desk is a whole Skylanders mini-factory. A rough 3D printer quickly makes models to help Huang know if a certain detail or pose is working while another 3D printer shows finer detailing but takes much longer to print. Metal molds are made for plastic injection and painting so the crew knows the best way to create the figures when sent to the factory.

Magic Portals
But what about getting these characters into the game? Robert Leyland, the senior software engineer at Toys for Bob, has a big hand in that. He’s responsible for convincing kids the characters are real through the use of the figures’ RFID and the famous portals, a role he feels a little uneasy about: “The game is about the magic of the world, and kids really believe their toys are alive, but as an engineer I’d rather have them take apart the portal, to see how it really works and learn about it, but I don’t think parents would be too happy with me then.”

Prototypes for the portal's speakers

Over the past three years, the Skylanders magic portal has pretty much worked the same, but with Trap Team the portal now needed a speaker inside so the trapped villains could talk from their prison. This was a big step, since the cost of the speaker would make the price go up for consumers. A balance was found by making a small wedge speaker (using the resident 3D printer for a prototype), and using a spectrum analyzer to get a flatter sound from it.

It’s interesting to note that the very first Skylanders portal design included a speaker during the planning stages, but there wasn’t a good use for it so it was cut. Each design and idea of Skylanders must push the game further or else be stockpiled for a future game. Toys for Bob always looks ahead. “2015’s is already well underway, ’16 is being planned,” explained Leyland.

Another aspect is backward-compatibility. With almost 300 figures in circulation from past games and new, every one of them must be tested on the new portal to ensure they work with the latest game. This includes the swapping action of Skylanders Swap Force figures and, looking forward, the Trap gems. According to Leyland, “I’m not sure if new ones will be made, or if it’ll be an extra accessory for portal compatibility.”

Making Villains into Stars
Of course, no game would be anything without a story or goal for the characters, which is where Alex Ness, producer and chief-of-staff, comes in. He admits he kind of fell into the role of the games’ writer, and most elements are really a group effort. There’s always small inspiration from the original Spyro games and bits are dropped in here and there for fans of the series, but Skylanders is really its own world where really anything is possible if they can find a place for it. While actual Skylanders are strictly made in the design department, villains and levels come from the story.

Many characters are voiced right in the studio by the various staff members, Ness included (the fan-favorite Chompy Mage to name just one of his contributions). The team brainstorms a villain’s personality, how they’ll sound, etc, until they have a solid nemesis for players. They usually try to think of ones they can personally do voices for as it helps them get closer to the characters and know them better. This was especially important for Trap Team since the captured villains will continue to talk to players through the portal for the rest of the game. Each villain needed over 100 lines so they could believably comment on anything at any time.

Bringing Life to Characters
Every figure, every villain, pretty much everything that moves, falls into Paul Yan’s department. As the Animation Director for the games, Yan must decide how every character is going to behave and attack. After the design team finalizes the digital sculpt for a character, it’s sent to the tech artists who give it a skeleton system and movement points; that’s when Yan’s team takes over. Using Autodesk Maya, a powerful and popular 3D computer graphics software, they go through all the controllers for the joints and push the limits of the characters. Since they are cartoons, things can naturally bend and stretch past the laws of physics.

Poses are always first so animators can get a feel for a character’s personality and movement before continuing. Different running styles are animated next, before one is chosen, with other actions influenced by that chosen style. Characters are then tested in the “white room,” a simple space with boxes and shapes that allow the character to be recorded in action. This is where animators can really cut loose and pile on powers while figuring out a character’s strengths and weaknesses.

“It’s really important to see how powers can relate to each other and think about combos. A combo can look really cool, but when you consider the enemies, it might not be practical.” Yan pointed out how a giant smashing leap attack might be fun to deploy, but could take so long that a character could be surrounded by new enemies by the time they landed. With attacks, every second is important.

For the most part, once a character is animated, it’s locked in. Very rarely, animators will revisit a past game’s character to make it compatible for newer games, like when jumping was added to the series, or with minor graphic errors like overlapping feet pop up.

Fun with Sound
Usually the final part of a game’s design is audio and sound effects, but with Trap Team, the sound department really started everything. Dan Neil and Jason Bowers, the Audio Director and Sound Designer respectively, came up with the latest game’s trick together. Sound drives everything about Trap Force, it’s the sole element that makes kids believe a villain has really been sucked from their TV into the portal’s prison. To push it further, Neil and Bowers really wanted to make a difference between the heroes and the villains. Neil explained, “The Skylanders all have the background sound, it’s orchestral and soft, meanwhile the villains mix it up, old timey fun music for Bombshell, Bruiser Cruiser is energetic. It changes whenever you switch.”

The portal lights up in time with the villain’s lines whenever they speak from the portal. “This helps it feel more connected and directs focus to the portal,” explained Neil. Villains will comment on everything, hats, challenges, worlds, to make them feel more alive and sentient. In fact, right as Neil brought up the new Skaletones mini-game, a trapped Chef Pepper Jack told us all about how he loved the Skaletones band, prompting Neil to throw the “creepy” Trap Gem across the room.

At the end of the day, everyone can agree that Skylanders is unique. As other companies are jumping on the bandwagon, Skylanders will always hold the distinction of being first. As co-founder Paul Reiche III says, “We didn’t know we were inventing a genre at that point, but we did, the toys-to-life genre.”

This is a studio that loves what they do, and they keep it all under one roof so they can work together as a team, dedicating the whole staff to just one game at a time, and it’s definitely a formula that is working for them. According to Reiche, “If you take the Skylanders that have sold between when we started and now, and you stacked them one on top of the other, they go up four thousand miles now. So, there are a lot of Skylanders out there and we want kids to continue playing with the Skylanders they’ve got. Then every year, we introduce some new innovation. We hope that they will go out and enjoy what we’re bring to Skylanders this year.”


75
TalkBack / Bayonetta 2 Review (NA)
« on: October 12, 2014, 08:15:00 PM »

An insane ride to Hell manages to top its predecessor.

http://www.nintendoworldreport.com/review/38718/bayonetta-2-review-na

For two years, Bayonetta 2 has been teased with tantalizingly vague demos shown. A sequel to the 2010 hit from Platinum Games, Nintendo snagged up exclusive rights to the title when Sega couldn’t offer the freedom executive director Atsushi Inaba needed. Looking to improve on the previous title and taking player feedback to heart, Platinum Games turned their sequel into a masterpiece pairing of intense action and stunning graphics.

Starting soon after the events of the original title, Bayonetta’s former rival, now friend, Jeanne, is helping her defend a city from Angels. As a final blow, Bayonetta summons a demon but soon loses control. Jeanne sacrifices herself to throw Bayonetta out of the way, and her soul is dragged to Hell. Bayonetta must then set out to reclaim Jeanne’s soul before it is devoured by finding and entering the Gates of Hell in the sacred mountain Fimbulvinter. Various gates can be found near the mountain, which open up realms for Bayonetta to explore and find help for Jeanne. During her search she meets Loki, a young boy who can control time. Though they don’t get along, it is clear they’ll need each other to reach their individual goals.

As an Umbra Witch of the middle world, enemies from both Paradiso and Inferno will attack Bayonetta at any moment, keeping players constantly on their toes. Of course, this is a title known for its violently creative ways of dispatching foes, but this time around, things are pushed further with full customization of weapons and better controls.

Rodin, an otherworldly weapons dealer, has once again set up shop in the Gates of Hell bar, which can be accessed through portals in the levels, and has a large collection to offer in exchange for halos, the life essence left over when enemies are obliterated. Guns, swords and more are available to build combo attacks that dispose of enemies in elaborate ways. The previous game only featured single animations when enemies were struck but the new, varied movements help battles flow, which is great because there’s a lot of destruction to wreak.

Players can pick between two control options: the classic button mashing from the first game, or the new controls that have expanded onto the touchscreen, an easier option for beginners. Either way attacks and commands are easy to master and use for an exciting battle. A new attack option, Umbran Climax, builds up the more Bayonetta attacks and summons demons to do massive damage with a single click of a button. For more defensive players, dodging right before Bayonetta is hit will result in Witch Time, slowing down enemies for a short period of time. The better players do in battle affects their ratings at the end of key segments and, later, their bonus rewards at the end of a chapter.

World exploration is strongly encouraged as side missions and items are scattered around, expanding gameplay in a positive way. Special challenges call for quick strategy in rule-based enemy encounters or timed fights. Miiverse stamps can also be unlocked by finding Umbran Crows, so there is no shortage in extra things to do.

Even without the added incentive, players will never regret putting off the story to check out the world. Noatun, the main city for the game, is based off classic architecture from Venice, Florence, Brussels and Bruges to create a truly unique city with distinctive focal points and an opulent aesthetic. The game’s rich graphics and complex character movements turn every moment into eye candy while a fast-paced soundtrack keep the action moving forward. The only hitch is when a cinematic scene is traded for a more comic book feel, with static pictures being panned over to whomever is speaking.

Gameplay is taken further through Tag Climax, an online mode that mixes co-op and competitions. While players work together for a common goal throughout six missions, each receives individual points to up the ante. Players can choose to play against the computer as well in case they don’t have an online connection or just want to practice their skills.

Of course, it wouldn’t be fair to look at Bayonetta without taking a look at the mature rating stamped across the series. This is definitely an adult-oriented game with sex, violence and some pretty crazy language to boot. There isn’t anything that goes beyond the scope of the first game, so returning players will know what to expect. Bayonetta is an empowered heroine, but there are parts that can pull female gamers out of the game a little. Inappropriately timed sexual moans when she’s hit, anatomically impossible posture that thrusts out her chest when she stands still, and nudity (though lacking detail, think Barbie doll) during certain combo attacks put a damper on an otherwise well-balanced game. It’s just a little over the top for a game of this caliber. The violence is very graphic and bloody, but quick and definitely a satisfying way to defeat frustratingly tough enemies. Finally, the language isn’t anything players haven’t heard before, but does feel forced in many instances and feels like lazy dialogue.

Bayonetta 2 is truly a stand out title for the Wii U and goes in a different direction than the typical Nintendo title. Platinum Games was given the freedom to develop the successor they wanted and that liberty paid off. With the inclusion of a polished version of the original title, fans and newcomers alike can dive into the insanely action-packed world of Bayonetta. The sequel is a fast-paced exciting ride with lots to keep players busy and satisfied.


Pages: 1 2 [3] 4 5 ... 9