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Messages - Apollo5

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TalkBack / Word Search by POWGI (Switch) Review
« on: April 17, 2018, 11:53:10 AM »

Dueling dictionary detectives

http://www.nintendoworldreport.com/review/47029/word-search-by-powgi-switch-review

Word searches have been a popular form of pen and paper puzzle games and educational aids since the 1960s. As a form of entertainment that has been easily portable since its beginning and has already existed in various electronic iterations, there doesn’t seem to be much to gain from bringing word search puzzles to the Nintendo Switch.

While Word Search by POWGI does offer a convenient way to play traditional word search puzzles on the go, it manages to bring a fresh new way to play, bringing something fresh to the experience.  While you can invite others to join in and help you solve paper word search puzzles, they have traditionally been solo experiences with a focus on relaxation. Word Search by POWGI provides this classic solo gameplay as expected. Players are free to sit back and solve puzzles at their own pace as a handful of public domain music selections are performed by synthesized xylophones, providing a lullaby-like soundtrack to complete the casual, relaxing gameplay formula.

Word Search by POWGI’s single player experience meets par expectations for a word search video game, but on the other hand, the game introduced me to a completely new way to play a word search puzzle that takes out the relaxation aspect. Competitive multiplayer is this game’s unexpected triumph. A laid back gaming experience quickly turns into a frantic search for victory. In multiplayer, up two four players simultaneously work to solve the same puzzle to see who can find the most words. The game becomes surprisingly tense when two players notice the location of the same word at the same time and frantically move their cursors over to claim a precious point.

On the other hand, multiplayer also reveals one of the most frustrating aspects: navigating puzzles.  Losing the location of your cursor in a puzzle can occur frequently near the end of puzzles as the color of each player’s word selection matches the color of that player’s cursor, which causes a camouflaging effect. In addition to the difficulty of following the cursor on the screen, moving the cursor can be fairly imprecise when using a single Joy-Con to control the game.  This can obviously be remedied by using a Pro Controller or two Joy-Con, however this makes playing the game multiplayer much less convenient, especially in games with more than two players.

Word Search by POWGI is a great choice for anyone looking for a laid back solo gameplay experience or a game that can be played multiplayer with anyone, regardless of their skill with gaming.  Although, the majority of the fun to be had lies within multiplayer.  If you are looking for a go to game for travel with family or friends, Word Search by POWGI is worth taking a look at.


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TalkBack / Shadow Bug (Switch) Review
« on: April 04, 2018, 12:20:00 PM »

Infested with fun

http://www.nintendoworldreport.com/review/46606/shadow-bug-switch-review

Touch controls have always been a source of frustration for me.  Given my short, stubby fingers trying to surf the internet using a touch screen can quickly result in a blood pressure raising outburst of frustration. After learning from the opening tutorial level of Shadow Bug that I would be playing through a game with either motion controls or touch controls I began making mental preparations to dock my Switch and detach the Joy-Cons.  However, I decided to play a few levels with the touch control to avoid the arduous trip to the dock.  My laziness driven tenacity was rewarded with a platformer that not only had functioning touch controls, but one that is enhanced by them.

Shadow Bug for the Nintendo Switch is a precision platformer with a unique method of traversing its levels that focuses on speed running.  The player controls the titular Shadow Bug by tapping on enemies via the touchscreen (or selecting enemies using an on screen pointer with the Joy-Con’s motion control in docked mode) sending the bug samurai into a jumping sword slash attack similar to the homing attack in modern Sonic games.  By manipulating the timing of attacking one enemy after the other, Shadow Bug is able to jump and dash through the game’s various levels.  This method of travel also introduces a puzzle element to the game as many of the game’s obstacles require the player to attack enemies in a certain order to clear.  

While I assumed the difficulty of Shadow Bug would be derived from the inherent inaccuracy of touch/motion controls, Shadow Bug’s challenge comes from well designed levels and entertaining puzzles. I never felt that my inability to clear an obstacle was a result of a control issue, but rather a mistimed attack or a lack of understanding a puzzle.  The game is very forgiving, quickly respawning Shadow Bug close to where he just died while still providing a fair time punishment for those seeking to earn a top spot on the game’s online leaderboards.

In contrast to the game’s simple platforming mechanic, Shadow Bug is surprisingly deep.  After clearing the game’s first world I was shocked to find that the game has world bosses.  These bosses aren’t simple three hit kill fare, but are intricate puzzles that involve quick thinking and precision movement.

Shadow Bug matches its polished gameplay with impressive presentation.  Visually, it impresses with its dramatic contrast of a dark foreground with colorful detailed backgrounds. Menus and world maps are intuitive with easy access to each level’s leaderboard without making the player feel like they have to speedrun.

Players not interested in the game’s leaderboards still have plenty of reason to check Shadow Bug out.  The game is challenging at any speed and completing levels feels like an accomplishment no matter how long it may take.  

Shadow Bug is an easy recommendation to make for Switch owners looking for a challenging 2D platformer and are open to something less traditional than the eShop’s plethora of retro inspired platformers.  Even players that are weary of touch/motion controlled games will likely enjoy using them in Shadow Bug.


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TalkBack / Danmaku Unlimited 3 Review (Switch)
« on: March 13, 2018, 03:41:31 PM »

A screen full of bullets has never felt so welcoming.

http://www.nintendoworldreport.com/review/46711/danmaku-unlimited-3-review-switch

Some games just can’t be explained without making a comparison to another title.  Being derivative does not necessarily hurt a game, especially when it is an innovation on a well-loved classic title. Danmaku Unlimited 3 is not shy in its nods to the Sega Dreamcast’s Ikaruga (which also came to GameCube). While Danmaku Unlimited 3 fails to match the polished presentation of its inspiration, it still manages to bring some new ideas to the bullet hell shooter genre.

Danmaku Unlimited 3 is a vertically scrolling shoot-’em-up previously released on Steam and mobile platforms last March. While bullet hell shooters are typically known for their high difficulty, Danmaku Unlimited 3 looks to provide a better experience for newcomers to the genre by offering two main gameplay modes.

Spirit Mode, the suggested gameplay mode for new players, includes foru difficulty levels to choose from to give players of various experience a difficulty level that feels comfortable. Easy isn’t a cakewalk and still presents a challenge for newcomers. , Players are rewarded for trying again by unlocking more continues as progress is made. Bonus objectives also increase the appeal of working through the difficulty to improve.

The mechanics of Spirit mode also provide a more forgiving experience. When your ship is hit in its core,, it will explode. However, if the player has any bombs, a bomb automatically goes off, saving the ship and damaging the enemies on the screen. While it is important to protect your ship’s core, players are rewarded for bullets grazing the outer part of the ship.  As the player grazes bullets or touches the bullets of enemy ships that have been destroyed, a trance meter fills up on the right side. Once full, trance mode is activated and destroyed ships drop large amounts of gold gems, doling out large boosts to the player’s score.

Opposite of Spirit Mode’s more forgiving gameplay is Graze mode.  Graze mode functions similarly except once the player has filled the trance gauge by grazing bullets, the meter must be continually filled through grazing only bullets of destroyed enemy ships to unlock trance mode.  To increase this mode’s difficulty further, when the player’s ship’s core is saved by a bomb all bombs in the ship’s inventory are depleted.  Instead of four difficulty levels, Graze mode only offers a Hard and True difficulty level.

Where Danmaku Unlimited 3 falls below expectations set by previous titles is in visual presentation.  The background typically consists of a giant patch of fog with various, barely visible generic space elements cycling behind.  While this may seem as an unnecessary criticism for a game where taking time to notice the background will end immediately in death, the game’s visuals seem quite bland in the rare times there is little action occurring.  The models of the enemy ships also lack variety, causing the game to feel static from level to level.

While Danmaku Unlimited 3 is not the most polished game of its kind, it is a very satisfying experience.  The unique mechanics and multiple difficulty options combined with compelling reasons to keep playing and improving make for a game with a wider appeal than most other titles in the bullet hell genre. Danmaku Unlimited 3 successfully creates the tense feeling of a screen filled with bullets, without excessively punishing failure.


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TalkBack / Okami HD Announced for Nintendo Switch
« on: March 08, 2018, 09:37:16 AM »

Capcom's art inspired adventure game returns to Nintendo platforms

http://www.nintendoworldreport.com/news/46639/okami-hd-announced-for-nintendo-switch

Okami HD is coming to the Nintendo Switch .

This remaster of a Sony Plastation 2 game originally released on other platforms last year.   The Nintendo Switch  release will feature motion controls with the Joy-Con controllers in docked or table-top mode, and touch controls when played in the Switch's handheld mode.

Okami HD has been announced for release on the Switch eShop this summer.


5
TalkBack / Super Toy Cars Review
« on: March 05, 2018, 01:32:05 PM »

A rough road paved with good intentions.

http://www.nintendoworldreport.com/review/46607/super-toy-cars-review

Nintendo platforms have been home to the greatest kart racers in gaming.  Releasing a title in this genre for a Nintendo platform cannot be done without having said title immediately juxtaposed against the racing antics of plumbers, chimpanzees and even upstart blue hedgehogs.  In order to find a place amongst these titans of the track, a new kart racer must provide significantly new experiences.  

At first glance, Super Toy Cars looks to have a strong offering of new ideas to draw the curiosity of Nintendo Switch Owners. Offering a package of 15 tracks with various racing modes and 16 upgradable cars to tinker with, Super Toy Cars feels like a strong offering on the surface. However, the races and tracks quickly feel repetitive.  

The 48 events of the game’s career mode span 5 different types of racing competition. While this seems like a great amount of variety, the variance of play between some of these modes feels very negligible. I often found myself quickly losing interest in the game when taking part in a single lap time trial just to follow it up with a 3 lap race.

This lack of variance also plagues the game’s tracks. While 15 tracks is a good amount for a racing game, these tracks only span 5 different locations so in practice it feels more like the game features 5 tracks.  

Even though the aforementioned lack of variety hurts the overall package of Super Toy Cars, the title still has some novel ideas that work well.  Purchasing different vehicles and upgrades is a worthwhile reward for career mode success.  I was surprised at how different the games 16 cars felt from one another and the car I eventually settled with felt like it was set to my own racing preferences.  

While a handful of the 5 events fail to offer significant variety, the minefield races truly are a stroke of genius.  Tracks that once felt too wide and slow quickly become a sight of mayhem where no part of the track feels clear and the other racer’s vehicles become a hazard as concerning as the mines themselves. I couldn't help but laugh when being dropped to the back of the pack due to a pileup.

However, what good will Super Toy Cars builds with these standout features is lost in the overall package due to the poor performance of the game. While performance issues in handheld mode are less prevalent, I found the performance in docked mode to be quite frustrating.  At times I found the framerate inconsistency to be so jarring it would cause me to have difficulty controlling the car and sometimes even crash.  


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TalkBack / Tiny Troopers Joint Ops XL (Switch) Review
« on: February 01, 2018, 01:08:43 PM »

Unfit for console duty.

http://www.nintendoworldreport.com/review/46347/tiny-troopers-joint-ops-xl-switch-review

Due to its support for Unity and mobile form factor, the Nintendo Switch has quickly become the host of many mobile game ports. While some games that have successfully adapted to the platform, some of these mobile ports do not offer enough of a change from the mobile version to justify the need of a console port. Unfortunately, Tiny Troopers Joint Ops XL falls short of its Extra Large Moniker and struggles to free itself from the less desirable parts of its mobile roots.

Tiny Troopers Joint Ops XL is a twin-stick shooter in which the player controls a small squad of soldiers as they complete various missions. Missions are fairly short and typically focus on one or two main objectives with some bonus objectives. The objectives are frequently recycled and most of the time the player is either rescuing hostages, taking down military buildings, or eliminating all of the enemy troops on the battlefield. The Switch version includes the first two mobile games as well as a zombie campaign and horde mode missions.

While all these objectives are rather mundane, the worst offender is the missions where the win condition is defeating all of the enemy troops. Enemy units do not show up on the game’s mini-map, so these missions tend to drag on for far too long as you retrace your steps seeking out the one last troop to kill to complete the mission. The zombie horde survival missions are the highlight of Tiny Troopers Joint Ops XL. By abandoning the oversized maps and bringing the enemies to the player in large waves, this mode offers the most desirable twin-stick shooting experience.

The most notable change Tiny Troopers experienced in its transformation for Switch is the addition of physical controls adopting the twin-stick shooter gameplay, as opposed to the original use of the touchscreen to select enemies to fire at and where to move. However, the aiming of the shooting using physical controls lacks precision and still seems to rely on some sort of an auto-targeting system, making the twin-stick controls quite frustrating. I found myself killing civilian NPCs that were near squads of enemy soldiers because the game would auto-lock on the civilian rather than the enemy, even though I was sure my aim was toward the enemy.

Touch controls are still available and offer much more precision than the physical controls; however those looking for a twin-stick shooter experience will be disappointed in the tap-to-shoot control scheme. This also creates an issue with playing the game in portable mode.  Players are unable to Switch back to physical controls on the fly after using touch input in some of the menus. This can be frustrating if you intend on using the physical controls but accidentally hit the touch screen.  

While microtransactions have been removed for the Switch release, the mechanics do not seem to have been adjusted enough to compensate for their absence. In-game currency, earned through gameplay, is also sold as a microtransaction on the mobile version.  This currency is used to purchase upgrades as well as in-mission air drops of reinforcements and explosives. The rate of which this currency is earned in the Switch release feels to be quite low to prompt the purchase of currency. It would have improved the experience if more gameplay-related ways to earn currency were available in the Switch version.  

Tiny Troopers Joint Ops XL’s console transformation fails to make the most of the Switch platform. As a premium-priced experience on console, it fails to offer the improvements that one would expect. The shadows of the game’s mobile roots as well as its rough transition to physical controls make the console version difficult to recommend.


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TalkBack / Stikbold! A Dodgeball Adventure DELUXE Review
« on: January 18, 2018, 01:49:50 PM »

Not your middle school gym class type of dodgeball.

http://www.nintendoworldreport.com/review/46234/stikbold-a-dodgeball-adventure-deluxe-review

In the first year of the Nintendo Switch, we have seen several titles take advantage of the console’s multiplayer prowess.  The concept of a same-screen, multiplayer dodgeball game for the Switch might seem like an uninspired attempt at joining in the multiplayer fray, however, describing Stikbold!: A Dodgeball Adventure Deluxe as just a party game grossly fails to explain what awaits.

The game of Stikbold is played in a circular court in which dodgeballs and other objects are flung between teams.  After hitting an opposing player, stars begin to show over that characters head for a short period of time.  If that character is hit again while the stars are over their head that character will become knocked out.  The same applies for the player’s character except if one player is knocked down, they can be picked back up by another player-controlled character.  If all players are knocked out on a team, the game ends.  A match is won by the team to first reach three game wins.

Stikbold features an adventure mode that can be played solo or in two-player local co-op.  Adventure mode begins as star Stikbold players Bjorn and Jerome  prepare for the championship game only for their opposition to be kidnapped right before the game by Satan.  Of course, our chivalrous, short-short-clad stikbold heroes value sportsmanship too much to just take the trophy, so they begin a journey of battling various enemies in the game of Stikbold to bring their opponents back for the championship.

While humor and surprisingly challenging gameplay make Adventure mode the highlight of the overall offering, Stikbold is a same-screen multiplayer game at its core.  Up to six players and or computer-controlled bots can play Stikbold!’s various multiplayer modes.

The main Quick Match mode lets players set up free-for-all or team matches.  While playing with six players, it can be difficult to keep track of the action on screen even in TV mode but for some, this added chaos is what will make Stikbold a great party game. I also found that free-for-all matches of more than three players ended up as players just stealing the ball from each other so frequently that actual shots taken on other players with the ball were rare.  Team matches seemed to work the best with larger groups of players, cutting down on the confusion and speeding up the action.  

In addition to typical matches, Stikbold offers four competitive mini-games.  Of all the mini-games, Handyball was by far the mode I enjoyed the most.  Handyball is essentially soccer using dodgeball mechanics so it is not a huge departure from a typical match. However the defensive aspect of defending a goal adds an extra element of chaos that shines in team play.  

While Stikbold is a worthwhile multiplayer experience, the cooperative adventure mode is what sets it apart from other multiplayer-focused titles.  Players looking for a primarily single-player experience will be disappointed by the adventure’s short length.  However, those seeking a compact experience and a go-to party game for groups of multiple skill levels will find Stikbold up to the task


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TalkBack / Lumo (Switch) Review
« on: December 19, 2017, 01:32:21 PM »

A treat for anyone willing to take on a new persepective.

http://www.nintendoworldreport.com/review/46053/lumo-switch-review

Due to Nintendo’s pedigree in the games industry, the Nintendo Switch is a logical destination for indie titles looking to relive the golden days of gaming. While Lumo definitely looks to pull the nostalgia heart strings, the style of game it pays homage to will likely be foreign to many Nintendo fans.

Lumo is a retro inspired, 3D, isometric, puzzle platformer that successfully walks of holding true to the difficulty of its inspiration, while at the same time providing an approachable experience for those new to the genre.  When starting the game, players can chose between two different modes of play. Adventure, provides the player with infinite lives, save points, a map and no timer and Old School which removes all of the previously mentioned tools and adds in a game clock.  For this review I played the Adventure mode and frequently took advantage of the infinite lives offered by the mode.

After selecting a mode the player is then prompted to choose one of three different control options.  Two of these modes have the directional control of the character in an isometric setup.  The first of these control schemes sets up on the d-pad and or control stick to move the character northwest and down to move southeast.  The second isometric control scheme is a mirror of the previous with up causing northeast movement and down causing southwest movement.  I chose a third scheme which moves in north, south, east and west.  The game gives the player an empty room in which to try out the different schemes and chose the most comfortable option.

Lumo is structured with a series of rooms most of which feature a puzzle that will unlock a door to another room or rooms upon solving.  Players can move back in forth between rooms and some backtracking is required to progress.

Lumo’s platforming based puzzles can be difficult.  However, the difficulty progresses smoothly, building upon the games earlier concepts to create puzzles consisting of multiple rooms that are quite satisfying when everything comes together.

As someone who grew up in America in the late 80s with the Nintendo Entertainment System, I never had the opportunity to play isometric puzzle platformers that were highly popular on personal computers in Europe.  As far as isometric games go my experience before Lumo consists of Q*bert and Super Mario RPG.  Coming from this lack of experience with this specific breed of platformer I found myself struggling with the game’s platforming early on, but as the game progressed I became more comfortable.  

In 3D platforming, isometric especially, a game’s ability to give the player a sense of place in relation to the different objects in the level  makes the difference between a difficult game and a game that is unfair and frustrating. Lumo passes this test through the use of lightning and shadows which give the player this much needed sense of depth while at the same time visually developing the dark dungeon environment.

While Lumo’s graphical prowess makes for a nice looking game, the graphics and art direction are also its greatest weakness. The different levels of the game blur together due to their lack of any distinct visual identity.  Most of the game consists of a few stone or brick walls and the main floor placed on top of a outer space looking backdrop that becomes stale early in the game.  I found myself struggling to keep interest in the game during longer play sessions, not because I wasn’t enjoying the gameplay but out of a desire to have something new to take in visually.

Lumo succeeds as a new entry into a genre that had been lost in time.  It delivers an experience that feels retro while including the option for modern gaming conveniences to take a genre that would likely be unapproachable for newcomers to a worthwhile experience for anyone who is willing to try something challenging and new.


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TalkBack / Legend of Kay Anniversary Review (Wii U)
« on: August 17, 2015, 08:26:00 AM »

Honoring ten years of cat puns.

http://www.nintendoworldreport.com/review/40965/legend-of-kay-anniversary-review-wii-u

Ten years after its release on the Sony Playstation 2 and five years after its Nintendo DS release, the Legend of Kay has received the HD remaster treatment on the Nintendo Wii U.  The original game, considered a hidden gem by many, was easily missed due to its release late in both of its two previous platforms lifecycles. The Legend of Kay Anniversary is a chance for the 3D platforming adventure game to stand out on a platform with no major summer releases.

Those who have played the original title will immediately notice the improvement to the games performance over the jittery PS2 and DS games.  The game runs smoothly at a constant 60 frames per second and once muddy textures are now crisp and clean.  Enhanced lighting and shadow effects show that this version is more than just an up-resed port. These improvements allow the player to dive in to the gameplay that made the original beloved by the few who played it.

Legend of Kay tells the story of a peaceful island of several animal species that has been invaded by Gorillas and Rats who have put the native species under oppression for several years.  Enter our hero Kay, a defiant, bratty adolescent cat who is studying combat from an old drunken Cat.  After the gorillas and rats force Kay’s master to close down his dojo, Kay takes matters into his own hands and steals a legendary sword from his master and runs off to take on the rat leader, the alchemist Tak.p>

In many ways, Legend of Kay’s gameplay is a child of its era.  If you have played a platformer from the early 2000’s, PS2 era then the platforming of Legend of Kay will be quite familiar.  While the platforming can become challenging at times, I rarely felt that it was unfair.  I only found myself fighting the camera  a couple of times, and was able to to move fluidly through obstacles when using the proper precision.

Legend of Kay stands out from its sixth generation 3D platforming brethren  through the addition of adventure game elements such as quests, puzzle solving and dungeons.  While those looking for Legend of Kay Anniversary to be a replacement for the Zelda shaped hole in their hearts will find themselves disappointed, the game takes some inspiration from Hyrule’s greatest tales through puzzle elements, weapon and health upgrades, keys, dungeons as well as sword combat.  The Zelda nods are so deep there is even a water temple which requires players to adjust the flow of the water to solve the dungeon’s overall puzzle.

Combat is much more sophisticated in the Legend of Kay compared to other titles from the same genre.  Rather than being focused on mashing a single attack button, Kay will need to take advantage of dodging, blocking and multiple button combos to thwart his foes.  While this adds a significant amount of depth to the game, the potential of the games combat is cut short due to the level designs reliance on kill rooms which require the player to defeat mobs of enemies to progress to the next area.  These kill rooms compartmentalize the game which feels much more open outside of these scenarios and separate the combat and world exploration to the detriment of the game.

Where Legend of Kay Anniversary falls its shortest is in its voice acting and dialogue.  I consider myself somewhat of a glutton for punishment when it comes to bad scripts and voice acting in games.  As someone who has played through many 3D sonic games, enjoyed the more recent Final Fantasy games and considers the prologue of Castlevania: Symphony of the Night to be one of his favorite moments in gaming; I know bad dialogue and voice acting.  Even with this distinguished pedigree in the realm of bad voice acting and dialogue I consider Legend of Kay’s cutscenes cringe worthy and unbearable at times. Not only is the dialogue and voice acting rough, the actual recording quality of the voices is often distorted.  This is a game I would definitely recommend muting the voices.  If you think sonic’s ‘tude is juvenile and grating then you have no chance of making it through Kay’s dialogue.  The dialogue in the game at time takes what could have been a thought provoking story and resorts to childish name calling.  After a handful of times hearing a character be called a furball or mangey the dialogue becomes eye-roll inducing.

Smelly animal puns aside, Legend of Kay Anniversary gets many things right.  The platforming is superior to many of its competitors during its original release and still holds up today.  Adding in some adventure game elements and contemplative combat to the mix makes Kay’s legend worth experiencing  The game looks and performs great.  It is obvious that there was care put in to this remaster.  Fans of the original title should absolutely experience this version, as well as all fans of 3D platformers.


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TalkBack / Quadcopter Pilot Challenge (Wii U) Review
« on: July 19, 2015, 02:20:11 PM »

Fun-sized flight school.

http://www.nintendoworldreport.com/review/40770/quadcopter-pilot-challenge-wii-u-review

So you think you have the chops to pilot an Amazon.com delivery drone?  Does remote piloting and shaky cam make you feel whole?  If you have answered yes to either of these questions it is time you took a serious look at Quadcopter Pilot Challenge for the Wii U.

Quadcopter Pilot Challenge puts the controls of a remote controlled, four propellor equipped drone in the hands of the player and has them polish their piloting skills through a variety of challenges.  While this may seem a simple task, it takes an agile pilot to fly quadcopters. Players familiar with Nintendo’s Pilotwings series will quickly draw parallels to Quadcopter Pilot Challenge. However, this game sets itself apart due to the high amount of finesse required to accurately pilot your craft through the games obstacles.  Keeping the drone itself stable is a challenge within itself, bringing to mind games such  as Octodad: Dadliest Catch or QWOP.

Quadcopter Pilot Challenge’s main mode is the Flight Academy.  This mode is broken up in to chunks of three challenges in which the player has to clear an objective and land.  Players are timed during these challenges and can receive bronze, silver or gold medals for clearing the challenge under a certain time.  Clearing the challenge under certain times earns the player reputation points which increase the player's rank and open up more challenges.  These range from flying through a directed route to shooting targets with the copters ball gun or knocking down cans with a hammer attachment.  The challenges are enjoyable and I found my struggle to control my copter more often humorous than frustrating.

Where Flight Academy falters is in the presentation between challenges.  Before and after each challenge the player is presented with several pages of dialogue from flight instructor Jenny Rotors.  Jenny quickly becomes a nuisance and usually doesn’t have anything of value to add to the mode.  Most of the time I found myself quickly mashing the touchscreen to cut through all the dialogue and get back into the game.  This proved extremely frustrating after failing a level and having to wade through all of the dialogue to re-attempt the challenge.

Luckily, there is the Challenge mode which allows players to play unlocked challenges one after the other without interruption.  The game features over 200 challenges and going back to win gold medals on each challenge will provide completionists with a full bag of playtime. In addition, Quadcopter Pilot Challenge also features a free fly mode in which players can fly their drones through a sandbox of various obstacles.  While there isn't a whole lot of variety in this mode, it is a nice addition to be able to play around with the drone without consequence.

Sadly, the presentation of the game does not live up to the quality of the gameplay.  Along with the aforementioned chattiness of the Flight Academy mode, the graphic and sound elements of the game lack polish.  The game’s environmental assets are very bland and repetitive.  Off-TV play is not enabled, and the only use for the second screen is a drone camera view that did little other than cause me to be nauseated.  The game’s extremely limited soundtrack quickly got on my nerves and had me playing some of my sessions with the volume off.

Despite these flaws, Quadcopter Pilot Challenge is a decently filled out package with a silly but fun premise.  Fans of arcade flight games looking for a laugh will be pleased with the game.  Just be sure to have access to some music of your own.


11
TalkBack / My Horse 3D - Best Friends (3DS) Review
« on: June 25, 2015, 11:41:10 AM »

It’s hard to finish a race with a slow start.

http://www.nintendoworldreport.com/review/40627/my-horse-3d-best-friends-3ds-review

A lifelong fan of Natsume’s Harvest Moon series, raising animals is nothing new to my video game repertoire.  Starting up My Horse 3D-Best Friends on my Nintendo 3DS instantly brought to mind the joys to be had when it comes to raising horses. The smells of the horse dung covered track filled my mind as I imagined the wind blowing past my horse and winning in a photo finish for the Triple Crown.  What I was met with was a confusing beginning to the grindy equestrian life of My Horse 3D.

Upon starting the game you chose between several breeds of horses for your ranches first horse and give it a name.  After picking a glorious clydesdale and lovingly naming it after my loyal house cat Apollo, I found myself in my character's house with little instruction of what to do.  After surveying my property, I noticed that my ranch was pretty far in disrepair.  By performing horse related services and other tasks, I could earn money to repair my ranch and increase my capacity for horses I could care for as well as the variety of services my ranch could offer.  

My first task was to let my horse in the barn.  Sounds simple enough, however the next half hour had me running around my ranch aimlessly looking  for a way to do so.  I could plainly see where my horse was, however walking to the fence did not allow me to go to my horse.  After walking back and forth by the fence I finally came upon a prompt to open the gate.Lack of instruction is a common theme throughout My Horse 3D, and this doesn't mesh well with the surprising amount of options the game offers.

Eventually I was able to begin upgrading parts of my ranch.  This unlocks various tedious minigames which gave me the money I needed to unlock further upgrades by repeatedly grinding.  Most of the minigames I played came down to performing some sort of action using touch or motion controls and I was awarded based on my accuracy.  An example of this was a horse massage minigame  in which I twisted my 3DS back in forth in a steering wheel motion to massage  horses for various clientele.

Where My Horse 3D really saddles up is in its suprising amount of customizable content.  Players can purchase horses of various breeds and accessorize them with various saddles, brushes, bridles, blankets and more to help them ace the in game beauty contests.

It is also important to keep in mind the health, hygiene and happiness of your horses in order to nail the jumping competitions and wow the beauty pageant hosts.  Through your in game computer at your house, you can order a variety of horse related health products such as food and medicine.

My Horse 3D - Best Friends is a decent choice for equestrian enthusiasts on the eShop.  The variety of content here is a good value for those who are truly horse crazy.  However, many aspects of the game lack the freshly brushed polish to be an attractive option to most 3DS owners .


12
TalkBack / Fossil Fighters: Frontier Review
« on: April 10, 2015, 01:47:45 AM »

Adventure’s right around the bend - the bend of slow tutorials.

http://www.nintendoworldreport.com/review/40041/fossil-fighters-frontier-review

While Fossil Fighters Frontier begins with a bang thanks to the super cheesy but catchy theme song, it dramatically slows down due to a slew of tutorials before evening out to become an entertaining ride. This Pokémon-like RPG where you dig up dinosaur-like vivosaurs is charming and entertaining, even if it’s not all that complicated.

The journey begins mired in tutorials. The fossilized pace made it hard to keep interested in progressing, especially in the early throes. Progression is mostly an issue due to the main systems of the game focusing on grinding. I found myself spending most of my game time digging up fossils and fighting foes to power up my vivosaurs as well as completing missions for money to improve my bone buggy, which you use to move around dig sites. It’s a repetitive gameplay loop that has some issues.  

While the missions themselves are not very exciting, they luckily can be done in the same excavation trip as the main quests. However, in order to obtain the rewards from completing the quest, the player has to return to that Fossil Park’s hub world and turn the quest in to the mission-giving computer, the lovingly named Missionator 400.

Out of all of the stats you can improve during your adventure, the progression of the bone buggy feels the slowest. Your starting buggy is very slow while you navigate dig sites and I did not find myself capable of upgrading my buggy until I was a handful of hours into my adventure. It’s mostly worth putting the time into upgrading the buggy because the end-game upgrades look pretty dang cool looking, but it’s still a slog. However, I found the improvements and upgrades to my digging tools to be immediately beneficial and far easier to obtain. Having different power levels of tools to choose from added an additional layer of depth and fun to fossil digging.

The battle system took me as pretty complicated in the beginning of the game, however as soon as I understood which vivosaurs are weak to which elements and which are weak in certain stances, the battles became quite simple. Fossil Fighters features a turn-based battle system.  Each vivosaur has an elemental type that determines that vivosaur’s weaknesses and advantages.  In addition to elemental types, each attack leaves the attacking vivosaur in a stance.  Certain vivosaurs are more vulnerable when left in a certain stance. Getting the best chance in a battle comes down to selecting the right type of vivosaur to battle with as well as being mindful of not leaving your vivosaur defenseless in a stance.

Throughout the adventure, you meet other vivosaur enthusiasts who can become Paleo Pals. When going out on a dig you can chose two of your Paleo Pals to battle alongside you.  My Paleo Pals seemed strong and were there most of the time to take charge when I was slacking. It’s a handy concept that is helpful early on if you don’t grasp the battle system immediately.

Pace aside, Fossil Fighters Frontier does evolve into a fun and solid RPG adventure worth taking the time to dig up.  Fortunately, even though the major elements are repetitive, they are simple and entertaining.  The story is mostly cheesy but it frequently put a smile on my face and was a main reason that I wanted to keep playing.  Players wanting a simple but entertaining light RPG experience will scratch that itch well with Fossil Fighters: Frontier.


13
TalkBack / Fossil Fighters: Warden’s Journal: Entry 2
« on: March 27, 2015, 08:30:27 AM »

A few more hours in has made me much more comfortable in my role as a warden.

http://www.nintendoworldreport.com/hands-on-preview/39935/fossil-fighters-wardens-journal-entry-2

After reading through some of the tutorials, I now have a firmer grasp on vivosaur battles.  In addition to type advantages- water is effective against fire, fire is effective against wind and so on- vivosaurs stances play a major role in battles.  After a vivasaur attacks, they are left in a certain stance depending on the attack.  Vivasaurs are vulnerable in particular stances and show their weakness by shaking.  It is important to avoid leaving your vivasaur vulnerable and take advantage of enemy vivasaurs when they are in their week stance.

I have begun taking side missions in additional to the main story quests.  These missions vary from taking down a certain rogue vivasaur to digging up a certain fossil.  Upon completing a quest, wardens can return to that park’s Missionator 400, the aptly named computerized mission giver, for a cash reward.  The mission system works well as missions can be completed alongside main story quests in the same trip to a dig site.  

Money quickly became more vital when I was allowed to purchase upgrades for my bone buggy at the garage.  Through the garage I have purchased a new bone buggy, improved my bone buggy’s engine, applied a green paint job and upgraded my drill and hammer for faster digging.

Digging, while being a simple task on the surface, is quite challenging and becoming one of my favorite parts of Warden life.  As I have progressed, fossils have become more powerful and more difficult to dig up.  However, not every fossil is guaranteed to be valuable. I have come across my fair share of fossilized dino turds on my adventure.  Seriously, literal fossilized poop that I cannot revive a vivasaur from or sell for any amount  of money.

While my quest has been at times cheesy and shallow, I am enjoying progressing through it and look forward to continuing on.  Overall, there is a decent amount of things to do to keep a warden busy and entertained.


14
TalkBack / Omega Plus Headset Upgrade Kit: Hands On
« on: March 26, 2015, 08:48:00 AM »

A sight for sore heads

http://www.nintendoworldreport.com/editorial/39931/omega-plus-headset-upgrade-kit-hands-on

The older I become, the more hoops I find myself jumping through to be able to get gaming time in.  Due to a busy work schedule and family obligations, I find most of my free time to game later in the evening.  In order to keep my wife and neighbors happy, my night time gaming rituals have included throwing on a wireless headset.  This is a great solution to the problem at hand, however it is not a solution without issues.  My big head in tandem with my warm nature means the headset is one quick ticket to headaches and pinched, sweaty ears. Edge Pro Gaming, a new branch of company Oregon Aero, which makes headset parts for air pilots, believes it has a solution to the problem of uncomfortable gaming headsets through the offering of its Omega Headset Upgrade Kit.  

For the purposes of this review I have installed the Omega Soft Top headband cushion and the Omega Soft Seals ear cup pads on my Turtle Beach PX5 gaming headset. However, the Omega components are available for most popular gaming headsets. I have used this headset with my Wii U, Playstation Vita and PC.

At first glance, I was pretty skeptical that these components would make my headset any more comfortable.  Visually, the components looked like they were not as high quality as the stock components in my headset, but in my desperate search for comfort I pressed on with the installation.  The install was simple as soon as I had an idea of what to do. (I usually toss instructions to the side until I find myself completely lost).

I was disappointed during my first few sessions using the Omega components. While I noticed the ear cup covers provided a softer feel and a noticeable bump to the headset’s sound quality, I felt that the headband cushion was a little stiff.

However, after taking my headset to work with me for the week and giving the components some time to break in, I have been blown away by the improvement in my comfort while wearing my headset.  I no longer get harsh pinching due to pressure from the ear cups.  My ears stayed dry and cool through hours of continuous use.  The headband has broken in nicely and does not give me headaches due to pressure.  I almost forget I am wearing my bulky headset due to the support from the new components.

If you find yourself using a gaming headset for extended period of time and experiencing discomfort as a result, the Edge Pro Gaming Omega Headset Upgrade Kit is easy to recommend.  I am extremely picky about comfort, and thankfully the new components have gotten me to use my headset more than I had ever done before.


15
TalkBack / Fossil Fighters Frontier: Warden’s Journal: First Entry
« on: March 20, 2015, 07:28:00 AM »

Diggin’ up the basics.

http://www.nintendoworldreport.com/hands-on-preview/39891/fossil-fighters-frontier-wardens-journal-first-entry

Our review of Fossil Fighters: Frontier will be coming in the next week or so, but in the mean time I will be updating this journal with my thoughts.

After about an hour of tutorials, I have begun my adventure in the world of Fossil Fighters: Frontier. It is a 3DS RPG in which players take on the role of a Warden, a group who is charged with handling vivosaurs, which are dinosaurs that have been revived through fossils found around the world.  

Wardens ride around parks in ATV-like Vehicles called Bone Buggies, which they use to locate and excavate fossils. The excavation process is a timed mini-game where the Warden uses a hammer and drill to dig up the fossil. Each Fossil represents a part of a vivosaur and revives the corresponding vivosaur. Vivosaurs can be enhanced by finding fossils for the remaining parts.

In order for the excavation to be a success the Warden must have at least 50% of the fossil dug up before the time expires. The hammer is used to remove large pieces of rock and the drill is used to to remove more fine pieces of dirt. Using the hammer is the quickest method of excavating but overuse of the hammer can damage the fossil, decreasing its power when applied to a vivosaur.

A second responsibility of a Warden is clearing the park areas of rogue vivosaurs who have broken free after revival. Taking down rogue vivosuars involves a turn-based battle in which the Warden chooses a vivosaur to fight the rogue. The battle system involves using attacks that take advantage of the multiple stances the vivosaurs enter during battle.

The fighting system is surprisingly involved. I don't really have a clear grip on what is going on during battles yet, though. Although the tutorial is pretty long, it does not do a great job of explaining the combat. However, there are further explanations for different parts of Warden Life that go over combat. I will be taking advantage of those in the near future.

So far I am enjoying Warden life. The story is intriguing and searching for and excavating fossils is a fun time. The vivosaurs are colorful and the parks are fun to explore.  Hopefully by the time of my next writing I will have a better grasp on vivosaur combat.


16

This sneaky guy isn’t afraid to shine.

http://www.nintendoworldreport.com/hands-on-preview/39825/find-a-bright-new-look-for-stealth-platforming-in-neon-the-ninja

Typically a stealth game invokes images of hiding in the shadows in black or camouflage and sneaking up slowly to take down a target.  Neon the Ninja on the other hand opts for a more colorful approach.

At PAX East I had the opportunity to play through a level in a pre-alpha build of this upcoming Wii U indie title.  Neon the Ninja is the product of a small three person development team that has yet to come up with a name.  The game mashes up the action platforming of the 16-bit Mega Man X games with Ninja Gaiden combat and stealth mechanics. The protagonist Neon can switch instantaneously between a neon orange and neon green ninja suit to blend into similarly colored pieces of the environment.  

However, this is just one approach to taking on the Tokyo themed level I had the opportunity to play. In this level there were two paths that lead to the boss.  Neon could move through the buildings of Tokyo using his neon suits to hide from members of the Yakuza and assassinate them when necessary. My choice of path involved making my way up platforms to the rooftops and dive in to combat with sword and shurikens flying to take out the enemy gangsters.

Keeping up with the Megaman X structure, Neon the Ninja will feature a boss level selection screen that allows players to make their own path to completing the game.  Upon defeating a level boss, Neon will gain a power based on the fighting style of that boss.

Although my time with Neon the Ninja was short and the playable slice of the game is still in the very early stages, the side of me that longs for these classic games and the flashy style of the 16 bit Sega era is certainly ready for more.

Neon the Ninja has a tentative release date set for the end of 2016.


17
TalkBack / My Dream for Amiibo
« on: March 18, 2015, 01:56:00 PM »

Nintendo can make Amiibo more than just a collecting craze by giving players the ability to create their own unique Nintendo worlds.

http://www.nintendoworldreport.com/editorial/39872/my-dream-for-amiibo

It has been over three months since the launch of Nintendo’s Amiibo figures worldwide. Since November, these figures have caused a frenzy among Nintendo fans, with collectors and scalpers alike questing to find the rare figures to complete their collections. Last month’s investors meeting finally solidified what we knew about Amiibo fever: according to Satoru Iwata, 5.7 million Amiibo have been shipped.

While Amiibo have been a fiscal success for Nintendo, the figures still seem to be lacking depth as a gaming peripheral. So far, Amiibo are compatible with Super Smash Bros. for Wii U and 3DS, Hyrule Warriors, Mario Kart 8, Ace Combat: Assault Horizon Legacy Plus, Kirby and the Rainbow Curse, Mario Party 10, Captain Toad, Codename S.T.E.A.M., and Xenoblade Chronicles 3D. Other than Super Smash Bros., which lets players level up their Amiibo as support fighters or opponents, Amiibo have been essentially used as keys to unlock DLC-like add-ons.

While I have enjoyed using Amiibo in Super Smash Bros.,  to me, they are little more than a collection of mediocre to great looking decorative figurines. Most of the time I find using them in-game to be more of a chore than they are worth.

Meanwhile, Nintendo is not alone in the Toys-to-Life business. Before Amiibo, Activision and Disney created the Skylanders and Disney Infinity franchises.

While I have not played any of the Skylanders games, I am a big fan of Disney Infinity, and in my opinion their use of interactive figures is much more compelling than Nintendo’s. Not only does Disney Infinity feature story modes for the characters to be used in, or Play Sets as they are referred to, Disney Infinity features a mode called the Toy Box in which players can create their own game scenarios and share them over the internet. Personally, I love games which allow the players to create game content and share it. I enjoy being able to fire up Disney Infinity and have a seemingly unlimited supply of material to create or choose from. While I understand that user-created content can vary in quality, the joy of finding innovative and fun new things to do outweighs the potential for shovelware.

After messing around with the Toy Box in Disney Infinity, I have come to realize that Nintendo needs to release a similar sandbox, game-creating software. When I think of a company that can match Disney’s quality of franchises and characters, Nintendo is first to come to mind. There is endless potential for crazy, imaginative, fun games to be created by Nintendo fans.

Nintendo could begin this trend with the upcoming release of Mario Maker. Rather than just limiting Mario Maker to Mario characters and tilesets, various Amiibo could unlock that character as well as themed tilesets from that characters franchise and use them in 2d platforming setting. This could look similar to how the NES Remix games took characters and placed them in games from other franchises, such as Samus in Super Mario Brothers.

While this concept meets my desire to have a level building game that includes all Nintendo franchises, my end desire for Amiibo would be a 3D world building sandbox game. Imagine being able to create your own 3D Mario level and play as any Nintendo character, or creating your own 3D Metroid and take down Mother Brain as Link. Amiibo could unlock not only the character as playable in this game but also unlock world building assets from their respective franchises. Additional world building content could be made available through the upcoming Amiibo cards.

For this concept to reach its full potential online sharing and co-op is a must. Players should be able to share their created games over Miiverse as well as team up with their friends to play other users’ games.

Nintendo could set this game apart from other sandbox games by allowing players to create their own melting pots of Nintendo gameplay. Players could potentially make a Zelda dungeon that is completed by winning a kart race, fighting an army in a Fire Emblem style strategy minigame and fighting a boss in the style of Punch Out!. Nintendo has the advantage over Skylanders and Disney Infinity due to having decades of games featuring multiple play styles in their library. Nintendo needs to give players the power to manipulate these game types in their own creations.

What really makes or breaks this is the amount of freedom players have in creating. Giving players this much freedom would be a big step for Nintendo to take, but it could go far in reaching a new generation of gamers who have skyrocketed games that offer a high amount of creative freedom, like Minecraft, to success. This concept could not only improve the quality of Amiibo use options but create a new community and platform for Nintendo fans to promote their own creativity within Nintendo’s franchises.

So far the talk about Amiibo has been stories of scarcity and scalping. However, Nintendo can change that story using Amiibo in a sandbox, level-making game with classic Nintendo flare. Disney Infinity has been successful in creating a compelling Toys-to-Life platform through the Toy Box. I believe that Nintendo can take this concept, improve it and make it unique in a way that takes Amiibo from a toy to a creative peripheral.


18
TalkBack / Story of Seasons Release Date Announced for North America
« on: February 16, 2015, 01:06:00 AM »

Time to sharpen those tools and clean out that rucksack.

http://www.nintendoworldreport.com/news/39638/story-of-seasons-release-date-announced-for-north-america

Story of Seasons, the farming and life simulator from the former Harvest Moon team, will be released in North America on March 31 for Nintendo 3DS.

Story of Seasons was released in Japan during the month of February last year, and was the highest-selling game in the region the following month, with a solid 131,000 copies sold.

XSEED has yet to announce a release date for those in Europe.


19
TalkBack / uWordsmith (Wii U) Review
« on: February 02, 2015, 01:10:00 PM »

Some things are better said without words.

http://www.nintendoworldreport.com/review/39562/uwordsmith-wii-u-review

Nintendo’s Wii U GamePad has been a perplexing peripheral to implement into unique styles of gameplay.  uWordsmith looks to take advantage of the Wii U GamePad in a word scramble game.

uWordsmith has achieved that goal; It is a word scramble game, nothing more nothing less.  Clue images for the word scramble are shown on the tv, while players use the touch screen on the GamePad to unscramble the letters to spell the word that matches the clue.

The game features three main modes. In Arcade Mode, players attempt to solve as many word scramble puzzles as they can given a certain amount of time per puzzle depending on difficulty level. Challenge Mode allows players to select a certain category of puzzles to focus on, such as food.  Mosaic Mode takes the clue images and distorts them using a mosaic tile filter. Arcade and Mosaic modes can be played up to four player multiplayer in which each player takes their own turn trying to get as many points as possible.  Technically, as many players as you would want can play by taking their turn then passing the gamepad.

uWordsmith has a clean, attractive interface and the clue images are excellently composed, high-resolution photos.

Where uWordsmith falls short is its lack of content.  In playing a few multiplayer rounds with my wife, we noticed puzzles being repeated after only a couple of rounds.  This lack of content greatly crippled the replayability of the game and we quickly lost interest.

Unless uWordsmith is updated to add more puzzles and possibly other content, I cannot recommend the game.


20
TalkBack / Circle Pad Pro Supported by Majora's Mask 3D
« on: January 16, 2015, 10:21:00 AM »

Time to bust out the 3DS Mask of Dual Stick Control!

http://www.nintendoworldreport.com/news/39446/circle-pad-pro-supported-by-majoras-mask-3d

Circle Pad Pro support has been confirmed for the upcoming release of The Legend of Zelda: Majora's Mask 3D on the Nintendo 3DS.

Owners of standard 3DS and 3DS XL hardware will be able to activate use of the Circle Pad Pro or Circle Pad Pro XL during loading screens.

The Circle Pad Pro and Circle Pad Pro XL are available through the Nintendo Online Store.

Majora's Mask 3d will launch February 13 alongside the New 3DS XL system in North America.


21
TalkBack / Re: What Could Be Next for the Super Mario Amiibo Series?
« on: January 16, 2015, 11:34:30 AM »
Boo please!

22
TalkBack / More Marth Amiibo Headed to North America
« on: January 15, 2015, 06:07:00 AM »

More more Marth! How do you like it? How do you like it?

http://www.nintendoworldreport.com/news/39427/more-marth-amiibo-headed-to-north-america

Nintendo of America has announced it will restock the Marth Amiibo.

During Wednesday's Nintendo Direct, Bill Trinen announced that the figures will be available later this year.

Nintendo has not said if there are plans to restock other difficult to find Amiibo.

Marth, as well as the other Fire Emblem Amiibo, will be compatible with Code Name: S.T.E.A.M. when it releases on March 13.


23
TalkBack / Duck Hunt (Wii U VC) Review Mini
« on: January 08, 2015, 04:04:00 AM »

Safety On.

http://www.nintendoworldreport.com/reviewmini/39335/duck-hunt-wii-u-vc-review-mini

While Duck Hunt for the Nintendo Entertainment System was far from the first light gun game to be released on a home console, I spent most of my life looking back at the game as the first point on the timeline of gaming.  The black box NES title has a defining place in my personal nostalgia of what it means to be fun, old school and simple but at the same time difficult.

At first the experience provided by the emulation feels authentic.  The classic music is all there and the sound effects are perfect.  I was overjoyed that Nintendo added the extra touch of having the Wii remote speaker play a sound reminiscent of the sound that the trigger on the NES Zapper made.

However, light guns cannot function when used with our modern flat screen TVs and as a result Nintendo had to adjust the game to compensate for the use of the Wii remote instead of the NES Zapper.  During the game a crosshair shows on the display to show the tracking of the Wii remote.  This seems like a small detail but ultimately makes the game exponentially easier.

It is possible to turn off the crosshair so it only displays after a shot is fired.  However, the crosshair remains on screen for a second or two which gives the player enough time to target the duck before firing another bullet.  Playing with the crosshair turned off does bring the difficulty somewhat closer to the original, but the shooting experience still does not feel quite right.

Also, I noticed that the hit detection was inconsistent.  I would have the crosshair right over the duck when I fired and it would sometimes count as a miss.  On the other hand I found myself making kills on shots that should have been misses from time to time.

Overall, the experience of Duck Hunt for the Wii U Virtual Console is more similar to the New Play Control GameCube ports for the Wii then a typical Virtual Console game.  The new controls change the experience of the original Duck Hunt so drastically it feels like something new in itself.  Those looking to get a true Duck Hunt experience will still have to hold on to their NES.  

On the other hand, those looking for an enjoyable, quick fix, of nostalgia will not be disappointed with the Duck Hunt Virtual Console package.  It is good to see Nintendo take the time to recreate a classic that is not easily accessible to most.  Although Duck Hunt on the Wii U falls short of being an authentic experience, I am happier having this version on a modern platform then no version at all.


24
TalkBack / More Gamecube Controllers and Adapters Promised By Nintendo
« on: December 17, 2014, 08:08:00 PM »

There is still hope for those who are looking to play Smash Bros. like it's 2002!

http://www.nintendoworldreport.com/news/39241/more-gamecube-controllers-and-adapters-promised-by-nintendo

Nintendo of America has promised to restock the Wii U Gamecube Controller Adapter as well as the Super Smash Bros. branded GameCube controller.

According to a spokesperson for the company, Nintendo is doing the best it can in terms of ensuring that more adapters will be coming. The full statement is as follows:

“Both the Super Smash Bros. Edition Nintendo GameCube Controller and the Adapter that connects it to the Wii U console remain in distribution in the North American region. Nintendo of America is doing everything we can to meet the strong demand for these products, and additional stock will be made available and delivered to retailers. We ask consumers to contact their local retailers directly regarding availability.”

No word on when the additional stock will be available.


25
TalkBack / Battleminer Review
« on: December 17, 2014, 12:43:17 PM »

Novice Craftsmanship

http://www.nintendoworldreport.com/review/39217/battleminer-review

Now that Microsoft’s purchase of Mojang-the maker of Minecraft- is final, the dream of having Minecraft on the 3DS is likely over.  However, eShop developers have taken up the flag of creating a game to satisfy Nintendo fans’ Minecraft itch while adding their own ideas to the formula.  

Battleminer. Simply put, imitates Minecraft’s premise idea and adds in gunplay. Sadly Battleminer takes two game types with peanut butter and jelly-like blending potential and fails to deliver either type effectively.

The game is broken into two main modes, Survival and Creative. In the game’s Survival mode players will explore a large world made of blocks representing different materials such as dirt, wood, stone and diamond. After collecting a certain amount of specific materials, the player can craft tools.

Those who are familiar with Minecraft will quickly be disappointed with the variety of tools available to craft and the complete lack of any gadgets or home items available in Minecraft.  Players can only create the tiers of pickaxes, which improve the speed of mining, a handful of guns as well as various armor and ammunition and grenades.

Throughout the map, players can rescue several Lego-esque characters who are surrounded by giant ants. Combat in this game boils down to fighting multiple ants, each with different attack styles and item drops, using guns or a pickaxe. Battleminer suffers from greatly from the single circle pad configuration of the 3DS hardware and it handles this obstacle worse than previous games which required similar control function such as Kid Icarus: Uprising.The circle pad controls the characters movement while the A B X and Y buttons control the camera and targeting reticule, and there are no options of changing this configuration to use the touchscreen or the Circle Pad Pro. Aiming with the A, B, X and Y button gets so frustrating that I usually counted on the pickaxe to fight off ants.  Because of the issues with the controls, I found the gunplay to be really disappointing and without interesting gunplay, the Survival mode of Battleminer does not have anything significant to offer.

This mode is very shallow in content and the content that exists is extremely repetitive and uninspired.  My time in Survival mode essentially consisted of walking around and shooting ants as I saw them, occasionally stopping to mine for materials to make more guns and ammo.

On the other hand, Battleminer has a competent Creative mode. Players can choose from a variety of block colors to create whatever their imagination can conceive. I was pleasantly surprised to also find a very active Miiverse community for this game filled with players showing off their block creations.  Battleminer succeeds in providing players with a virtual canvas that many gamers will love to take advantage of.

Battleminer definitely falls short of a well-rounded game with some thin gameplay and trying controls dominating Survival mode. It definitely picks up the slack some in its other half, but your spare eShop credit might be better served to wait and see if a better 3DS Minecraft comes along.


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