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Messages - King Bowser Koopa

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1
TalkBack / Melbourne’s Nintendo Experience Store Closes
« on: May 04, 2022, 02:13:23 PM »

The end of an era.

http://www.nintendoworldreport.com/news/60353/melbournes-nintendo-experience-store-closes

The Nintendo Experience, the second-floor expansion to the Swanston Street EB Games store in Melbourne, Australia, has reportedly been closed as of last weekend.

The section has been an iconic fixture of the store for Melbourne visitors since December 2008 and featured a wide variety of Nintendo-themed merchandise and games. There were console and handheld demo units, statues of beloved characters and even a small gallery of Nintendo’s history over the years, making it the closest thing Australia had to an official Nintendo store. It was also the place for many midnight launch parties, game tournaments, cosplay contests and events, including appearances by Mario voice actor Charles Martinet.

While the main EB store on ground level and the more recent pop culture retail Zing expansion in the basement remain open for business, the staircase to the upper level has been closed off and the second floor is shrouded in darkness.

Several of my own feature articles over the last decade covered events held here, but over recent repeated lockdowns for public safety and diminished tourism and trade in the Melbourne CBD, I’ll admit it has been a few years since I had last attended the store. It’s currently unknown whether the second level of the store will be refurbished for a new retail attraction or closed permanently.


2
TalkBack / Apollo Justice: Ace Attorney (3DS) Review
« on: December 04, 2017, 10:09:08 PM »

Train up your Chords of Steel, court is back in session!

http://www.nintendoworldreport.com/review/45934/apollo-justice-ace-attorney-3ds-review

Finally, the saga is complete. With the long-awaited re-release of Apollo Justice, Ace Attorney fans can play all six games in the entire main line series on their 3DS.

Witness Testimony  -- A Brief History --

Let us begin with some recap. The Ace Attorney series can be described as a collection of visual novels with a puzzle element thrown in. The games see you take on the courtroom as the defense lawyer in a series of increasingly bizarre murder cases, peppered with a cast of even stranger defendants and witnesses. You must investigate crime scenes to discover clues, find contradictions and lies in the witness testimonies, and present evidence with the series’ trademark "Objection!" to catch liars in the act and unravel the truth of what really happened. Apollo Justice is chronologically the fourth game in the series, and each game adds to the continuing storyline that both deepens with each new entry, and depends on a knowledge of past characters and events to truly appreciate all the continuity nods and in-jokes. To truly ‘get’ the series, Ace Attorney should not be played out of order and that’s precisely what makes this 3DS release so important. 

Exhibit A: The Ten Year Old Game

After the success of the original trilogy starring Phoenix Wright on the Game Boy Advance in Japan, the trilogy was translated into English and ported to DS. Then ten years ago, the first DS-exclusive sequel came along in the form of Apollo Justice. It featured an almost entirely new cast of characters in a familiar world, stepping out into what would later become the ‘next generation’ sequel trilogy. 

While it featured an all new protagonist, Apollo himself saw very little character development in this game as he took on the same nervous, greenhorn, straight-man personality that Phoenix played in the original trilogy. The key focus of the story seemed to revolve around explaining the events that took place in the seven years since the last game, and what happened next for Phoenix Wright as seen from an outsider perspective. This worked in the story’s favor though, whenever a familiar face showed up it was always a welcome hit of nostalgia and piecing together the past events via little hints dropped throughout the game kept players guessing until the revelations in the late-game chapters. The writing and humor was definitely on-point with the rest of the series, and there were plenty of quirky characters and insane scenarios to make players feel right at home with the new heroes guiding them through the story.

There were a few new gameplay tweaks introduced in Apollo Justice, such as the ability to zoom in on and rotate most pieces of evidence, which would often glean new facts vital to solving the case. There were some added forensics mini-game sequences that weren’t present in Phoenix's trilogy, such as dusting crime scenes for fingerprints or creating plaster molds of footprints. These were a fun little diversion from the text-heavy investigations. In the courtroom, Apollo could occasionally use his mysterious “Perceive” ability to discover nervous tics and poker tells during key testimonies, which allowed him to pinpoint particular words or phrases that a witness was lying about. This was an interesting new take on Phoenix’s Psyche-Lock puzzles in the older games, and has continued on in the series to this day.

Exhibit B: A New Coat of Paint

The 3DS release of Apollo Justice features beautifully remastered graphics, much like the HD version previously released on mobile devices last year. The main selling points that set this apart from the mobile version are that the buttons and controls are mapped to the 3DS to match the original DS release of the game, and the upgraded art features a 3D layering effect not possible on your phone or tablet. The characters pop out in front of the backgrounds, and foreground details like text bubbles and the courtroom benches in turn hover in front of the characters. It’s rather simplistic compared to other 3D effects seen on the handheld, but it compliments the gameplay so naturally that I found myself playing with the 3D slider at the highest setting for almost the entire time I played. The game also features a dual language option for the first time, which allows you to play the game in either English or Japanese and affects all in-game text, voice clips and signs found in the background art and court record evidence.

To accommodate for the widescreen orientation of the 3DS top screen, the background art has been very slightly zoomed in and cropped, so there’s some small degree of lost detail from the original version. That said, it’s hard to deny how much prettier everything looks, and Capcom have really stepped up their game when it comes to upscaling the old artwork.  I compared it with the original DS version and there does not appear to be any missing animation frames, which is a big improvement over the 3DS Phoenix Wright Trilogy.

The case is not however a runaway victory and there are are few objections worth raising. Firstly, the script is a direct cut and paste job from the original version, as players have come to expect from Capcom. Ace Attorney fans know well that the series is littered with spelling and grammar mistakes, and inconsistencies with the spelling of characters’ names. This is nothing new and while a new remaster of an old classic would be the perfect chance to correct these mistakes, but all the typos have carried through to this version as well. After all, the original Phoenix Wright trilogy has been released in English no less than four separate times and all the mistakes have never been addressed in those titles. 

Secondly, those who played Dual Destinies or Spirit of Justice will remember that there was a Skip All Text option that allowed  players to fast-forward through dialogue on the first play through of their game. This option has been newly added into Apollo Justice as well, but runs the risk of letting players accidentally skip vital clues. Ace Attorney 5 and 6 also had a backlog option that let you recap entire sections of dialogue which nullified any risks associated with skipping text, and as such it’s bewildering that Apollo Justice added the text skip option from the newer games but not the backlog option.

One last noteworthy detail is that the sound appears to have been noticeably cleaned up. The original DS game had some tinny crackle to the voice clips and symbol crashes punctuating the dramatic courtroom battles, but this version sounds a lot nicer, especially playing with headphones. The music seems to be exactly the same as before with no remixing or updated arrangements, but with such a fantastic soundtrack that this game and the series in general has always had, there's nothing to pout about.

The Judge's Ruling

If you already have the HD remastered version of this game on your smartphone or tablet, shelling out for the same game one more time on 3DS may be a hard decision to make. Ultimately it really comes down to a matter of preference. Do you enjoy the feeling of pressing buttons and drawing with a touchscreen stylus, or tapping and swiping on a glass surface with your fingertips? Do you care about 3D effects? Does the neat layout with a menu on a separate screen appeal to you? In my personal opinion, the 3DS version is the definitive way to play and having the entire series neatly lined up in my 3DS home screen folders is satisfyingly convenient; my iPhone is always full enough as it is.

If you haven’t played this game since the original DS version launched back in 2007 or never experienced the game to begin with, this is the perfect opportunity to pick up an essential chapter in a beloved franchise.  If you’ve never played any Ace Attorney games before at all, Hold It!! What are you doing reading this review? Go pick up the Phoenix Wright trilogy on the eShop first, and then we’ll talk.


3
Podcast Discussion / Episode 231: More Than a Waifu?
« on: July 18, 2017, 01:16:18 PM »

A tale of waifus and Ninjas.

http://www.nintendoworldreport.com/connectivity/45011/episode-231-more-than-a-waifu

This week Nicholas has gathered Andrew Brown and Zachary Miller to discuss the Senran Kagura series in depth. While Nicholas has not played any of the games, he wanted to try and find out more about the series and what people like about them aside from some cheap fan-service. The guys discuss nearly all aspects of the series, so if you have ever been curious this episode is for you.

Nintendo World Report is now on Patreon, and high rollers can name their topic for Connectivity, so head over to our Patreon page if you want to support us.

Connectivity has joined Twitter, so be sure to follow @ConnectivityNWR to be up to date on any announcements. We are wanting more listener participation, so feel free to ask questions, they may show up in the show!

Send us your listener mail by clicking here.


5
TalkBack / The Lexicon of Zelda
« on: April 03, 2017, 06:11:00 PM »

A complete guide to translating the text in Breath of the Wild.

http://www.nintendoworldreport.com/feature/44405/the-lexicon-of-zelda

Something that has added an extra layer of intricacy to the lands and lores of the Zelda series is the Hylian language, which has adapted and evolved across the history of the franchise.

Since Ocarina of Time, the Hylian that appears in-game has regularly been translatable to varying degrees of success in each new game, and Breath of the Wild is no exception.

There are in fact three main alphabets present in the latest game. The most prominent is Hylian itself which can be found absolutely everywhere, the Ancient Shiekah language found in the shrines and featured on the Shiekah Slate, and the Gerudo language. All three can be translated directly into plain English for the most part, and with a little practice you may even be able to start recognising and reading the signs in the game without referring to the cyphers. Let's get learning! It should also be noted that there are potentially location and character spoilers below, but I'll do my best to keep plot details out of the article.

There are two notable points to make in order to successfully read Hylian in Breath of the Wild. I'll get to the second point in a little bit. The first is that this text is *similar* to the one found in Skyward Sword, but appears to be an adaption in that some letters are rearranged and some are different entirely.

The easiest place to start studying this version of the language is in Goron City, where you can pick up a sizable portion of the alphabet as well as the basic conventions of the language.I personally started in the armor shop Ripped and Shredded, where the Flamebreaker armor on display clearly labels the three set pieces as "Leg", "Torso" and "Head", not to mention the big sign saying "Armor" out in front of the store. This already gives us A, D, E, G, H, L, M, O, R, S and T.

Looking around town you can start to piece together the other signs such as "Wares", "Info" and "BBQ", which brings me to the second point mentioned earlier: this version of Hylian has several repeated symbols. Specifically, D and G, E and W, F and R, J and T and O and Z all share the same letters. Amusingly the inn is named "ZZZ" where others in the game are called "Hotel".

I'll leave it up to you to translate the other signs around the game, as some of them can be quite funny or surprising. Without going into too much detail we can get a few noteworthy nuggets of information. The Kakariko stores have their welcome mats upside down - we can see the underside of them as the text reads backwards. The Rito can't spell as evidenced by their "shoppign" sign. And why is the Hateno Village shopkeeper filling out notices labeled "caution" on his desk? As it turns out, this Hylian was also used in A Link Between Worlds (which is where I was able to get J and X, which I haven't yet found in Breath of the Wild), so if you've been meaning to replay that game you should be set to translate the text there too.

This was already translated by a few people since the original teaser spelled out "The Legend of Zelda" in the ancient text, but you can use the following cypher to translate various words on the doors, traps and gizmos found in the Shrines and Sheikah Towers. My favorites are "now loading" when downloading new map data to your Sheikah Slate and the words "Sheikah Slate" themselves in repeating text making up the borders across the top and bottom of the menu screens.

This particular cypher is pieced together from the work of others who have already studied the language in depth, and can be confirmed by comparing with the text in the game. DeanOfDoom from Church of Hyrule makes a convincing argument that the language doesn't include the letter Q at all, as it is not found anywhere in the game. A full stop and a space symbol have also been found.

This language has remained unchanged since it was used in previous Zelda titles and has been fully indexed in Hyrule Historia. The difference here is that where this language used to list the letters alphabetically or spell gibberish in past games, in Breath of the Wild there are entire passages of translatable text in the Gerudo Palace that seem to narrate their culture's reverence towards their people. The fact that this text remains unchanged across many games may be a super-subtle suggestion about how ancient their culture and traditions are!

So there you have it, these guides should hopefully let you enjoy the breathtaking and vast land of Hyrule in a slightly new way.The only sign that I was completely unable to translate was a banner on each side of Kakariko Inn, which seems to say “Rd Ipod On”. I'm guessing that's something that's completely lost in translation and was perhaps even a loose romanisation from Japanese or even another language altogether. Any suggestions from our linguistic readers out there?


6
TalkBack / Melbourne Nintendo Switch Midnight Launch
« on: March 10, 2017, 02:56:26 PM »

It's been, one week since you looked at Wii (U)...

http://www.nintendoworldreport.com/feature/44282/melbourne-nintendo-switch-midnight-launch

There's no event quite like the launch of a new Nintendo system to bring out the excitement and anticipation of fans all around the world. On the midnight of March 3rd, 2017, many gamers eager to get their hands on those iconic blue and red (or gray if you're conservative and boring like I am) Joycon controllers lined up at their respective stores and outlets to be among the first to own the Nintendo Switch.

It so happens that Australia is a good ten hours ahead of most US time zones, and as such our midnight launch came much earlier than in many other Western countries. As if that wasn't enough to brag about, Australia knows how to throw a launch party. This wasn't a simple matter of queue outside a store, pick up your console and head home, oh no. We do things properly down under!

The blinding light of the future shines bright!

If you've read any of my earlier recounts of Nintendo game and system launches – have I really been at NWR that long!? - you'll have read about balloon animals, Mario and Zelda themed cupcakes and show bags full of goodies. It's safe to say the Switch launch was bigger and better than those events. It was bigger than any other launch I've ever attended! The event was managed by local retailer EB Games in partnership with representatives from Nintendo Australia on site to keep things in check.

In my home city of Melbourne, VIC, the midnight launch for the Switch was held at Federation Square, a public plaza surrounding the SBS TV station headquarters and the ACMI film and media exhibition building. The Fed Square Amphitheatre was decked out with a stage and screen display showcasing all the upcoming Switch games and commercials we've seen up until now,  with smoke and laser machines lining the walls to add an atmosphere of celebration and mystery for the upcoming system release.

Deck chairs had been arranged in the lower stands closest to the stage, and people had already started to amass by the time I arrived in the early evening. At 9pm the festivities started, and they kicked things off quickly with a few rounds of 1-2-Switch, playing Quick Draw, Milk and Eating Contest. Winners were given EB Games vouchers, plush Piranha Plant hand puppets and goodie bags.

As the night rolled on, customers were given the opportunity to pick up their games and accessories ahead of the launch, to help clear order congestion upon the stroke of midnight, and with each passing hour there seemed to be more and more fans gathering for the big event. There was a Nintendo cosplay competition with quite a few Zelda series costumes on show, some Splatoon, some Mario and even two brothers who dressed as the Joycon controllers. Everyone won a prize bag, but the ultimate winner was a female Tingle, I'm pretty sure the same one who graced the Link Between Worlds launch party a few years back.

Next up on the game demos, audience members got to sample Mario Kart 8 Deluxe, which really does look like a definitive master edition of the Wii U title. It may be the same game with all the omitted characters and features from the original version rightfully restored to the Mario Kart franchise, but it sure does look good on the Switch and I can't wait to take this game out on the go.

Between the demo sessions and rolling out the last of the pre-ordered Switch accessories and games, local remix artist Tuna took the stage to pump out techno music with plenty of video game themes worked into the beats, which kept the crowds lively and alert as the hours progressed. Every so often they'd announce how much time was left before midnight hit, and during the last hour the adrenaline rose to a fever pitch.In the last two minutes before midnight, a countdown began with an increasingly frenzied rendition of the classic Mario theme music, drumming up cheers from the crowd as the moment approached...!

Finally, midnight hit and the Nintendo Switch was released to the Australian public. As the crowds collected their consoles and dissipated into the streets of Melbourne, everyone's faces were an amusing juxtaposition of both exhausted sleep deprivation and giddy eagerness to get home and set up their new consoles.

If the crowds were anything to go by, the Switch so far has much more of a fan following than the Wii U launch could have hoped to achieve, and I sincerely hope this is a system that keeps the momentum into Splatoon 2, Super Mario Odyssey and beyond. I can't wait to see what's coming in the next Nintendo Direct!

Zelda All-Stars join the fun.

Check the gallery below for my event photos and sound off in the Talkback comments, I'd love to hear what kind of launch adventures our readers had. Were you at the Australian launch? What was your favourite part?

Now if you'll excuse me, taking time away from Hyrule is giving me major withdrawal. Time to get back to saving that princess!


7
TalkBack / Re: Final Splatfest Announced: Callie vs Marie.
« on: July 01, 2016, 12:09:37 AM »
Callie is clearly the better choice.

8
Good Riddance, what I saw and played of Infinity was rubbish. Now just put Lucasarts back the way it was and give us back Monkey Island.

That said, looks like I'll have to buy Jasmine while I still have the chance.

Because she's hot.

Shut up.

9
The Mii was KBK from New York, United States. I live in Australia, so perhaps it was someone on holiday/vacation? That or a local who happens to have a US 3DS  :P

Yep, that sure was me! I actually got my current US model 3DS in Dubai, you can read about my experiences there on my feature here.
I travel around a lot, and my original 3DS was from New York at the Nintendo World store. It seemed like a fitting place to set my region to.

I remember seeing your username in my StreetPasses a couple of times. Hope you enjoy your visit!

10
TalkBack / Re: Shovel Knight Coming To Japan: Retail Bundle Included
« on: March 03, 2016, 10:39:41 PM »
In Australia, the Shovel Knight amiibo was released exclusively through EB's online store, only one per account. It's still in stock right now: https://ebgames.com.au/3ds-209847-Nintendo-amiibo-Shovel-Knight---Shovel-Knight-Nintendo-3DS

11
TalkBack / Re: Final Smash Video Dated
« on: December 09, 2015, 09:43:07 PM »
So, "Final" as in "this is the last of the update info the game will be getting", or "this is the video about the addition of Final Fantasy related content"? I'm calling your bluff, Nintendo.

12
TalkBack / Fatal Frame: Maiden of Black Water Review
« on: October 19, 2015, 03:01:00 AM »

Fatal Frame rises from the murky depths! Does this lurid resurrection sink or swim?

http://www.nintendoworldreport.com/review/41332/fatal-frame-maiden-of-black-water-review

Those who live in the shadow of Mt. Hikami know the local legends. Do not look at the mountain during sunset, lest you get spirited away into the forest, where you'll fall helplessly into the Netherworld, never to be seen again. Once a sacred place, the forests surrounding the mountain became a tourist attraction filled with resorts and hot springs, but after a devastating mudslide the area has been closed off to the public and abandoned, now an infamous place where people go to end their lives. Thus, the story of the Maiden of Black Water begins.

If you're not familiar with Fatal Frame, go check out my preview for a quick refresher to the series. If you're all caught up and raring to sink your teeth into a chilling tale of paranormal photography and historical horrors, read on!

Yuri preparing for her supernatural photo blog.

You play the roles of three main characters in the game, Yuri, Ren and Mop it up, who each find themselves drawn into the mystery surrounding gruesome and cruel rituals that were once performed on Mt. Hikami. Each character has their own unique set of abilities that offer up a slightly different playing experience, such as holding the shutter for a charged attack, or a fast barrage of continual snap shot photos. The theme of the game is the Mt. Hikami springs gushing forth with the tainted Black Water, said to carry the essence of the land of the dead. The ghosts all have a certain connection with this water, and coming in contact with water or ghostly attacks increases your “wetness”. Sometimes you have to wade through waist-deep water or dash through the rain, making your wetness meter rise steadily. Becoming completely soaked makes you more vulnerable to damage and summons more ghosts to attack you, so careful consideration must be taken to use drying Sacred Flame items or hiding under shelter until you dry off before proceeding.

Controlling your character is a vast improvement over the stiff and awkward movement in previous Fatal Frame games. Walking and running is faster than before, and turning or pulling a quick 180 is now delegated entirely to the analogue stick, allowing for fluid maneuvers when being chased by vengeful spirits.

Battling ghosts with the Camera Obscura is also much more immersive than ever before. To take a picture, you first have to ready the GamePad in front of your face like a real camera before entering into the Photo mode. From there, you see the camera's point of view and HUD on the GamePad screen, while you get a general first-person perspective on the TV. Moving the GamePad around like you would a real camera allows you to tilt and adjust your aim, while the right analogue stick allows you to fine tune. There's a lock-on feature, and twisting the GamePad like a steering wheel lets you snap portrait or angled shots for better framing of the subject, giving added points and damage. There's an option to use analogue aiming for those who prefer the control style from the classic games, but after a few chapters with the new controls it's really hard to go back.

Your characters have some psychic ability, in that finding key items will allow them to sense a Trace, a ghostly guide that shows them the way to progress through an area. Relying on it too much will cause more ghosts to attack, so some degree of exploration is needed. You also get the ability to touch a defeated ghost for a Fatal Glance, which treats you to a cutscene showing that character's last living moments. Most of these are really spooky, and it's a great new feature. Introduced back in Fatal Frame 4 on the Wii, picking up items will trigger a mini scenario where you cautiously stretch out your hand to grab the object, while there's a random chance that a ghostly hand will lunge out of the aether to grab at you. If you don't release the buttons in time, the hand will grab on tight and you'll have to wrench free of its health-draining death grip. Getting grabbed makes for a quick jump scare and really helps to keep the tension high while you explore the haunted mountain. There are some neat and creative scenarios as well, like wading through half-submerged basements and caverns that hinder your movement, a mad dash down the mountainside whilst being pursued by the game's main antagonist ghost, and even a Paranormal Activity style level where Ren has to monitor a cycling security camera feed, protecting the girls from ghosts that try to infiltrate their bedrooms while they sleep.

Gone are the save points of old, replaced by checkpoints that you can reload a file from at key moments throughout a chapter. Between chapters, you can choose to go back and replay previously completed levels to search for secrets you missed, collect items or buff up your spirit points for Camera Obscura upgrades before starting the next chapter.

The artistic directors for the Fatal Frame series are masters of atmosphere. Lights dance off the decaying scenery to cast all manner of grotesque shadows, and it's not unusual to find yourself suddenly spooked by little more than your own flashlight beam as you creep around the various locales. The visuals are sometimes weighed down by some low-res texture maps, occasionally blocky wireframes and hair that clips through clothing, which feels archaic in this generation. The characters are all very expressive, however, with some gorgeous character models that look realistically wet when they become drenched, and ghastly ghosts that feature all manner of lighting, transparency and liquid effects to pull you into the world of the game.

The sombre nature of Fatal Frame usually results in a cast of dreary cardboard cutouts who rarely sound more than mildly concerned at the presence of horrifying ghostly pursuers. Fortunately Black Water's cast feels more down to earth and relatable, with some genuine emotion and motivation to do their best and survive despite their surroundings. I won't go into story details because I don't want to spoil, but it's particularly easy to sympathize with the ghosts in this game as well, their grisly fates, particularly that of the Pillar maidens (you'll see) are amongst the most terrifying in all of the series' history.

The game does have a few setbacks. In older Fatal Frame games, the Ghost List would collect an encyclopedia of every single supernatural entity to be found in the game, from vengeful spirits to disembodied hands floating through walls. In this game, the Ghost List appears to simply collect the malicious ghosts who attack you. To get 100% you still need to beat all the ghosts and then perform a Fatal Glance move to unlock the movie of their deaths, but the list is much easier to complete this time around. There are still dozens of one-shot ghosts that you can snap up like in previous games, but they're not collected in any kind of completion chart and appear to only exist for a quick boost in Spirit Points. As a completionist, searching for every last ghost just doesn't feel as satisfying as it used to.

Those who are familiar with the Japanese versions of this series will also know that unlockable costumes usually include bikinis for the main female cast. I'm sad to say that, just like in the English release of Fatal Frame 2 on Wii, the bikini content is also removed from this game. This censorship seems silly for a game rated as Mature 17+ by the ESRB, but it certainly doesn't detract from the overall experience of the game, and there's plenty of other post-game bonus content to discover.

Despite these nitpicks, this game is a triumphant revival of a series that has remained dormant in North America for several console generations, and for those who did get to play the Wii iterations there is much new spooky fun to be had. Fatal Frame is still the crowning king of the genre, and Maiden of Black Water holds the best representation of everything that makes the series great. The fact that an English release of this game exists at all is cause for celebration, and should definitely not be missed by fans of survival horror or Japanese ghost stories. Fatal Frame: Maiden of Black Water is good to the last drop.


13
TalkBack / Fatal Frame: Maiden of Black Water Hands-On Preview
« on: October 12, 2015, 11:58:35 PM »

Digital only in North America? Digital film can still be just as spooky!

http://www.nintendoworldreport.com/preview/41299/fatal-frame-maiden-of-black-water-hands-on-preview

Last week Daan gave an in-depth preview for the upcoming European version of Fatal Frame: Maiden of Black Water, known on that side of the pond as Project Zero. Much of what was discussed in his recount of the first few chapters of the game rings true with my opinions so far, so for a more detailed analysis go check it out. I'm going to instead focus on the differences between this game and its predecessors, from the perspective of someone who loves this series more than a guy should love a videogame.

For those new to the table, here's a quick run-down of Fatal Frame series staples: Your character, usually an attractive high school girl, finds themselves in a creepy, abandoned Japanese location teeming with ghosts. Some ghosts are mere flashes of hauntings showing a person as they were at the moment they died, and some are innocent and helpful, pointing wayward travelers towards important items or warning them of danger. Many, however, are bitter, malevolent spirits that were killed in some horrible disaster or ritual, and want nothing more than to rip your soul out. Your only defense is the Camera Obscura, an antique camera that can see the unseen and deal damage to things from the Netherworld. As you explore, your camera absorbs Spirit Points from the ghosts you snap, allowing you to level up your equipment and abilities. Along the way you learn of the location's gruesome history while trying to complete your “ghost list”, a chart of all the supernatural entities in the game. You'll occasionally have encounters with one big, bad, invulnerable boss ghost that's usually at the center of the whole ordeal and you’ll have to run for your life until the big showdown at the end.

The religious belief that a camera can steal your soul is one of the most culturally widespread of superstitions. Twisting this idea into using a camera to fend off vengeful ghosts was a stroke of genius, and a concept that isn't explored in survival horror to such an intricate perfection as it is in this series.

In the fifth entry in the series, the story focuses on the connecting journeys of three separate characters, Yuri, Mop it up and Ren – apparently Camera Obscuras are mass-produced these days – and each of the playable heroes have their own motivations for visiting the harrowing abandoned resort on Mt. Hikami, based loosely on the suicide forests of Aokigahara in Japan. A local legend tells that those who witness the sun setting behind the mountain are inflicted with an uncontrollable compulsion to enter the forest and commit suicide, and it appears that there may be some truth to the legend as your characters are swept up in the macabre mystery of a dark and horrible past.

There are no save points like in previous games, rather the game autosaves at checkpoints throughout each chapter. These chapters seem a little more streamlined and linear compared to the earlier Fatal Frame titles as well, as the story swaps back and forth between the playable cast. Don't worry though, there's still plenty of backtracking to previous areas and the chapter levels are quite large, allowing for some leeway of exploration and discovery, especially after the initial four or so levels. Instead of having to reach a lantern to keep one of your photos, you can simply open up your film roll and move it into your permanent gallery at any time.

The three characters have varying degrees of psychic powers, which throws a few interesting new elements into the traditional Fatal Frame mix. You have the power to follow Traces, residual hauntings that can show you the path that living people once took, leading to items and progression through the level. Using it too often is dangerous though, as it attracts more ghosts to your vicinity. You also have the ability to touch a defeated spirit before it dissipates for a Fatal Glance, usually a playback of a scene from that character's final moments or a flashback to a strong memory in their past.

Given that the game revolves around the theme of water and drowning, the ghosts of Mt. Hikami have a special connection with all forms of water. Your character has a “wetness” gauge that fills up when coming in contact with bodies of water, rain or attacks from watery spirits. The wetter your character becomes, the more damage they'll take and the more ghosts will appear to attack. Becoming completely drenched can quickly turn a grim situation into a dire emergency. Some ghosts can even corrupt you with Dark Water, which will stick to your body and continually sap your health until you manage to either escape to a dry place and heal up with items, or defeat all the ghosts in the immediate area.

As with the two previous games on the Wii, the motion controls have a noticeable learning curve. Tilting the GamePad like a camera can be a little twitchy and inaccurate, but it's important to note that these controls work better as an enhancement rather than a core control scheme. To explain it better, it's often best to use a combination of motion controls to aim in the ghosts' general directions, and then use the lock-on and right analogue stick to fine tune your aim. Twisting the camera allows you to take tilted shots or full-body portraits, which rewards added points and damage for creativity. It doesn't take long to get the hang of the motion, and after a few chapters it's almost second nature. Purists can of course choose to turn off the motion entirely and play with a classic analogue control scheme like in the PS2 era.

One of the biggest praises I can sing to the game so far is the inclusion of an option for Japanese dialogue, something that was sorely missing from the Wii port of Project Zero 2. There is an English dub that gets the job done, but it just feels more natural to have Japanese people in a Japanese setting, with Japanese signage all over the place to speak, well, Japanese. The subtitle option appears to be a direct transcript of the English dub and thus isn't completely accurate at times, but it's a trifling cost to pay for the huge gain of having a language option in the first place.

The trial version of the game contains the prologue, the entire first chapter and most of the second chapter, culminating in a clash against the game's first boss, the spirit of Fuyuhi Himino, who you had been escorting through the level before before she had an unfortunate parting with her jugular vein.Upon reaching the end of the trial version, you're treated to a trailer video advertising the remainder of the game, and if you purchase the whole thing your progress in the demo will transfer into the full game. Unfortunately the saved checkpoint in the trial is right before the boss fight, meaning you need to battle with Fuyuhi again to complete chapter two. It's a cool fight and a scary ghost, however, so it's not too much of a loss to experience it over again.

So far the game is shaping up to be a lot of fun, and a triumphant return of the series to North American fans who missed out on the last two games. Be sure to keep a look out for our full review of Fatal Frame V, coming soon!


14
TalkBack / Re: Tatsumi Kimishima Named President of Nintendo
« on: September 14, 2015, 04:23:17 AM »
Gives me some hope for an Metroid 4 anyhow.

http://i.imgur.com/Jxk3btl.png The GBA says hi.



15
TalkBack / Mario Clash Review Mini
« on: August 14, 2015, 12:47:44 AM »

Clash and Burn.

http://www.nintendoworldreport.com/reviewmini/40954/mario-clash-review-mini

For many Nintendo fans around the world, the Virtual Boy is a fabled machine existing in faraway lands, a holy grail of missing Nintendo gems that may never again see the light of day on a modern Nintendo system. We hear talk of that other Wario game or the first true Mario sports title, and fantasize about these red and black mesh games we never got to play. Mario Clash is, sadly, one game that's probably better off left to legend.

Designed as a successor to the original Mario Bros. arcade classic – sans Luigi as was the style at the time of the Virtual Boy – this game saw Mario happening upon a gigantic beach-side skyscraper known as the Clash House Tower, which has been overrun by bad guys. What else to do but hop on in and start busting heads?

In each of the game's 99 stages, Mario must navigate a series of platforms connected by pipes, clearing out enemies by first stomping a Koopa and then hurling its shell at the others in the area. When all the enemies are defeated, the stage will progress to the next one, ad infinitum. The platforms weave and twine themselves between the foreground and background at different heights, and sometimes the connecting pipes are arranged in more complicated directions, making it difficult to keep track of enemy movements. Enemies can enter pipes and navigate the entire stage's platform path just like Mario, requiring quick action and preparation to dispatch them all.

There are no POW Blocks, and touching all but the Koopa enemies directly will result in instant death. The majority of enemies can't simply be attacked head-on with a Koopa shell either, the strategy instead involves hurling a shell across a void in the center of the stage (from front to back or vice versa) so as to knock the enemies sideways off the ledges to their doom. This is where the game's faults start to show, however, as flinging a shell across the stage requires almost pixel-perfect precision and it is very easy to miss in the thick of battle, meaning you usually have to wait for another Koopa to crawl out of the pipeline, line up your shot and try again. The control and gravity of Mario's jumps also feels a little unrefined compared to other Mario games, making for some sudden deaths that often feel like cheap shots.

The end result is a game with a simple premise and an absurd difficulty spike after only the first few stages, requiring grit and determination to master. The game is further hindered by some oddly creepy Mario face close-ups, a forgettable soundtrack, and some off-brand sound effects that don't match up with the previous fare from Nintendo EAD and the legendary pair of Shigeru Miyamoto and Gunpei Yokoi. There isn't even anything in the way of a boss battle, ending sequence or any explanation of the enemies that overtook the tower, and the arduous trek towards the ninth floor will reward players with a warp back to the first stage to do the whole thing again. Most players will quickly become bored with the game long before coming to the realization of their pointless endeavour.

A player must remember that this game was released in 1995, alongside other Nintendo offerings such as Yoshi's Island, Donkey Kong Country 2, Earthbound and Chrono Trigger. What we have in comparison is a product that almost feels like a cheap plagiarism. If Virtual Boy games ever earn a release on the 3DS Virtual Console, this game may be worth downloading for kicks, but until then it's not worth sifting through inflated eBay prices.


16
TalkBack / Baseless Speculation: Virtual Console on NX
« on: July 21, 2015, 02:11:36 AM »

We posed a question to the staff and readers: what's next on Virtual Console?

http://www.nintendoworldreport.com/feature/40773/baseless-speculation-virtual-console-on-nx

Baseless Speculation is a new feature where we poll our staff and readers on a speculative question, and corral the responses.

This week on Baseless Speculation:  What will Nintendo do with Virtual Console on NX?  We asked ourselves and our readers what they thought Nintendo would do with the classic gaming digital download service on their next home platform.  What did they have to say?  Read for yourself!

Neal Ronaghan, Site Director:I want to be hopeful, but as long as the people behind Virtual Console right now are still controlling it, Virtual Console will remain a trickle and the best we can hope for is that we can pay $1 per game to upgrade our Wii/Wii U/3DS Virtual Console libraries to NX.


Andy Goergen, Managing Editor:When Virtual Console first launched on Wii, I was a pretty avid customer, but once I began to realize that Nintendo viewed each hardware console as a separate platform for Virtual Console, rather than treat Virtual Console as its own platform, I began to lose interest. Nintendo now has three separate Virtual Console platforms, and hasn't shown any interest in letting customers share purchases between the three. The fact that the emulators are custom-made for each title (as evidenced by the file size on each release) ensures that the development cost on a per-title basis prohibits cross-buy or a large library of titles.

With NX, I want Nintendo to unify their VC platforms into a single platform that runs on NX and any future Nintendo hardware so that I have some confidence that when I buy a Virtual Console game, I'm contributing to a digital library of titles that has a longer shelf life than the hardware I'm purchasing it on. I want Nintendo to solidify their emulation technology so that every existing Wii and Wii U Virtual Console game that currently exists (at least NES and SNES) is available in this new platform, and my old purchases on all three platforms should carry over. Nintendo should embrace it's heritage and view it as an opportunity to remarket old games to a new audience.

Unfortunately what is far more likely is that Nintendo will finally ditch Virtual Console entirely except for a core 10-15 titles that will carry over from Wii U (but not Wii) purchases and that will be the end of the concept. Nintendo has shown such little interest in finding new ways for it's customers to play older games that I expect they will completely move away from this business model and redirect their focus on new endeavors.


Donald Theriault, Associate Editor: Given Nintendo's statements about using the Wii U architecture for future consoles, I would think that the next system's VC would hit the ground with at minimum a majority of what exists on the Wii U. This also might explain why the 3DS hasn't gotten anything new since the DK Land trio in February.

At some point, they're going to have to do away with the "tweak individual emulators" method and try to create a one size fits all solution, though. In addition, NOA has to ditch the Adelman-mandated slow boat.


Justin Berube, Features Editor: Before I answer the question I think it's important to remind readers that I think NX will be a digital platform that will run across multiple hardware devices.

With that said, I think Nintendo is currently doing as little as they can get away with on the Wii U and 3DS Virtual Console because the games will have to be re-optimized in a few years for the NX platform. So from a cost prospective it doesn't make sense to push the Virtual Console hard on the current Nintendo platforms.

When an NX platform launches I expect the upgrade process to be similar to the transition from Wii to Wii U. A small fee to be paid for an upgrade when the game comes to NX.

I think the slow trickle of Virtual Console software will continue on NX , but at a slightly faster pace. The good news is that since NX will likely be a digital platform users will only have to purchase each Virtual Console title once to have access to it on their home console and portable device that is running NX.


Andrew Brown, Associate Editor:I'm remaining skeptically optimistic that Nintendo won't start from scratch. They'll make sure the existing Virtual Console library is available from day one so they can expand and build on what (eventually) amounted to a halfway decent feature in the last two home consoles. We'll probably pay extra for the privilege of transferring the games or save data across, though.

I see them ironing out emulation issues that hindered the release of certain games in the past, such as the SNES Super Scope or Mario Paint mouse, or the N64 Controller Pak that was required for many third party titles by Konami and Capcom. Perhaps we'll see the addition of new platforms, like GameCube classics or the Virtual Boy's humble library. I also see an added effort into bringing in rarer titles from across the sea. Earthbound Beginnings bated our breaths for Mother 3; it has to happen now.


Nicholas Bray, Associate Editor:I think that all the Wii U purchases will be downloadable right away on the NX, for free.

The trickle of content may continue, but I am hoping they are simply holding off until the NX comes.

I'd like and hope that they can improve the way some systems display, as currently there are problems. Also, we need the option for 50 and 60Hz downloads for PAL systems.

From our readers via Twitter:

Want to find your tweet featured in the next edition of Baseless Speculation?  Just follow us on Twitter at @Nintendo_NWR and click refresh repeatedly until you see us ask for a response!


17
TalkBack / Fatal Frame V Gets a Title
« on: June 16, 2015, 06:26:00 AM »

Get your paranormal paparazzi on this Fall.

http://www.nintendoworldreport.com/news/40480/fatal-frame-v-gets-a-title

The fifth installment of spooky ghost photography series has been given an official English title: Fatal Frame: Maiden of Black Water. It will be releasing in North America this fall.

The game uses the GamePad's gyroscope for full camera control, while the action is shown from a third person perspective on the TV screen. No specific release date has yet been set, and it is still unknown whether the game will feature a full English voice track or a Japanese option.

We'll have more news as it surfaces from the murky depths.


18
TalkBack / Yo-Kai Watch Coming to West in Holiday 2015
« on: June 16, 2015, 05:50:43 AM »

Level 5's hit game coming to an English audience!

http://www.nintendoworldreport.com/news/40478/yo-kai-watch-coming-to-west-in-holiday-2015

Yo-Kai Watch has been confirmed for a Holiday 2015 release outside of Japan.

The game appears to be fully dubbed with English voice acting.

No specific launch date has yet been set besides the holiday period. We'll update with specifics as soon as they become available.


19
TalkBack / The Legend of Zelda: Tri Force Heroes Announced
« on: June 16, 2015, 05:29:00 AM »

Three dimensions, three Links.

http://www.nintendoworldreport.com/news/40476/the-legend-of-zelda-tri-force-heroes-announced

A new, top-down 3D Zelda game has been revealed for Nintendo 3DS.

Tri Force Heroes allows up to three players to work together in a classic Zelda title similar in design to the previous Four Swords titles. Key features in this title are wearable costumes that provide Link with different abilities, such as dodging enemy attacks, and the ability to lift other Links on your shoulders, allowing for a totem pole formation when all three Links are stacked up as one.

It is worthy to note that the developer team at Nintendo attempted a four-player configuration for this game, but found that three worked best.

We'll update with more information as it becomes apparent.


20
TalkBack / Geeks in the Middle East
« on: May 27, 2015, 01:18:00 AM »

The life of a gamer in Dubai

http://www.nintendoworldreport.com/feature/40303/geeks-in-the-middle-east

Hey there, readers! I know it's been a while since my last Mariobilia or launch party photo gallery, but I've got a very good reason for that: I've just spent an entire month in Dubai, the most bustling of cities in the United Arab Emirates.

Dubai is known for being a playground for the rich and famous, and offering a luxurious lifestyle of beaches, shopping malls, fine dining and decadence, it may be hard to imagine what the city has to cater to the everyday Nintendo nerd like me.

Do people in the Middle East follow pop culture from the outside world? Do they read comics, or play video games? What are their thoughts on Japanese media, and do they know about anime? You might be surprised!

Click on the pages to the right to check out my desert adventure.


21
TalkBack / Gold Mario Amiibo to Hit Australian Stores
« on: May 16, 2015, 02:33:00 AM »

Not one, but two special amiibos will come to the land down under!

http://www.nintendoworldreport.com/news/40265/gold-mario-amiibo-to-hit-australian-stores

The Gold Mario Amiibo figure is set to release in Australia and New Zealand within the coming months.

The extremely limited edition and highly sought after version of the Super Mario Series Amiibo will be exclusive to Target stores, with an unconfirmed release date. The news comes from a Nintendo press release that promises to update with new details soon.

It was revealed by EB Games yesterday that the Silver Mario figure will be sold as an EB exclusive on May 30th, with a strict limit of one per customer, including pre-orders. Both Amiibos will have an estimated retail price of $17.95, the standard price for the figurines in Australia.

The exact prices and release details for New Zealand are as of yet unconfirmed.


22
TalkBack / Re: Fan Voting Opens For Smash Bros Characters
« on: April 02, 2015, 03:26:05 AM »
I reiterate:


23
TalkBack / Flipnote Studio 3D Review
« on: February 26, 2015, 12:13:00 AM »

You can't swap notes anymore, but you can still flip 'em!

http://www.nintendoworldreport.com/review/39697/flipnote-studio-3d-review

After a sordid history regarding Japanese players' misuse of Swapnote and Flipnote Studio 3D, and the discontinuation of the StreetPass and friend list sharing of both services, it was becoming worryingly unlikely that the world beyond Japan's shores would ever be able to flip notes on their 3DS.

Fortunately for those in USA - sorry, PAL regions! - Club Nintendo decided to give the animation tool out to anyone who has an active account. This is quite a parting gift to commemorate the service's closure later this year. The original Flipnote Studio on DSi was fun, albeit limited in its usefulness. You could create short flipbook-style animations using up to two overlapping layers and some basic drawing and editing tools. You could choose to draw with a secondary color besides black - either blue or red, but only one extra color per animation.

Flipnote Studio 3D has a much more robust selection of tools at your disposal. There's a large variety of pens, brushes and fill tools to work with, and you can now choose between five colors (and many more with some creative pixel blending like in the first game), and use multiple colors on each page. There are some useful copy and paste options, including resizing and rotating.

The tools have both left and right-handed layouts thankfully, but to access all of them you have to hold down various buttons while selecting different tools and menus, and as such juggling between the tools can be a little overwhelming for beginners.

This one was created at the request of NWR's Zach Miller.

With advanced (3D) options enabled, the 3D layering is quite clever - you get three layers on which to draw, but these layers can be shuffled forward and back between several slots, allowing you to customise the stereoscopic depth and even animate objects coming towards the camera without having to change your layer layout.

There's a basic audio recorder to add sounds to your notes, or you can import clips you've recorded and edited from Nintendo 3DS Sound. You can also export notes as .avi files, and even save single frames as JPGs on your SD card.

The friend sharing and sending options were removed from the Japanese version of Flipnote back in 2013, but sadly the US version of the app has removed the online gallery entirely, and the only way to share notes directly with friends is to use local wireless transfer. It would be neat if there was a way to post your completed works directly onto Miiverse.

Despite some shortcomings, in all it's a great little package for anyone who loves to create, whether you're an animation beginner or a veteran who just wants to practice your tweening skills. The menu of options is deceptively large, requiring plenty of exploration to search out all the "hidden" tricks and tools. The more effort you put into Flipnote Studio 3D, the richer your reward will be in the end.


24
TalkBack / Mariobilia: Green Missiles and Red Rockets
« on: February 18, 2015, 10:46:19 PM »

Luigi joins the S.H. Figuarts line, and some adorable Pokémon arcade prizes double the trouble.

http://www.nintendoworldreport.com/feature/39567/mariobilia-green-missiles-and-red-rockets

With all the craziness and hype surrounding Amiibo scarcity, rumors of out of production figurines and retail exclusives, it's easy to forget that there is a wealth of other officially licensed merchandise out there. There's already been a steady stream of new Nintendo-licensed stuff to hit the store shelves in Japan and beyond so far this year. You can't plonk these things on your GamePad for bonus game content, but they are still cool.

My latest package of import goods has arrived from Japan; time for a long overdue Mariobilia feature! To the counter top!

Brothers united at last!

First up, Bandai and Tamashii Nations have continued their Mario line in the S.H. Figuarts series, with Luigi and Play Set C. I wrote about the Mario and earlier Play Sets in a previous Mariobilia, and much of the same rings true with Mario's younger brother.

Time for some old fashioned adventuring!

Luigi stands a mite taller than Mario, and has a thinner frame to match the game's art style. The source material was matched to a T. Luigi’s overalls are a darker hue of blue than Mario's like in the games.

You had to buy the first two Play Sets to get two important pieces for Mario – alternate hands that allowed him to hold a Koopa Shell item, and a little peg-insert panel for his back to let you position him in mid-air jumping poses. Luigi comes with these alternate pieces included, so if you already have the earlier toys you're good to go. He's also packaged with another Brick Block and a Red Shell item, seemingly to tease that there has yet to be a Koopa Troopa figurine released in this series.

Play Set C appears to draw inspiration from the underground levels in the Super Mario Bros. series, featuring a red variation of the Warp Pipe seen in Play Set B, a Coin, a Buzzy Beetle, and a Piranha Plant. The Pipe has the same interchangeable top like the green version, allowing you to place Mario and Luigi at different heights as if they're entering or exiting the pipe.

Piranhas and Beetles.

The Piranha Plant is comprised of several parts that can be broken apart and rearranged to allow you to position it at various heights as it emerges from the pipe. The leaves can also be removed if necessary. Like the Goombas seen in the earlier sets, the Buzzy Beetle is for cosmetic effect only and has no moveable parts. Compared to the Goomba, its scale is a little on the small size, but it still works well as a set piece for your growing Mario diorama.

I wonder what they're talking about?

It's unclear how much further Bandai plans to take this series, but it still has tons of potential. A Yoshi figure is coming around mid-year that has saddle attachments to allow Mario and Luigi to ride on his back, and looks to have an extended tongue piece to allow for some neat action poses. I'd love to see some more enemies appear like Koopas, Bullet Bills, Lakitu, and of course we need Bowser and Peach figures to round out the cast.

Prepare for trouble!

My other collectibles to show for today are these adorable pieces from a Banpresto line of UFO Catcher prizes.

Jessie and James of Team Rocket are two of my favorite characters ever, yet merchandise featuring the anime exclusive duo is few and far between. It's no wonder that when I found out that these figurines had come out, back in 2013, I had to snap them up.

Musashi and Kojiro, otherwise known as Jessie and James, are from a series called Kyun Chara, which roughly translates as “cute character”. Meowth, romanised in Japanese as Nayrth (one spelling that has always sat a little awkwardly with me, I prefer the more literal reading of “Nyaasu”) is from a side series from the same figurine line, Chibi Kyun Chara (small cute character).

The characters are presented in a “chibified” style, with large heads and eyes with tiny bodies. It's a design choice that doesn't always work but in this case it fits the characters well. The character’s feet feature little peg-holes that allow them to clip onto neat little podiums with a Poké-Ball symbol and their Japanese names written in English. There are also optional stalks to support their large heads and prevent them from falling off their stands.

Surrender now, or prepare to fight!

The trio sit nicely together, and Musashi and Kojiro even have a cute little fist-bump going on when positioned in the right way. This figurine set was made around the time the Black and White – or Best Wishes in Japan – series was airing, and the full collection also contains Ash, and Pikachu in several poses and a variety of other Pokémon. I'm only interested in the Rockets, myself, but overall they make great little decorations for your shelf.

Well, that's all I have to show for today, but as always there are some extra pictures in the gallery below. Thanks for reading!


25
TalkBack / Re: Nintendo Explains Why Smaller New 3DS Isn't Coming to NA
« on: February 19, 2015, 04:34:03 AM »
I for one am very disappointed. The black version of the standard New 3DS looks downright sexy. I preferred the multicolored SNES-style buttons and the sharper corners.

Not to mention, http://www.nintendo.co.jp/3ds/kisekae/index.html#/lineup/055

I was so looking forward to upgrading my standard 3DS to this model and grabbing some face plates for it... and there's absolutely no chance of getting any of the cooler models or limited versions without shelling out to the online scalpers.

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