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Messages - TalesOfFan

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51
TalkBack / Defenders of the Oasis Review Mini
« on: June 27, 2013, 11:23:11 AM »

"You find nothing out of the ordinary."

http://www.nintendoworldreport.com/reviewmini/34792

Ordinary is perhaps the best word to describe the Game Gear RPG, Defenders of Oasis. Despite an interesting setting that echoes classic tales such as Aladdin and Sindbad, Defenders of Oasis stays so close to conventions, which were already well worn when it was released in 1992, that it loses any uniqueness it gained from its setting.

Shortly after the journey begins, your character, the prince of Shanadar (simply called “Prince” in-game), witnesses the invasion of his kingdom and the slaughter of his father—the king—and his tutor. Just as Link and Zelda did in Link to the Past, Prince and a visiting princess from a neighboring kingdom are able to escape through a secret passage, beginning their journey. One thing that did impress me about Defenders of Oasis was how the story was presented. Not only are the graphics bright and colorful, but some important parts of the story are told via cartoonish cutscenes, not with in-game graphics.

Presentation and story aside, the rest of the game suffers from tired gameplay mechanics that make it a slog to play through. One of the biggest problems is the rate of random encounters. They’re so frequent that it’s often difficult to explore. Likewise, the combat is tedious and unpredictable. Combat is entirely turn-based and mostly consists of spamming the fight command. Some characters have different commands as well; the Genie can use several different spells, but it’s difficult to plan out attacks and strategies due to the random turn order. Worse is the fact that there are no descriptions for spells or items in-game. You have to figure it all out using trial and error.

Defenders of Oasis is hard to recommend, even to RPG fans. There are just too many better options out there, even on the 3DS.


52
TalkBack / Staff Sez: Caption an E3 Screenshot! 
« on: June 17, 2013, 10:43:56 AM »

A picture is a worth a thousand words in this week's Staff Sez.

http://www.nintendoworldreport.com/roundtable/34652

Staff Sez starts with a single question posed to each of the NWR staffers, who are then challenged to snap back a simple, short response. This time the staff were challenged with coming up with a caption for an image of their choice from this year's E3.

Zack "Boy Wonder" Kaplan

Kirby will never lose weight...

James "No Zaku" Dawson

I can't think of anything G-rated to say...

Josh "Maximum Velocity" Max

On my mark, we release the hype.

Nicholas "Crocomire" Bray

Where is Samus you damn dirty ape!

James "Obscure Reference" Jones

Winner Mega Tran

Carmine "Burgundy" Red

Sonic Sez: sugary foods can taste good sometimes, but eating too much will give you cavities, make you tired, and even get you sick! That's no good!

Becky "Hollaback!" Hollada

This is clearly the face they meant when they said everyone was afraid of the Vikings.


53
TalkBack / Re: The Quest for the Perfect 3DS XL Case
« on: June 16, 2013, 09:59:08 PM »
So I take it from your article that this TPU/Duraflexi material is a good middle ground between hard plastic and the silicon that all of our Wiimote covers are made of?

Definitely. The material is much more rigid than what you'd get with a silicone case, so it doesn't move once you've put it on the system. Though, unlike hard plastic cases, it's still pretty flexible and it doesn't get covered in small scratches after a few days of use. It'll probably take drops better too.

54
TalkBack / Re: The Quest for the Perfect 3DS XL Case
« on: June 16, 2013, 09:19:20 PM »
No link to purchase one? :D
I wasn't sure if I should post a link directly in the article, but here's a link to the clear version that I bought for my 3DS XL. They also have some cool Nintendo-themed TPU covers on Play Asia like this Eevee one. Just type TPU in the search and make sure the case has TPU in the title.

55
TalkBack / The Quest for the Perfect 3DS XL Case
« on: June 16, 2013, 07:50:54 PM »

How I found the Holy Grail of 3DS XL cases.

http://www.nintendoworldreport.com/blog/34651

If you’re like me, you like to keep your electronics in the best condition possible. Of course, this typically means buying some sort of case to protect them. Usually, it isn’t hard to find cases for say, an iPhone or even the original 3DS, but finding anything that fits the 3DS XL without doubling its size has been difficult, even nearly a year after its release.

Before I upgraded to the 3DS XL, I went through several 3DS cases that varied in quality. For a while, I was very satisfied with a Zelda-themed case manufactured by PDP. The case had a soft lining that absorbed shocks and kept it from scratching the system. Other than the fact that the artwork rubbed off over time, the case seemed to do exactly what I wanted it to. It protected my 3DS without being too bulky.

However, I did run into an issue when the Circle Pad Pro was released. Because both parts of the case connected to each other, it was a pain to remove the bottom piece in order to use the Circle Pad Pro. So, I decided to look online for a case without the connections, and that’s when I found what I consider the best case offered for the system. The Hori manufactured case was available on Play-Asia.com under the name TPU Body Cover. Unlike previous cases that were made of hard plastic and were susceptible to scratches, the TPU Body Cover was made of a flexible, scratch resistant material called thermoplastic polyurethane. And, unlike other flexible cases that are made of silicon, the TPU Body Cover always stayed in place, and best of all, added very little extra material to the 3DS while protecting it from drops and scratches.

Sadly, a similar case wasn’t available for the 3DS XL until a month after launch, and by that time I had already given up finding a case for the system, especially since all that was available at launch were the incredibly bulky and childish Nerf Armor cases. Fast-forward to the release of the Animal Crossing-themed 3DS XL, and I’m again in the market for a case. Luckily for me, there are now several TPU Body Covers available for the 3DS XL, some of which even have Nintendo designs printed on them.

I opted for the clear version so it wouldn’t cover up the neat designs on the Animal Crossing 3DS XL. The XL case, which is sold under the name TPU Yawakata Cover for 3DS LL (it’s currently only available in Japan). It adds very little extra size to the XL (a big plus when cases like the Nerf Armor almost triple the size); it’s very easy to apply and very easy to remove, and yet, won’t come off unintentionally; it’s resistant to scratches, feels sleek to the touch, and provides decent protection against drops. 

The only downside for Hori’s TPU Yawakata Cover, is the fact that it’s currently only available in Japan, so you have to import it. However, it appears that Hori is going to be bringing the 3DS XL version of the case to North America under the name, 3DS XL Duraflexi Protector, sometime this month. If you’re in need of a case for either your 3DS or 3DS XL, the TPU covers are probably some of the best available on the market.


56
TalkBack / Re: New Details for Super Mario 3D World Revealed
« on: June 11, 2013, 04:30:30 PM »
For a second there, I thought "New Super Mario 3D World" was the title...
Thanks for the heads-up.

57
TalkBack / New Details for Super Mario 3D World Revealed
« on: June 11, 2013, 04:26:48 PM »

Mario and company will perform similarly to their Super Mario Bros. 2 versions.

http://www.nintendoworldreport.com/news/34567

Koichi Hayashida, the director of Super Mario 3D World, recently revealed several details regarding the game in a Wii U Developer Direct.

According to Hayashida, multiplayer works similarly to the New Super Mario Bros. series, in that you can pick up and throw other players. Additionally, each player will receive a score of their progress at the end of the level.

As for the characters, they will perform like their Super Mario Bros. 2 counterparts. Mario is the well rounded character; Luigi is able to jump the highest out of the group; Peach has the ability to float; Toad is the fastest. Additionally, there is one other character that cannot be announced at this time. Also returning from Super Mario Bros. 2, is the ability to pluck and throw objects. This will be used to solve puzzles and pull switches.

New to the series are the cat suit and transparent warp pipe. The cat suit will allow a character to have jump attacks and climb walls and goal posts. The transparent warp pipes will allow a player to "see what he's up to."

Players using the GamePad will be able to use the touchscreen to freeze and grab enemies, stop moving platforms, and find invisible coins and blocks. Players will also be able to control the camera with the GamePad’s Gyro Sensor, making it easier to find hidden objects.


58
TalkBack / New Bayonetta 2 Details Revealed
« on: June 11, 2013, 12:31:53 PM »

Bayonetta is packing some new attacks and a new control scheme in the much-awaited, Wii U sequel.

http://www.nintendoworldreport.com/news/34539

Several details emerged during today’s Nintendo Direct conference regarding PlatinumGames’ upcoming Wii U title, Bayonetta 2.

In addition to a new, shorter hairdo, Bayonetta will have several new moves. Most notable of which is her new ability to summon monsters called the Umbra Climax. Likewise, Bayonetta will have an ally named Jeanne that will assist her by using combination attacks.

Bayonetta 2 will also give players the option to choose between two different play styles, Normal and Touch. Normal mode is the same control scheme present in the previous game. Touch mode, however, is more suited for new players, and will allow them to more easily control Bayonetta’s movement and attacks. Additionally, players have the option to play the game entirely on the Wii U GamePad

Bayonetta 2 is scheduled for a 2014 release. No specific date has been announced.


59

Odd is undoubtedly the right word.

http://www.nintendoworldreport.com/news/34534

Oddworld: Abe's Oddysee New 'N' Tasty and Oddworld: Stranger’s Wrath HD have been announced for the Wii U eShop.

New 'N' Tasty is a reimagining of Abe's Oddysee, the inaugural entry in the Oddworld series from 1997, with a 3D graphical style and new gameplay that is inspired by the original. The game is a 2D platformer starring Abe, a member of the Mukadon race who is trying to free his comrades enslaved at Rupture Farms. Abe has the ability to possess enemies, which he can control in order to solve puzzles and fight other foes.

Stranger's Wrath HD is a high definition port of the fourth game in the Oddworld franchise. Unlike New 'N' Tasty, Stranger's Wrath is mixture of third person platformer and first person shooter. You play the role of Stranger, a bounty hunter who is rounding up outlaws for enough money to pay for a life saving operation.

The original developers, Oddworld Inhabitants, are working with Just Add Water (Developments) Ltd to bring both titles to the Wii U. Both games mark the first time an Oddworld title has appeared on a Nintendo console, though they did appear on the Game Boy, Game Boy Color, and Game Boy Advance.

Both Oddworld: Abe's Oddysee New 'N' Tasty and Oddworld: Stranger’s Wrath HD will be available for download on the Wii U eShop in 2014. No specific release date has been announced.


60
TalkBack / New Art Academy Title Announced
« on: June 11, 2013, 10:27:48 AM »

Nintendo will also release a new drawing tool for Miiverse users this summer.

http://www.nintendoworldreport.com/news/34521

A new Art Academy title inspired by Miiverse artists is currently in development for the Wii U.

While the game itself is still in development, Nintendo will release a drawing tool for the Wii U this summer that will utilize some tools from the full game. 

The new drawing tool will allow users to draw using pencils, colored pencils, and pastels. Players will then be able to post their drawings directly to Miiverse.


61
TalkBack / The Legend of Zelda: Oracle of Ages Review Mini
« on: June 10, 2013, 01:33:56 PM »

A puzzling adventure.

http://www.nintendoworldreport.com/reviewmini/34504

The Legend of Zelda: Oracle of Ages was one of two Zelda titles developed by Flagship for the Game Boy Color, the other being Oracle of Seasons. Both titles feature mechanics and presentation similar to The Legend of Zelda: Link’s Awakening. However, unlike the standalone Link’s Awakening, the Oracle games are meant to link together, allowing you to continue the story from one version in the other.

Unlike Seasons, Ages forgoes the combat/puzzle balance of the traditional Zelda experience to focus more heavily on puzzle solving. The game’s puzzles range from your usual block pushing puzzles to more complex ones that take up a large portion of the overworld or dungeon. Because of the difficult puzzles, I found Ages to be a much more confusing game than its counterpart. When I played Seasons a year ago, I never had to resort to using a guide, but I found myself stumped several times in Ages.

Time travel, using the Harp of Ages, plays an important part in the game. Certain areas on the world map are only accessible in either the past or present, but not both. Early on in the game, Link can only time travel at specially marked spots on the overworld. This can feel daunting, as many overworld puzzles require you to move between the past and present several times, and time travel spots are not in the same areas in different time periods. This leads to a lot of backtracking early on, but adds a rewarding complexity to the overworld puzzles. Thankfully, this is remedied later when you learn a new song for Harp of Ages that allows you to time travel from any area.

In addition to traveling through time, Link also traverses the overworld with the help of several animal friends. However, they only exist long enough for Link to complete a certain task. It’s a pity that the developers didn’t make them a larger part of the game.

Ages may differentiate itself with its difficult puzzles and lower enemy count, but deep down it’s still a fairly conventional Zelda title. Nevertheless, The Legend of Zelda: Oracle of Ages is a solid entry in the Zelda franchise that is worth the time of any fan.


62
TalkBack / Re: Project X Zone Impressions
« on: June 07, 2013, 02:37:11 AM »
Am I the only one that was really disappointed with the demo? The attacks just feel like button mashing, and the xp made no sense to me. Granted, this is my first foray into this type of game, but isn't a demo supposed to bring in first timers?
You actually shouldn't be pressing the A button more than once per combo. When you press the A button to initiate the attack, the combo is automatic. You then want to wait for that combo to end and time you next attack so that it keeps the enemy in the air, so that it doesn't regain its defence. It's a pretty simple system, but it's not button mashing.

63
TalkBack / Re: Project X Zone Impressions
« on: June 05, 2013, 10:02:25 PM »
If you want to get more of a feeling of how the game plays, I suggest looking into Super Robot Taisen OG Saga: Endless Frontier for the DS. It's game play is essentially the same and it was released in the US by Atlus.

64
TalkBack / Project X Zone Impressions
« on: June 05, 2013, 08:40:00 PM »

It may have been unexpected, but it's almost here.

http://www.nintendoworldreport.com/impressions/34460

Crossover titles rarely leave Japan and for good reason. Games like Jump Ultimate Stars or Super Robot Wars would be a licensing hell in the Western market. However, the unlikely has happened: Project X Zone, a crossover, tactical RPG featuring characters from Namco Bandai, Capcom, and Sega titles is slated for a Western release this summer. And while the game isn’t out yet, a short demo is currently available on the 3DS eShop.

The demo, which is limited to a fairly meager five uses, throws you right into the heart of the action. There’s no tutorial here, save a brief overview of the game’s controls. Fans of other tactical RPGs, including the Fire Emblem and Advance Wars series, should feel at home with the game’s familiar grid-based movement. Project X Zone differs from these franchises, however, in its attack system.

Unlike most tactical RPGs, where the damage dealt depends mainly on the level of the character, their gear, and their element or class, damage in Project X Zone relies heavily on combos. Each time you initiate an attack on an enemy, you are given control of your characters’ abilities by chaining various combos that are laid out on the touchscreen. Encounters are displayed more or less as 2D, slickly-animated “fighting game” segments between the enemy and your character duo, though you’re not using half-circles or any of that; the control scheme during attacks is thankfully incredibly simple. For instance, pressing the A button will perform one combo, while pressing both the D-pad in a given direction and the A button together will perform another. You have a set number of attacks for each character per turn, and chaining them is a must if you wish to do any damage. Likewise, timing your combos and knowing when to use the additional support and special attacks are essential if you want to cause the most damage possible. These sections are also some of the most graphically impressive animations I’ve yet to see on the 3DS. The attacks animations are smooth and the sprites are nicely detailed.

The demo itself only includes one battle sequence, in which you take control of characters from several series, including Street Fighter, God Eater Burst, Sakura Wars, .hack, and Valkyria Chronicles. Characters from these series fight in pairs, not alone; for example, Ryu and Ken from Street Fighter join forces. One possible downside that I noticed from the demo is that a lot of the banter that characters shout during battles will be lost on Western players, as the game only includes a Japanese voice track. Outside of action sequences, however, written dialogue has been translated, so in that way some character interactions have been made accessible to English speakers.

Project X Zone’s demo shows a lot of potential. Needless to say, I’m excited to see what the full game has to offer when it is released on June 25 in North America and July 5 in Europe.


65
TalkBack / Re: Animal Crossing: New Leaf Review
« on: June 04, 2013, 03:25:58 PM »
I've had the Animal Crossing-themed 3DS XL preordered since it was announced. I'm glad to see that the game has lived up to my hype. I can't wait for Sunday.

66

The Wii U version of Toki Tori 2 will be updated with some new features from Toki Tori 2+.

http://www.nintendoworldreport.com/news/34431

The Wii U version of Toki Tori 2 will see new features. According to Two Tribes’ Twitter page, they plan to include some new features from their upcoming Steam release, Toki Tori 2+.

Toki Tori 2+ is slated to launch on Steam on July 2 and will include several extras not present in the Wii U version of the game. A few of those extras include a level editor, additional puzzles, achievements, and game play improvements that make the game more accessible to new players.  Two Tribes has not specified which new features will make it to the Wii U version, only saying that they would add features “where it makes sense.”


67
TalkBack / Super Ubi Land Is Now Super Ubie Land
« on: May 20, 2013, 08:33:37 AM »

Notion Games' Super Ubi Land is now Super Ubie Land as requested by Ubisoft.

http://www.nintendoworldreport.com/news/34256

Notion Games’ platforming title, Super Ubi Land has been renamed Super Ubie Land.

Notion Games made the decision to alter the Kickstarter funded title’s name after they received a request from Ubisoft to change it due its similarity to Ubisoft’s own name. According to Notion Games’ Twitter, the decision was met without animosity on either side, saying, “Ubisoft has been a great help!”

Super Ubie Land is slated for release on Wii U, PC, Mac, and Linux devices. A demo is currently available for the PC, Mac, and Linux versions. A release date has yet to be announced.


68

Join the NWR Community this Monday, May 20, for a night of hunting. 

http://www.nintendoworldreport.com/sitenews/34255

The staff at Nintendo World Report are holding yet another Monster Hunter 3 Ultimate Community Night this Monday, May 20.

As per usual, the hunt begins at 8 p.m. EST and 5 p.m. PST, so turn on your Wii U and have your best gear ready to team up with NWR staff to hunt some monsters. If all goes well, we plan to hold a MH3U Community Night starting at the same time every Monday night.

As always, the event will be coordinated through our chat room. You can also connect using a dedicated IRC client. Server: irc.browsingtheinternet.com Channel: #nwr

Server Information:

World: 07 Novices A
Lobby 7

Staff Information:

Billy Berghammer
NNID: LouietheCat
HR6

James Dawson
NNID: TalesOfFan
HR5


69

Join the NWR staff this Thursday, May 16, for a night of hunting.

http://www.nintendoworldreport.com/sitenews/34184

Nintendo World Report is holding yet another Monster Hunter 3 Ultimate Community Night, Thursday, May 16.

The hunt begins at 8 p.m. EST and 5 p.m. PST, so turn on your Wii U and have your best gear ready to team up with NWR staff to hunt some monsters.

The event will be coordinated through our chat room. You can also connect using a dedicated IRC client. Server: irc.browsingtheinternet.com Channel: #nwr

Server Information:

World: 07 Novices A
Lobby 7

Staff Information:

Billy Berghammer
NNID: LouietheCat
HR4

James Dawson
NNID: TalesOfFan
HR5


70
Sweet, I just got my LAN Adapter for the Wii U a couple days ago and can now go online with my 3DS! No more having to solo HR quests for me!
I have close to 150 hours in 3U, but I'm so behind when it comes to my HR ranking. I'm only HR 3. I guess I better focus on that before Monday.

71
TalkBack / NWR Monster Hunter 3 Ultimate Community Night Tonight
« on: May 06, 2013, 02:25:38 PM »

Join the hunt with NWR staff in Monster Hunter 3 Ultimate.

http://www.nintendoworldreport.com/sitenews/34081

Nintendo World Report is holding a Monster Hunter 3 Ultimate Community Night, Monday, May 6.

The hunt begins at 10 p.m. EST and 7 p.m. PST, so turn on your Wii U and have your best gear ready to team up with NWR staff to hunt some monsters.

The event will be coordinated through our chat room. You can also connect using a dedicated IRC client. Server: irc.browsingtheinternet.com Channel: #nwr

Server Information:

World: 07 Novices A
Lobby 7

Staff Information:

Billy Berghammer
NNID: LouietheCat
HR4

James Dawson
NNID: TalesOfFan
HR5

Curtis Bonds
NNID: CurtDogg
HR5

Nathan Mustafa
NNID: Greybrick
HR1


72
TalkBack / Clash of Elementalists Review
« on: May 01, 2013, 08:18:14 PM »

Get ready for diminishing returns.

http://www.nintendoworldreport.com/review/34077

At first glance, Clash of Elementalists looks to be heavily inspired by Sega’s Virtual On series, a series of 3D mecha fighting games that first gained popularity in arcades and later came to several home consoles, including the PC, Sega Saturn, Dreamcast, and PlayStation 2. However, looks can be deceiving. While Clash of Elementalists shares its inspiration’s punishing difficulty and steep learning curve, it lacks what made the Virtual On series such a success.

Class of Elementalists has four game modes: Arcade, Free Battle, Versus, and Training. Arcade mode has you choose between four different characters, all of which resemble magical girls, to duke it out in a series of fights. You can determine the computer opponent’s difficulty, the amount of rounds, and the time limit for each match at the start of the mode. Free Battle mode is similar, except you’re able to choose the stage, as well as the opponent you face. Likewise, Versus allows two players to play the game via local multiplayer; however, there is no option for download play, so both players must own a copy of the game. Training is pretty self-explanatory; it’s a barebones training mode. There’s no tutorial or story to speak of.

The sparseness of the game’s modes would be fine if the main game were fun to play, but it’s not. Despite having fairly simple controls—attacks are mapped to the shoulder buttons, movement to the D-pad or Circle pad, and jumping and dashing to the face buttons—the game is insanely difficult. Part of this difficulty is likely because the game lacks any way to directly control the camera while moving, an essential mechanic in any 3D arena fighting game that uses the third-person perspective. The only options are to stand still and slowly pan the camera by pressing A and the desired direction simultaneously, or by constantly jumping, as the camera pans to the opponent with each jump. This makes attacking the other character almost impossible without constantly jumping around, as your attacks fire in the direction the camera is facing.

If anything positive can be said about Clash of Elementalists, it’s that each character actually feels different from the others. For instance, the ground type feels slower than the rest and has stronger attacks, while the ice type is faster but has weaker attacks that spread out. Of course, there are only four characters in the game, so there still isn’t much variety.

Clash of Elementalists may look like an interesting title, but its high difficulty and learning curve make its relatively meager offerings even less appealing. This is not a game worth spending hours becoming proficient at.


73
TalkBack / Re: Unchained Blades Review
« on: January 25, 2013, 12:16:00 PM »
JD usually digs these types of games. I think the heavy focus on grinding is what made him dislike this one.

Regardless, I think what this review says, to me at least, is "avoid this if you're not into these types of games." I doubt this is a crossover game, whereas I think EO 3/4 are decent attempts at bringing in new gamers to the genre.
Yeah, I tend to like these types of games, but Unchained Blades just had a lot of small problems that really made it hard for me to get any enjoyment out of it.

74
TalkBack / Unchained Blades Review
« on: January 23, 2013, 11:10:27 PM »

Get ready to grind! 

http://www.nintendoworldreport.com/review/33124

Despite the 3DS’s blossoming library, the platform hasn’t had many RPGs, save the occasional port from another system. Understandably, this has led many fans to latch on to any 3DS title that fits the RPG mold. One such game is the dungeon crawler, Unchained Blades. However, even starved fans should be wary of XSEED’s latest RPG, as the nearly 60-hour slog is marred by several problems that keep it from being the RPG experience that the 3DS deserves.

In Unchained Blades, you take control of Fang, the mighty and arrogant Dragon Emperor who was stripped of his power and reverted to his human-form for his insolence in the presence of the goddess Clunea. In order to regain his power, Fang decides to set off on a quest to seek revenge on Clunea. Along the way, he joins with several travelers that seek the goddess’s ability to grant wishes, à la The Wizard of Oz. Much of this story is presented in voiced dialog, albeit the voice work is mediocre. That’s not much of a problem, as Unchained Blades is focused primarily on gameplay, rather than story.

For the most part, Unchained Blades is a typical first-person dungeon crawler. All of the action is turn-based and takes place in labyrinths known as titans. Exploring the mazelike layouts of the titans could be quite a bit of fun, if not for the inconvenience created by a mix of random encounters and the archaic recovery system. Magic Points can only be recovered by staying at the inn in town or using expensive recovery items. Once all the characters have depleted their supply, returning to the town is a must to be effective against the numerous enemies that walk the halls of the titans. To make things worse, each stay at the inn seems to be more expensive then the last, and money isn’t exactly a common commodity.

This would not be such a problem if you weren’t forced to travel the entire length of the titan upon your return from town. Sure, there are a few shortcuts unlocked as you explore, but they do little to cut down on the annoyance. And, as if to make the trek even harder on players, your character’s charisma decreases when you run from encounters. It makes conserving MP that much harder, especially if you’re getting ready to fight the labyrinth’s boss. Of course, losing charisma wouldn’t be so bad if the game didn’t force you to take part in its Pokémon-esque follower system. In addition to allies, you also have followers, which are captured by “unchaining” them during battle. Charisma acts like experience, increasing the follower capacity for each character. But that capacity isn’t permanent, as it can be dropped if you spend too much time on a fight, or if you run from a battle. Nevertheless, this isn’t even the worse part of the follower system. That trophy belongs to the “judgment battles.”

Judgment battles differ greatly from the game’s usual Final Fantasy-like turn based battle system, which follows the simple convention of using basic attacks and skills to bring down several enemies. Judgment battles instead pit your legion of followers against those controlled by Clunea’s angels. The concept sounds interesting at first, but controls during these sections are little more than quick time events. To really sour the experience, they’re required before you face each titan’s boss, and they’re almost impossible unless you have a top-notch team. It doesn’t help that monsters can only be unchained at random after their health has been halved. So even if you wish to increase your team’s power, it’s only possible with some serious grinding. That flies in the face of the usual battle system, as grinding is otherwise minimized by making experience only useful if gained from more powerful enemies.

One thing the game does have going for it, however, is its expansive skill trees. Each time you level up a character, you can choose to activate two points on the skill tree. This allows for a huge opportunity for customization, but even it has problems. For instance, most skills can only be used if you have a follower with certain elements attached to the character. Additionally, many skills are weapon-dependent, shrinking your possibilities. Unchained Blades does shine in its presentation. The anime-style art is unique, as each character was designed by a different manga/anime artist. And of course, there’s the music from famed composer Nobuo Uematsu of the Final Fantasy series and The Last Story. It’s just too bad that the rest of the game couldn’t live up to designs and music put forth by these artists.


75
TalkBack / PIX3D Review Mini
« on: January 03, 2013, 08:07:58 PM »

Relax and enjoy some PIX3D.

http://www.nintendoworldreport.com/reviewmini/32909

The 3DS eShop is full of pixelated puzzle games. But while some like Pushmo and Picross challenge the player’s intellect, PIX3D seems more concerned with relieving stress than creating it.

There isn’t much to say about PIX3D in terms of gameplay. The game includes several level packs with unique themes, like food and Japan. Your objective is to take a mess of pixels and return them to their organized artwork state. To do this, you simply rotate a 3D view of the collection of pixels using the Circle Pad or touch screen until you form the image. The kick is, however, that each puzzle is a short experience, lasting only a few seconds.

This wouldn’t be a problem if the game became more challenging as you progressed, but nothing ever changes, save the pixel art. Of course, there is a time limit associated with each level, and completing a puzzle under two seconds generally gives you a three star ranking, but there is rarely any challenge in besting the times. The game packs other modes, such as Sprint, which times your whole run through a level pack, but the basic gameplay never changes or opens up in any way.

That said, PIX3D is kind of relaxing, and lets you make your own pixel art via its creation tool. Just don’t go in expecting a challenging experience.


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