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Messages - MegaByte

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26
TalkBack / Rodea the Sky Soldier Hands-on Preview
« on: February 19, 2015, 07:06:00 PM »

Can this brand new adventure get off the ground?

http://www.nintendoworldreport.com/hands-on-preview/39677/rodea-the-sky-soldier-hands-on-preview

After a number of smaller games like Ivy the Kiwi?, Rodea the Sky Soldier looked to be an exciting new major effort from Prope and Sonic programmer Yuji Naka. However, after the completion of the Wii version in 2011, there were several years of odd silence and many thought the project was dead. However, a few months ago, Kadokawa revealed that they were still working on the game, to be released this year. And then tonight, in a welcome and surprise announcement, NIS America revealed that they will be publishing the game overseas.

The story begins with an inventor named Ion reactivating Rodea, a tailed flying humanoid robot. Rodea was a soldier for Princess Cecilia and the Garuda Kingdom who battled the Naga Empire a thousand years prior. Suddenly, the Empire, across all that time, returns to wage war against Garuda, so Rodea again must battle.

Rodea features an unmistakable NiGHTS (and to a lesser extent, Sonic) vibe, but the transition from its original Wii conception has significantly altered the game, changing from an “arcade” play style to a “sky adventure.” Gone are the pointer controls, replaced with a strange targeting system. Rather than controlling Rodea directly, you move a targeting reticle with the Circle Pad and press A to have him travel in the desired direction. While on the ground, you can press X to travel straight upward and into the air. You can also unleash a spin attack (B) or use equipped weapons (Y) to shoot down enemies.

The world of Rodea features many small floating islands, Rodea has a limited flight ability, so you must target landmasses frequently to make sure you don’t fall to your doom. It can take a bit of getting used to, and the lack of a more direct flying method makes it easy to get stuck under platforms. While in the air, floating crystals can be collected, and if you target one while flying in the direction of a several in a row, Rodea will automatically collect them all.

Generally, action was pretty limited in the levels I experienced. While there are rings to fly through and other intermediate targets, much time is spent hopping on the ground and wandering through the fairly sparse worlds. Few enemies or clear goals populated the levels, but there promises to be a number of hidden areas and multiple paths, as well as a variety of obstacles such as zip lines and time trial challenges. The 3DS version will also feature StreetPass support where players can gain new items.

Presentation-wise, the game is mixed. The bottom screen features quality 2D art, where Ion talks to you while you fly around, and the game appears to be full of voice dialog. The 3D environments are lacking, however. The build I played actually had stereoscopic 3D disabled, so I assume that there is still work to be done.

I only had a chance to play the game’s first few levels, so I remain hopeful that the game ramps up greatly from the early stages. The overall concept remains intriguing, but what I’ve seen so far did not impress as the epic story is not matched by the gameplay. Hopefully, Naka's original vision, the Wii version, makes it out of Japan.

You can check out the action for yourself below. Apologies for the malfunctioning camera focus.


27
TalkBack / Re: New Nintendo 3DS XL Review
« on: February 05, 2015, 11:39:39 AM »
Cards larger than 32GB ship with exFAT (which requires a Microsoft license). Maybe Nintendo didn't want to deal with that. However, FAT32 can actually go up to 16TB.
The New 3DS ships with a 4GB card.

28
TalkBack / Re: New Nintendo 3DS XL Review
« on: February 05, 2015, 02:34:15 AM »
It works. Even larger ones should work. You just have to format as FAT32, which means getting a utility to do it since Windows won't let you normally.

29
TalkBack / New Nintendo 3DS XL Review
« on: February 04, 2015, 11:18:00 AM »

Incrementally seeing is incrementally believing?

http://www.nintendoworldreport.com/review/39572/new-nintendo-3ds-xl-review

Like the Nintendo DSi before it, the New Nintendo 3DS XL is a stop-gap system that offers some improvements, while not making a generational leap. I’ve had the chance to spend some time with the system in games both new and old.

The head-tracking “Super-Stable 3D” is indeed an improvement over the original’s limited viewing angle, and it does work somewhat spectacularly. The system opens up with a demo where you can move your head around laterally and the 3D adapts quickly. However, it’s important to note that it doesn’t offer infinite viewing angles, and it does not adapt instantaneously. But since it does partially adapt, it actually can cause more of a headache – literally. Basically, the fact that you can move around more while playing encourages you to do so. But the small lag time in adapting causes some subtle eye-crossing. I eventually got used to it, but did feel some eye strain.

Overall, the screens were somewhat disappointing. The resolution hasn’t been increased, so the pixels are gigantic, in a world where other devices have made them nearly indiscriminable.  I also found the adaptive brightness feature to be far inferior to similar functionality on smartphones. While playing, the screens would often dim for no apparent reason to a level that was a little bit low for comfortable viewing. Additionally, light bleeding (from bright graphics on dark backgrounds) is still very present. The 3D viewing range on the New 3DS XL is similar to the regular 3DS XL, but if you’re used to the original 3DS, you may need to crank the 3D settings down a bit. A maxed 3D slider on the original 3DS is closer to a middle position on the New 3DS XL.

The C-stick nub acts like the ThinkPad laptop nubs. You don’t actually tilt the thing, but gently press in the direction you want to input. While this might not work out so well when you want the analog input of a control stick, it works out perfectly for camera control where gently rolling your finger around causes the camera to spin around. I’ve tried it out in several new games, as well as ones supporting the Circle Pad Pro, and it’s a welcome addition. The extra trigger buttons are less so, due to their awkward positions medial to the shoulder buttons, but they’re still a better option than using the D-pad as extra buttons.

Transferring data from my old 3DS was pretty easy. I was a bit surprised that my New 3DS shipped with an old firmware, version 9.0.0. Given that and the box’s 2014 date, it seems like Nintendo’s been getting ready for a North America launch for a while. What this all meant is that I had to do a system update before proceeding with the transfer. Beyond transferring the main system data, you’re given one of three options – if you already have a Micro SD card in your 3DS, you can just move it to the new system. Otherwise, you can transfer all game data wirelessly, or you can copy from SD to Micro SD on a computer. I chose the latter -- after formatting to FAT32, I was able to move my data to a 64GB card (my original 3DS’s 32GB card was nearly full).

I know there’s consternation over NOA not making the regular New 3DS (and its cover-plates) available. I personally don’t mind – but it’s still hard to get over how large the XL is with all of its plastic. And with each new iteration, Nintendo’s moved elements around, so the stylus and certain other elements are in unfamiliar locations. And long-gone is the telescoping stylus of the original. However, holding the New 3DS XL, with its rounded edges was a big improvement over the original 3DS, and all of the buttons are easy to access and don’t cramp my hands. The buttons are a bit clickier than the original 3DS, but not as bad as the original Nintendo DS. I prefer non-clicking buttons, but I don’t mind these. I do miss my extended battery though -- it's too bad they didn't fit a higher-capacity battery in the large shell.

Easily the system’s biggest improvement is in loading time. While in-game processing is generally no different, initial load time is reduced dramatically, especially for larger games like Super Smash Bros., approaching the “channel-changing” characteristic that Nintendo originally desired for the Wii. System applications like the web browser and Miiverse go from interesting curiosities, to reasonably useful. The main menu interface is still stuck in the dark ages, but overall, dealing with non-game aspects of the system is much improved, and the system is worth getting just for that.

Right now, only Xenoblade Chronicles 3D has been announced as requiring the new system, but it will be interesting to see if any other games use the new processing power. And as for Amiibo functionality, the system scans them very quickly, but I haven’t had the chance to make much use of it as of yet.

The New 3DS XL feels like what the original 3DS should have been – had the technology been there. After all, head-tracking parallax screens were only invented recently. That feature isn’t enough to recommend a new purchase, but the increased speed is. While you’re not currently missing much by not upgrading to the latest iteration, it’s been a more enjoyable experience for me. And if you’ve put off ever getting a 3DS, now’s a great time; a grand library awaits.


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TalkBack / The Legend of Zelda: Majora's Mask 3D (3DS) Review
« on: February 04, 2015, 03:00:00 AM »

Link's grand departure returns.

http://www.nintendoworldreport.com/review/39570/the-legend-of-zelda-majoras-mask-3d-3ds-review

I missed the boat on the original Majora’s Mask. I first tried it in the GameCube Collector’s Edition. But the emulation was marginal, and the poor framerate and pause lag, along with the poorly aged graphics, made me lose interest by the first dungeon. The 3DS version provides a great new opportunity to experience the unique world of Termina.

In some ways, Majora’s Mask is the anti-thesis of a modern Zelda game -- it decidedly lacks a drawn-out introduction sequence, instead assuming you remember Ocarina of Time and quickly throwing you into new and urgent situations with shades of Metroid. And overall, the game is weighed way more on the puzzle side than combat. In fact, Majora’s Mask includes only four major dungeons. But those dungeons have more depth than most others.

Majora Mask’s structure is such that you have to approach the game with a different mindset. While most Zelda games are pretty linear, there are often requirements to progress. In Majora’s Mask, those dependencies are layered like dozens of reverse Matryoshka dolls -- every time you’re sent on a quest, you find something you need to accomplish before you can do it, which itself is contingent on solving another puzzle. It’s like the whole world is intricately constructed to prevent you from getting anywhere. Contrasting with other Zelda games that may have one chain of trades or a single level of indirection, the spotlight on puzzles is the make-it-or-break-it characteristic of Majora’s Mask. I found this aspect somewhere between genius and overly contrived.

With the moon crashing down after three-days time (under an hour in game time), you’ll need to repeatedly relive those 72 hours to accomplish everything that you need to. But starting out, you’re transformed into a Deku Scrub and lose your ocarina, enforcing the time constraint on you. It’s an intense introduction to the dark game. With the clock counting down, I imagine that you’re almost intended to fail in order to experience the gravity of the situation. To really begin the game, you must get your ocarina back, but a number of tasks blocks the way. I managed to retrieve my ocarina back with just seconds to spare. The time constraints pop up again, especially when trying to complete a dungeon.

The aspect of time travel is central to the game. You need to meet with various people at specific times over the three-day cycle, so you’ll need to plan accordingly. The Bomber’s Notebook is supposed to help you do that. It’s been greatly enhanced in this version to list all of your quests, as well as keep track of who is available when. However, while use of the original’s version was optional, Majora’s Mask 3D pops the notebook up any time anything of consequence happens, and it’s pretty jarring, an unwelcome “achievement” intrusion. If you really get stuck, a Sheikah Stone, introduced in Ocarina of Time 3D, produces “visions” to help you.

It’s very easy to wander around aimlessly, so when you do set out to do something, having to take many steps back can be frustrating. Thankfully, Majora’s Mask 3D makes some improvements related to time travel -- the Song of Double Time now allows you to go forward in time in small increments so that you don’t have to waste time waiting for events to happen. The new save features make a big difference, especially now that the game is in a mobile format. Owl statues now work as regular save points, rather than quick-save, and extra feather statue save points have been added. This means regular saves don’t force you to start from the beginning of the first day (where you lose your items). Even still, having to retrace your steps over and over can become tiresome. There’s no fix for that -- for better and worse, it’s the game’s central premise.

By focusing on the the short three-day cycle, the condensed world of Termina feels more alive than many Zelda games. The individual wants and needs of the inhabitants are more realized. And yet, since there are so many interconnected stories, nearly everybody plays a role at some point. The repeated visits actually end up making the world feel more sparse.

The other deviation from Zelda norms is the focus on masks. These masks allow you to perform specific tasks, and some even transform you into a Goron or Zora, imbuing their abilities. Being able to transform rather than needing to equip a bunch of gear is appreciated. With two dozen to collect, there’s a lot to experiment with and heavy use is required to complete the dungeons.

Though the game itself is relatively unchanged from the original, it was apparent from very early on that various small changes pervade the game. For example, right at the beginning, the locations of some of the Bombers who you have to find have changed. So, while the broad strokes are the same, some smaller details change it up a bit for veterans, while preserving the large majority of the original’s design.

It may not have seemed like it when it originally came out, but the N64 version is pretty muddy. With the exception of a few low-res textures and some frame-rate dipping, the 3DS remake looks crisper all around, featuring improved 3D models and lighting effects. It was always more colorful than Ocarina of Time, but the conversion looks better than Ocarina of Time 3D. The reuse of character models from Ocarina in some ways feels lazy, but in others adds to the surrealness of the environment.

The touch screen controls make selecting items, especially the large variety of masks, much more convenient. When playing on the New 3DS, the C-stick allows you to easily control the camera. But I found more often than not, messing with the camera angle only made things more difficult as it locked into weird angles -- the default camera works well.

Majora’s Mask was and still is a fresh departure from the Zelda norm. Majora’s Mask 3D improves greatly on a few of the original’s deficiencies, though some of the bold choices inherent to the game still have a negative effect on the experience. That said, the tenuous balance that is struck, coupled with an ever-unfolding mystery makes the game a must-play and the 3DS version the definitive one.


31
TalkBack / Ace Combat: Assault Horizon Legacy+ Hands-on Preview
« on: January 19, 2015, 11:28:00 AM »

A fresh coat of paint.

http://www.nintendoworldreport.com/hands-on-preview/39428/ace-combat-assault-horizon-legacy-hands-on-preview

Ace Combat: Assault Horizon Legacy+ is a slightly upgraded version of the 2011 release Assault Horizon Legacy, which itself was a remake of Ace Combat 2 from 1997. The game consists of varied missions, including bombing excursions and plenty of difficult dogfights. The two big new items are Nintendo character paint jobs for the planes, and improved controls.

Control has been improved, particularly thanks to the new C-stick, which works well to let players move the camera around. The game has a variety of view options, including in-cockpit and third-person angles. Both traditional and arcade style (e.g. Star Fox) controls are available. In the former scheme, meant to mimic real fighter jet controls, with pitch and roll controlled by the Circle Pad and yaw controlled by the D-pad. For those used to more of a “point where you want to go” method of direction have that option available as well.

The Nintendo character schemes are unlocked via a two methods: finding and destroying question mark boxes within the in-game environments and through amiibo. According to a Namco representative, around 17 character skins are unlockable, and the skins don’t affect the game’s campaign. Perhaps due to the fact that it’s not a new game, the graphics – with the exception of the new skins – are pretty drab.

If you’re a fan of Ace Combat, you should know what to expect. Assault Horizon Legacy+ is essentially a re-release, so it’s really more for those who haven’t played the original and are gunning for some respectable air combat.

You can check out the Peach skin in the video below.


32
TalkBack / The Legend of Zelda: Majora's Mask 3D Hands-on Preview
« on: January 18, 2015, 08:13:00 PM »

A Majora improvement.

http://www.nintendoworldreport.com/hands-on-preview/39426/the-legend-of-zelda-majoras-mask-3d-hands-on-preview

Though it followed Ocarina of Time, Majora’s Mask was a significant departure from the usual Legend of Zelda gameplay. Rather than in Hyrule, the game takes place in Termina, which is under threat from a falling moon that will destroy the world in three days. Thanks to the Ocarina of Time, Link can travel within this three-day time period in order to save the land from impending doom. Due to this difference in gameplay structure, the game was both imposing to many players, but a favorite of others. The big question with the remake is whether Nintendo could fix some of the game’s issues to make it user-friendlier, while not capitulating on what makes the game unique.

While the graphics aren’t groundbreaking by any means, they’re a huge upgrade to the N64 version’s poorly aged muddy and blocky polygons. The game pushed the N64 hardware to its limits, requiring the Expansion Pak to even run. The GameCube emulated release had stuttering problems, but the newly retooled version runs smoother than ever, and the world isn’t shrouded in fog. And coming four years after the Ocarina of Time 3D remake, the graphics are improved from that release as well, featuring higher polygon counts and better texturing.

Especially since the game is now portable, several changes have been made to various game systems to streamline the experience. First, saving is more accessible, with more owl-shaped “feather” statues distributed across Termina that let you save at various locations like a traditional Zelda game. You can now make permanent saves from these statues rather than the quick saves of the original.

Additionally, the Song of Double Time, which allows Link to move forward in time, lets players choose a destination time in hour increments rather than six hour increments, which removes a lot of potential waiting if you need to see a character or event at a particular day and time. Speaking of time, even the time meter on the main screen has been made more exact.

Majora’s Mask revolves around character relationships more than any other Zelda game. By restricting the game to a three-day time span, players are encouraged to revisit and learn about each of the characters hopes and fears. The Bombers’ Notebook has been enhanced to help keep track of the game’s many side-quests, helping players make sure they don’t miss any of the game’s events. On the flip side, it takes away a bit of the organic serendipitous nature of exploring every bit of the game to discover its secrets. In any case, the Bomber’s Notebook works as a date planner of sorts, not just cataloging side-quests, but also marking who various people are and exactly when they’re available. You can also set timers so that you don’t forget to meet up at the right time.

Control-wise, the game works similarly to Ocarina of Time 3D, with added touch screen menus that greatly streamline controls, item selection, and song selection. Tapping and drag-and-drop actions make activating and switching around items – and all those masks -- less of a chore. And the New Nintendo 3DS C-stick also smooths out camera control.

Though the main game is largely the same, Nintendo is throwing in a few extras – two fishing holes where you can collect a variety of fish (while ignoring the impending apocalypse).

In the end, it doesn’t seem like Nintendo dumbed down the game, but rather identified the places where options were unnecessarily obtuse. The main complexities of the original are intact, but the annoyances have been reduced or removed. The game looks better than ever, better than Ocarina of Time 3D, though it still feels in many ways like the N64 original. Majora’s Mask is a deep game, and we’ll be spending a lot more time with it in the days ahead.


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TalkBack / Re: Code Name: S.T.E.A.M. Hands-on Preview
« on: January 17, 2015, 12:36:23 AM »
Yes, the style of gameplay is probably closest to Valkyria Chronicles.

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TalkBack / Code Name: S.T.E.A.M. Hands-on Preview
« on: January 16, 2015, 08:08:00 AM »

Abe Lincoln, the Cowardly Lion, and Tiger Lily walk into a bar...

http://www.nintendoworldreport.com/hands-on-preview/39425/code-name-steam-hands-on-preview

Code Name S.T.E.A.M. is a wholly new strategy RPG from the makers of Fire Emblem and Advance Wars. Fusing steampunk with comic book style, the game features a unique blend of character and strategic gameplay. None other than Abraham Lincoln (16th US President) has called out a motley crew of heroes from various legends and Americana to battle an invading alien menace throughout the streets of Victorian London.

At its core, the game is a turn-based strategy RPG, which tends to imply a particular style of gameplay. However, it deviates from the traditions of that genre in some pretty significant ways. First off, while moves are generally defined by square grid spaces, your view of the battlefield is not globally overhead or isometric -- you’re limited to what each member of your party can see from a third-person vantage point. You can control the camera with the New Nintendo 3DS’s C-stick nub, as well as using the face buttons or a touch screen virtual stick (especially for those on the original 3DS). This perspective means that you can’t always see what’s going on to plan out every move. Unseen enemies might be far away or close by, but hidden behind a wall.

Moves are limited by how much steam you can use. Each space on the grid uses up one steam unit and firing a weapon uses a set amount of units. For the most part, you can freely walk around the grid up the amount of steam units you have left, but if you pick up an item or get attacked by an enemy, your character’s steam use is locked in and can’t be reverted. In each turn, you can combine a variety of move, attack, and heal commands. It’s a unique system that may take a bit to get used to, but is pretty interesting to strategize with. Dealing with destructible barriers also eat up moves.

Attacks are also launched in third person; some weapons require direct targeting, while others are lobbed across the grid. Each of the characters can equip a variety of unique weapons and steam packs, which alter their abilities and range, as well as a variety of stats effects. Each weapon has a different trajectory based range, and your teammates can be hit by friendly fire, so you have to be careful to angle shots appropriately. There are close and far ranged guns, and explosives that do splash damage.

The various characters have different specialties. Lion’s (from The Wizard of Oz) rolling jump attack both dispatches enemies quickly as well as bypasses obstacles – but be careful, or you could find yourself surrounded in enemy territory. Tiger Lily (from Peter Pan) doesn’t have much attack capability, but she can heal the party. She can also toss out a banana to trip up foes. Each character has their own over-the-top special move that can be used only once per level. For example, Henry Fleming’s (from The Red Badge of Courage) Eagle Strike attack celebrates America with a flag-themed cutscene.

If you conserve some steam during your turn, when it’s the enemies’ turn, you can activate an Overwatch attack to stop their progress. But be careful – enemies also have Overwatch, and this capability in conjunction with limited visibility mean that you can easily walk into an enemy trap, ending that character’s turn. It may be a steampunk environment, but the aliens have all sorts of lasers and automatic weaponry that will force you to keep moving, disrupting your carefully laid out plans.

In each stage, you only need to get one character to the goal line to complete the area. However, there are many hidden secrets to be found by exploring the maps fully. You can revive characters using the medals that you collect, or you can save them in order to unlock new weapons. Exploring the levels introduces a major element of risk, as well as intelligent team construction.

Being immersed in the depths of the game world and not being able to account for every situation made the game feel more active and dynamic. On the other hand, if you’re in a situation where they’ve out of view, you’ll spend a lot of time looking at nothing but a tiny bar slowly incrementing as the computer plots out its moves. Unfortunately, there’s no way to fast-forward through these segments.

Aside from its indirect Fire Emblem influences, the developers also managed to sneak in characters from that series, such and Marth and Ike, who fight with their traditional swords. These characters are unlocked by tapping one of those characters’ amiibos on the New Nintendo 3DS (or the NFC accessory coming to the original 3DS). Unlike the Fire Emblem series, characters do not die permanently -- though you’ll need to rescan the amiibos of any fallen Fire Emblem fighter.

Overall, I was impressed by flexibility of Code Name S.T.E.A.M.’s unique gameplay style. The third person view changes up the usual SRPG structure in a good way, and the characters are an interesting group. I look forward to seeing how the whole game comes together when it launches on March 13 (US, May elsewhere).


35
Nintendo Gaming / Re: Deluxe Digital Promotion tally
« on: January 03, 2015, 01:11:12 AM »
8540.

36
It's SMF. SMF development kind of went off the rails, so it may be a while before this gets fixed.

37
TalkBack / Re: Super Smash Bros. for 3DS Sells Big in North America
« on: October 23, 2014, 01:25:20 AM »
People were able to see the game wasn't worth buying or else they are happy with the characters provided in the demo and didn't feel the need to pay $40.00 for a bunch of clone characters.
Funny thing is, some people paid that just for the demo.

38

The beginning of "beginning and the end."

http://www.nintendoworldreport.com/hands-on-preview/38735/pokemon-omega-ruby-and-alpha-sapphire-bring-hoenn-into-the-smartphone-age

I had a chance recently to play the final versions of the latest pair of Pokémon games. Unlike the public demo, my time was spent at the beginning of the game up through the first trainer battle. I played Omega Ruby, while watching someone else play Alpha Sapphire. They start identically to the original GBA version, before masterfully transitioning to the full 3D game. The Greek letter editions stick close to the originals, so characters, locations, and situations should be very familiar. Of course, all of the recent enhancements from X and Y modernize and streamline the game.

You start out choosing a male or female trainer before being dropped into the story where you arrive in Littleroot Town, quickly befriending the kid of Pokémon expert Professor Birch, and setting off to become a Pokémon master like your father. Though the story generally progresses in the same way, I noticed that the game’s been made a bit easier at the beginning – and after my demo session, I went back to play the original to verify. I chose Torchic, the fire-based Pokémon, as my starter. In the original pair of games, Torchic took several rounds of leveling to learn Ember. However, in Omega Ruby, it was already in my first move slot. Some other things have been rebalanced. For instance, I started with multiple Pokéballs ready to capture Pokémon from the get-go. This equipment boost makes starting out progress more quickly.

Upcoming promotions like the Shiny Beldum giveaway and the fact that you can transfer progress from the demo version to the full version will further accelerate players through the game, letting dedicated players move from story to collection.

One of the biggest differences from the original is due to the dual screen nature of the 3DS. All menu functions now exist on the lower screen, so you don’t need to switch into a separate menu. This screen holds the PokéNav, a smartphone-like device upgradable with custom “apps” that you can receive from characters in game, which is a neat feature that helps players work through Pokémon collection more quickly. BuzzNav works as a news ticker, while AreaNav helps you track down Pokémon in surrounding areas. DexNav is the latest iteration of the Pokédex that stores data on all of the Pokémon you’ve seen and captured. These “Navs” make navigation around the world easier, as well as streamlines the process of “catching ‘em all.”

The Pokémon radar is a new mechanic in the AreaNav, which helps you find specific Pokémon of interest, as well as Pokémon you’ve already seen, but start with a stat boost. In certain areas of tall grass, you can see Pokémon tails sticking out. Approach too quickly, and the animal will get scared away. But if you nudge the Circle Pad just a bit, you can tip-toe and creep up on the Pokémon in order to force it into battle.

Pokémon-Amie, the digital pet feature that debuted in X and Y, is part of the PlayNav. The Mega Evolutions of X and Y also make their way into the remakes. Even Rayquaza, Pokémon Emerald mascot, will get a Mega Evolution.

The new 3D world allows for various small additions -- your character now sits down on chairs rather than walking over them. Characters are fully illustrated, giving them more personality, and the Team Magma grunts almost convey more seriousness (though how can they with those silly hoods and excessive salutes?). And it’s not just the game that’s become more technologically advanced. The world within the game has as well. Instead of Game Boy Advances and GameCubes, the protagonists now have Nintendo 3DS and Wii U consoles in their rooms. Speaking of technical advances, Game Link wires are no more, and battles are performed wirelessly as in X and Y.

Some of the oddities of X and Y still remain, such as where overworld graphics are not displayed in stereoscopic 3D. The only negative I noticed during my play time is that battles seem to take slightly longer to start up, adding a perceptible load time in a place where it wasn’t previously.

As I talked with the Nintendo reps, it quickly became clear how the layers of Pokémon have gotten increasingly complex over the years. Talking about Pokémon is almost like speaking another language. But layered on top of the simple design of Ruby and Sapphire, the remakes provide a great entry point into the series, as well as a chance for long-time players to revisit a newly invigorated world.


39
TalkBack / Re: Wii U System Update 5.2.0 Released
« on: September 30, 2014, 12:17:33 PM »
I could see some more improvements to that system, with a smoother experience for Off-TV play or the ability to use Wii U controllers in place of Classic Controllers, but it seems pretty unlikely that they'll fully integrate things at this point.

Pretty sure that's technically harder to implement than what Aero Leviathan was asking for.

40
NWR Feedback / Re: Blast from PGC Past! : 2004 GDC Aonuma Zelda Roundtable
« on: September 30, 2014, 02:40:25 AM »
Thanks, I uploaded it and updated the article link!
Unfortunately, many of the older PGC media files were lost (this was when they were hosted on a separate server, long before the transition to NWR, and long before most of the current staff were involved), so if you have any more, please share!

41
NWR Feedback / Re: Adding miiverse link in profile
« on: September 22, 2014, 03:09:20 AM »
Did the first part. The second requires a lot of work.

42
Nintendo Gaming / Re: FAST Racing Neo: First WiiU Game to use 4/8k textures
« on: September 17, 2014, 05:25:10 PM »
Great, but how about anti-aliasing?

43
TalkBack / Re: New 3DS, It Can't Be Worse than the Old 3DS
« on: September 02, 2014, 10:26:33 PM »
Ten years ago, eh?  Wasn't there some sort of change of management at Nintendo around that time?  Hmmmmm.
They moved manufacturing from Japan to China.

44
General Gaming / Re: Early Nintendo Years...
« on: August 13, 2014, 03:00:54 AM »
Howard Lincoln

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General Gaming / Re: TWITCH.TV IS DEAD
« on: August 07, 2014, 12:39:37 AM »
I'd say give it a month or so. That way they can adjust some algorithms as needed.
Google's had how many years to "adjust some algorithms"?

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General Gaming / Re: We escaped!
« on: July 30, 2014, 01:45:30 AM »
If you ever get the chance while in Nashville, do it. :D
Or other cities. You'll have to find out which ones are running locally, of course.

47
General Chat / Re: Anime
« on: July 22, 2014, 01:25:57 AM »
A lot of Japanese anime animation is done in Korea nowadays.

48
So, in Japan, was Super Mario Advance their first exposure to Super Mario Bros 2 as we know it? Or was it just a remake of Doki Doki Panic?
No, Super Mario USA on Famicom in 1992 followed by Super Mario Collection in 1993 on Super Famicom.

49
Finally.

50
General Gaming / Re: Sound chips in game systems
« on: June 25, 2014, 01:03:43 AM »
Sometimes they have co-processors dedicated for sound, but they aren't the same kind of thing where the chip is generating the sound programmatically.

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