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Messages - Dlloyd82

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51
TalkBack / Creative Sound Blaster X3 Review
« on: November 19, 2019, 03:18:17 AM »

Audio so impressive it seems like witchcraft.

http://www.nintendoworldreport.com/feature/52222/creative-sound-blaster-x3-review

It’s been years since I’ve been truly excited about the prospect of a new technology. All the latest products, particularly in regards to audio, feel like an incremental upgrade from what came before it. There’s only so much you can do with audio, or so I thought before experiencing the latest digital-to-analog converter from Creative Sound. The Sound Blaster X3 includes their latest innovation: Super X-Fi Headphone software that somehow manipulates an audio signal to trick your brain into believing the sound is in your head and not coming from your headphones. I was initially skeptical of the claims, but upon listening to the results it became immediately clear that the Super X-Fi software is some form of witchcraft.

Most things worthwhile take time and effort, and setting up the Sound Blaster X3 is no exception. I’m one of those people who rarely looks at the manual and just tries to figure things out myself, which in this case proved to be counterproductive. In order to get the best possible sound, downloading the app and setting up the Sound Blaster X3 through a somewhat frustrating experience is required. The app found on iOS and Android devices doesn’t work great and it took a couple of crashes and some fumbling around to finally set up an account and have the app scan my ears (no seriously) but once it was all said and done, the process is worth it. The Sound Blaster X3 is calibrated to your ear and listening device based on the information collected in order to provide a purely exhilarating sound.

The best way I can describe the sensation is that when using the Super X-Fi feature, the audio doesn’t sound like it’s coming from the earphones, it sounds as if it’s somewhere naturally in the room. The difference is made even more clear when you toggle feature on and off and really experience the difference in quality. During gameplay, each piece of sound seemed like it was coming from a different place. The background music felt like the band was playing all around me. Footsteps of the character sounded distinct from both the music, and other sound effects also playing at the time. Maybe the most amazing part is that all of this audio splendor was generated while using the base earbuds that came with my iPhone. I honestly didn’t think it was possible to get that kind of sound from such low-budget hardware. Even the bass was improved to a degree I never would have assumed possible on a pair of regular earbuds.

Connection via the USB port either on the Switch dock or the front of other consoles seems to provide the best audio results. The X3 does come with other connections such as optical output to connect to a surround sound system and connections for PC speakers, though wearing headphones or earphones still provide the best results. A volume control knob on top allows for quick and easy adjustments, especially if you’re playing on a television and are out of reach of your Switch.

It’s quite amazing what a number of different algorithms and audio processing can do to an audio experience. I’ve used a number of different amplifiers and other hardware to improve the audio-quality from the Switch but nothing to date has made as much of an impact as the Sound Blaster X3. Since it utilizes a USB connection I’ve been able to replicate the same experience on both my PC and PlayStation 4 with relative ease, simply moving the USB connection is the only adjustment needed. If high-end audio is important to you while playing in docked mode at home, I highly recommend trying out the Sound Blaster X3 with your setup.


52
TalkBack / The Zombie Handheld That's Still Great, Even In Death
« on: November 19, 2019, 02:36:59 AM »

Plenty of things to play, and a whole lot to still learn from Sony's final handheld device.

http://www.nintendoworldreport.com/feature/52130/the-zombie-handheld-thats-still-great-even-in-death

Sony may have discontinued the Vita but life found a way to keep the handheld device relevant and the now deceased product is still something RPG fans need to have. The pub discusses what games are worth picking up and what Nintendo can learn from the Vita's missteps.  

On the panel:

  • Thirsty Mage Host - David Lloyd
  • NWR Reviews Editor - Jordan Rudek
  • NWR Owner - Neal Ronaghan

Listen to The Mage on the following platforms:


53
TalkBack / Sparklite (Switch) Review
« on: November 14, 2019, 01:36:00 AM »

A 2D Zelda Roguelike that comes up short of greatness.

http://www.nintendoworldreport.com/review/51981/sparklite-switch-review

I typically loath comparing games to those that came before it but in certain cases there’s just no getting around it. Sparklite is what you would imagine a 2D Zelda title would feel like if it became a roguelike. Aside from missing the pink hair and Master Sword it does for the most part, stay true to the Zelda formula with a gorgeous design and really nailing the feeling of movement and combat. However, the implementation of the roguelike elements is where Sparklite begins to falter as the lack of meaningful exploration and the disappointing boss battles prevent it from becoming a truly masterful experience.

Sparklite begins when the young hero Ada, an engineer travelling with her robot assistant, crash lands her ship in the land of Geodia after a group of slimes corrode the hull. Separated from her companion, Ada explores the area until she comes upon a Titan, a nasty villain seeking an ancient power to exploit. After an initial defeat, Ada is rescued by the Refuge, a group of individuals hiding from the Baron and his gang of Titans, searching for a way to save their homeland from the evil that has infested it.

Just like a certain Hylian hero, Ada takes up the cause to rid the land of evil and sets out to explore Geodia in search of Sparklite, an energy source that allows Ada to create new inventions and expand her inventory. Combat feels much like you would expect as Ada moves and swings her wrench much like Link and the Master Sword. A number of Shrines inspired by Breath of the Wild provide both blueprints and training for a number of additional weapons such as a Crossbow, floating bombs, or even a device that allows for breathing underwater. A number of gadgets are found within random chests provide even more firepower, so there’s never any shortage of ways to dispose of enemies.

The world map is a series of five interconnected areas all with their own themes: Grass, Forest, Sand, etc. At the beginning of a playthrough, Ada is dropped off at the anchor point in the grass themed area that acts as a hub for all the surrounding areas. The tiles for each area are procedurally generated, so every time Ada is defeated the tiles for each area are shuffled, meaning the location of boss or shrine you discovered is no longer where you found it. Each area is only about 20 or so tiles so the constant shifting doesn’t become frustrating, and a map in the menu is redrawn as you rediscover each tile. What becomes somewhat frustrating, is that after each death and restart, Ada is dropped back off at the anchor point in the main hub. So if you happened to die in the forest to the east, you need to traverse through the grasslands until you discover the entrance. It’s not an overly long process but can feel redundant after awhile.

The procedural generation is a neat addition meant to increase replayability but sacrifices character to achieve this. None of the areas feel like they have any character, and apart from different aesthetics and new enemies, it largely feels like you’re exploring the same areas over and over. Each of the 5 themed areas have a shrine that provides a new gadget, a mine containing a gauntlet of enemies with a large chest as its reward, and the dungeon which houses the Titan for that area. The insides of all these locations are very limited, with very little time spent in them and all of which look and feel the same. The dungeons containing the boss Titans is just a room in which the battle takes place, you don’t solve any puzzles or defeat any monsters to get to them, you just walk in the door and the battle begins.

The lack of explorable dungeons only extenuates the shallow feeling of the boss battles. Each of the Titans has a look and weapons that are roughly based upon the theme of the area they are located in. It typically only took me one or two attempts at a Titan to figure out the pattern and time my attacks accordingly as there movements are strict and predictable. It got to the point where I could essentially not worry about finding power ups for Ada since the bosses could be defeated without my character taking much damage.

Sparklite does an exemplary job of taking what works from the 2D Zelda genre but putting their own unique look and feel to the design. Where it falters is that the maps and dungeons that are a joy to explore in the Legend of Zelda have been replaced with dull and monotonous procedural generation. The discovery of new items and the different ways you can defeat enemies are enough to recommend Sparklite to those who are fans of the genre, the lack of meaningful exploration unfortunately prevents it from becoming a must-play title.


54
TalkBack / Re: The Thirsty Mage - Are There Still 8-Bit RPGs Worth Playing?
« on: November 12, 2019, 11:31:19 AM »
My bad,

All fixed now.

55
TalkBack / The Thirsty Mage - Are There Still 8-Bit RPGs Worth Playing?
« on: November 10, 2019, 02:38:00 PM »

We put our favorite 8-Bit RPGs up to modern scrutiny to determine if they are still fun today.

http://www.nintendoworldreport.com/feature/52187/the-thirsty-mage-are-there-still-8-bit-rpgs-worth-playing

Two weeks ago the panel had a few not so positive things to say about Baldur's Gate. On this episode, we put our own favorite 8-Bit RPGs through the ringer to see if a modern audience would enjoy them as much as we did.

On the panel:

  • Thirsty Mage Host - David Lloyd
  • RFN Co-Host - Guillaume Veillette

Listen to The Mage on the following platforms:


56
TalkBack / Character Bios of Romancing SaGa 3 Revealed
« on: November 04, 2019, 06:52:22 AM »

Square Enix provides introductions for the main characters prior to next week's release.

http://www.nintendoworldreport.com/news/52113/character-bios-of-romancing-saga-3-revealed

We are just days away from the November 11 Switch release of the next entry in the Romancing SaGa series from Square Enix. Leading up to launch, they are introducing the main characters through a series of images that provide the names, weapons, and history of each hero.

Ellen Carson:

Julian Nord:

Katarina Lauran:

Khalid:

Mikhail Ausbach von Loanne:

Monika Ausbach:

Sarah Carson:

Thomas Bent:

Square Enix has also released a trailer:


57
TalkBack / The Thirsty Mage - Don't Mess With The Butcher of Blaviken
« on: November 03, 2019, 12:53:14 PM »

The pub discusses how The Witcher 3 runs on Switch and whether diplomacy is really the best policy.

http://www.nintendoworldreport.com/feature/52111/the-thirsty-mage-dont-mess-with-the-butcher-of-blaviken

No one said you had to make friends in order to beat The Witcher 3. On this episode of The Thirsty Mage, the panel discusses how Geralt of Rivia looks on Switch and strategies on how best to exit a bar.

On the panel:

  • Thirsty Mage Host - David Lloyd
  • Reviews Editor - Jordan Rudek
  • NWR Site Director - John Rairdin

Listen to The Mage on the following platforms:


58
I mean, we all complained about Baldur’s Gate being a poor experience on Switch, not sure it makes a whole lot of sense to review the quality of a port for a game that aged terribly and should be skipped entirely. Our conclusion was that there are better things to spend your money on.

I stand by my opinion that the Final Fantasy franchise is about looking ahead while building off the past, Square doesn’t need to prioritize remaking old games, the first time they made Final Fantasy VII it came out just fine. Having said that, I’m still buying FF7R and will enjoy it.

59

Are the recent classic CRPGs released on Switch worth playing?

http://www.nintendoworldreport.com/feature/52064/the-thirsty-mage-c-is-for-computer-and-thats-good-enough-for-me

October marks the release of a bunch of old CRPGs ported onto Switch, and the panel shares their opinion on whether they are worth playing. After that, they discuss some of their favourite CRPGs and debate on whether we'll ever see Final Fantasy XVI.

At the pub this episode is David Lloyd, Jordan Rudek, and Casey Gibson.


60
TalkBack / The Thirsty Mage - Unapologetic Devotion to Tradition
« on: October 17, 2019, 06:02:12 AM »

We have a spoiler-free discussion about Dragon Quest XI and the franchise at large.

http://www.nintendoworldreport.com/feature/51987/the-thirsty-mage-unapologetic-devotion-to-tradition

On the episode, we have a spoiler-free discussion about Dragon Quest XI on Switch and on the franchise at large.

At the pub this episode is David Lloyd, Jordan Rudek, and Casey Gibson.


61
TalkBack / Re: Baldur’s Gate 1 & 2: Enhanced Edition (Switch) Review
« on: October 16, 2019, 10:29:36 AM »
That’s a safe bet. Could go with Wasteland 2 as well. Again, it’s kinda miserable playing a CRPG on Switch but if that’s the only option at least Divinity and Wasteland 2 are playable.

62
TalkBack / Baldur’s Gate 1 & 2: Enhanced Edition (Switch) Review
« on: October 15, 2019, 02:31:00 AM »

Portability isn’t enough to overcome the misery from platform limitations.

http://www.nintendoworldreport.com/review/51973/baldurs-gate-1-n-2-enhanced-edition-switch-review

In the late ‘90s, BioWare and Black Isle Studios had a fantastic run of CRPGs based on the 2nd Edition of Advanced Dungeons and Dragons. Baldur’s Gate and its sequel are both considered classics and often lead discussions as some of the best titles the genre has to offer. It’s very easy to get lost in the extensive world filled with vast customization, addictive strategy, and menagerie of interesting characters, all coupled with a wonderful story. Unfortunately for the Switch port, the “C” in computer role playing games is an important distinction. Trying to translate a features-heavy PC title from mouse and keyboard to a game controller can be a fool's errand, and it certainly is here; the frustration of constantly fighting a terrible UI taints what should be an enjoyable experience of a classic game.

The story and setting of Baldur’s Gate is based upon the Forgotten Realms campaign by prolific writer and game designer, Ed Greenwood. The impact of the titles on the genre is indisputable: CRPGs had grown stale, and the Baldur’s Gate series became a revelation that reinvigorated a desire for this type of experience in gaming. Like many titles from that time period, age has not been kind. Visuals that delighted and amazed twenty years ago now come across as dated and hard to follow, especially when playing with a smaller screen in handheld mode. Odd lighting effects constantly distract from gameplay and just trying to get around the map becomes a chore.

The most egregious problem plaguing the Baldur’s Gate series on Switch is that the game was designed to be used with a mouse and keyboard and the translation to a controller is an utter failure. More time is spent trying to navigate the endless onslaught of sub menus than actually playing the game. The first Baldur’s Gate features a tutorial that is an absolute necessity if you want to understand how to navigate the multitude of menus. Many of the button combinations are not intuitive, and it’s incredibly easy to overlook different options that are hidden within a sub screen. The beginning of the second Baldur’s Gate best exemplifies this frustration as it took me almost 20 minutes to pick up all of the gear and move and equip it to each character.

Combat in the Switch port is no less frustrating and time consuming. Each time an enemy appears on screen the game pauses, allowing you time to select each individual character and apply a strategy. What would take seconds with a mouse takes far too long with a controller as each character needs to be selected and actions need to be input with multiple steps involved. The cursor is controlled with the Joy-Con stick and often disappears from the screen when moving it around the map. God help you if your Switch suffers from any degree of Joy-Con drift.

I consider myself both a CRPG fan and a retro enthusiast, but the experience of trying to play Baldur’s Gate on Switch is a frustration that I wouldn’t wish on anyone. I’m not saying you shouldn’t play a Baldur’s Gate title in your lifetime; I just don't recommend you get it on Switch. This is an experience that is meant for a PC and the prospect of having in it on the go is not enough to overcome the poor implementation. If you really need to play these games portably, I recommend purchasing a laptop.


63
TalkBack / Alliance Alive HD Remastered (Switch) Review
« on: October 03, 2019, 08:00:00 PM »

A new coat of paint isn’t what this title was missing.

http://www.nintendoworldreport.com/review/51854/alliance-alive-hd-remastered-switch-review

Hindsight is an interesting thing. The last time I played Alliance Alive was back at the beginning of 2018 and based on my review, I was still drinking the Nintendo Kool-Aid and believing that the 3DS wasn’t already dead. Time has proven, however, that Atlus was simply a defibrillator on a rotting corpse. A few terrific titles from the RPG giant couldn’t save the 3DS, and now that it’s long gone, NIS America is now trying to find an audience for the Legend of Legacy’s spiritual successor on a new platform. Even with updated graphics that are surprisingly gorgeous on the Switch, Alliance Alive is still a forgettable experience that suffers from a lack of a compelling story and an overcrowded cast.

Nothing about the story has changed since its original 3DS release. The core narrative revolves around a group of humans attempting to gain freedom from the races of Beastfolk and Daemons that have ruled over them for a millennium. The first part of the journey introduces the main cast in phases, providing a more focused look at each of them and their backstories. After an introductory period, the nine main characters eventually come together and set off into a larger world, working towards the main objective of achieving freedom from the Daemons.

The characters of Alliance Alive are its weakest attribute; none of the main heroes really stick out from the crowd or develop a personality. It’s a stark contrast from the remastered graphics that really highlight just how bright and beautiful the artwork truly is. Since Alliance Alive began as a 3DS title, no voice acting is present, and this almost becomes a distraction considering attractive updated visuals. Compounding this is a lacklustre soundtrack that feels more at home on its original platform than on Switch.

The benefit of a second playthrough did increase my appreciation for a battle system that I didn’t particularly enjoy the first time around. The mechanics may not be my most preferred RPG system, but I did enjoy having the freedom to experiment and play around with the vast customization possibilities. Character progression is individually linked to the weapons and magic being used, which encourages specializing and trying out different things. It’s nothing new to veterans of Legend of Legacy or the SaGa series, but for folks like me who are used to level-based JRPG growth, it’s a nice change of pace.

Even knowing that the only change of the new remastered version of Alliance Alive is the graphics, I still had high hopes for a better second experience. Some of the individual aspects I enjoyed, but as a full experience it still didn’t click. If you picked up Alliance Alive the first time around, whatever that experience was for you will likely be repeated on the Switch. To those whose main interest is the battle system, if grinding for moves and abilities is your thing, this remastered is a much prettier and convenient version to play.


64
TalkBack / Overland (Switch) Review
« on: September 29, 2019, 03:11:18 PM »

A minimalist take on the CRPG and survival genres that falls flat.

http://www.nintendoworldreport.com/review/51829/overland-switch-review

We’ve seen plenty of innovations in the indie space that have taken interesting blends of mechanics spanning genres and creating a new and enjoyable experience. With the right mix, you can end up with a fresh take that’s thoroughly entertaining, but mixing and matching ideas doesn’t always work out. Unfortunately for Overland, taking elements from turn-based strategy and survival titles and giving it a minimalist makeover just didn’t amount pan out, resulting in an experience that feels both frustrating and bland.

At first glance, Overland looks like a fairly simple approach to a strategy game, and that impression is pretty much on the mark. No real story is present; the only goal is to travel from the east coast of America to the west. Each stop along the way is a small isometric map littered with enemies and a few supplies or items to help you on the journey. Items such as large sticks and glass bottles act as weapons against the monster threat, and random boards can be used as shields to protect your humans from attack. Every so often you’ll come across a deserted survivor, human or dog, that can be invited along for the journey, adding another hand to help gather resources or to be used as a sacrifice to distract the enemies while you make your escape. This strategy of sacrificing characters is heavily recommended as the initial tutorial forces you to use it. The suggestion is that becoming attached to any of your characters is a fool's errand.

Ultimately, the main goal is to locate gasoline in order to fuel a car to get you across the country. In the pursuit of fuel, a number of different strategies will be needed as you attempt to avoid death at the hands of these rock-like monsters that try to kill you at every stop. The members of your party can typically carry one or two items that they can utilize in their hunt for fuel or carry along to the next location. Roof racks can be found and attached to your current transportation in order to carry additional items as well. Keeping with the minimalist aesthetic, you’re typically using whatever item you happen to find in any current location. Since characters die often, trying to maintain a travelling inventory quickly becomes problematic.

Movement around the map is done in a turn-based format. Each character has a number of action points that can be used to walk around the map or perform actions such as searching through garbage, picking up items, or attacking enemies. The maps aren’t overly large; with full action points you can generally get from one side to the other after only a few turns. The longer you loiter on any given map, the more likely it is you’ll attract additional enemies, thus reducing your chances of escape. Any noise that’s created attracts more of the monsters, and upon death, the monsters let out a cry for help, so fully clearing a map really isn’t an option.

The gameplay loop generally plays out as follows: arrive at a map, pick up what you can, try to avoid enemies, and hope you don’t die in the process. At times, the strategy of playing cat and mouse with enemies can be enjoyable, but often a good run would end with crushing consequences for a poor decision, or a map that’s just brutally difficult. Because of the minimalist design, most of the maps feel incredibly similar and it doesn’t take long for the gameplay to feel repetitive.

Generally, I enjoy turn-based strategy games and I had high expectations for what Overland had to offer. I have no problem with the game trying to move me out of my comfort zone and consider strategies not regularly employed in other titles, but it just wasn’t enough to keep my interest. I think there’s likely a group of people that will appreciate the simplified strategy and minimalistic take, but since I’m not one of them, they can feel free to abandon me like the poor soul in the tutorial.


65
TalkBack / The Thirsty Mage - No Man's Sky
« on: September 22, 2019, 04:56:12 PM »

How about we call this episode a preview of a possible Switch game.

http://www.nintendoworldreport.com/feature/51793/the-thirsty-mage-no-mans-sky

Don't tell NWR management that The Thirsty Mage is again discussing a game that cannot currently be played on a Nintendo platform. We discuss the history of No Man's Sky and what the game looks like today.

At the pub this episode is David Lloyd, Jordan Rudek, and NWR Site Director: John Rairdin.


66
TalkBack / Creative Stage SoundBar/Subwoofer Combo Review
« on: September 19, 2019, 05:44:00 AM »

Audio for a small space when headphones just aren’t cutting it.

http://www.nintendoworldreport.com/feature/51754/creative-stage-soundbarsubwoofer-combo-review

The portability of the Switch allows for a myriad of creative ways to enjoy your favorite Nintendo franchises whether it’s at home on a big screen tv or in your dorm on a PC monitor. For those who choose the latter, a PC monitor with an HDMI-input provides a beautiful and vibrant display with the caveat of a reduced audio experience. Since most monitors don’t include onboard audio, a typical solution would require a set of headphones and depending on your proximity to the Switch, potentially a cord extension. For a solution that doesn’t tether you physically to the Switch, the audio wizards at Creative have an affordable soundbar/subwoofer combination that may fit your needs. The Creative Stage is a budget speaker system that’s a terrific option for decent sound in a smaller space - a great fit for dorms or small offices alike.

Creative Sound is a name that’s identifiable in the PC space, but they’ve also been building a niche in the console world as well with products such as headphones and a gaming DAC that I’ve recommended in the past. The Creative Stage is a decent speaker system, albeit with a much more niche usage than their previous products. My main usage was acting as the source of sound when playing Switch on my PC monitor. The Switch provided the video to the screen via the HDMI cord, and the Creative Stage connected to the Switch via the 3.5mm cable.

The sound quality is adequate. As budget speakers, they get the job done and provide decent sound with a good amount of base, but begin to lose clarity when you want to really increase the volume. An included remote means you don’t need to get out of your seat to change the volume or play with the settings which is a nice quality-of-life inclusion. The soundbar and subwoofer are both fairly small and can easily fit on a desktop and can be tucked neatly below a desk, though a prohibitively short power cord on the soundbar does restrict the placement. As a comparison, the Switch AC adaptor is measured at slightly over 5 feet long, where as the Stage power cord is a measly 4 feet long. The sound bar does come with a mounting bracket though which could compensate for the reduced cord length.

Some additional features include Bluetooth connection for times you’d like to play some sweet Square Enix soundtracks off your phone, and preset EQ settings to avoid constant fiddling with the treble and bass. As a PC gamer, my hope was that I could also connect the Stage to my PC via a USB connection but unfortunately the only option was through the 3.5mm cable. The sound quality was fine but having to remove the cord and locate the connection on the back of my PC was a hassle whenever I changed platforms.

While my overall impressions weren’t as overly positive as previous Creative products, I would still overall recommend the Creative Stage for specific usages. This is a speaker system suited best in a small room when you’d like to have some distance from the playing screen. It’s not a replacement for an existing surround sound setup that you may already have, but it’s definitely an improvement over a pair of headphones, especially during long hours of play.


67
TalkBack / Re: Final Fantasy VIII Remastered (Switch) Review
« on: September 10, 2019, 07:29:44 AM »
At the end of the day I think FF VIII is just one of those games you either fall in love with or hate. My feelings are obvious. I recommend listening to the recent Retronauts episode where Jeremy Parish and Kat Bailey agree on it’s greatness. Kat even says its a better game than 7.

Reviews are inherently subjective so the takeaway from this is that I love FF VIII and can’t recommend it enough. This score was not meant to be the definitive score to end all scores.

68
TalkBack / Re: The Thirsty Mage - Fire Emblem: Three Houses
« on: September 10, 2019, 12:58:14 AM »
I really like this podcast. I thought David Lloyd was a mad man trying to base a pod around games of such length. But every ep I have enjoyed, even ones on games I haven't played.

Thanks!

Your feedback means a lot, I’m happy you’re enjoying the show. Grandia could potentially be a show, Neal and Casey both got a chance to review 1 and 2 respectively.

69
TalkBack / The Thirsty Mage - Fire Emblem: Three Houses
« on: September 06, 2019, 06:16:13 AM »

The pub has waited long enough to discuss the first Fire Emblem on Switch.

http://www.nintendoworldreport.com/feature/51639/the-thirsty-mage-fire-emblem-three-houses

It's been over a month since the release of Fire Emblem: Three Houses and it's been the topic of discussion at The Thirsty Mage ever since.

At the pub this episode is David Lloyd, Jordan Rudek, and first time patron and Fire Emblem fan: Matt Zawodniak.


70
TalkBack / SNES Games That Should be on Switch
« on: September 04, 2019, 02:24:03 PM »

The Super Nintendo lineup for the Online Service has some glaring omissions.

http://www.nintendoworldreport.com/feature/51628/snes-games-that-should-be-on-switch

Nintendo announced today that SNES games would officially be joining their online subscription service. And while the initial lineup of games is excellent, I mean it includes Star Fox in its first official handheld release, we couldn’t help but dream about the future this service could hold. With that in mind, we gathered our staff to come up a list of games we would love to see added to the library. So without further ado here, in no particular order, our 10 SNES games we would love to play on Nintendo Switch.

Now that Square Enix has ported over many of the mainline Final Fantasy titles from the early PlayStation years, it’s time to give the earlier Nintendo based titles their due. Final Fantasy VI (or III in the West) is no stranger to the top of many best Final Fantasy and/or RPGs lists and is upsetting omission from the initial Super Nintendo online catalogue. RPGs are grossly under-represented in the initial lineup and since this title appeared on the SNES Classic, it seems plausible that this could be added in an upcoming monthly update.

It’s no coincidence that this list is almost exclusively RPGs, and if Nintendo is going to correct this injustice they might as well start with probably the greatest RPG of all time. Chrono Trigger has withstood the test of time, made by a dream team of the best developers during their prime from Squaresoft and Enix. This addition may be unlikely since Square could easily sell millions of copies as a stand alone offer, but until that time comes, we hope that Nintendo pushes to ensure Switch owners have a way of enjoying one of the best video games ever made.

With the rise of games like Stardew Valley, now seems like the perfect time for Nintendo to shine a light on its inspiration. Originally released in Japan in 1996, Harvest moon is generally regarded as the catalyst for the popularization of the farming life simulator. Harvest Moon was unique for its attempt to not just simulate a farm, but rather the full life of the player character. The player runs a farm, takes care of animals, makes friends, wanders the town, and eventually gets married. Harvest Moon featured multiple endings which would mix and match depending on the player’s performance. The chill vibes of Harvest Moon seem perfect for portable play, especially with the addition of save states.

The SNES was a safe haven for some of the best RPGs of all time. However, one stood separate from the rest with its unique take on a beloved Nintendo franchise. Super Mario RPG was developed by Square, the original creators of both the Final Fantasy and Xeno series. Super Mario RPG was released in 1996 and featured what were, for the time, breathtaking 3D graphics. Using a similar method to Donkey Kong Country, Super Mario RPG made use of pre-rendered 3D models to give both its character and environments a three dimensional appearance. While battles play out in a traditional turn based style, the overworld employs elements of a platformer, and could in some ways be seen as the predecessor of the full 3D platforming of Super Mario 64.  

The coming-of-age story of Ness and his three friends is an RPG that was unique for its time and has since influenced countless other RPGs after it, like Undertale. Despite some annoying gameplay mechanics, the wit of the writing and the charming cast of characters you meet bring to life a world that seems so much like our own on the outside, but hides surprising and fantastical locations, each with its own flavor and intrigue. The rolling HP meters could make combat tense and exciting, and the way in which lesser enemies could be defeated just by walking into them made timely grinding an effective strategy. Many people know Ness from his appearances in the Smash Bros. series, but it’s his adventure on SNES that still inspires potent nostalgia in those who grew up with it.

We all got a collective tease of ActRaiser with the ultimately disappointing Sol Seraph, but what would wash over that sour taste is getting a chance to play the real thing again. While it did show up on Wii Virtual Console, currently there is no easy way to play the Enix classic. With a glorious mode 7 intro, ActRaiser juggles two game styles. You have the rigid side-scrolling action platforming, calling to mind numerous other games of the era. The other style is the SimCity-esque town simulation parts. You have to ward away monsters and build up different towns across multiple regions. The villagers will ask for requests, sometimes requiring you to explore other regions to satisfy their desires. No game has ever really captured the magic of this specific instance of genre blending - even the totally fine but generic sequel - and a good way to remind us all of how flipping neat ActRaiser is is by adding it to the Switch library.

Quintet is a developer we often don’t hear enough about. They’re responsible for the previous title on this list - ActRaiser - as well as a psuedo-trilogy on the Super Nintendo with Soul Blazer, Illusion of Gaia, and Terranigma. All three games would be at home on the Switch, but let’s go with Illusion of Gaia for starters. It’s an action-RPG with a heavy emphasis on story - one that absolutely goes places and touches on heavy religious subjects as it ties into real-world history oddly. A trio of playable characters offer different options for combat and puzzle solving and switching between all three is a key part of the strategy. Illusion of Gaia is a little bit on the linear side, but it would be on that is worthy of revisiting, especially since it hasn’t been rereleased since the mid-’90s.

As we stare down the barrel of a new Contra and look back at the neat Konami collections this year, it’s a shame that Goemon has fallen by the wayside. Yes - he’s now a Mii Fighter costume in Super Smash Bros. Ultimate, but his old games were super awesome. We’ll be here to bang the drum for Mystical Ninja 64 when that day comes, but until then, we’ll cheer for the attainable: The Legend of the Mystical Ninja on Super Nintendo. This action game can be played fully in co-op as Goemon and Ebisumaru (or Kid Ying and Dr. Yang in localizations) explore Japanese towns and countryside. Town segments are more exploratory in nature, focusing on looking for secrets in towns and even doing things like playing the first level of Gradius. Platforming segments are more traditional, but the series trademark goofiness is well on display. This game is a Konami gem from an era where they were soundly excellent. Hopefully this could lead to localizations of the Japan-only entries in the series, too.

With the original Star Fox already available at launch, Star Fox 2 seems like a natural next pick. Developed in the mid 90’s but not officially released until 2017, Star Fox 2 expands the original rail line shooter into an open ended, fully 3D adventure. Star Fox 2 was the originator of many series icons such as all range mode, ground missions, underwater missions, the walker, and of course those Zelda dungeons in Star Fox Adventures. It pushes the SNES hardware to the absolute limit with the most impressive 3D visuals available on the platform, and it remains a remarkable game to this day. Not to mention the rewind feature would allow you to catch that missile that snuck by you before it can hit Corneria.

One of the most beloved 2D platformers of all time, Donkey Kong Country took the world by storm when it was released on the Super Nintendo in 1994. By pre-rendering 3D models, developer Rare was able to create one of the most visually advanced platformers available on the SNES. With solid gameplay, a catchy soundtrack by composer David Wise, and a huge variety of environments to explore, it is no wonder Donkey Kong Country has gone down in history as one of the most beloved SNES games of all time. It also features two different two player modes which would be perfect for Nintendo’s online multiplayer included with Switch SNES games. While it would ultimately spawn a plethora of sequels that persist to this day, if we’re going to have SNES games on Switch, there is no better place to start than with this classic.


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TalkBack / Re: Final Fantasy VIII Remastered (Switch) Review
« on: September 04, 2019, 04:03:13 PM »
That’s the thing about video games and art in general, it’s all subjective. As the reviewer, I loved Final fantasy VIII and believe that plenty of people out there will enjoy it as much as I did. Will everyone, of course not. Take Super Mario Odyssey for example, I thought it was mediocre. The levels outside of New Donk City were boring and having 1300 moons to find, most found with little to no effort or by mistake was a terrible decision. Plenty of folks gave it 10/10, me personally, it’s a 7 at best. Does that mean I’m right and the people that liked Odyssey wrong? Of course not. You cannot universally assign ratings to games, it’s all in the eye of the beholder. That’s why Metacritic exists, cause opinions differ and vary.

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TalkBack / Re: Final Fantasy VIII Remastered (Switch) Review
« on: September 03, 2019, 10:57:10 PM »
You need to re-score this game appropriately to restore some credibility, and fast.

Oh and from now on, you’re on review score probation and all your reviews will need to be peer reviewed prior to publishing.

Not the only person who scored it 10/10, nor does my review deviate from popular opinion. It’s cool if you don’t like it, but objectively Final Fantasy VIII is a terrific game. Also I’m one of the Review Editors, so: Quis custodiet ipsos custodes?

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TalkBack / Re: Final Fantasy VIII Remastered (Switch) Review
« on: September 03, 2019, 10:48:39 AM »
A 10? Wow. Was not expecting that.

Lol, either this is sarcasm or you’ve never listened to an episode of the Thirsty Mage.

I never listened to an episode of the Thirsty Mage. Is that the answer you wanted to hear?

But, in truth, I just didn't expect the re-release of a game about two decades old to get a perfect score. Kind of like how I wouldn't expect a re-release of OoT or Super Mario 64 to get a perfect score now if what was re-released. I guess they could be still be given perfect scores but generally the age of a game and newer gaming technology and gameplay conventions usually mean they are being graded on today's standards and not the past from whence they came.

We don’t view 10/10 as a perfect score. No game is perfect. A 10 is simply the highest recommendation that we can give. RPGs in particular age well, and Final Fantasy VIII is one of those examples. Add in the fact that the port was handled extremely well and there’s your 10.

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TalkBack / Re: Final Fantasy VIII Remastered (Switch) Review
« on: September 03, 2019, 12:03:14 AM »
A 10? Wow. Was not expecting that.

Lol, either this is sarcasm or you’ve never listened to an episode of the Thirsty Mage.

75
TalkBack / Final Fantasy VIII Remastered (Switch) Review
« on: September 02, 2019, 02:29:59 PM »

The last remaining PlayStation-era Final Fantasy title to get a remaster has arrived on Switch.

http://www.nintendoworldreport.com/review/51598/final-fantasy-viii-remastered-switch-review

It was only a year ago when Square Enix blew our minds and broke our hearts during the Nintendo Direct where no less than seven Final Fantasy titles for the Switch were announced, including ports of every PlayStation and Playstation 2 title with a single, notable exception. Final Fantasy VIII has always been the black sheep of the PlayStation era. Following the juggernaut that is Final Fantasy VII was a Herculean task for any sequel, and for many, the tale of Squall and company still lives in the shadow of Cloud and Sephiroth. Thankfully, after years of getting no respect, Square Enix has given Final Fantasy VIII the love it deserves with a masterful port that fans will simply adore.

The story of Final Fantasy VIII brushes upon a number of different topics to varying degrees of success, but the main theme focuses on coming of age. The two main players are Seifer Almasy and Squall Leonhart, two rivals both hoping to join the ranks of an elite mercenary force called Garden. The pair are young and brash, and their views on the world are overly simplified, just what you would expect from a couple of teenagers with little real-world experience. Both want to end suffering and bring freedom to the world, but their paths to this goal diverge and put them at odds with one another.

Where Squall and Seifer differ is that our hero discovers the power of building relationships and relying on friends. The main cast of characters who fight alongside Squall are all wonderfully written and have interesting and fun personalities. SeeD instructor Quistis Trepe is technically the veteran presence of the group, though is still a teenager herself. Fellow SeeD candidate Zell Dincht’s emotional and impetuous personality is very much the opposite to the cold and stoic Squall. The recent transfer from another Garden, Selphie Tilmitt, provides a ray of sunshine with her upbeat attitude and child-like innocence. It wouldn’t be a Final Fantasy without a lone-wolf womanizer on board, and sniper Irvine Kinneas fits this archetype to a tee. The final member of Squall’s team also just happens to be his love interest. Rinoa Heartilly meets Squall for the first time at a party, and their chemistry is clear from the outset. Hironobu Sakaguchi masterfully takes a party of characters with different motivations and faults and develops them into an interesting and complex group of friends whose well- being you genuinely care for.

Unlike previous Final Fantasy titles, the main villain isn’t necessarily clear cut throughout and really doesn’t have the same presence we’ve come to expect. Sorceress Edea doesn’t really compare to the pure evil of Kefka or the larger than life presence of Sephiroth, but since the theme is less about the battle between good and evil and more about the journey to adulthood, the lack of a strong villain isn’t a problem. The story also takes some twists and turns throughout that requires some ambiguity but for the most part, comes to a satisfying conclusion.

The gameplay of Final Fantasy VIII follows the more traditional semi-open world format that I prefer. The story is linear, and the tasks to move forward have a set order in which they have to be completed, but the path to get there is open ended. In most areas, you can go off the beaten path and explore the world around you. Whether it’s exploring the areas located in the Garden, walking around towns visiting the locals, or sitting down for a pleasant game of Triple Triad (a wonderful trading card game) there’s always something fun or interesting to do when you’re not battling.

The combat mechanics harken back to the glory days of turn-based JRPGs but feature a system that allows for all kinds of mischief. At any given time, you can have a maximum of three characters in your party and switching between characters is relatively quick and easy. Each character has a unique weapon, and a limit break that can be used when health has dropped to low enough amount. Having the limit breaks accessible at low hit power is a wonderful mechanic that provides a high risk, high reward strategy.

Magic is an important tool in Final Fantasy VIII and is collected at draw points or can be stolen from enemies in battle. That same magic can be then used to augment abilities such as hit power and strength through the junction system. With a little patience and determination, large amounts of magic can be collected and used to bolster stats to epic proportions. It certainly doesn’t break the game but can provide a substantial boost when fighting enemies. This system is a replacement for grinding and is the best way to get an advantage over enemies. The strength of the bad guys in Final Fantasy VIII is determined by your team’s own experience level, so defeating enemies for points is made unnecessary.

What can also be drawn from specific enemies, are Guardian Forces that are immediately recognizable by long time Final Fantasy fans. Powerful entities like Ifrit and Shiva provide temporary cover for the characters that use them, and can attack enemies with a powerful elemental attack, or provide your allies with a stat boost or modifier like reflect. Guardian Forces provide the statistical benefits that come from hoarding magic, so deciding on where to assign the Guardians and what they should learn can vary greatly depending on your style of play.

If battle mechanics just aren’t your thing, then the inclusion of modifiers seen in previous Switch ports will assist with getting through to enjoy the story. Removing random encounters, tripling the game speed, and providing permanent full health are all options that can be toggled on the fly with the click of a button. Not everything found in the previous ports is included in this new remastered edition, fortunately. No music bug plagues another masterful soundtrack by Nobuo Uematsu. No stutters or slowdown interfere with transitions from the world map to the battle scenes. The beautifully-redesigned characters look absolutely gorgeous whether in handheld or docked mode and blend better with the original PlayStation backgrounds than in the previous ports.

All in all, the remastered edition is simply the best way to enjoy Final Fantasy VIII. Square Enix has struggled in the past with its previous ports of the Final Fantasy franchise, but may finally be hitting its stride. All of the improvements and enhancements give Final Fantasy VIII a much more modern feel without sacrificing any of its soul. As a lifelong fan of the Final Fantasy franchise and VIII in particular, I couldn’t be happier with this remaster and look forward to hours of enjoyment wherever I go.


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