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Messages - oksoda

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26
Podcast Discussion / Re: Episode 102: Community Service
« on: September 17, 2013, 09:52:13 AM »
Are these inverviews in the middle of recent connectivities coming from that 4 hour monster of recording from NintenDaan? I mean should i listen to it or just wait till all interviews will be posted in connectivities.

No, these are new interviews. BUT, if you want to listen to the interviews from that mega podcast in smaller segments, you can do so right here.

27
TalkBack / Rayman Legends Review
« on: September 01, 2013, 11:59:49 PM »

Despite the delay, Legends is easily one of the Wii U's best games.

http://www.nintendoworldreport.com/review/35322

2D platformers have enjoyed a sort-of renaissance period over the past ten years, supported by indie developers and Nintendo alike, but it is the relaunched Rayman series that has most adeptly combined the production value of the crimson plumber’s exploits with the inventiveness and controller-throwing difficulty of those download-only titles spread across a number of digital storefronts. Rayman Origins proved that there is room for another mainstream platformer. Rayman Legends, not content with merely standing shoulder to shoulder, easily trounces its contemporaries. Simply put, Legends feels like the next evolution of 2D platformers.

There are a number of reasons why Legends is able to separate itself from the pack, but the most important is level design. Each level feels unique and steeped in creativity. While some build on earlier ideas, I never found myself getting bored mid-way through a world; each level does something different. Moreover, Legends ditches the practiced method of slowly doling out Rayman’s abilities (wall-running, shrinking, etc.) and instead uses the natural environment of each level to construct situations for the limbless hero to overcome.

In one of the best examples, Rayman starts next to an electrified door, with a hallway to his left and another to the right. Each path leads to a power generator and both are littered with specific enemies and challenges. However, after turning the generator off, the trek back to the main corridor is cast in darkness, and invulnerable security robots splash the floors with light as they search for the intruder; they need to be avoided entirely. With the power off, Rayman must also find new paths around automatic doors that now refuse to budge. This cleverness permeates the entire experience. The unlockable levels from Origins seem shockingly simple by comparison.

Murfy, the GamePad-enabled character, adds another avenue for inventive design. While he first simply flips switches and moves panels, you’ll eventually use him to eat paths through cake, create platforms to block lava or walk across, and even fly characters around in pseudo-shmup fashion. However, using Murfy in a single-player game isn’t quite as fun as with a friend in co-op. The A.I. controls Rayman while you use Murfy, and while it is mostly fine, there are times it will fail to make a jump or pursue a hidden area that it easily could, and you have no way of correcting this. A co-op partner that is halfway decent will be able to adjust for and survive your mistakes as Murfy; the A.I. simply fails to do so.

The musical stages have gotten a lot of focus since Legends first debuted, with their rhythm-based platforming and amusing interpretations of songs like “Black Betty” and “Eye of the Tiger,” but I think the soundtrack as a whole deserves special mention. The music is always appropriate depending on the situation - from lofty and heroic in wide-open forest top areas, to subdued and slinky in the barely-lit hallways of security buildings - and is fantastic throughout. Tracks also change depending on the situation at hand, ratcheting up the suspense during more intense platforming moments.

Speaking of intense platforming, there is plenty of that to be found. Rayman Legends is a particularly challenging game, especially if you partake of the bonus “Invaded” levels, which are 60 second remixes of previous stages. Jumps need to be executed in perfect timing as you run up the side of a tree before leaping to another, and you’ll have to carefully swim behind floating debris to avoid the lasers of enemy robots. There are plenty of ways to die but, thankfully, checkpoints are more than forgiving, usually plopping you down within a few feet from where you died, and there are no lives or continues to worry about--just your own throbbing thumbs.

Legends is incredibly streamlined. There isn’t much of a backstory; Rayman and his friends wake up to a world inhabited by all manner of baddies, and the only natural thing to do is vanquish them and rescue captured folks called Teensies. Though Origins featured some more narrative, Legends seems to shrug and say “just look it up if you’re really interested,” a nod, intentional or not, to the days of instruction manuals filled with lore.The hub world is also svelte. Eschewing a world map entirely, Rayman and company simply jump in paintings to get to different levels and modes of play. There are no menus to navigate in order to view unlocked content, play daily challenges, or continue on in the main campaign. Everything is housed in a quaint little hub world, and you can jump from area to area in the matter of seconds. It’s a smart, seamless way to quickly access content.

Which is great, because there is no shortage of things to do in Legends. Apart from the “campaign” mode, there are daily and weekly challenges (identical to the Challenges App, which you can read my impressions of here), a multiplayer soccer game called Kung Foot,  as well as a bunch of levels from Origins to unlock via Lucky Tickets—think of scratch off lottery tickets. There is even a space to collect Creatures, which reward you with Lumes every day. Don’t get excited about raising or training the Creatures in any way, though; you can’t really interact with them at all. Still, when combined with a ton of unlockable costumes and hidden levels, it provides a pretty fun excuse to keep playing beyond the initial credits roll.

I’ve enjoyed the recent adventures of Mario, Kirby, and Donkey Kong as well as the more insane challenge of Super Meat Boy and Cloudberry Kingdom, but Rayman Legends outshines them all. Brimming with charm and creativity, Rayman Legends is the finest 2D platformer of this generation, and handily so. In addition to that, Murfy seems to be the most well-implemented use of the GamePad to date. Yes, it would have been nice to get the game months ago as originally intended, but don’t let Ubisoft’s distrust in the platform sway you; Rayman Legends is one of Wii U’s best.


28
TalkBack / Marble Madness: A Marble and a Friend
« on: July 17, 2013, 01:55:58 PM »

A reflection on how Marble Madness is interwoven with my childhood.

http://www.nintendoworldreport.com/extralife/34924

Thinking about the Famicom's 30th birthday, I find myself running through a sort-of rolodex in my brain, remembering all the NES games I adored as kid. Despite glaring difficulty spikes or unforgiving/idiotic level designs, I'll never forget falling in love with the dull, flickering sprites parading around my TV, defeating that evil or rescuing this princess or defending that kingdom over there. There were the plumbers, the ninjas, the elf boy, the turtles, the commandos, and so many others. But what I enjoy most are the marbles.

Marble Madness is insane. I mean, you are controlling marbles through washed out, isometric stages while avoiding pools of acid and evil green Slinkies. The marbles get dizzy bumping into walls too hard and shatter into a million pieces when falling from a high platform. I never really got why I was navigating marbles through tight corridors and snaking walkways, but damn it, there's a timer and there's a finish line; what more reason do I need?

I always think of Marble Madness strictly in a nighttime setting. Countless sleepovers at Brandon's house--who was later homeschooled and eventually disappeared from my life--were spent trying as hard as we could to beat Marble Madness. We'd stifle laughter in the living room, lit only by the TV screen, as his parents and three sisters slept. The first couple of levels, which were a breeze, were played competitively; we'd each try to finish first for that precious timer bonus, and there were no shortages of bumping each other off of suspended platforms to the abyss below.

But things changed as we got to the Silly Race, where the game boldly prompted that "EVERYTHING YOU KNOW IS WRONG." Without fail, we began to work together to try and reach the end in tandem, hurriedly trying to beat out our dwindling timers. Enemies that once cracked the hard outer shell of our blue and red marbles were now miniscule, and running over them awarded a time bonus. "Hurry, hit those guys, your timer is low!" one would invariably urge the other. Not once, though, did we both reach the finish line together, and whomever was lucky enough to move on the final race perished long before reaching the checkered flags. No matter, there was always next weekend, and the weekend after that, until there were no more weekends at all.

Maybe that's why I love Marble Madness so much. It's a game I left unfinished, almost entirely built around a friendship grown to a point and then abandoned. Two pieces of my life, interwoven, that are frozen in time, unlikely to ever flourish or recede. I still have my copy of the game, and even though the dirty grey cartridge can't save high scores, when I see the top scores, I don't read the stock names of programmers with their perfectly even scores ending in a row of zeroes, I see SCOTT and BRANDN, his name shortened by the character limit, alternating up and down the list. Everything I know might be wrong, but I like it this way.


29
TalkBack / Game & Wario Review
« on: June 21, 2013, 01:05:20 PM »

Falling short of the rotund anti-hero's legacy.

http://www.nintendoworldreport.com/review/34731

Wario, even more so than his foil Mario, has become the go-to character for showcasing the uses of Nintendo's new hardware. Touched! and Smooth Moves both illustrated how the unique features of the DS and Wii could be used to play games. Game & Wario is another attempt to humorously explore new tech, this time utilizing each and every facet of the Wii U's GamePad. However, a departure from the WarioWare mold as well as some bland uses of the GamePad leaves Game & Wario far behind its predecessors.

The conceit behind Game & Wario's story mode is that the hot new video game accessory, the GamePad, has just been released and the inexplicably robust WarioWare cast is all abuzz. Wario himself decides to design games for it in an effort to make some money, and I can only assume that the 16 mini-games available in Game & Wario are the concoctions of his depraved mind.

12 of the 16 games make up the Single Player mode, even though a few of them can actually be played two-player. One game is available at a time, and once the player completes the first level or challenge in each, Wario unlocks the next one. All told, each of the 12 games can be unlocked within the span of about two hours. They all have a few different levels to play, but, save for a few exceptions, I doubt you'll be going back to play the games more than a few times.

The best game, ironically, is "Gamer," which literally has you playing microgames from the original WarioWare games. While you play those familiar classics on the GamePad, like pressing A to pick a nose or running around to avoid getting stomped on by a foot, you must also watch the TV to make sure your mom isn't about to walk into your room to check if you are sleeping. If she's coming, you must hold the triggers to pause the game and pretend to sleep. The trick is, though, you only have so much stamina, and pretending to sleep drains it. If it depletes completely, you fall asleep for real and the game is over. It's a fun twist on the old WarioWare formula, and it works incredibly well.

Another standout is "Shutter," which uses the GamePad like a camera. On the TV, a scene is playing out, such as a musical or a town being haunted by ghosts, and the player must take pictures of specific people before his time or film runs out. This is done by pointing the GamePad at the TV and using it to zoom in and snap pictures. Similar to something like Pok­émon Snap, the pictures are graded on a few qualities, such as if the character is looking, if he's fully in frame, and so on. I found myself going back to this game a few times.

"Design" is interesting, especially played with two people. Using the GamePad and the stylus, the players are asked to draw specific shapes and angles freehand, like a two-inch line, a triangle with six-inch sides, or a 55-degree angle. After each drawing, the true length or angle the player created is revealed and graded. It was fun to mess around and see how bad my wife and I were at estimating different measurements. Not a showstopper by any means, but a decent little game.

Unfortunately, the rest of the single player games aren't worth playing more than once or twice, and most feel like a step backwards from what we were doing a generation ago on the Wii. "Arrow" has you move the GamePad around to shoot down invading robots on the TV screen. It works, but it feels odd moving the clunky GamePad around, especially considering games like Link's Crossbow Training and House of the Dead: Overkill seemed to perfect light gun controls with the Wii Remote years ago. "Bowling" requires flicking a ball on the GamePad's screen and then tilting the controller to adjust its direction down the lane, but, again, it feels like a step behind playing Wii Sports.

Other games simply fail to use the GamePad in an interesting way. "Ashley" requires you to use the GamePad's gyro sensor to fly through a shmup-type game while the A.I. automatically attacks for you, which makes the game boring on top of being somewhat unresponsive. Another gyro-heave game is "Kung-Fu." In it, the player tilts the GamePad to make the constantly-jumping character move across platforms in order to reach the finish line before a timer runs out. It's as bland as that description makes it sound.

The multiplayer suite doesn't fare much better. Of the four games, only two are consistently fun to play, and one of those is really just a Pictionary clone. "Sketch" supports up to five players, with each taking turns drawing images on the GamePad based on commands from the game. Meanwhile, the other players watch the drawing appear on the TV and try to guess what it is before time runs out. Simple and surprisingly fun, but it it's something you could do with a notebook and pen.

"Fruit" is the other gem. In it, one person plays as the thief on the GamePad, milling about with a large crowd, slowly grabbing up fruit strewn about the stage. The other players, meanwhile, watch the TV and try to pick out who the thief is. Once the fruit is gone, a line-up of 10 or so suspects is displayed, and each player picks who he thought the culprit was. It's a surprisingly addictive game that gets exponentially better with the more players you have.

The final two games, "Island" and "Disco" are pretty forgettable. "Island" has each player tossing down little critters on a large target, trying to land in spaces worth the most points. However, players can knock each other's critters about to try and muck up their scores instead of simply trying to land on the spots worth the most points. It's not bad, but it moves a little slow for my tastes and doesn't really use the GamePad in any inventive way. "Disco," on the other hand, is downright bad, though maybe I just couldn't figure it out. It is some sort of rhythm game, with two people holding the GamePad and looking down at its screen. The goal is to press buttons in rhythm to attack, and then to match that rhythm to defend. My wife and I tried a few times and just couldn't get the hang of it.

Unfortunately, that's all there is to Game & Wario. I understand wanting to break away from the WarioWare mold, but most of the games available here aren't all that fun, both in core concept and GamePad implementation. Between the single and multiplayer modes there are a few standouts, but there isn't enough there to justify picking the game up for your next party or to hold you over until, say, something like Pikmin 3 comes out. Game & Wario is a very disappointing outing for a series that has pushed new hardware in zany yet inventive ways a number of times before.


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Podcast Discussion / Bonus Segment: NHL Stanley Cup Final
« on: June 14, 2013, 09:42:57 PM »

Everyone is recovering from E3, so we snuck in to talk about hockey.

http://www.nintendoworldreport.com/connectivity/34654

Hey hey. There isn't a regular show this week with all the insanity that was E3, but Scott, JP, and Donald couldn't wait until next week to break down the Stanley Cup Final, so here is a Bonus Segment all on its lonesome.

If you are looking for gaming podcasts for your ears this weekend, though, be sure to check out the recordings live from L.A., as well as our own Nintendo Direct impressions and the return of Greg Leahy. We'll see you next week for our regular show!


31
Podcast Discussion / Connectibite: E3 Nintendo Direct Reaction
« on: June 11, 2013, 11:00:04 PM »

The gang discusses today's E3 Nintendo Direct.

http://www.nintendoworldreport.com/connectivity/34577

After a bevy of buffering issues, Nintendo's E3 Direct came and went, and in its wake was no shortage of emotion, both positive and negative. Tonight, JP, Zach, Scott, and Patrick reflect on the Direct and do their best to approach the whole thing in a measured and thoughtful way.


32
Podcast Discussion / Episode 89: Scooby Clue
« on: June 08, 2013, 02:09:49 PM »

The Connectibites look back on E3 2003 and forward to E3 2013.

http://www.nintendoworldreport.com/connectivity/34480

You can smell it in the air, can't you? It's that special, magical time of year known as the Electronic Entertainment Expo (aka E3). Maybe it's just the vapors, but we've gone overboard on Connectivity this week with a double-shot of E3 discussion for you on this week's show.

In our first segment, we look back into the past with a retrospective on E3 2003. Neal talks with Jonny and Mike, who were actually there, and their reminiscing reveals a surprising number of parallels to Nintendo today. Don't pee your pants.

After that, Neal sits down with Scott and Zach to make some predictions for what's going to happen at E3 2013. What's going to happen? It's anybody's guess, but you get to listen to ours.

We're in dire need of more listener mail, so please hit us up by sending it here. If you've got a moment, please also rate and review the show on iTunes.


33
Podcast Discussion / Re: Episode 88: Bells' Hook
« on: June 01, 2013, 12:53:37 AM »
Jeopardy was great fun, but yeah, I wasn't on top of my game with the questions. Can't wait to hear whether or not the Wind Waker category was strategically cut during editing! And folks, Scott pulled a Leahy on this show: he lost power at the VERY END of the show, so his audio was lost. Like a trooper, he actually listened to our voices and tried to recall what he said during blank spots and SAID IT.

He's the man. He's Connectivity's Greg Leahy, but less British and more addicted to hockey.

Oh it was cut. If I hadn't lost my audio, I would have left it for fun, but I wasn't about to re-record me asking questions no one got a single answer to! :p

34
Podcast Discussion / Episode 87: Time and Space
« on: May 24, 2013, 11:37:05 PM »

Nintendo Direct and Xbox One reactions, a rocket quiz, and the Doctor Who finale recap!

http://www.nintendoworldreport.com/connectivity/34325

Welcome to episode 87 of Connectivity, or as we are calling it, "Episode One." Hope there is no confusion with the actual episode one from two years ago, but this is the true "Episode One." Because it's the only "One" you'll need! That is, until it is obsolete and we move on to the next iteration. Then it is "One" for the dump or the back of your closet somewhere.

If you hadn't guessed, our main segment this week deals with the announcement of the Xbox One as well as last week's Nintendo Direct. Scott, Neal, and special guest Donald Theriault (from Nintendo Free Radio!) break down both events and look ahead to E3 and more dog gifs.

After that, we have two bonus segments for you. First up is the return of The Dr. Jonathan Metts' Crazy Fun Time Space Show! This week, in lieu of answering questions from you fine listeners, Dr. Metts has me take a quiz about rockets he wrote years ago for a sophomore college class he was teaching. If you'd like to play along at home and see just how much YOU know about rockets, the quiz can be found here. 

Bonus segment number two is all about the season finale of Doctor Who. Patrick, Scott, Nicholas, and Amanda return to discuss the wacky Doctor's latest exploits and postulate about what the final few minutes mean for the future of Who. SPOILER WARNING!!! Also, be sure to check out Amanda's portfolio for plenty of excellent Doctor Who inspired art AND check out Nicholas' excellent Doctor Who shorts he recorded with some friends. He's the best Doctor of them all.

That's it for this week! Click here to send us some listener mail. What did you think about the Xbox One announcement? What it does it mean for the future of the Wii U? Tell us what you think! See you next week for Episode 88, or "Episode 2"!


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Podcast Discussion / Re: Episode 84: Reminds Me of Me
« on: May 10, 2013, 09:45:52 AM »
I'm genuinely surprised so many people listened through to the end of the NHL segment. But now you've all doomed yourselves to more, you fools!

37
Podcast Discussion / Re: Episode 84: Reminds Me of Me
« on: May 05, 2013, 07:58:05 AM »
I'm usually a fan of your work on this podcast, Scott, but playing that annoying, god-awful Chelsea Dagger song at its close is damn near unforgivable!

Ha ha. Well in my defense, I actually find that song pretty annoying. BUT it is the Blackhawks' goal song, so I had to!

38
Podcast Discussion / Episode 84: Reminds Me of Me
« on: May 04, 2013, 01:05:01 AM »

A quaint episode all about Rayman, Injustice, and the NHL playoffs. Why not?

http://www.nintendoworldreport.com/connectivity/34107

After last week's 3DS blowout and news-a-palooza, this week's episode is a little svelte.

Kicking things off, Scott, Mike and Patrick discuss the Rayman Legends Challenges App. The free download is meant to appease fans over the inexplicable delay of Rayman Legends. Does it do that job? Yeah, it kind of does!

After that, Scott, Zach and Neal dive deep into Injustice: Gods Among Us, the DC fighter from the people who brought you Mortal Kombat. The trio has much to say about the impressive array of game modes, the simple and intuitive combat, and more!  Long story short, if you are a fighting game fan or a DC fan, Injustice is for you.

After the outro, stick around for a bonus segment all about the ongoing NHL playoffs with Scott, JP, and special guest Donald Theriault (who you may know as Shaymin). The crew breaks down each match-up, makes some tame predictions, and generally hates on the Canucks.

As always, you can click here to send us your listener mail; which you should totally do. Until next week!


39
Podcast Discussion / Re: Episode 83: We All Hate Danny
« on: May 01, 2013, 12:42:31 AM »
The most recent episode in the MP3 RSS feed is missing the opening <item> tag, and therefore the feed isn't parsing for MP3 RSS listeners.

Weeeeeeired. Ok, well it should be fixed now. Sorry about that, guys!

40
TalkBack / Rayman Legends Challenges App Impressions
« on: April 29, 2013, 11:58:50 AM »

It almost makes up for the ghastly delay of Rayman Legends. Almost!

http://www.nintendoworldreport.com/impressions/34052

The delay of Rayman Legends in order to sync with the PS3 and Xbox 360 releases was upsetting to some people, to put it lightly. In the vast and oppressive Wii U drought of early 2013, Rayman Legends was a shinning beacon of hope, reminding everyone that the rectangular box could do more than just stream Netflix or Hulu. That changed, however, and Wii U owners were noticeably perturbed, with many saying they would boycott the game altogether. In order to quell this uprising, Ubisoft announced an exclusive, free release for the Wii U: the Rayman Legends Challenges App. And hey, it's actually pretty good!

The app is a really beefed up version of the demo released earlier in the year. In it, you have the three levels included in the aforementioned demo as well as daily and weekly challenge levels with leaderboards. These challenge levels are the crux of the app and have you completing different tasks such as collecting a certain amount of lumes as fast as possible, surviving a never-ending stage as long as you can, and racing to a finish line in shortest amount of time. The extent of level and challenge variety is still unknown, but everything has been unique enough to warrant daily play.

You control either Rayman or Murphy, the new touch screen-based character, in the challenge levels. With Rayman, you use standard platforming controls to race through levels for high scores, wall-jumping, dashing, and attacking along the way. The Murphy levels leave Rayman in the hands of the AI, while you tap and swipe the GamePad's touch screen to move levers, adjust platforms, cut down rope, and kill incoming enemies so Rayman can progress.

These levels can also be played cooperatively, with a friend using a Pro Controller to take control of Rayman while you handle Murphy. This is an interesting gamble. Your friend can coordinate strategies with you and even adjust on the fly if, for example, you don't move a platform close enough and he needs to use his hover jump to reach it. The AI Rayman would certainly miss it and fall to his doom. On the flipside, this opens up the door for human error, and jumps that the AI would make perfectly might end in defeat as your friend loses momentum and can't bridge the distance. Playing with a friend definitely changes the experience.

On that note, having plenty of Wii U friends will determine your mileage with the Challenges App. The daily and weekly challenges are fun, but unless you have a goal in mind, such as my own goal of crushing our own Patrick Barnett every single day, you won't get more than a few minutes of use out of the app each day. Having friends whose scores you want to beat will more than likely result in hours of retrying the same level. I've spent the past few nights staying up way too late in order to best Patrick's scores.

The Rayman Legends Challenges App is an appreciated olive branch from the folks at Ubisoft. Does it completely erase the fact that Rayman Legends, a game that is complete as we speak, isn't in our hands? No, it doesn't. And who knows, the daily and weekly challenges might have been a feature in the full game that Ubisoft simply plucked out to appease fans. Regardless, there is no denying that the Challenges App is a lot of fun, assuming you have friends to compete with. For the paltry price of absolutely free, it's hard to complain. Download the app, beat Patrick's scores, and settle in for the long wait until September 3. That's my advice, anyway.


41
Podcast Discussion / Re: Episode 83: We All Hate Danny
« on: April 28, 2013, 11:33:16 AM »
Huh, it had a weird hiccup. Anyway, it's up there now!

42
TalkBack / Re: Top 5 Wii U Games: Through the Launch Window Glass
« on: April 20, 2013, 06:10:31 PM »
So I love it that the #3 game, ZombiU states that it is the best game on the Wii U period.

It's my personal opinion that ZombiU is the best, but the voting didn't come out that way. So NWR says Mario, but I say for ZombiU :p.

43
Podcast Discussion / Re: Episode 79: PAX Director's Cut
« on: March 30, 2013, 11:10:52 PM »
Great show as usual . What was that song in intro?

None other than "New England" by Big D and the Kids Table. Sort of serves a double meaning for this episode! https://www.youtube.com/watch?v=NE42GpQeIZY

44
TalkBack / Re: Deus Ex: Human Revolution Director's Cut Impressions
« on: March 28, 2013, 09:09:53 PM »
For me, $40 is the sweet spot.

45
TalkBack / Re: Deus Ex: Human Revolution Director's Cut Impressions
« on: March 28, 2013, 02:15:06 PM »
No, they were hush hush on that. So let the wild predictions begin!

46
TalkBack / Deus Ex: Human Revolution Director's Cut Impressions
« on: March 27, 2013, 11:47:12 PM »

How is the 2011 critical darling augmented for the Wii U?

http://www.nintendoworldreport.com/impressions/33669

While heavily rumored for months, Square Enix finally announced last week that Deus Ex: Human Revolution is indeed coming to the Wii U later this year. The more surprising news is the affixation of the “Director’s Cut” tag and the addition and reworking of content; this isn’t a simple port of a two-year-old game, but a chance for the team to go back and address some issues while also improving the overall experience. I was given the chance to play Human Revolution Director’s Cut this past weekend, and can attest to the changes to the core gameplay. Whether or not those justify playing the game on Wii U over cheaper options on other platforms remains to be seen.

Human Revolution still plays similarly to its older counterparts; players take control of Adam Jensen, security manager-turned-Robocop, as he attempts to uncover the truth behind the attacks on, and motivations of, his employer, Sarif Industries. Players have options in how they outfit and play as Jensen, and can emphasize physical prowess and gunplay, stealth and hacking abilities, or a healthy mixture of each. These choices, as well as those made in dialogue trees with a number of NPCs, dictate the type of experience players will have in Human Revolution, and the entire suite of options is present here in the Director’s Cut.

The GamePad, while not as vital to the experience as in something like ZombiU, allows for some new interface options. Reading documents, hacking computers, applying augmentations, and navigating menus all take place on the GamePad screen. While mostly cosmetic, I did find using the touch screen to perform hacking operations a bit more intuitive, as I was able to quickly tap nodes without wasting valuable milliseconds moving a cursor around with a traditional controller. On the downside, the Director’s Cut moves the mini-map to the touch screen, which means looking down and away from the action to observe enemy locations and movements, leaving Jensen open to ambush. Oh, and don’t worry, Off-TV Play is available.

Another unique feature tied to the GamePad is the ability to, at any time, pull up a walkthrough. Players may pause and then browse the in-game walkthrough on the touch screen to see where to go next, look for possible side-missions, or simply get more detail about certain aspects of the game. It’s a welcome addition; I assume I’m not the only one who kept pulling up GameFAQs page on my iPad as I played the original two years ago.

One fundamental change to the experience is the reworking of boss battles. The game's four boss battles, all outsourced to an external studio, were a common target of complaints in the original release, so it's no surprise that the Director's Cut takes a drastic approach to the pivotal encounters. The original developers at Eidos Montreal have designed new stealth routes around expanded environments and added more hidden guns and ammo to reward exploration, even in the game's most intense combat scenarios. The arenas have been completely redesigned to allow more varied strategies and win conditions, adding new cover points and enabling "no-bullets" solutions through using hacked turrets or robots. (The bosses still have to die, for story continuity.) New safe zones have been included, likely to provide a legitimate alternative to the scripting exploits that were often recommended among players seeking help online. Although the bosses themselves behave similarly to their previous incarnations, their stats have been adjusted to better fit the overall difficulty setting. It seems the ultimate goal is to make these boss fights feel more consistent with the rest of the game and to allow players to exploit whatever skill path(s) to which they may already be committed.

In addition to gameplay changes, the Director’s Cut also includes in-game commentary and all of the original’s DLC, which is built seamlessly into the main campaign. The representative from Square also assured us that the Wii U version was the best-looking iteration of Human Revolution, even beating out the PC version. It’s been two years since I played the original, so I can’t comment on that exactly, but it certainly ran smoothly and I never noticed any technical hiccups.

For anyone who missed it the first time, Deus Ex: Human Revolution Director’s Cut appears to be much more than a simple port, and those who own the Wii U exclusively should keep an eye on this one. Whether or not the additional and reworked content warrants passing over a cheaper copy of the original on a different platform or double dipping, however, remains to be seen. I look forward to getting another, more thorough chance at seeing the game and how the changes improve the overall experience. Deus Ex: Human Revolution Director’s Cut launches in North America on May 7.


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Podcast Discussion / Re: Episode 78: Tropes vs Connectivity
« on: March 26, 2013, 09:34:17 AM »
Here's what I would like to see. If this subject is so important (which it is), then I'd like to see sites like NWR and podcasts like this to do more than just have one podcast about Sarkeesian and what she thinks about sexism in games. Do more of your own segments. Have women on the podcasts more often, and not just when you're talking about sexism. Is that not in its own way slightly sexist? We (the site and the commenters) should be more proactive in this discussion on our own, rather than just talking about someone talking about it.

Well hopefully this can be a jumping off point for more discussion about the themes of games and their reflection of our culture as whole, concerning a number of social issues or ideologies, not just sexism in games. This has started a great conversation here, and knowing that everyone is open to the idea of discussing challenging issues in a productive and open-minded way encourages me, and I'm sure the rest of the staff, to do more segments like this.

48
Podcast Discussion / Re: Episode 77: Physical All the Way
« on: March 15, 2013, 11:50:37 PM »
Well, they can't control what Metacritic does, but that certainly reduces the effectiveness of changing review scores. Can a site request their scores not be featured on Metacritic? And would they want to? I wonder how much traffic they get from it. It does make the whole score change seem more like flag waving than an actual ethical choice, but I don't know. It's a layered issue, for sure.

49
Nintendo Gaming / Call of Duty TONIGHT
« on: February 23, 2013, 03:09:49 PM »
So, Nate, Jonny, and I will be playing some Black Ops 2 tonight at 9 pm EST. If anyone wants to join us, you are more than welcome! It'll be first come first serve, but hopefully we can get everyone in. I'll check out this thread throughout the day, so chime in here if you are interested. And if you haven't already, friend me on Wii U (okosda).

50
Podcast Discussion / Episode 73: Subtle Like Sting
« on: February 16, 2013, 09:21:14 AM »

Nintendo Direct, monumental games, and Dead Space 3 on this week's Connectivity!

http://www.nintendoworldreport.com/connectivity/33353

Welcome to episode 73 of Connectivity! There's plenty to talk about this week.

Opening the show is our reaction to the latest 3DS-focused Nintendo Direct. Scott, Neal, and Patrick discuss every single announcement from the event and squeal with general excitement. Oh, and they manage to segue into talking about Fire Emblem, Punch Out!!, and Kirby's Epic Yarn for a while.

After that, Danny joins Scott and Neal to talk about games that are tied with monumental or memorable moments in their personal lives. Hear about Ocarina of Time and first kisses, Tetris Attack and meeting your eventual wife, and even going on a killing spree in GoldenEye to avoid confronting the school bully.

Stick around after the outro for a bonus segment all about Dead Space 3 with Scott and Zach. How does the survival horror series hold up in its third iteration? We'll tell you!

As always, you can click here to send us listener mail. Have some thoughts about the Nintendo Direct? Tell us about them!


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