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TalkBack / Pokémon Crystal (3DS) Review
« on: February 28, 2018, 12:01:03 PM »

It’s a whole new world we live in.

http://www.nintendoworldreport.com/review/46560/pokemon-crystal-3ds-review

The original Pokémon games, Red and Blue, were a cultural phenomenon when they hit the Game Boy in the waning years of the 20th century. While those games were the beginning of what would become a massively successful series, they weren’t without their flaws, and they were certainly limited in many ways by the monochromatic hardware they were made for. When developer Game Freak went to make sequels a couple of years later, titled Gold and Silver, they went all out in added new features as well as balancing the weaknesses of the previous generation. While those games are prime examples of everything a video game sequel to a promising new series should be, it wasn’t until the third game in Pokémon’s second generation, Crystal, that I think the formula was perfected.

                   

Crystal is the definitive version of Pokémon’s second generation. It incorporates all of the improvements Gold and Silver made to the series formula: adding color, two new Pokémon types, the ability to breed Pokémon, and a ton of other features. But Crystal also goes out of its way to add even more, not the least of which is the option to select the player character’s gender at the start of play. Crystal is also the first Pokémon game to add animations for each monster at the start of battle, which adds plenty of flavor to each creature the first time you encounter a new one. A new Battle Tower area provides players with a challenge unique to this game as well. Alongside all of this are new story scenes including the legendary Pokémon Suicune that weren’t in the original games. All of these are welcome additions to Gold and Silver’s excellence, and make Pokémon Crystal one of the best entries in the series.

The series’ tried and true formula of collecting a team of six Pokémon and challenging eight gym leaders across the land is still intact in Crystal. But the second generation of Pokémon is unique in that, after your trainer has conquered all the challenges of the Johto region, an entire second region opens up after the game’s credits roll. Kanto, the original region from Red and Blue, has eight more gyms to conquer, and tons of new surprises in what adds up to be the greatest post-game content any Pokémon game has ever seen. Add to that the challenging post-game dungeon, Mt. Silver, and the game’s climactic final battle against an old friend, and it’s almost sad how disappointing future games of the series disappoint in this area. Crystal sets the golden standard for what post-game content in a Pokémon game can be, and that’s truly impressive considering the hardware limitations the Game Boy Color had compared to handheld consoles of today.

Replaying Pokémon Crystal for the first time in years reminded me of what the Pokémon series could be. As someone who feels that the latest series entries have become a bit convoluted in their added features and too focused on linear storytelling, it was refreshing to dive back into a Pokémon game that gives players a ton of autonomy. I’m of the opinion that Pokémon Crystal is the ultimate representation of what the series can and should be. It is the quintessential Pokémon game, and the best entry in the franchise.


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TalkBack / Matt West's Top 20 Games of 2017
« on: February 04, 2018, 09:13:23 AM »

Looking back on a great year of gaming.

http://www.nintendoworldreport.com/editorial/46359/matt-wests-top-20-games-of-2017

Happy (late) New Year folks! 2018 looks to be an exciting one for video game fans, and Nintendo fans in particular are hoping our favorite company can continue building on the momentum of Switch to provide awesome, new experiences for us over the next 12 months.

While the new year is already underway, it’s also officially GOTY time. I never feel like I can move into something new without reflecting on what has come before, and 2017 was filled with some of the best video games I’ve ever had the privilege to play. So before 2018 truly kicks off, here are the top 20 games I played in 2017. Keep in mind that this list is personal. This isn’t NWR’s list, it’s just mine. Yours may look different, and that’s totally cool!

#20 – Picross S

I don’t really have a whole lot to say about Picross S. I love Picross, and this is Picross on Switch. Let’s move on, shall we?

#19 – Graceful Explosion Machine

This game came out at the right time, when I had just finished Zelda and was looking for a new addiction. GEM is a shoot ‘em up with a lot of fun weapons, and lots of bright, colorful explosions. How couldn’t I love it?

#18 – Lego Marvel Superheroes 2

It’s not a perfect game by any means, but co-op in Lego games is just fun. Especially when it helps you introduce your kids to the wider Marvel universe in a simple, fun, and age-appropriate way. My kids are addicted to this game, and now they love characters like Captain Marvel and Rocket Raccoon, who they had previously not been exposed to.

#17 – Snipperclips

I’ve played dozens of hours of this game with family and friends. It’s a game about cutting the characters into the proper shapes to solve puzzles, but the hilarity and craziness that ensues, especially with four players, has caused more laughter in my house than probably any other game on this list.

#16 – Arms

While this game didn’t have a ton of lasting appeal for me, the two weeks I spent taking out opponents as Min Min online were a lot of fun. It’s a very unique kind of fighting game, I just wish there had been more to the single player.

#15 – Mario Kart 8 Deluxe

This seems low for this game, but it’s a rerelease of a Wii U game that really isn’t that old. I didn’t feel good about putting it in the top 10, even if it’s a fantastic game, for that reason. That said, Deluxe fixed most of what I didn’t like about the original Mario Kart 8, and has provided me and my family with dozens of hours of entertainment.

#14 – Style Savvy: Styling Star

This game really took me by surprise, sneaking in at the very end of 2017. If you know me at all, you’d be very surprised to see a fashion-focused game on any Top 25 list I made. But Styling Star is a great simulation game with an incredibly addicting gameplay loop. There have been nights where I accidentally stayed up until the wee hours of the morning because I lost track of time while running my boutique.

#13 – Xenoblade Chronicles 2

I’m still shocked that this game made it out in 2017 at all. I’m also not entirely convinced it didn’t need a short delay to fix some of its nagging issues. That aside, XC2 is a massive JRPG with a complex but rewarding battle system and likeable characters. It’s not the best in its series (the original still takes the cake), but it’s a good entry nonetheless.

#12 – Metroid: Samus Returns

I know this is lower than many will be expecting, especially since I’m a big Metroid fan. But Samus Returns just doesn’t hit the series highs that other entries do. The map isn’t interesting, and it suffers from bring a very close remake of the worst Metroid game. Fighting the same bosses over and over wore me out, but this game still made the list because 1) Metroid finally came back and 2) the way Samus controls in SR feels really good. It’s not a bad game by any means, I just don’t think it’s as good as what’s come before.

#11 – Fire Emblem Echoes: Shadows of Valentia

While I didn’t appreciate the late game’s approach to difficulty increase (they just threw in an enemy generator that would pump out new baddies every other turn), Shadows of Valentia is a fine FE game with some lovable characters and twists to the series formula that keep you on your toes.

#10 – Shovel Knight: Specter of Torment

Shovel Knight is the gift that keeps on giving. The original game is fantastic, but I think the newest, Specter Knight focused expansion may be the best version of the game yet. The new diagonal slash mechanic is a ton of fun, and the tragic story of the man Specter Knight once was ended up being way more impactful than I expected. One thing Specter of Torment does so well is that it nails the vibes of the character in so many ways, from the hub world to the way NPCs interact with you. And the best part is that if you already own the original Shovel Knight, it’s all free, which honestly feels like stealing from developer Yacht Club Games at this point.

#09 – Dragon Quest VIII

The 3DS remake of one of my favorite JRPGs of all time. While some aspects of the game have become quite dated since the original’s release in 2005, there’s no denying that this game is still a masterpiece and the best that Dragon Quest has to offer. The additions made to this version are all great, as well, which only adds to what was already an incredible package.

#08 – Mario + Rabbids: Kingdom Battle

Another game I’ve been totally surprised by. I am not a Rabbids fan, but Ubisoft pulled this crazy crossover off with aplomb. This game is funny, yet surprisingly deep. Don’t let the simplified strategy mechanics fool you; this isn’t an easy video game. You’ll be punished for your mistakes, but you’ll also learn from them and do better the next time around. If you had told me this time last year that a strategy game starring Mario and the annoying rabbit monsters from Rayman would end up making my top 25 list, I’d have rightfully laughed in your face. I’ve never felt so good about being wrong.

#07 – Ever Oasis

It makes me sad that Ever Oasis didn’t sell more copies than it did. This is a darling game on aging hardware, for sure, but it’s a damn good one. If you’re a fan of Zelda or the Mana series like me, you owe it to yourself to give Ever Oasis a shot.

#06 – Sonic Mania

Thank the gods for Christian Whitehead. I was a massive Sonic fan when I was a kid, but the last decade has been kind of a rough go for the Blue Blur. Sonic Team can’t seem to figure out what works and every time it seems like they’re on the right track, their next release is an absolute stinker. Sega was right to let Whitehead and his team have a crack at a traditional 2D Sonic game inspired by the Genesis classics. The result was what may be the best Sonic game ever made, with great callbacks to the older games while also introducing new levels and mechanics that paid off. Sonic Mania made me happy to be a Sonic fan again, and I’ll always be thankful for that.

#05 – Stardew Valley

I know this game technically came out last year on PC and PS4, but the Switch version is the only one I’ve played, and as far as I’m concerned, the definitive version. Having a game like this on a portable is an insane time sink. I put dozens and dozens of hours into my second life in Stardew Valley, and I regret nothing. I grew up playing the Harvest Moon series, but no single entry in that franchise compares to what a one man team did here. Stardew feels like the culmination of the farming sim genre, but it’s more than that. It’s a lite action RPG, a resource management sim, a dating sim, and so much more. Writing about it here is making me want to jump back in and check on my farm, so it’s probably best if I leave it at that!

#04 – Splatoon 2

Splatoon was my favorite Wii U game and its sequel just ups everything the original game did by half a notch. I have a couple of hangups with it (like making the horde mode a timed event), but any qualms I have can be immediately settled by jumping into a match with one of the new weapons and watching the paint fly.

#03 – SteamWorld Dig 2

This game might just be my favorite indie game of all time. Image & Form’s newest game is incredible for so many reasons, but by far the most impressive to me is how each time a new gameplay mechanic is unlocked through finding a new ability, it changes EVERYTHING. Introducing just one new ability significantly impacts how the player navigates the world, how they tackle enemies and challenges, and how they manage their time and resources. And the craziest part is that this shift happens like five or six times in your playthrough. I’m so impressed with what the development team was able to do here. Buy this game. Play it. Go do it now. You’re welcome.

#02 – Super Mario Odyssey

I never thought Nintendo would make an open, exploration-based Mario game again. But they did, and it’s absolutely amazing. Every world is packed to the brim with fun things to do and things to collect. What I love about Odyssey is that collecting things actually means something. Purple coins can be exchanged for new outfits, as regular coins can too. Moons unlock new levels and challenges. If there’s one issue I have with the game, it’d be the Broodals. I don’t care for their design, and I think fighting them multiple times gets a little bit old. But the rest of the game is so fantastic that I don’t care. Possessing enemies with Cappy is one of the most interesting mechanics added to a Mario game in years, and the ending sequence of the game made me smile like a big, goofy dork. That’s what a good Mario game should do, but something the series hadn’t done in over half a decade.

#01 – The Legend of Zelda: Breath of the Wild

The Legend of Zelda is my favorite video game series of all time. The 3D games especially. I was so nervous about what shifting to an open world design would mean for the series I loved. I’ve never been enthralled with open world games. At best I tolerate them, and at worst I find that they don’t deliver on the “go anywhere and do anything” promise they all seem to spout in their marketing campaigns. Adding to this fear was that Nintendo had never attempted an open world game like this before, and Aonuma was promising to shake up a formula that, for all I cared about, didn’t need shaken up. Well damn, guys. I was so wrong.

Breath of the Wild feels like a once in a generation kind of discovery. This is the kind of game that I will forever wish I could go back to March 3, 2017 just to play it again for the first time. There are so many moments in this game that made me feel. And the breadth of those feelings… happiness, loneliness, frustration leading to the joy of accomplishment, fear of the unknown, genuine surprise upon the discovery of something new… it was a lot to process. I love everything about this game, despite its imperfections.

Yes, I miss the sprawling, mechanic-focused dungeons of past Zeldas. Yes, the story isn’t as good as Wind Waker or Skyward Sword’s. But Hyrule has never been better or more exciting to explore. In prior games, Hyrule was mostly an empty field for you to run through on your way to the next dungeon. But now Hyrule is that massive, sprawling dungeon, full of secrets and challenges waiting for you to find them. The story isn’t told through dozens of hours worth of cutscenes, but rather through the environment and a handful of memories you discover by finding them as you explore. The Legend of Zelda series feels new again, and that’s exciting to me. I can’t wait to see how Aonuma and his team build on the foundation Breath of the Wild has laid down in the years to come.


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TalkBack / Shu (Switch) Review
« on: January 18, 2018, 05:16:46 AM »

Some beautiful, solid platforming.

http://www.nintendoworldreport.com/review/46247/shu-switch-review

When I booted up Shu on the Nintendo Switch, I wasn’t sure what kind of 2D platformer to expect. I was initially drawn in by the game’s beautiful aesthetics; hand drawn, two dimensional characters set against 3D backgrounds that developer Coatsink Software clearly spent a lot of time on. I would soon find, however, that whatever tranquility may lay in the game’s looks, a tense and challenging platformer lurked underneath its exterior. I mention both Shu’s graphical style and its difficulty because those are the things that stuck out to me the most while I played it, while everything else about the game was pretty ho-hum platforming.

Shu stars an owl-like creature that shares the title’s name. When his village is destroyed by a mysterious dark storm, he must set off to find refuge and a way to repel evil from the land he calls home. The story is fairly basic, but it does enough to set the stage and create stakes for the player to care about. After the opening cut scene, the player is thrown into the first of 21 stages that will test their platforming skills.

Following a simple, three to four level structure for each of the five locations, Shu begins each area by finding two refugees from his village that survived the darkness. Each villager you find grants Shu a new power, which is helpful because all he can really do alone is jump and glide. The villagers provide him with abilities that will help him navigate the environment, as well as avoid the darkness that chases him at certain points in the final level of each area. Giving Shu new powers with each villager was a neat idea, but my biggest issue with it was that these characters are taken away from you after only two or three levels. I never felt like I was able to master their abilities before they were gone, and then I was introduced to two new allies with completely different abilities. The levels are designed around the two abilities you have at the time, which provides interesting challenges to overcome. But in the final area, an incredibly difficult and hectic chase scene ensues where you reunite with each ally you met along the way, only to realize you never spent enough time with them to master their powers. This creates frustration because you have to relearn them again on the fly at the very end of the game, which resulted in a handful of game overs for this reviewer.

While Shu is challenging, and I found myself dying quite often, it is also forgiving. Checkpoints are littered throughout every level, and each time you run past one it restores your life count to a full five. This comes in handy, as there are several spots in the game where I felt like I died because of a poorly placed platform, or a cheap death caused by a falling object I couldn’t possibly have known about. Those deaths would have been way more frustrating if I had lost significant progress, so I was thankful to see checkpoints all over the place. After finishing each level, you’ll unlock a time trial mode, if you’d like to challenge your skills further. There are also tons of collectibles to find (butterflies, lost baby owls, and stone tablets) for completionists. They don’t seem to offer much in the way of reward, but they do provide players with an extra level of challenge if they so wish to seek them out.

If you’re looking for a solid platformer, you may find Shu to be your remedy. While it never really shakes up the genre, it ticks all the boxes that platformer fans enjoy. Shu’s main campaign doesn’t last very long, just a handful of hours, but it’s designed so that players will want to continue playing to find every collectible and improve their timing. If you’re the kind of player that likes that sort of challenge, Shu may just be for you.


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TalkBack / Style Savvy: Styling Star (3DS) Review
« on: January 03, 2018, 06:04:06 AM »

Fashion frenzy.

http://www.nintendoworldreport.com/review/46129/style-savvy-styling-star-3ds-review

Prior to this review, I had never played a game in the Style Savvy series, which is odd, because I owned both of the previous 3DS entries: Trendsetters and Fashion Forward. Those were games that I had gifted my wife, who absolutely adores fashion, as well as simulation video games. Me, on the other hand, well… let’s just say I’m a little bit fashion-challenged (not unlike many of the characters you’ll come across in Styling Star!). My lack of interest in the series has been based on its fashion themes, one I always figured that because I couldn’t relate to it, I wouldn’t find the games enjoyable. The series’ fourth entry, Styling Star, proved me wrong on every level, and surprised me at almost every turn.

At its core, the Style Savvy series appears to be a fashion simulator. You assume the role of the new girl in town who inherits her uncle’s small boutique. It’s your task to turn it into the city’s hottest stop for all things trendy, glitzy, and glamorous while your uncle chases his dreams elsewhere. The setup is pretty basic in the early goings, but the plot actually develops into an interesting tale with characters that had way more depth than I was expecting in a game of this genre. Dozens of people visit your boutique and move into your city, each with their own personality and fashion taste. But it’s characters like Rosie, a young girl that just moved to the city from the country and seeks to become a star, that really give Styling Star a more lively aura than other games in its category. I was genuinely invested in Rosie’s success, because I grew to care about her as a character. That’s something I wasn’t expecting going into Styling Star.

It’s not just the setting and characters that make Styling Star so great, though. An insanely addictive gameplay loop at the center of Style Savvy will likely keep you up way past your normal bed time if you’re not careful. Managing your store requires purchasing new outfits from several vendors of varying styles, listening to customer desires, and matching their personalities to the right clothing and accessories that will make them happy enough to reward you with their cash and friendship. Helping customers like Rosie slowly increases the amount of hearts they have for you, similar to games like Harvest Moon or Stardew Valley. The more hearts you have, the more you’ll learn about that character’s story. Helping customers also has the added effect of leveling your avatar up as a fashionista, which unlocks new areas of the town to explore and new vendors for you to buy outfits from. Every little thing you do in Styling Star is accompanied by a sense of progression, regularly leading to the “just one more day” mentality.

What really works in Styling Star’s favor for someone like me, who has no clue about fashion whatsoever, is the user-friendly search functions. Your store’s stock can be searched using all sorts of categories, from clothing type to style. If a customer says they want a “girly accessory,” you can simply select “girly” from the search menu and go to the accessories tab and select whatever one you think is best for her. I used this search function a lot in the early part of the game until I began to build up enough confidence in my fashion sense that I was able to try putting together outfits on my own without its help. It’s a smart inclusion to a game, and without it I probably would have felt overwhelmed and frustrated at the start as a fashion newbie.

When it comes to the presentation, Styling Star isn’t the prettiest title on the 3DS, but the aesthetic is good enough.  The characters’ faces and movements look robotic, but the vibrancy of the colors, outfits, and hairstyles help make the mannequin-like models more attractive. The music, though, is pretty solid. You’re allowed to change the kind of music that plays in your boutique as you unlock more songs, and many of them are catchy enough that I found myself humming them as I went about my day in real life.

Despite hearing great things, I wasn’t expecting to fall in love with Style Savvy: Styling Star the way that I did. I wasn’t prepared to get sucked into a fashion simulator, literally spending dozens and dozens of hours matching the colors of a bag to a customer’s dress. I certainly didn’t expect to find characters whose success I was even remotely interested in. It’s a fantastic boutique sim that is fun to play, even if you don’t know a thing about fashion. I certainly didn’t, but I’d be hard-pressed to show you a game I was more addicted to than this one over the last year.


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TalkBack / Yooka-Laylee (Switch) Review
« on: December 17, 2017, 07:01:33 AM »

They're finally here, performing for you.

http://www.nintendoworldreport.com/review/46041/yooka-laylee-switch-review

The wait for Yooka-Laylee, Playtonic’s maiden voyage through the annals of N64-era platformer nostalgia, to come to Switch is finally over. Having played it on other platforms when it launched earlier this year, I was curious to see how the game held up on Nintendo’s hybrid console. While I can say that it has made the transition to Switch without technical issues, the core game itself leaves a little to be desired for fans of the ex-Rare developers’ previous work.

If you’ve ever played Rare’s Nintendo 64 classic, Banjo-Kazooie, then Yooka-Laylee’s style will feel very familiar. The game stars a duo of a somewhat lazy lizard named Yooka and a chatty, sarcastic bat named Laylee on a quest to retrieve a stolen book with golden pages from the evil, industrial Capital B. Unfortunately, the golden pages have been scattered across five themed worlds that must be traversed before the final showdown. It’s a pretty basic setup for a retro-influenced 3D platformer, but it works well enough. The characters all talk in the Banjo-Kazooie-like growls, grunts, and guttural noises that fans of those games will find charming, but others may find a little grating. There’s also a rap during the intro to the game, heavily inspired by the one that begins Donkey Kong 64, but it’s nowhere near as charming or funny.

That’s really the crux of Yooka-Laylee’s problem, though. It’s heavily inspired by the great Rare collect-a-thon platformers of the late ‘90s and early 2000’s, but it plays like a lesser version of all of them. This comes across the most in the level design of the five worlds Yooka and Laylee journey through. The first world gets the player off to a great start, but the quality dips from there. The fourth world, a giant casino that has the players earning coins that they must cash in to receive their “Pagies,” is particularly awful. It’s disappointing because the games Yooka-Laylee is inspired by are filled with wonderful levels that are a joy to traverse. Yooka-Laylee’s worlds often feel like a chore.

It’s not all bad, though. There are plenty of fun challenges that you’ll come across, despite the lacking level design. The crew at Playtonic, with a few exceptions, know how to strike a balance between difficulty and having a jolly good time. Yooka and Laylee have a wide array of moves that they’ll learn from their snake friend, Trowzer, throughout the game that the player will need to master if they’re aiming to collect all the Pagies. Running, jumping, rolling, swimming, flying, and swinging all generally feel good and easy to pull off so long as the finicky camera doesn’t get in your way. Unfortunately, camera issues plague Yooka-Laylee a little too often. I can’t tell you how many times I failed a challenge or missed a jump simply because the camera wouldn’t properly position itself. And while many of the challenges are fun, nothing is more infuriating than having to attempt something over and over because of camera issues.

One thing I did enjoy about Yooka-Laylee was how much the worlds open up once you’ve learned all of your moves. Certain Pagies are inaccessible until you’ve learned a move later. Coming back to a world with more Pagies expands that world to make it bigger than the first time you visited, unlocking more and more challenges and things to find. In that way, Pagies feel more useful than collectibles in other platformers. It feels good to go back to a level you previously visited with more ways to explore, especially when those areas had previously been a chore to move around in.

Yooka-Laylee’s music, composed by industry legends Grant Kirkhope, Steve Burke, and David Wise, is full of bouncy tunes that give otherwise bland levels more personality. While it doesn’t really ever hit the highs of Banjo-Kazooie or the Donkey Kong Country trilogy’s soundtracks, they’ll often have you nodding your head along as you play.

When Yooka-Laylee was originally announced as a Kickstarter project by former Rare developers, it gave fans of the 3D platformer hope that a nearly dead genre could return to its former glory. It’s unfortunate, then, that Yooka-Laylee is no more than a mediocre attempt to capture nostalgia from the days of yore. In a year that has given us some truly innovative and special 3D platformers that pushed the genre to new heights, I can only really recommend pushing through Yooka-Laylee’s pedestrian campaign to the most enthusiastic of old Rare’s fans.


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TalkBack / LEGO Marvel Super Heroes 2 (Switch) Review
« on: November 24, 2017, 07:28:58 AM »

Hooked on a Feeling.

http://www.nintendoworldreport.com/review/45900/lego-marvel-super-heroes-2-switch-review

The Lego video game series has covered a whole lot of ground in the years since its debut. Intellectual properties like Star Wars, The Lord of the Rings, Harry Potter, and more have all been converted into the loveable building bricks throughout the last decade and a half, but none of those games quite nailed the feel and diversity of their source material the way that the Marvel Superheroes games have. Lego Marvel Superheroes 2, the sequel to the 2013 game that shares its title, is both a good Lego game and a good Marvel game, and will have fans of both franchises smiling from ear to ear.

The story begins with Kang the Conqueror waging war against the world of Nova Prime. A distress signal is sent to the Guardians of the Galaxy, who answer the call by taking Kang’s forces down, but not before he escapes to Earth. His goal: to use his newfound powers of control over time and space to… well, conquer, as his name suggests. It’s up to Earth’s mightiest heroes to take him out, and the Avengers are up to the challenge. The story is actually very well-written, taking some twists and turns that long term comic fans may not even see coming. Add to the intrigue a dash of patented Lego series humor, and you’ve got a woven tale that will thrill all ages. And for longtime Marvel aficionados, there’s a ton of deep, lore-based fan service that is sure to satisfy.

The amount of heroes and villains to unlock and play as is astounding, too. Even better is that there’s so much diversity in the abilities that each individual hero has. Whether you’re slinging through the city with Spider-Man’s webs, tossing Captain America’s shield into foes, whacking enemies with Ms. Marvel’s elastic arms, or going on a rampage with She-Hulk, each character feels unique and true to their trademark powers. It makes traversing and exploring Chronopolis, the game’s massive, open hub city, incredibly fun. It’s unfortunate, then, that that kind of diversity doesn’t expand to the game’s overall structure. Lego Marvel Superheroes 2 is still very much a Lego game, with all the good and bad that come with that label. Your mileage may vary based on how much you love or hate that formula, so come in knowing that you’re not going to find anything truly revolutionary here.

While the level design is mostly straightforward, I did experience a handful of moments when it wasn’t clear what I was supposed to do next in order to progress. These occasions often resulted in me wasting a lot of time trying things out that didn’t work, which led to frustration. Not only were objectives occasionally unclear, but the AI is often unreliable, sometimes seeming as if the other characters are simply defiant to what you’re trying to accomplish. I had a couple of scenarios in which I needed two characters to stand on a switch so that the third character could be raised onto a platform, and the AI-controlled second character just wouldn’t stay still enough to do it. Luckily, the game is even more fun when played with another human being. I would highly recommend bringing a friend along with you for the ride, as the AI issue disappears in that case, and the hilarity that ensues is always entertaining.

Because this is a Switch game, it was only natural that I try it out in handheld mode, which is typically my preferred way to play the console. Unfortunately, I experienced some slowdown here, with the game not quite running at as smooth a frame rate as when it is docked, especially in areas where there’s a lot going on. It wasn’t unplayable by any means, but it’s something to be aware of if you’re a frequent handheld mode player like me.

Qualms aside, Lego Marvel Superheroes 2 is still an entertaining romp through the Marvel universe that combines comic book storytelling with the wit and humor that the Lego series is known for. It may not revolutionize the series’ worn out gameplay, but the fan service and multiplayer more than make up for that. If you’re a fan of Marvel or Lego, this one comes highly recommended.


7
TalkBack / Mario Party: The Top 100 (3DS) Review
« on: November 10, 2017, 12:41:00 PM »

Mini-games out of context.

http://www.nintendoworldreport.com/review/45824/mario-party-the-top-100-3ds-review

The Mario Party series holds a lot of personal nostalgia for me. I spent countless hours playing the first seven games of the series with family and friends in my youth. The unpredictable boards, hectic mini-games, and (mostly) friendly competition with those sitting next to me on the couch are memories I still cherish. So when Nintendo announced that the next installment in the franchise, The Top 100, would include the 100 best mini-games from all ten of the series’ numbered entries, I was excited. Mini-games like Bumper Balls, Snowball Summit, and Ice Rink Risk were sources of laughter and fun when I was a kid. It was my hope that returning to these brilliant mini-games could be a course correction for a series that has lately strayed from many of the things that once made it great. It’s unfortunate, then, that The Top 100 doesn’t go all-in on the nostalgia factor, and prefers instead to offer these mini-games out of their initial context in a manner that seems somewhat disconnected, and quickly becomes boring.

There are a handful of modes to choose from in the game’s menu, but if you want to cut straight to the chase you’ll find at the very top a mini-game selection mode, where you can simply choose one of the hundred mini-games to play from a list. Not all 100 of them are unlocked right away, however, as the game requires that you play through a single player campaign to unlock a couple dozen of them. This campaign is pretty bland; think of the world map in the original New Super Mario Bros game, but instead of each dot on the map representing a course to run through, it instead takes you to a mini-game. Upon reaching the end of a world (of which there are four total), you’ll come face to face with a boss enemy that you must defeat in a mini-game in order to progress. The campaign is pretty simple, and lacks challenge for the most part. You don’t even have to win each mini-game; you’re rewarded with completing the level and earning stars and coins so long as you don’t come in last place. Earning 100 coins nets you an extra life, which you’ll often need due to the randomness of some of the mini-games. Losing a mini-game costs you one of your lives, which at several points caused me a headache when a game came down to luck rather than skill. I’ll be honest in saying that playing these games one right after another with no break in between is exhausting. What’s worse is that some of the games just aren’t a great fit for the 3DS system, as their original control schemes don’t always transfer well between consoles. While the campaign was mostly lackluster, I will say that the final boss challenge was surprisingly entertaining, even if it only lasted a few minutes.

The core of Mario Party isn’t just mini-games, however, it’s also the game boards that Mario and his friends traverse. Players roll virtual dice and move their selected avatars across the map, looking for items and stars with which to gain the advantage over their foes. Unfortunately, this aspect of Mario Party is The Top 100’s biggest disappointment. There is only one multiplayer board to play, and it lacks the personality that earlier games in the series were known for. It’s upsetting because The Top 100’s attempt to play off nostalgia with these mini-games doesn’t work when those games are taken out of their board game context. It’s like Nintendo baked a cake, but left out half the ingredients. The player is left with a bad taste in their mouth, and the whole experience feels somewhat empty.

The Top 100 does offer several ways to play with friends, though. Those that pick the game up will be glad to know that download play is available, so only one person needs the cartridge in order to play with up to four players. Unfortunately, none of these modes feel satisfying to play more than once, so the fun and games won’t last long. All of the modes focus on rapid firing mini-games at you in segments of either 3, 5, or 10 and asking you to win as many as possible. Whoever wins the most is the champion, and that’s really all there is to it, aside from a Collection menu where you can listen to the series’ music and view some of the original characters.

For a full-priced game, The Top 100 feels rather shallow with its content. I was able to finish the entire game, playing every single mini-game, finishing single player mode, and checking out the other modes, in around three hours. And while the joy of Mario Party is typically in playing the boards and games over and over, there’s really no incentive to do that here since the only available board is pathetically underwhelming, and playing the games in rapid succession is tiresome. The Top 100 isn’t a terrible game, but it’s an experience that rings hollow when it could have been so much more.


8
TalkBack / Stardew Valley (Switch) Review
« on: October 12, 2017, 08:08:46 AM »

Pure, unadulterated escapism.

http://www.nintendoworldreport.com/review/45631/stardew-valley-switch-review

It didn’t take me too long after booting up Stardew Valley to realize that it’s a natural fit on the Switch. The addictive, escapist farming simulator is a cozy, personal experience that just feels at home on a portable. And I say personal because that’s the word that sticks out to me the most after putting nearly 30 hours into the game. My Stardew Valley story is just that: mine. My story is different from anyone else’s, making it incredible to sit down and talk to others about their own Stardew Valley stories. It’s rare that a game offers that kind of experience, and that is a driving reason why I fell in love with it.

Stardew Valley can be called many things: a farming simulator, a dating simulator, a dungeon-crawling action-RPG, a resource management game, but at its core is pure, unadulterated escapism. This is prevalent in the opening cut scene, which depicts your player character at his Joja Cola desk job, finally collapsing due to the stresses of corporate monotony. He needs an escape. Luckily, your dead grandfather left you a farm house in the middle of Stardew Valley, a perfect getaway. Unfortunately, he didn’t leave it in the best condition. It’s up to you to get the farm back up and running, with the ghost of your grandad promising to check in on you after two years to grade your progress.

One of the earliest hurdles I came across when playing Stardew Valley was the desire to “play it the right way.” I lived in constant fear that I was making the wrong decisions and not optimizing my farm to the best that I could. My advice to players is to leave those thoughts behind. Stardew Valley is best played when you’re going at your own pace and doing what comes naturally to you. Don’t let others tell you how to play. Find your own niche, because this is all about how you find your way to success. Stardew Valley is a clever game, rewarding players who make their own discoveries and wander off the beaten path. It’s one of the most gratifying games I’ve played this year, but that only came after I let go of the idea that there was a “right way to play.”

The gameplay is an addicting loop that has the player juggling several tasks within a finite amount of time. Each in-game day only lasts around 20 hours and the options are almost limitless. Growing crops, mining, fishing, socializing with the locals, completing quests, feeding your animals, and more activities will ensure that you rarely ever have time to waste. Something is always available to do in Stardew Valley accompanied by an ever-present feeling of progression. Your farm is always improving, you’re always raising your skills, and your relationships are all growing deeper every day. Not long after you boot up the game, you’ll discover your own personal rhythm and what works best for your play style. The addictive loop that comes afterward is one that will keep you up until the wee hours of the morning, not realizing you’ve played until your Switch’s battery has run low. I constantly kept telling myself I’d play “just one more day,” because there was always something important to do the next day, whether it was getting the proper materials to craft a new axe or upgrading my house so that I could get married.

Speaking of relationships, Pelican Town has a host of people to socialize with. One of the most surprising aspects of the game was that each and every character you meet has a story, and many of them are more interesting than you’d expect. You deepen your bond with people by giving them gifts and chatting with them each day, and you can see the progress your relationship has made by looking at how many hearts you have with them on the menu screen. Certain town folk are dateable, which can eventually lead to marriage and children, which is nice because your spouse will often help around your farm. Watching each person’s story unfold is one of the more underrated parts of the game, so I highly recommend spending some time with the characters you like, whether it’s Pam the town drunk, or Lewis the mayor of Pelican Town.

Stardew Valley isn’t totally perfect, though, as this version of the game comes with a few hang-ups. First of all, the time it takes to save your game is a bit of a nuisance, as it can take anywhere from 25 to 45 seconds at the end of each day. Other issues include some minor bugs that need to be hammered out. A handful of times, the game froze for a split second before resuming naturally as if nothing had happened. Another time during a festival, talking to certain NPCs would cause my player character to continue walking in the direction he was facing until I closed the dialogue box. The most common bug I encountered was one that repeatedly told me I had already met my quota for gift-giving (as you can only give people one gift per day), even though I hadn’t. My gift would still be taken, and the relationship would be improved, but the dialogue the character should say wouldn’t appear. While none of these issues were game breaking, they were minor offenses that broke the immersion from time to time. (Note: the developers have stated that they are going to try to address these issues)

Despite the occasional glitch, Stardew Valley is a welcome addition to the Switch’s quickly growing library. I’ve played over 30 hours of the game, and I don’t plan on stopping anytime soon. More crops are always available to grow, more upgrades are ripe for boosting my farm, and more minerals are mine to mine. It’s a game I can see myself coming back to time and time again for years, and that’ll be easy to do with the portable nature of the Switch. It’s a masterpiece, and a perfect game for Nintendo’s newest console.


9
TalkBack / Re: SteamWorld Dig 2 (Switch) Review
« on: September 20, 2017, 11:20:16 PM »
Yes, it is $20. As someone who has played both Yooka-Laylee (and got the platinum trophy for it on PS4), and SW Dig 2, I recommend spending your money on Dig 2 first. It's definitely the better of the two games.

10
TalkBack / SteamWorld Dig 2 (Switch) Review
« on: September 20, 2017, 05:00:39 AM »

Can you dig it?

http://www.nintendoworldreport.com/review/45477/steamworld-dig-2-switch-review

Indie developer Image & Form’s eShop darling, SteamWorld Dig, was a surprise hit when it  released on the 3DS in 2013. Featuring Metroidvania-style gameplay combined with an addictive cycle of finding treasure, selling it, and using the proceeds to upgrade your gadgets, the original Dig found its way into the hearts of many fans, including this writer. Four years later, and Image & Form has graced Nintendo’s newest console, the Switch, with a sequel that looks to expand on the original’s gameplay and provide a bigger, better world for players to explore. And after spending sleepless nights, telling myself I’d go to bed after “just one more run underground,” I’m happy to say that they’ve succeeded in making Dig 2 a fantastic sequel.

Players of the original game will feel right at home here. While the gameplay has been refined, you’re still mostly whacking away at the dirt and stone with your pickaxe, creating underground paths to navigate as the new protagonist, Dot (a side character from the original) and her sprite-like guide, Fen, attempt to learn the fate of Dig’s main character, Rusty. I won’t spoil the story here, but I will say the writing is wonderfully witty, and there’s an intriguing air of mystery hanging around Dig 2’s subterranean caverns. The plot is much more engaging this time around, and I found myself growing attached to the heroes the deeper I dug in.

Unlike the first game, Dig 2’s underground labyrinths aren’t randomized. Upon first learning of this fact, I was initially worried, but a more structured and carefully designed world means that the developers were more intentional about the game’s pacing. The rate at which you unlock new abilities and upgrades for Dot feels more natural as a result. Just when you think you’ve gotten comfortable with Dig 2’s mechanics, the game throws a fresh, new ability at you to master. This sense of progression is one of the biggest reasons why I found myself unable to put the game down until either I couldn’t keep my eyes open anymore, or my Switch’s battery ran out. Digging, finding treasure, selling it, and purchasing upgrades in SteamWorld Dig 2 is one of the most addictive gameplay cycles I’ve ever experienced.

There’s more than just finding treasure this time around, though. Players are also tasked with finding relics, of which there are over 40 in the game. Finding these and giving them to an NPC in the hub town, El Machino, will net Dot some blueprints that she can use to upgrade her weapons even further. Equipping these upgrades to her gadgets requires another collectible, cogs, which can often be found in one of the game’s many mini-dungeon areas. Each one of these shrine-like levels asks the player to demonstrate mastery of a particular skill, and rewards them with a cog and/or relic for their trouble. I often found these to be some of the most challenging parts of the game, but also felt a sense of accomplishment once I had completed one. Collecting cogs and relics, and using their unlocked upgrades to strengthen your arsenal is key to effectively making your way through the mines underneath El Machino.

If there’s one nitpick to be had with SteamWorld Dig 2, it’s that there are a few moments in which the onscreen action can get a little too hectic. A couple of moments in particular stood out to me as frustrating, because so much was happening at once that I felt a couple of the deaths I suffered weren’t because of my lack of skill, but rather because there was just too much going on all at once for me to keep up with. These moments are incredibly rare, however, and didn’t halt my enjoyment of the game, but less skilled players may find them frustrating, especially because dying results in Dot losing all the treasure she’s collected since entering the mines, with no way to recover them.

Any complaint about difficulty spikes is outweighed by the sheer brilliance of the rest of the game, however. SteamWorld Dig 2 takes everything fans loved about the original game and turns the dial up to eleven. It’s bigger, better, and even more addicting than its predecessor, and absolutely deserves a spot in every single Switch owner’s library.


11
TalkBack / Chicken Wiggle (3DS) Review
« on: August 17, 2017, 09:27:41 AM »

Unlimited wiggle.

http://www.nintendoworldreport.com/review/45180/chicken-wiggle-3ds-review

3DS owners who adore challenging 2D platformers, rejoice! Developer Atooi (who had a hand in crafting other, fantastic 3DS platformers) has brought forth a brand new adventure starring an unlikely duo, a chicken and a worm. By combining tight jumping mechanics with creative level design and a fully decked out level editor, Chicken Wiggle stands out in an eShop crowded with other games in its genre.

There’s a problem in the world of Chicken Wiggle. An evil witch has captured a bag full of chicks, and taken them to the very top of a beanstalk-like tower. Luckily, one of the chicks manages to escape, and teams up with a sticky little worm in order to rescue his friends as they make their way to the top. The story isn’t very deep, but that’s pretty standard for the genre. And what Chicken Wiggle lacks in context, it more than makes up for that with the amount of content available.

There are eight worlds in Chicken Wiggle’s campaign, each with six levels. There’s an impressive amount of variety on display here, as each level introduces a new take on simple gameplay mechanics. The heroes’ repertoire of moves is pretty basic; you can jump, peck nearby enemies or blocks, and use the worm’s stickiness to reach far-away platforms and walls. Some levels give the player access to power-ups, like the ability to fly or jump further than normal, and most of them create new, more challenging situations for players to overcome. The best 2D platformers introduce the player to new mechanics by letting them jump right in and experiment, and Chicken Wiggle does just that. There’s no handholding here, just smart, intuitive level design that veterans of the genre will appreciate. My only complaint lies with the inconsistent difficulty, with one level being the cause of a dozen deaths while the very next one felt like a cakewalk.

It’s unlikely that you’ll ever be found wanting for new content in Chicken Wiggle. The inclusion of a level editor, and the ability to share levels, means that there’s the potential for unlimited levels at your fingertips. The editor itself is simple enough to use, employing a grid-based drawing system on the 3DS’s bottom screen similar to Super Mario Maker. I  appreciate a level editor that isn’t afraid to give players access to everything in the game, and Chicken Wiggle’s rises to that challenge. Every enemy, power up, environment, and block from the main campaign is usable, and I can’t wait to see what talented players do with them. The one drawback for me was that the 3DS’s screen is a bit on the small side, which can make getting a big-picture look at your stage a little difficult.

Chicken Wiggle is an intuitively-designed, tightly-controlled 2D platformer that has the potential for an unlimited amount of content. 3DS owners that pick this game up are getting a great value, despite a few minor issues that I had with the game. Atooi has once again crafted a fine, challenging platformer that is easy to recommend to any fan of the genre.


12
TalkBack / RPG Maker FES (3DS) Review
« on: June 20, 2017, 06:00:00 AM »

A working, but limited creator's toolbox.

http://www.nintendoworldreport.com/review/44888/rpg-maker-fes-3ds-review

For someone who has always dreamed of creating my own games but lacks the time and discipline to learn how to code, simple game creation software can be an incredible blessing. Removing the complicated tasks of the art and boiling the process down to a handful of inputs and text insertion can allow players of all experience levels to make their own adventures. RPG Maker Fes seeks to provide players with a set of robust tools to do exactly this, hoping to allow fans to create their own RPGs. Overall, it works, but only if you’re looking to create one specific type of RPG, and don’t mind the learning curve or being extremely limited by the amount of tools in your box.

One of the biggest issues  is the complete lack of tutorial. As someone who is somewhat familiar with this type of software, I was personally able to figure things out on the fly, but this could be a hefty barrier of entry for many. Tasks such as creating characters and designing the maps can probably be figured out, but the more complicated aspects of RPG making (creating “events,” cut scenes, or quests) should have been given some kind of walkthrough to keep players from feeling alienated.

If you’re able to work out some of the more difficult aspects of the creation process, though, you can create a fairly simple, but fun little RPG. However, be prepared to invest a ton of time into the software if you want it to match your vision. You’ll have to finely tune your RPG’s classes, skills, items, and enemies to make sure that it’s well-balanced and fair. Doing so will require that you test your game over and over to make sure your events and numbers are working properly. RPG Maker Fes isn’t for those who lack patience, as it’s filled with monotonous menus for you to navigate through as you create your game through trial and error.

One of the more frustrating limitations of RPG Maker Fes are in the incredibly small amount of character and item sprites you’re given to work with. Looking to create an interplanetary, sci-fi RPG? Sorry, you won’t find the tools to do that here. In the standard game’s package, you’re only given the most basic character and enemy designs for a generic fantasy RPG. And there aren’t many of these, either, so you’re likely to commit what this reviewer considers one of the many sins of bad RPGS: palette swapping. For a full-priced game, the amount of content feels limited. NIS America has promised that DLC will be coming for the game that may include more diversity, but that feels like a rip-off due to how little the game actually ships with.

In the end, though, after dozens of hours, I was finally able to create my own little RPG starring a clown named Gregory on a quest to make the people of Upset Village happy. It’s technically far from finished, as there are many things I still need to do to balance the game (it’s far too easy in its current state), but I did have fun coming up with the characters and setting, even if I often felt extremely limited by my toolbox. One of the coolest things about the game (that wasn’t available during my reviewing playthrough) is that anyone with a 3DS will be able to download an app that will allow you to share your created games with them, even if they don’t have RPG Maker Fes themselves. In theory, creators can share their games with friends and family, sharing the fruits of their labor.

Ultimately, it’s hard for me to recommend RPG Maker Fes to anyone but the most hardcore of RPG fans that have always dreamed of creating their own game. You’ll certainly be limited by the tools (or lack thereof) available here, and the lack of a meaningful tutorial may hinder all but the most patient of designers. RPG Maker Fes feels like an incomplete product, like a beginner sewer’s kit that was shipped with only one color of thread and without instructions. You can definitely make an RPG if you’re patient enough, but it’s unlikely to come close to what you envisioned when you began, which is likely to leave you unsatisfied.


13
TalkBack / Re: New Details and a Date for Super Mario Odyssey
« on: June 13, 2017, 02:07:13 PM »
I think Super Mario Galaxy released in October as well.

Super Mario Galaxy released November 12, 2007.

14
TalkBack / New Details and a Date for Super Mario Odyssey
« on: June 13, 2017, 05:46:00 AM »

Mario's hat has some new tricks...

http://www.nintendoworldreport.com/news/44822/new-details-and-a-date-for-super-mario-odyssey

Mark your calendars for October 27, 2017. During Nintendo's E3 Digital Spotlight, the company announced the previously mentioned date as the launch for Super Mario Odyssey, as well as showing a ton of new game play details in a tantalizing trailer.

Super Mario Odyssey, named after Mario's hat-shaped ship that will help him traverse new worlds, has Mario going to all-new locations in an effort to save Princess Peach from what appears to be a betrothal to his longtime rival, Bowser. Mario has some new abilities on his side this time, however, as his hat, named Cappy, can be taken off and thrown at enemies and creatures in the various worlds he visits. It seems that throwing the hat has different effects, but the most interesting one is the ability to possess whatever living creature it attaches to. Mario can use this to take control of traditional enemies like Goombas and Cheep Cheeps, but it was also shown that he can possess other creatures that inhabit the worlds, like dinosaurs, and even the humans of New Donk City. Mario can also visit stores to purchase different kinds of hats, such as a Sombrero that will change his attire and abilities.

Adding to this, there will also be Super Mario Odyssey amiibo debuting with the game. We're currently aware of three of them, Mario, Peach, and Bowser. All three amiibo will depict the characters in their "wedding attire." Koizumi, the director of the game, announced that the amiibo will be used to unlock alternate costumes and assist functions in the game. Some currently existing amiibo will have functions in the game, but details of what they do has not been announced at this time.

Nintendo continues to show of their next flagship Mario title at E3 this week, and we'll keep you updated as the details keep pouring in. For more news on Super Mario Odyssey, and everything else Nintendo announces at E3, stay tuned to Nintendo World Report.


15
TalkBack / Re: Standalone Switch Dock Coming Soon
« on: April 12, 2017, 07:50:53 PM »
Or you can do what I did, deciding that since I wanted an extra dock and I wanted at least one other JoyCon for when 4-player games arrive it is more cost effective to just get a second Switch!  :cool;


That's the route I'm going to go eventually, although I don't need another dock. I'm hoping they do the opposite of this deal and release a standalone Switch without the dock!

16
TalkBack / Standalone Switch Dock Coming Soon
« on: April 12, 2017, 12:42:00 PM »

Giving Switch owners options

http://www.nintendoworldreport.com/news/44471/standalone-switch-dock-coming-soon

Nintendo finally announced when Switch owners can get their hands on a standalone dock in today's Nintendo Direct. The dock will be available in limited quantities beginning on May 19 in North America. Dates for other regions were not specified.

The Nintendo Switch Dock Set can be purchased at a price of $89.99 MSRP, and includes a Nintendo Switch Dock, AC adapter, and an HDMI cable. The extra dock will provide Switch owners with an option to use their new consoles on multiple TVs in their house without the need to unplug the initial dock that came with the system whenever they want to change setups.

It's currently unknown exactly what Nintendo means when they say it'll be available in "limited quantities," but if past hardware releases are any indication, fans will want to pre-order or line up early on May 19 if they want to ensure they can get their hands on one!

For more news on the Dock Set, today's Nintendo Direct, and all things Nintendo Switch, be sure to stay tuned to Nintendo World Report.


17
TalkBack / Story of Seasons: Trio of Towns (3DS) Review
« on: February 28, 2017, 02:46:55 AM »

Not exactly a bumper crop this year.

http://www.nintendoworldreport.com/review/44185/story-of-seasons-trio-of-towns-3ds-review

Despite the name Story of Seasons only having existed since 2015, the series is currently celebrating over 20 years of games, as it was known in the west as Harvest Moon for a long time. While the name may have changed, the addicting farm simulation gameplay remained the same under the new title when the first Story of Seasons launched a few years ago. Through iterations, each game offers up a certain amount of stability while still throwing in a few wrinkles to keep it fresh. Sometimes that works, whereas other times it’s wound up in disappointment. In its newest entry, Trio of Towns, the developers have included some elements from prior titles, while also giving the player three distinct towns to explore. Unfortunately, in a time where we’re seeing other farming simulators provide robust and innovative takes on the farm simulator formula, Trio of Towns feels like it is treading water. It’s certainly a Story of Seasons game, but it’s no more than that, and at times, feels like a lesser version of its predecessor.

The story of Trio of Towns is simple, but a bit more involved than you’d usually find in the series. Your character decides to move out on his own and become a farmer, despite his father’s wishes and insistence that his son would make a terrible farmer. It’s up to you to prove your dad wrong, with some assistance from your uncle, who just so happens to be a farmer himself. Your father’s expectations come back later in gameplay, when he’ll write you letters that give you objectives you must complete in order to earn his respect. The goals you receive from your dad would be fine in and of themselves, but they become a list of boxes to check off in a game that has a few too many lists of boxes. On top of your dad’s expectations, you’ll also be asked to meet the expectations of all three of the towns surrounding your farm, with your relationship progress with each town being locked until you complete all objectives. I constantly found this to be an annoyance, as it was just too much to keep track of when all I really wanted to do was plant crops, raise animals, and woo my future spouse. Many of these expectations you have to meet are tedious things, too, like doing odd jobs around town like picking weeds or chopping wood. They’re not challenging or fun in any sense, and only serve as one more thing you have to do to progress.

Luckily, the core gameplay elements of the series remain intact and are as addicting as ever. If you’ve ever played a Harvest Moon/Story of Seasons game, you know the drill. You buy seeds, water them, and eventually harvest your crops to sell for money. You’ll also have access to buying animals like cows, chickens, and sheep to milk, shear, and collect eggs from to increase your wages. It’s all fun, standard farming simulator stuff, even if it never really breaks new ground. You can also customize the layout of your farm and build entirely new buildings, which actually was more of a chore than convenience in the early stages of the game. Your initial farm layout is rather small, and cluttered with trees and rocks that are difficult to remove due to your character’s low stamina. At one point, I built a bigger barn so that I could hold more than one cow at a time, and it was arduous to figure out where I could place it without being in the way of other things. It’s a bummer because customization should be something that is fun and seamless, but here it ends up being a long and annoying process.

Speaking of annoying processes, the game is constantly throwing tutorials at you. Basically once every three days, the morning starts with someone from town coming in and either showing me around a new location or teaching me something I hadn’t yet learned. This is mostly only in your first year, but the scenes involved are long and drawn out, often filled with uninteresting dialogue that can’t be skipped. Teaching the player all of these things could have been a much more streamlined experience; instead, it interrupts the flow of the core gameplay.

The game’s focus, the three towns surrounding your farm, is also something that sounds neat in concept, but is ultimately more of a bother. The three towns are all decked out with different themes. The first town is styled like a classic western area, complete with a saloon and dotted with cacti. The second town is a tropical beach. The third one is styled after a traditional Japanese village. While their aesthetics are all different, each town really feels like more of the same. There are similar shops and activities in each town, so the biggest difference is really just the different citizens living there. The stores in each town also offer things you can’t find in other towns, but that just means you’ll be doing a lot of travelling between them just to get everything that you need, rather than having all of it in one convenient location.

As is typical of the series, finding a spouse, wooing them with gifts, and eventually raising a family with them is all a part of the experience. There are plenty of bachelors and bachelorettes to choose from here, typically two per town. The process is similar to other games in the series, in which after giving them enough gifts, you’ll eventually be able to propose and marry them. It really isn’t difficult to figure out which gifts each of the town folk prefer, so it’s pretty simple to make friends and court lovers.

Ultimately, Trio of Towns is a typical Story of Seasons game, no more and no less. It fails to offer longtime fans anything new or interesting, yet still manages to provide the addicting core elements that attracts many to the series. Its heavy tutorials and minor annoyances often get in the way of that fun, so enjoyment often relies on a heavy dose of patience and acceptance. If you can get past these inconveniences, you’ll find a solid farming sim here, but I can’t help but feel like you’d be better off spending your time with other, better games in this genre.


18
TalkBack / Shantae: Half-Genie Hero (Wii U) Review
« on: December 20, 2016, 04:00:00 AM »

Your wish has been granted.

http://www.nintendoworldreport.com/review/43818/shantae-half-genie-hero-wii-u-review

It wasn’t long after I booted up Shantae: 1/2 Genie Hero that I realized I was in for a special treat. My personal history with the series is exclusively recent; I played HGH’s prequels, Risky’s Revenge and Pirate’s Curse, only earlier this year. While I enjoyed my time with both games, I couldn’t help but feel that WayForward had yet to perfect the Shantae formula. I’m happy to announce, then, that the fourth time is the charm. The talented team has delivered to their fans (and Kickstarter backers!) a memorable adventure with loads of charm, beautiful design, and wonderful secrets waiting to be found.

The first thing I noticed upon stepping into Shantae’s world of Sequin Land is how sharp everything looks. The first game in the series to be built from the ground up for HD screens, HGH takes advantage of the bump in power to make Shantae’s world pop with character. The animations, in particular, deserve a special shout out; these characters feel alive in a way that reminds me of a Saturday morning cartoon. There are all kinds of things going on in the backgrounds of each level, and enemy variety changes from location to location, matching the themes of each area like desert, castle, and an airship. It all combines to create a complete visual package that is very pleasing to the eyes.

HGH is more than just surface beauty, though. The gameplay, which combines challenging platforming, treasure hunting for cleverly hidden secrets, and Castlevania-style combat, is really where the game shines. While Shantae begins her quest to save Sequin Land from the pirate queen Risky Boots with a simple hair whip attack, collecting gems will allow her to buy upgrades and new magic attacks from the item shop that will give her a mighty arsenal with a lot of variety. While I enjoyed using these upgrades, it’s clear that some of them are much more useful than others. I went the entirety of the game without ever using a couple of magic abilities as they were simply unnecessary. Shantae’s unique abilities don’t stop with buyable items, however. One of the game’s most interesting features is the heroine’s ability to transform into a wide variety of animals through dancing. Each animal has its own unique ability that will allow Shantae to traverse environments in ways she can’t in her human (er, half-genie) form. The monkey transformation, for example, allows her to climb on walls while the mermaid allows her to swim and explore freely underwater. These abilities are absolutely key to finding and unlocking all of the games hidden secrets, which you’ll need to finish the game with 100%.

Speaking of hidden secrets, Half-Genie Hero is full of them. They’re the good kind of secrets--well-hidden that feel rewarding to discover. It’s a rare moment when the player isn’t handsomely rewarded by going off the main path to find a new gadget of some sort. Sometimes it’s a heart container to upgrade your maximum health, other times it’s a brand new transformation, or a key that unlocks new concept art in the gallery. Whatever the reward, it’s always worth it. Which is nice, because finding all the secrets unfortunately requires the player to go back to each level multiple times  as your repertoire improves. This didn’t bother me the first time it happened, as the levels are well-designed enough to earn a second play through. It was the third, and sometimes fourth, times that started to wear thin. Near the end of the game, it felt a lot like these extra play throughs were simply padding out an adventure that otherwise would have been a bit shorter otherwise.

Of course, I can’t end this review without lauding about the music. WayForward’s games are usually packed with catchy tunes, but 1/2 Genie Hero’s soundtrack, by Shantae maestro Jake Kauffman, often felt like a tribute to the wonderful 16-bit soundtracks of the SNES and Genesis days. There were several themes that made me reminisce about games like Mega Man 2 and Sonic the Hedgehog 3, whose soundtracks I hold to be among the greatest in the yesteryears of gaming. There were a couple of moments in the game where I paused just to listen, which is a rarity for me.

In the six hours I spent on my first play through of Half-Genie Hero, I found myself smiling at the creative level design, laughing at the whimsical characters, and striving to get better whenever I missed a challenging jump. It’s rare that I ever want to play a game to completion twice, but I absolutely intend to throw myself back into Sequin Land to uncover all the secrets I missed in my first run—maybe I’ll even tackle the “Hero Mode,” which is designed for speed runs. Whether you backed the game on Kickstarter or have been on the fence with the series for a while and waiting for a time to jump in, there’s a lot to love about 1/2 Genie Hero.


19
TalkBack / Re: Paper Mario: Color Splash (Wii U) Review
« on: October 05, 2016, 02:39:36 PM »
One thing I can't figure out from what I've read is if the cards are disposable items. One of the main reasons I didn't touch Sticker Star is that the titular sticker system, where even basic attacks are one-time-use items, sounded absolutely maddening to me.

Yes, the cards are one-time use, disposable items. But they're common and cheap enough to where you're unlikely to ever run out of them, and enemies tend to drop them when defeated. Some of the more rare cards require more thought and management as to how/when they are used, but don't worry that you'll run out of attack cards. The game provides you with enough cards and coins to ensure you're well-stocked! The system is much better than it was in Sticker Star!

20
TalkBack / Paper Mario: Color Splash (Wii U) Review
« on: October 05, 2016, 04:01:23 AM »

Mario returns to paint the town red

http://www.nintendoworldreport.com/review/43515/paper-mario-color-splash-wii-u-review

The transition of the Paper Mario series from a light, JRPG affair into more of a series of action-platformers hasn’t exactly been smooth. The original game and its sequel, Thousand Year Door, are well-loved by the crowd of Nintendo faithful, but more recent experimentation with the series in Wii’s Super Paper Mario and, especially, 3DS’ Sticker Star have not been met with high praise. With the 3DS entry in particular leaving a bad taste in fans’ mouths, many wondered where exactly Nintendo would take the series from there. So it’s understandable that the reaction to the initial footage of Paper Mario’s newest outing, Color Splash, garnered a little bit of negativity when it seemed too similar to Sticker Star. After all, in this reviewer’s opinion, Sticker Star was a mess of a game, filled with confusing, unfriendly puzzles and mindless meandering to accompany unintuitive level design and a joyless, unrewarding battle system. There really wasn’t much to like in the 3DS game for a series fans had once held so dear. It was hard not to compare Color Splash’s reveal to that game, then. I want to set those thoughts and fears aside, however, because I’m very happy to tell you that Color Splash is, in many regards, everything that Sticker Star SHOULD have been, and in other ways, so much more.

As the game’s subtitle hints, Color Splash is full of bright, vibrant hues that make the visuals pop. This is one of the best-looking games the Wii U has to offer, and the development team has taken both the paint and paper themes to heart. Everything from the environments, character models, and puzzles to the combat and title screen are designed with these aesthetics in mind, and it’s absolutely gorgeous at times. And that’s to say nothing of the soundtrack, which wonderfully compliments the visuals to create an atmosphere that’s filled with emotion and whimsy.

That whimsical aura isn’t just contained in the presentation, however. Paper Mario: Color Splash is the funniest game I’ve played in a very long time. The localization team for this game deserves a gold medal, as there were multiple occasions in which this game had me laughing out loud; a rare feat that few games have ever accomplished even once in an entire play through. The humor on display, be it in the form of dry wit, slapstick, breaking the fourth wall, or playful references to Nintendo and Mario history, almost always lands in all the right ways. I haven’t smiled and laughed this much because of a game’s script since the first time I played EarthBound. The humor is accentuated by a lighthearted, traditional Mario plotline. I won’t go into spoiler territory here, but I doubt many will be surprised to find that a certain villain is causing trouble on Prisma Island, and it’s up to Mario and his new paint bucket partner, Huey, to put a stop to it. As in most other Paper Mario games, you’ll be traversing the island in search of legendary Stars that will restore paint and life to the world, and give you the power you need to take down your foe and rescue the princess. It’s all stuff we’ve seen before, but presented in a way that is fresh and hilarious, with one Toad even sarcastically commenting “No one could have seen this coming!” after Peach is taken away.

Prisma Island is home to all kinds of environments, enemies, and puzzles that Mario and Huey will have to get through in order to save the day. Where Sticker Star was often obtuse and confusing in how it handled its level design and puzzle solving, Color Splash often goes out of its way to ensure that players never feel too lost. The developers clearly took the criticisms of Sticker Star to heart, and have crafted a more streamlined experience. If there is ever an item, or “Thing” card in the game’s universe, that Mario needs in order to progress, it is made obvious to the player that they’ll need to go back and find it. Gone too, are the battles and combat that often felt meaningless in the previous game. Where Sticker Star offered the player almost no reason to grind in enemy encounters, Color Splash provides incentives that made me want to fight everything in my path. Mario can only carry a certain amount of paint in his hammer, which is used to solve puzzles and power up your attack cards in battle. The only way to increase this limited amount of paint is to battle and collect the hammer tokens that fallen enemies leave behind, as well as new cards to use in future encounters.

The combat itself is also a little more hands-on than prior Paper Mario games. Enemy encounters are initiated by either touching an enemy, or by attacking them to deal damage in a first strike. Players must then select battle cards from their decks, a group of cards they’ve collected or bought with commands like “Jump,” “Hammer,” and “Mushroom.” There are dozens of cards with varying effects to collect and use, each one contributing its own nuance to the battle system. After selecting the cards they wish to use for that turn, players are given the opportunity to paint their cards as well. The more paint added to a card, the more effective it will be, so players must manage their paint stock wisely in order to deal as much damage as possible. It all makes for a more strategic and engaging combat system than the series has ever had before, even if it does feel a bit slow at times.

If there’s one complaint that I have about Color Splash, it’s in its cast of characters. Earlier Paper Mario games provided Mario with a handful of memorable partners and unique side characters that were inspired by creatures from other Mario games, or in some cases original creations entirely. Outside of Huey, Mario’s paint bucket sidekick (who is actually kind of endearing), most of the characters you’ll meet are Toads. This contributes to a kind of same-y feeling no matter which town you visit, as Mario and Huey and some of the bosses you’ll encounter feel like the only standout characters in the game. Even Toads who are supposed to be more important, or have specific jobs, share the same character models as their counterparts. In one section of the game, there’s a professor you have to meet with, but there are no distinguishing marks to separate him from the other Toads. How hard would it have been to give him a pair of glasses and a cardigan?

But these are minor complaints in an otherwise excellent package. I wasn’t expecting to be so surprised by Color Splash, and it’s turned out to be one of my favorite games this year. Color Splash is a gorgeous, funny, and entertaining adventure that functions as a wonderful swan song for the Wii U. There’s a lot of content and fun to experience here, and Wii U owners owe it to themselves to give this game a chance. It’s not a direct sequel to Thousand Year Door, but it doesn’t need to be. Color Splash is a fantastic game in its own right, and deserves to be played by everyone.


21
TalkBack / Jotun: Valhalla Edition (Wii U) Review
« on: September 09, 2016, 02:53:00 AM »

The gods shall be pleased.

http://www.nintendoworldreport.com/review/43408/jotun-valhalla-edition-wii-u-review

It’s been quite some time since I’ve had a game challenge me in the way that Thunder Lotus Games’ Wii U eShop action title, Jotun: Valhalla Edition, did. Jotun’s gorgeous, hand-drawn art style drew me into its Norse mythology-inspired universe. Hidden behind the beautiful backdrops and atmospheric soundtrack lies an inspired adventure. This epic quest is equal parts mysterious and rewarding, but certainly not for the faint of heart. For many players, Jotun’s difficulty will either be its greatest strength, or its barrier of entry.

The scenario has the player take control of Thora, a warrior who died a rather mundane death during a storm at sea. Given a second chance to prove her honor to the gods, Thora  is tasked with downing the monstrous Jotun in order to earn their favor. The Jotun themselves are gigantic, easily dwarfing Thora in scale, and providing the player with the daunting task of slaying them. The battles against the Jotun are one of the highlights of the game, with each battle requiring quick movement, smart tactics, and identification of attack patterns to conquer. The Jotun will not fall easily, and players that aren’t used to the challenge of old school-styled games may quickly become frustrated at the difficulty on display here. In my first Jotun battle, I found myself swearing under my breath at each death, wondering if I could possibly continue after taking this sort of beating constantly.

The frustration quickly wore off, however, once I experienced my first triumph over a slaughtered Jotun. The feeling of conquering a boss through learned skill in this manner is one of the most rewarding moments I’ve had playing a video game in 2016. Beating one boss made me want to press on and fight more Jotun to get that high once again. It’s rare for a video game to make me feel so accomplished, but the developers at Thunder Lotus display a mastery of the balance between challenge and reward throughout the handful of hours in Thora’s quest.

Lovers of Norse mythology, mysterious atmospheres, and beautiful aesthetics will fall in love with Jotun’s presentation. The hand drawn art style combined with the game’s musical ambiance show a side of Asgard that I never knew I was missing. Gorgeous backgrounds and character animations come together, and all kinds of references from the god of thunder to the tree of Yggdrasil are represented beautifully. The mystery surrounding Thora’s circumstances, combined with a surprisingly tremendous narration creates a feeling of investment with the hero. The story didn’t feel like it was forced down my’s throat. Jotun is a pretty game that the gods themselves would be pleased to behold.

If there’s a complaint to be had, it’s that the frame rate would sometimes dip noticeably when a lot of enemies were on screen at once. In the Jotun battles, it’s all too common for them to summon hordes of minions to assist them, and the weaker they get the more they call for help. Since many of these battles rely on quick movements and precise timing, it’s frustrating to have the frame rate drop suddenly and cause damage that could be avoided. It doesn’t help that Thora’s move set is mostly limited to swinging her axe around. While there are powers you can obtain from the gods, these special moves are limited to a certain amount of uses before they expire. Conserving the special moves and knowing when to use them adds to the challenge. The reward for defeating Jotun is an incredible high, but the framerate drops and overall challenge may stop people from feeling it as much.

Despite the occasional frame rate issue and immense challenge, Jotun is a game that lovers of old school action adventure titles will love. Combining beautiful, hand drawn visuals with immensely rewarding gameplay, I loved the time I spent with it. It’s a game that draws players in with its beauty, and keeps them coming back with smart boss design and a feeling of accomplishment that few games today manage to grasp.


22
TalkBack / Digger Dan DX (3DS) Review
« on: June 22, 2016, 01:05:46 PM »

Just keep on digging.

http://www.nintendoworldreport.com/review/42910/digger-dan-dx-3ds-review

Digger Dan DX harkens back to the days of high score arcade game goodness in a lot of ways. Encouraging quick movement and skillful memorization of its small, but challenging maps, the game plays with concepts from age old classics, while forging its own path. And while its sound and graphic design may leave players wanting, I never felt like the game was lacking in fun ways to challenge me in each level.

As the name implies, Digger Dan DX stars a young lad named Dan on his quest to unearth hidden treasures underground. There really isn’t any story beyond this, but there doesn’t need to be in this type of game. Digger Dan is more interested in teaching the player how to navigate its earthen labyrinths for gems. The game starts off with  easy levels requiring you to unlock levels one at a time in order to reach new, more challenging modes.

Digger Dan DX is not afraid to offer players a challenge after those levels. Opening the exit door requires him to first find all of the gems in the level. And while the timer hitting zero doesn't end the level, you’ll no longer receive the time bonus for completing the challenge in the amount of time allotted. So the game quickly requires a strategy to plan out the optimum path by memorizing the level quickly, and getting to the door as fast as possible in order to score the most points. Unfortunately for Dan, gems and dirt aren’t all that stand in his path. There are all sorts of critters and hazards that require quick thinking and movements if they want to get a gold star at the end of each area.

While Dan has all sorts of obstacles to overcome, he’s not without help of his own. There are power ups he can acquire that temporarily make him invincible. Also there to help is a trusty little gopher friend that can fit through certain cracks that Dan himself is too big to get into. Making things a bit easier is the map displayed on the bottom screen, which is extremely valuable in planning out the highest-scoring path to success. A minor annoyance were the special gems in each level. This is easily the most frustrating part of the score building process, as these gems seem to be placed very randomly in patches of dirt, so finding them becomes somewhat of an inconvenience.

If Digger Dan DX has a downfall, it is in the graphic and sound design. While the graphics are by no means offensive, each area begins to look largely identical, and even on 3DS everything is overly simplified. The sound, on the other hand, is the worst aspect of the game, as it’s literally the same tune playing over and over. I found myself playing the game on mute more often than not because of this.

That said, Digger Dan DX is still a thoroughly enjoyable title, especially for those yearning for the high score obsessed days of yesteryear. If you’re a fan of games like Pac-Man, Dig Dug, and Mappy, I think you’ll find Digger Dan DX to be right up your alley.


23
TalkBack / Shantae: Risky's Revenge - Director's Cut (Wii U) Review
« on: April 07, 2016, 11:20:24 AM »

I whip my hair back and forth

http://www.nintendoworldreport.com/review/42515/shantae-riskys-revenge-directors-cut-wii-u-review

Shantae: Risky’s Revenge – Director’s Cut is one of the Wii U eShop’s gems. A well-made Metroidvania game by WayForward, Risky’s Revenge combines expert 2D platforming segments with exploration in fun and inventive ways. And while the game could stand to include more of what it does best, it’s a charming adventure from start to finish.

Without spoiling much of the plot, titular heroine Shantae’s adventure begins when her arch-nemesis, the pirate captain Risky Boots, steals a mysterious artifact that holds dark secrets. It’s up to Shantae to save the day and keep Risky from obtaining whatever power is hiding in the artifact by exploring the world of Sequin Land and finding the magical seals. It’s all pretty straightforward and bare in terms of plot, but there are some really charming characters and funny dialogue to spruce things up.

Once the brief intro ends, the player is given the reins to explore as they wish. In true Metroidvania fashion, there are several areas that you won’t be able to reach until you’ve found the required transformation. As a half-genie, Shantae has magical powers that allow her to transform into various animals, from which she gains new abilities. The monkey transformation allows her to climb up walls, and the elephant transformation allows her to smash through boulders and other obstacles, for example. Each new transformation adds a new wrinkle to the gameplay, and allows players to find hidden items and pathways that were previously unavailable to them.

All of that would require a lot of boring, repetitive backtracking if it weren’t for the extremely convenient warp stones placed in a handful of locations across the world map. These warp points become incredibly handy, as you’ll have to use them an awful lot if you want to collect all the Magic Jars in order to fully upgrade all of Shantae’s abilities. Thanks to the warp stones, however, backtracking rarely felt like a pain the way it does in other games of this type.

And you’ll definitely want to collect as many Magic Jars as you can. At the beginning of the game, all Shantae can really do is use her long, purple hair to whip opponents into submission. By collecting jewels dropped by enemies, and Magic Jars hidden throughout the world, you can purchase upgrades to whip your hair faster, shoot fireballs, increase your maximum health, and other conveniences. And while I found that some abilities were much more useful than others (with some being completely useless for most parts of the game), they really leave you feeling more powerful as the game progresses.

Exploring Sequin Land is mostly a joy, because the combat is so satisfying, and the environments and characters within them look incredible. Risky’s Revenge was clearly a labor of love by WayForward, and it shows in the little details in every pixel. Character animations, especially, are wonderfully detailed. The game looks especially good when playing Off-TV on the GamePad screen, which was my preferred way to play. The three different dungeons in the game, however, are a bit of hit-and-miss. Two of the three dungeons are great, but one in particular fell flat for me. Rather than being a dungeon to explore and solve puzzles in, this one took the approach of being a battle tower, where I just had to plow through enemies for 10 levels while being timed. I probably wouldn’t have minded if this was just one dungeon in a game full of them, but when there are only three main dungeons, it made this one stick out like a sore thumb.

I had a lot of fun playing through Risky’s Revenge. And while it was ultimately a shorter experience than I’d have liked, it most definitely didn’t wear out its welcome. A clever, charming Metroidvania with some intense platforming bits, Shantae: Risky’s Revenge – Director’s Cut is a must play for fans of the genre.


24
TalkBack / Fire Emblem and the 'Way Games Should be Played'
« on: March 09, 2016, 09:46:07 AM »

How "Casual" saved the series.

http://www.nintendoworldreport.com/editorial/42245/fire-emblem-and-the-way-games-should-be-played

Since Fire Emblem began on the Famicom in 1990, the series has been known for its difficulty. More than just being hard, though, the games became famous for their “permadeath” system, in which once a unit playable character (the series’ term for its many playable characters) dies, it doesn’t come back. From that point on, the unit cannot be used in battle, and often ceases to exist in the story as well. The idea behind permadeath is to ensure that every decision the player makes on the grid-based battlefield counts, and the constant threat of losing a character that you’ve put time and effort into developing throughout the game creates a lot of tension.

As many a hardcore Fire Emblem fan will tell you, this is a part of what makes Fire Emblem, Fire Emblem. Recently, however, developer Intelligent Systems has inserted newer, easier modes into the games that have been a point of contest among between fans. Around the launch of Fire Emblem Fates, I’d seen a handful of social media conversations turn sour at the mention of “Casual Mode,” a mode in which the permadeath system is switched off, and characters are revived at the end of each battle. One such conversation decried any player who used Casual Mode, and said “That’s not the way Fire Emblem should be played.” It’s a weird statement to make, I think, because it has a whiff of elitist attitude, as well as entitlement to a series that has opened itself up in a way that hardcore fans are seemingly uncomfortable with. It is this author’s opinion that there is no exact way that these games should be played, but before we get into that, I thought it would be good for both sides of the argument to tread through the series’ embattled history.

For a long time, Fire Emblem was just a beloved, well-respected Japan-only series. Thousands of Japanese players embraced the intense challenge that was presented in Intelligent Systems’ series, but the games never made it to the west for reasons we can only guess. Maybe it was because the games were so difficult? Or because they didn’t think the time and effort needed to translate these games were worth it due to the very niche genre in which they belong? Whatever the case, it took a long time for western gamers to be acquainted with the series. Had it not been for Masahiro Sakurai’s love of the series, and his insistence on including the characters Marth and Roy in 2001’s Super Smash Bros. Melee on GameCube, we may not even be having this conversation at all.

Marth and Roy proved to be popular characters in Melee, and it wasn’t long before fans began asking Nintendo of America for translated Fire Emblem games. Their pleas were answered with 2003’s Game Boy Advance entry, simply titled “Fire Emblem” in the west, but known as “Fire Emblem: Rekka no Ken” (which translates literally to Sword of Flames) in Japan. This was the series’ seventh entry, but the first to appear in countries outside of Japan, and was mostly well-received. NWR gave the game an 8.5 back when it released, and western fans were ecstatic to finally have a legal translation of a Fire Emblem game. Nintendo noticed its success, and quickly followed up with the sequel, Fire Emblem: The Sacred Stones in 2005. Several other games in the series were localized from that point on, and the series developed a hardcore following in the west the same way that it had in Japan.

As the years passed, however, the games began to sell less and less, both in Japan and the west. While the hardcore following still existed, sales had apparently stagnated and declined so much that, according to an interview with Fire Emblem: Awakening’s co-producer, Hitoshi Yamagami in Spanish magazine “Hobby Consolas,” the higher ups at Nintendo approached the team at Intelligent Systems with an ultimatum: that if sales of the next Fire Emblem game were less than 250,000, it’d be the end of the series. Yamagami and his team panicked initially, trying to come up with all sorts of ways to make the new Fire Emblem game more appealing. They decided to incorporate the most popular elements of prior FE games, including the relationship support system that is the topic of many discussions. The biggest change they made, however, was including a new difficulty setting called “Casual Mode.” As mentioned above, this mode, when activated, removes the permadeath system and revives any fallen unit at the end of each battle, eliminating the harsh penalty of permanently losing a character the player had worked hard to level up. According to Yamagami, this was done because the team realized that many modern gamers don’t have the time and patience to reset their game and play a map over every time a unit dies. To appeal to as wide an audience as possible, Casual Mode was created and implemented.

In doing this, the team had lowered the gates in terms of levelbarrier of entry to the series. The permadeath system that was overly intimidating to many who were interested in trying the series out was no longer an obstacle. Fire Emblem: Awakening launched worldwide and was a massive success for the series, selling much more than the required 250,000 Nintendo had demanded. The series was saved, and would be allowed to continue.

Which brings us to today, and the mean-spirited conversations on social media. What I don’t understand is the insistence of the hardcore fans that Casual Mode somehow marred the series forever, and that players who use it aren’t playing the game the right way. According to some, Casual Mode removes the tension and consequence of permadeath, which makes death “meaningless” in the games. What’s weird to me about statements like this is that most Classic Mode players also make death meaningless by soft resetting whenever one of their units dies, and replaying the map so that everyone survives. For some players, constantly resetting and playing the same maps over and over isn’t fun, but extremely frustrating instead. But the real thing that bothers me about all this vitriol toward Casual Mode is that nobody should be mad that it exists. Even hardcore players should rejoice that it has become a part of the series, because Casual Mode played a HUGE role in saving Fire Emblem from the fate (get it?) of being axed entirely.

Casual Mode brought a lot of new players to the series. It was implemented because Intelligent Systems recognized that in today’s world, players like to have options when it comes to difficulty, and that many players were turned off by permadeath. My question to those out there who insist that Casual Mode is the bane of “true Fire Emblem fans” is: why does this upset you so much? The series survived because hundreds of thousands of new players bought Awakening, in part because they could turn permadeath off. Not only did the series survive, but it is thriving better than before. Tons of new players are being introduced to something awesome. Something that hardcore players love. Why be mad about that? Why insist that the game not be played that way? It’s not as if Casual Mode replaced Classic Mode, after all. Both options are there for hardcore and newcomer alike. I think it’s time for those of us who have been playing the games longer than others to lay down arms and just embrace the fact that Fire Emblem is now being played by more people than ever before.

As a fan myself, this is something that I welcome with open arms. I love it when people discover and enjoy something that I like. The community grows. The games sell. To me, it seems like everybody wins. That is why I find it hard to understand the elitist attitude of many long time fans in the weeks surrounding Fates’ western release. Telling other people that they’re playing games the wrong way isn’t productive or useful, and all it does is turn people away from the series and its fan base. I think Casual Mode is something that should be celebrated, even if I don’t use it myself. After all, it saved the series. How can anybody be mad about that?


25
TalkBack / Blast 'Em Bunnies (3DS) Review
« on: March 09, 2016, 09:02:03 AM »

Bunnies. Bunnies everywhere.

http://www.nintendoworldreport.com/review/42244/blast-em-bunnies-3ds-review

Blast ‘Em Bunnies, from developer Nnooo, is a disastrous attempt at a budget-priced mob shooter. From questionable DLC decisions to its flat, uninteresting gameplay, the entire package falls well short of being remembered for anything positive. And while its world may seem bright, colorful, and inviting, the mechanics underneath that coat of paint are anything but.

Upon starting the game, the player is immediately thrown in a tutorial that spells out the game’s plot (if you can really even call it that). The nameless main character, a bunny with an orange shirt, informs you that he’s been having a problem recently with other bunnies infringing on his turf, or in this case, his burrow. Luckily, like any sensible home-owning hare, he’s come prepared by equipping his home with a large, customizable turret that is capable of firing all kinds of fruit and vegetables at oncoming opponents. The tutorial suddenly begins, and you’re off… well, as the title implies, blasting bunnies. The minimalistic storytelling approach kind-of-sort-of works here, but there is never any reason given as to why these other bunnies want to gang up on you to take your home, or why your burrow in particular is so special. These details could have helped to provide a little more depth to a world that seems bland and, often, lifeless.

Speaking of the game’s lifeless atmosphere, the code that we were given didn’t have access to the plethora of downloadable content that will be available for the game. Extra arenas and character skins will be available (for an additional cost) that, while ultimately just aesthetic, could have provided some much-needed variety to the look of the arena and characters. This is where the game’s most egregious offense lies; there is only one arena in the core version of the game, which means that if the player ever wants to see something other than the stale environment from the tutorial, they’re going to have to shell out some extra cash. And believe me, the look of the first (and only) arena gets pretty old after a handful of rounds. Charging for this extra DLC seems like a quick cash-in; the kind that regularly appears in the worst of free-to-play mobile titles. The core game, then, feels incomplete without the DLC add-ons, which is disappointing to say the least. And don’t even get me started on the soundtrack. It’s just the same track that plays over and over again, no matter what is on your screen.

The thing is, the developers could easily have coaxed players into purchasing the unnecessary DLC if the gameplay had at least been worthwhile. But again, Blast ‘Em Bunnies seems content to provide the most minimalistic experience possible in its most crucial area. Each level sees the player jumping behind the vegetable turret to combat an endless horde of rabbits. Your burrow stands in the middle of the arena, and foes approach you from all sides, requiring you to either rotate your view using the 3DS’ slider pad, or to use the gyroscopic motion controls to look around. If you’re going to choose one, I highly recommend the former, because not only does twisting around with the 3DS make you look ridiculous, it makes a difficult experience that much less enjoyable. However you choose to control your gun, you’ll initially be shooting just carrots from the barrels, until you either obtain a power up mid-level from a defeated foe, or purchase a different weapon from the in-game shop using the coins dropped by enemies. The problem with these “upgrades” is that none of them really feel like they change the gameplay that much, or do any more or less damage to the mobs. Other than the occasional appearance of “Frenzy Mode,” in which you temporarily become invincible and your damage seemingly gets a boost, I found that the upgrades were generally just a cosmetic change.

There are two different modes to play: Survival, in which you try to last as long as possible against the endless hordes of rabbits, and Slaughter, in which you are given two minutes to destroy as many cute, cuddly bunnies as possible. Neither mode has much depth, and even the missions (which are repetitive tasks given to you in each stage that are always just of the “kill x many of y enemies” variety) are dull and pointless.

It’s hard to recommend this game to anyone at all. It repeatedly offers an unfriendly, boring experience to the player, and is the rare 3DS eShop title that makes its budget price seem too high for what you’re getting in return. Whether it’s the ridiculous DLC situation, the lifeless world and characters, or the monotonous gameplay, Blast ‘Em Bunnies comes with a very hearty warning to stay away from this reviewer.


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