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Messages - greybrick

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26
TalkBack / Super Mario Impressions
« on: June 09, 2011, 06:23:28 PM »

Nathan is not yet impressed with Mario's 3DS outing.

http://www.nintendoworldreport.com/impressions/26723

Mario typically serves as the must-have software for any platform it appears on. The tentatively titled Super Mario for the 3DS is clearly being created with this intent, but the E3 demo makes me doubt the likelihood of Nintendo's goal being met.

Previous entries of the Mario franchise on handheld devices have primarily avoided issues with the smaller screen size. Perhaps it is simply the camera angle, but Super Mario 3DS feels very cramped. The environment looks slightly scaled up or zoomed in, perhaps to improve visibility, but it ends up creating the feeling that I can't see everything I need. I feel as if the way I am being forced to look at some sections of the levels limits my viewing field and inhibits my platforming ability. Mario moves sluggishly, and the included run button doesn't result in the same traction players expect from a 3D Mario.

Nothing I saw within the demo levels was new or inspiring to me, unlike the Galaxy series. Even the Tanooki suit, which is being touted as a major feature of the title, doesn't allow Mario to fly. Rather, the player can hammer the button to slow their descent. To top it all off, I don't think the Circle Pad is the best way to control Mario.

I want to be pleasantly surprised with this Mario, but everything I have played indicates otherwise.


27
TalkBack / Pac-Man & Galaga Dimensions Impressions
« on: June 09, 2011, 06:18:06 PM »

Make new friends, but keep the old.

http://www.nintendoworldreport.com/impressions/26721

Pac-Man & Galaga Dimensions brings the two classic franchises into, you guessed it, the third dimension. Two of the six titles on this full retail release are brand new, but Namco added new features to each game in the transition to 3D.

The first two titles are classic arcade versions of the original Pac-Man and Galaga that remain virtually unchanged. They are enhanced by a 3D effect, which gives the impression of an old arcade monitor, and online leaderboards that use players' existing Nintendo 3DS friends list. The replication of an arcade monitor was one of the better uses I have seen of the 3DS screen thus far. The next two titles, Galaga Legions and Pac Man Championship Edition, both received a 3D update along with online leaderboards.

These legacy titles look and feel as one would expect, and players have the option of using either the Circle or D-pad for control. No comment was made on why Pac Man Championship Edition DX wasn't included.

The final titles are new and exclusive to the 3DS. Pac-Man Tilt, the first of the two, is a platformer that takes a cue from Kirby's Tilt and Tumble and Sonic. Pac-Man is primarily controlled by means of the D-pad, and is trapped in a side-scrolling neon world filled with ghosts. When the player tilts the 3DS, Pac-Man tucks in his appendages and rolls. This may seem like a great idea, but the titling range of the 3DS is for some reason limited and Pac-Man isn't very fast while rolling. Despite the slow speed, I managed to get caught on elements of the environment multiple times, further impeding my progress. Namco has disabled 3D for this game, which seems to contradict the intentions of the compilation.

Galaga 3D Impact doesn't seem to have much more promise, either. The game is an on-rails space shooter that consists of six levels and several weapon types. While 3D Impact clearly seeks to imitate the Star Fox titles, it doesn't seem to have any personality or compelling reason to play. Taken out of its top-down arcade environment, Galaga 3D Impact doesn't appeal to the nostalgia required to play a Galaga game.

Pac-Man & Galaga Dimensions launches this summer, look forward to our full review.


28
Podcast Discussion / Re: Episode 56: A Day Late and a Dollar Short
« on: June 09, 2011, 12:16:53 AM »
@ Ceric


I was going to have to stop the show because of my commute, but we worked something out :)


I love doing the Newscast, but recently I've been very crabby and worn down from my work week. By the time I was getting on the show, I just wasn't ready to put out a quality effort. Of course everybody works, but at a total of 4 hours in the car each day sometimes, I was going nuts.


Thanks co-hosts and sorry, listeners!

29
TalkBack / Rune Factory: Tides of Destiny Impressions
« on: June 08, 2011, 03:40:43 PM »

An existential experience for Wii.

http://www.nintendoworldreport.com/impressions/26652

Let's cut to the chase. Rune Factory: Tides of Destiny's plot involves a fighting farmer who must tear the soul of his deceased friend from the depths of his body in order to restore her to life. To accomplish this, he must farm with the assistance of monsters, and ride through the seas on the back of a giant clay golem named Ymir.

In our hands-on preview of Tides of Destiny, we saw what happens when what started as a relatively simple farming series in Harvest Moon, spirals into infinite complexity. The Rune Factory games have always been complex, as they are Harvest Moon games that involve the addition of dungeon crawling mechanics. During our short amount of time with the game, we witnessed the exploration, farming, item management, monster recruiting, and dungeon crawling portions of the game, and we didn't see nearly everything Tides of Destiny has to offer.

While there certainly isn't a lack of features, Tides of Destiny seems to be complex in the wrong ways, or at least it didn't seem to streamline everything that should have been. The act of farming has been mostly automated, but now players must worry about placing the proper monsters in their fields in order to grow certain crops, which must still be manually harvested. Players can place multiple seeds, but these seeds won't start to grow unless the correct monster has been assigned to the job. The player can feasibly end up spending the same amount of time menu diving that would have been previously spent in the fields harvesting.

Another example of misguided depth in the game is the fighting system. The player has a large array of weapons to choose from, but the combat itself felt shallow.

The most interesting element of Tides of Destiny was the exploratory mode. Highly reminiscent of Wind Waker, players roam the ocean atop a golem and can visit over twenty unique locations in addition to tens of smaller, less consequential locales. Certain areas are locked from the start, and the golem must be upgraded to facilitate access. Since players can establish a foothold on multiple islands, there's no telling how far reaching the scope of this game is. We didn't get the chance to see if each location was populated by deep or interesting characters.

Rune Factory: Tides of Destiny arrives on Wii and PS3 this fall, and from what we were told the only features left out of the Wii version are sharper graphics and online leaderboards. By the looks of the PS3 version, the graphical gap between that and the Wii version isn't all that wide. Both platforms allow the player to choose between motion or traditional control, but the classic controller is not supported on Wii.


30
TalkBack / Wii U Impressions
« on: June 08, 2011, 02:00:29 PM »

Nathan's Wii U thoughts after thorough playtesting.

http://www.nintendoworldreport.com/impressions/26675

I approached the Wii U with a healthy degree of pessimism. After all, my first experience with the Wii Remote was the anguish of a noisy and physically strenuous Twilight Princess playthrough. In the case of the Wii U, I was surprised in a distinctly more pleasant way.

After an extended hands-on with the new Nintendo console I came away convinced, something Nintendo didn't manage to do for me during the morning's media briefing. To start, the controller felt surprisingly natural in my hands. While I think a few contours along the back could further improve the ergonomics of the device, it is already comfortable enough for extended play sessions. The analogue sticks are responsive and set within a conical cavity in order to replicate the feel of a traditional joystick without protruding too far from the controller face.

I was initially worried about the quality of the controller's screen, but after seeing the real-time Zelda demo I know that I will be more than happy to plod away at my Wii U games on the controller. All of the details of the environment was replicated on the smaller screen, though not quite perfectly. There were some instances where I wished the controller had a more vibrant or high resolution screen.

In terms of graphical capability, I have full confidence that Wii U will be able to deliver the HD experience we have been clamoring for. Tech demos that were created in the typical art style of Wii games looked sharper on the screen, while the Zelda and Japanese Garden graphical demos demonstrated that realism beyond the current generation of consoles is easily attainable on the Wii U. The Japanese Garden demo showed a detailed environment rendered from one camera angle on the big screen, and an entirely different angle on the controller. The lighting in the Zelda demo was stunning, and the rapidity with which one can switch between day and night using the controller screen was nothing short of astounding.

The possibility of non-conventional multiplayer experiences is also enticing. Battle Mii and Chase Mii both used the controller to give one player a higher level of access or secrecy. The controller has the capability of solving the "screen-looking" problem that has tormented gamers since Bond on the N64.

The hardware of the Wii U has me sold, and I have yet to play an announced game for it. Nintendo's return to the tech arms race could not have pleased me more. Well, unless we're talking storage solutions. 


31
TalkBack / Harvest Moon: The Tale of Two Towns Impressions
« on: June 08, 2011, 11:40:22 AM »

It's a new Harvest Moon! Will there be farming?

http://www.nintendoworldreport.com/impressions/26673

The first thing that struck me about Harvest Moon: The Tale of Two Towns, is that it looked suspiciously like a DS game ported to the 3DS. In fact, this is exactly the case. At first glance this is yet another Harvest Moon game with simple graphical presentation and immediately recognizable gameplay tropes.

The Tale of Two Towns' title reveals its primary gameplay hook. Players take on the role of a young farmer with the goal of resolving the feud between two neighboring towns. What is the source of the quibble, you ask? The towns are fighting over the quality of their food. One town cooks using a Western style, and the other with Asian influence. One town prizes the quality of their livestock, and the other reveres produce. In this oddly biblical quarrel of two towns, the Harvest Goddess has destroyed the tunnel connecting the two farming villages.

The two town element drives the player's progression through the story. One is eventually able to own a farm in each town, and befriending everyone is critical to bringing the two towns together. Also important to Two Towns' structure is the addition of a quest system. Quests are a feature previously reserved for the Rune Factory: Harvest Moon titles, and while they start as simple fetch quests, they will eventually require the player to replicate complex recipes or farm rare crops. Of course, players will still be able to get hitched to a townsperson of the opposite gender.

Harvest Moon titles are known for inundating the player with a high dosage of tedium. This time around, the player will be given a horse-pulled cart to store their items, seeds, and crops in order to reduce the number of trips back to the farm. It remains to be seen if there is a feature allowing the player to send items directly from the cart to market.

While one would assume the 3DS edition of Two Towns would feature a more robust multiplayer experience, the primary differences are the inclusion of a street pass powered item exchange, and a resolution bump. The street pass feature sounds like a great idea, but players cannot set a minimum or desired trade for items they put out to exchange.

Both versions feature a multiplayer farming element. Players are able to cultivate a special online field that they can then put up for sale. Essentially, one can put any desired price on a field and sell their friend the opportunity to pick all of their available crops.  There will not be cross platform multiplayer support, so the chances of using this mode are already slimmed.

Harvest Moon: The Tale of Two Towns launches for 3DS and DS this fall, and at this time no pricing information was discussed.


32
TalkBack / Mario Kart Impressions
« on: June 07, 2011, 06:15:30 PM »

Mario gets a new set of wheels.

http://www.nintendoworldreport.com/impressions/26628

The game of Mario Kart varies slightly with each new iteration. This year at E3 Nintendo openly acknowledged this apparent stagnation by claiming this Mario Kart is simultaneously comfortable and new. After a brief video presentation and a healthy chunk of hands-on time with the game, Nintendo seems to be on the right track.

Our demo consisted of three two-lap races on different tracks with the choice of several racers and customizable karts. The first track highlighted the new hang glider element of Mario Kart 3DS. Upon hurtling off a jump in the track geometry, the player's kart sprouts a Pilot Wings-esque glider which features the familiar controls of the 3DS launch title. Our handler noted that as players progress through the game's races they will unlock new sets of gliders, wheels and propellers.

The propellers came in handy on the second stage, which included an underwater segment. When racing underwater, karts have a bit of float to them, tilting drastically as you round the corners. While novel, I didn't feel that the underwater segments added much to the core game of Mario Kart. The third and final track was set deep within the jungles of the Donkey Kong world, complete with enemies from the recent Donkey Kong Country Returns.

While the graphical element of the game certainly wowed me, I am left with the question, does adding customizable elements to Mario Kart sufficiently deepen the experience? That remains to be seen, as players were locked into a single kart configuration of their choice for the duration of the demo. It also wasn't clear just how much content would be added in terms of kart components. I'm still excited, if only for the prospect of extended flying levels in the full game.


33
Podcast Discussion / Episode 56: A Day Late and a Dollar Short
« on: June 06, 2011, 10:45:39 PM »

This is what we like to call "Fun Size".

http://www.nintendoworldreport.com/newscast/26560

With E3 underway, it's unfortunate that our episode from last week ended up being few days late, and considerably shorter in length. If you're looking for a fun way to kill some time between following press conferences this week, tune in to hear our take on last week's fresh, fresh news.

Send us email at newscast@nintendoworldreport.com


34
Podcast Discussion / Re: Episode 55: Zachless
« on: May 31, 2011, 10:45:15 PM »
"I like a little bit but, you could have probably had where he mentions their there and where he was distracted by them."
[/size]
[/size]I guess I will keep that in mind next time Andy sees bugs on his floor.

35
Podcast Discussion / Re: Episode 55: Zachless
« on: May 31, 2011, 01:41:25 AM »
I think the problem is that I find that kind of stuff funny when inserted into a podcast.

36
Podcast Discussion / Episode 55: Zachless
« on: May 28, 2011, 10:47:54 PM »

While Zach takes a night off to recover from recent troubles, the rest of us give our E3 predictions.

http://www.nintendoworldreport.com/newscast/26432

With E3 around the corner, the Newscast Crew (minus Zach Miller, who took a well needed night off) gives our show predictions and wishlist.  What do Andy, Neal and Nathan think are coming to the show floor this June?  Tune in and find out!

Also, we tackle some listener mail.  If you want to mail us, you can do so at newscast@nintendoworldreport.com


37
TalkBack / Remembering Our Dragon Quests
« on: May 27, 2011, 11:29:18 AM »

Nathan and Neal celebrate Dragon Quest's 25th Anniversary by looking fondly at the series.

http://www.nintendoworldreport.com/feature/26418

On May 27, 1986, Dragon Quest first debuted in Japan. Three years later, it debuted in North America under the name Dragon Warrior, thanks to a copyright issue. Since then, numerous titles have come out in the series, including nine mainline games.

Most recently, Dragon Quest VI: Realms of Reverie, a DS remake of the sixth game, came out in February. The last mainline entry was Dragon Quest IX, which came out in North America in July 2010. The next game in the series is slated to be Dragon Quest X, and it will be a Wii exclusive.

Nathan and Neal have teamed up to give you their own personal experiences with the Dragon Quest series, dating back to the very first games released here. We hope you enjoy this look back at the franchise, and feel free to add in your own "Dragon Quests" in the Talkback section.


38
Podcast Discussion / Episode 54: Where Are You?
« on: May 20, 2011, 08:45:23 AM »

Game, set, and match NWR Newscast Episode 54!

http://www.nintendoworldreport.com/newscast/26356

Andy steps to the plate with two new review games to talk about; Virtua Tennis 4 for Wii and LEGO Pirates of the Caribbean for Nintendo 3DS. As a longtime fan of the Tennis series, Andy dishes on how the latest installment holds up.

Also, Neal talks about his thoughts on Conduit 2, Zach dishes on Dante's Inferno on PS3, and Nathan begins to close in on the end of Portal 2.  

Rate and review us on iTunes, and be sure to email us at newscast@nintendoworldreport.com!


39
Podcast Discussion / Episode 53: Currently Undergoing Maintenance
« on: May 14, 2011, 10:33:34 AM »

Fire up your internet-enabled device to listen to the latest Newscast!  Sorry, PSN users.

http://www.nintendoworldreport.com/newscast/26310

Gaming online is the topic of the day, specifically the differences in online infrastructures between Sony's embattled PlayStation Network, and Nintendo's underpowered solution.

Neal tells us all about Thor for Nintendo DS, and Andy dishes on Nintendogs + Cats for 3DS. The news of the day is all about Resident Evil Mercinaries, Cave Story 3D, and Saints Row for 3DS.

Don't forget to send us an email at newscast@nintendoworldreport.com!


40
Podcast Discussion / Episode 52: Beginning at the End
« on: May 08, 2011, 09:03:27 PM »

We're back with all the news, rumors, and listener mail you care to eat.

http://www.nintendoworldreport.com/newscast/26256

The four of us are back again this week to discuss all the news of the day. With Project Café being the topic du jour, we give our thoughts on the latest rumors to hit the net.

Also, we talk to Robert Oehlberg, the founder of StreetPass Princeton. If you're in the Princeton area, check out the event and don't forget to bring your 3DS.

Send us listener mail!  Review us on iTunes!


41
Podcast Discussion / Re: Episode 51: The Church of Pikmin
« on: April 30, 2011, 10:39:58 AM »
Yeah, Jonny, you want to be careful when you start playing with power.

42
Podcast Discussion / Episode 51: The Church of Pikmin
« on: April 29, 2011, 09:01:25 AM »

Cafés and Conduits are the order of the day on the latest Newscast.

http://www.nintendoworldreport.com/newscast/26185

With the first fifty episodes behind us, the Newscast Crew heads into the future by discussing the news of the day; Star Fox 64 using motion control, confirmed 2011 3DS releases, and of course the big news that Project Café will be playable at this year's E3 show.

On top of that, Zach dishes out his Conduit 2 thoughts, and we read a bit of listener mail.  All this and just a little bit more in the latest episode of NWR Newscast.

Be sure to rate us on iTunes, and email us at newscast@nintendoworldreport.com


43
Podcast Discussion / Episode 50: Baseless Speculation
« on: April 25, 2011, 08:37:07 AM »

It's the big FIVE OH, and how do we celebrate?  By reading the news for a change!

http://www.nintendoworldreport.com/newscast/26130

After almost two full years, we've finally reached episode 50! We've got the whole crew with us this time around, and we're talking about the new Super Wii, or Project Cafe if you prefer, rumors!

On top of that, we've got some fresh news stories for you, including what looks like a strong finish for Virtual Console on the Wii, after a rather lackluster year or so.

Email us! Review us! Follow us! More importantly, listen to us.


44
TalkBack / Re: Project Café Confirmed
« on: April 25, 2011, 01:21:30 AM »
If we drink enough coffee, Skyward Sword may well release early.

45
TalkBack / Re: Rayman 3D Review
« on: April 21, 2011, 06:10:25 PM »
I know I will be picking this up when it is cheaper. Rayman 2 is one of my all-time favorites. It is a shame to see that this title wasn't used to spearhead some sort of retro download service, which is how it should have been distributed on the 3DS (notwithstanding technical limitations).

46
Podcast Discussion / Episode 49: Road Warriors
« on: April 17, 2011, 12:08:49 PM »

Nathan hits the road, while the rest of us beat up on the Q2 release schedule.

http://www.nintendoworldreport.com/newscast/26087

Two big discussions fill the Newscast this week: the measly Q2 release schedule, and console launch stories. As this console generation begins to come to an end, and this handheld generation begins, we look back at our favorite launch stories.

But while we're still in this console generation, we take a look at all of the Reader Rabbit games that you'll be playing in the next few months.

Don't forget to email us, at newscast@nintendoworldreport.com!


47
TalkBack / LEGO Star Wars III: The Clone Wars Review
« on: April 10, 2011, 05:57:47 PM »

Wait, these LEGO games are good?

http://www.nintendoworldreport.com/review/26009

I cannot comment on anything Star Wars related without mentioning my undying love for the franchise. In general, the same principle applies to LEGO. Despite this, up until now I hadn't given any of the LEGO games a fair shake. Either these games are as good as everyone claims, or Lego Star Wars III is an outstandingly enjoyable entry in the Lego series of action puzzle games.

I use the terms action and puzzle lightly, because Lego Star Wars III is more about running through familiar Star Wars environments that are recreated in LEGO and experiencing humorous references to the source material. In this case, the source material is the popular Clone Wars animated series. I haven't seen a single episode of the Clone Wars cartoons, but my experience with the Star Wars movies was enough to carry me through. Some of the inside baseball is much funnier for Star Wars fans, but some of the moments in game are comedic for anyone. The story is communicated entirely through pantomimed cutscenes, so the ability for it to appeal to Star Wars neophytes is impressive.

The dialogue-free story wouldn't work so well if the game's presentation wasn't top-notch. These are some of the more appealing visuals I have seen on the Wii, and the score to the game is as sweeping and engrossing as any other Star Wars experience. Even though the graphics are by their very nature blocky, I was wowed by the effects and the sheer amounts of enemies on screen.

The high volumes of enemies come into play during the game's large battle mode, which transports the game's standard corridor brawling mechanics into a sort of Battlefield conquest mode crossed with tower defense. Players summon defensive structures and assault vehicles in an effort to capture the enemy's nodes and base. It feels like it could be a mini-game of its own, and fortunately the developers thought so too.

This game mode can be played outside of the main game with or against a local companion. While playing with a friend was appealing, I found this to be the more frustrating mode of play. Veering too far away from one another causes the screen to split, and in the larger battles the graphics slow to a crawl. The lowered framerate does nothing to help the fact that characters are smaller in split screen, and the mayhem of the large battles often leads to confusion between players. Attempting to use the already fiddly pointer controls in split screen mode is nothing short of a nightmare.

The entirety of Lego Star Wars III can be played in drop-in/ drop-out co-op mode, and players will be glad to hear that the massive battles are the only real hiccups in the multiplayer experience with the rest of the game playing smoothly. Adventuring through most campaign missions with a friend works seamlessly, and both players will appreciate the variety during the story mode. While it isn't too lengthy of a game, one gets to fly starfighters, duel with lightsabers, and kill plenty of droids. After the end of the three main campaign arcs, you can also replay missions to collect every coin, brick, and the many unlockable characters. Most characters are simply palette swaps of a certain character type, but this keeps the game simple.

At times, the simplicity of the game can reduce to bad design. One mission has the player using an astromech droid to open some doors within the environment, an environment that contains two doors with astromech ability hotspots, two empty checkboxes atop the screen, and a bright red notice reminding you to use the astromech droid. Opening the first door is simple, but the second simply will not budge. The player is supposed to somehow intuit that they must instead destroy and rebuild a nondescript grey box featured in a largely grey area of the environment before proceeding. In its efforts to hold the player's hand, Lego Star Wars III sometimes forgets the simplest of directions.

A few frustrating moments and some jittery split screen action aside, Lego Star Wars III has sold me on the LEGO series of games. LSW III trumps even Nintendo's own games in its ability to foster truly cooperative and casual local multiplayer. I can't tell you if this is the pinnacle of the series, but if it is, the hike up to the top must be a pleasant journey.


48
Nintendo Gaming / Re: The Official 3DS System Friend Code Thread
« on: April 09, 2011, 12:11:10 AM »
I should be studying, but what the hell:


3093-7111-7329

49
Podcast Discussion / Episode 48: RangoCast
« on: April 08, 2011, 09:26:20 AM »

This brief episode of Newscast covers all of the Rango news you need to know.

http://www.nintendoworldreport.com/newscast/25979

Welcome to RangoCast!  Zach and Andy have been playing the DS and Wii versions of the game for review, and have more than enough things to say about this movie tie-in. Neal joins us halfway through to engage in some good old-fashioned 3DS talk, including the potential of the online infrastructure.

Also, Andy talks about 999 for DS, and Nathan finishes his thoughts from last week on LEGO Star Wars III.  

Email us at newscast@nintendoworldreport.com. We love to hear from you!


50
Podcast Discussion / Re: Episode 47: 3DS Launch Special
« on: April 04, 2011, 06:02:34 PM »
This is the first show I've listened to in a while so I'm not familiar with what you did a few episodes ago.

I don't mean any disrespect--lord knows you do a better job than I ever could.  But I didn't sign up for something I wasn't prepared to do every week.


There was always the house that gave out the best candies at Halloween. Sometimes they were huge candied apples, other times they taped a dollar to the candy bar, but then eventually one year they would just give you a tootsie roll. As a kid, it always felt like a huge rip-off, but that was because I didn't have a basic understanding of how the world worked.


I didn't think that while they had committed to handing out candy when they left the light on and placed a Jack-O'-Lantern at the door, that maybe economically, be it time or money, they were constrained with what they could hand out to me when I came knocking that year. So while they wanted to give me the best candies I've ever had, all they could give me was a tootsie roll. I hadn't considered that, and hey, they did still give me free candy.   

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