Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - greybrick

Pages: 1 2 [3] 4 5 ... 30
51
Podcast Discussion / Re: Episode 47: 3DS Launch Special
« on: April 03, 2011, 08:25:02 PM »
This week I tried having us break to a moment of silence for when something went wrong so that I could catch errors without scribbling notes. Turns out it doesn't work because we can't break for every little thing.


Plus, you know, I'm human and stuff with work, school, and prepping for my EIT has me under tons of time pressure. Getting this out within the two late night time blocks I have to edit the show was a bit rough. If you will notice, a few episodes ago everything was all nice with musical interludes and crosstalk eliminated.  Sometimes I just have less time :)


I left the hour and twenty minute thing in because I thought it was funny, but I have a strange sense of humor.

52
Podcast Discussion / Episode 47: 3DS Launch Special
« on: April 02, 2011, 12:08:21 PM »

We bring you 3DS and wrestling video games, but not at the same time.

http://www.nintendoworldreport.com/newscast/25948

Andy, Neal and Zach have a 3DS in hand, and we give you our impressions of the games we've played so far. We have plenty to say about the latest handheld from Nintendo.Also, Zach and Andy talk about some other review games; WWE All Stars for Wii and Rango for DS.

Send us an email at newscast@nintendoworldreport.com!


53
Podcast Discussion / Episode 46: Countdown to Launch
« on: March 26, 2011, 12:07:52 PM »

Neal has had a 3DS now for a week, and dishes on how the system is holding up.

http://www.nintendoworldreport.com/newscast/25858

Episode 46 is back to full strength, and back on time! Neal has his Nintendo 3DS and it's time to start talking. He talks about all the wonderful 3D games he's played so far, and also about all of the features bundled into the system.

Andy talks about his latest review game, Remote Racers on DSiWare. Spoiler alert: it's not good. Zach rounds out the show by talking about his latest retro pickup, but you'll have to listen to find out what it is.

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


54
Podcast Discussion / Re: Episode 44: Batard Child
« on: March 14, 2011, 12:10:18 PM »


So Nathan doesn't mind being called Mufasa but what about Mohammed?


Seriously?


55
Podcast Discussion / Episode 44: Batard Child
« on: March 12, 2011, 10:19:34 AM »

It's all Pokémon, all the time on this week's NWR Newscast.

http://www.nintendoworldreport.com/newscast/25680

This week on the NWR Newscast, Zach, Nathan and Neal talk all about Pokémon Black and White, the latest pocket monster hotness on the Nintendo DS. Also, we go over the announcements at GDC, including the Iwata keynote and all of the 3DS details.

As the 3DS launch gets nearer and nearer, continue to talk about the new handheld. Although Andy had claimed he wouldn't get the system at launch in a previous episode, he explains why he's backpedaled now.

Finally, we go over some listener mail. Thanks for your letters!

As always, you can email us at newscast@nintendoworldreport.com


56
Podcast Discussion / Re: Episode 43: CharmlessRacer7
« on: March 05, 2011, 01:51:42 PM »
Thanks OneTwenty, we have some more music again this week :)

57
Podcast Discussion / Re: Episode 233: Don't Try Too Hard
« on: March 01, 2011, 01:49:59 AM »
I'm surprised more people aren't comparing Radiant Historia with Majora's Mask.

58
Podcast Discussion / Re: Episode 42: Life, The Universe, and Everything
« on: February 28, 2011, 05:05:56 PM »
Love the retro music thrown in.  Its a nice improvement.
 
Maybe I'll check out faxandu and zelda 2 on VC.  I want to pick up Ys on Vc for turbo graphx.  Maybe I'll get all 3 and go retro aciton rpg nuts.

Ys on VC is probably the best version, though I haven't played the PSP re-re-re-remakes.

59
Podcast Discussion / Episode 42: Life, The Universe, and Everything
« on: February 26, 2011, 11:35:04 AM »

A spoonful of Virtual Console helps the medicine go down.

http://www.nintendoworldreport.com/newscast/25487

When a game one of us loves comes out on Virtual Console, we of course have to talk about it on Newscast! Thus, we discuss Faxanadu on the VC this week, which leads into a conversation about some other older games.

In other news, the 3DS launch lineup is set, which causes us to reminisce about the original DS launch. There's a feature on the site for this, so we talk about that for a little while.

Email us at newscast@nintendoworldreport.com!


60
Podcast Discussion / Re: Episode 41: Is It Me You're Looking For?
« on: February 23, 2011, 12:56:38 PM »
Gamers have been fascinated with choice in video games since the early days of the medium. Zork, for instance, bears many of the same concepts as modern Western RPGs. I think games that focus on player choice will only increase in number as games are better able to represent real-world situations.

61
Podcast Discussion / Re: Episode 41: Is It Me You're Looking For?
« on: February 23, 2011, 02:00:08 AM »
This isn't Star Trek!

You really haven't played Mass Effect, have you?

62
Podcast Discussion / Re: Episode 41: Is It Me You're Looking For?
« on: February 22, 2011, 11:07:27 PM »
Quote
It's not practical for the game to generate wrong notes, because every song would have to include tons of wrong notes in the same tone of the song's correct notes.

Jonny, I wasn't sure if the game was acting as an amp itself, and then also checking notes digitally. If it was doing that, it could just play whatever audio your guitar was producing, check what notes you're hitting behind the scenes and score accordingly.

63
TalkBack / Re: Dragon Quest VI: Realms of Revelation Review
« on: February 22, 2011, 07:50:42 PM »
If you're thinking of the same second form I am:

  • Roam around the castle, using the door where the thing happens with Carver, you should find a Fire Claw in a chest- give it to Carver
  • During the first stage don't bother with the secondary enemies, this prevents stronger ones from being summoned, and ultimately prevents a Healslime from showing up
  • Throughout the whole battle: spam Kabuff, spam Staff of Ghent, have Carver use Double Up every turn, and have the MC alternate between healing and attacking when convenient.
This should let you beat the guy in less than 20 turns without grinding too much. Cheers, and good luck!

64
TalkBack / Dragon Quest VI: Realms of Revelation Review
« on: February 22, 2011, 03:55:09 AM »

Familiar with a hint of freshness. 

http://www.nintendoworldreport.com/review/25454

Most Dragon Quest reviews play out in a similar fashion, much like the games they chronicle. They consist of a nod to the relatively unchanged mechanics, a brief mention of the few things that have changed, a note that the story is unsurprisingly fantastic, and the conclusion that all fans of Dragon Quest should purchase the game. Much like Dragon Quest, there is little need to change a format that continually works.

The DS remake of Dragon Quest VI was created in the same fashion as the DS remakes of IV and V; each boasting a new art style and a few added features. Dragon Quest VI is the final game in the Zenithian Trilogy, and it is the last remaining Dragon Quest title to be localized for western gamers. For all intents and purposes, this is a brand new Dragon Quest title hot on the heels of last year's Dragon Quest IX. Yet, if you know Dragon Quest, you know there is very little new about this game.

Starting a Dragon Quest game is nearly as comfortable and familiar a tradition to me as the present opening rituals of Christmas morning. I can always expect to learn the same spells, buy the same equipment, and fight the same enemies. Dragon Quest VI doesn't alter this tradition in the slightest, and initially, I was annoyed.



Having just played Dragon Quest IX, I was put off by the visuals in VI. While the graphics are colorful and the animations are detailed, the rich 3D world created for Dragon Quest IX showed us that Dragon Quest can look so much better on the DS. Of course, after time I adjusted back to the visuals, which are on par with the visuals used for the remakes of IV and V.

One thing I needed absolutely no time to adjust to was the gameplay. Predictably, the game uses the same turn-based Dragon Quest mechanics we are all accustomed to. Player characters fight in rounds with the enemies, choosing to attack, heal, or run away. Sure, there are plenty of spells and special abilities, but if you've played a Dragon Quest you've seen them all. As mentioned before, this similarity was initially irksome, until the story began to unfold.

Dragon Quest VI throws the player into a story of parallel worlds, a dream world and a "real world," each affecting the other in multiple ways. I hate to spoil the story in any way, so skip the next paragraph if you don't want the first ten hours or so to lose their pizzazz, and yes, that is how long it takes for Dragon Quest VI to set up its story.



The player character is actually a denizen of the dream world, brought into the world below and made visible to the rest of the world by a drop of dream dew. Coincidentally, running around as an invisible character reminded me of the opening for Dragon Quest IX. The player character and his party are all dreams, and cannot become fully real until they have found their frozen bodies in the real world. Eventually the player can zip between the real and dream worlds, changing elements of one to accomplish a task in the other.

After experiencing just a small amount of the story, I was sold on the concept. Not only is the plot interesting, but the way it is told kept me glued to the DS. Unfortunately the story loses steam after defeating the first "big boss," when the player is thrown into an open ended quest to retrieve something important to the main character. What could have been a short but complete story arc is artificially stretched to add content to a game that didn't quite need it, making the bulk of the game feel like post game content. I feel very similar to how I felt after defeating the first major story arc in Okami; I was overwhelmed with the prospect of the sheer amount of game that lay ahead of me when I felt that I had already completed all the story I needed. The rest of the Dragon Quest VI is filled with shorter vignettes, and most are contained within a visit to a single town.

Once the story stopped providing the high level of motivation present at the outset, I found myself losing interest in the mechanics. Playing with the class system is not as interesting as similar systems in games like Final Fantasy Tactics or even Dragon Quest IX. Not only is the system shallow, but it lacks the visual aspect of the aforementioned games. I had never considered just how important it is to see your outfit and equipment change in a simple class system. The interactions between classes are minuscule when compared to games like Etrian Odyssey, so even the mechanics of changing classes aren’t a sufficient pull to interact with the class system.



There is always value in making a team of unstoppable brutes, so the class system isn't entirely a wash, and players have tens of hours of story to refine their team. Since there aren't any limitations on which skills can cross over during a class change, unlike Final Fantasy V, players with an infinite amount of grinding time can create a team where each character has every ability.

Grinding is another trait shared between Dragon Quest titles, and players will need to invest a considerable amount of time into leveling their characters. Without the side quests or alchemy options of Dragon Quest IX, leveling characters lacks the constant reward that players of IX will have become accustomed to. I butted heads with a particular boss over five times, each time having to return a level higher.

This is, after all, a Dragon Quest game. Removing a few specifics can make this a review of nearly any of the nine games in the series, and while the comfort of the series is welcome, the more trying aspects have grown thin over time. Perhaps it is because Dragon Quest IX felt a touch more modern than VI, but I found myself losing interest much more quickly after the first fifteen hours. Still, the core game remains enjoyable, and as predicted, I can assure fans of the series that they will have plenty of fun. I wouldn't, however, recommend this to new Dragon Quest players, who should instead play the more user-friendly IX.


65
Podcast Discussion / Episode 232: The Opinion Leader
« on: February 20, 2011, 05:22:37 PM »

This week's episode is full of classic-style games, and with Nathan's help, we take one more, lengthy look at Ogre Battle 64.

http://www.nintendoworldreport.com/rfn/25427

Jon was tied up at work this week, so Nathan stepped in to share his experience with Ogre Battle 64. First, however, we handled New Business with a suite of games, many hearkening back to yesteryear. Jonny is up first with Alundra, the beloved PSone game. Do the widespread comparisons to Zelda really hold up? Then, Greg takes his turn with Professor Layton's latest, and he also shows affection for Capcom's most obscure 8-bit Mega Man game. Nathan has impressions of the brand-new English version of Dragon Quest VI on DS (hear more on the latest NWR Newscast), and he checks out another timely remake, Tactics Ogre for PSP (the quasi-antecedent of our RetroActive game). James enters the building with a look back at Viewtiful Joe: Double Trouble, one of Capcom's earliest DS action titles.

After a quick break, we return to conclude RetroActive #16. Despite the game's density and slow pace, Ogre Battle 64 has proved to be a popular choice among the RFN crew. Nathan enjoyed it last year, when the game first hit Virtual Console, and it looks like he might start over to make another run at the quest. James completed the game (for the fourth time) in the course of this feature, yet he still found new things to appreciate. Greg and Jonny had plenty of trepidation at the outset, but both found respect and maybe even a bit of adoration for the complex, satisfying strategy gameplay.

Finally, we squeezed in a few emails that were bumped last week. Nathan had to duck out, but the three regulars took on your letters about killer apps, England-specific gaming tips, and the potential revival of virtual reality.


66
Podcast Discussion / Episode 41: Is It Me You're Looking For?
« on: February 19, 2011, 12:06:11 PM »

A few new games, a few old games, and a wicked awesome peripheral make up the content for this week's show.

http://www.nintendoworldreport.com/newscast/25428

This week on the NWR Newscast, we take a close look at the demise of a few storied franchises: Guitar Hero and Tony Hawk.  We analyze the decisions, and give our thoughts on what it means for the music genre.

Also on this week's episode, Zach talks about a game he's really enjoying on the PS3: Dead Space 2, and how that ties back to Dead Space Extraction.  

Neal and Andy recently started playing No More Heroes 2, so that comes into the picture as well.  Neal also has gotten ahold of the Rock Band 3 Squier guitar, and is itching to talk about it.

And had you heard there was a new Dragon Quest game coming out?  Nathan's been playing it an awful lot lately, and has many many things to say about it.


67
TalkBack / Re: Dragon Warrior Monsters
« on: February 18, 2011, 08:01:39 PM »
I'm glad you're enjoying it Quilava!

68
TalkBack / Dragon Warrior Monsters
« on: February 15, 2011, 10:16:12 PM »

What could be better than Pokemon?

http://www.nintendoworldreport.com/extralife/25368

Extra Life is a weekly column focused on giving games a first, second, or third chance. Each week, someone will look at a game they missed, remember fondly from their childhood, or just thought was passed over. It could be a game that received universal appraisal, or one that seemingly nobody played.

Could I interest you in some monsters?

Most Nintendo World Report readers are familiar with the highway of video game information and misinformation that is recess – a time where pre-teen gamers gather atop the jungle gym to plan victories and share tips for whatever games are on their minds. Dragon Warrior Monsters is so rich with secrets, advanced techniques, and multiplayer functionality that it could easily support an entire class of Game Boy-wielding fourth graders. Unfortunately, Dragon Warrior Monsters wasn't very well known; in fact it was seen as a lesser alternative to the widely marketed Pokémon series.

All Dragon Warrior Monsters conversations took place in a less comfortable corner of the sandbox, between the monkey bars and the creepy whale toy. It made sense, because as one of two kids on the playground that owned Dragon Warrior Monsters, I understood that nobody cared for or understood what we were talking about. Weekly attempts were made to evangelize the game, but none of my peers would recognize that there could be a game worthy of replacing their current portable monster-catching diversion of choice.

Feel free to consider this article as the ramblings of someone that never quite got over an elementary school feud, or perhaps consider peeping out from behind the Pokémon blinders to reveal what should be considered the definitive monster collection experience of the Game Boy.

It's kind of like Pokémon...

Players take on the role of a young boy, Terry, who sets out to win a monster-battling tournament in the hopes of rescuing his kidnapped sister. The main story arc of Dragon Warrior Monsters can be completed quickly, and in fact, the core game consists solely of a series of tournaments that culminate in the game's final battle.

Of course, if one is to participate in monster tournaments, they will first need to gather and train a team of monsters. Terry has the ability to persuade monsters to join his cause, and he accomplishes this by bribing monsters with meat. Capturing in Dragon Warrior Monsters is more akin to the negotiation system in the Shin Megami Tensei series than Pokémon, and there isn’t a Master Ball equivalent.



... but better!

Comparisons to Pokémon are inevitable. After all, this is a game where the player must pit trained monsters in battle against the monsters of other trainers. Of course, appearances can be deceiving. Right from the outset players will notice that it is often necessary to provide monsters with generic tactics as opposed to giving direct commands in battle. This heightens the importance of honing the perfect skill set for your monster, and ensuring that they have been bred properly.

Monsters are found by exiting the hub world (a massive tree) and stepping through warp points, or Traveler's Gates, into randomly generated dungeons. Most Traveler's Gates contain a set amount of floors, unique monsters, and a boss battle at the end.

The game's true depth is exposed to players that have an itch for exploration and collection. Many Traveler’s Gates aren't easily accessible, requiring you to have performed a specific quest or have reached a certain level to enter. Dragon Warrior Monsters does a fantastic job of teasing these gates, so that the player will likely know where an extra gate will be, but not exactly how to gain access to it. This element of discovery adds a constant driving force to the player's progression.

Why bother finding extra gates, you ask? Traveler's Gates often contain unique monsters, treasure, and even other traveling monster trainers whose monsters you can steal during battle. The game will normally give the player a tiny hint at what kinds of monsters will await them upon unlocking a gate, and there's always the hope of finding a gate filled with experience-rich metal slimes. The allure of finding new monsters within Traveler's Gates goes far beyond leveling characters and capturing new creatures to add to your menagerie, because monster collection also ties into the game's breeding system.

Bred for success.

Breeding in Pokémon has grown more complex over multiple iterations, but to this day the breeding system in Dragon Warrior Monsters still outshines those in Pokémon. Most monsters can be bred through a variety of combinations, but a monster's parents govern its stats at level one, its maximum potential level, what skills it will inherit, how well it will obey you, and how quickly it can gain experience. If you play your cards right, after a long chain of calculated pairings you can end up with a monster that is immensely powerful right after being hatched. Breeding can be a risky affair, since the game requires one to save the results, and the parent monsters are instantly lost to the character.

Some monsters can only be obtained through breeding, and it is up to the player to discover how to create these mystery monsters, many of which are important bosses from other Dragon Quest games. In fact, most of the monsters in Dragon Warrior Monsters are taken straight from the Dragon Warrior/Quest series. Fans of Dragon Warrior will revel in having a high-tier Draco Lord on their team.



The fun never ends!

All of this preparation isn't necessary to complete the game, but it becomes invaluable in order to grapple with Dragon Warrior Monster's post-game content. At the game's finale, (spoilers ahead) it is revealed that the entire game may have been dream sequence, but the player is given the option to return to Great Tree and continue their adventures after the credits roll. It is at this point that the player has the opportunity to face off against the game's most powerful boss – something that I toiled with for months in my youth. While most games are content with defining post-game content as reverting to the save immediately before a final boss, or allowing a new game plus, Dragon Warrior Monsters crafts a repeating challenge that can easily last as long as the main game without even taking into account all of the gates and monsters the player can pursue as a part of this challenge.

Dragon Warrior Monsters can potentially be a massive time sink, and I was fortunate enough to play it at a time when I could make it just that. I found the monsters interesting, the combat exciting, and the breeding system incredibly addictive. I encourage anyone still reading to seek out a copy of the game, because it may just be for you what it was for me: better than Pokémon.


69
TalkBack / Dairojo! Samurai Defenders Review
« on: February 14, 2011, 03:23:17 PM »

Patience makes perfect.

http://www.nintendoworldreport.com/review/25350

It is easy to take a tower defense title at face value. Most of the time, they are a simple variant on the standard tower defense formula with an easily identifiable twist. The twist in the DSiWare's Dairojo! Samurai Defenders, however, isn't apparent until you have seen the game over screen... for the tenth time.

As you may have suspected, the big twist with Samurai Defenders is that it is wretchedly difficult. At a glance, the game appears to simply be what we all expect from tower defense with a Japanese medieval motif, this makes Samurai Defenders simple to pick up and play. You place defensive units along a path that leads towards the tower with the hopes that your units will be able to eliminate the enemy waves before they can reach the tower gates.

Player units range from spearmen, who can stab enemies from a short distance, to archers that specialize in destroying enemy air units, and generals that boost nearby allies' attack power. Each unit can be upgraded during the progression of a level at the cost of in-game currency dropped by fallen enemies.

The familiarity of Samurai Defenders will trick players at the outset. After struggling to clear even the lowest level normal mission, I can certainly say that Samurai Defender's difficulty will shock nearly everyone who picks it up. Enemies will fly unpredictably from random sides of the screen directly towards the tower, potentially bypassing all of your defenses, and almost always forcing you to restart the level entirely. This wouldn't be disruptive, but the game forces you to play through 99 waves of enemies per level  sans checkpoints or quick saves.

This structure, 99 uninterrupted waves of enemies, is shared between the game's three single player variants: score attack, normal, and random. Each of the game's modes actually feature the same level designs, but change how enemies appear and how the player is scored. Playing a level again in a different mode, then, isn't very compelling.

Daijoro Samurai Defenders isn't entirely lacking in creativity. Players can deploy some helpful power ups in battle, and the game features local multiplayer.

There is nothing inherently challenging about the mechanics of Samurai Defenders, because it is ultimately the same tower defense game we have all played before. It is simply the endurance that the game requires, combined with unpredictable enemy waves that make it not only a frustrating experience, but a poor portable experience as well.


70
TalkBack / Re: Dragon Quest VI: Realms of Revelation Impressions
« on: February 14, 2011, 02:30:18 PM »
Well. The DQ DS remakes (IV to VI) are made by Arte Piazza while DQ IX is made by Level 5. I believe Level 5 is easily one of the most talented DS studio out there (nino kuni for example has stunning visuals topping even DQ IX imo) while Arte Piazza is relatively weak

I thought Arte Piazza's work on Harvest Moon: Innocent Life was fantastic.

71
TalkBack / Re: Dragon Quest VI: Realms of Revelation Impressions
« on: February 14, 2011, 01:06:53 PM »
Farnham, you're right. My quibble with the remake quality is that we have seen they can do so much better with DQ IX.

(Note: I started off using the word remake and accidentally slipped into "port")

72
TalkBack / Dragon Quest VI: Realms of Revelation Impressions
« on: February 14, 2011, 12:01:17 PM »

I still can't zoom in a cave.

http://www.nintendoworldreport.com/impressions/25357

The release of last year's Dragon Quest IX was likely the first time many Nintendo DS owners had experienced a Dragon Quest game. This year, Nintendo has released the fourth Dragon Quest title to appear on the DS: Dragon Quest VI: Realms of Revelation, a DS remake of the original SNES title that was never released outside of Japan.

Those who have only experienced Dragon Quest IX may be shocked by just how similar Realms of Revelation is to Sentinels of the Starry Skies, while veteran Dragon Quest players will be unsurprised with its familiarity. While I have never played Dragon Quest VI, the similarities that run through all Dragon Quest games instantly gave me a sense of déjà vu.



Everything, from the visuals to the sounds, and even the battle mechanics, are facsimiles of something that has already been done in a Dragon Quest title. Even some of the less used Dragon Quest mechanics are present: the Alltrades Abbey is available for class changes, and players can recruit monsters into their parties.  Though I am still just shy of ten hours into the game, it is apparent that I have already seen most of what this game has to offer. Or have I?

Dragon Quest VI’s story only took around half an hour to completely sell itself to me. The story, after all, is what keeps me returning to Dragon Quest games. Realms of Revelation features a dual-world structure, in which players jump between the "real world" and the phantom world. As a soldier for the king of Somnia, it is your job to investigate this phantom world as part of the effort to combat the evil Murdaw. Dragon Quest VI starts out with what appears to be a dream sequence, but is actually a flash-forward to coming events.

There is a level of mystery and intrigue to everything that transpires in Realms of Revelation that makes the game hard put down. Perhaps it is good, then, that the rest of the game is so familiar. Even for those that are not well-versed in Dragon Quest, the turn-based role-playing mechanics are easy enough to pick up and play.

Still, I cannot help but wish that Square Enix had put more effort in to developing this port, especially considering that Tactics Ogre (another SNES remake) releases this month on the PSP and is, by all accounts, a definitive reworking of the original game. Why did Square Enix not use the beautiful Dragon Quest IX engine to recreate Realms of Revelation? Why can I rotate the camera in some dungeons, but not others? Why must I return to a church to save my game? Why can I still not use the Zoom spell to exit a cave?



This isn't to imply that Dragon Quest VI seems to be a bad port, but rather that it seems satisfied with just being a good port. Considering how much time players will likely put into this game, I would have loved to see Square Enix take the opportunity to put more time into porting the game. While the familiarity of the game is appreciated, Dragon Quest IX demonstrated that a game can still retain all of its Dragon Quest trappings while still feeling fresh and modern. Everything you like about Dragon Quest is here, but so is everything you don’t.

So far, the story is easily the best reason to consider a Dragon Quest VI purchase, and I am looking forward to seeing it unravel as I work my way towards the end of the game. Expect a full review of Dragon Quest VI: Realms of Revelation later this week.


73
Podcast Discussion / Episode 40: Snoozecast XL
« on: February 13, 2011, 10:17:12 PM »

The conversation flows as free as the wind on the latest episode of NWR Newscast.

http://www.nintendoworldreport.com/newscast/25355

This week on the NWR Newscast, discuss what we're reviewing, and talk about the newest competitor to the 3DS: the Sony NGP.

Also, we spend some time discussing features that are happening on the site, such as Extra Life and the 3DS Virtual Console Handheld wishlist.

The freely flowing episode is a bit of a change of pace for us. What did you think? Send us an email at newscast@nintendoworldreport.com


74
Podcast Discussion / Re: Episode 38: Retraction
« on: February 05, 2011, 11:25:14 PM »
This is on par with Nate never playing Super Mario Bros.

Neal stop calling me Nate or I'll impeach you.

Well that answers a question I probably should've asked you months ago...

Actually you did, and I answered multiple times. Perhaps your ears were clogged with your directorly ambitions? ;)

75
TalkBack / Radiant Historia Preview
« on: February 05, 2011, 11:22:03 PM »

Read what we thought of Atlus' newest DS RPG.

http://www.nintendoworldreport.com/preview/25069

This Thursday, we had the opportunity to attend a streaming web demonstration of the upcoming Atlus DS release, Radiant Historia. The demonstration walked us through the opening moments of the game, and introduced Historia's combat and time-travelling mechanics.



Similar to the rest of its Japanese RPG brethren, Radiant Historia opens with lots of dialogue. While the localization and storytelling appears to be top-notch (and full of spoilers), Atlus decided that they would showcase the game's dialogue-skipping features. Players can skip through story segments line-by-line, or even skip entire scenes if they so choose. While the ability to skip through a game's text may seem trivial, Radiant Historia is a game that encourages one to replay key scenes to alter history, so passing by familiar discussions is of particular use.

Without saying too much about Historia's plot, the game tells the tale of two warring kingdoms fighting for the last remaining bits of land on the planet. Players take on the role of Stocke, an apparently battle-hardened protagonist that inherits the ability to propel himself through time and space by interacting with the magical "White Chronicle."

Travelling through time consists of much more than a simple rewind mechanic. The player is presented with a grid of alternate story paths and nodes, and playing through each of them further propels the player towards the "true history" of the world. While not much time travelling was done during the demo, it became apparent that it would be necessary to revisit previous chapters after gaining new knowledge or abilities.

Radiant Historia’s combat system stands out from conventional JRPGs. At any time, players can change the turn order of a battle, but at the expense of incurring extra vulnerability until the next turn. This system is combined with the game’s unique grid-based battlefield. While we usually see grids in tactical RPGs in the vein of Final Fantasy Tactics, Radiant Historia places the enemies atop a grid in a more conventional turn-based arena.



The purpose of the 3-by-3 grid in Radiant Historia is to manipulate enemy placement to the player's advantage. Special moves allow one to bash enemies from one gridline to the next, and in this way enemies can be stacked. Once stacked, all enemies occupying the square will receive damage from the same attack. One cannot simply throw all of the enemies to the back, however, because enemies towards the rear of the battlefield take less damage.

Player characters will receive extra experience in battle for taking advantage of the grid and turn change systems, and even though the demo only showcased three party members, Atlus has confirmed that party members not partaking in battle will also gain some experience at the end of each battle.

Outside of combat, enemies meander about the world. Players can attack the enemies before intersecting with them to gain an advantage in battle - a system similar to the recent Persona games. This comes as little surprise, because members of the Persona team developed Radiant Historia in collaboration with Tri Ace.



Radiant Historia looks to be a fitting last-hurrah for RPGs on the Nintendo DS when it comes out on February 22.


Pages: 1 2 [3] 4 5 ... 30