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Messages - Penguin_Of_Thyme

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26
I'm very excited for this series of games. M2 always does a killer job with emulation and is super respectful of the source material. I'm hoping they bring Outrunners or Golden Axe: Revenge of Death Adder to Switch.

27
TalkBack / Re: Double Cross Emerges From The Rift In Summer
« on: April 03, 2018, 09:37:03 AM »
I added some off-screen video to the article. Aaron recorded it at GDC.

28
TalkBack / Toki Tori 2+ (Switch) Review
« on: March 22, 2018, 05:31:40 AM »

Don’t let the cute veneer fool you, this puzzle game can be quite difficult.

http://www.nintendoworldreport.com/review/46794/toki-tori-2-switch-review

It's been almost 5 years since Toki Tori 2 debuted on the Wii U (Click here for Guillaume Veillette’s original review). The '+' version now available on Switch has seen numerous enhancements that help make the at times difficult adventure a little bit easier. If you are up for the challenge, Toki Tori 2+ is a platforming journey worth experiencing.

The games titular star, Toki Tori is a cute yellow puffball that has an unusual move set for a baby chick. Along with waddling about the game's 2D world, Toki Tori has two special actions in his arsenal; whistling short little tunes and performing a butt stomp. While your moves are limited, the game does an impressive job of setting up varied puzzle scenarios.

The puzzle diversity depends on the creatures and obstacles surrounding Toki Tori. For some creatures, a butt stomp will simply change the direction they're facing while others like the lizard will go into a blind rage and impale Toki Tori with their horns. As you progress further, the puzzles can become somewhat obtuse, but there's always logic behind the madness on-screen.

The game is filled with checkpoints, which often dictate the beginning or end of a puzzle. Toki Tori's whistle move is often used to alert nearby creatures to your presence and move them about the play field. However, a specific combination of notes can also trigger special songs that help you on your quest. The song system is very similar to the one found in The Legend of Zelda: Ocarina of Time. One important song allows you to restart a puzzle by returning to the last checkpoint passed.

Toki Tori 2 can very easily frustrate you. I got stuck on a number of puzzles during my play through. While it's never fun to have your progress halted for a long period of time, it's always extremely satisfying when you finally solve a puzzle (Note: Slightly less satisfying when you Google the solution, but the goal of the game is not to lose your sanity).

The development team at Two Tribes has continued to introduce new tweaks to each re-release of the game. Along with bug fixes and minor changes to the gameplay, players have a new song which allows them to place a checkpoint wherever they wish. The Switch version also includes HD rumble, an in-game achievement system, and video capture support. In addition, the game runs at a smooth 60fps and features a 1080p resolution in docked mode and is 720p when playing handheld.

I've always loved a good puzzle platformer.  Toki Tori 2+ follows the mold set by great efforts of the genre such as Braid and The Lost Vikings. Unlike the frequent changes George Lucas made to the original Star Wars trilogy, it's commendable that Two Tribes has listened to criticism and continued to implement improvements. Anyone who enjoys a challenge and likes games where you can temporarily travel in bubbles should give Toki Tori 2+ a look.


29
TalkBack / Fe Video Preview
« on: February 07, 2018, 10:01:25 AM »

Fe debuts on Nintendo Switch this February 16.

http://www.nintendoworldreport.com/video/46376/fe-video-preview

Watch the video preview below.


30
TalkBack / Rocket League (Switch) Review
« on: November 24, 2017, 04:51:13 PM »

The power of rocket boosted soccer in the palm of my hand.

http://www.nintendoworldreport.com/review/45902/rocket-league-switch-review

Pushing a soccer ball with a motor vehicle is not a new concept in gaming. Prior to Rocket League, my favorite rendition of that type of soccer appeared in Excitebike 64 way back in the year 2000. The framerate was a mess, and the controls were far from optimized, but there was a special appeal to racing full speed at a gigantic soccer ball and knocking it into a net. Rocket League not only brings back those feelings of joy from years ago, but excels at creating one of the most addictive multiplayer experiences in all of gaming.

While there are multiple modes in Rocket League, the main one is of course an insane variation of soccer. Each player is equipped with a rocket-powered car and can drive or jump into the soccer ball to move it around the arena. A typical match lasts five minutes and will extend into a next goal wins overtime if there’s a tie. Scattered around each arena are special items, which will fill the player’s boost gauge. Using boost, players can temporarily increase their speed across the arena or use a combination of boost and jump to perform an aerial attack.

Part of the reason Rocket League works so well is the precise controls and physics system. Each arena is surrounded by a force field that extends high into the air. Balls will bounce all over and skilled players will learn how to anticipate shots from all angles. While in the air, players can easily manipulate their vehicle’s orientation and can also utilize their double jump ability to flip their car in different directions. It may take many hours to get a strong handle on the game’s controls, but once you’ve learned them a player can perform some seriously impressive maneuvers.

The best way to play Rocket League is against other humans. However, the game does provide bots for offline matches and a extensive training mode. When competing online, you have the choice of playing casually or competitively in ranked matches. In addition to the classic soccer mode, casual play features other game modes such as Snow Day where the soccer ball is replaced with a hockey puck and Hoops, a basketball-style mode where the ball must be bounced into a large force field surrounded hoop. Ranked matches are the best way to face foes of a similar skill level. There’s a slew of competitive tiers that range from bronze all the way up to grand champion. Ranked play is very addictive and you’ll find that teamwork is extremely important when playing modes like 2-on-2 and 3-on-3.

The Switch version of Rocket League is content wise the exact same game you’ll find on Xbox One and PC. In fact, Rocket League is one of the first Switch games featuring cross-platform play with those devices (Sony does not allow cross-platform play with other consoles). The one important area where the Switch version pales in comparison to the others is in the graphics. Developer Panic Button who also ported Doom to Switch, had to make a number of concessions to get the game running at 60fps. Level and car geometry and textures are noticeably reduced in all parts of the game. The largest reduction is the resolution, which is dynamic and will change depending on the complexity of the action on-screen. Certain arenas like Beckwith Arena run at a relatively legible resolution of 1024x576 in undocked play, while others will drop below that number and make far off objects a bit difficult to see. It’s also worth noting that the game will at times briefly drop below 60fps like when too many cars are bunched together.

Rocket League is one of my favorite releases of the last few years. Having a portable version that lets me easily jump online at any Wi-Fi hotspot is amazing to me. I’ve been playing quick matches while waiting for the NYC subway and during my lunch break at work. The one major negative is the resolution in undocked mode. I personally haven’t felt like it’s hindered a match for me, but it’s still pretty annoying. Nonetheless, there’s endless amounts of fun to be had with Rocket League and even with some graphical shortcomings it’s still a must buy on the Switch.


31
TalkBack / Sonic Forces (Switch) Review
« on: November 22, 2017, 04:40:16 PM »

Sonic and friends are still speeding along, but they also made a couple wrong turns.

http://www.nintendoworldreport.com/review/45892/sonic-forces-switch-review

Sonic Team’s latest entry draws a great deal from relatively recent Sonic releases like Sonic Generations and Sonic Colors, while also attempting to fix some of the series’ flaws. While Sonic Forces succeeds in some regards, there are enough negatives and strange design choices that ultimately result in an uneven, but still fun platformer.

The story is told in a similar manner to many recent Sonic adventures although this tale features a much darker tone. Sick of repeatedly failing, series stalwart Eggman has created a brand new reality bending villain called Infinite. Early in the game, Sonic is defeated by Infinite and the world is completely overtaken by Eggman’s robot army. However, all hope is not lost because Sonic’s friends like Knuckles, Amy, and Vector the Crocodile have devised a resistance squad. The absence of Sonic allows the introduction of the brand new Avatar character. Affectionately nicknamed “rookie” by Knuckles, the Avatar character is seamlessly integrated into the world of Sonic and allows the player to root for a protagonist that they design themselves.

Creating your Avatar is a very simple process. Players must first choose, which type of anthropomorphic animal they wish to be. Choices include cat, bird, rabbit, and even hedgehog. Further customization options include victory pose, skin color, and a whole slew of clothes that range from suits of armor to trendy shirts. As players progress through the game, they will constantly be unlocking new items to accessorize their Avatar.

Three distinct play styles are featured in Sonic Forces. Modern Sonic features the boost gameplay that first debuted in Sonic Unleashed and was refined in Sonic Colors and Sonic Generations. These stages feature both 2D and 3D sections and see Sonic grinding on rails and boosting through hordes of robots. The Avatar levels are similarly designed to the Modern Sonic stages, but must be traversed using the new weapon-like Wispons. Avatar’s can only utilize a single Wispon at a time and they come in multiple varieties such as Lighting, Drill, Hover, and Burst. The third gameplay style is Classic Sonic, which mimics, but doesn’t quite feel like the 16-bit Genesis Sonic titles.

The 30 stage main campaign took me approximately 5 hours to complete. A great number of the game’s stages felt like they ended way too quickly. Along with some super short levels, the frequent change of playstyle led to some awkward moments where I would mistakenly attempt to use a move or ability that didn’t belong to my current character. The biggest fault I found was undoubtedly the lackluster level design. That’s not to say there aren’t certain highlights throughout the adventure, but by and large there seems to be a lack of creativity in their design especially when compared to previous Sonic titles. In addition, there are times where the game’s controls seemed to be working against me. For example, Modern Sonic’s lock-on attack seemed to often not work properly. The physics of the Classic Sonic stages work contrary to how one would expect, with Sonic often having trouble maintaining momentum. Possibly to alleviate some of Classic Sonic’s speed issues, the development team added a Drop Dash move (first seen in Sonic Mania) that allows you to immediately boost upon landing on a surface.

Graphics were fairly consistent, in both docked and undocked modes the resolution remained at 720p and stays at a very steady 30 frames per second almost all of the time. At times you may notice some low resolution textures, but overall the graphics look very good on the Switch screen. The music in Sonic Forces is wonderful, but certainly not for all audiences. You’ll either be pumped up when the game’s main theme, “Fist Bump” starts playing in a stage or be bewildered that you’re listening to the lead vocalist of Hoobastank in 2017.

Sonic Forces strangely reminds me in many ways of 2006’s New Super Mario Bros. That DS game was the first original 2D Mario platformer in a very long time and while it was great that Mario was returning to his roots, the game was plagued by some of the worst level design in the entire series. Nonetheless, after completing the game I found myself seeking out the star coins in every single level. Similar to Mario, there’s a variety of hidden trinkets such as red rings and silver moons hidden in every stage of Sonic Forces. Levels that originally felt way to brief in the original campaign are now a perfect length for additional exploration. In addition, the portability factor of the Switch makes seeking out these rings a quick, but fun activity for me while commuting via the New York subway and has greatly increased the game’s replayability.

The short campaign, uneven level design, and imperfect controls all put a hamper on the overall experience. While Sonic Forces may be far from the perfect Sonic game, there’s still an enjoyable adventure worth experiencing especially for platformer fans and those who’ve enjoyed Sonic Team’s recent efforts.


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TalkBack / Mantis Burn Racing (Switch) Preview
« on: November 22, 2017, 10:12:36 AM »

Top-down racing is coming to Switch in style with both 60fps visuals and cross-platform online play.

http://www.nintendoworldreport.com/preview/45884/mantis-burn-racing-switch-preview

Watch the preview below.


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TalkBack / Super Beat Sports (Switch) Review
« on: November 21, 2017, 10:50:21 AM »

A musical and sports mini-game collection may not be the perfect combination, but rhythm fun is still to be had.

http://www.nintendoworldreport.com/review/45875/super-beat-sports-switch-review

Super Beat Sports is the latest title from Harmonix Music Systems, the creators of Rock Band and Amplitude. The Switch game is an upgraded version of Beat Sports that originally debuted on the Apple TV back in 2015. Fans of the rhythm genre will enjoy the game’s kickin’ beats, but may ultimately be dismayed by the lackluster single-player mode.

Five musical mini-games are available to play, all featuring a multiplayer component. Players have a choice of controlling the action via a button press or with the swing of a Joy-Con. The game’s colorful and eccentric cast of humans and aliens are very cute and seem like they could have been pulled out of an episode of the Powerpuff Girls. As players progress, they can unlock a variety of unusual objects to play with, ranging from garden gnomes to guitars. However, the different rackets don’t have any effect on the gameplay.

Whacky Bat is likely the first mini-game you’ll play when you boot up the game. In the baseball-inspired mini-game, multiple aliens will pitch you baseballs and you must swing at them to the beat of the music. Adding to the difficulty are multiple lanes from which the aliens can throw the baseballs, so you must quickly move left and right to the appropriate lane. This mode strongly reminded me of Rhythm Heaven.

Gobble Golf is a very unusual take on golf featuring memorization. You’re presented with multiple floating platforms that feature an assortment of aliens. Before swinging, you must carefully watch the aliens sing. Once you know the alien’s musical order, it’s your turn to knock golf balls into their mouths during their refrain.

Net Ball is a musical adaption of volleyball. Like the other modes, the goal is to hit the ball to the beat of the rhythm. This mode is played in a doubles fashion with one alien ally and two aliens opponents on the other side of the net. At random points during the match, your ally will set the ball for you and give you a chance to spike it. To successfully spike you must hit ball after a brief countdown, which is shown visually on-screen.

The mini-game that arguably requires the quickest reflexes is Buddy Ball. In this mode, you and your opponents must bounce a ball against a trio of aliens and then survive the longest by keeping your heart meter intact. Depending on which type of alien you hit, the ball will bounce off them in different ways. Missing a volley is the easiest way to lose a heart, but this mode also has items like exploding bombs, which can cause damage.

The final game mode is Rhythm Racket, which is sort like air hockey on steroids. This mode can either be played 1-on-1 or as a free for all with four players. Each player stands in front of their goal and must defend it while also knocking the incoming shots out onto the playfield. There are multiple surfaces to ricochet shots around and those same surfaces actually move around and reshape themselves at different moments of the match. To help defeat your opponents, players can also pass the ball to aliens scattered on the course who you temporarily take control of and can aim your shot from. This mode makes for some fast-paced fun and should please those who’ve wished for an insanely hectic version of pong.

Super Beat Sports is a fun, but overall very simple compilation of games. While many of the modes have multiple single-player challenges to complete, they quickly become repetitive and are missing the charm, range, and cleverness that you might find in a Rhythm Heaven game. This mini-game collection is best when played with friends and family who want to test their reflexes in a musical fashion. It might not be a game you play a lot, but it can provide an hour of fun when you have company over.


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TalkBack / Super Mario Odyssey & Super Mario 64 Side By Side
« on: November 01, 2017, 01:23:14 PM »

Check out this comparison video showing footage from Super Mario Odyssey and Super Mario 64.

http://www.nintendoworldreport.com/video/45763/super-mario-odyssey-n-super-mario-64-side-by-side

Recommend watching this video after completing Super Mario Odyssey because of some spoilers.


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TalkBack / Gear Club Unlimited (Switch) Preview
« on: October 25, 2017, 04:28:30 AM »

From the creators of Test Drive Unlimited and V-Rally comes a realistic racing title for the Nintendo Switch.

http://www.nintendoworldreport.com/preview/45714/gear-club-unlimited-switch-preview

Check out our Gear Club Unlimited preview below.


36
TalkBack / Volgarr the Viking (Switch) Review
« on: October 14, 2017, 03:12:51 AM »

This brutally difficult platformer will both frustrate and delight.

http://www.nintendoworldreport.com/review/45643/volgarr-the-viking-switch-review

One of the most satisfying things in gaming is to finally beat a level or boss that’s been confounding you for hours. In Volgarr the Viking, you will have many opportunities to grasp for that feeling of accomplishment, because the game’s worlds are filled with numerous traps, enemies, and pitfalls that will repeatedly impede your progress. While it was originally released on the PC in 2013, Volgarr the Viking feels much more like a 1980s arcade title. If you’re willing to endure the game’s harsh challenge, you’ll find a well-crafted platformer that fills a tiny, but important niche on the Switch’s ever-expanding library.

Volgarr the Viking draws inspiration from a number of arcade classics, but the two that stand out most are Taito’s Rastan and Capcom’s Ghosts ‘n Goblins. Like in Rastan, your main character can defeat foes with the swing of a sword or via a downward stab. Volgarr also carries multiple spears, which are great for taking care of long-distance enemies. One neat trick is the ability to jump on spears that have become lodged in walls. In addition, one can perform a roll maneuver to avoid quickly closing gates, as well as a spinning double jump. Mastering Volgarr’s moveset is necessary if you have any wish to survive.

There are six regular worlds to explore, along with a seventh, hidden one that only the most determined players will reach. Each world has been meticulously designed, and even the very first world poses a challenge. One crucial tool to survival is finding the treasure chests in each stage. The collectible item in each chest allows Volgarr to power up ever slightly, and gives him additional hit points.

The game’s most defining feature is its difficulty. This is the kind of the game where you must repeatedly play each stage and learn every nook and cranny if you wish to survive. While the game is extremely difficult, it never feels like the game is being unfair. Moreover, there are no game overs in Volgarr the Viking. Once you reach a checkpoint, you will always be able to respawn back to it after a death. I do wish the game featured some additional checkpoints in each stage; I often found myself finally reaching a boss battle, only to immediately get killed and sent to a checkpoint half the level away.

The Switch version of Volgarr seems to be exactly the same game you would find on PC or PlayStation 4. One thing worth noting is the very subdued use of rumble in the game. The rumble is very light compared to other titles I’ve played on Switch recently (like Golf Story), but it’s nonetheless effective after blocking an attack with your shield or throwing a charged spear. There also an in-game achievements system, which is always a welcome addition.

Volgarr the Viking is not the type of game I can enthusiastically endorse to all gamers. You must be a determined player, undeterred by repeated deaths (I died over 150 times on one stage). Also, the graphics and controls strictly adhere to the type of game you’d have found in your local arcade 30 years ago. As long you can look past those things (or embrace them), you’ll find an deliciously tough and magical experience.


37
TalkBack / DOOM (Switch) Preview
« on: September 21, 2017, 04:42:49 AM »

DOOM on the Nintendo Switch may only be 30fps, but that doesn't prevent the gameplay from being responsive and smooth.

http://www.nintendoworldreport.com/preview/45492/doom-switch-preview

Check out a brief video preview and over 27 minutes of DOOM Switch gameplay below.


38
TalkBack / Re: Sonic Mania (Switch) Review-In-Progress
« on: August 15, 2017, 12:03:54 PM »
While I still think some of the boss battles are a bit too easy, my main issue is that certain ones aren't very well executed/fun. For example, there's a certain boss battle that is almost the reverse of a classic Robotnik battle from Sonic 3 and while it's a neat idea in theory, the original boss battle is a million times better.


Worth mentioning that some battles are still a little tough/frustrating, but most shouldn't take you too long to conquer.


I also think most battles don't feel as epic as some of the ones found in Sonic 3 & Knuckles. I always thought the battle at the end of Marble Garden Zone in the air was awesome and I feel no battle in Sonic Mania comes close to that.

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TalkBack / Sonic Mania (Switch)
« on: August 14, 2017, 04:20:00 AM »

Sonic the Hedgehog makes a spectacular return to his 2D roots.

http://www.nintendoworldreport.com/review/44628/sonic-mania-switch

The last 16-bit mainline Sonic game was 1994’s Sonic & Knuckles. Through the power of Lock-On-Technology, players could combine that game with Sonic the Hedgehog 3 and create one the greatest platformers of all time, Sonic 3 & Knuckles. While Sega has released an assortment of 2D Sonic games since then, none have come close to capturing the magic of those early Sega Genesis entries until now. Sonic Mania takes players on a nostalgia-filled adventure that feels like the Sonic 3 & Knuckles follow-up that Sonic fans have been forever waiting for.

Sonic Mania features a mix of brand new Zones along with many returning favorites. Just like in Sonic’s Genesis debut, players begin the game in Green Hill Zone. It’s important to note that the returning stages have been heavily remixed. Bits and pieces of the original level design show up, but for the most part the returning Zones feature completely new layouts in the style of Sonic 3 & Knuckles. The little nods and gimmicks that reference past Sonic games were pleasantly surprising. For example, Green Hill Zone now includes the corkscrew paths that originally appeared in Sonic 2’s Emerald Hill Zone. Just because your favorite Sonic Zone is absent from the game’s roster, doesn’t mean a sly nod to it won’t show up at some point. Overall, the level design is extremely strong and does a great job at balancing nostalgia with new ideas.

One of the largest criticisms leveled against Sonic the Hedgehog 4 was the game’s physics. The physics are not a problem in Sonic Mania thanks to Christian Whitehead’s Retro Engine, which perfectly replicates the physics of the 16-bit Sonic games. The game’s 3 playable characters, Sonic, Tails, and Knuckles control exactly like you remember. Sonic does have one new trick in his arsenal, a Drop Dash, where Sonic can perform a quick boost immediately after landing a jump. I rarely used the Drop Dash during regular play, but it is a handy tool for the game’s time attack mode.

The music is composed by Tee Lopes, who has been creating Sonic remixes for years. Some of the returning songs stick very close to the original arrangements except with fancy new synth instruments. However, Tee Lopes does an amazing job at jazzing up many of the old songs by creating delightful new remixes. Along with the returning favorites, Tee Lopes has arranged a number of brand new songs that sound great and perfectly fit the Sonic aesthetic. The music and sound effects in Sonic titles have always been extremely important for setting the mood and thankfully Sonic Mania does not disappoint in those areas. This is also a beautiful pixel art game, even more so since Sonic and his friends have been enhanced from their 16-bit incarnations with additional frames of animations. Returning stages have subtle new effects at times, while the brand new stages give you a good idea of what a Sega Saturn Sonic game might have looked like.

The new Special Stages in Sonic Mania are discovered in the same fashion as those in Sonic 3 & Knuckles, by finding giant rings hidden throughout the game’s levels. In these, players enter a 3D arena and must chase a UFO carrying an emerald.  If players run out of rings, the Special Stage ends, so collecting blue spheres to gain speed is integral while keeping an eye on the rings counter. These stages are quite challenging, but also a lot of fun. The Blue Sphere bonus stages, where Sonic must collect the blue orbs on a giant globe, also return. To play the Blue Sphere stages, one must simply have 25 rings when reaching one of the numerous checkpoint star posts. While it’s entirely optional to enter the bonus stages, I almost wish the ring count was higher for entering the Blue Sphere stages because you’ll constantly be breaking up the action if you enter them at every opportunity given.

While Sonic Mania does so many things right, my biggest issue are the boss battles. That’s not to say they aren’t very inventive, but a few of them aren’t that well executed and many lack any difficulty. I would also argue that the boss battle music doesn’t pump you up the same way that previous 16-bit Sonic titles did. In addition, for all the amazing ways the game uses nostalgia as a plus, a brief moment or two cropped up where it almost felt too familiar and I longed for a completely brand new 2D Sonic game.

The Switch version of Sonic Mania was ported by Tantalus Media, the same folks who brought Twilight Princess to Wii U. Having had a chance to play both the PS4 and Switch versions, I can confirm both versions run at a silky smooth 60fps during the high-speed sidescrolling action. The one area where the Switch version takes a occasional framerate dip is in the UFO chasing Special Stages. It’s not a giant problem, but it is noticeable, especially when the PS4 version has zero issues in these stages. The game looks great on the Switch screen and I expect I’ll be playing Sonic on the NYC subway for months to come.

Sonic Mania is a delightful return to the 2D platforming style that first made the hedgehog a star. The love from the development team for 16-bit Sonic is evident in every moment of the game. Fans of classic Sonic must buy this game, but the excellent level design, music, and graphics will please all people who enjoy a well-thought-out sidescroller.


40

A long run at the upcoming slasher-and-stabber.

http://www.nintendoworldreport.com/video/44867/12-minutes-of-fire-emblem-warriors-switch-direct-feed-video

Fire Emblem Warriors will be out this fall, and we have an extended cut of direct feed video from the E3 show floor.

Check it out below:


41
TalkBack / 4 Minutes of Sonic Forces Gameplay
« on: June 13, 2017, 11:19:17 AM »

Off-Switch screen video of Sonic Forces running in handheld mode.

http://www.nintendoworldreport.com/video/44843/4-minutes-of-sonic-forces-gameplay


42
TalkBack / 10 Minutes of Super Mario Odyssey New Donk City Gameplay
« on: June 13, 2017, 11:14:13 AM »

We have off-screen footage of exploring the Mario Metropolis, straight from E3.

http://www.nintendoworldreport.com/video/44842/10-minutes-of-super-mario-odyssey-new-donk-city-gameplay


43
Updated with final score and online thoughts.


It does suck not having a D-Pad on the JoyCons. I hope Nintendo releases a JoyCon variant with D-Pad sooner than later. Found the game controls pretty well with the D-Pad on the Pro Controller. May have to buy an 8bitdo controller especially if Virtual Console comes soon!

44

A blast (or Hadoken) from the past that’s still fun over 20 years after it’s original release.

http://www.nintendoworldreport.com/review/44685/ultra-street-fighter-ii-the-final-challengers-switch-review

Since Street Fighter II’s original release in 1991, Capcom has repeatedly returned to the iconic fighting game. Versions of the game have appeared on numerous video game systems from the 3DO to the Game Boy. Ultra Street Fighter II: The Final Challengers for the Nintendo Switch is the latest iteration and it’s still a great fighting game, but certain choices by the development team hold the game back from being the ultimate version of Street Fighter II.

At it’s core, Ultra Street Fighter II: The Final Challengers is based on 1994’s Super Street Fighter II Turbo. That game introduced the powerful special attacks known as Super Combos along with the hidden character Akuma. On the Nintendo Switch, Akuma is immediately available on the character select screen and two other fighters join the roster, Violent Ken from SNK vs. Capcom: SVC Chaos, and Evil Ryu from the Street Fighter Alpha series. The game’s speed seems to be very close to the default one of Super Street Fighter II Turbo, but disappointingly there is no speed setting to adjust it (a common feature found in many previous iterations of Street Fighter II). In portable mode, players have the option to enable on-screen buttons that allow you to easily perform special attacks. A similar feature was found in Super Street Fighter IV: 3D Edition, and I welcome it's return because it's a great way to become familiar with a new fighter while also making some of the more difficult Super Combos a breeze to pull off.  

Two visual styles are available: classic, which allows you to fight using the original sprites, and an option called “new style,” which lets you play the game using the redrawn HD sprites that the comic book company UDON Entertainment originally created for 2008’s Super Street Fighter II Turbo HD Remix. In addition, players can also choose between the classic music or a remastered soundtrack. When playing with the remastered soundtrack, the sound effects and character voices are changed to those from Street Fighter IV and you can’t mix and match old sound effects with new music or vice versa. Another negative is that you can’t remove the ugly side borders when playing with the classic visual style. You do have the ability to completely remove the game’s HUD though, which allows for some interesting matches where you’re completely unaware of how much health you and your opponent currently possess. One must back out to the main menu and go to the options menu if they wish to change visual or musical styles. Recent Switch release Wonder Boy: The Dragon’s Trap let you easily switch graphical styles in the middle of gameplay and it would have been nice if a similar feature was present in Ultra Street Fighter II.  

The most unique new feature to the game is the first-person Way of the Hado mode. Players fight as Ryu against a slew of opponents using motion controls. This mode has a useful tutorial that shows you exactly how to hold a pair of Joy-Con to perform the different attacks. You can also then practice each move to make sure you are performing them correctly. I found the motion controls to be mostly responsive, and the mode overall to be a silly diversion. Nobody should buy this game for the Way of the Hado mode, but it's worth trying once or twice.  

The menu system in the game appears to be based on the one found in Street Fighter IV. While this might be a small detail, I was always impressed by the clean visual style of Street Fighter IV’s menu system and it continues to function great in this game. Another neat feature is the ability to save match replays. One other mode worth talking about is the Buddy Battle mode where two players team up to fight a single opponent. This mode is pretty fun in co-op, but for some strange reason, all battles in this mode take place on M. Bison’s stage. It's especially weird when early screenshots of this mode showed Ryu’s stage as a possible arena. While the game feels pretty polished, strange quirks like this make one wonder if the game was rushed to market. It’s also worth noting that one cannot play as old versions of their characters with their original movesets (like they could in previous iterations of Street Fighter II).  

Players can wirelessly connect to a nearby Switch and partake in a local multiplayer battle. In fact, certain single player modes allow you to leave your Switch constantly searching for a local battle. As someone who lives in New York City, I hope I’ll actually be able to encounter a random match on the subway or in some other venue. The game also features an online mode, which similar to the menu system, is patterned after the one found in Street Fighter IV. Players have the choice between ranked and casual matches and can also search for opponents based on their region and skill. Overall, the the netcode seems to be pretty strong when playing against opponents in nearby regions, but the matches I played against foes on the other side of the planet did have some noticeable lag. Those desiring classic Street Fighter II action online should be satisfied by the system Capcom has setup.  

The game features seven levels of difficulty and it’s easy to start up the classic arcade mode or partake in a one-off versus match against the computer. If you’ve sunk a ton of time into Street Fighter II in the past, I can’t imagine the single-player mode will hold your attention for very long. One notable feature missing is the classic bonus stages where you destroy a car or a brick wall. While it’s true that Super Street Fighter II Turbo did omit these bonus stages, Capcom had previously added them back in on the Sega Dreamcast and you’d think a game featuring the Ultra moniker might do the same.  

In 2017, Street Fighter II is still a very enjoyable fighting game. The Switch version plays great, but Capcom could have included more ways to customize the gameplay, visual, and audio settings. Street Fighter fans who have always wanted a way to play the game at any locale will love having the game on a super portable system like the Switch. As a single-player experience though, this version of Street Fighter leaves a lot to be desired and you might be better off downloading a NeoGeo fighter.


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26 years after it's original release, Street Fighter II is now coming to the Nintendo Switch.

http://www.nintendoworldreport.com/video/44624/ultra-street-fighter-ii-the-final-challengers-video-preview

If you haven't read Daan's written preview, I strongly recommend checking it out by clicking here. Watch a video preview below.


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TalkBack / Graceful Explosion Machine (Switch) Review
« on: April 06, 2017, 05:41:00 AM »

A shooter that’s colorful, pleasant to the ear, and extremely addictive.

http://www.nintendoworldreport.com/review/44416/graceful-explosion-machine-switch-review

Scroll down to the bottom for a video review.

Two of my favorite shooters are Sega’s Fantasy Zone and Geometry Wars: Retro Evolved 2. Graceful Explosion Machine from developer Vertex Pop, at times, feels like a wonderful combination of those games. Like Fantasy Zone, it features colorful 2D side-scrolling action with multiple weapons at your disposal to defeat the onslaught of enemies. Similar to Retro Evolved 2, the game features a well- designed score multiplier system that incentives you to keep trying for the best score possible. While Graceful Explosion Machine may or may not be directly inspired by those titles, it’s certainly a well-designed arcade shooter that will at times remind you of some of the shooter genre’s best entries.

Graceful Explosion Machine starts slowly with a few tutorial stages to get you acclimated to the action. You start off by learning about the blaster, which is your classic basic laser weapon, though it overheats after too much repeated use. A great deal of the game’s strategy comes from a deft mix of blaster shots along with the other 3 weapons in your arsenal. The big difference with the other weapons is they can only be used when you have enough energy, which you collect from crystals left by defeated enemies. The weapons using energy are missiles, which will lock onto a group of enemies and obliterate them, the energy sword, which spins a destructive beam around your ship to kill nearby foes, and my favorite weapon, the sniper beam, which shoots a powerful, but narrow torrent of energy across the screen and will quickly defeat some of the toughest enemies.

Using the analog stick to move your ship around the screen feels very natural. Hitting the ZL or L button will change the direction your ship is facing. While it may seem slightly unusual to have a button for adjusting ship orientation, I feel it helps the game control closer to classic 2D shooters like Gradius or R-Type. Players also can use a dash button to quickly zoom across the screen. You can actually dash through enemies, which becomes a great escape mechanic, but you need to avoid the laser shots produced by certain enemies. It’s worth noting that the game does not support the D-pad on the Switch Pro Controller, which is a shame for a 2D shooter like this.

The game features 36 regular stages across 4 different planets. A steady difficulty curve keeps the experience fresh as you progress through later stages that not only feature stronger enemies, but also a greater quantity of them. While the levels themselves mostly follow a similar layout and look, the developers have created a number of fun little playgrounds that have you adapting your strategy to complete them. It took me approximately four hours to finish all the regular stages, but I’m going to want to replay many of them and beat my high score. Based on your score, you are graded after every stage. On the stage select screen, the game smartly invites you to improve your previous score by letting you know the score necessary to acquire the next grade. In addition to the main levels, a few challenge stages are packed with some tougher variations of the regular levels along with a score attack medley where you must complete multiple levels in succession with a limited number of lives.

Graceful Explosion Machine has a wonderful atmosphere. The combination of visuals, music, sound effects, and HD rumble do a great job of keeping you engaged. It’s a lot of fun feeling the blast of your different weapons or the shockwave created by a nearby enemy. The visuals are colorful and pleasant and while maybe not the most technically impressive, they are super clean and make it very easy to identify the barrage of enemies you encounter. It’s important to note that the game does a great job with visuals meters and sound effects letting you know when you’re running low on blaster shots or out of energy. I found myself playing better with the sound on because of help provided by the audio cues.

As someone who loves repeatedly going for a high score in games, Graceful Explosion Machine is extremely addictive. The key to getting a high score is to keep building your score multiplier and not letting it drop. Your multiplier will completely reset when you lose a life and also when you go too long without defeating an enemy. I found myself often restarting levels if my multiplier was reset. To be fair, if you have zero interest in chasing the highest score possible then this game may not be what you’re looking for. It would be nice if there were some additional stages or boss battles, but I can easily see myself being occupied by trying to get an S rank on every single stage.

The biggest failing is the way you upload high scores to the leaderboards. While the game will automatically save your high score for each stage locally, the only way to upload your score online is to submit it to the internet immediately after completing a level. That means you cannot upload scores you get while on the go and without internet. I’ve mostly been playing the game on the subway so it’s pretty annoying that most of my high scores can’t be uploaded to the leaderboards.

Graceful Explosion Machine is an intelligently designed 2D shooter for the Switch. The developers obviously put a lot of thought into the weapon and high score systems and made a title that you’ll want to replay over and over. The Nintendo Switch may still have a low number of retail releases, but Graceful Explosion Machine is another indie title that will keep you enthralled on both the go and at home.


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Added some gameplay footage to the article.

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TalkBack / Lego City: Undercover (Switch) Preview
« on: March 25, 2017, 05:34:00 AM »

It’s time to return to LEGO City and now you can bring a friend.

http://www.nintendoworldreport.com/preview/44364/lego-city-undercover-switch-preview

It’s been over 4 years since LEGO City Undercover debuted on the Wii U. On April 4, the game will be available on the Nintendo Switch with some enhancements. I recently got some hands-on time with the PlayStation 4 version of the game.

The basic content of LEGO City Undercover is unchanged. Players will once again jump into the shoes of police officer Chase McCain, and help him capture the devious criminal, Rex Fury. There are 15 chapters to complete in the story mode, and the adventure is filled to the brim with pop culture references, calling upon anything from The Shawshank Redemption to Titanic. I recommend checking out Neal Ronaghan’s review of the Wii U version to get a more detailed description of the adventure.

The biggest change to the game is the inclusion of a brand new, local co-op mode where each player gets a vertical slice of the screen. On the Switch, players can control the action using either the Pro Controller or a pair of Joy-Con. TT Games tested the use of a single Joy-Con to control the action, but found the lack of camera control from a second analog stick was detrimental to the gameplay. While I only spent a short time playing co-op, it was a great deal of fun racing police cars through the city with another person, and it’s always easier solving puzzles with two people on the job.

Load times in the original Wii U version of LEGO City Undercover were at times excruciatingly long. One of the development team’s goals was to improve load times in the updated version. While I can only attest to quicker load times in the PlayStation 4 version, all versions, including Switch’s, are expected to have snappier loading. The development team also made an effort to improve the framerate across all versions.

With a dearth of Switch retail releases, LEGO City Undercover will be a welcome sight on store shelves next month. As someone who only briefly visited LEGO City with a rental, and then quickly left because of the load times, I’m looking forward to the new version.


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TalkBack / Dandara Gameplay Footage and Interview
« on: March 21, 2017, 06:50:34 AM »

Check out some gameplay footage of upcoming indie Switch title Dandara and also listen to an interview with the game's developer.

http://www.nintendoworldreport.com/video/44344/dandara-gameplay-footage-and-interview


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TalkBack / Re: VOEZ (Switch) Review
« on: March 21, 2017, 12:09:22 PM »
What happens if you dock?


When docking the game will show on the big screen, but a message also appears saying you can only control the game with the touchscreen.


It looks kind of tough in the video... Are you expected to be using both hands on the touch screen or multiple fingers like a piano?


If I'm on the subway, I play by holding the device with both hands and then use my thumbs to hit the diamonds. At home, I'll usually lay the Switch down and use my index fingers. You certainly could play piano style and use all your fingers. You can pretty much figure out your own preferred way of tackling the game, but using a single finger from each hand seemed pretty comfortable to me.

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