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Messages - gypsyOtoko

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1
I never said I stopped being an NWR staffer! ^_~
I'll still contribute translations when I have the time and find something interesting (although admittedly it's been a long time since that's happened).

We all hope people really enjoy DMC3SE on Switch! <3

2

We continue our series in remembrance of Satoru Iwata by taking a look at an Iwata Asks for Dragon Quest Monsters Terry's Wonderland on the 3DS.

http://www.nintendoworldreport.com/feature/43477/iwata-asks-in-commemoration-part-12-dragon-quest-monsters-terrys-wonderland

The interviews conducted by Mr. Iwata grew to much acclaim, often giving new insights into how Nintendo develops its games. We at Nintendo World Report have decided to take another look at the various entries into the main Iwata Asks series, along with some other interviews from over the years.

To start things off and to remember Mr. Iwata one year on from his passing we are offering translations of previously untranslated material. Please enjoy.


3
TalkBack / Iwata Asks: In Commemoration, Part 11 - Dragon Quest VII
« on: September 14, 2016, 02:38:37 AM »

We continue our series in remembrance of Satoru Iwata by taking a look at an Iwata Asks for Dragon Quest VII on the 3DS.

http://www.nintendoworldreport.com/feature/43424/iwata-asks-in-commemoration-part-11-dragon-quest-vii

The interviews conducted by Mr. Iwata grew to much acclaim, often giving new insights into how Nintendo develops its games. We at Nintendo World Report have decided to take another look at the various entries into the main Iwata Asks series, along with some other interviews from over the years.

To start things off and to remember Mr. Iwata one year on from his passing we are offering translations of previously untranslated material. Please enjoy.

For reference, although Dragon Quest VII is releasing this week (September 16) in the West, it originally released on the 3DS in Japan over three years ago on February 7, 2013. We hope you guys enjoy the game and the interview. For more Dragon Quest related Iwata Asks, be sure to check out our previously released translation all about Dragon Quest X for Wii.


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TalkBack / Iwata Asks: In Commemoration, Part 10 - Dragon Quest X (Wii)
« on: September 08, 2016, 06:48:08 PM »

We continue our series in remembrance of Satoru Iwata by taking a look at an Iwata Asks for Dragon Quest X on the Wii.

http://www.nintendoworldreport.com/feature/43365/iwata-asks-in-commemoration-part-10-dragon-quest-x-wii

The interviews conducted by Mr. Iwata grew to much acclaim, often giving new insights into how Nintendo develops its games. We at Nintendo World Report have decided to take another look at the various entries into the main Iwata Asks series, along with some other interviews from over the years.

To start things off and to remember Mr. Iwata one year on from his passing we are offering translations of previously untranslated material. Please enjoy.


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TalkBack / Re: Iwata Asks: In Commemoration, Part 9 - And-Kensaku
« on: September 03, 2016, 10:02:11 AM »
Thanks bro! Glad people are enjoying them. ^^

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TalkBack / Iwata Asks: In Commemoration, Part 9 - And-Kensaku
« on: September 01, 2016, 09:04:00 PM »

We continue our series in remembrance of Satoru Iwata by taking a look at an Iwata Asks for And-Kensaku - an obscure Wii title made in cooperation with Google.

http://www.nintendoworldreport.com/feature/43299/iwata-asks-in-commemoration-part-9-and-kensaku

The interviews conducted by Mr. Iwata grew to much acclaim, often giving new insights into how Nintendo develops its games. We at Nintendo World Report have decided to take another look at the various entries into the main Iwata Asks series, along with some other interviews from over the years.

To start things off and to remember Mr. Iwata one year on from his passing we are offering translations of previously untranslated material. Please enjoy.


7
TalkBack / Iwata Asks: In Commemoration, Part 8 - Wii no Ma
« on: August 24, 2016, 05:42:00 PM »

We continue our series in remembrance of Satoru Iwata by taking a look at an Iwata Asks for Wii no Ma - a Japan-exclusive digital service provided for the Wii.

http://www.nintendoworldreport.com/feature/43221/iwata-asks-in-commemoration-part-8-wii-no-ma

The interviews conducted by Mr. Iwata grew to much acclaim, often giving new insights into how Nintendo develops its games. We at Nintendo World Report have decided to take another look at the various entries into the main Iwata Asks series, along with some other interviews from over the years.

To start things off and to remember Mr. Iwata one year on from his passing we are offering translations of previously untranslated material. Please enjoy.


8
You got it! Glad you're enjoying them. ^^

9
TalkBack / Iwata Asks: In Commemoration, Part 7 - Kikitrick
« on: August 11, 2016, 01:43:00 AM »

We continue our series in remembrance of Satoru Iwata by taking a look at an Iwata Asks for Kikitrick - an obscure, Japan-only hearing game lead by Yoshio Nakamoto and Nintendo Software Planning and Development.

http://www.nintendoworldreport.com/feature/43169/iwata-asks-in-commemoration-part-7-kikitrick

The interviews conducted by Mr. Iwata grew to much acclaim, often giving new insights into how Nintendo develops its games. We at Nintendo World Report have decided to take another look at the various entries into the main Iwata Asks series, along with some other interviews from over the years.

To start things off and to remember Mr. Iwata one year on from his passing we are offering translations of previously untranslated material. Please enjoy.


10

We continue our series in remembrance of Satoru Iwata by taking a look at an Iwata Asks for the Nintendo Wi-Fi Network Adapter.

http://www.nintendoworldreport.com/feature/43149/iwata-asks-in-commemoration-part-6-nintendo-wi-fi-network-adapter

The interviews conducted by Mr. Iwata grew to much acclaim, often giving new insights into how Nintendo develops its games. We at Nintendo World Report have decided to take another look at the various entries into the main Iwata Asks series, along with some other interviews from over the years.

To start things off and to remember Mr. Iwata one year on from his passing we are offering translations of previously untranslated material. Please enjoy.


11

We continue our series in remembrance of Satoru Iwata by taking a look at an interview switching to the marketing side, with a look at Japan's Wii/DS Software Search Guide.

http://www.nintendoworldreport.com/feature/43111/iwata-asks-in-commemoration-part-5-the-wiids-software-search-guide

The interviews conducted by Mr. Iwata grew to much acclaim, often giving new insights into how Nintendo develops its games. We at Nintendo World Report have decided to take another look at the various entries into the main Iwata Asks series, along with some other interviews from over the years.

To start things off and to remember Mr. Iwata one year on from his passing, we are offering translations of previously untranslated material. Also, be sure to check out our previous entries into the series below. Please enjoy.


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TalkBack / Iwata Asks: In Commemoration, Part 4 - Nintendo TVii
« on: July 26, 2016, 02:30:11 AM »

We continue our series in remembrance of Satoru Iwata by taking a look at an interview with those involved with the Japanese side of Nintendo TVii.

http://www.nintendoworldreport.com/feature/43081/iwata-asks-in-commemoration-part-4-nintendo-tvii

The interviews conducted by Mr. Iwata grew to much acclaim, often giving new insights into how Nintendo develops its games. We at Nintendo World Report have decided to take another look at the various entries into the main Iwata Asks series, along with some other interviews from over the years.

To start things off and to remember Mr. Iwata one year on from his passing we are offering translations of previously untranslated material. Also, be sure to check out our previous entries into the series below. Please enjoy.


13

We continue our series in remembrance of Satoru Iwata by taking a look at a special written interview with the producer of the Rhythm Heaven series, Tsunku♂.

http://www.nintendoworldreport.com/feature/43065/iwata-asks-in-commemoration-part-3-rhythm-heaven-megamix

The interviews conducted by Mr. Iwata grew to much acclaim, often giving new insights into how Nintendo develops its games. We at Nintendo World Report have decided to take another look at the various entries into the main Iwata Asks series, along with some other interviews from over the years.

To start things off and to remember Mr. Iwata one year on from his passing we are offering translations of previously untranslated material. Also, be sure to check out our previous entries into the series below. Please enjoy.

Iwata Asks: In Commemoration, Part 1 - Nintendo Game Seminar 2008 - The Road to Completing Animal Crossing

Iwata Asks: In Commemoration, Part 2 - Tomodachi Life


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We continue our series in remembrance of Satoru Iwata by taking a look at an Iwata Asks for Tomodachi Collection.

http://www.nintendoworldreport.com/feature/43028/iwata-asks-in-commemoration-part-2-tomodachi-collection

The interviews conducted by Mr. Iwata grew to much acclaim, often giving new insights into how Nintendo develops its games. We at Nintendo World Report have decided to take another look at the various entries into the main Iwata Asks series, along with some other interviews from over the years.

To start things off and to remember Mr. Iwata one year on from his passing we are offering translations of previously untranslated material. Please enjoy.


15

One year on, we remember Satoru Iwata by taking a look at previously untranslated interviews.

http://www.nintendoworldreport.com/feature/42989/iwata-asks-in-commemoration-part-1-nintendo-game-seminar-2008

The interviews conducted by Mr. Iwata grew to much acclaim, often giving new insights into how Nintendo develops its games. We at Nintendo World Report have decided to take another look at the various entries into the main Iwata Asks series, along with some other interviews from over the years.

To start things off and to remember Mr. Iwata one year on from his passing we are offering translations of previously untranslated material. Please enjoy.


16
Japanese xenophobia strikes again. Generally speaking, there's never a good reason for these kinds of rules.

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@Killer_Man_Jaro


Ya, their manners are really, really incredible. I know a guy who was in a party and got killed, but they didn't have a white mage that could resurrect him, so they brought him ALL the way back to the church to get resurrected and THEN gave him his portion of the money they made from the battle.


By and large everyone is really, really well mannered. When you're done partying they'll stand there for like a good couple minutes just saying "Thanks for your help!" and "See you next time!". Actually, it's quite a bit like real life in Japan. ^^;

18

After years of development, Square Enix has finally released Dragon Quest X, their massively multiplayer online swan song for the Wii.

http://www.nintendoworldreport.com/impressions/31378

Dragon Quest X released to relatively small fanfare. Its Thursday release is unheard of for a Dragon Quest game, which are generally released over the weekend so people don’t take work off in droves to play them. Its predecessor, Dragon Quest IX for the Nintendo DS, sold over 2 million copies in just a few days, whereas perhaps due to the Japanese public’s aversion to MMOs, this title has yet to break half a million two weeks after release. Even if the masses have yet to pick it up, Dragon Quest X does provide an enjoyable, albeit “beginner’s” MMO experience.

Playing DQX requires you have a 16GB USB hard drive to plug into your Wii and run the game from. After all that hassle trying to get Virtual Console games and other downloadable content accessible from the Wii’s SD Card Slot, finally, in its last year, the Wii gets the ability to run a game from the USB port. Installation is straightforward. The game comes as two discs, so you plug your USB drive in, boot up the Wii, and then select the disc channel with DQX’s first installation disc in to install to the hard drive. Installation takes a little over an hour, but after that the game runs great from the hard drive. While some noticeable slowdown can occur in areas with lots of online players, load times are quick and the game looks pretty good for a Wii title. I’ve noticed a few little graphical touches, such as depth of field and reflections on floors, that I haven’t noticed in any other Wii game.

DQX is the series’ first foray into the MMO space. You begin the game by creating two characters—your main character, who is used online, and his or her younger sibling. The sibling is used in a short offline campaign; it took my wife somewhere around 10 hours to finish that portion of the game. The offline section is relegated to one comparatively small area, though all the mechanics are identical to those used in the online game. In both parts of the game, you only have direct control of one character. However, both also allow you to recruit AI-controlled teammates at any town’s local pub.

Related to the topic of parties: the battle system is functionally identical to Final Fantasy XI (incidentally, FFXI is the only other online game with which I’ve ever had experience, not including a very brief and confusing stint with Phantasy Star Online on the Dreamcast). A battle begins when your character (or someone in your party) runs into an enemy walking around the game’s field. You are then presented with a standard JRPG battle menu in an Active Time Battle format. After you selected a command (you choose from attack, magic, skill, or item usage) and your character performs it, you can act again when a certain amount of time elapses.

Whether you have magic or skills available to you depends on what class (or “Occupation,” from the Japanese) your character uses. You can currently choose from Warrior, (Black) Mage, Healer (or White Mage), Thief, Monk, or Minstrel, with the option to change your class at any time by visiting the chapel in any town. All skills and magic you obtain are standards of the Dragon Quest series, and are acquired by either simply leveling up or by distributing skill points you receive with each additional level you get. It’s a straightforward and easy to understand system, with the caveat that when you level up it is only for that class. So if you level up to say, level 38 as a Warrior but decide you actually want to be a Healer, you’re going to have to grind back up from level one again.

And you will be doing a lot of grinding. DQX does seem to have lots of content—there are plenty of quests you can take on, though you will have to do plenty of additional grinding to proceed through the story. At the beginning of the online portion you’ll be able to beat the first boss on your own, without partnering with any other online players and with minimum leveling, if that is your preference. Once that battle is over, the credits run along with an opening cinematic. When you run into the next new area afterward, you’ll find getting through that field requires that you buddy up with other online players—or die trying to get through alone.

Luckily, the overall MMO experience of DQX is pretty pleasant. Part of that may be because the game has only been released in Japan at the moment, and Japanese people are actually incredibly polite in online games, but there are also design choices that help ensure the experience is comfortable for everyone. Finding players to party up with is relatively straightforward—the majority of them wait at the entrance to any given town. People looking to party up generally congregate there and call out phrases such as “Anyone care to party?” or “Please, help me level up.” To further help your search you can set one of several help icons to display over your character to let other people know you’re looking to form a party. (Other such icons include the “Beginner” icon to let people know you’re still getting used to playing online, or the aptly named “No Keyboard” icon, which indicates any communicating you do will be from the controller.) Adding people as friends is also straightforward—you can add a person by entering their character’s name and eight-digit friend code, or if it’s someone in your vicinity, just face them and press the A button to bring up their contextual menu, then select “Add as Friend.”

If you don’t have a USB keyboard, you can still communicate text messages to other players by either pressing the minus button or any direction on the D-pad to bring up the Japanese software keyboard. The fact is, with the four Japanese alphabets comprising way more characters than the standard characters we’re used to in English, if the software keyboard were laid out like a real-life keyboard it would take an eternity just to type the word “Hello.” Square Enix’s solution is to set the input system up around the keypad, somewhat reminiscent of how the Japanese are accustomed to typing on feature phones. This method of typing gives you a layout where pressing one button multiple times gets you different character inputs. So in DQX, pressing up once gets you the Japanese character for “A” and subsequent presses gets you the next sequential letters of the alphabet. Holding down a key will also fast-track to the next set of Japanese letters, which can help speed things up.

However, if all communication were based around this input system, people would never be able to communicate in time, and Japanese people, being as well mannered as they are, need to be able to say “Thank you!” as soon as some random stranger decides to cheer them on in the middle of a battle or “Congratulations!” as soon as someone in their vicinity levels up. This kind of predetermined communication can be done from a quick text menu that you pull up with a long press of the B button on the Classic controller, at which point you select your phrase of choice with the A button. You can do other little things while running around on the field, such as the aforementioned cheering (approach an unrelated party’s player, press A to bring up their contextual menu and then hit A again to select “Cheer”), which gives that player’s party an attack boost and increases the amount of money that player will make from that battle. You can also press LZ to automatically run in your current direction (helpful if you want to do some management from the menus and have your character on auto pilot, running to an objective), and RZ to jump. You can also hold RZ to bring up an in-game camera, pictures taken from which are uploaded to your Square Enix account automatically.

Just in case you absolutely don’t want to have to play with other humans, Square Enix has given players the opportunity to hire other, offline players as AI for a small fee from any town’s pub. Players can put themselves up for hire as a “Support Buddy” by visiting these pubs, and can be hired by other players of the same level or greater. You can form a party of up to four, and once you’ve hired someone you can use them for 48 hours. Your character can also be hired by up to three different people at a time, and once you log back in you get whatever gold and experience points your character made while partying as a “Support Buddy.” This is one way Square Enix has designed the game so you can still “progress” while you’re not actually playing.

In addition to parties, battles, and quests, you’re also able to choose a trade. Trades include woodwork, weapon forging, and armor forging, among others, and all involve collecting materials and creating a certain type of equipment or item from those materials. When forging a piece of equipment, you’re presented with a mini-game. For certain trades, this comes in the form of a roulette wheel you spin. Depending on where the wheel lands, you’ll either make a normal piece of equipment, a great piece of equipment, or will fail outright. For other trades, you’re presented with an iron smithing mini-game in which your hot piece of iron is divided into a grid, and you must hit each grid area just enough times to fill up a bar corresponding to how well formed that grid location is. If you go overboard, you’ll fail and the materials used to make that equipment will go to waste.

Naturally, you can equip whatever you make with your trade, but it behooves you to make better and better equipment so you can sell it on the online bazaar, as well as level up your trade so you can make better equipment. You have access to the bazaar from any location where tradesmen can make their wares, as well as from other shops and such. The bazaar is literally the in-game auction house where players can offer up their equipment and items for an asking price and other players can purchase them for said price. It’s a pretty straightforward system. I’ve heard there is also a real money auction house, but I’m still unclear as to whether it’s already in the game or coming at a later date (such as a PvP colosseum, which I’ve heard is coming in October).

While the game is padded heavily with grinding, it is meaty—my wife has put in well over 100 hours by now and she’s just at the end of the online campaign, having only leveled up to about level 39 as a Warrior and with plenty of uncompleted quests to finish. In case that isn’t enough to keep people paying ¥1000 a month to play, Square Enix has suggested they’d like to keep creating content for the game over the next 10 years, starting with a set of high-level quests for players over level 40 released on 8/13. 

There is a lot to Dragon Quest X, but it is all presented in a straightforward and streamlined way to help players ease themselves in and get a handle on all the game offers. While it’s padded with a large quantity of leveling up, doing so online and with friends is enjoyable thanks to easy ways to communicate and the option to hire AI versions of players if you’re averse to human interaction. DQX may not take the Wii out with a bang, but it’s a solid, enjoyable JRPG experience that has promise to be enjoyable for years to come.


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TalkBack / Re: The State of Your Wii
« on: August 19, 2012, 07:51:54 AM »
My Japanese Wii is currently on the floor in front of the tv with a USB keyboard cable hanging from it and the USB drive with DQX on it jutting out the back. It's been on nearly 24/7 since DQX came out. My American launch day Wii on the other hand, while still working, has been collecting dust since I finished Okami over New Years.

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Totally gonna be hitting up the convenience store everyday starting today. I ended up doing that for the MGS4 portable phone straps and collected a ton of those. (They were attached to these ReGain energy drinks.)

21
Podcast Discussion / Re: Connectivity EP: Resident Evil Revelations
« on: February 06, 2012, 08:25:22 PM »
My money is on "will make ass comment". I've been playing the game and I can attest to the exquisiteness of said ass.

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TalkBack / Hyrule Historia Reveals Origin of Impa's Name
« on: December 23, 2011, 12:37:21 PM »

Even the preface to the new Zelda history book is full of information.

http://www.nintendoworldreport.com/news/28779

The origin of Impa's name was revealed in the new Zelda history book, Hyrule Historia.

Miyamoto explained that Impa's name comes from the word impart, due to the fact that she imparts the legend of Zelda.

In the same section of the preface, Miyamoto re-explained the origins of both Zelda and Link's names. When creating the character Zelda, Miyamoto knew he wanted it to be "Legend of" something. He also knew he wanted the character to be a timeless beauty. Zelda was suggested because a famous writer's wife, known for her beauty, had this name (Zelda Fitzgerald). Miyamoto liked it, so he continued to use it. 

Link is supposed to be a character that links the energy throughout the world and transcends time, hence the character was named Link.


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TalkBack / Re: The SNES 20
« on: August 09, 2011, 10:31:58 PM »
Epic article for the greatest game of all time. I particularly love the scans of the manual and map pack in.


.... was Zelda's theme really introduced in this game though? Where?

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TalkBack / Two Zelda Anniversary Concert Songs Announced
« on: August 08, 2011, 02:55:42 PM »

Nintendo's upcoming symphony orchestra will include a fan favorite and a medley.

http://www.nintendoworldreport.com/news/27380

The much-anticipated The Legend of Zelda 25th Anniversary Symphony concert has its first two musical pieces revealed by Nintendo composer Mahito Yokota.

The first song announced is fan favorite Gerudo Valley from Ocarina of Time. Yokota noted, "This was a really popular choice from the surveys. I'm really looking forward to how this passionate, rhythmical song is going to sound coming from a live orchestra."

The second arrangement will be a medley of boss battle music from multiple games in the Zelda series. Yokota explained, "We got a lot of requests saying, 'I want to hear XXX's boss battle theme!' There are many different colors and variations regarding what series and boss corresponds to the XXX. It's even hard for us to sit down and try to decide which boss battle song would be the best to play. That being the case, we've decided to arrange several of them into a medley.We hope you look forward to finding out which ones once the concert begins!"

Three international performances are currently scheduled, with more to follow. The first is October 10 in Tokyo, followed by performances on October 21 in Los Angeles and October 25 in London.


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Podcast Discussion / Re: Episode 252: Sky Puppies Defeat Fake Hero
« on: August 02, 2011, 09:47:35 PM »
The only 3DS game card I own is Ridge Racer, which I've talked about on the show once or twice. I have also downloaded several GB and DSiWare games.


GameCube had one of the best launch periods I can remember for any platform. Within two months, it had Luigi's Mansion, Rogue Leader, Super Monkey Ball, Tony Hawk 3 (close to simultaneous multiplatform release), Pikmin, and SSB Melee. Wave Race too, if you're into that. 3DS has a larger quantity of games but nowhere near a similar level of quality.

Man, that WAS a good launch for the cube. My memory must be failing me cause I got at least SSB and Rogue Leader when they were released and those were some awesome games.

In any event, I still recommend Pilotwings and SSFIV. They both have alot to do and keep you occupied. In Pilotwings I've gotten triple stars on all the missions and collected everything in free flight. Eventually I'm gonna try to perfect all the missions to see the hidden credits screen.

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