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Messages - Retro Deckades

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476
TalkBack / Re: Donkey Kong Country Returns Impressions
« on: November 02, 2010, 04:52:46 PM »
I had actually forgotten about shaking the remote to grab in NSMBW. That was quite dumb. I thought the propeller remained perfectly functional, however.

477
Nintendo Gaming / Re: Goldeneye Wii
« on: November 02, 2010, 04:46:18 PM »
When you have trailers like the one shown at Nintendo's E3 Press Conference, it tells me that the game is nothing but a nostalgia cash-in

Very true.

478
TalkBack / Re: Donkey Kong Country Returns Impressions
« on: November 02, 2010, 03:56:39 PM »
Any game that uses waggle for waggle's sake is abusing motion control. The spin attack in Mario Galaxy and the propeller jump in NSMBW could have been mapped to buttons and would only have played better.

The issue is that there just aren't enough buttons on the Wii remote to make those actions easy, intuitive, or comfortable enough to perform. Sometimes it's a necessity. (At least when not using the classic controller).

The root of DKCR's problem is that run and roll are mapped to two different buttons. In the original games, they were one and the same, so you could be running along, build up a head of steam, and then lift your finger ever so slightly to press the button and roll while moving at a good clip. Since roll is assigned to a different function in this game, you'd have to completely remove your finger from the run button in order to press it, which would result in losing your momentum.

There are possible solutions to this, but not many that seem intuitive and comfortable. If there were classic controller support, the best they could do would be to map roll to a shoulder button. As far as holding the remote horizontally, it'd either be roll with a slight flick of the controller, or reach behind and hit the B trigger.

479
Nintendo Gaming / Re: Goldeneye Wii
« on: November 02, 2010, 12:38:38 PM »
So IGN just gave this game a 9.0. http://wii.ign.com/articles/113/1131501p1.html

There are few reviews that I have been more curious about this year. I wonder how this will stack up across the spectrum.

480
Nintendo Gaming / Re: Netflix comes to Wii.... finally.
« on: November 01, 2010, 04:46:39 PM »
It should work for another week or two. When I downloaded the PS3 update it said the disc would stop working in 30 days, that was on October 14 (the same day the Wii got the update). I ordered the Wii disc too when Netflix allowed me too, although I won't need it (I haven't even opened it, maybe it will be worth money in the future).

It used to be worth coins when you registered it on Club Nintendo. Not sure if that's still the case.

481
TalkBack / Re: Super Meat Boy WiiWare Delayed
« on: November 01, 2010, 01:47:22 PM »
Thanks, Nintendo!

482
Nintendo Gaming / Re: Retro City Rampage looks wacky and brilliant
« on: October 31, 2010, 04:58:25 AM »
You are right Killer_Man_Jaro, I DO want it!

Along with La-Mulana and Super Meat Boy, I have been waiting patiently for this game to appear on the Wii Shop Channel. Just as Cave Story and Shantae Risky's Revenge went, so go these games. It seems the WiiWare game I play the most is "The Waiting Game".

483
TalkBack / Re: Donkey Kong Country Returns Impressions
« on: October 30, 2010, 01:50:43 PM »
I thought I was in the minority on this. Maybe I am, but it is just a vocal minority?

I do like the classic controller, but I find it hard to be surprised when Nintendo doesn't implement it for current games since it has always seemed that it is primarily for use with the virtual console (although some newer games like Monster Hunter 3 and Goldeneye 007 have been challenging that). It's always nice to have the option, but it's entirely possible to enjoy the game with these different control methods as long as they work, and in Nintendo's other 2-D platformers, like Wario Land: Shake It and NSMB Wii, they did.

484
TalkBack / Re: Donkey Kong Country Returns Impressions
« on: October 29, 2010, 06:25:50 PM »
And I can't believe how complacent and quick to agree people are with anything Nintendo does just because it is Nintendo that did it.

I don't recall saying that I loved Wii Music.

485
TalkBack / Re: Donkey Kong Country Returns Impressions
« on: October 29, 2010, 05:37:40 PM »
Quote
It's Donkey Kong Country. I shouldn't have to get used to the controls.
That's what the tutorial stage is for.  ;)

Exactly.

I can't believe how lazy people have gotten when it comes to new control methods in established franchises or genres. It's especially prevalent in these throwback games. They just provide cannon fodder for those who don't want to take the time to learn something new. If these new controls actually become a hindrance to the way you play the game (for example, if the response is poor or inconsistent) then sure, they ought to be called out. However, I am reserving judgement. I found the controls in Nintendo's previous efforts to be responsive and easy to master. If those games are any precedent, there's a good chance that by the second or third world of DKCR, almost no thought will be given to having to shake the remote to roll.

486
TalkBack / Re: Donkey Kong Country Returns Impressions
« on: October 29, 2010, 02:24:07 PM »
Posted a cap of the controls here: <a href="http://www.nintendoworldreport.com/media/24368/4/3.jpg">http://www.nintendoworldreport.com

Wow, those are some unessecarily convoluted controls. Blow ought to be assigned to the B button - I can't imagine using it all that often and wouldn't care to have to press it once in a while. Ground pound should be a shake of the Wii Remote. Roll/Run/Grab used to be all one button back on the SNES -- separating them complicates things here. I'm not sure why nothing is mapped to A -- something less frequently used could easily work here. Combine maybe?

Anywho, I'm sure any gamer worth their salt will eventually adapt to the control scheme and become quite adept with it.

487
TalkBack / Re: Super Mario All-Stars Wii Coming to North America
« on: October 28, 2010, 07:49:49 PM »
No.  SMW2 is not a Mario game, it's a Yoshi game, and SMW2 was only the US name.   It was simply called Super Mario: Yoshi Island in Japan.   Also, Wario Land was called Super Mario Land 3, but it really wasn't.

I'd say it's more of a Mario game than Super Mario Bros. 2/Super Mario Bros. USA/Yume Kojo: Doki Doki Panic. The only difference is that you rarely directly control Mario, but the same could be said for Super Mario Bros. 2 if you opt to play the whole game as Toad.

488
TalkBack / Re: Super Mario All-Stars Wii Coming to North America
« on: October 28, 2010, 02:29:10 PM »
Does it bother anyone else that SMW2 is basically not celebrated by Nintendo as part of Mario's 25 years? I'll grant them a free pass on other Mario titles, such as the smaller Game Boy games, the sports games, and the RPGs in the Mario & Luigi and Paper Mario series, but Yoshi's Island is a platformer and a landmark title. Not only does it have "Super Mario World 2" in the freakin' title, but it is essentially the Mario Bros. origin story.

489
TalkBack / Re: Donkey Kong Country Returns Impressions
« on: October 28, 2010, 02:20:01 PM »
I am psyched about this game. I love playing games using only the Wii remote. The controls in Wario Land: Shake It! are great, just as they are in NSMB Wii and Kirby's Epic Yarn. Hell, they even work for me in SSBB and Metroid: Other M -- although they did take a little getting used to. I'd actually enjoy it if they mapped a shake mechanic to DK's ground pound.

Can't wait. This one truly taps into my nostalgia.

490
Podcast Discussion / Re: Episode 216: Made from Real Explosions
« on: October 27, 2010, 01:27:14 PM »
I am not a multiple platform owner and I'll admit that I am primarily interested in the Nintendo portions of RFN, but the game discussions on this podcast in general are so insightful and critically minded that they remain endlessly entertaining. I have unsubscribed from many other multiple platform-focused podcasts because the discussion severely lacked these aspects, instead resorting to descriptions of games and how they play.

Radio Free Nintendo's quality is unmatched.

491
Podcast Discussion / Re: Episode 216: Made from Real Explosions
« on: October 26, 2010, 11:33:25 AM »
Proper spelling and punctuation can go a long way towards being taken seriously. While we're at it, so can a good argument.

As for Kirby's Epic Yarn, it's game play is about as solid as it gets.

492
So NBA Jam for the PS3 and 360 will be sold on a retail disc and be shipping on Nov. 17th. It will cost $49.99.

Apparently, a "free, downloadable update will be released for both versions in December that adds additional modes and features, including Backboard Smash, Domination Free-for-All, Elimination, 21, Online Progression, and Jam Party." - IGN

There is also this lovely little quote from Trey Smith: "We have listened to our NBA JAM fans and appreciate their desire to play this game online, so we are going to deliver the online feature set they expect and deserve".

That leaves me wondering which NBA JAM fans they are listening to? The ones who bought the offline Wii version, which should have had online features?
 

493
Nintendo Gaming / Re: Kirby's Epic Yarn
« on: October 20, 2010, 01:06:10 PM »
I don't have the game yet, but I've got a question for those who played Wario Land Shake It: how does it compare?
 
The reviews I've read sound like they could apply to Wario Land. Yet reviewers in general are taking to Epic Yarn in a way they certainly did not for WL. Is Epic Yarn's design somehow more solid and improved? Or are the reviewers so impressed with the visuals and cuteness that they're more willing to have an honest go at the game?
 
It's not as if WL looked bad (though it's hard to make the case that it's cute).
 
It just seems to me that in WL's case, reviewers were more preoccupied with pushing the agenda that games shouldn't be in the 4:3 format anymore than actually reviewing the game.

The main difference I've noticed between the games is that Kirby's Epic Yarn feels like a slower platformer than Shake It. However, I have only played through the first world. I'm still loving it, though.

As far as reviewers go (specifically those who were blind to Shake It's brilliance), I'd give most of the credit to the graphics/art design. While Wario Land was a gorgeous game, it was something that had been done before. Kirby's look is much fresher, and therefore I think most are leaving their bias at the door.

494
Nintendo Gaming / Re: Kirby's Epic Yarn
« on: October 19, 2010, 01:27:52 AM »
I managed to squeeze in just two levels of this before having to leave the house this evening, but I thoroughly enjoyed every minute. Holy damn, I love Good Feel.

495
TalkBack / Re: This Week in Nintendo Downloads
« on: October 19, 2010, 01:22:22 AM »
Having missed FFMQ, I immediately downloaded it this morning upon learning of its release.

496
TalkBack / Re: Disc-Free Netflix Now Available on Wii
« on: October 18, 2010, 06:52:02 PM »
Is this available today or coming soon?

If it has a search function then it might be worth using up valuable system memory. Does anyone know how many blocks will it take up?

I believe it took 40 blocks.

497
TalkBack / Re: Disc-Free Netflix Now Available on Wii
« on: October 18, 2010, 06:29:56 PM »
I just signed up for Netflix today and downloaded the application to my Wii. Woot free trial!

498
There is one thing in particular that I will never forgive this game for: giving Yoshi a voice. His "Yoshi" grunt used to be one of my favourite things about him. It was a cool, odd little sound that personified him perfectly. When he actually says "Yoshi" in that wussy little voice, I just can't stand it. I just think of it as totally unfitting for the character. I could see it fitting within the context of Yoshi's Story, but every Yoshi game since has adopted this terrible decision. Whereas Yoshi used to be a character I would select in the Mario Kart or Mario Party series, I now find myself often avoiding him for this reason. They changed an iconic Nintendo character for the worse, attributing to him the characteristic of a Pokemon -- he once was distinct, but now he only says his own name. Therefore, I was not surprised to hear you guys talk about the subsequent unsuccessful games following Yoshi's Story.

499
Podcast Discussion / Re: Episode 28: Cough It Up
« on: October 16, 2010, 08:11:16 PM »
Hahahaha. I didn't mean it like that. I actually just noticed that Andy edited this one. Sorry, Nate.

500
Podcast Discussion / Re: Episode 28: Cough It Up
« on: October 16, 2010, 07:58:34 PM »
Hey Nathan, I just wanted to let you know that after two episodes which reset my iPod whenever I tried to play them, this one plays just fine.

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