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Messages - the_dan_x

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926
TalkBack / Atsumete! Kirby Delayed in Japan
« on: June 12, 2011, 10:50:51 AM »

The release of the pink puff ball's latest DS adventure is pushed back in Japan.

http://www.nintendoworldreport.com/news/26769

Atsumete! Kirby for the Nintendo DS has been delayed in Japan. The the release date has been moved to August 4. 

Known as Kirby Mass Attack outside of Japan, the title was originally set to release on July 7. The Japanese version of the game made an appearance at E3 last week and members of the NWR Staff were able to play Kirby's upcoming DS adventure.  

Atsumete! Kirby is developed by HAL Labratories and will retail for 3,800 yen.


927
TalkBack / Re: Star Fox 64 3D Impressions
« on: June 10, 2011, 02:15:27 AM »
I'm getting this game on day one, but am a bit disappointed about no online gameplay. Not that I expected it, but it would have been nice in light of the camera feature.

928
TalkBack / Nintendo to Drop Friend Codes for Wii U?
« on: June 09, 2011, 12:46:27 PM »

Ubisoft's games might need online accounts, but Nintendo aren't promising this yet. 

http://www.nintendoworldreport.com/news/26708

Ubisoft Producer, Adrian Blunt, has said that the Wii U will no longer require the use of Friend Codes for online connectivity, but instead, Nintendo will offer an account based system similar to what is found on Xbox Live and the Playstation Network. This was revealed in an interview with MTV Multiplayer.

However, Joystiq reported that during Nintendo's recent developer roundtable, it appeared that the online features were wanted features for Wii U from Ubisoft, and are by no means confirmed. Nintendo did not comment specifically about the online features for their upcoming console.

The original quote read,that the Wii U will feature “...the ability to easily find friends. Rather than using friend codes, which we've had in the past, we're able to connect players in a much easier way, which allows us to have a community that's playing together in the game." 

Ubisoft is currently working on five titles for the Wii U, including Ghost Recon Online, which will rely heavily on Nintendo's future online infrastructure. 


929
TalkBack / Re: Nintendo Shares Lowest in Over Five Years
« on: June 09, 2011, 11:07:26 AM »
The times are rough, and the waining interest in Wii due to the non-gamers drying up and the tough economy are partly to blame. d000m3d, indeed!  :P:

I'll be getting one day one myself, as well. I've been getting Nintendo consoles (and handhelds) at launch since the GameBoy Advance. I don't think I'll quit just yet.

930
TalkBack / Re: Golden Wii Remote Arriving Holiday 2011
« on: June 09, 2011, 06:27:27 AM »
I have six Wii Remotes. 4 from the US launch, and then one that came with my Japanese Wii. I'll get this and never use it. :-)

931
TalkBack / Iwata Talks About Wii U Pricing
« on: June 09, 2011, 06:16:50 AM »

The Nintendo President makes vague comments on the upcoming console's pricing. 

http://www.nintendoworldreport.com/news/26699

Nintendo President, Satoru Iwata stated that the Wii U is likely to be priced over 20,000 yen (roughly $250). This was revealed a recent interview with the Nikkei newspaper in Japan, where he stated that the cost of the new console is unlikely to sell for the same price as the Wii .

The Wii currently retails for 20,000 yen in Japan and originally launched for 25,000 yen.


932
TalkBack / New Wii Bundle and 3DS Color Coming to Japan
« on: June 09, 2011, 06:14:31 AM »

Updated hardware packages for Wii and 3DS in Japan are on the way.

http://www.nintendoworldreport.com/news/26698

Nintendo is releasing a new Wii bundle in Japan that includes two Wii Remote Pluses and Wii Sports Resort for 20,000 yen, the same as the current Wii console price. 

The extra controller in the bundle will be Aqua Blue while the other controller will match the console (i.e. black or white). Nintendo is also going to be releasing a new color varation for the 3DS in Japan called Flare Red on July  14, the same day that Star Fox 64 3D hits store shelves in Japan.


933
TalkBack / Nintendo Shares Lowest in Over Five Years
« on: June 09, 2011, 06:12:35 AM »

The unveiling of the Wii U did not convince analysts or stock holders.

http://www.nintendoworldreport.com/news/26702

After the unveiling of the Nintendo Wii U at E3 on June 7, shares for Nintendo have fallen 5.7 percent to 16,930, the lowest in more than five years and is leaving analysts to question whether or not Nintendo will be able to receive the same kind of success they did with the Wii. 

“There were high expectations from the new version of the Wii and this fell far short,” Yusuke Tsunoda, an analyst at Tokai Tokyo Securities Co. stated. “People had expected to see something more at a big event like the E3, but there wasn’t really anything more than what’s already reported.”

Sales for Nintendo have been shrinking over the past two years, and Nintendo President Satoru Iwata is hoping that the Wii U will help to revive sales for the video game giant.


934
TalkBack / Nintendo Reveals Wii U Coming in 2012
« on: June 07, 2011, 12:56:02 PM »

Nintendo's new console featuring a touch screen controller unveiled!

http://www.nintendoworldreport.com/news/26593

Nintendo's new console is called the Wii U, and features a touch screen controller. "It can change the way you play personally, and change the way you interact with your friends." The controller features a 6.2 in screen, coupled with a standard control pad. The controller gives gamers the options to make video calls, use motion controls, microphone, camera, and even the ability to share information from the controller itself. The console will hit stores in 2012.

The system supports up to four Wii Remote connections in addition to the Wii U controller. All Wii peripherals are supported on the Wii U, including the Nunchuk, Classic Controller, and Balance Board.

The system itself will make use of 12 cm proprietary high-density optical discs, and will support Wii discs. It will support 1080p, 1080i, 720p, 480p, and 480i resolutions for video output via HDMI, S-Video, component or composite cable.


935
TalkBack / Golden Wii Remote Arriving Holiday 2011
« on: June 07, 2011, 12:31:47 PM »

Gold controller on the way as promotional item for Zelda: Skyward Sword.

http://www.nintendoworldreport.com/news/26580

Nintendo will release a special gold Wii Remote Plus as a promotional item for The Legend of Zelda: Skyward Sword for a limited time. 

A release window for Skyward Sword has been confirmed for the holiday season this year. The controller will be available alongside the game release.


936

http://www.nintendoworldreport.com/pr/26575

SANTA CLARA, Calif., (June 7, 2011) –Leading video game publisher and developer NAMCO BANDAI Games America Inc. today announced that ACE COMBAT®3D and PAC-MAN PARTY™ 3D are in development for Nintendo 3DS™.  These titles illustrate the company’s commitment to bringing its most popular gaming franchises to all new and emerging platforms. Leveraging the power of the Nintendo 3DS system, each of the games takes full advantage of the system’s unique features, bringing a new dimension to these classic series.

 

“The Nintendo 3DS presents us with a great opportunity to craft captivating game worlds for players to enjoy in full 3D, bringing them closer to the action than ever before,” says Carlson Choi, vice president of marketing, NAMCO BANDAI Games America. “From the arcade to portable devices, we’ve strived to give loyal fans the best gameplay experience and look to expand this proud legacy by bringing some of NAMCO BANDAI’s most cherished IPs to the Nintendo 3DS.”

 

ACE COMBAT 3D soars to the Nintendo 3DS platform with an intense 3D experience that delivers supersonic flying, exciting dogfights and high-altitude acrobatics.  With touch screen targeting and added control mechanics, players take full command of every intense skirmish to enable split-second counter-maneuvers, dynamic dogfight action and satisfying enemy takedowns. Fans of the series can look forward to a wide variety of real-world aircrafts to pilot, and a diverse range of missions to take on.

 

PAC-MAN PARTY 3D brings together family and friends with a fun experience that includes dozens of mini-games for gamers to play with or against each other. Perfect for the whole family, PAC-MAN PARTY 3D features a variety of control styles that utilize the system’s buttons, touchscreen, microphone, and accelerometer.  With support for download play, friends can join in on the fun using just one cartridge shared across Nintendo 3DS systems. 

 

ACE COMBAT 3D and PAC-MAN PARTY 3D will be available for Nintendo 3DS later this year.  For more information on ACE COMBAT 3D, please visit: www.facebook.com/acecombat. For further information on PAC-MAN PARTY 3D, please visit: www.pacman.com or www.facebook.com/pacman. Information on NAMCO BANDAI Games America Inc. is available at: www.namcobandaigames.com and www.facebook.com/namco


937
TalkBack / Nintendo Game Seminar Title Availability Extended
« on: June 07, 2011, 11:24:04 AM »

All four games from the Seminar are available until late June.

http://www.nintendoworldreport.com/news/26573

All four titles from the 2010 Nintendo Game Seminar, those being Planetaria, The TENTAI Show, Pull Pull Pullpy and FloWooT are available on the Japanese Nintendo Channel until June 21. Originally, the student-developed titles were originally available with staggered releases starting in mid-April from the Minna no Nintendo Channel, Nintendo Zone, and DS Stations throughout Japan.


938
TalkBack / Japanese Virtual Console [3DS] Gets Three More Titles
« on: June 07, 2011, 09:09:20 AM »

Nintendo and Jaleco will deliver three more VC titles to 3DS next week in Japan.

http://www.nintendoworldreport.com/news/26568

Three titles will hit the Japanese Virtual Console on the Nintendo 3DS next week, including Donkey Kong. 

The news comes from a recent update on the official Japanese Nintendo website where it shows that Donkey Kong, Qix and Ikari no Yousai (Fortified Zone in North America) will be released on June 15. The release of the three titles will bring the total number of 3DS Virtual Console games in Japan to six.


939
TalkBack / LEGO Pirates of the Caribbean: The Video Game Review
« on: June 06, 2011, 01:43:35 PM »

Danny and Pedro ransack Tortuga, the Flying Dutchman, Blackbeard and more...and let you know if they had fun in the process.

http://www.nintendoworldreport.com/review/26527

Danny: Since last generation, Traveler's Tales has delivered LEGO based titles featuring numerous franchises including Star Wars, Indiana Jones, Batman, Harry Potter, and even Rock Band. The inclusion of Disney's Pirates of the Caribbean seemed like it would be a good fit for the format, and apparently Disney thought it was a good idea as well. The game features segments from each of the four Pirates of the Caribbean movies with a mix of the quirkiness that is found throughout the other LEGO titles and does so while staying true to the canon.

Pedro: For me, while I've always enjoyed and respected the LEGO games, I've never been into them too much until this release. I love Disney and I especially love the Pirates film franchise. LEGO Pirates of the Caribbean does a magnificent job of capturing the Pirates myth while bringing its own sense of humor to it all.

Danny: LEGO Pirates holds true to the movies in the fact that there is an ample amount of action throughout each of the levels in the game. The game is split pretty evenly between puzzle and action elements. The game's hub, called The Port, initially starts out pretty small, but becomes more and more expansive as you play the game. The Port also gives you  access to areas for each of the four Pirates movies, each containing five playable levels. Not all of the levels are crammed full of action, there are also unique aspects from the movies presented for players to experience. For example, Davy Jones' Locker and Tortuga focus more on finding items and people in order to progress. This is a great contrast from other more action oriented levels and really helps give the gameplay a balance of styles. While the Port is the main hub to get into the story of the game, there are also a number of things that you can do, such as obtain more LEGO studs, customize characters, and purchase characters that you came across in the story mode. To purchase most characters, you simply go up to them and confirm that you want to purchase them, whereas enemy characters, such as Davy Jones or crew from the Black Pearl or Flying Dutchman, have to be spanked a few times with your weapon to the point of yielding before you can purchase them.

Pedro: LEGO Pirates does stay true to the movies, presenting us with a summarized version of the film's plot on each chapter and highlighting important moments. While the way the game mocks the characters and the storylines may come across as insulting to the franchise, it is all done in good fun. It is a gentle and affectionate parody towards the films that everyone from casual to hardcore fans of the series can appreciate. Even the representations of some of the darker themes are presented with a lot of humor. The only downside to this is that if you have not seen any of the four movies, the game will spoil some of the best moments. Even though the cutscenes are presented in pantomime, they are clear in what they are trying to say.

Danny: Visually, Traveler's Tales did an admiral job bringing Pirates of the Caribbean to life in LEGO form. The game might not blow other Wii games out of the water visually (no pun intended), but the colorful, exotic locations are well crafted and run smoothly on the Wii. I did, however, run into some instances where some of the character models' colors would freak out. For example, I was in the hub world destroying crates and collecting more LEGO studs. Suddenly, a multicolored flashing Davy Jones comes running into the area wreaking havoc and attacking good townsfolk. Actions such as these are something that you normally see throughout the hub world, but from what I remember, Davy Jones was never pink, purple and blue all at the same time. This happened to me on more than one occasion with various characters. It doesn't break the game, but it is a notable glitch nonetheless.

Pedro: In comparison to the high definition versions of the game, the Wii version does pale when it comes to lighting, textures and character models. The haunting yet captivating atmosphere of the films is somewhat lost in this version of the game. But it all works well, especially the characters, which are very expressive and detailed in their design. There are times, however, where there are too many elements on-screen at once, causing a lot of slowdown when there is too much action. It should be noted that just like previous games in the series, LEGO Pirates features songs from film's soundtracks, which adds a very authentic and epic feel to the gameplay.

Danny: In most cases, the controls in LEGO Pirates work very well. Most of the characters have special abilities that other characters do not. For example, Jack Sparrow uses his compass to help him find hidden objects, Will Turner can use small hammers as projectile weapons, and Gibbs can mend broken machinery with a welding hammer, and so on. While there are a lot of different abilities, there are a number of characters who have the same skills and items. It does not detract from the game one bit, as it is still a ton of fun trying to unlock all of the 70 plus characters in the game. While the controls work very well in most cases, the platforming elements can sometimes be a bit of a nuisance. This is sometimes due to the odd camera angles that the game gives you, making it hard to judge distance. It does not ruin the experience, but can be annoying to go across the same plank for the umpteenth time.

Pedro: I found the platforming to be glitch ridden on occasion. Even if it isn't bad enough that it ruins the game for everyone, there are still quite noticeable nuisances. The worst I've encountered is that characters will sometimes get stuck in place. Sometimes it is so bad that you have to either switch to another character or restart the level. Then there are times in which the platforms are slippery for no real reason. Even when you manage to land on a platform, your character will sometimes slip and fall off, causing unwanted deaths and loss of hard earned studs.

Danny: LEGO Pirates features two-player local multiplayer, but no online mode.

Pedro: Two player mode has been cleverly implemented. Whenever the characters are apart from each other, the screen will split in two, showing where each character is. Once the two characters are united, the screen will return to normal. This makes the action easier to follow when the players are working on different elements of the level. The lack of online play, however, is still disheartening.

Danny: Traveler's Tales consistently delivers enjoyable, funny games to players and LEGO Pirates is no different. If you are a fan of the LEGO series of video games or of Pirates of the Caribbean, there is fun to be had here. While flaws with gameplay and lack of online play are a bit of a downer, this is a great game with an abundance of things to do.

Pedro: Even with nearly ten games in the LEGO series, the formula is still as captivating as it was from the first day. The use of the Pirates license is respectful while gently poking fun at its iconic moments. The gameplay could use a bit more polish, but there is indeed a lot to do in this game, making it one of the best Pirates games to date. To sum it all up, LEGO Pirates is a lot like the main character of the franchise, Jack Sparrow. Sometimes its messy, confusing and even annoying, but you still love it anyway. Savvy?


940
TalkBack / Re: Biohazard The Mercenaries 3D Impressions
« on: June 04, 2011, 10:49:41 PM »
@shyguy

This is a pretty game. Textures look relatively good, but if you get really close up to stuff, you can see that it's a bit washed out. You can really see this kind of stuff in some of the screen shots that we have of the game, which are blown up a bit bigger than what you would see on the 3DS screen. It's interesting to note that The Mercs seems to look less visually impressive than the Revelations demo. I think that just has to do with the style, colors, etc. For example, in Mercs, most of the levels are kind of drab, open locations with not much of an opportunity to show off lighting and whatnot, whereas Revelations (at least the demo) is taking place in smaller envoirnoments (corridors) and has a lot of cool lighting effects.

@AdolphVega

The 3D is pretty slick. It gives a sense of depth, but I still think games like Pilotwings are a bit better in that department.

941
Nintendo Gaming / Re: The Official 3DS System Friend Code Thread
« on: June 04, 2011, 02:58:43 AM »
Here's me:

0774-4196-9125
Danny

942
I want this game. Too bad there is likely to be no Japanese release. Which means I have to buy an American 3DS, damn it!

943
TalkBack / Re: Six 3D Classics Developed for 3DS
« on: June 04, 2011, 02:32:45 AM »
You know, the on the Japanese music video (the clip with the band playing the Mario theme in 3D), they  have some still shots of the original Super Mario Bros. in 3D. Perhaps it was a tease? I hope so. From the still shots, it looked pretty amazing. You can bet that I'm going to be purchasing waaaay to many of the downloadable titles.

944
TalkBack / Biohazard The Mercenaries 3D Impressions
« on: June 04, 2011, 12:47:19 AM »

Online co-op, zombies, and familiar faces abound in the latest Resident Evil title.

http://www.nintendoworldreport.com/impressions/26528

With the release of Resident Evil: The Mercenaries 3D in Japan, Capcom once again shows how serious they are with supporting not only Nintendo's new 3D handheld, but also the various features that the system comes packed with. Not only this, but Mercenaries 3D features some of the best visuals to be found on the system to date. The game has quite a bit of content, and in my brief playtime with the game, I can confirm that The Mercenaries 3D is a pretty solid experience.

For those familiar with The Mercenaries segments from Resident Evil 4 and 5, you pretty much know what to expect with this game. The game puts you in control of familiar faces in the Resident Evil franchise such as Chris Redfield, Jill Valentine, and Hunk initially, with five other unlockable characters available later on. Playing through a series of missions, it is your objective to stay alive, kill crazy enemies, and rack up as many points as possible before time runs out. It's a fun concept that is a perfect fit for the 3DS.

Chriiiiiiiiiis!

The controls in The Mercenaries are well executed and very easy to get the hang of. As Neal Ronaghan reported in his impressions, you control your character with the Circle Pad and activate an aiming mode by pressing and holding the R button. To shoot, you press the Y button. You are also able to move while aiming by holding down L and R simultaneously. The lower screen also features a few touch sensitive actions. For example, you can change your weapons by touching the item, or reload if you touch the equipped firearm. If you press down or up on the d-pad, you are able to cycle through your weapons as well, which comes in handy when you are neck deep in a swarm of crazy villagers.

Capcom has included some RPG-like elements in the game as well. Each character can be assigned different skills.. Initially, you have no skills, however, the more you play the game, the more skills become unlocked. This along with medals, which are kind of like in-game achievements, will keep completionists coming back to the game for awhile.

Tearin' in up co-op style!

Capcom included both local and online multilayer in the package. You and one other friend can team up to take on the various missions offered in the game. Online multiplayer is fast and easy to get connected to. By choosing the DUO mode in the game, you can host a game or join one that another player has already set up. I played a few matches online via connecting to another host and also by setting one up myself. The wait times are minimal (a little over ten seconds) and the experience is wonderful and lag-free. I have not had a chance to try out local multilayer, but it requires two 3DSes and two copies of the game. While it is great that online multiplayer is available, it is notable that players will not be able to play every level in the game with a partner. At this point, I've made it to the third level of missions, and currently there are only three levels available to play online, one for each level.

Resident Evil: The Mercenaries is an excellent offering that is another great showcase of what the 3DS is capable of in terms of visuals and functionality. The inclusion of the Resident Evil: Revelations demo (the one from Nintendo World 2011 and from other recent press events) is also a welcome addition to the package, as it gives gamers a glimpse at what else Capcom and the Resident Evil series has in store for 3DS owners. The game does appear to be a bit on the short side, however, the multiplayer aspects, skills, and other unlockables will keep gamers busy for in the meantime.


945
TalkBack / Re: Street Fighter IV Australian Tournaments
« on: June 04, 2011, 12:20:26 AM »
Despite the relatively small turnouts, it sounds like this was a lot of fun.

946
TalkBack / Re: E3 2011 Predictions
« on: June 03, 2011, 03:58:52 AM »
I'm going to add something else as a Cafe prediction. The medium will be an HD-DVD/Laserdisc combo disc (think the size of a laserdisc with the compression technologies of today, ZOMG!). Epic win.

[/sarcasm]

947
You know, Ceric, you MIGHT be able to upgrade the chain later. Possibly. You can upgrade the sword and stuff like that.

948
@ceric

You have the chain from the start of the game. The Graiai (the old woman) gives it to you before you even take control of the main character.

Enner, I'm hoping to delve a bit deeper into the game over the next few days and I think combat is one of the things I will focus on. From what I've played thus far, it isn't bad. The chain really does add a bit more complexity to it, though. The thing about the game, too, is that the focus isn't entirely on combat. There's also a pretty strong emphasis on puzzle solving. From what I've played, it's about 50/50.

949
TalkBack / Re: StreetPassin' in Akihabara
« on: May 29, 2011, 09:35:32 AM »
I've been sharing the story with friends both here in Japan and back in America. I honestly didn't think that James and I were THAT scary. Go figure!

950
TalkBack / Pandora no Tou: Kimi no Moto he Kaeru Made Impressions
« on: May 26, 2011, 12:38:28 PM »

Snap into a Slim Jim?! How about some beast heart?

http://www.nintendoworldreport.com/impressions/26404

Pandora's Tower: Until I Return to Your Side, Nintendo's latest title targeted at an older demographic, hit store shelves in Japan on May 26. Developed by Ganbarion, best known as the studio that brought the Jump fighting series to the DS, Pandora's Tower is quite a different experience from what most Wii owners are used to. The game puts the player in the role of Ende, a knight who is trying to help his friend Ceres fight a deplorable curse that is slowly turning her into a beast. From the advice of Graiai, a mysterious old woman who has her dead/zombified husband on her shoulders, Ende seeks out special beast flesh spread throughout thirteen towers that Ceres must eat to prevent herself from turning into revolting beast. After putting nearly four hours into the game, I can assure you that there is a lot of fun to be had, but Pandora's Tower is not perfect.

Doesn't that look delicious?

Ganbarion decided to give players a few different options when it comes to controls. Players can either use the Classic Controller (Pro) or the Wii Remote and Nunchuk combination. For this playthrough, I primarily used the Wii Remote and Nunchuk. You control Ende with the joystick on the Nunchuk controller. The A button on the Wii Remote controls your sword while the B trigger controls Ende's whip-like chain. The Z button on the Nunchuk blocks incoming attacks. Players also have quick access to their “Bag” (which lists all of the items they are carrying) with the 1 button and the map with the 2 button. The C button on the Nunchuk is used to pick up items. Players can cycle through usable items in real time with the D-pad. The speaker in the Wii Remote is also used nominally throughout the game as well. There is no jump button in the configuration, though there are times when Ende does an auto-jump. He can also climb relatively low crates or platforms by simply walking up to them. Honestly, it was kind of surprising to not see any buttons used for these functions, but it works pretty well.

Visually, Pandora's Tower might not be the best looking title on the Wii, but its unique art style really stands out, especially in the architecture and enemy designs. Perhaps one of the coolest visual tricks I witnessed thus far in the game came from the first boss. The first tower is called the Large Tree Tower, and is totally engulfed by plants from top to bottom. By the time you make it to the final boss, the room where he resides is full of earth and foliage, and each step the boss takes (at least in the cut scene leading up to the battle) causes grass to grow beneath his feet and leaves to rise slowly into the air. Things like this that really make the game stand out visually and artistically.

The first boss in the game.

The camera in the game sits fixed and changes as you progress to different locations. Most of the time, the camera is very intelligent and does not get in your way. However, there are times when having at least a little bit of control of the camera would the game a bit easier. These moments are few and far between, but it is noticeable nonetheless. One other interesting characteristic of the game comes from Ende's chain. By holding the B button, a zoomed-in circular area appears on the screen to help you find places where you can use his chain. Most of the time, this is not necessary as (at least early on) it is relatively easy to see where you can use the item. There are several levers and switches that require the player to use the chain in order to proceed. Players can also pick up small items and enemies with the chain and slam them into the floor or wall. This comes in handy in the second level, as you need to pick up some spike-like objects, slam them into a certain section on the wall, and then use the chain to climb onto the newly made “handle” to proceed upward. The chain is a really great addition to the game and really adds to some of the puzzle elements found in the levels.

While the enemy and boss designs are very well done, combat in Pandora's Tower can seem like a chore at times. The controls feel a bit antiquated and hearken back to older 3D hack-and-slash games from last generation. This is not a bad thing, it just feels a little uninspired. The chain, however, does mix thing up a bit, as it can be used to toss around lighter flying enemies and can even be used to disarm enemies wielding weapons. Parts like these are definitely what make this game interesting and fun. The hack-and-slash aspects are just a bit dull.

This crazy thing comes in handy quite often.

Pandora's Tower does feature level-building aspects for Ende. Not only this, but the player also has the ability to upgrade weapons and items. Players can also boost their equipped weapon by also equipping a special item. For example, early on, I obtained an amulet that, once equipped, increased various statistics on my sword. Ende has a limited amount of items he can carry in his weapon area grid, kind of similar to what you would have seen in Resident Evil 4. For an action RPG, it is a unique idea with a lot of possibilities. Speaking of limitations, Ende is also limited to carrying thirty items in his bag. You can, however, drop off unwanted items at a safe-house area that is overlooking the 13 towers. It is possible that at a later point in the game, the weapon area grid and bag can be upgraded.

Perhaps one of the most interesting aspects of the game centers around Ceres. As mentioned before, Ende is trying to prevent Ceres from transforming into a hideous creature. Ende has a limited amount of time each day to get through the towers, obtain the hearts of the legendary creatures, and then return to the beastly flesh to Ceres. There is a gauge at the bottom circular gauge at the bottom left hand side of the screen that lets the player know how close Ceres is to transforming past the point of no return. The game (and instruction manual) say that the player has about one hour to complete the task before this happens, though, honestly, it seemed like less time. Nevertheless, for the first two towers, the allotment gave me plenty of time to get through the tower and return to Ceres. After the first tower, I made it back to Ceres after about three-fourths of the gauge had emptied. At that point, she had transformed halfway into an odd looking creature with tentacles sticking out of her shoulder and who was oozing everywhere she walked. After the second tower, I made it back to Ceres with a few minutes left to spare and found her almost to the point where she was completely transformed. From what I have seen so far, the transformations are grotesque and are different depending on how much time has passed from the last time she had a helping of the beast flesh.

Concept art of the transformation.

Two towers and roughly four hours into Pandora's Tower, I am pretty pleased with what I have seen. It is not perfect, but Pandora's Tower is a title that needs to see the light of day outside of Japan. With the recent news of Xenoblade coming to Europe, it is possible that gamers outside of Japan will have a chance to play this intriguing title.


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