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Messages - Pixelated Pixies

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2226
Nintendo Gaming / Re: E3 2012 Predictions
« on: May 24, 2012, 05:57:58 PM »
Nintendo will finally announce a release date for Project Hammer, 'Space Walk', 'Vitality Fit'. It will also be revealed that Nintendo has partnered with Silicon Knights to make Eternal Darkness 2...*wakes up*

2227
I'll probably end up getting this when it comes out Europe. I think I'll wait for some reviews first though, as I'd like to see how similar it is to the WiiWare game before getting it.

2228
TalkBack / Re: Metroid: Other M Review
« on: May 22, 2012, 03:48:17 PM »
@Tora
 
I was actually referring to two specific games Nintendo has released in the last couple of years. I opted to omit the names because mentioning them would probably just take the discussion away from Other M. If you've read my comments elsewhere though you'll probably know what they are.

2229
Reader Reviews / Kid Icarus: Uprising - Yay with some Nay.
« on: May 22, 2012, 03:19:18 PM »

 
 
Kid Icarus was for some merely the long dormant cousin of the Metroid series, the game's cult status having been blown out of all proportion by nostalgic Nintendo fans. That's not to say that the original NES game or it's Gameboy sequel were not fun games, it's just that...well...they were odd games. Kid Icarus: Uprising carries on this tradition of oddness, both for good and for bad.


I'm about to lose control, but I don't think I like it.


Possibly with the exception of the most recent generation, Nintendo has historically been renown for developing games with tight and responsive controls. As the company who gave us the Directional Pad, four face buttons, and the analogue stick, Nintendo have shown that they appreciate what feels comfortable. Unfortunately, Kid Icarus does not honour this tradition. Before I go any further, I should perhaps say that controls are for me an even bigger deal than they might be for most gamers. I absolutely cannot stand sub-par control schemes, especially when there are preferable alternatives available but which are not included in the game as an option for those who might wish to use them. Games which I absolutely adored have very nearly been sunk in my estimation by poor choices when it came to controls and input. Donkey Kong Country Returns and it's 'shake to roll', Sakamoto's decision to use a single Wii remote, these are just some recent examples of the sorts of things that can aggravate me.
 
It should come as no surprise then that I found Kid Icarus: Uprising's control scheme to be a constant source of frustration. It's been well documented by many reviewers and commentators that Uprising's control scheme is not ideal, but I believe that the problem has been undersold. Bearing the full weight of the 3DS with the left hand, while using your left thumb to maneuver the Circle Pad while also using your left index finger to press the left trigger is far from comfy. Nintendo have, in an attempt to alleviate any discomfort, provided with each copy of the game a plastic stand which is supposed to be used to prop the 3DS up. The problem with the stand, however, is that it only really works if you happen to be playing the game on a flat surface which is at chest level. I have no doubt that many will find ways to accommodate this control scheme, either by resting the system against a knee (if abed) or bearing the system's weight with the bottom of their right palm, but these are far from ideal.
 

 
The fact that a stand is even included would seem to indicate that Nintendo and Sora themselves at some point prior to release acknowledged these issues with the control scheme. However, the fact that these issues exist might also indicate that Nintendo and Sora had decided what game they wanted to make before they considered whether or not it would actually make sense for it to be released on the 3DS. There is also the issue of Uprising not supporting a dual circle pad option (this accessory, however, was supported in Uprising to the extent that it allowed lefties to use the additional circle pad to control movement). The debate as to whether or not this hypothetical dual Circle Pad control option might have been preferable will no doubt rage on, but regardless of whether not such an option would have worked as well as the default scheme it should have been included as an option. There is afterall already secondary control scheme in Uprising. Found in the control options, this scheme allows player to move Pit with the Circle Pad and to aim the reticule with the four face buttons. The question which then arises of course is that if this was deemed to be a suitable way to play the game (as evidenced by the fact of it's inclusion as an option) then why too wasn't a dual Circle Pad scheme?
 
'Feat the wrath of my pyroblasters, space weirdos!'
 
 
While I appreciate that the tone and characters in Kid Icarus: Uprising may not be to everyone's tastes, I can honestly say that I found them to be hilarious, and not necessarily in a 'Oh man, this is so bad' kind of way. The voice acting does have a healthy dose of cheese, but it's done with such bravado and backed up by such solid writing that it's hard not to be enamoured with the characters. From the endearingly loyal cherubic protagonist Pit to the sometimes sarcastic but always funny Goddess Palutena, the voice acting does a great job of bringing the world to life.
 
Much like the best animated films, Kid Icarus: Uprising also works on multiple levels. For children playing the game I imagine they would simply enjoy the cast of colourful characters and exaggerated voices. For those who grew up playing Nintendo, however, there are loads of cool nods to other games such as Metroid, Nintendogs and of course the original Kid Icarus. It actually becomes a running joke throughout the game, as Pit keeps breaking the fourth wall and pointing out the fact that he's in a video game. At one point Pit actually gets chastised for pointing out that Komaytos look awfully similar to Metroids. It's been a very long time since the last Kid Icarus game, and these sorts of gags are a nice touch that allows the developers to poke a little fun at this fact.
 
As good as the main protagonists and villains are, however, the side characters are arguably better. I won't spoil anything for those who have yet to finish the game, but the Greek pantheon of Gods and Goddesses that comprise the Kid Icarus universe are among the funniest characters Nintendo has given us in years. Zapp Brannigan fans are in for a treat.
 
If I had one criticism it would be that the intensity of the action, particularly those flying sequences, is such that it can be difficult to actually pay attention to what is being said, and as this is the primary means of conveying the story I often found myself wondering what I was doing from chapter to chapter. Luckily, the story moves at such a brisk pace you won't have much time to dwell upon it before you're whisked off to another fanastical location.
 
'Pyrrhon senses danger...and now Pyrrhon sees it!'
 
The original Kid Icarus was an odd game. For instance, (as noted on Radio Free Nintendo) the game has an inverse difficulty spike because of it's odd implementation of RPG elements. The first level in Kid Icarus was the rock upon which many a youngster broke hull. You were able to upgrade Pit's equipment by collecting hearts from defeated enemies and his life energy would also be increased at the end of each level; the problem with this, however, is that Pit's life energy at the start of the game was short enough that going into one of the game's kill rooms to grind hearts was a real risk. As Pit's life energy increased of course this became less of a risk, which allowed the player to grind more hearts, which allowed them to purchase better arrows etc. Oddly, therefore, as the game progressed it became easier.
 

 
The thing that was such a pleasant surprise to me upon playing Uprising is that in a weird way Nintendo and Sora have managed to construct a difficulty system which makes this game more approachable, but which also alludes to (without complying with) the difficulty system of the original. Uprising could conceivably be more difficult towards the beginning rather than at the end, although this need not necessarily be the case. The difference between Uprising and it's predecessors is that this new system asks the player to set their own difficulty. Somewhat like gambling, the game will allow you to put hearts (the game's currency) on the line in order to play at higher difficulties, the benefit being that at these higher difficulties you receive better weapons and rarer items which can be used not only in the single player game but also online. What I also like about this system is it's granularity, as it allows the player to adjust their difficulty in increments of 0-9 (which because it's a decimal point system means that there are 90 increments of difficulty). It also appears that the game tracks your success and failure on certain difficulties and provides you with a recommended level.
 
Thankfully, playing around with the difficulty results in genuine changes in the level levels. Rather than simply taking more damage and dealing less, higher difficulties will result in both more enemy numbers and more enemy variety. Playing at higher levels will also unlock certain gates, behind which stronger enemies and even mid-level bosses lurk, along with stronger weapons and rare items. It's an incredibly dynamic system and one which I hope to see other games crib.
 
There is, however, one one crucial aspect to this system that I'm not a fan of. When you die (i.e run out of life energy) on a given level the game forces you to drop down to a lower level of difficulty. This is frustrating for two reasons. Firstly, it does not encourage the player to learn from their mistakes or to become better at the game, as it simply lowers the difficulty until it becomes easy enough for them to proceed. While I think this is a great option for those who do find the game to be difficult, I do find myself wishing that this system had been implemented in a similar fashion to the 'Super Guide' seen in games like New Super Mario Bros. Wii, in which the player is given the option to make the game easier rather than being forced to. Not only does this system not encourage less skilled players to become better at the game, but it might also be frustrating for those skilled players who wish to gain access to some of the hidden content in the game. For gamers such as myself, who have no problem banging their heard against a brick wall until they defeat a boss on the hardest difficulty, the inclusion of checkpoints would certainly have been preferable to this forced drop in difficulty.
 
Do I Heart it?
 
Ultimately, Kid Icarus was equal parts frustration and enjoyment. Had this been a dull game, or had it been one which was poorly made, I probably would not have become as frustrated with the controls as I did. It is precisely because I really enjoyed other aspects of the game that I found the controls to be such a let down. I cannot say, however, that this issue was unexpected. I had been following the progress of this game for what seemed like years, and throughout I and others had doubts about the control scheme. Ultimately, I feel that the game neither fell short of nor exceeded my expectations. As a huge Sin and Punishment fan and a moderate fan of the original Kid Icarus, I was almost willing to let my expectations off the leash, but as a stickler for good controls I was always wary of whether or not such a game could really work on the 3DS. In the end, the quality of the game still managed to shine through, but I'm left to wonder what might have been had the game been made for Wii (a system which, in my opinion, has far more suitable control inputs for a game of this type). Sakurai and Sora, like the Icarus of myth, aimed for the sun and got burnt as a result, but I'd rather that than not aiming high at all.
 
 

 
 

2230
TalkBack / Re: Metroid: Other M Review
« on: May 22, 2012, 01:31:28 PM »
Perhaps I'm in the minority, but I found the control scheme to be more heinous that the story or voice acting. That's not to say that I think the story telling in Other M was good, far from it. Despite being a huge Metroid fan, however, I've never really put much value in Samus as a character or the story generally. For me, Metroid is all about atmosphere, and exploration punctuated by action.
 
I am, to this day, still baffled by Sakamoto's decision to cram all the controls on to one Wii remote. Which, in itself would have been fine had he been less stubborn and provided an alternate control scheme which either allowed for the use of the Nunchuck or the Classic Controller. The fact that the player is asked to continually change their grip on the Wii remote throughout the game in order to enter first person mode is insane. Not only would the addition of the Nunchuck have provdided an analogue stick for more nuanced movement of Samus in 3D space, it also would have freed up the Wii remote to be held as a pointer rather than like a NES controller. I'm absolutely astounded by Other M's control scheme. Unfortunately, this has not been an isolated example for Nintendo of poor judgement when it has come to control schemes this generation.

2231
TalkBack / Re: Mighty Switch Force Update Coming Thursday
« on: May 22, 2012, 09:41:13 AM »
I really enjoyed Mighty Switch Force. Right up until the last level that is. I just really disliked the 'forced switching' mechanic which required you to jump in the air and be at a very specific point in your jump so that when the level 'switched' again it would shoot you upward with MSF's equivalent of the DK barrels. I just could not get the timing down for that level (which is weird because I didn't have a problem with the last level of Might Flip Champ, which removed the ability to 'flip' on demand much as MSF's last level removed the ability to 'switch').
 
I look forward to seeing what these new levels look like, but I hope they don't build off the idea introduced at the end of the game. I was able to beat the par times on all the other levels, yet have never completed the final level because I found it so frustrating.

2232
Podcast Discussion / Re: Episode 292: The Show Must Go On!
« on: May 21, 2012, 06:02:36 PM »
I have to agree with leahsdad. At this point I only get my new game purchases from Amazon as they're usually around £10 cheaper than Game or HMV. Plus, their trade in service also means that you can get some games for next to nothing. I traded in Henry Hatsworth and NBA Jam and ended up getting Uprising for about £12.

2233
Podcast Discussion / Re: Episode 292: The Show Must Go On!
« on: May 21, 2012, 10:00:07 AM »
Awesome episode guys.
 
The 'getting to know you' section was kind of neat. It was interesting to hear Gui's perspective on how his path to RFN differs from those of the other members, in that he went straight from messageboards and forums (which shall henceforth be called 'the streets') to becoming an active member on the Negative World podcast, whereas the rest of the RFN crew wrote for the site prior to appearing on a podcast.
 
In Europe, Kid Icarus 3D Classic was tied to the purchase of others games which had already been out for quite some time. In my case, I was eligible for the download code because I had purchased Super Mario 3D Land and Mario Kart 7. Personally, I much prefer this approach of thanking the people who have already supported your system rather than trying to strong-arm consumers into purchasing from a specific retail store. I understand the business behind it, I just don't find it all that palatable.
 
I look forward to Jame's return next week so that we can have the whole four man crew together.

2234
While on this planet, Samus also encounters a young boy by the name of Olimar who is strong with the forc...

How about instead of that she encounters Link, who is strong in the Tri-Force? ;) Then her and Link have an affair and all is well until Princess Zelda finds out about Link's infidelity... then the plot starts to get really interesting.

Tri-force? Genius. Somebody, give this man a script deal!

2235
Why stop there though? If Nintendo ever choose to do a crossover game outside of Smash Bros, then why not go all the way and include all Nintendo's franchises which are even remotely inspired by science fiction. Why not have a Metroid/Star Fox/Pikmin/F-Zero game.

Samus plays the role of a queen of a small planet, whose liberty is infringed upon by an evil trade federation. While escaping their clutches her ship is damaged and she is forced to land on the F-zero planet, where the only means of getting the parts required to fix her ship is to take part in a pod race against Captain Falcon. While on this planet, Samus also encounters a young boy by the name of Olimar who is strong with the forc...you get the point.

2236
Gallery 2 was a fun game, but as with many of the gameboy games released on eShop thus far it's a little too simple and basic for my tastes. I really do look forward to them releasing GBA games on the system.

2237
I agree with what others have said here. I think the idea of an actual Metroid/Star Fox crossover sounds kind of dumb. If, however, it were to be a game based solely in the Star Fox universe which has exploration and adventure elements inspired by Metroid, then that might be pretty cool.

2238
Is it just me or does it seem like there's too much space between where the D-Pad is located and the edge of the controller? It's hard to tell how big this tablet is without actually seeing it in person, but based on the image it looks like there's a significant amount of plastic between the D-Pad and where your hand would naturally grip the controller.

2239
Nintendo Gaming / Re: New Patent for 3DS (new circle pad revision?)
« on: May 19, 2012, 01:59:38 AM »
I wonder if this patent might also be applicable to the Wii U tablet controller. I think the circle pad is fine for a handheld (although more grip would be a welcome addition) but I really don't like the idea of a dual circle pad controller for a home console. I'd prefer to have real analogue sticks on the Wii U controller, but if not real ones then perhaps this patent for something between the two might be preferable.

2240
General Gaming / Re: What style of platformer do you like best?
« on: May 18, 2012, 03:43:46 PM »
I voted for 2D Platformer, but truth be told I think that's probably because there's been so few good 3D platformers. There's obviously Mario, Banjo and others such as Rayman and Prince of Persia, but it's a genre that hasn't seen enough attention in recent years. I've enjoyed 2D platformers more because there's been so many good ones, but I think at this point I might actually be more excited for a new 3D platformer. Although I didn't play the original I'll be interested to see how Epic Mickey 2 turns out.

2241
Nintendo Gaming / Is 'New Super Mario Bros.' a brand for bland?
« on: May 18, 2012, 04:56:47 AM »
 
Super Mario Bros. at it's best.


Super Mario Bros. is without a doubt one of the most important series in gaming history. From the earthquake that was Super Mario Bros., through to the wacky Super Mario Bros. 2 (USA version), and finally on to what is considered by many to be the greatest 2D platformer ever made, Super Mario Bros. 3, it has been an iconic and sometimes groundbreaking series. For those reasons gamers were understandably excited when New Super Mario Bros was released for the DS in 2006. It might not have been as revolutionary as Super Mario Bros. and neither did it have suits or power-ups as memorable as those in Super Mario Bros. 3, but on it's own merits it was a fun game and could easily be thought of as one of the best handheld Mario games. However, it seemed to me at least like a first attempt; a chance for Nintendo to test the retro waters while introducing the Mario Bros. series to a new generation of young gamers who never played the original trilogy. As it turned out, this tried and true 2D platforming formula proved to be just as popular on the DS as it was on the NES, and NSMB became the best selling game for the platform.


A pictorial representation of Mario's dominance and Nintendo's love of money.


Despite it's stellar sales, however, some (myself included) wished Nintendo had been a little more adventurous. It had been a long journey from the original SMB to Super Mario Galaxy and Nintendo fans who had grew up with the series had certain expectations not for what a modern Mario game should be, but rather what a modern 2D Mario could be. For some of these people NSMB was unsurprisingly not the most interesting Mario game they had ever played. Nintendo, therefore, had a great opportunity with NSMB Wii to really push the envelope, to redefine what a 2D platformer was capable of. In the lofty imaginations of some Mario fans NSMB Wii had the potential to be an expanded, more intricate and more graphically lustrous Super Mario World. However, perhaps largely because the original NSMB sold so well, NSMB Wii provided yet more great 2D platforming, but yet again it seemed relatively bland when compared to it's original precursors, each of which managed to feel like a leap forward for the series in terms of level design, graphics and even music.


Since then of course Mario fans expectations have been raised still higher by Super Mario Galaxy 2 and Super Mario 3D Land. Galaxy not only represented the best 3D platformer since Super Mario 64 but also provided some of the best 2D levels our plumber protagonist has ever seen. Indeed, you could argue that the gravity switching 2D levels alone would form a great basis for a new 2D Mario. More recently we were also given the fantastic Super Mario 3D Land, which did such a deft job of blending 2D and 3D gameplay that although it felt like a very familiar game it also felt incredibly novel and interesting.

Super Mario Bros. 3 certainly has some competition.


It's for these reasons (i.e. the relative blandness of the NSMB series thus far and the incredible standards that have been set by both the original Super Mario Bros. trilogy and more modern Mario games) that I'm not finding the prospect of a new 'New Super Mario Bros.' all that appealing. Not only is the 'New' series underwhelming by the standards set by it's Mario Bros. predecessors, it's also underwhelming by those standards which have been reached more recently. The original NSMB was somewhat interesting sheerly for the fact that it was the first 2D Mario game since the Super Nintendo. NSMB Wii was something of a wasted opportunity, although it still offered a tight platforming experience. If past entried in the NSMB series and the 'New Super Mario Bros. U' demo shown at E3 2011 are any indication, it would seem that Nintendo have no intention of complicating what is one of their best selling games, and while I can't begrudge the company for making money, I can't help but feel that something more interesting might be done with this series. I have little doubt that the recently announced New Super Mario Bros. 2 will be a well made and fun Mario game. I'm just a little disappointed that the once iconic 'Super Mario Bros.' name is now a brand for bland.

2242
General Gaming / Re: Favourite Video Game Podcasts.
« on: May 17, 2012, 10:10:52 AM »
In defense of the Bombcast I would argue that, while it certainly isn't for everyone, for those who do get it it's absolutely hilarious. I've actually had to refrain from listening to the Bombcast on my bus journey to work as I am unable to stifle my laughter and end up looking like a maniac. It's true that only around half of the discussions actually concern video games, but that in itself isn't a bad thing. Ultimately, the bombcast is just a bunch of really close friends who are hysterically funny. It's certainly not as focused or as serious as other podcasts out there, but that's why I like it.

2243
TalkBack / Re: Amazon Reveals Possible Wii U Launch Lineup
« on: May 16, 2012, 06:42:15 PM »
I'm not super interested in those games I have to say. I think the presence of Pikmin 3 at launch was always going to be a crucial component of whether or not I purchased a Wii U in 2012 or 2013. Without Captain Olimar showing up this year, I think I'll take a wait and see approach.

2244
General Gaming / Re: Favourite Video Game Podcasts.
« on: May 16, 2012, 06:04:53 PM »
I should say that I'm also a fan of Connectivity, Famicast and of course the fantastic Radio Trivia. I just have more history with these other casts, hence why some of the NWR onces have not made my list. In terms of podcasts though, NWR is right up there with 1Up and Giantbomb for me.

2245
General Gaming / Favourite Video Game Podcasts.
« on: May 16, 2012, 01:30:13 PM »
Not only do I spend a significant proportion of my free time playing games, I also seem to spend quite a lot of it doing...well...stuff like this blog. In other words, even when I'm not playing video games I'm more than likely doing something related to video game culture. In fact, thinking about it, I might actually spend as much time consuming video game related media (i.e. news, video, podcasts etc.) as I do actually playing video games. Now, that might have something to do with the fact that I only own a Wii and 3DS and am therefore limited (in the case of the Wii, very limited) to games which are released for those platforms. Still, I guess that's what being a fan means, thinking and talking about your hobby as much as actively partaking in it.
 
Of those ancillary video game activities, I have found podcasts to be one of the most engaging. They are not only an invaluable source of news and opinion, they also allow media outlets and companies to speak directly to the audience, and it is those podcasts which take full advantage of this fact that I tend to enjoy most. This topic of video game media, and podcasts in particular, has been on my mind in recent days due to the recent announcement that one of my favourite podcast personalities, Mr Greg Leahy, will be leaving Radio Free Nintendo next week. Of course, I've never met Mr Leahy personally, but having spent two hours every week for the last three years listening to his toughts, laughing at his jokes and ever so often disagreeing with his arguments, I feel like he's a person I've come to know.
 
With that, here's my favourite Video Game Podcasts.
 
10 - RebelFM - http://www.eat-sleep-game.com/news/category/rebel-fm-podcast/
 

 
Despite some gripes with the format, I keep coming back. RebelFM, hosted by former 1uper and current IGNer Anthony Gallegos, can often be a little exasperating to listen to, especially when the discussions get bogged down in tech jargon or when listener mail relates to unrequited love (a recurring theme on the show). However, their discussion of games and industry trends is worthwhile.
 
9 - Nintendo Voice Chat - http://feeds.ign.com/ignfeeds/podcasts/wii/
 

 
NVC can definitely be a little hit or miss. When Reese's Pieces aren't being consumed and when they actually manage to make it to the podcast booth rather than recording on an iPhone, NVC can be up there with the best. In my opinion the quality of the shows seems to be directly proportional to the involvement of a Mr Sam Claiborne, but maybe that's just me.
 
8 - 1up Yours - http://www.1up.com/do/minisite?cId=3149993
 

 
Including such podcast royalty as Garnett Lee, John Davison and Shane Bettenhausen, 1up Yours remains one of the best examples of how to do video game podcasts right.
 
7 - Wii-k in review - http://www.podfeed.net/podcast/Wii-k+in+Review+Podcast/13925
 

 
Matt Casamassina. Mark Bozon. Cass. Boz. Cass and Boz. This long suffering pair saw some dark days while covering Wii, but they sure as hell always managed to make me laugh. Sarcastic, laconic, derisive. This podcast had it all. By the way Cass and Boz, thanks again for the Zack & Wiki recommendation. Not so much for Battalion Wars 2, though.
 
6 - Retronauts - http://www.1up.com/do/minisite?cId=3156908
 

 
The amount of nerd knowledge that they managed to pack into each episode is staggering. If you care at all about retro video games this podcast is a must. Best of all, because this show was never topical to begin with it has stood the test of time. It's like a little time capsule of nerdiness.
 
5 - Retrocity - http://feeds.ign.com/ignfeeds/podcasts/retro/
 

 
Levi Buchanan has one fatal flaw. He's a fan of the Master System. Look past this deficiency, however, and you'll realise that this guy really loves video games. I mean really loves. Not only was this podcast really informative and interesting, it's littered with awesome video game music. The best thing about this podcast, however, has to be Levi's voice. I could listen to that guy read the phone book.
 
4 - 8-4 Play - http://www.giantbomb.com/podcast/2/
 

 
Mark 'gaming Jesus' MacDonald and his colleagues work in Japan primarilly localising Japanese games into English. As a result they have a unique perspective that might not be often heard in the west. Their discussion of popular Japanese games such as Monster Hunter and Demon Souls go into some depth, and it's here that the show really shines. Originally partnered with 1UP, the show can now be found on Giantbomb.
 
3 - A Life Well Wasted - http://alifewellwasted.com/
 

 
In this internet radio show Robert Ashley looks not so much at video games themselves, but rather at those people who love them. Be they developers, journalists, collectors, cosplayers, intellectuals or charity workers. It's a riveting show, and had it not been for the fact that only 6 episodes were ever released it might very well have been higher on this list.
 
2 - Giantbombcast - http://www.giantbomb.com/podcast-xml/
 

 
Why is the Giantbombcast awesome? I will defer to this clip,
 
http://www.youtube.com/watch?v=MMBQrbtjPWI
 
1 - Radio Free Nintendo - http://www.nintendoworldreport.com/rss/rfnmp3
 

 
As visitors to this site no doubt know, RFN has proved to be one of the best sources for mature and in-depth discussion of the video game industry. From debates about the relative merits of the jump mechanic in Super Ghouls and Ghosts to larger themes such as Nintendo's approach to hardware development, RFN has provided the most detailed discussion and analysis of Nintendo on the web. What also helps differentiate RFN from other gaming podcasts for me is the amount of listener interaction. Retro Active segments, in which listeners not only choose which game will be played but also contribute greatly to the discussion with comments and thoughts, are perhaps my favourite example of this. Each week, however, the RFN crew will also take emails from listeners (which, itself is not very novel), but whereas other podcasts can be derisive or often seem nonchalant when it comes to taking the opinions of their listeners, the members of RFN try to encourage participation as much as possible, taking quite alot of time to discuss these questions and opinions thoroughly.
 
Do you listen to many Video Game Podcasts? Which would you recommend? Let us know.

2246
TalkBack / Re: Nintendo Releases Mario 3D Kart Game Data Update
« on: May 15, 2012, 04:45:47 PM »
Awesome. If only they were able or willing to patch Brawl...If only.

2247
Podcast Discussion / Re: Episode 291: Good Night, Sweet Prince
« on: May 14, 2012, 01:52:00 AM »
Good luck Greg!

2248
It is a pretty frustrating situation for those who would like to see a steady flow of VC games. In recent months in Europe we've had the opposite situation. We weren't getting eshop content like VVVVVV, Mutant Mudds, Sakura Samurai etc. but we were getting frequent VC releases. It seems that Nintendo (at least in North America and Europe) are just unable or unwilling to run multiple download services concurrently. It really shouldn't be a zero-sum situation, gamers I'm sure would prefer more choice not less, but NOA and NOE clearly think differently.
 
I'm not very familiar with Japan's download release schedule, but from the few occasions I've seen their weekly VC, WiiWare & eShop release lists it seems to me that they get a more steady stream of content for all services. Can anyone verify whether or not this is the case? If so, doesn't that make this statement kind of ineffectual?

2249
TalkBack / Re: Metroid Fusion
« on: May 10, 2012, 08:48:11 AM »
Great game, but relatively forgettable when compared to the heights of Super Metroid and the Prime Trilogy.

2250
TalkBack / Re: Sakurai: No Plans for Kid Icarus Sequel
« on: May 10, 2012, 02:05:28 AM »
The universe and characters were for me the best parts of Uprising. I'd love to see a sequel done by another team. I'm kind of glad that Sakarai won't be doing one though.

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