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Messages - Daan

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176
TalkBack / Tales of the Tiny Planet (Switch) Review
« on: February 13, 2018, 10:26:10 AM »

Press that button and see those bits moves in this quirky puzzler.

http://www.nintendoworldreport.com/review/46415/tales-of-the-tiny-planet-switch-review

Tales of the Tiny Planet is just one of many mobile games to get a make over on the Switch. The slew of mobile games have gotten a mixed reception ranging from the excellent Voez to the dreadful MUJO, so a tiny bit of caution isn't unwarranted. The most important thing for a port to show is good reason why a new platform makes sense. While Tales of the Tiny Planet is certainly a good video game, I can't see many taking a liking to the Nintendo Switch version.

Tales of the Tiny Planet's premise is very easy to understand. You simply help a colorful ball from one point to another. How do you do this? Well, you manipulate the environment by pressing one button on your controller or tapping the screen. This will make platforms move, throw the ball in the air, make wheels spin or does something else in this whirlpool of stuff. From a distance, the objectives are obvious and rather straightforward.

The levels in of themselves are constantly moving about. In fact, they are mostly kept short and to the point. Most of them emphasize a certain puzzle mechanic, allowing you to learn new ways to approach the challenges ahead. You are pushed to do your absolute best in the form of a three star system that focuses on time. A certain amount of stars is required to open up the next world, so just skimming through them isn't really an option. Tales of the Tiny Planet certainly offers a decent challenge, though the real difficulty only comes in the second half.

The main issue is that you get burn through the content fairly quickly. With just six worlds included, it will only take a few hours to see everything. Well, almost I suppose. The Nintendo Switch version offers an exclusive co-op mode, allowing each player to take control of certain movable parts. I can't really say that this changed my experience for the better, but I do think that it’s a neat idea nonetheless. Another option, Marathon mode, sees you completing an entire world without taking breaks. It’s cool to see how fast you can complete them, but I found it rather a weird puzzle game.

Tales of the Tiny Planet is an adorable looking game, sure, but you will be done with it quickly. It offers six worlds filled with all sorts of trickery, and that’s pretty much it. I did enjoy all of the levels, I’m just really bummed that there isn't more. The Nintendo Switch version would've been a perfect platform to expand on what made the original great, plus offering something unique for the new paying public. At the moment, Tales of the Tiny Planet is simply a fine title.


177
TalkBack / ATOMIK: RunGunJumpGun (Switch) Review
« on: February 12, 2018, 02:26:04 AM »

A trippy and unquestionable bold runner game that ends before you know it.

http://www.nintendoworldreport.com/review/46412/atomik-rungunjumpgun-switch-review

Hang with me for long and you might find oiut that I have an obsession for runner games. Wheter level-based or endless, nothing gives me that one-more-go vibe more than that genre. Experiences like Super Mario Run, Bike Rider DX, Super One More Jump, and the BIT.TRIP RUNNER games give me a simple sense of joy. From the outset, it seemed that ATOMIK: RunGunJumpGun was tailored to my interests. A remarkably weird visual style, constant action, and easy-to-learn controls is all that I needed to know to jump in.

Don't expect an easy walk in the park with this one. ATOMIK: RunGunJumpGun is an unrelenting runner that requires many moves in quick succession. The L- and R-buttons fly and shoot, which takes some getting used to. Personally, I would've liked the default setting to have been ZL and ZR, but this can be easily changed in the options menu.

Even when customizing the buttons to your liking, the reaction time is short. The equipped gun can shoot forward or downward, which is necessary to keep your character moving in between the top and bottom. One or two missteps, and your hero might be squeezed by the wall. The tempo never slows down, so staying focused is such a big factor here. It was such a thrill to experience.

ATOMIK: RunGunJumpGun is, however, not completely cruel. Even though levels are short, they are filled with generous checkpoints. Your character can also take two hits before being sent back. The true challenge is collecting atomiks spread across the levels. Finding them unlock additional worlds, so I found myself restarting levels several times until I nailed them. The game sadly took only a couple of hours to fully complete, after which nothing is left to do.

What I adored the most of ATOMIK: RunGunJumpGun is the weird, trippy style. The vibrant colors instantly blew me away, though it might a bit too crazy for some. What sells it for me is the moody atmosphere of the levels themselves, giving it a true alien feeling. The pulsing techno soundtrack only adds to it with pumping beats and energy. Between the levels, weird space creatures berate your intergalactic journey and tell how you don’t have what it takes. A dumb smirk was plastered on my face while reading these lines.

Overall, I had a really surprisingly fun time with ATOMIK: RunGunJumpGun. It has a good sense of difficulty and nailing everything was satisfying. Next to that, the grand sense of style is unmatched by most that I play in the genre. The big bummer is that it took only a few hours to fully complete the roughly 100 levels in the package. An endless mode would made me really happy, and would've made ATOMIK something I could return to. Still, what’s here is made with care, making for an enjoyable experience.


178
TalkBack / 3D MiniGolf (Switch) Review
« on: February 10, 2018, 02:43:26 PM »

Solid movement can't save this terribly bland minigolf video game.

http://www.nintendoworldreport.com/review/46408/3d-minigolf-switch-review

A good Golf game can do wonders for a console or handheld. Not only is it my favorite sport to play, but there is a layer of strategy that I just can get behind. When I first noticed 3D MiniGolf, I was really hoping for the best. With a decent course variety and solid mechanics, this experience could have provided some mild enjoyment. Unfortunately, as it turns out, 3D MiniGolf is extremely bland and a stern reminder that not everything that looks good is worth playing.

The controls are surprisingly quite decent, and it always feel that you're in control of where the ball is going. The camera movement is quite nicely handled, and objectives are always clearly in sight. Once you’ve made your shot, now that’s a different story. In some instances the ball will bounce harshly and still continue to move forward. This is far from a nice feeling, and it can throw you off by a lot.

While the various levels have different shapes and visuals that add value, the texture work is quite rough. It is colorful, sure, but it doesn't make a grand impression on me. As someone who isn't that picky, that is truly saying something. On top of that, the music can be described as simply acceptable. The tunes have incredibly short loops, and fade in and out whenever that happens. After a couple of loops, it just annoyed me a lot.

How much content is truly available you might ask? Well, 3D MiniGolf offers 57 courses spread across four different environments. You will have three fully featured 18 hole courses, plus 3 located in a weird Candy Land setting. These locations can be played in three different ways. Challenge sees you hopping from course to course at will, Tournament asks you to finish a place without quitting, and finally you and two to four friends can duke it out in local multiplayer. It took me about 70 minutes to see everything this game had to offer, which is truly the biggest crime of everything here.

3D MiniGolf is a bad piece of software that can't even serve its purpose correctly. With only 70 minutes worth of content, I found myself quickly erasing this game from my memory. The skeleton of a minigolf game is absolutely there, but it is buried under way too many annoyances. Ultimately, the game plays alright, but that doesn't make it something worth looking into, which is a shame.


179
TalkBack / Crypt of the Necrodancer (Switch) Review
« on: February 09, 2018, 01:57:55 PM »

Hop, step, and fight your way through a series of rhythmic mazes.

http://www.nintendoworldreport.com/review/46397/crypt-of-the-necrodancer-switch-review

Even though this is my second time around, Crypt of the Necrodancer remains one heck of a game. Roguelike, rhythm, and survival elements follow each up like it is nothing, making this mixture of genres a weirdly satisfying cocktail. What makes Crypt such an event, however, is how I'm discouraged in failure. In fact, failure is just another step in becoming the best player you can.

This begins with learning how to move. Instead of taking regular steps, you must move on the beat. This can daunting, considering Crypt of the Necrodancer has much to keep track of. Listen to the background music to find the groove that works best. Stick to that beat and glide around the dungeon. It’s much harder than it might look.

Naturally, the gameplay is more important. Enemies are also moving to the beat, and that needs to be taken into account when dancing around the dungeon. Learning their patterns is key to moving through the dungeon floor. The roguelike elements add randomness to the proceedings, but the tools are there to make a run successful. Secrets are hidden between the walls, treasure chests hold loot, and a store is fabulous for buying potent items. Despite the challenge, it’s exceedingly fair.

Don't get me wrong though: the enemy replacement is unrelenting. Once you have a strong string of items, a dragon is surely lurking behind the bend lying in wait. They are fearsome to take down, requiring multitasking ability. Spatial awareness has always been one of the spears when it comes to roguelikes, but Crypt takes that to whole new level with its assortment of hazards and obstacles. This is something I absolutely adore about the game, too. The maze-esque environments are quite sharp looking on the Nintendo Switch, always feeding you a new challenge once you start all over.

With multiple zones and various modes to uncover, Crypt of the Necrodancer has enough content to stay fresh for quite a while. It is possible to train against the different enemies, throw in new elements with collected diamonds and try out different ways to play. Even though I finished all the main content, daily challenges still bring me back. Those are fantastic for commutes as they only take a few minutes to complete. The amount of options is impressive as well. Various soundtracks can be switched between, including music from Danganronpa – a series that hasn’t been on Nintendo platforms. So that’s nuts.

At the end of the day, Crypt of the Necrodancer is a trip. You hop on for the ride, enjoy some groovy tunes, and overcome a slew of challenges along the way. Even though every run is different, I always felt I was in control. It’s hard to get on the beat, but once over that initial hump, Crypt of the Necrodancer becomes one of the most intriguing experiences available on the Nintendo Switch eShop. Don't sleep on it.


180
TalkBack / Dragon Quest Builders (Switch) Review
« on: February 07, 2018, 01:00:00 AM »

Exploring, collecting and chatting in a true classic Dragon Quest world.

http://www.nintendoworldreport.com/review/46374/dragon-quest-builders-switch-review

Dragon Quest Builders is one of the more interesting games I've played this year. It takes the charm of a mainline Dragon Quest RPG, but throws it into a brand new mold. This mold sees the player making tools, exploring, and building up towns. While combat is present, it is nowhere near the focus of the journey. The drive to solve quests in this world bring new mechanics, more intrigue than a Minecraft game, and above all, a grimmer reality. This isn't the most well rounded of adventures, but it is still one that entertains all the way through.

Builders throws you into an alternative version of Alefgard, the world of the original Dragon Quest. In this reality, the dreadful Dragonlord has destroyed the world and plunged it into chaos. Alefgard's inhabitants were forced to live next to the remains of their destroyed towns with no place to keep themselves safe. That’s where you come in as the legendary builder. These civillains need to rely on the help of that builder, who will be able to set everything right in the world. Don't call him or her a hero though as Dragon Quest Builders emphasises that he or she shouldn't be called one. Regardless of that though, the job of this brave individual is to rebuild the world and recreate four distinct locations.

The best part about Builders is honestly the writing. The Dragon Quest series is known for its rather hilarious and enjoyable dialogue, and that hasn't changed here. The dialogue is what will pushes you through to get the most fun out of it. As you build up a town from zero, humans come towards you as they search for refuge. Completing quests for them makes up a bulk of the experience, and most of them task you with searching for materials or people. A good chunk of the adventure is filled with reading those boxes of text, and Builders knows how to keep you engaged. Apparently, you are the only one who can combine items or build. The people have forgotten what the word ''build'' even means.

As you can read, Dragon Quest Builders focuses a lot on plot. Now you could be fooled into believing that the game is pretty linear, and that isn't an unreasonable suggestion. The character that you create stays mostly the same, all while the materials and towns are the changing factors here. What doesn't help matters is that the main quest locations get stamped with a big Q on the map. Luckily, each chapter features a slew of side quests to enjoy, which can be completed in any way you like. All four locations are their own chapter with rules, ways to obtain items and changes to the overall gameplay loop.

The gameplay loop isn't hard to understand. It starts with accepting quests, leading you to gather materials and more to complete them. At the start, the materials are easy to get, ’making it easy to adjust to the game’s ideas. Next to the materials, new houses or structures might need to be built. Clearing certain areas leave an indelible mark on the world.. While on the main journey, the chapters are filled with the Darklord's minions wrecking havoc. The minions can be punishing, even when your hero is fully equipped with upgraded gear. That being said, death never comes with a harsh penalty. Some items are lost and the quest begins anew from the last location that was being built up.

While the combat mechanics mostly never annoyed me, it simply comes down to swiping your weapon back and forth. The real frustration, however, comes at the end of a chapter. The end-area bosses can only be defeated by using unique weapns that require quite rare materials so they can be crafted. I didn't like how you had to go out of your way, simply for these moments. After that, you still aren't done. Each boss has a specific way to be defeated, adding a new layer of frustration.

Better than combat is the crafting. In some instances, a blueprint with specific rules on what should be placed within can be found, making it self-explanatory. It is one way how Dragon Quest Builders keeps you in check, and forces you to play within its boundaries. While the building and placement is your standard building game fare, the way that the towns develop and what you use is vastly different. Progression doesn't carry over from one chapter to the next and at every beginning, the slate is wiped clean. From collecting plants to mostly mining, each chapter has its own specialities to keep the building aspect alive and unique. By building a lot, your town will grow in level and open up even further.

Next to building up towns, the inhabitants need their own specific items. It’s not uncommon to see a new ally ask for some medicine or simply a bed to sleep on. Regardless of what the quest is, more important are the rewards. These quests can offer new workshop recipes or more materials. If you're getting sick of playing by the rules of the story, the Terra Incognita, unlocked after the first chapter, is essentially a free-build mode. It expands with every completed chapter, and features no enemy resistance. Just a pure creative outlet.

Dragon Quest Builders looks real good on the Nintendo Switch. The nice presentation brings sharp visuals and an incredibly charming style to the platform. The world is entirely built out of voxels, which adds to the retro feel. Regardless of how you are playing Dragon Quest Builders, the camera is good for the most part. The third-person or overhead camera views work excellent, but the first-person mode stinks in tight places. It feels really cramped, and provides poor directional guidance. The music isn't anything to write home about. It is fine in smaller chunks, but after a while, I found myself putting on different music while I played.

Sadly, another disappointing factor is that almost no features of the Nintendo Switch are being used. You can take the game with you, and that is about all the extra content you are truly getting. Well okay, you can find a Great Sabrecub and collect retro-styled items, but it ultimately added little. I would've perferred touchscreen controls as this seemed like a match made in heaven.

Dragon Quest Builders as a package is all kinds of fun. The way you build up towns and explore the worlds is a true time sink for many hours. I found myself constantly looking for materials, quests, or items to push towards a 100% completion. That doesn't mean everything is grand, mind you. The lack of significant updates to the camera or bosses left me sour more than I would like to admit. These problems can be forgiven in time, but the smaller chapters constantly offer clear reminders of the problems. The Switch version offers little in the way of notable exclusive content, but playing it in handheld does make the proposition an easier one. The free-build mode seems like the ideal way to play Builders, and that is more than enough for me.


181
TalkBack / Bayonetta 1 & 2 (Switch) Hands-on Preview
« on: February 01, 2018, 12:00:00 AM »

The witch is back to showcase all of her best moves on Nintendo's shiny toy.

http://www.nintendoworldreport.com/hands-on-preview/46343/bayonetta-1-n-2-switch-hands-on-preview

When the Bayonetta games came to the Wii U, I was the one tasked with covering them. In total, I spent a total five articles on this very website discussing my admiration for these games. The fun of Platinum's action games can't be understated, which is why I dared to dip in again. It would be easy to just repost the articles and call it a day, but the action being fully portable really helps some new elements shine.

Let's start with the original Bayonetta. The non-stop action climax game is back in all its glory, and will push to do the best combos you can. Bayonetta remains relentless, particularly when compared to its sequel. You will fight the various angelic troops  and the slightest error can be extremely fatal. The many, many quick-time events are a good case in point, as failing them means a brutal death. You will learn while you play and by the end, you are expected to wield this game properly in order to advance. Bayonetta won't be for everyone, but luckily, they are tools to make this goal approachable and really fun.

All the content from the Wii U version is present, which includes the various Nintendo costumes. Just like before, these are unlocked from the get go. The Umbra Witch will be able cosplay as Samus, Peach, Daisy and Link, and sne still looks glorious. Outside of that, the key difference with Bayonetta is performance. The game on Wii U had some odd framerate dips, which gave me pause now and again. On the Nintendo Switch, it runs buttery smooth without any noticeable faults. It is more to par with the smoothness on PC (and to a lesser extend Xbox 360), which can only be considered a big plus.

The touchscreen controls are back as well, but this time they got time in the oven. On the Wii U, they were a clunky option that wasn't fun for the beginner. Due to the nature of the game, these controls instantly showed the problems of the Wii U GamePad. You couldn't have multiple fingers, various gestures or get anything done at a decent pace. PlatinumGames saw fit to improve on the groundwork and make it something usable in both games. Naturally, I do still prefer using a controller, but it is nice to have choice.

Things become a lot more interesting with the second game. Naturally, this game was a tighter package than its first installment. There were all kinds of weapons that you could equip on both your arms and feet, with bolder design choices and smoother controls. It still remains the finest selection of action game levels that I've witnessed, and that is saying a lot. The game was also far more forgiving in its requirements for the best ranks. This in turn made it fun to replay levels, and try to become a better player.

As far as its additional content goes, there are some significant changes to be found in Bayonetta 2. The big one is that all of the costumes, Nintendo or otherwise, can be unlocked with Amiibo. As soon as you can enter the Gates of Hell bar,  you can scan them in and claim your goodies. You can put in Amiibo 32 times per day, allowing you rank up items and/or get more Halos. While that is pretty broken, most of you will come here to quickly unlock the costumes. The compatible amiibo are Samus, Fox, Link, Peach, Daisy and both the Bayonetta Smash amiibo. With those last two, you will unlock additional sets like the classic or dress outfits without paying a dime for them.

While this destroys some of the rewards for your hard work, it does make costume only runs a fun new thing. I found myself putting on Samus Aran's armor and ducking into a Morph Ball form. This doesn't only look cool, but has features and nods galore. It makes the traditional Metroid sounds, and it comes with a fully working arm cannonand the ability to drop bombs by double jumping in ball form. The Samus speedruns for Bayonetta 2 will be amazing.

Just like the original, the performance has seen slight improvements over the Wii U original. The textures look nice and sharp, and the action is all sorts of flashy. Bayonetta 2 had a couple of slowdown moments in the first release, but those seem to have fully disappeared here. The optimal performance translates very nicely to handheld where it is an utter joy to play. I was a bit worried that the button layout would throw me for a loop, but the problems disappear rather quickly.

Next to the beefy sixteen chapter story mode, you get Tag Climax as well. This mode, which was previously online exclusive, sees you teaming up with a friend to tackle various missions. You can even play with other characters, which changes up the way you play. Now players can team up with a friend over local wireless play, which is grand if you need to interact.  I see myself getting a kick out of playing this way as the experience will feel more personal. Of course, the online options are still there if you prefer them.

A couple of years back I called Bayonetta 2 one of the best games to grace the Wii U. Now that statement is the same on the Nintendo Switch. I could endlessly gush about how wonderous this and the original game play on the platform. The performance has been improved in major  areas, which action games need. Next to their story modes, you can now play Tag Climax against another person in the same room. It makes communicating and working together during the missions a lot more engaging. If you are in the need of some fine action games with grand set pieces, don't sleep on the Bayonetta games this February.


182
TalkBack / Super One More Jump (Switch eShop) Review
« on: January 29, 2018, 02:28:15 AM »

Jump yourself to glory in this crazy one-button adventure.

http://www.nintendoworldreport.com/review/46310/super-one-more-jump-switch-eshop-review

It is easy to take one look at Super One More Jump and think: this isn't for me. The simple one-button nature makes it appear like it can’t deliver anything grand. That type of dismissal would make you miss out on one of the more effective puzzle-platformers to hit the Nintendo Switch. With plenty of levels and various modes to uncover, Super One More Jump gives you something a large group of players can enjoy.

At its core, it isn't hard to see the goal for each level. You guide your sprite through platforming obtacles all while collecting three blue crystals. A well-rounded player will be able to get to the end without too many issues, but the blue crystals add challenge. They add an additional layer to the proceedings, almost forcing you to keep looking ahead. The addictive nature can't be understated, and I couldn't allow myself to push onward without everything collected. With more than 100 levels, full completion took me around seven hours.

The deviousness of the obstacle placement is the heart and soul of the experience. Various obstacles crop up, including disappearing terrain, springboards, moving platforms, and spikes. These and more are mixed and match to make deadly platforming cocktails, but using your momentum and jumps can get you far. The punishment for failure is nothing too severe either. You are put back instantly at the start of the stage, allowing you to give it another go. The gems don't also have to be collected in the exact same run, giving less experienced players time to learn all the ins and outs.

Outside of the main offerings, Super One More Jump offers a bunch of modes to keep you playing. My favorite, by far, is the Endless Mode. This sees you dealing with a never-ending stage in hopes of reaching a high score. Everything in the package can also be played with up to three of your friends. You can work together or challenge one another to reach even newer heights, which is a lot of fun.

When it comes to the presentation, Super One More Jump is rather impressive. The game offers 10 different pixelated styles, each with their own set of avatars. By nailing levels, more playable characters are unlocked. A constant slew of options unlocks are you progress to make the game look attractive all over again. Sadly, and this is really the low point, I didn't think that the soundtrack is great. After listening for a while, I found myself putting on external music to keep me occupied.

Super One More Jump has a lot to love. It is incredibly addicting with tons of levels to get through. My struggle to get every blue gem became an obsession and 100%-ing it all takes time and effort. Add to that the additional modes and graphical styles, and you have something that feels very full and complete. If only the music was better... if only.


183
TalkBack / Furi (Switch eShop) Review
« on: January 15, 2018, 05:23:39 PM »

Slashing in an endless boss rush to the finish!

http://www.nintendoworldreport.com/review/46219/furi-switch-eshop-review

The notion of a hard game doesn't stop me from trying it. Sure, I might not gel with a game immediately, but I learn while giving it my best shot. When it was mentioned to me that Furi was like a boss rush, I jumped at the chance to play it. The mixture of action and bullet hell mechanics seemed very engaging, and I loved the look of like it. While it is shorter than I would liked, Furi impressed me far more than it maybe should have.

From the get go, I was impressed with what Furi offered. The narrative style sees you walking from area to area while more is explained to you. It leaves you hanging at plenty of intervals, and wondering what will happen next on the journey. What helps here is that the dialogue presented is good and the framing is rather impressive looking. It has a Japanese flavor to it that I really adored looking at. Next to that, it is a grand breathing moment from what gameplay gives you.

The gameplay is where the game excels into something truly brilliant. Furi comes down to a series of boss encounters with one being more challenging than the last. You will have to use your movements, dodges, slices and shooting mechanics to overcome the harshest enemies ever brought together. That movement feels solid, and the littlest misjudgements are punished fairly. Each boss has multiple waves you need to process, making its tricks more difficult as you complete spots.

Most players will complete Furi in just a few hours. While the ten bosses are challenging, I completed them with a few tries on each at max. I could have eased myself in more with the easier difficulty, but it doesn't unlock the special Speed Run mode. It is here that you fight all ten bosses non-stop without taking the time to unwind. In general, Furi does very little to waste your time, which I do appreciate. That being said, I just wish there was more during that initial playthrough. It would've made my struggle all the much sweeter.

Furi is an excellent little game. With ten thrilling boss fights and excellent movement options, it is just a pure joy to play. The only real problem is that the experience is over before you know it. Sure, you can play it multiple times and get better, but there is some loss of the magic there. That initial thrill made me pumped to take on the next step, and see what journey had in store for me. The feeling when you overcome the odds is wonderful.


184
TalkBack / Dragon Quest Builders (Switch) Hands-on Preview
« on: January 11, 2018, 01:47:16 AM »

Let's build with a quest line, an adorable plot and many defined rules.

http://www.nintendoworldreport.com/hands-on-preview/46186/dragon-quest-builders-switch-hands-on-preview

Dragon Quest is my favorite role playing game franchise. The larger than life characters make the entries fun, and something I spent a dozen sessions on. When it comes to non-main titles, I’ve had my grievances. Personally, I find hard to commit to something that doesn't have a number at the end. Harsh? Maybe, but that doesn't make it less true. Let us take today's game, Dragon Quest Builders, for example. I purchased the game on PlayStation 4, because I wanted to support the franchise. I am, however, only touching it now due to the upcoming Nintendo Switch release. And to my surprise, I am enjoying it a ton now that I've started playing through the adventure.

Dragon Quest Builders throws you into a weird version of Alefgard, the world of the original game. I say weird because this world was destroyed by the evil Dragonlord and thrown into darkness. The humans were forced to live beside the ruins of destroyed towns with nowhere else to go. Now help comes in the form of a legendary builder that will stop the chaos and be the hero that the people deserve. Well, you aren't allowed to call yourself a hero. In any case, there is a plot to follow, so we have to go forth and build.

Before we get to that though, I must say that I'm impressed by the care in the writing. Dragon Quest games usually have grand written characters, and this game isn't any different. This is what will push you forward for the most part as well. As you build up a town from zero, humans will come towards you as they search for refuge. You need to complete quests for them, which will see you searching for materials or people. A good chunk of the adventure is filled with reading those boxes of text, and Builders knows how to keep you engaged. Apparently, you are the only person who can combine items or build. In fact, the inhabitants have forgotten what the word ''build'' even means.

With its focus on the plot, you wouldn't be unreasonable to think that Dragon Quest Builders guides you through the experience. It certainly can if you want it to, and you wouldn't be wrong in doing so. Your character stays quite the same with the materials and town being the changing factors. It doesn't exactly help that you're well guided to your main quest destinations, which get stamped with a big Q on the map. That being said, each town has a slew of side quests and these enable you to get things done in your own way. Each of the four locations can take up to ten hours before you move on, and start the gameplay loop all over again.

That gameplay loop isn't hard to grasp. You begin by accepting a quest, and going on your merry way. In the beginning, the materials are kept simple so that you get eased into the idea of it. Next to the materials, you might need to get some earth to build chambers or complete new houses. It sees you picking away at the environment, leaving the marks of your work there forever. Along the way, the worlds are filled with the Darklord's minions that are more than willing to take you down. You can defend yourself to a certain degree, but later on you will need certain gear crafted to push yourself onward on the map. The further you go, the more unwieldy the world around you becomes. That being said, death never comes with a harsh penalty. You lose some of your items and are teleported back to the town you were building up.

The simple combat mechanics never annoyed me for the most part. It’s simply swiping your weapon until the opponent meets a simple yet effective end. Where I did get really frustrated was at the end of a chapter. It is here that you fight against bosses by making unique weapons that require rare materials. Even then, you aren't quite done. There is a specific way in how you need to defeat them, which adds to the frustration factor of the whole thing. I had more deaths than I would like to admit, which is time better spent on the next phase of the journey.

After collecting everything you need, it’s time to focus on the task at hand. One of the objectives early on is a place to house the workspace and some storage space. It sees you getting a blueprint with specific rules on what should be placed within. It is one way how Dragon Quest Builders keeps you in check, and forces you to play its ideas. While the building and placing is your standard building game fair, the way that the towns develop and what you use is vastly different. Progression doesn't carry over from one chapter to the next and at every beginning, the slate is wiped clean. From collecting plants to mostly mining, each chapter has its own specialities to keep the building aspect alive and unique. By building a lot, your town will grow in level and open up even further.

Other tasks in the game are fulled focus on creating useful items for the inhabitants. It’s not uncommon to see a new ally ask for some medicine or simply a bed to sleep on. Regardless of what the quest is, more important are the rewards presented to you. You might be granted new workshop recipes or additional materials to get more work done. Between all that hard work, it is important to keep eating. You see, your character in this game has a stomach and not supporting it may result in some unfortunate side effects.

While the regular game keeps you in line, you will be able to make your own creations in the Terra Incognita. This will unlock after the first chapter is finished, and will keep expanding with every additional one you wrap up. It is truly a free-build mode as the enemies will not attack your base, allowing you to have a pure creative outlet. The things you make here can also be shared online for the world to see. On the flip side, you can explore what others have created as well. After I while with the game, the Terra Incognita was the perfect way to kick back and have some simple fun.

Dragon Quest Builders looks pretty good on the Nintendo Switch. Now the landscapes aren't the most breathtaking thing ever, but it gets the job done. The world is entirely built out of voxels, which adds to the retro look and idea that you're in Alefgard. Regardless of how you are playing the game, you can pretty clearly see what you're doing. Well, for the most part. The third-person or overhead camera points work excellent in most of the places they are utilized in. The same, however, can't be said for the first-person mode that is used in tight places. It feels really cramped, and you don't always know where you are going. Another annoyance is that the music isn't anything to write home about. It is fine in smaller chunks, but after a while, I found myself putting on different music while I played.

As this is the Nintendo Switch release, you can expect to take this with you anywhere. This is a nice touch, and gives you access to the full Dragon Quest Builders experience. That being said, there hasn't been much added beyond that. There are no touchscreen controls to speak of and other unique features aren't really noticeable either. At the very least, there is some original content for this release. While riding on a Great Sabrecub, you will be able to find additional retro styled customization options. One of the treats is a big Dragon Quest Game Pak that can be displayed in your original creations. That is at least something I suppose.

Overall, I am enjoying my time with Dragon Quest Builders. Unlike other building games, there is a strong quest focus that I really appreciate. You don't feel overwhelmed as much, and have clear directions of where you need to go. For those who want to lose themselves, there is also a good number of side quests to seek your teeth into. Does that mean everything is just fine and dandy? Of course not. The boss battles are a hassle, the music is forgettable and the Nintendo Switch release doesn't add much additional content. In the grand scheme of things, that won't stop you from building until there is no tomorrow.


185
TalkBack / Energy Invasion (Switch eShop) Review
« on: January 10, 2018, 02:51:33 AM »

A migraine inducing utter annoyance of a video game.

http://www.nintendoworldreport.com/review/46151/energy-invasion-switch-eshop-review

Usually, I write a fun little introduction to the game I'm discussing, but the product in question doesn't deserve it. I'm not going to give it the pleasure of being something that it's not. So anyway, let's talk about Energy Invasion.

Energy Invasion is an infuriating little product made by the singular developer over at Sometimes You. It’s a breakout style game where you launch an energy sphere to the playing field. By moving the left stick, you control the paddle at the bottom so that you can keep said orb alive. This is important, because that keeps you in the game. That being said, the sphere can't actually destroy blocks. You will need to flick the right stick to make a ball fly out. You barely have any control over said ball, and it gets destroyed immediately upon impact. It transforms the energy sphere more into a weapon than anything else. A flimsy, hard to nail down weapon.

Now you might think this could be alright. From a distance, you are absolutely right, however Energy Invasion is painful to look at. The game goes for psychedelic imagery built from screensavers, basic assets and bad video effects. On top of that, the game pulses for no other reason than to give you a migraine. Add to that the energy sphere and paddle, and you have a mixture of pure hostility. And before I move on, the pause screen has this fantastic grain effect that really adds to the ''charm''. In a vacuum, the game could be perhaps described as decent, but the overly electronic sounds just adds to the annoyance.

Three modes of play are available. With the Invasion and Linear modes, you get 25 levels each that you need to clear. If you need more after that, Energy Invasion gracefully offers an endless mode that you can play to your heart’s content. It’s here that the worst elements from the other modes are combined to an even bigger mess. There are blocks you need to hit multiple times, enemy balls that show up to destroy your paddle in one hit and spots that can cause even worse effects to show up.

Energy Invasion is a bad game. It’s currently the game I hate the most out of everything I’ve played so far on the Nintendo Switch. Outside of maybe the music, I can't name a single aspect that I liked about it. Most importantly, I felt worse mentally after playing it and that is simply the worst.


186
TalkBack / Pic-a-Pix Deluxe (Switch eShop) Review
« on: January 08, 2018, 11:22:43 AM »

A Picross-like game that actually impresses me? What crazy world have I gone to now?!

http://www.nintendoworldreport.com/review/46146/pic-a-pix-deluxe-switch-eshop-review

As a Picross fanatic, I devoured every single puzzle in both the 2D and 3D iterations of the games. They are great fun, packed with mood-lightening heart. Over the years, many games have tried to replicate the same style, mostly to lackluster response. So yeah, I wasn't exactly pumped to play Pic-a-Pix Deluxe on Switch. Pic-a-Pix Deluxe is more than just an adequate Picross-like; it offers a grander challenge than a regular 2D Picross title.

If you have ever played a Picross game before, the basics are the same. You have to line up the vertical and horizontal rows, fill in spots on the playing field, and slowly create a picture. This can be a struggle early, but progress helps fill in the gaps. The twist that Pic-a-Pix Deluxe presents is simple but surprising. By adding colors in the mix, you create a more intriguing solution and something with a bit of detail.

Rows are now a lot harder to place. In regular Picross, it is easy to see the gap between the numbers. With the introduction of color, the location of a certain color adds a tricky twist, as now there is no guaranteed gap between numbers. Placing blocks now require more checks and balances, or else a singular misinterpreted gap could send your whole puzzle off the rails. It created a different kind of Picross game that is quite novel.

Pic-a-Pix offers a solid variety of puzzles with which you can spend a solid few hours. More puzzles will come as downloadable content, which can be purchased on the Nintendo Switch eShop. This will see previously released content from the Nintendo 3DS version as well as brand new content. Considering the original release got a lot of love, I am pretty sure that I will continue to be entertained for a while longer.

Despite the wonders of the mechanical twists, I found some of the finer background details lacking. The background music is not all that great. The soundtrack mostly sticks to one song, and I almost immediately turned it off. Other than that, you need to get the hang of the interface. With so much extra going on screen, it can feel a little cluttered now and again. This is nothing you would get used to in time, mind you.

Overall though, Pic-a-Pix Deluxe is a grand time. The puzzles are incredibly fair and it helps that the unique twists are actually really clever. The UI can sometimes be clumsy, but those problems disappear with familiarity. The sharp and crafty puzzles are appealing and worth the hurdle of the interface. It is really the biggest compliment I can give.


187
TalkBack / Heart&Slash (Switch eShop) Review
« on: January 05, 2018, 05:32:03 AM »

A game with a lot of heart, but a broken soul to boot.

http://www.nintendoworldreport.com/review/46140/heartnslash-switch-eshop-review

Roguelike elements are a diverse and interesting thing that seems to be continuously expanding. It gives life to various main gaming staples and present them with a fun, new twist. What roguelikes thrive on are their unpredictability, which is why replaying them is oh so enjoyable. Unpredictable is certainly what the game Heart&Slash can be called, but frankly, I can't say that I got something amazing out of it. The mix of roguelike and beat'em up sounds neat on paper, but I fell out of it pretty hard.

The atmosphere and background of Heart&Slash is what shines the most. You control the robot Heart, who wakes up after a 100 year slumber. You aren't exactly sure what went down, but you get enough pieces to get the gist. Your goal in the game is to flourish through a labyrinth of hallways, and destroy every robot that stands in your way. It starts easy enough, but you quickly realize that the world is filled with bosses and hard hitting enemies that won't take no for an answer.

While that already sounds pretty roguelike-esque, it becomes even crazier with the equipment. Heart has a large arsenal at his disposal, which gets randomly selected at the start of a run. At the beginning, the gear offered isn't that good and the game wants to gets some stuff done first. I found this more than a bit problematic honestly. To off-set this a little, you will be upgraded with various pieces of gear with bolts. These trinkets carry over from game to game, allowing you to start the next run that teensy bit stronger. The way you make crucial decisions adds to the tension, and it made me excited to push onward.

That being said, there are a multitude of problems that made me put the game down. The camera is absolutely insufferable, and feels rather harsh to get a good grip on. I really had to battle with it. The bigger problem comes in the form of game crashes. On a system where the majority of the titles just run, Heart&Slash had the nerve to crash on me about four times. In two instances, I had a really good run that I will now never get back. That is just the biggest blow to the face.

At the end of day, Heart&Slash had good intentions and could've been so much better. I love the concept of the game so very much, but it is such a harsh mistress. The first number of rounds that wasted my time, the multiple crashes and camera problems are just too big to overlook. It is such a shame, because the arsenal and action feels so grand. Maybe in time, and with an update, Heart&Slash is something I could adore.


188
TalkBack / Puzzle Box Maker (Switch eShop) Review
« on: December 27, 2017, 05:52:00 AM »

Bplus' ''Best of'' collection delights way more than you might expect.

http://www.nintendoworldreport.com/review/46113/puzzle-box-maker-switch-eshop-review

Austrian developer Bplus doesn't take no for an answer, and why should they? Their last major game, PUZZLEBOX setup, was a surprisingly addicting and enjoyable game. Naturally, they tried various other concepts with games like Bit Boy!! and Plattchen Twist 'n' Paint. While none were of equal quality, you can't fault the developer for trying something out of a comfort zone. Their next step in this evolution is Puzzle Box Maker, a curious title that delivers a ''best of'' pack of their previous work. They’ve thrown that work into a new concept, which works much better than you might expect.

In Puzzle Box Maker, you play or create a level that can be played in a multitude of ways. The selection includes Run (turns your creation into an endless runner), Kubi (explore a 2D level and collect everything) and Copycat (use various colors to fill in a puzzle). The variety of stages is truly the best part about the game. There is surely something for everyone, which should make a lot of people happy. Not all of the modes work great, mind you. Claw, where you try to grab coins and bring them to safety, feels extremely floaty. Never felt that I truly had a good grip on it, which made for some awkward moments.

Personally I found it a joy to make levels in Puzzle Box Maker. The simple and direct tools made it possible to create something in literal minutes. You can make some of the weirdest designs, and share them for the world to see. It opens up for endless possibilities and a solid amount of replay value. The major complaint here is that you can't really edit the positioning of anything, outside of the placement of blocks and colors. The enemies and objects that you find in certain stages are left to luck, which results in some unfortunate end results. In that sense, I wish that either the randomizer was better or that I could directly impact the position.

The best way to experience Puzzle Box Maker is with a friend. In handheld you can put it flat on a table, each take a Joy-Con and each have your own section of the screen. It seems so obvious to do that I wonder why more games haven't done it yet. Of course, the co-op action can still be enjoyed the regular way on a television for a regular slew of chaos. Alone or together, it all looks colorful and crisp. While some of the elements don't completely gel together, it is something you can overlook in the long run.

While Puzzle Box Maker isn't executed well in every way, it delights more than it disappoints. Sure, your creations may not always work for all modes, but the results are funny to witness nonetheless. The bigger problem is the Claw mode, and the random placement of certain objects. It loses some of the polish found in other places of this collection. Overall though, alone or with a friend, Puzzle Box Maker offers hours of content for those willing to jump in.


189
TalkBack / Kid Tripp (Switch eShop) Review
« on: December 22, 2017, 01:28:47 AM »

Running your way to the ultimate victory is no easy task.

http://www.nintendoworldreport.com/review/46083/kid-tripp-switch-eshop-review

When it comes 2D platforms, the Nintendo Switch already has a lot of bases covered. There are the ones with puzzle elements, others containing action elements and naturally the more straightforward ones. One sub genre that looks slightly overlooked, however, is the automatic runner. In those, you don't persue direct control, but use simple button taps to perform various actions. They provide a challenge that is uniquely theirs, which is what Kid Tripp tries to provide. Does it succeed? Certainly, even if a lack of content is what stops the game in its tracks.

As explained above, Kid Tripp is a runner title where the character moves automatically. During the game, you will focus on throwing rocks and making a jump ever so often. The timing required on these is quite elaborate and asks you to do a lot in a short time span. Enemies, pits and other obtacles will try to put you down, and ensure that you have to start over. In turn, this makes a sucessful level run satisfying and a struggle until the end. There are no checkpoints, so it is all up to skill!

Kid Tripp offers 20 levels spread across four worlds. None of the worlds stood out to me as inspired, but they looked lovely enough. The bigger gripe is that the game doesn't push the envelope. The 20 stages are straightforward and build off each other. There are no unexpected twists or turns to keep you on your toes. Luckily, Kid Tripp offers a challenge that is very enjoyable and never goes into the irritating territory. Despite being about an hour long, I found myself replaying it for better run or a few secret achievements.

For a smaller title, Kid Tripp is actually quite enjoyable. The game isn't exactly a thrill ride, but it is an enjoyable venture. The 20 levels are challenging and can be played on a whim, making them highly replayable. Kid Tripp looks nice as well. It doesn't stand out, but the grassy plains do their trick well enough. Above all, the title just feels nice to toy around with. It is why I will go back and better my runs a couple times down the line!


190
TalkBack / The Next Penelope (Switch eShop) Review
« on: December 19, 2017, 05:04:25 AM »

Get ready for an intergalactic journey with plenty of hurdles and bumps.

http://www.nintendoworldreport.com/review/46051/the-next-penelope-switch-eshop-review

Back during Gamescom 2014, I lovingly spoke about an upcoming release called The Next Penelope. The man behind the game, Aurelien Regard, seemed to have a grand vision for the title. It mixed elements from Micro Machines, F-Zero and even a shoot-‘em-up or two for something truly remarkable. Sadly, the game never ended up on the Wii U eShop, due to a rough porting process. With a new system release, the developer finally saw fit to release it on my home turf. Just like back then, the result was a delight all the way through.

You’re put into the shoes of Penelope, the wife of Odysseus. Just like the Greek stories of old, the commitment to her husband is unrelenting. Despite the interest of many suitors, she goes on a journey to find Odysseus or at least some news on his whereabouts. The difference between the original tale and The Next Penelope is that it takes place in a space kingdom that reaches the outer rims of the universe. Ithaca, as said kingdom is called, brings a five hour journey that is both enthralling and challenging.

The way you explore the world is by racing on various tracks and obstacle courses. You control the action with either the D-Pad or the ZL and ZR buttons while the acceleration is done for you automatically. While that sounds simple in premise, getting yourself around corners or obstacles requires delicate movement unseen in other games of the same ilk. More importantly is the focus on four different weapons, which are activated  using the face buttons. The first power you get, a boost, isn't just used to get ahead in the game. You will need it to destroy blocks and clear a way that allows you to live. The same can be said for the laser or transport abilities. Both can used in multiple ways to get your head in the game.

While The Next Penelope is on the shorter side, it does offer a solid progression curve. You will glide your way through three-part galaxies, which ups the anti as you go along. The initial mission teaches you a new technique, the second is a race and the third ends with a boss encounter. Those first moments require you to adjust your momentum and approach the gameplay style in a new way. Take the lava kingdom for example. It’s here that you learn teleportation and the need to make your moves with a certain swiftness. If you see a gap that you can overcome, you need to hop on that chance as soon as possible. This sets you up for a boss (minotaur to be exact) for where the quickly switching lanes is an essential part to victory.

There is so much to keep in mind, all while keeping your energy levels in check. The risk of overusing your powers is certainly there as they become tools you rely on. In the early levels, I found myself using the boost way too much, which resulted in some quick deaths. That was certainly on me, but learning from failure is important for success. You will need to be sharp to overcome the brisk challenges. It’s good to have some quick reflexes, but a victory comes down to having a good battle plan and using your options well. In the end, I was so happy as I tinkered around and found the things that worked. It was super rewarding.

After you’re finished, there are some additional missions for you to tackle. While I thought that the campaign was a done deal, there is some fun to be had there. My main gripe is that the story ends, which makes it less involving than before. For a better change of pace, the game offers a local four player multiplayer mode. You can play against one another with a single Joy-Con, and try to be last survivor in a race. I had a solid of amount of fun with said option, so much so that I was sadly bummed with a lack of online support.

The Next Penelope looks absolutely stunning on the Nintendo Switch. The races are represented in a F-Zero X like style, where it uses these sharp low polygon graphics. Add to that the portraits of the characters and the story's vibe, and you have something that really hits home. The soundtrack is grand with a nice selection of catchy tunes that get the blood pumping. What makes it all the more impressive is that it all comes from the head of a single man. Aurelien Regard, previously of Arkedo Studio, has me very excited for whatever he does next.

At the end of the day, The Next Penelope isn't a racing game. It is an adventure game that happens to use racing as one of its core mechanics. There are many little things that you need to keep in mind to nail down a challenge. Strategy is the magical word here, and you shouldn't forget when the game throws you yet another curve. The journey is over before you know, which is a slight shame, as I was hoping for it skew a bit longer. Of course, it comes down to what a game does with its running time. In that respect, I couldn't be happier.


191
TalkBack / Human Fall Flat (Switch eShop) Review
« on: December 11, 2017, 03:50:19 AM »

If you fall dozens of meters from the air, do you fall flat?

http://www.nintendoworldreport.com/review/45999/human-fall-flat-switch-eshop-review

In recent years, I found myself partaking in a lot more puzzlers than I used to. Not that I dislike more action-y types of video game, but puzzle games have a slower pace that adds a different type of fun. Human Fall Flat, a title from No Brakes Games, is a slower-paced game that challenges you with controlling a little man through various obstacles and locales. While it isn't enthralling all the way through, the wonky controls at heart of the game are very charming.

In Human Fall Flat, you will control this white fellow. His limbs move around like strings of spagetti that have to be moved around to get through a variety of puzzles. Naturally, this is easier said than done as moving objects or pushing in buttons might prove trickier than expected because of the goofy controls and physics. The challenge comes from understanding the move set of the character and just running with it. Using this drunk movement to your advantage in absolutely glorious fashion is heavily encouraged, especially later in the game. The only problem I ran into is holding on to objects. I feel that in a few spots, the game was more strict than it should be.

While the puzzles grew more complex as I went along, I never thought that the Human Fall Flat was hard. In fact, I went through it all in about five hours. The puzzles primarily require you to take a serious peek at the environment, using its flaws to your benefit. Puzzles always have multiple solutions, so creativity is encouraged while you try to figure each trial out. The various levels feel like playgrounds filled with much to explore. It is best to not play too much in a singular sitting, as binging highlights a lot of the repetition here.

Human Fall Flat can also be played in co-op, which I highly recommend. Two sets of Joy-Con (or two Pro Controllers) are required, but a good chunk of owners should have the tools required. It is an absolute joy to create chaos or find solutions together. I really think that it came into its own with another person involved as the samey feeling just vanished. It creates new scenarios even in areas cleared in single-player, allowing for a more varied second run through the adventure.

Human Fall Flat is a fun little puzzler with plenty of hilarity in its scenarios. The levels feel like playgrounds where you could do whatever you want. With the ability to play this alone or co-op, plenty of ways are out there to create chaos. That doesn't mean it is all well and dandy, as holding on to objects can be a bit wonky and playing solo shouldn't be done in long play sessions. That being said, I still really enjoyed what this crazy game tried to do.


192
TalkBack / Re: WWE 2K18 (Switch) Review
« on: December 11, 2017, 01:33:08 AM »
I didn't realize you were a wrestling fan, Daan. If you haven't listened before, I suggest looking up the podcast Smart Wrestling Fan. They've been at it longer than RFN and Radio Trivia. It might be right up your alley.


I will give it a listen! Thank you very much for the suggestion. :)


On the not knowing part, I don't really blame you. There are some personal interests that I keep a little close to the chest.

193
TalkBack / WWE 2K18 (Switch) Review
« on: December 10, 2017, 01:37:00 PM »

You know, it would be SPLENDID if I could DELETE this video game.

http://www.nintendoworldreport.com/review/45997/wwe-2k18-switch-review

2016 is the year I got into watching everything related to World Wrestling Entertainment. The action, storylines and performances are things that I can really get behind. Sure, I could argue that the company makes questionable booking decisions, but hey I always have decent fun watching. While I could gush about these interests, I am here to discuss something far more negative. You see, 2K Games makes a series of video games that most think are simply okay. What would happen if you brought it to the Nintendo Switch and made the whole experience ten times worse? Well, you’d get one of the worst ports for the system so far.

In principle, the gameplay is quite decently presented. You choose from more than 150 wrestlers from past and present, then duke it out in the ring for  ultimate glory. You throw punches, put each other in holds, throw them around and ultimately pin them with their finishing manuever. During certain gameplay elements, you have make usage of wheels and press buttons in a few quick time events. There is nothing truly amazing about all of this, but on other platforms, this causes for some entertaining local multiplayer matches. On the Nintendo Switch, it can be decent in one versus one matches, but everywhere else... well, brace yourself.

For starters, matches with more than two wrestlers result in an unplayable mess. The frame rate nears its breaking point as it comes to an almost complete stop during these matches,making most of the other options available completely useless. The infamous Elimination Chamber matches? Forget it. Ladder Matches? Don't even think about it. The slowdown impacts every aspect of WWE 2K18 when playing beyond two players, and I think that is completely unacceptable. No matter how you play, it never becomes anything close to positive.

That is a shame as WWE 2K18 does offer a lot of content. While I’m not going to stand here and claim everything about the modes is good, there is certainly stuff there. There are many match types on offer and the fact that you can make your own wrestler is neat. The game also offers two lengthy modes in the form of Universe and MyCareer. Both have their own set of problems though, and weren't a highlight when they debuted on the other consoles. Universe, for example, sees you playing through weeks of WWE programming. It becomes a bit of a boring slog to get through. I could mention the fact that this game has local and online multiplayer for multiple people, but that goes right back into the frame rate problems.

Where WWE 2018 mostly falters is in the presentation. Sure, I could mention that the game looks worse on Nintendo Switch than its other counterparts, but that isn’t the biggest issue at hand. A good example are the wrestler entrances, which usually showcase the key elements of those characters. The music runs as it should, but the animations run at half speed. This causes everything to not be in sync, making for some less than glamorous moments on screens.

The game is a glitchy mess as well. There were multiple instances where the wrestlers would get stuck on the ringpost for no reason. In one match, there were even two at the time doing it. Could it get worse? Well, what about zero reactions from the crowd? Yes, there are instances where the crowd behaves more off than usual and it honestly flabbergasted me. The loading times are pretty irritating as well. You will really feel it while making a character in the MyPlayer mode. It takes a few seconds for WWE 2K18 to catch up with you, which is nothing short of amazing.

The audio side isn't safe either. Audio from the commentary sometimes randomly cuts out and you will be playing there in silence. Michael Cole and Corey Graves is certainly the most talky on commentary, but unfinished thoughts are left unsaid in WWE 2K18. The audio also crackles sometimes too, mostly when the crowd and sound effects are at work together. There were moments that I had to throw headphones near me, because the crackling became too much.

WWE 2K18 is just painful to play. Almost everything about the port is poorly implemented, causing me to just feel utter sadness. I was looking forward taking the experience with me everywhere and battle it out in the match styles I like. Right now, there is no reason why you should pick up the title. None of the single-player modes are particularly fun and playing it with more than two wrestlers is out of the question. This discounts most of the current offerings in the game and leaves a very slim package to be enjoyed. Even those moments are riddled with bugs and audio cuts that really aren't acceptable. The two man matches can be entertaining, but the sacrifice is simply a few steps too far.


194
TalkBack / Worms W.M.D (Switch eShop) Review
« on: November 30, 2017, 04:28:36 PM »

Want to beat up a worm in a grandma wig? No particular reason why. You just can here.

http://www.nintendoworldreport.com/review/45928/worms-wmd-switch-eshop-review

A long time ago, I considered the Worms series to be one I could play endlessly. The simple-to-understand strategic elements sunk their hooks into me for hours on end, especially with the endearing character design. My preferences have shifted over the years, so much so that I forgot to pick up Worms W.M.D when it originally released on other consoles. Naturally with the Nintendo Switch version out now, I was more inclined to give that one a go. I'm so glad that I did, because Worms remains a charming experience that I can't stop tinkering around with.

Unlike some of the recent entries, Worms W.M.D goes back its roots in spectacular fashion. Developers have said it’s basically a follow-up to the classic Worms Armageddon. The 2D gameplay sees you moving around units, picking a weapon of choice with the goal of hurting or killing as many opponents as possible. You can get a strategic edge by utilizing the environment and ensuring multiple casualties in a singular moment. The battlefield is awash with crisp graphics and all sorts of silliness that are weirdly warm and cozy. The Worms spout their usual one-liners and farewells like they always have. You can even personalize the names, phrases, and animations when you get ready for multiplayer matches. That last part shouldn't be a surprise as the tense and comedic back-and-forth battles are what Worms thrives on. You can play on one system, locally against other Switch units, and even over an internet connection.

The gameplay is a throwback to the classic Worms games, but alongside that throwback is the core element that falls somewhat flat: the camera. I found that it didn't cooperate at moments, which took up time from my turn. This is something that you get used to in time, but the results can be pretty harmful. It caused some moments to crumble right in front of me. As a result, I was at war with first few single-player levels, restarting them often because of camera snafus. The single-player campaign is nothing too insane, but it’s enjoyable to go through the missions. It helped me to prepare for what was to come in the multiplayer and offered challenging new perspectives.

For all the returning weapons and gameplay, Worms W.M.D still has plenty of new content. Standard weaponry, like grenades and guns, are all there. If you want to step up your game however, you can look for turrets and sniper stations in the levels. A lot of destruction can be caused with these. Vehicles such as tanks and helicopters are also available for mayhem. In both instances, the opponent can take these objects from you and immediately use them to throw off your strategy. It is a fun new layer to an already sharp experience. It makes for more excitement in matches, because the tides can turn quickly.

In the grand scheme of things, Worms W.M.D feels like a return to form for the franchise. With sharp visuals and addicting 2D gameplay, it hits all the notes I want. Sure, the camera could have been more modernized, but its shortcomings are worth dealing with. The hours flew by in not only the single-player levels, but also the constant stream of multiplayer matches. If you are searching for a strategic timesink, this game can get you quite far.


195
TalkBack / Monopoly for Nintendo Switch (Switch) Review
« on: November 24, 2017, 04:04:24 AM »

Hey, do we want digital Monopoly? I’ve got some good news for you... maybe.

http://www.nintendoworldreport.com/review/45898/monopoly-for-nintendo-switch-switch-review

As a board game, Monopoly has always felt like a commitment. You would spend several hours building up an empire, staying up on top of the game and steering away from the RNG on the board. As time passed, I found myself making new rules to keep games fun and snappy, which was the important factor. Those types of elements are what I found intriguing about Monopoly for Nintendo Switch. Sure, you could commit yourself to the proper experience, but it brings ways to play a game for between 30 to 45 minutes. Does it make the package ultimately worth it? That really depends on the type of person.

The core of the game remains the experience we've seen in many places. It sees players walking around the board, snagging up properties and making bank by charging rent. If you are the sole survivor, you will be declared the winner of the game. Well, that is the classic way of playing, but you can also use Goals to complete games more quickly. For example, you will be tasked by purchasing a certain amount of property or earning enough money. You can also include a variety of house rules or even enable Action Cards. With the latter option, each player will receive three cards that can be used in the game to create a Mario Party-like atmosphere. Other rule changes could include making the richest player pay a set fee or use the dice yet another time to stay ahead.

Ubisoft has found some neat new ways that improve upon how the game is played, but the experience in itself is nothing too special. There are a couple of boards on which they try to make things feel more alive. This is more of an improvement in the aesthetic instead of benefiting the gameplay in any significant way. You can play in an amusement park, a city or a haunted house setting but none of them really change the experience. Some nifty animations appear now and again, but that is about it in the grand scheme of things. At the very least, the maps are well decorated, there’s at least that I suppose.

That is really the most damning part about Monopoly for Switch. It introduces a few different ways of playing the game, including about five different boards and visuals that don't do anything spectacular. You can play solo, with up to five friends local or duke it out against others online. Unlike another Ubisoft title (Uno), you can actually play with friends and even set the way you want to play. With a Joy-Con in hand, it has this nifty rumble effect while shaking the dice. It’s super subtle, but it made me smile for a bit.

Overall though, Monopoly for Nintendo Switch is just alright. It doesn't do anything majorly wrong and does exactly what the product claims. That product, mind you, isn't anything majorly exciting and would have benefitted from a bit more content. It’s interesting playing an animated version, and if you are in for the commitment you can have a decent time. That being said, there are plenty of party games on the Switch that offer more instant fun.


196

They got style, they got grace and all have a smile on their face!

http://www.nintendoworldreport.com/review/45893/nintendo-presents-new-style-boutique-3-styling-star-3ds-review

The New Style Boutique games are among my favorites on the Nintendo 3DS. With simple yet engrossing gameplay, the series has won me over with a charm that is unparalleled. I will freely admit that they are better than they have any right to be. The concept of running a boutique, choosing some clothes and interacting with complete digital nobodies shouldn't be compelling. That being said, somehow syn Sophia made it work and created something I would gladly play in the late hours of the day. The one exception being Fashion Forward. It’s my least favorite entry due to the opening felling extremely slow and the story being largely disjointed due to the implementation of a real-time clock system. With New Style Boutique 3: Styling Star, the developers go back to the essentials and have created the best entry yet.

The instant changes start with the story. The previous entries certainly had a direction to follow, but it never felt like a focus. You got exposition dumps on characters I didn't ask for and I wanted to move swiftly on to my next set of tasks. In this game, everything about it feels a lot more natural. You're given actual time to get to know what you are dealing with, what they want out of you and how you should go about achieving that. Everything in the town setting is woven into one another with such incredible ease. Most of the experience is centered around an idol agency named NIN10, where you will follow the journey of a couple girls. They want to become the next big thing and need your fashion sense to get there. On their route to becoming musicians, you will quickly realize how quirky their personalities actually are. Rosie, one you meet almost immediately, steals the thunder of every moment she is in.

Even the minor characters, the ones who visit your boutique daily, have also been largely enhanced. You build relationships with them and raise their heart count, which can go up to five. It will result in smaller plots in which they will ask you to meet and want to open up about their problems. This in turn made me excited, it was nice to be able to continue to play the actual game part of New Style Boutique 3. Of course, there is a line now and then that is repeated, but the amount of times this happens is far less than in Fashion Forward. There are things that actually open up, so you want to ensure that they visit your store as much as possible.

The act of opening up your boutique, selling clothes and micro managing every single thing is what continues to thrive in these games. After listening to a character's latest dilemma, you need to use your fashion knowledge to select the right items. This can be about a certain image, color or even a wacky scenario that you encounter along the way. Personally I find it fun to scroll through the items and find things of interest manually. If you happen to be less confident, there are search functions to help you find something specific quickly. A controversial inclusion is the fact that you can now find exactly what you need with a push of a button. Personally, I found this completely negating the act of playing, so I mostly ignored it.

On the flip side, there are some terrific enhancements worth mentioning. Previously you had to know if certain clothing items were still in stock. As a result, I would save frequently to ensure I wouldn't screw up. With New Style Boutique 3, you can look through your inventory before accepting a request, which is incredibly helpful. If the stock of an item is non-existent, you can tell them to wait while you stock up in the Exhibition Hall. You will need to be careful in the early on as funds are pretty tight, but once you know your regulars, it shouldn't be a problem. It makes the managing side of it a lot more engaging. New Style Boutique 3 appreciates you paying attention and rewards you accordingly for it.

This rewarding factor comes into play with the new levelling system. Unlike previous entries, where progression would just suddenly happen, New Style Boutique 3 offers a fair sense of getting things done. As you help costumers, a progression bar will fill all the way to the right. When you go to sleep, all your experience will be cashed in for a new level. Levelling up will also introduce new characters, fashion brands, options or locations to visit. Some of the features found in the previous games, like hair styling and make-up, will open up in due time this way. A new inclusion in that sense is the option to paint nails, but that was so limited that I barely bothered.

Styling Star is the best looking game in the entire series. This is partially helped by the lack of 3D visuals. While I totally understand the decision, you can't help but wonder why they would drop it now. It’s not like that this was such a hot commodity in 2015, which is when the last entry was released. In either case, it’s a colorful spectacle that is just pleasant on the eyes. The music is fantastic, from the songs by the upcoming artists to the boutique tunes, there isn't much here that I don't like.

Nintendo Presents New Style Boutique 3: Styling Star is a lengthy game. I've spent hours upon hours with this game and have never lost interest at any moment. The game is a culmination of what developer syn Sophia has learned from the last couple of outings. With a well developed plot and gameplay that makes you forget you need to sleep, I couldn't wish for much more. The few miscues such as the repeating of lines and the painting nails were easily overshadowed by the full experience. What Styling Star delivers is charm and you’ll be hard pressed to find this much in any future Nintendo 3DS game for some time.


197
TalkBack / Pokemon Ultra Moon (3DS) Review
« on: November 16, 2017, 02:49:58 AM »

A less engaging plot, but a lot more Pokemon. What are you searching for?

http://www.nintendoworldreport.com/review/45851/pokemon-ultra-moon-3ds-review

Exactly one year ago, I played Pokemon Moon. The newest entry in the main series was a solid amount of fun, but not everything about it was sound. The story wasn't as great as I hoped and it was a rather linear adventure that didn't stray away much from its set path. With the arrival of Pokemon Ultra Moon, I was hopeful that the Pokemon Company would go back and fix some things to keep me more entertained. Was that a realistic expectation? I think so. With newly added story beats and additional content, there is once again much to like in Ultra Moon. That being said however, it makes an equal amount of missteps, which I do think are worth discussing.

The storyline of last year's game is mostly in place. You are put in the shoes of a young boy or girl that has moved to the Alola region from Kanto. Your character chooses the first Pokemon, meets up with some local residents and goes on his/hers merry Island Challenge way. The majority of the characters you meet were present in the previous game, but there are changes in the text to underline the differences of the plot. The story here focuses on Necrozma and how he plans to steal the light of Alola. You will constantly will run into the Ultra Recon Squad, who try to help set everything right.

While the introduction of the Ultra Recon Squad and Necrozma sound cool on paper, it didn't benefit the game. You see, the story and its characters had some very compelling arcs in the original. It were things like the Ultra Beasts and Lusamine's character that really made the latter half shine. Those have been altered or completely removed in ways that I think are underwhelming. The pieces that have replaced them are now just okay. Without knowing the difference, you might react differently to it than myself. That being said, I don't consider this the ultimate version when the plot comes into the picture. The pay-off slightly bums me out.

Apart from those changes, there are plenty of things that are improved in this version. The Island Challenge itself has been remixed and the trials have been altered to keep it fresh. Some of the Totem Pokemon are different and a number of the objectives have been changed to create a little bit more interaction. In any case, it prevents the adventure from feeling exactly the same as the original. The challenges that you face are also slightly more difficult than before. The emphasis should be put on slightly, but I had to at least think over my moves.

Another benefit is the added Pokemon variety. As you explore the early routes, it becomes clear that the monsters available are very good. I would find Pokemon like Zorua, Mime Jr. and Growlithe soon after starting. It made creating a solid team such a breeze and much more engaging. Before I left Melemele Island, I was completely up and running and ready to become the next champion. It didn't help my Pokemon catching OCD mind you. After 45 hours, mostly spent on actually playing through the game, I am now up to 170 pocket monsters and nowhere close to everything I want to really see.

While on the topic of seeing everything, that won't be too tricky. Pokemon Ultra Moon remains a linear game and a slog in its opening moments. It feels like you are guided from moment to moment without really slowing down. There is stuff to hunt down, but you aren't significantly rewarded for completely going off the beaten path. What doesn't exactly help matters is the added speech to the Rotom Dex. He simply doesn't know when to shut up and points out the obvious at every turn. This can range from telling you when to take pictures with your evolved Pokemon to kindly asking about the current state of your Pokemon. You are rewarded with special Rotom powers if you go along with him, so there is at least that I guess.

Next to existing side activities, like the Poke Pelago and Festival Plaza, Game Freak saw fit to include brand new ones as well. There is Mantine Surfing, which is a ton of fun. You glide over the water, try to get some air and do various moves that are easy enough to understand. Sure, its inclusion is nothing important, but the experience was truly something charming. Another grand inclusion is The Battle Agency, found in the previously mentioned Festival Plaza. In this mode, you rent various Pokemon to form teams and duke it out against others. This gave me instant Pokemon Stadium vibes, which can't surely be a bad thing.

One of the bigger time sinks will be exploring Ultra Space. You will hop on the back of either Lunala or Solgaleo and jump into various wormholes to fight a stark selection of monsters. These can be creatures not found in the Pokedex, legendary Pokemon or the Ultra Beasts. It is a very rewarding aspect  of the game, which I haven't seen the complete depth of. Somewhat off putting is the fact that you have to tilt the system to control your travels through Ultra Space. The first time around this felt absolutely dreadful. I've gotten better at it, but that doesn't mean I think it is a great way to collect the required energy orbs. At the end, I just felt indifferent about these controls.

As a follow-up to last year's game, Game Freak has somehow found a way to make Ultra Moon more striking. There are bunch of locations added that don't look out of place. They added new beaches, new realms in Ultra Space and some cool post-game treats that look absolutely sharp. It remains the colorful experience that the Nintendo 3DS deserves. That being said, they still haven't found a way to make double battles not chug on a New Nintendo 3DS. That is truly baffling to me. That being said, the added tunes fit right in with the rest of the existing music. The tune while in Ultra Space always puts me in the right mood.

In the end, I feel the same about the original and this newly updated version. Pokemon Ultra Moon tries hard to include many new elements that make the adventure pop. This only succeeds to a certain degree as new problems arise as a result. The story feels lesser than before and Rotom simply doesn't want to stay silent. On the flip side, the new slew of activities are a lot of fun and make it feel a bit friendlier. If you can deal with the same slow opening, you will find truly some stuff to like as you explore Alola for the second time.


198
TalkBack / Kirby Battle Royale (3DS) Review
« on: November 12, 2017, 11:26:13 AM »

If a multiplayer Kirby releases with a bad online experience, does it make a sound?

http://www.nintendoworldreport.com/review/45827/kirby-battle-royale-3ds-review

Kirby is one of my favorite Nintendo characters. His games consistently put me in a grand mood and bring pure joy to my face. His various abilities, granted by eating up enemies, add to the ways that you can approach a title. What would happen if you applied those abilities to a multiplayer focused action game? That idea might seem crazy, but it’s exactly the premise for Kirby Battle Royale. It features ten ways of playing, tons of abilities to use and many unlockables to earn.

The location where you will likely start is Dedede's Cake Royale. In this three to four hour story campaign, you will fight your way as Kirby alongside Bandana Waddle Dee. Your opponents are a bunch of Kirby clones created by the mighty King Dedede. There’s no confusing the source of the clones as he pulls out a cloning machine and just continues to pump out more Kirbys. At first, I thought that this would be a straight up tutorial on how the game is played, but it ended being more fun than that. The goal is to score points by completing missions and work your way up through the five ranks.

Those missions see you taking on the ten different battle types, but with additional restrictions to spice things up. You will be locked into using certain abilities, or getting a certain amount of points. The Cake Royale manages to stay marginally entertaining without outstaying its welcome. Each of the ranks can be completed in a span of 45 minutes, which includes qualifying battle or other surprises. That being said, there were two things that bothered me throughout the experience. Your starting point is laughably easy and the grand finale drags a tiny bit. Sure, these are things that can be overlooked in passing, but I noticed it instantly when I started to replay certain segments.

Once you’re done with the single-player campaign, it’s time to hold your own in some multiplayer. In the Battle Mode, you can play against harsh CPU opponents or even harsher local players. Most of the game can be played through the wireless and download play features, which will be the catalyst for some hot matches. Naturally, you will need multiple Nintendo 3DS systems to make multiplayer plausible. If you don't have any friends near you with the system, you're really out of luck. Mostly because this is the most I have screamed during a Nintendo 3DS multiplayer game. We laughed and challenged each other to the fullest as it was all great fun.

The variety of options for setting up a local battle are pretty incredible. You can select a bunch of the modes, play them in the locales you like and have some deeply tense matches going. Once I got the people and means to play Kirby Battle Royale, I honestly had a stellar time with it. It helps that the ten modes are really quite enjoyable. Battle Arena sees you using the various abilities in a real bout, Coin Clash sees you collecting coins in tight arenas and Robo Bonkers sees you fighting a gigantic robot monkey. Explaining the scoring structure and way of progression would take a while, but every battle goes by in a solid pace. That is what matters the most to me frankly.

What makes setting up battles trickier is how the online side is handled. In my multiple tests, it was impossible to get more than a couple online matches going. You see, Kirby Battle Royale uses a Ranked Battle system that teams you up randomly. While it’s fun to play a couple of rounds with others, I didn't get the same thrill as playing locally. Next to that, I found online battles pretty laggy in the times I gave it a fair shot. I wondered I couldn't just team up with a friend and experience the content together. We could hang around in a call, talk strategies and have a lovely old time. It complicates the process for no other reason than having a straightforward levelling system.

That levelling system grants you more money, which is important for collectibles. The same money can be earned by playing locally, against CPUs or through the single-player campaign. Why is netting money important here you might ask? Well, it unlocks the modes and abilities for the game's various options. There are a number unlocked as you start, but if you want to play as the Doctor, you will need to pony up the cash. You really want to do this as the abilities each offer adds quite a variety of moves. Next to this, you can also unlock various types of headgear for the abilities.  And lastly you can unlock music found in the game.

To wind down, let's get the final important bits out of the way. The game offers 16 abilities in total and each is a lot of fun to toy around with. The Doctor gives you various potions to play with, while the Bomb ability allows you to dunk an explosive on your opponent. There are also a couple of unlockable characters if you manage to complete the game's single-player. This seems pretty doable as the Kirby Battle Royale controls are excellent. When it comes to presentation, it is exactly in line with other Kirby entries. It’s a sharp looking adventure with a nice focus on colors and bright effects. Sadly, this won't translate to 3D effects as the game doesn't support them. The soundtrack brings the right atmosphere to the game and I dug it a lot while going through it.

In all honesty though, Kirby Battle Royale relies a little too much on circumstances. If you want to get the most out of it, you will need a group of friends with Nintendo 3DS systems. The local multiplayer is the best time you will have with the game, so it’s important that you experience this. On your own, the campaign will be over before you know it and so you will come to rely on online battles. You can fight against others, but only in a Ranked Battle setting, which doesn't bring me the same joy. What doesn't help is that the game didn't ran smooth at all online. Kirby Battle Royale bums me out as an excellent multiplayer game that is buried under a poor direction.


199

No wait! You might care! AKA “Syrenne’s Guide to the Series”

http://www.nintendoworldreport.com/hands-on-preview/45823/nintendo-presents-new-style-boutique-3-styling-star-3ds-hands-on-preview

Written by Syrenne McNulty

She’s been wearing these shorts for three days now. She used her last spoon this morning. Empty Dr. Pepper cans are everywhere. Her apartment is in shambles. She needs the help of Arcobaleno Boutique.

Nintendo Presents New Style Boutique 3: Styling Star is the fourth game in the series (despite Nintendo of Europe’s awful naming convention for the series,) known in the Americas as Style Savvy and in Japan as Girls Mode. I’ve been a fan since the first game on Nintendo DS, enjoying how the series mixes wacky characters, diverse fashion and apparel choices, and business management. Now, with the fourth entry, the series adds two new hooks: pop idols and adventure game elements.

For those not familiar with the series, the core gameplay loop can look like this: a customer walks into your boutique, usually with some ridiculous piece of trivia about her (such as “always steps onto an escalator with her left foot!”) and tells you a bit about her life and her current situation. While telling you about her current situation, she’ll then tell you what she’s there to buy, and then the fashion comes in.

Let’s say a customer comes in asking for a Lively Skirt, under $100. You then go through your stock and find skirts that evoke a “lively” image. For those new to the series, those not familiar or comfortable with the different brands and styles in the series, or those who simply need an extra leg up with the fashion element, a robust search function exists where you can narrow it down to only show you items the game has tagged as “lively,” then narrow it further to only show you skirts, then narrow it further still to not show you anything above $100. New to this entry is a button to immediately filter your results to only show you items that specifically match their request, which should serve as an extra boon to newcomers.

If you give the customer exactly what they want, they’ll buy it on the spot! Otherwise, you may have to persuade them that what you selected is still worth purchasing. The search functionality is a good set of training wheels, but the system becomes deeper and more fun when you’re not using it. Stage Dive usually sells “rock” outfits, but a pair of shoes may look like they could ALSO be classified as “bold.” Sometimes when you go outside the search functionality and take big risks, they pay off with an extremely satisfied customer, and a very satisfied player.

In the first three entries in the series, you had to keep a running inventory in your head of what you have. “Do I have any red scarves under $60? Or did I sell my last one since my last restock?” The single biggest mechanical game changer to the fashion system in Styling Star is the fact that if a customer asks you for something that you’re not sure you have, you can check your inventory before you accept their request. If you don’t have it, you can tell them to please wait while you restock, which means they’ll come back later – enough time for you to run to the Exhibition Hall and buy just what you needed.

At first, as is tradition in the series, the Exhibition Hall only has a few brands represented. If you want “Marble Lily (Baby-Doll lolita clothing),” “Raven Candle (Gothic clothing),” “Brooke Bridge (Preppy school outfits),” “Soy (Boho-chic outfits),” or other fan favorite brands to appear, you need to level up – a new system in Styling Star. As you help customers, you’ll gain experience points, which fill up a meter that you can cash out at the end of the day. Thankfully, you can keep gaining experience points after your meter maxes out, meaning you’ll start the next day with a head start towards the next level. Leveling up lets new brands move in, as well as unlocking new features and mechanics like the ability to design and create your own clothing.

The fact that days progress like they did in the second entry (Style Savvy: Trendsetters in the Americas,) where doing activities progresses time and story threads can take days to progress is a very welcome return to form. The third entry, Fashion Forward, operated on an Animal Crossing style real-time clock, which, while a nice experiment, made the story feel a bit more disjointed as a result, and limited my gameplay options, as I primarily play in the evenings before bed. The photographing challenge from Fashion Forward, where you tried to take photos of things with weird colors in order to unlock the use of that color for things like makeup and hair coloring, is also gone. It too was a nice experiment that gave players something extra to do in Fashion Forward, but would not be enjoyable to do a second time.

Another big similarity this game has with Trendsetters instead of Fashion Forward is Men’s Fashion, which the third entry removed entirely amidst fan complaints. Styling Star features a compromise: Men’s Fashion is back, but it’s in a separate location. In Trendsetters, it was possible to back yourself into a corner by not stocking men’s clothing because it didn’t interest you, only to have every customer in your store be a man with no way to cycle the customers through. Now, it’s there for anyone who wants to engage with it, and easier to ignore for those who don’t (like me).

Makeup and hairstyling return as alternate ways to spend your time, if you need to take a break from your shop. The enhanced graphics (at the expense of stereoscopic 3D) help makeup in particular shine, allowing you to be a bit more nuanced with your palettes than in previous games. New to this game is the ability to do nail painting, which is sadly less interesting and fleshed out than makeup or hairstyling. A set number of nail designs are available for characters, categorized into different images, but creative freedom is limited. In a series where creativity can be explored, this feels like a particularly underdeveloped inclusion.

In past games, one or two main story threads would usually be told by following a cast of main characters around, playing out as visual novel sections interrupted by gameplay. Styling Starhas way more main characters, a far more interesting story, and many parallel stories moving at once. The biggest addition is that different stories will have different endings depending on your choices, which seems incredibly promising. Even early, I’ve seen some situations that I expect only happened because of earlier choices I had made, and I’m curious to continue forward and see how many points of divergence there are, as well as how impactful the decisions end up being.

The hundreds of other customer characters who are not “main characters” are also more fleshed out, featuring a relationship (not dating) system, indicated by five filling hearts, that unlocks new conversations and micro plot elements as you interact with them. They may ask you out on a (non-romantic) date, or open up to you about their problems. If you develop a favorite character, you don’t have to wait for them to need new clothes either. You can use a new text messaging system to request that they come to your shop, and fast track your time spent with them that way.

Fast-tracking time spent is something I’ve done frequently in my first few hours with the game, because the characters are somehow even more endearing and silly than in previous games. The writing, too, is brimming with personality, humor, and a charm that is nowhere to be seen in other fashion or business sim management games, and is what helps the series stand above the competition.

The business sim management angle of the game is also more intense in the first few hours of Styling Star than previous games. Money remains tight during the beginning of the game, meaning you won’t be buying everything in the Exhibition Hall early to just prepare for what may come. Look at the customers coming in, pay attention to your regulars, and stock to what you like most and what you expect the most. And remember not to sell someone something you’ve already sold them!

The main story follows characters in and around an idol agency called NIN10, journeying to become idols, singers, and musicians. The characters Rosie and Yolanda are particular highlights early in the game, stealing not just most of the story focus, but also every scene they’re in. Alina is also an early favorite of mine, though she’s mostly in the background as of where I am in the game.

Once characters make their musical debut, you’re treated to a cut scene featuring a fully voiced song (the first voice acting in the series,) and you’re able to re-watch the performances via your phone (on the MewTube app). They’re generally well sung songs, and while none of them will really stick with you (the way a performance in, say, Tokyo Mirage Sessions might), they all fit the tone the game is going for and are mostly pleasant to listen to.

One small change they’ve made may hammer home to series fans just how much developer syn Sophia (formerly AKI, of Nintendo 64 wrestling game fame,) understands. In previous games, you could enter a frustrating and common scenario where a customer would come in, wearing a dress, and ask you for jeans. You’d be out of luck in that case, because any emphatic recommendation would be met with hesitance (because she would need to borrow a top in order to show you what the jeans looked like.) This hesitance would lower the customer’s excitement, and penalize you slightly in terms of customer satisfaction bonus. Now, you still need to loan a generic shirt or pants for these types of requests, but there is no longer any penalty. It’s small, and something that should have been addressed in the first place, but is just one more welcome change in a sea of them.

And that’s largely what Styling Star is, outside of the new features: a refinement of what works, and the series at its best. The most interesting characters, the most welcoming to newcomers, the most navigable UI, the most straightforward progression system, etc. The improved game flow and return to days of a set length also increase the portability, letting you make real progress in the game with just a short time commitment. The combination of early game financial and stock limitations, and the fact that there are more than 20,000 clothing items ensures that fans of the dressing up characters in new and creative ways won’t grow bored either. It also has some phenomenal music, with the character creator music, the store redecoration music, and the music when helping a customer being particular highlights.

I’ve had the game for about two days, an in that time have spent over 13 hours with the game. I’ve barely scratched the surface (no, really, the story is still in Act One,) and can easily see myself pouring another 100-200 hours into this game. I don’t know what the post-game looks like, but previous games have had enjoyable post-credits scenarios and gameplay. The ability to create your own clothing and upload it online, and then browse and download other players’ creations also promises to add some longevity to this entry.

The Style Savvy/Style Boutique franchise is among my favorite Nintendo franchises. I’ve never run into anyone who thinks the games are bad, only people who think it is not for them. A free demo scenario featuring one of the game’s stories on fast forward (the demo takes about an hour, the same story in-game takes about 5 and is more involved,) as well as a quick introduction to the gameplay loop, is available now on the Nintendo eShop in every territory. If any angle of this sounds remotely interesting to you, whether it be the writing, the fashion, or the business management gameplay systems, I implore you to give it a shot. Don’t judge a book by its cover: a shallow game this is not.


200
TalkBack / Rogue Trooper Redux (Switch eShop) Review
« on: November 08, 2017, 12:55:45 PM »

Rogue? Rougher around the edges is more accurate.

http://www.nintendoworldreport.com/review/45802/rogue-trooper-redux-switch-eshop-review

The original Rogue Trooper, published by Eidos in 2006, was a fun game through and through. The third-person shooter offered a solid mission variety that intrigued me back then. With your trusty assault rifle, which could be constantly upgraded, the focus was on surviving the rough terrain ahead. The great focus on cover mechanics and abusing the enemies' faults made it neat until the end. In 2017, Rogue Trooper holds up decently with a lackluster visual upgrade and the same experience otherwise.

In Rogue Trooper Redux, you play as the Genetic Infantryman Rogue. He is, seemingly, the last of his G.I. kind after a civil war shreads Nu-Earth apart. The Norths killed all other genetically created soldiers and it is up to Rogue to blast some revenge their way. Together with Southers, you will try to win the war and bring peace to the planet at last. The story is a bit over the top. Its moments throw you from a weird hole to the next, and you have no idea where it will end. Despite this I did find it enjoyable.

Back when Rogue Trooper was first released, the third-person cover shooters felt like a new thing. In reality, no one could do it quite better than this game. With progression made in that genre, the game's shortcomings become plainly obvious. The main character can put himself behind cover, but you can't see a thing. It makes striking back very difficult as shooting becomes impossible. More often than not, I had better luck just standing there and destroying many in a short time frame.

Luckily, many of its other gameplay traits are still pretty good. The shooting itself is quite satisfying with many options unlocking as you go on. Your assault rifle can constantly be upgraded with different weapon perks, allowing you to use it in a different way. Next to that, you will unlock abilities that make journey still tolerable. A good example is how you can use your gun as a turret, allowing you to freely move about and throw a grenade or two. More impressive is making a hologram of your body. The enemies will shift their attention away from you in the process, which helps to push onwards.

After 13 missions the campaign will be over. You can play it again to better your runs, but after a hectic 7 hours, I certainly wanted a breather. On top of that, there are two additional modes that can be played alone or with friends online. These see you either defend a point against waves of enemies or getting to a specific safety area. I had fun trying to overcoming the challenges with friends, but the lack of constant upgrades didn't make me enjoy it as much as the campaign.

Rogue Trooper Redux is for those with a distinct taste. I can't deny the problems found in its cover mechanics, and the visual upgrade isn't that grand. That being said, the hectic 13 missions remain a fun romp to get through. The campy story and amount of upgrades only elevate what the developers tried to pull off. Rogue Trooper requires a more aggressive gameplay style than I remember, but I can't really say that I'm bothered by it.


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