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Messages - Daan

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76
TalkBack / Type:Rider (Switch eShop) Review
« on: April 27, 2019, 01:18:41 PM »

The world of typography is charming, but Type:Rider's gameplay feels more like backdrop.

http://www.nintendoworldreport.com/review/50414/typerider-switch-eshop-review

Type:Rider is a weird title to assess. It is an atmospheric platformer in some sense of the term, but the subject matter that the game presents might not be for most. When it comes to choosing a game to play, it is somewhat important that you find the theme to be engaging as well. For myself, I always loved typography, so seeing a game diving into its history is rather neat. Type:Rider guides you through worlds based on various font types and tries to describe how things have progressed. Does it make a compelling game? For me personally, that answer would be a yes.

Don't get me wrong, though: Type:Rider isn't the best experience out there. The platforming itself is fine for the most part. It doesn't do anything blatantly bad, but you will never be challenged by its side-scrolling aspect. The platforming sections are meant as gap filler between the educational elements of the game, and I was far more excited by this aspect. You can even see elements of the font types being used as platforms, which is honestly quite clever.

That said, there isn’t a lot of focus on the pure game experience. Even though I'm delighted to learn about typography, I can't imagine that many others will feel the same way. When compared to similar titles on the Switch, the platforming can come off as nothing more than a prop. That isn't an incorrect way of thinking, but at least Type:Rider guides you through some entertaining worlds that highlight the wonders of the subject matter. The beautiful artwork is a sight to be seen, and it isn't often that the art is an active part of the journey.

At the end of the day, I can't help but feel intrigued that I played Type:Rider. The subject matters really hits close to home, and found it striking in that specific sense. The platforming is serviceable, but it doesn’t really stand out. The side-scrolling perspective is a prop, used to give the journey more of a game-like feel. As an experience, it did the trick somewhat convincingly, but don't expect anything majorly engaging during your playthrough.


77

When the focus comes on the games, the best Labo kit will reveal itself.

http://www.nintendoworldreport.com/hands-on-preview/50257/nintendo-labo-toy-con-04-vr-kit-switch-hands-on-preview

Nintendo's biggest surprises come in ways you didn't know you wanted. Case in point, I felt done with Labo after the Vehicle Kit. Don't get me wrong; the experience was really fun, but the road to get there took a while. The drastic big builds didn't let me hop into the action like the Variety Kit, which had its own fair share of issues. The experiences were bite-sized and experimental, but not worth of revisiting after a while. Right on cue comes Nintendo Labo: Toy-Con 04 - VR Kit. The experience is meant as gap bridger between Labo's fantastic building aspect and the affordable virtual reality space. The result is far better than I imagined, and it might be the best Labo Kit by a country mile.

The Build

Let's start with the building side of the VR Kit. Instead of crazy multiple hour builds, like those found in the Vehicle and Robot kits, the newest member of Labo family brings it back to relatively manageable times. In my experience, it is a step up from the Variety Kit, but not by much. The longest virtual reality build was about three hours, and this was only one project: the Toy-Con Blaster. On the flipside, the VR Goggles as well as the Toy-Con Camera can be made together within an hour. Players can pick what they want to do, complete a larger project within 90 minutes and have something to play. The importance of this can't be overstated as you reward is quicker in range.

That's not to say that the building side is boring. Not at all in fact. Next to being snappier, these are incredibly fun builds, each feeling inherently different than anything I’ve built before. It mostly comes down to the fact the Joy-Con and Nintendo Switch are used more in conjunction, creating new possibilities and stepping away from the standard Toy-Con formula. A good example is how light reflection stickers are barely used in the set at all. There is a lot more focus on grommets, washers, bands, and so forth. Even as someone who completed every build within Labo family, I found these surprisingly engaging to do.

Some elements of the build aren't easy, however. The Blaster project requires tons of folding, easily taking up a third of your time building it. In addition, flaps needs to be placed at certain angles or others need to be double-folded to make them fit within a build. The game does an excellent job explaining you every single detail, which isn't unusual for Nintendo Labo's software. The quirky written text will help to understand what is needed to get the job done. Particularly during the Toy-Con Elephant, where parts can feel loose at first, the game ensured me that I was on the right track.

Hopping Into Another Reality

With the builds out of the way, let’s get to the art of playing in Virtual Reality itself. Every time I brought up the VR Kit to friends, they were wondering how well it look with the Switch's 720p screen. While it looks a teensy bit grainy, I was actually impressed with how well the experiences themselves held up. Once I got over the initial reluctance, I just sat around in my swivel chair and had a good time seeing the game at hand. That being said, considering you have to hold all the parts, it may cause some strain maybe sooner than it should. This is nothing that one minute breaks between long levels can't fix though.

Toy-Con Camera

Speaking about levels, here’s the breakdown of what is there to be played. The Play Menu is actually quite big, offering 10 sections to dive into. The first two are the Camera games: Ocean Camera and House Camera. In Ocean Camera, you are in a 360-degree underwater environment where you shoot pictures of fish. No matter where you look, something will be happening. With your trusty Toy-Con Camera in tow, you can look up and down to dive to different heights and see new things. Another way to see new things is to zoom in and focus in on subjects. It is honestly a lot of fun, and quite relaxing to play late at night.

Sadly, I felt less strong about House Camera. While offering up the same basic rules as the underwater version, it isn't all that exciting. This takes place in the same locations as the Toy-Con House, but now with glowing points that you need to interact with. The room is limited and most of the events that occur happen seemingly out of nowhere. Mind you, it isn't bad or anything, just lackluster when compared to the rest of the main games. I found myself clicking the shutter button a lot faster.

Toy-Con Elephant

The two games that you play with the Toy-Con Elephant confused me the most at first. Not because the games are bad, but more so because the control scheme is something that is hard to wrap your trunk around. While your left hand rests on the handle, your right hand moves the trunk of the cardboast beast. It is done to create a sense of depth, which is honestly more impressive than it sounds. You really have to get used to how the trunk operates, but I found the ideas behind incredibly clever.

First off, the elephant has Marble Run. It is your job to move platforms into place and make sure a ball drops into a golden hoop. The trick is to move into the fore- and background to bring objects closer to you. The difficulty ramps up fast after the initial puzzles, but the game is quite an intriguing challenge. The other game with the Toy-Con Elephant is Doodle. In here, you will enter one of many rooms and create your own 3D drawings from scratch. You can drag your creations and put them in spots you desire, there are tools to play around with and you can even plaster them with stickers. The idea, in itself, is a rather simple one. That being said, the ease of use and intrigue of the result makes it rather charming.

Toy-Con Bird & Wind Pedal

The Toy-Con Bird offered, by far, my favorite experiences in the whole kit. In Bird mode, you travel across a vast island and see chick eggs all spread across. By approaching one, you are tasked to find a certain type of food. Flap the bird’s wings to gain speed, then move your head left and right to change direction and take in the landscapes. There is something beautiful about exploring all the sections of the island and turning every chick into a proper bird that follows you around. By the end, I felt we made tons of friends along the way. It seriously rocked my socks off.

You can combine the Toy-Con Bird with the Toy-Con Wind Pedal for additional speed, which you will need in Bird Dash. By unlocking parts of the map in the regular Bird mode, you unlock time-based ring challenges in Bird Dash. It takes the basic mechanics of Bird, but gives them a lot more power and fast-paced action. You see, the next ring needs to be made in time for the best score, so a sharp eye is off the utmost importance. The experience you get in these speed-based challenges isn't unlike a rollercoaster, particularly in VR. There was an incredibly big grin on my face as I flew everything the best I could. In defeat, the smile couldn't be simply slapped away.

By the by, the Toy-Con Wind Pedal has its own game too. Hop Dodge sees you helping a frog over gigantic circus balls coming your way. These can come from any angle, which you have to look at with the traditional VR Goggles. The idea is knowing when it is the best time to jump and avoid doom for our little green friend. Out of all the games, the concept is likely the easiest to understand and might not last as long as other games in the package, as it is a score attack game. However, I can't help myself and play a run or two in a while. It is fairly easy to set up after all.

Toy-Con Blaster

The final two ''main'' games can be played with the Toy-Con Blaster, which once again is the biggest build within the package. Luckily, the games within absolutely deliver to make all that effort with it. The standard Blaster mode sees you playing through six levels, which are each split into three sections. The goal is to shoot down every alien that you can find. Outside of the boss rooms, each section offers 30 aliens to destroy. Some are put in some sneaky places, so you will need to look around the full 360 degrees. Depending on your accuracy and how many you managed to hit, you will get points that get added to your total.

The bosses are spectacular. One of them is a snake, where you have to shoot all its individual parts to score a win. To score a perfect, it is a good idea to use the Stop Time functionality. You have to move the Joy-Con on the side of you down and you can shoot bullets within a specific time frame. After lifting the controller back up, everything is fired at once for some massive damage. To top it all off, there are special green aliens to find within every section, which serves as an extra additional collectable to further nail a level.  

While six levels may seem short, Blaster is very much based around your high scores. That being said, however, there are expert levels that you can find in Quick Play once you finish all standard levels. These will throw rougher enemy patterns into the mix, forcing you to look around a ton. Quick Play also allows you to go back to particular sections that you want to play on their own, and experience them at your own leisure. Even now, I find myself going back to certain sections and find new strategies to handle them, which is quite nice.

The last Toy-Con Blaster game is Kablasta. In this multiplayer game, you suck up fruit with the gun and shoot it in the mouths of hungry hippos. Only certain hippos have their mouth open at one time, so you need to pick your battles. If you are successful, the hippo will join your squad, which adds a point to the overall total. After each throw, you pass the Blaster back and forth until there are no beasties left. For my friends, we found that it was better to use the Toy-Con Screenholder, allowing us to quickly switch without the using VR mode. Maybe not the most impressive way to play it, but we had more fun this way.

VR Plaza & Discover

In addition to the nine main games, the Play section also offers the VR Plaza. Players can experience 64 minigames that are built using the new Toy-Con Garage VR. I wouldn't say that any of them are particularly impressive, but they are nice proofs of concept. The game offers you to tweak them too as instantly going into the edit mode, which is a great way to learn the ropes. The selection is quite fun with some using the actual Toy-Con, while others can be with the VR Goggles or simply without VR. In fact, there are some two-player games in there don't use virtual reality even in the slightest. The VR Plaza games are here to showcase density of the new Toy-Con Garage tools, which I really appreciate. That being said, I do think that the in-game tools also do a grand job explaining the new Garage.

The Discover section hasn't changed overly much. In addition to lessons of the new Toy-Con and regular Toy-Con Garage, the new Toy-Con Garage VR will likely turn the most heads. While I'm still learning all the ins and outs of new editing modes and node options, I'm just really impressed with its potential. In fact, I can easily see myself making a game or two with it. Considering you place elements within a 3D environment, it is far more intriguing than the standard Garage. Everything there was a lot more rudimentary and you needed physical objects for them to make sense. The ideas are now shifted to a more digital form, which fits the overall flow of the VR Kit. The tools aren't everlasting, but they do enough to make unique ideas possible.

Finally, there is another fun little trinket in the Discover section: VR Videos. The VR Kit offers up 33 videos that can be enjoyed with the standard VR Goggles. They technically play into helping you learn in your ways into VR, but there are some fun surprises in there. You have musicians playing the Nintendo Labo theme, somebody playing a Virtual Boy and a whole lot more. If I needed a quick way to explain to someone what Nintendo Labo VR was all about, I would start there and then ease them into a game or two.

Nintendo Labo: Toy-Con 04 - VR Kit is the first kit I really enjoyed without any major asterisks. The software has really championed the idea of understandable VR, and build proper experiences around it. Where I found the games in previously Labo kits lacking in some ways, I just found it really fun to see everything the package holds dear. While the building is fully present, they shifted the focus somewhat more to the game modes. There is a nice mixture of the two that can't be overstated. While it might not be the sharpest way to experience what VR can bring, it brought a lot of smiles and some incredibly clever ideas to boot.


78
TalkBack / Mahjong Solitaire Refresh (Switch) Review
« on: March 24, 2019, 11:31:43 PM »

Combine tiles, clear puzzles and unlock the grid in fantastic puzzler!

http://www.nintendoworldreport.com/review/50094/mahjong-solitaire-refresh-switch-review

Sunsoft's absence from the game market can be felt every day. There are developers that take on their properties, but the company themselves stopped making video games altogether. This was true until the arrival of Mahjong Solitaire Refresh, which got me very pumped. As someone who loves a traditional puzzle game, I couldn't be more excited to introduce more Mahjong into my life. It helps that the competition, or lack thereof, hasn't been all too hot. This is enough reason for Sunsoft to hit it out of the park, which they managed to do quite easily.

If you're not well versed in the rules of Mahjong Solitaire, let me give you a quick rundown. You need to line up two of the same stones to make them disappear. The catch is that these stones can't be too obstructed. The stones should be able to touch if you were to draw a line between them. If too many stones sit in the way, you can't get the job done. The beauty is getting all the stones off the table without being stuck at any given moment. The game punishes this and will more often than not force you back to the beginning. Luckily, Refresh has built in tools to help you on your way if you don't know all the rules of this puzzle structure.

Mahjong Solitaire Refresh's stages are set up within a grid environment. You only have a handful of stages to choose from in the beginning, so you can choose the entry level that best suits you. As you clear stages, every stage surrounding the one you finished will open up for you to play. Outside of the relaxing stages, there are two more types that will push your brain to the limit. Timed Stages will force you to finish within a strict time limit, while Extreme Stages will offer very little room for error.  Naturally, you can avoid these harsher stages if you so desire, but true completionists will get a kick out of them.

The fantastic thing about Refresh is that stages aren't a one-and-done sort of arrangement. If you decide to return to an older stage, you will find that the patterns will be completely different. In fact, you can hit a button before the stage to change them up on the fly. It instantly adds replay value, allowing you to return as many times as you like. Your journey through the grid isn't just filled with stages, however. At certain intervals, you will be able to snag new music and backgrounds for you to enjoy while playing. You can choose your favorites, make a playlist and remove the ones you simply don't like. That being said, Mahjong Solitaire Refresh does look a tiny bit plain, but only just ever so slightly.

The base game offers well over 250 stages, and these were a joy to play. It’s mostly due to various control options at hand, including snappy button click and touchscreen controls. Regardless of how you prefer Mahjong experience, Refresh gives you the freedom to set it up the way you think is fun. Everything from the controls to gameplay elements can be adjusted, which I can definitely appreciate. The only thing that could be better is the English descriptors. The language isn't bad, but it comes down more to the wording used. You can see that the developers tried to do everything in house.

Mahjong Solitaire Refresh marks a fantastic return for Sunsoft. Their puzzle games were always up on a pedestal, but this entry really brings one heck of a deal. With over 250 puzzles on offer, you will struggle to run out of stuff to do in this game. Add to that the fantastic controls and options available and you can be assured of a good time. While I wish the presentation was a tad sharper and the English a tiny bit better, the overall package really can't be disputed. If you're up for some classic puzzle action, Mahjong Solitaire Refresh is a safe bet.


79
TalkBack / Pizza Parking (Switch) Review
« on: March 24, 2019, 02:59:27 PM »

Where we will be parking, no one will be safe.

http://www.nintendoworldreport.com/review/50093/pizza-parking-switch-review

Sometimes you get games that you just don't understand how they found their way onto the Nintendo Switch eShop. Pizza Parking is one of those games. The title is a parking simulator with an arcade flavor on top. Within an incredibly strict time limit, you will be tasked with parking a car at a triangle put down somewhere on the field. To get there, you will have to survive the most cruel thing known to humankind: traffic cones. If you even slightly touch these orange plastic hellspawns, a point gets added to the collision counter. Do that three times, and you are promptly asked to do the whole thing over again: the true punishment in my opinion.

Saying that Pizza Parking looks plain is the understatement of the century. Everything from the loading screens to in-game elements, like the cars themselves, looks almost completely off. The same ground textures are in every level without anything to change them up in a significant way. The skybox is mostly blue with clouds only on the very top. The reason I know this is because it is incredibly easy to leave the map entirely. That is the only side of the game I can consider fun.

The controls aren't the most terrible thing in the world, but they never feel quite right. They don't have the smoothness of other car games, causing you quickly to rack up the max number of collisions. Pizza Parking offers 72 levels, spread across various types of vehicles. Everything from a car to a huge truck will pass you by in these emotionless challenges. Outside of the logic to use a truck for pizza delivery, the size is the only thing that changes up how the game is played. If you manage to complete one of these challenges, your ultimate reward is the Final Fantasy battle victory jingle. I'm not even joking.

So yeah, Pizza Parking deserves to be shunned. For all the quality software coming to Nintendo Switch, this one just really messes with my head. I'm really trying to understand what the game is trying to accomplish. Does it want to be a puzzle game or a racing game? I say this because the various game elements are at odds with each other and never form a complete whole. The entire title is one of the biggest messes I've seen in awhile.


80

The biggest surprise about this motorsport game is that the mechanics quite rock.

http://www.nintendoworldreport.com/review/50037/monster-energy-supercross-the-official-videogame-2-switch-review

About a year ago, I took a look at a curious racing title called Monster Energy Supercross - The Official Videogame. The game was laughable, with tons of pop in, terrible physics, and a lot of missing features. The sequel tries to improve on the game from top to bottom, but is it enough for me to care for any length of time? The short answer is honestly no. The longer answer is a lot more positive than you might imagine.

To be completely frank, I have to hand it to the developers at Milestone. They could've phoned Monster Energy Supercross 2 in like last year, but it is clear that they listened to how people reacted to the first game. The differences are instantly clear: sharper visuals and less rough edges result in a much nicer title to look at. Supercross isn't without its problems, like some chugging in the frame rate, but the overall picture is what matters here. Sadly, the long loading times of the original haven't been adjusted, so every retry is a rather painful affair.

This ties in to another aspect that really hasn't changed. The player will be going through an entire season of Supercross, duking it out across a variety of races. For this version, you will have the ability to tackle extra challenges and train in arenas to perform all the tricks you want. This adds some nice bulk to the overall proceedings, but the main course remains the solid foundation that was present in the first game. That being said, I had more fun during this run of Supercross. The rider has a weekly agenda where nothing feels exactly the same and is overall just quite entertaining.

I do think that the Compound mode, the sandbox practising areas, could've been a bit more involved. Most of the time, you are just doing tricks and then moving on. In an ideal world, I could see this as a place to do dumb things with your friends. While that hasn't been fully thought through, it was absolutely lovely to see online multiplayer as well as the track editor from the other versions available here. These features add the needed longevity that the previous Nintendo Switch was so utterly lacking. Outside of the same technical problems, it feels very quick and snappy, too.

The final problem on the gameplay side is that Monster Energy Supercross 2 can feel quite grindy. At the end of my initial campaign run, I had just enough credits to unlock a decent range of items. For the most part, however, some dedication is required to get every cosmetic for your huge roster of racers. This has never been a problem before, and the publisher isn't offering credits in the Nintendo eShop, so I'm not even sure why the game is set up this way.

Going back to the positives, Monster Energy Supercross 2's physics system has seen an incredible overhaul on Nintendo Switch. The previous game made everything feel floaty and gave the motorcycles very little weight. The developers basically threw out what they had and rebuilt it from scratch. The result is a more-involved system where the cycle glides along with your movement. This makes jumping, accelerating, and performing tricks feel more natural. The rhythm of traveling forward and making turns feels a lot better than I had any hopes it would be.

The thing with Supercross is that it’s good but not outstanding. The track designs don’t really stand out in any specific way, even if they are fairly accurate to the sport. Milestone has made this game with a specific audience in mind, one that is now better served than before. In my mind, however, I find it hard to go back after finishing up the campaign. Not because I don't like it, but the game doesn't make me feel invested enough in what it’s trying to pull off.

With Monster Energy Supercross - The Official Videogame 2, Milestone has finally reached their true potential. They managed to make a decently fun motorcycle game that knows its target audience. The physics and individual gameplay elements are very much improved and will make potential racers grin. While I don't see myself going back to in the near future, I can't deny that the game is made well enough. Sometimes, that’s just enough to keep me entertained.


81
TalkBack / Yoshi's Crafted World (Switch) Hands-on Preview
« on: March 13, 2019, 03:00:00 AM »

Yoshi brings experimental egg throwing, a bunch of cool levels and some problems.

http://www.nintendoworldreport.com/hands-on-preview/49968/yoshis-crafted-world-switch-hands-on-preview

Back in June 2015, I instantly fell in love with Yoshi's Woolly World. While it built on the fundamentals of a Yoshi platformer, it added so many intriguing elements that put a huge smile on my face. Good-Feel did the green dinosaur justice. That being said, it is hard to imagine the developer topping that achievement, which is why I went into their new game, Yoshi's Crafted World, with quite an open mind set. Would they head in a more experimental direction, or go for something traditional instead? The answer, surprisingly, is both. So far, the game has some tremendous highs and lows that I, as the Yoshi fanatic that I am, gladly discuss below.

The story of Yoshi's Crafted World is a simple one. A bunch of Yoshis are living on a peaceful island in harmony with the Sundream Stone. This stone is encrusted with five gems. When all the pieces all together, it has the possibility of making your wildest dreams come true. Kamek and Baby Bowser catch wind of the mysterious stone and head off to take it as their own. In their struggle with the Yoshis, the gems scatter across the Craft Islands and it is up you to bring them back where they belong. It really doesn't go any deeper than that, outside of dialogue before facing and finishing off a boss. The little interactions are cute, but certainly not the main reason why you would play Yoshi's Crafted World.

The way Yoshi's Crafted World is set up is fairly unique when compared to what came before. Every location, outside of the boss areas, is a little island shaped diorama that presents two or three levels each. In addition to that, every level is fairly unique in terms of ideas and overall design. At the second location of the game, Yarrctopus Docks, you will go underwater in the first level and explore docks in the secondary level. Another example is the world of Ninjarama, which contains three stages. In the first stage, you walk through a tightly-crafted ninja stage. Parts of the environment are wrapped in golden tin foil, including the clouds and some ninja stars. In the level ''Behind the Shoji,'' the famous Japanese paper doors block your sight, and so you have to navigate based on shadows alone. Finally, you head into The Shogun's Castle where plenty of moving platforms and spikes await.

The gameplay of Yoshi's Crafted World is very much traditional in more ways than one. The green dinosaur can flutter jump, run and aim eggs just the same. While most of these elements are exactly like you remember them, the game opts to change how eggs are thrown. In previous entries like Woolly World or Yoshi’s Island, the cursor was completely fixed and would move around half a circle. In a similar sense to Yoshi's Story, though done in a much more profound way here, the player will be able to move the cursor around at will and launch eggs at objects. Even better is that you can freely switch between the planes, allowing you to hit elements in the background. This instantly makes Yoshi's Crafted World a very deliberate game, which is both a positive and a negative.

Let's start with the positives. Yoshi games have always focused on the collectibles, which were quite fun to search for. Looking through every nook and cranny through a stage is endlessly rewarding and something that makes going for 100% a fun challenge. However, the levels didn't always seem made with this aspect in mind. While Woolly World did an admirable job of making it a bigger component of the game, there were special badges there that basically told you where to go. Yoshi’s Crafted World adds a kindness to the game's overall proceedings, where it is less about throwing constant twists into the levels. There is one main gimmick per level, various collectibles and a goal waiting for you.

On the flipside, I can't say that makes going through the levels any faster though. In previous entries, fully completing a level was barely a requirement. There are baselines the player needed to hit, and everything else was A-okay in their eyes. In Crafted World, they muddied the water a little by gating off process by handing Smiley Flowers to some cardboard robots. The number requirement will increase as you move along, so skipping every collectible in sight isn't really up for debate. As someone who enjoys collecting, this is far less of a problem, but I recognize that not everyone will feel the same way. The regular levels can feel long in the tooth as a result of this, something that can become irritating as you inch close to the end.

I say ''regular levels'', because there is plenty that diverges from what you know. There are special levels that break away from the regular format entirely, and come off more as score attacks stages. An early example of this can be found in the level ''Go-Go Yoshi,'' in which you control a gigantic cardboard robot. The only two things that this bigger Yoshi can do are jumping and punching at different angles. By hitting multiple objects at once, you score tons of points, and this decides how many Smiley Flowers you receive. Another level with the points concept is ''Altitude Adjustment,'' which sees Yoshi on top of a plane. By moving back and forth, the plane would go up and down, allowing you to collect items and defeat Shy Guys.

The rabbit hole goes way further than these Score Attack stages, though. After wrapping up an island, you will get the chance to participate in Poochy Pup and Souvenir Hunts. With the Poochy Pup challenges, you will explore the flipside of a stage and collect three pups within a set time frame. Do it all correctly and four additional Smiley Flowers will be added to your overall total. Souvenir Hunts take all the things you learned about the stages and flip them on their head. You will need to find specific crafts across the stages, which are worth a Smiley Flower each. These can be hidden on either the front or flip side, so a sharp eye is needed. While I liked these quick missions at first, completing everything in addition to these bonus challenges feels like an awful lot. For the moment, I'm sticking with them, but extremely nervous how I will end up feeling.

It brings up, really, my bigger disappointment. When the game was first revealed and showcased, the Flip Side was supposed to be very different. It was meant as an otherworldly look at the stage, allowing you to collect everything that way. While I'm glad that I can still discover both Front and Flip Sides within Yoshi's Crafted World, I can't help but be left wanting to explore both ends the same way. I’m not upset that it isn't there, but the idea seemed really cool and I wanted to experience it for myself.  Despite my reservations with the missions, I can see how everything is crafted, which is incredible to behold.

As far as difficulty is concerned, I do find Yoshi's Crafted World to be a decent challenge. There is nothing that pushes me to the very edge of my limits, but I never found it overly easy either. As a perfectionist when it comes to Yoshi levels, I always felt that I had to do better and give levels a secondary search for collectibles. The search for Red Coins in particular will force you to take a good, hard look at everything around you. The invisible Winged Clouds are still devilishly placed, making those a-ha moments never far behind. A regular run, without item pick-ups, didn't require a thinking cap equally as much. As the game progressed though, the title wanted me to do specific platforming tricks to stay ahead. Sadly, shooting an egg and moving across the stage doesn't feel as easy as before, but that creates some fun new challenges all on its own.

For those less skilled, however, the game offers a few more options to welcome more players into the mix. Mellow Mode returns from Woolly World, giving you more hearts and the ability to fly at a certain point in the air. The feature keeps you steady until you decide yourself to descend at your own pace. A bigger and more adorable feature is the inclusion of the cardboard costumes. At special machines in these mini worlds, you can spend the coins you have collected on ten costumes per machine. Depending on their status (Normal, Rare or Super Rare), they will allow you to take a certain number of hits before starting to detract hearts. A Super Rare costume can take five hearts before they go away, with hearts replenishing at checkpoints.

Most of the costumes are beautifully themed after their respective world, but there are some special ones out there. Let's take the Labo Toy-Con Piano that was showcased as an example, and leave it there. Other ones can be earned by scanning in select Super Mario amiibo, instantly giving you five-hit costumes from the start. For the majority of the time, I kept them on to dress and impress. Personally, I was super fond of the Poochy amiibo costume as its little legs would move alongside of you. It is pretty much one of the most beautiful things I've seen all year thus far.

Obviously, the adventure can be played alone or with a buddy. The co-op can be best described as chaotic. The Yoshis can jump on each other's back, though the person on top can no longer shoot eggs. Furthermore, the other Yoshi can be swallowed up and thrown back to previous parts in the environment. On that note, you can no longer swallow and spit most enemies. In Crafted World, they instantly turn into an egg without you having a say in the matter. In any case, an additional player can also help within the special challenges that levels offer. Let's say a Flower hides behind a cardboard cloud and alone you will have to choose the right one. With a buddy, you can shoot them all down and get extra coins out of it, too. Lovely stuff.

One thing I absolutely have to mention is how striking the various worlds and stages are. Good-Feel are the champions of choosing a concept and sticking with it all the way. Crafted World is no exception to that rule, and they are showcasing some of their best creative work to date. Everything is made out of arts and crafts, which makes for more spectacular level designs. There is a richness in both the fore and backgrounds that I haven't seen in any other game for a while now.  In an icy stage called ‘’Slip-Slide Isle’’, the northern lights are made with curtains and snowmen created out of styrofoam. It barely feels like the developers designed all of this with a computer; I imagine them just sitting there to create it all themselves first.

Sadly, the music doesn't back the presentation all too well. After the fantastic soundtrack of Woolly World, this feels like a huge step back. More than half of the soundtrack repeats the same melody, and this includes the title screen. Yes, they remix the way the music sounds, but the same structure and tones are mostly represented in each track. This is one of a similar level to how Yoshi's New Island handled its music, but at least, Crafted World’s tune is somewhat more of a decent song. Does that excuse them for using the same melody over and over? Absolutely not. Not even close.

Yoshi's Crafted World is, so far, a pleasant experience that annoys in some areas. The main levels are worth replaying multiple times, but I don't think very highly of the missions afterwards. Don't get me wrong, they aren't bad, but they do feel a bit too samey. Of course, I will take some time to assess all of that and come up with a firmer conclusion. The presentation is absolutely stellar too, but that doesn't include the music. More than half of the songs are repeats, something unheard of in a Good-Feel video game. That being said, I was smiling most of the time while playing, so that is at least a positive to end on. Yoshi's Crafted World releases on March 29 worldwide.


82
TalkBack / Swords and Soldiers II Shawarmageddon (Switch) Review
« on: March 09, 2019, 09:29:03 AM »

Even a second time, the idea of a sidescrolling RTS doesn't get much better from here.

http://www.nintendoworldreport.com/review/49918/swords-and-soldiers-ii-shawarmageddon-switch-review

When it comes to Wii U eShop titles, Swords and Soldiers II was one of those beautiful wonders. The original game left such an impact on me and made me realize what a game could pull off within 40MB. Swords and Soldiers 2 just blew the original out of the water and created a hefty experience that couldn't be beat. Sadly, it didn't find an audience on the Wii U, but fortunately the game is getting a new lease on life with Nintendo Switch, and it is exactly what I remember playing four years ago.

If you ever played the original or its sequel, you will know what to expect from Swords and Soldiers. The game is a side-scrolling, real-time strategy adventure in which you don't control the movement of your characters. You can make meaningful choices, however, by building towers, adding units and upgrades, and casting magical spells. While there is a certain simplicity to these actions, in theory you are just selecting the set pieces; you could be fooled into thinking that you will learn the tricks in a matter of minutes. The individual tactics make you want to come back for more and try harder when you lose. The matches are frantic, and they are most of the time close calls, which makes them quite satisfying. Your goal is to get to the other side of the playing field with the elements at your disposal and to try to destroy the enemies’ chamber of command.

There are three factions at play here: Vikings, Demons, and Persians. Each faction has certain ways of making money and mana, and you will have to figure out the best things each side has to offer. This is where the strategic elements come into the play, as at critical moments, you need to decide whether to spend more money or instead save your current units using spells. Swords and Soldiers II is quite a risk-reward-based endeavor, and remains a simple yet addictive strategy title in its own right. The amount of fresh faces in your arsenal is outstanding but I would be wasting your time by describing every one of them. The true test is trying them out and seeing what works for you.

Swords and Soldiers 2 Shawarmageddon offers one sizeable single-player campaign, which brings missions and other elements to a gigantic world map. On Wii U, the campaign basically offered 15 missions with bonus challenges sprinkled on top of that. For the Shawarmageddon version, they retooled all the extras and integrated them way better into the actual campaign. As a result, you feel like you need to see every piece of the 45 items on the board. The campaign drags more that I would've liked, but the missions are fun enough to get through. The Open Battles are a particular highlight. You will be able to make your own selection of units from different factions and experiment with them as you wish. It is an excellent way to learn your favorite units and try brand new strategies in the process.

Next to the campaign, there are options to play battles in a variety of ways. For the Nintendo Switch version, they saw fit to include online match making, which allows you to challenge someone on your Friend List. Those less fortunate will also be happy to know that Quick Match is included as well.  While you wait, you can even play a match against the computer, which is pretty fantastic. Naturally, local multiplayer is another option available. In Tabletop Mode, players can flip the screen, so that each side has their own little window. The game is perfectly suitable to be played with a single Joy-Con, so grab a friend and go to town. Players can customize their matches by applying rules such as starting with 2000 gold or mana or making units cheaper. Just like in the open battles, players can even make their own custom teams and add more strategy to the bout.

The three different factions can be used to their full extent on various multiplayer specific maps, each with very different attributes and ways to outsmart your opponent. In one map, players will not encounter gold mines and will need to pick up gold and mana from the battlefield instead. Another map gives players barely enough room to move or escape, which results most immediately in an epic clash. The Shawarmageddon version adds additional maps to the line-up, giving you a whopping 19 locations to compete in.

Swords and Soldiers 2 Shawarmageddon's presentation is grand. With a colorful drawn look, this game is perfectly suited for the Nintendo Switch. The soundtrack and its sound effects deserve the exact same praise, but the biggest trophy must be given to the voices in the game. They are so quirky, even if they barely say anything at all. The only character who really speaks throughout the campaign is Brokenbeard, who gives an introduction for every mission, and he sounds wonderful.

Swords and Soldiers 2 Shawarmageddon is the ultimate version of an already fantastic game. This side-scrolling RTS went really unloved on the Wii U, which is such an absolute shame. From beginning to end, Ronimo Games delivered a highly entertaining gameplay experience that most can enjoy. While the single-player campaign could have been a bit more brief, there are many good times to be had. You will be in awe of the game's various mechanics and how it manages to keep you so thoroughly engaged.


83
TalkBack / GIGA WRECKER ALT (Switch) Hands-on Preview
« on: March 01, 2019, 04:00:12 AM »

Game Freak brings a fantastic mixture of platforming and puzzles to Nintendo Switch.

http://www.nintendoworldreport.com/hands-on-preview/49884/giga-wrecker-alt-switch-hands-on-preview

When Game Freak does something different, I very much pay attention to what they are doing. This writer is very much a Pokemon fan, but the company's crazier ideas really don't pass me by. The beautiful horse racing solitaire nonsense of Pocket Card Jockey and their go at a rhythm game with HarmoKnight are both worth seeing all the way through. Another side they have on lock are with games like Pulseman or Drill Dozer, platformers with impact that you force you to think outside the box. Long have I wished and hoped for a game that created the same amount of impact. Back in 2017, I noticed GIGA WRECKER and really wanted it to come to home consoles. At Thunderful's offices in Sweden, I got to play an in-progress build for well over an hour. Suffice to say, I very much love what I played of the title.

Like I said at the top, this game isn't quite a new release. The original GIGA WRECKER released exactly two years ago on Steam, and it was very much loved. The game revolves around Reika Rekkeiji, a girl stuck in a robot prison around the year 2035. Three years prior,  killing machines came out of nowhere with no warning and started to enslave humankind. The old were put out of their misery, while the young ones did all of the machines’ bidding. However the 19 year old gets a rude awakening when a mysterious girl tries to break her free. When her attempt fails, she points a gun at Reika and nearly kills her. A doctor turns Reika into a cyborg and the two make each other a little deal. Reika helps the doctor out, and in turn,the doctor will let Reika roam wild. What unfolds is a spectacular adventure that certainly excited me.

GIGA WRECKER ALT is a 2D platformer with tons of physics and fighting sequences. Yes, there is your basic smooth jumping and running, but that takes an instant backseat to what really makes this game tick. By using the power of Reika's new body, she breaks the world aparts and turns it into your weaponry. She will swing balls and swords made of debris to put the furious robot fiends down for good. As well, the debris can be used to solve puzzles in the environment. Sometimes you will turn the debris into a gigantic block, allowing to you create a new platform or swing the balance in a different direction.

The stuff that you can do is solely limited by how much debris you collect. Some sections might be blocked off until the ball moving on top of your head is bigger. You can't recklessly move past enemies or ignore grinding spots as every new section requires the player to build up from scratch. It quickly becomes important to be prepared at a moment's notice as a puzzle could take an unexpected turn. One of the later objectives asks you to place your garbage at a specific angle, giving you only seconds to climb the newly-created section. From start to finish, the flow of the proceedings feels quite fantastic as you never run out of those juicy resources.

As you move along, the abilities and possibilities widen. One of the last sections required me to add sticky goo to my garbage, allowing me to bounce off it. Another segment allowed me to use the collect debris button to activate streams that would launch me into the air. That being said, as options expand, so too does the game's overall difficulty. While the first 30 minutes were possible without even a second thought, the second half required the old thinking cap. The challenge was fairly entertaining, though some outcomes were a little far-fetched.

In the original release, players got easily frustrated because of some absurd solutions. Game Freak has seen the error of their ways, and has added a brand new character, Dolma, for the ALT version. Dolma will help players by giving visual hints for the puzzles. True puzzle game fans can simply ignore the newly-placed terminals, but if you're more keen on the story, this is obviously a great addition. To compensate for this, Game Freak also added twenty new puzzle stages to make the game even bigger. The existing player base will also be happy to know that a hardcore Ironman mode as well as an updated localization are in the works.

I walked away super impressed by GIGA WRECKER ALT. While I could've technically kept going, I sort of want to keep some mystery about the game. The action seems fluid and the overall puzzle design appears to present a pure challenge. Not everyone will be on board with that, but there are new options for more casual or less seasoned players. The Switch version ran extremely well, going the extra mile to ensure that it is worth playing in handheld mode. GIGA WRECKER ALT releases sometime in 2019.


84
TalkBack / Lonely Mountains: Downhill (Switch) Hands-on Preview
« on: March 01, 2019, 04:00:09 AM »

The only road is the one down these slippery slopes of utter madness.

http://www.nintendoworldreport.com/hands-on-preview/49882/lonely-mountains-downhill-switch-hands-on-preview

Lonely Mountains: Downhill is far more challenging than it looks from a glance. It combines Tony Hawk's constant sense pressure to perform with some Trials and tight arcade style action. But that doesn’t fully describe what Lonely Mountains: Downhill actually entails, and I think that is the beauty of the title. There is nothing quite like the feeling that the game gives you.

In Lonely Mountains: Downhill, you are a little man on mountain bike. You try to dive down the mountainscape and try to get to the end unscathed. The focus should be on ''try'', because that is what you'll be doing a lot. Lonely Mountains is far from easy, with slightly mean passageways coming on your path. The journeys are connected seamlessly, and there were extremely rare times when I knew how to clear a section in one go. More often than not though, you go back to a checkpoint and restart until you can nail it. The shameful amount of deaths that you will rank up during your first run can't be understated.

Two big things stood out to me. First of all, the simplicity of the experience. Yes, I'm struggling, but this is never because the game is being unfair. The controls are very easy to pick up and every mistake is made because you were slightly off in your measurements. The player learns from their bad example and tries to fix what was wrong the last time. As a result, you feel encouraged to do better even in defeat. After my 15th death on one of the courses, I became determined to see it through. That sense of urgency is what makes Lonely Mountain fun.

If you really don't care about your end time, you can decide to take it a bit slower. The game never forces you to use the sprint button, even though it has its benefits with jumps. The player can decide to take it one step a time, learn the track their way and get better in that fashion. The moving parts are the second thing that stood out to me in Lonely Mountains. When I got frustrated with myself, that is when I got too hasty. The developers play those feelings and expertly design the levels around them. A good arcade game ropes you back in and this game is no different.

What I got to see of Lonely Mountains: Downhill was a limited portion, but it was enough for me to want more. The physics system is pretty brilliant and from what I can gather there will be tons of locations to explore. I absolutely want to see and play more of this game. Sadly, I'm not sure how long we will have to wait as it will release at some point in 2019.


85
TalkBack / Curious Expedition (Switch) Hands-on Preview
« on: March 01, 2019, 04:00:06 AM »

Grab an adventurer by the hand and help them survive in this strategic roguelike.

http://www.nintendoworldreport.com/hands-on-preview/49883/curious-expedition-switch-hands-on-preview

One of the more interesting announcements from Thunderful Publishing, is the fact that Curious Expedition is heading to Nintendo Switch. This intriguing adventure released back in 2016 on Steam with a lot of praise. The title is a roguelike expedition simulator, set in 19th century. Your adventurer, who can take one of a large number of designs, will venture to unknown lands to achieve fame and glory. We got to play a small sample of the game running on Nintendo Switch, and the results are very promising.

The game starts with you choosing an explorer. Each character has their own set of skills that can help net the results you need. Each also has their own list of items, so the method of preparing for the adventure will vary heavily. During our time, we played as Isabella Bird, who is capable of giving you information on the region you're exploring. It will allow you to see more of the map at a glance, allowing you to choose from more points of interest.

Every new journey, considering this is a roguelike, allows you to set the difficulty. Depending on what you set it to, some unexpected things may occur. Either way, you choose a location on the world map and set sail for places unknown. Although the world map is similar to ours, the locations are set in vague terms. For example, the east coast of Australia is known as The Desperate Jungle. Some places will have other adventurers competing for your fame, but we chose more silent waters for my baby steps.

After that, the gameplay plays out in two parts. There will slews of text to read, after which you will have to make a choice. These will impact certain events later on, and also partially determine if your expeditions will be a success at all. You can ignore the locals all you like, but more often than not, that won't end well for you. The trick is to be diplomatic, but just enough to get something out of it yourself. The choices represented were very clear to me and I had fun finding out what would happen.

The second side is managing your inventory, characters and the map at large. As you make moves, time passes and resources get drained. You will need to strategize to make sure you make it to the next town, click on the points of interest and maybe force NPCs' hands. There are so many little things that play a part, including defending yourself against the wildlife you'll be faced with. As Curious Expedition is procedurally generated, you're not even sure what you're going to get. Sometimes you will have to roll with the punches for an otherwise fantastic result.

Overall though, I really liked what I've seen of Curious Expedition. While I kind of want to try the Steam release now, it seems like such a perfect game to take with me on the go. I would spend 20 minutes on an expedition or two and feel completely satisfied afterwards. In addition, it must be said that the Nintendo Switch version seems to run quite well. Naturally, there is still some work to be done, but the gameplay experience was totally fine as is. Curious Expedition is releasing sometime in 2019.


86
TalkBack / RICO (Switch) Hands-on Preview
« on: March 01, 2019, 04:00:02 AM »

Get a friend, tons of randomized rooms and strange occurrences for an absolutely pleasant time.

http://www.nintendoworldreport.com/hands-on-preview/49881/rico-switch-hands-on-preview

The shooter segment of the video game market has exploded in recent years, and I haven't been the best with keeping up with the genre. I've dabbled in plenty of first-person games, only to abandon them the first chance I got. This isn't because I didn't like them, but more so simply due to not being the best at them. There were exceptions to that rule, but they did a lot to keep me hooked. RICO is the different beast I've been waiting for. To my utter delight, even in failure, I couldn't help myself but have a good time.

RICO has a very arena-esque attitude to its proceedings. The player has clear objectives, a whole lot of freedom and a reason to get it all done fast. You have limited health and not much room to really screw it up before reinforcements come into the picture. Enemies can come out of all directions as you do quick puzzles like eliminating bombs. There is almost a strategy feeling to the way you get the job done. I found myself constantly looking at the map, looking for new openings and trying to push further to clean out the building. From top to bottom, the game smartly designed to really think about your next move.

Even better, however, is the way RICO has set up its content. While other games would deliver you a huge pack of missions, the game opts to go for procedurally-generated cases. This means that the enemies, objectives and rooms are never 100% the same. You can remember the code of a layout and play it again, but the majority will just keep pressing the randomizer button for new madness. As you play more, you will be able to unlock new weapons and other goodies that will expand the game options.

When it comes to actually playing RICO, I was pretty happy with how the shooting felt. The various guns had the right amount of weight to them, which was reflected in how your character moves around. There are two quirks that make it somewhat different from other shooters, too. With the B-button, you will kick open doors. This is the only way of proceeding to the next room, so there’s no Mr. Nice Cop around these parts. Secondly, when opening a new room, you will get a limited amount of bullet time. With this in your grasp, you can quickly launch a few shots and get an advantage on the scum in the room. Initially, I didn't utilize this side of things all too well, but I got better at using it the farther in I got.

The developer of RICO showed how much content is contained with the game, and I must say that I'm thoroughly impressed. In addition to the crazy amount of procedurally-generated cases, there are a ton of ways to play. There are Daily Play cases, which come complete with leaderboards and special rewards. In addition, all of the title's content can be played in co-op, either locally or online.

The presentation is the biggest thing I have questions about. The animations and overall look of the gangsters is really funny, but the graphics were just okay. There were no problems with the framerate, so I can see where the priorities lie for this one. It remains to be seen if exploring similar looking corridors will keep its excitement, though.

At the end of the day, RICO looks like a whole lot of fun. With the right people around me, I can easily see myself playing an endless string of missions. Naturally, how long the experience remains fun is something we have to consider, but I'm cautiously optimistic for the moment. RICO is releasing on March 14 in the Nintendo Switch eShop!


87
TalkBack / SteamWorld Quest (Switch) Hands-on Preview
« on: February 27, 2019, 04:01:44 AM »

A fresh direction for the SteamWorld universe is slowly sneaking upon us!

http://www.nintendoworldreport.com/hands-on-preview/49867/steamworld-quest-switch-hands-on-preview

Right off the bat, I have to acknowledge the obvious fact that I've more seen of SteamWorld Quest than many others. Back in December, I was kindly invited to check out an earlier version of the game. While all of the ideas were in place, the developer has since been hard at work making tweaks to ensure a smoother experience. I instantly recognized that what I had played in the past was nowhere close to the product we have today. Now that I’ve had a second look at the game and looked back at what I discussed with Image & Form CEO Brjann Sigurgeirsson, I'm ready to give my thoughts.

From the early goings, SteamWorld Quest is my sort of gaming comfort food. Yes, those are somewhat dirty words, but that doesn't make it any less true. An RPG with cards as its main mechanic is almost too perfect for me, which I gleefully admit to. When I played through the opening moments on both occasions, I felt awfully relaxed while I played. Quest provided small areas to get through and interact, while offering all the card goodness I could possibly want.

Exploring the small areas is the most straightforward part of the game. Usually there’s something specifically waiting for you, which you have to deal with the best you can. That something can be enemies, boxes and chests, or the next part of the plot. While you see everything from the familiar side scrolling perspective, you can move in all four directions and enter specific passageways. For the quite a daring individual a number of optional paths are available if you want to fight a harsher enemy for more experience. The simple approach proves rather effective as the game never seems to drag on. Within moments, you get into the flow of the minute-to-minute action and never look back.

An element that has been largely improved over the original build is by adding constant rewards. Back in December, the majority of boxes were surprisingly empty with only chests offering additional trinkets. The overall flow was still entertaining, but very much slowed in an area or two. Now the money is more spread out, which might bring up the concern of balance, but that is something that remains to be seen. Futhermore, you can get stuff for going off the linear path. This is surely something that makes SteamWorld Quest simply enticing and tingles the senses.

Don't get me wrong, SteamWorld Quest thrives due its narrative design. The previous titles toyed with the idea, and came up with fine results. In particular, Dig 2 placed its story into intervals and this caused the action to find a balanced pace. Specifically, it gives the player a moment to breath before the next sequence of events begin to unfold. Gameplay is still very important to Quest, but it is pivoted in a different way. They try to compliment each other more, which I believe is the way to go. If you aren't competing in a string of battles, you're likely reading the hilarious dialogue.

To put a smile on your face, the writer of the SteamWorld Heist hat descriptions has been put in charge of writing. Let me just say that this is one of the funniest slices I've played in a bit. Our ''hero'' constantly speaks in narrations, thinking that she has already achieved the top of the mountain. The lead tries so hard to become part of the guild that she enters a suicide mission to do it. All of her friends don't exactly take that in kind, and that tension is how the game further develops. One thing is for sure though, there is a bigger threat at play that I'm not 100% on. Not knowing is likely the biggest reason I'm still extremely curious how the entire game pans out.

On the flipside, an element that I'm completely certain on is the card battling. This is how you will engage with the enemies in the game, and there are so many little things to the process. For starters, each character gets a limited amount of cards on the pile and managing those is absolutely crucial. You see, an attack earns you a gear and gears are needed to activate better cards. It is important that you have a mixture of gear and non-gear cards so you can anticipate at the right moments. Additionally, stringing cards of the same color together allows you to add an extra card that has some brutal effects. What makes that extra card tick really depends on the ally.

In the demos I got to see, you have access to three characters. One focuses heavily on guarding and sword swipes, the other on magical shields and spells and finally we have the brute that can take a hit. What is important is that you put the focus on one character, while looking ahead at the next one. You will do this by putting cards together, and swap them out in limited instances. You can press the minus-button to check what a card does and go from there. Naturally, this won't always go your way, but once again it is something you have to anticipate. The gear system keeps you in check and ensures that you don't go in with all guns blazing. A mixture of offensive and defensive moves, as well as exploiting environmental weaknesses, is almost required to easily pull through.  A deck of each character could only consist of eight cards, so you had to choose carefully.

Even in a pinch you won't be completely lost. The characters do level up as you fight and they will be able to take more hits as an result. A number of accessories will assist your adventures, beefing your crew to the absolute max. The most important factor is recovery items. In the previous version, it wasn't possible to regain health outside of cards. Special items restore a select amount of hit points, which can be activated in the menu system. You even get a few in a very early stage in SteamWorld Quest, so that you have a back-up plan. In an earlier stage, it was extremely easy for an ally to die, leaving you scrambling for a statue. The Gilgamech statue will not save your game, but bring everybody back to full health. Right now, the attacks are equally balanced, ensuring that you can take some scratches. That being said, if you want the game to be unfair, you could always bump up the difficulty setting.

I could easily say a lot more but I feel the interview that you can find on both NWRTV and the eShop Action Committee feed covers most of it.  What I really want to tell you is the following: SteamWorld Quest is shaping up quite well. While I initially thought that the game was extremely solid, it becomes better every time I see it. The card battling is becoming sharper, the worlds are more joyous to get through and the various mechanics are much more thought through. The balance remains somewhat of a concern, but I'm willing to give it some time. After all, the various difficulty sliders could easily change the way the title is played.


88
TalkBack / Holy Potatoes! We're In Space?! (Switch) Review
« on: February 20, 2019, 11:44:45 AM »

The Holy Potatoes going into space is likely the best decision they've ever made.

http://www.nintendoworldreport.com/review/49815/holy-potatoes-were-in-space-switch-review

When I played the Holy Potatoes franchise for the first time, I wasn't really sure what to expect. The style seemed a little off the wall and the hook didn't pull me in from the get-go. Man, how naive I was. Those initial impressions took a turn in a whole other direction as I quickly became engaged with the shop management tools provided. In addition, the dialogue was legitimately funny and there was just tons to do. So when I got the chance to jump into the series again, how could I refuse? That being said, this game is completely different from the previous one and adds a new mixture of gameplay mechanics. Luckily, they chose exactly the gameplay loop I could find myself heavily invested in.

Holy Potatoes! We're In Space?! sees you following the trail of grandfather Jiji. In your spaceship, you search for any signs of him after his clash with the evil Eclipse. You certainly don't have to do it alone as a ragtag team of friends are ready to provide assistance. Cassie, Fay, and the rest of the crew bring a lot of humor to the table as you go from galaxy to galaxy. Amidst cute references to hilarious one liners, everything passes you by in a matter of moments. It is those bright spots that you certainly need as Eclipse follows you around any way he can. This is where the gameplay comes into the picture.

Basically, you fight enemy ships as well as manage your own ship. The battles are turn-based and see you exchanging blows back and forth. Depending on your preparation, the results of these battles can certainly vary. What doesn't help is that the weapons are different on every ship, forcing you to adjust on the fly. It took a little while to find my footing with these, but I never felt completely out of my comfort zone. By focusing on weaponry first, enemies will be stopped in their tracks. It will force to pay you for a strong and swift retreat.

Once again though, preparation is the key word here. While managing your ship, there is a ton to keep in mind. You must find chances to use materials, weapons and researching upgrades that benefit you in the long run. In addition, you will need to train your crew and ensure that they can help out on the battlefield. Each character has unique specialties, so it is up to you to make a team that can get the job done. One thing you can't prepare for, however, is some weird difficulty spikes that will throw you off your game.

The galaxies that you search are split up into scenarios. These will see you explore planets, experience cutscenes, and solve various problems. If you manage to do all of your tasks within a certain day cycle, you are free to explore the wider galaxy for a bit. For the majority of my time with the game, however, I really never got to that point. There were a few days left before I had to move out of Eclipse's way. Believe me, you really don’t have a game over screen coming your way. Either way, the campaign felt a little cramped, with just a bit too much going on for my personal liking.

While I'm never completely sold by these games' style at first, I found myself coming around when I start playing. Holy Potatoes! We're In Space?! looks pretty darn great, almost like one of a wacky Saturday morning cartoon. The larger than life characters really complete the picture and make for a wonderful-looking journey. What helps is that the sound and music absolutely rock with fun tunes adding to the overall presentation.

As a package, Holy Potatoes! We're In Space?! doesn't know when to slow down. While I found the experience busy at moments, I can't deny that I had quite a solid time overall. The strategy and management elements are fantastic hooks that kept me glued to the screen for a stupid number of hours. There were some frustrating moments, particularly towards the end of the game, but it always managed to put a smile on my face. Just a lovely thing!


89
TalkBack / Fishing Star: World Tour (Switch) Review
« on: February 19, 2019, 11:27:07 AM »

Beautiful looking fish easily save a somewhat underwhelming localization.

http://www.nintendoworldreport.com/review/49808/fishing-star-world-tour-switch-review

Fishing games are in a weird place for me. I love the concept of playing a fishing game, but the majority of them haven't been all that exciting. The last one I enjoyed was Prope's Fishing Resort, which was released all the way back in 2011. You would walk around a singular island, snatch up a fish or two, and feel like an utter pro in the process. Fishing Star: World Tour's scope is a bit different in that regard. There aren't places to explore, and instead there are over 50 locations to fish at. As a downloadable title, Fishing Star has all the makings of a good video game. Sadly, the title stumbles a bit when it comes to its localization.

From a gameplay perspective, Fishing Star: World Tour hits it out of the park. Wright Flyer Studios, known for making enjoyable mobile titles, knows how to make a fishing game feel great. They've done so in the past, and the developer is bringing that expertise to a home console. You travel from location to location, meeting requirements in a variety of missions. Once you are done in one place, the game allows you to hop forward quickly and swiftly move to another location. Within those places, it is incredibly easy to swap your fishing gear and continue where you left off. Fishing Star: World Tour is a no-filler experience, and I adore that side of the game. It makes it extremely compelling to play it for a while, and put it down once you feel 100% satisfied.

The gameplay loop is one thing, but the controls are a whole other story. In my mind, Fishing Star: World Tour is best played with motion controls. When I say that, I realize that I am making a certain subset of people unwilling to ever pick it up. The reality is, however, that using separated Joy-Con creates one of the more involved and fun experiences within the genre. You will use one controller to reel the fish in, while the other serves all your rod needs. There is a tension to the proceedings that I found hard to shake off, particularly when huge fish came into the picture. Moving your rod around to keep the fish at bay, slowly reeling it in, and dealing with sudden changes in the fish's pattern felt special.

There are two complaints I have with the game. While the mission structure works like a charm, I think that some of the requirements can be incredibly harsh. For example, one of the fish had like a 10% chance of popping up. Due to the game's RNG nature and focus on swapping tools, there is a huge chance that you're stuck in a hole for a while. There were moments where I was held up 30 minutes at the location after doing everything else required. That was the most frustrating the game got, and I can't say I was pleased in those instances. Personally though, I found some of the translation errors a lot more upsetting. The English localization is very much all over the place, with some text feeling completely wrong.

Back on the positives, Fishing Star looks incredibly sharp. Seriously, the water physics and how the fish look made me very much a believer. From top to bottom, this is a product made with absolute care and love for the sport. This even translates to the music: a lovable jazz beat accompanies every catching sequence. In addition, the UI is extremely clean and contributes to the fun atmosphere. The actual game side of the experience just goes all the way with its ideas.

All in all, Fishing Star: World Tour was a surprisingly fun little game. While I do think that the progression and localization could use some work, the actual title here leaves me pleased overall. Fishing Star is such a perfect game to play late at night and unwind with after a long day. In those moments, you're forgiving of those more disappointing moments and more focused on the task in front of you. The title isn't designed to be rushed, though better RNG would lessen even a teensy bit of the frustration. While the game can be played with buttons, it should be experienced the way that it was made. The motions controls are an incredibly smart addition and put you closer to the very enjoyable action.


90
TalkBack / Yoshi's Crafted World (Switch) Hands-on Preview
« on: February 18, 2019, 02:57:55 AM »

Yoshi brings new mechanics, style and a whole lot of platforming to a Switch near you!

http://www.nintendoworldreport.com/hands-on-preview/49797/yoshis-crafted-world-switch-hands-on-preview

Yoshi games are the platforming games I actively care the most about. Naturally, I can instantly recognize that not every game was all that hot. Yoshi's New Island was, in my mind, nothing more than just fine filler. Woolly World was the first game I felt in love with in quite a while, and brought a constant stream of entertaining level concepts. I would even argue that it is my favorite Good-Feel game to date, and that is saying a whole lot. When it came time for another Yoshi Good-Feel game, I wasn't really sure how to feel. I felt that they pushed the green dinosaur to his utmost limits and didn't think that they could give me something even better. Yet, I went into Crafted World with an open mind and found what they did with the game instantly refreshing.

During my demo time, I got to play various Yoshi's Crafted World levels for well over an hour. The first thing that struck me is how beautiful the levels are. Just like Good-Feel's previous creations, they go with a concept and champion it at every step of the way. In Crafted World's case, they chose to make everything out of arts and crafts. The result is sincerely spectacular with everything feeling extremely rich in the fore- and backgrounds. In one level, we see trees made out of party hats and an ocean that is basically a blanket. It almost feels like a few friends or family members sat down and created something in their spare time. You can constantly see where the ends meet, but that really doesn't make it less impressive.

This doesn't feel like video game environment made in a computer program. When I say everything looks like arts and crafts, it feels like something that can be built in real-life. I was just stunned looking in the distance and seeing a little house with smoke made out of paper coming from the chimney. The attention to detail made me incredibly quiet while uncovering the game. It isn't just for show either. Various enemies and collectables will hide behind various papercrafts, giving it all a reason for them to be there. As soon as a Shy Guy came and took a peek, a little smile quickly appeared on my face.

The gameplay side of Yoshi's Crafted World is very much a winner. While there was plenty I loved about Woolly World, it opted to go for a traditional approach. Yoshi would run, flutter jump and aim his eggs in a very specific manner. While the first two stay 100% intact, Good-Feel felt confident enough in changing how egg throwing functions. Instead of a stuck cursor, you move it freely and between the various planes. This took a little while to get used to as limited functions makes it quicker to grasp. Within Crafted World, everything became instantly more deliberate. The game feels a lot more focused on exploration rather than tons of quick action.

I think it is an extremely positive development. Yoshi games have always focused on tons of collectables including smiley Flowers and red coins. While I had fun collecting them, they weren't the main reason I played the games. With Crafted World, they actively feel like rewards for going off the beaten path or finishing a certain challenge. In addition, they don't drag the rest of the experience down and make them part of the level design. There is a kindness to the flow of the levels that I like. Some might say that the levels become too long due to this design change, and I can't fault them for feeling that way.

For me though, the easy stroll through the levels felt extremely pleasant. The stages are filled with quick puzzles, challenges, winged clouds and tons more goodies to constantly keep you glued to the screen. The sections really don't feel the same either. One level opens with green fields and cardboard sheep, while it ends with a big Poochy section. You will sit on your buddy's back, use him as a platform and make him dig for additional Flowers. Throughout the ten minutes the level can last, I really never felt frustrated with what I was doing. The game does let you figure stuff out and gives you time to breathe when you need it.

Another level that I played through the demo was a smoothly crafted ninja castle. Parts of the environment were wrapped into golden tin foil, including the clouds and some ninja stars. More importantly though, this was the level where I played another journalist present at the preview. The co-op can be best described as chaotic. The Yoshis can jump on each other's back, though the person on top can no longer shoot eggs. Furthermore, the other Yoshi can be swallowed up and throw back to parts in the environment. One of the puzzles had a Smiley Flower in a tiny gap, and the thrown Yoshi was almost a perfect fit. On that note, you can no longer swallow and spit normal enemies anymore. In Crafted World, they instantly turn into a ball without you having a say in the matter. I'm not against this change as it fits Crafted World's new design choices.

In any case, the ninja castle was the perfect fit to showcase what two players can do. There are plenty of branching paths where there is stuff to get from both sides. One will be able to get coins behind a wall, while the other sets up the next segment of the level. Flipping panels and opening up switches can easily be spread across two players and ensures to speed up the progress just a tiny bit. An additional player can also help within the special challenges that levels offer. In one of them, a Flower will hide behind a cardboard cloud and alone you will simply have to choose the right one. With a buddy, you can shoot them all down and get extra coins out of it too. I'm heavily considering finishing the game with a friend as it will allow us not to miss a single secret.

The last level I want to focus on is something that gave me pause. As soon as I finished up, one of the regular levels I was presented with the Flipside. In it, I had to collect three Poochy Pups and race to the end. Initially, I didn't think much of it, but then I got another during my demo playthrough. Now here is where my dilemma comes in: does this mean that the levels are pup collectathons solely? If so, I think that is incredibly disappointing as I had bigger expectations from that side of the game. In the reveal trailer, it seemed to flip a level completely, but that no longer seems to be an option. In addition, I don't get the point of the missions just yet. They seem to be there so that you keep hanging around a certain level, but isn't that what the collectables are for?

Overall though, I really enjoyed what I played of Yoshi's Crafted World. The various levels that I got to play were joyful and I very much love the approach that they were going for. The stages are made with a more deliberate design in mind and the shooting mechanics reflect this. I could freely move across the screen, which is extremely helpful for puzzles and other challenges. What I'm less sure on are the Flipside and mission segments of the game. It is cool that they are there, but I'm extremely unsure on what purpose they serve. Time will tell, and I'm certainly interested in learning more.


91
TalkBack / When Ski Lifts Go Wrong (Switch) Review
« on: February 05, 2019, 02:43:00 AM »

That amusingly weird bridge building game that shadow dropped on Switch.

http://www.nintendoworldreport.com/review/49622/when-ski-lifts-go-wrong-switch-review

While there are plenty of node bridge builders available on Nintendo Switch, I've been looking for the one that would break the mold. Hugecalf Studios provided the twist that I desperately needed in the form of When Ski Lifts Go Wrong. This utterly quirky game sees you creating ski lifts and trying to get passengers safely to the end goal. It takes a little while before the proceedings shift into second gear, but it is an enjoyable game throughout its run time.

The first half of the gameplay isn't unlike others found in the genre. The player places nodes in a graph paper playing field and has to create the optimal routes. With a large selection of building tools, When Ski Lifts Go Wrong takes some time to get used to. Every button is being used, ensuring that you can play it even on a television. In comparison to other games, it doesn't scatter itself to the point of confusion and creates a layout that just makes sense. After the tutorial and playing the first of the roughly 30 levels, I felt right at home with the title.

Obviously, the controls can't be complimented without mentioning the tools further. With the grid in place, you will immediately know what to make or avoid. The winter sports enthusiasts, who you are doing all this for, are easily breakable, with their ragdoll physics making them fly all over the place. In that sense, it is a sound idea to look at the materials and the type of lift you are going to make. Chairlifts are sturdier, but they swing hard when they come in contact with an object. The ultimate goal is to achieve success within a budget, though When Ski Lifts Go Wrong won't punish you if make something wilder. The game will applaud tighter efforts, but it shouldn't stop you from just carrying on.

While 30+ levels may seem short, I found myself replaying them multiple times. During my initial runs, I played it straight and wrapped a challenge up as soon as I could. When I better understood the logistics and layout, I made a more serious effort to tick every box. This isn't just about staying without a budget either as the game sees you collecting special medals or making something that simply doesn't fall apart. Completing challenges is where the true heart of this game lies, and it makes the proceedings continuously engaging.

Outside of building structures, there are even stages where you take directly control of a character. The challenges see you controlling the movement and jumping to ensure a safe path to the finish. The physics present aren't the greatest, but they do the trick well enough. When Ski Lifts Go Wrong implements various vehicles to throw you for a loop, too, which adds to the overall experience. Before I knew what was happening, I was making my way through deadly terrain on a snowmobile. Despite the cute polygon look, when someone falls to their death, they do leave a little bit of blood.

Next to the campaign, When Ski Lifts Go Wrong also offers a Sandbox Mode. You can make your own challenges, restrictions and levels of your wildest dreams right here. The tools are fantastic, but sadly and frustratingly, you can't share anything you create with others. In fact, the game's online functionality is extremely limited on Nintendo Switch, which makes it not the best version available. I was really bummed as I made something I was super proud of, only for one local friend to play it.

When Ski Lifts Go Wrong is one of the better bridge building games on Nintendo Switch. While I am quite disappointed that you can't share any challenges online, the content that is there is super enjoyable. The more than 30 levels are easily replayable multiple times, and it is fun to play around with the Sandbox Mode. What helps is that the controls feel built with a controller mind, instead of just trying to add in a less inferior scheme. Overall, Hugecalf Studios created a game I will gladly tinker with once in a while, which is an accomplishment in my book.


92
TalkBack / Hive Jump (Switch) Review
« on: January 21, 2019, 05:51:22 AM »

Interesting run and gun action saves a somewhat middling roguelike.

http://www.nintendoworldreport.com/review/49439/hive-jump-switch-review

There is something about roguelike games that works on Nintendo Switch. The ''one more try'' format is perfectly suited for a handheld and makes coming back for a second venture an utter joy. On the flipside, it has become increasing harder for the genre to impress me. Case in point, Hive Jump just barely slips through the cracks for me. The game's shooting and exploring may find an audience somewhere, but they left me without anything to hold on to. The big problem is that it didn't do enough to create some outstanding moments.

Hive Jump begins with the set-up, which is solely there to provide context for what you're doing. The human race is fighting evil aliens, and you're there to be a hero of some sort. You and a team of space marines, known as the J.U.M.P. Corps, rush into the action to secure a variety of areas. Hive Jump's campaign sees you blowing up enemies, collecting the game's currency (goo), and building bases to brighten up the outlook. That sounds fun, and initially it is, but sadly the bosses become the sole highlights when everything is said and done.

The run 'n' gun and roguelike portions are the heart and soul of the adventure. You and up to three friends will enter various alien hives to destroy them from the inside. The main objective is to shoot anything that moves, collect all the goo, and reach the next floor of the randomly- generated level. If you are able to get out, you can carry on to the next challenge with everything that you managed to collect. Hive Jump is about knowing when is the best time to leave and live another day. Luckily, the experience is backed up by some tight platforming and crisp shooting elements. The weapons, including the machine gun, felt endlessly satisfying to use throughout many of my sessions.

The action is solid in its base principles, but it isn't hard to see the cracks develop over time. The main issue is that so much of what you see and do is the same. I don't mean repetition in gameplay, as that is to be expected, but rather the variables of the title. Unlike other roguelikes that know how to package its attributes soundly, Hive Jump repeats elements way quicker than it should. It isn't unheard of to see the same environments and enemies pop up a bunch of times back to back. The foundation for a great game is here, but I can't shake off the feeling that I've seen everything fairly early on.

In addition, the base-building side of Hive Jump is a complete throwaway. The developers tried to elevate this game about shooting and running by adding strategy elements to the mix. The implementation is such a waste as you really spend little time considering your options. You will use your collected goo on a series of nodes, fortify your bases, and then carry on with whatever mission comes next. I think it is good to try new things for the sake of being different, but without any really meaning, you start to ponder why the concept was added in the first place.

Beyond the campaign, there are some others modes to lengthen your overall play time. The Arcade Mode is a simple pick-up-and-play experience without the strategy or other progression elements. While the main problems remain, this is how I mostly had fun with others. Challenge Mode is a fine addition too, offering a variety of missions with strict objectives and restrictions.  

Overall, the presentation is just fine. Hive Jump runs very soundly on Nintendo Switch, no matter how many players join in on the fun. The 2D sprites pop off the screen with bright colors and sharp design choices. That being said, the animations were very stiff and not in line with the moves the space marines could perform. The soundtrack is a variety of chiptune tracks that fit well with the game's overall theme, but I can't really say that I remember any tunes off the top of my head. The music is good, but nothing more than that I'm afraid.

Hive Jump is an okay-ish roguelike with interesting run 'n' gun segments to back it up. Where the game really falls short is in how it packages its content. The main campaign repeats environments and enemies way too much for its own good, leaving a sour taste. The levels are too alike and the strategy elements between the stages aren't all that great. The extra modes can be decently fun, though they won't last for nearly as long. Overall, I really wanted to like Hive Jump a lot more, but as things progressed I became less of a fan.


93
TalkBack / Fitness Boxing (Switch) Review
« on: January 03, 2019, 02:09:30 AM »

Hey, I just met you and this is crazy. Here is my Switch now, so train me maybe?

http://www.nintendoworldreport.com/review/49291/fitness-boxing-switch-review

My relationship with fitness games is more complicated than it might seem. I rely on these types of games for most of my exercise as they are within the scope I'm allowed to do. Wii Fit U is one of games I return to every couple days, allowing me to get the required movement done. When new fitness titles come around, I find myself being extremely skeptical. Most of them don't go far enough, or just focus on a singular gimmick. This is how I went into Fitness Boxing. I was very curious if it could keep my attention for long enough or see it deliver on the elements I need. The response is a resounding “yes!” But it does falter in a few areas.

In Fitness Boxing, the player will hold strapped Joy-Con in both hands and perform a variety of moves. The selection includes straight punches, uppercuts, jabs, hooks, and a whole lot more. These moves need to be performed in time with the music to activate icons that come up from beneath the screen. By nailing the timing, you will collect points (and a colored indicator) that make up your final rank. One course can easily last six minutes, though in the early goings, it will likely be closer to three. In either case, the player can easily do a few in a row and feel like they got a good workout in.

Satisfaction is the keyword here. While rhythm fighting isn't something I can usually keep up with, Fitness Boxing does a fantastic job of keeping the player sharp. There is HD Rumble to respond to the moves you do, clear indicators of your punches, and most importantly a trainer. You can pick from six different trainers that will guide you through the experience. While you play, they will give you handy tips on your position and how to stay in rhythm. Of course, the trainer will also tell you what you can expect next, ensuring that you're never truly lost.

While I had problems at first trying to wade through the entire training, you quickly get used to the way the exercises operate. It is all about shifting your body around, bouncing along with the beat and stepping forward when required. You don't need a ton of room to play Fitness Boxing, but it is smart to keep a little bit of distance between the screen and yourself. It can be hard to keep looking straight up, all the while following instructions, but the better your setup the nicer the experience will be. In either case, if you are unsure in the first couple of days, try to keep the schedule light so you can get used to Fitness Boxing's overall flow.

If you have more room than you would like to admit, you can opt to play Fitness Boxing with a friend. In the standard modes, you can work together to chain combos and work up a sweat. Various family members I showed the game to were very much into this, and they even started to count the tempo together. Likewise, they had a blast with Fitness Boxing's Versus Mode. It is here that you can see who has the better rhythm, skills, and of course uppercuts. Solo or with a pal, Fitness Boxing is very much made to impress.

On the flipside, though, there were a couple of elements that were somewhat underwhelming. While I certainly wouldn't do this, it seems that you can totally cheat your way to perfect punches. There were moments where I didn't do it exactly right, yet the game said I nailed it. Mind you, it is not as bad as Just Dance can be in some cases. You do need to do the move, but nothing is stopping you from doing the punches sitting down. It is a hard thing to get right.

In addition to this, I can't help but feel that the music selection is incredibly sparse. Honestly, I don't mind instrumental versions of songs at all, but at least give me a bit more variety. A song like ''Call Me Maybe'' doesn't feel suited to the tempo of the game, which is an absolute annoyance. Yes, I can increase the tempo of the song in Free Training, but why not just optimize both the song and its moves? Personally, I kept using the same cesspool of songs, which eventually will burn me out. 20 songs doesn't sound bad from a distance, but the music genres are too far apart.

The rest of the presentation serves its purpose. Fitness Boxing isn't the best looking game on Nintendo Switch, but everything about the UI is extremely clean. It never complicates matter for the sake of looking fancy, and instead puts the focus on where it truly matters. The trainers don't look too good though, but for the most part, I am more focused on their voices anyway. Those voices are easy to hear above the music and clear in what they want from me.

Fitness Boxing is a fine selection of exercises. With a ton of courses to get through, you will be hard pressed to not find a skill level that suits you. As you go along, it is easy to take the next numbered version in a series and deal with the increased difficulty. The controls aren't the most accurate, but easily a cut above Just Dance. That being said, the music is easily my least favorite part of the game. Considering you have to time the moves with the songs, I am very surprised by the music choices. It left me with only a handful of songs I really cared about using, which will be the thing that eventually gets me to move on. Until then though, Fitness Boxing serves its purpose very admirably.


94
TalkBack / New Super Mario Bros. U Deluxe (Switch) Hands-on Preview
« on: December 21, 2018, 01:00:01 AM »

Peachette storms in, breaks the Mario lore and adds fun platforming tricks!

http://www.nintendoworldreport.com/hands-on-preview/49245/new-super-mario-bros-u-deluxe-switch-hands-on-preview

To be completely honest, I didn't play New Super Mario Bros. U much during the Wii U's launch. There were plenty of other games I was more interested in and wanted to see through until the end. It is not even that I dislike New Super Mario Bros. games, but I did play one mere months before. Basically, even of the bits I did play, it is not like I exactly remember the majority of the levels. In that sense, you could say that a large chunk of New Super Mario Bros. U is completely new to me. Did that change my perception in any major ways? Just a tiny bit.

The ideas behind a New Super Mario Bros. game aren't hard to explain. It is an expansive 2D platforming game with plenty of levels to get through. There are eight worlds set in various environments with plenty of fine tricks to boot. Along the way, you will use a variety of power-ups to help you reach the flagpole at the end. These games aren't meant to be the most challenging journeys out there, but getting every Star Coin will make it entertaining for most players. For everybody else, they can scrap by with simple jumps and no usage of the run button. It is solid for most types of players.

Does that make them the most exciting titles out there? Not exactly, no. Because of these core principles, it needs to hit a certain line where everybody can enjoy the stages. Personally, it really depends on the level. While the opening moments leave me feeling a little flat, I can't help but like the levels in Frosted Glacier and Soda Jungle. They throw solid one-trick ponies that force you to think about which moves you do. Of course, even if the level doesn’t feel exciting, they aren’t truly bad in any sense. New Super Mario Bros. U Deluxe is the finest selection of levels that the team behind these games has created. In addition, the world map feels connected and more alive than any other game in the series. That being said, it is not on the same level of uniqueness as some other 2D platformers in recent memory.

What made New Super Mario Bros. U unique initially was its newest power-up: the Squirrel Suit. Now, I have to be honest and say that I couldn't care less about this one. Yes, I'm sure that some love its sideways momentum and the ability of clinging to walls, but I really can't get on with it that well. It felt like a worse combination of the Propeller and Tanooki suits. In U Deluxe we also get the introduction of Peachette. Once the new playable character, Toadette, touches the Super Crown, she will transform into a Peach with pigtails. While it may be the most confusing thing in the Super Mario canon, the functionality is something I'm rather on board with. By pressing a button or shaking the controller, Peachette gives you some excellent upwards flight.

Peachette has made the goal of completing 100 percent, something that more people can achieve. A good example is how for one secret exit, you would normally need a lot to get the job done. It would require a Squirrel Suit, a P-Switch press and a bunch of timed jumps. With Peachette, I had to jump and use the special move to get the same amount of height required. Another intriguing element is that the new character has a longer downward recovery, which can help you time your descent better. Even in the instances where you can't pull it off and seem to fall into a pit, Peachette will use her special move one last time to potentially save you. It doesn't always work out, but it is a pleasant option nonetheless.

Outside of Toadette's various new costume choices, there isn't that much new to New Super Mario Bros. U. In fact, the Nintendo Switch's specific credits are relegated to the Secret House where you can see your overall statistics. The world is no longer populated by messages like on Wii U, and there aren't new levels added to make the ultimate edition. The Play with Mii modes (Challenges, Boost Rush and Coin Battle) are still all present, though the ability to place blocks to help other players is no longer available. You can, however, still create your own coin patterns for Coin Battle by accessing the game in handheld mode.

As far as New Super Luigi U is concerned, the changes with Toadette are somewhat more severe. If you play it with any other character, it is the standard experience that you could've enjoyed in 2013, but Toadette's campaign increases the strict time limit from 100 to 200 seconds. This is completely overkill as Peachette helps to overcome some of the harsher challenges. I do respect that they want let a wider public enjoy Luigi U, but challenge is supposed to be the name of the game. It goes against the regular design decisions in a NSMB game by forcing you to use every possible trick in the book. Running, jumping, timed actions, and learning Luigi's new momentum are required if you want to finish this harsher journey in full. Don't get me wrong, it is still not the easiest set of levels out there, but the impact of it feels lessened somewhat.

The presentation of New Super Mario Bros. U Deluxe is a lot sharper than before. The game now runs in native 1080p on the television, so the textures look very crisp. It is seriously a colorful spectacle to play on a big screen, especially with some other people involved. The bigger surprise with the presentation is that they completely overhauled the game's menu UIs. They used to be a lot more plain, but the save files now showcase the character you last played and how many lives you have. In addition, the “Play with Mii” row has more prominent buttons featuring Mario. It isn't overly much in the grand scheme of things, but I appreciate the little touches they added.

Overall, I am having a solid time with New Super Mario Bros. U Deluxe. It isn't the most amazing thing out there, but the game offers up fine 2D-platforming comfort food. Peachette is the weirdest addition ever, but I thoroughly enjoy her moveset. In hindsight, it makes the Squirrel Suit feel very awkward, which I never really managed to gel with. The players who are expecting a lot of new content will not likely appreciate New Super Mario Bros. U a second time, but for most people, it is a fairly accessible Super Mario title.


95
TalkBack / Yo-kai Watch 3 (3DS) Review
« on: December 05, 2018, 10:50:57 AM »

Level-5 pulled the ultimate ''Phoenix Wright'', and creates the most bonkers plot ever.

http://www.nintendoworldreport.com/review/49073/yo-kai-watch-3-3ds-review

I love Level-5 for a different reason than most others likely  do. While their characters and stories are charming, I appreciate their willingness to go all the way with a concept. They will champion it, back it up in any way they can, and run wild with the idea. I've seen that over the years with games like the Inazuma Eleven series, Fantasy Life, Professor Layton, and of course Yo-kai Watch. For Yo-kai Watch 3, however, Level-5's localisation team had to flex their muscles almost to a fault. The result is a bonkers experience that rivals the Inazuma Eleven standards of getting the job done.

Yo-kai Watch 3 was originally a very bold concept when compared to the first two outings. The main character would move from Japan to America, and would build a brand new life there. How the Yo-kai varied, how the people would interact, and the sights to be found were very different. Those aspects stay the same in the western version, and they even reference how different they are, but the move they pulled can only be called a ''Phoenix Wright''. Specifically, they basically pretend that the two countries are, in this universe, simply two different regions with their own regional accents. Springdale (originally Japan) is traditional English, while everything in BBQ (previously America) is basically Southern English. You can see clearly that Springdale is pretty much a Japanese town, but the game wants you to believe otherwise.

On paper, this should have never worked. While plenty of elements are a bit hokey, the story isn't as crazy as it may seem at first. Despite the format they chose, the story still guarantees plenty of quirky scenarios that I truly adore. Nate explores a brand new overworld in BBQ, which comes packed with plenty of new ''Merican Yo-kai” and characters. The housing and way the world is set up wouldn't be out of place in a small Americana town. The new character, Hailey, explores the map that fans will know and love with new additions to keep things fresh. While Nate acts in kind and is pretty typical, Hailey stole the show from the moment she appeared on screen. She is very much a geek and instantly gets obsessed when something grabs her interest. It is really something else.

In general, I would say that Yo-kai Watch 3's humor and collectable ghosts are the things that kept me going. The story is very enjoyable, but there is some downtime between segments. It doesn't exactly help that Yo-kai Watch 3 really you wants to switch at certain moments between characters. Personally, I would've preferred to switch once I wrap up a bunch more of one person's story. That being said, the game is peppered with fun references and off-the-wall jokes. The game opens with an X-Files parody for crying out loud. In addition, the more than 600 Yo-kai available make the game fun more often than not. One of my favorites comes very early on in the form of Treetter. It is a lad who takes social media very seriously, and only communicates in that specific way. His Soultimate special attack is literally called #soultimate. Every time I pull it off, a dumb smile appears on my face.

Exploring the two regions isn't very different from in the previous entries. You will move around with the Circle Pad, interact with the A-button and use your Yo-kai Radar to find critters anywhere you go. In addition, the intuitive map on the touchscreen shows you where to go next with an arrow pointing to your next destination. You can freely explore after playing for a couple of tutorials, but there is really no way for you to get lost. The story really pushes you to carry on after a while, which I gladly made time for. Most time on the overworld is spent completing fetch quests. Depending on the task, they could be enjoyable and create some fun moments, but they remain with that structure. When the downtime bug hits you, it comes down really hard and creates gaps that you would rather quickly forget.

Something you can't forget about, however, is the battle system. This aspect has seen somewhat of an overhaul, ensuring that the battles become a bit more strategic. The three Yo-kai you control land on a 3x3 playing field, where you can put them in various formations using the touchscreen. While the Yo-kai still attack automatically, the opponents strike a bit more regularly, so you will need to defend as much as you can. In addition, the Soultimate and Purify minigames make a return, allowing you to charge a monster the best way you can. While that side may still feel a bit gimmicky, you need to be quicker with your input, which is honestly a strong element. Level-5 has made strides to make everything a bit more fun, and it is extremely obvious right here.

The biggest thing I can praise Yo-kai Watch 3 for is convenience. The game quickly pulls you in and gives you the mechanics in very quick succession. No matter if you are a newcomer or have played every game so far, everyone will come to understand what the game asks you to do. It was a little while since I played a Yo-kai Watch game, and even then it quickly left me to my own devices. For everything else, there was a Help option that was updated regularly in the first four hours. After a while, Yo-kai Watch 3 also presents you with various side activities to keep you enjoying these two worlds. There are desired Yo-kai, fish and bugs to catch, treasure maps to decipher, and special challenges to get through. After a certain point, you will also have zombies to deal with in a special Zombie Night minigame. I am going to leave it a little ambiguous, but the best advice I can give is to run towards the goal!

The main adventure took me about 23 hours. Even at that point, there were plenty of things I didn't have the time to fully complete. The reason I cut it off is because I wanted to play some Yo-kai Blasters T as well. The new version sees you taking direct control of the various creatures and exploring randomly-generated dungeons. The goal is to overcome all the floors, defeat the boss, and get the treasure found in that location. As a big fan of the standalone Blasters games, it felt like a homecoming. All the dungeons, including Japanese version specific ones, are included and make up another 15 hours of content at the very least.  Blasters T and one-on-one Yo-kai battles can be played locally and online, so there is plenty to keep you going for quite a while.

Yo-kai Watch 3 is incredibly sharp on the Nintendo 3DS. The cel-shading on the characters looks strong on the system and is something I can't get stop gushing over. Next to that, Yo-kai Watch 3 is thoroughly rich when it comes to color and overall performance. The music is on equal footing with some of the best tunes found in this specific entry. The overall sound design is good, though the voice acting can be a bit lacking in some places. It’s nowhere close to being awful or underwhelming, but the lines spoken don't always match up well with the text.

Yo-kai Watch 3 is one of the better Nintendo 3DS games that Level-5 has its name on. There are plenty of improved areas here, including side activities, the battle system, and Yo-kai designs. The story really shouldn't have worked, but by pulling a ''Phoenix Wright'', they somehow found a way. Still, I think that switching between two stories isn't the best approach and the downtime with quests is somewhat damaging. Mind you, this is nothing you can't overcome with the right state of mind. The hours really fly by, and even after completion, I couldn't stop playing pieces where possible. For newcomers and veterans alike, this third installment has a little something for everyone.


96
TalkBack / SEGA AGES Out Run (Switch) Review
« on: November 29, 2018, 10:50:02 PM »

This rush never changes, this rush is everlasting.

http://www.nintendoworldreport.com/review/49038/sega-ages-out-run-switch-review

If you told me to just play one arcade game until the end of time, the title would be Out Run. I've spoken on many occasions how this classic gives me an adrenaline rush every time I play. The intense amount of speed, multiple routes to uncover, and how you deal with obstacles make it one heck of a ride. Out Run is a game that never gets old, which is why I'm pleased to see it on Nintendo Switch. This is the Sega Ages title I've been waiting for, and it lives up to the hype.

If you’ve never played Out Run, there are just two things that you need to know to survive: how to speed and drive. With the analog stick or D-pad and three buttons at the ready, you steer and drift yourself through a variety of flashy environments. At the end of every section, you choose between two different paths and then travel on to new places. A timer is the only real rush to your ride, as the player needs to hit the checkpoint at the end of a section to continue the journey. The controls are simple enough for anyone to understand, but a balance exists with braking and shifting at the right moments to avoid flying off the screen.

With different stages that lead to five different endings, you could technically see the entire game within 20 minutes. This is, however, not how it will go down in most instances. The timer is tight and plenty of other vehicles get in the way. You will need to adjust your routing enough so that you can just pass by the checkpoint. Advanced players can increase the difficulty, while beginners can make the requirements lighter to find their footing. The addition of online leaderboards make the drive to come back and improve on your times more engaging. If the high score chase isn’t for you, your drive through Out Run will be a lot shorter.

The Sega Ages version of Out Run does have some additional features that  are stellar to play around with. First of all, a fun motion control option lets you tilt the controller to move. The best experience is to use a split Joy-Con and place it in Nintendo's wheel accessory. As you finish up runs, you are rewarded with mods that can be toggled on or off. The four modifiers allow you to take easier turns, reduce shocks from crashing into obstacles, increase the top speed (350 km/h to be exact), and give you tires that won't slow you down off-road. If you manage to finish up all the routes, you are rewarded a faithful recreation of the original arcade game.

Sega Ages Out Run looks extremely sharp on Nintendo Switch. Various filters allow you to adjust the experience the way you want. For me personally, I went for the widescreen option with smoothing enabled. It gives everything a crisp look that is easy on the eyes. I find that necessary with the heavy usage of scrolling that Out Run puts into practise. The music has a nice variety of pumping and relaxing tracks that completely nail the down. A few tracks are specific to this version, which is a nice touch.

All in all, Sega Ages Out Run just reminds me of how great Out Run is. The game design is still incredibly inviting, offering a nice balance between control and difficulty. That difficulty can be adjusted here, depending on the type of player you are. It is a game that anybody can understand, but pulls no punches all the same. While the game remains a short one, plenty of fun options make it one of the best rides out there. Jump in and feel the rush of my favorite arcade game ever made.


97
TalkBack / Rollercoaster Tycoon Adventures (Switch) Review
« on: November 28, 2018, 10:59:00 AM »

The game's entertaining coaster editor can't save an underwhelming experience.

http://www.nintendoworldreport.com/review/49024/rollercoaster-tycoon-adventures-switch-review

Rollercoaster Tycoon is one of the greatest video game series ever made. The originals, made by Chris Sawyer and his team, kept me hooked for hours on end and are my fondest memories of a video game. Everything that happened during the gameplay loop felt raw and instantly required a reaction from the player. This is why Rollercoaster Tycoon Adventures, a title based on the mobile version, doesn't exactly leave an impression. The connection between you and the world is extremely minimal, which quickly made Adventures boring to look at. It has the general idea of a Rollercoaster Tycoon game, but it fails on plenty of fundamental levels.

If you are looking for what Rollercoaster Tycoon used to be, you won't find it here. Instead of hiring employees and actively following your customers, this version of the theme park simulator focuses on the building aspects. No longer will you hire employees to do your bidding or really feel you are steering the day-to-day operations. Instead, you are building attractions and facilities to keep your guests happy. Your numbers will go up and down, and with statistics you will find out what needs to be changed. Adventures doesn't really offer fun indicators as there are no longer lines at the attractions, nor can you see the costumer's thoughts in any coherent way.

Rollercoaster Tycoon Adventures was set on building a wall between me and the game from the outset. For the first two hours, I tried to make it fun by making neat arrangements and building up a park that I would love to be in. The problem is that it felt incredibly empty after those initial moments. Once again, I would put an attraction down and see how customers would barely touch it. This is what made the originals so good: you got the instant feedback you needed to push forward. Now and again, you will get some feedback, but that mostly comes down to something being simply good or bad. When I tried to solve a problem, the customers would remain negative. A good example of this is how I would place additional arcade machines to satisfy the crowds, but it almost seemed like only one cabinet seemed to exist for them. It felt discouraging.

The greatest interaction that the game offered was with the coasters. Within the coasters, you can change up the individual nodes and change the structure the way you want. I was able to change the height, alter the curve or move it further in and out. It was possible to make your own simple coasters, which worked surprisingly well. In particular during the sandbox portion of the game, I would go for the full two kilometers and build something absolutely massive. This is literally the saving grace of the package, and even then, you can't really do anything outside of further tweaking what you made. You can't hop into the ride or get any strong feedback for a future project.

Outside of the Sandbox mode, where you can build the park with everything unlocked, there are two more ways to play Rollercoaster Tycoon Adventures. In the Adventure Mode, you will build a park from absolutely nothing and try to earn everything over a longer period of time. You won't have much money to do whatever you want with, and new attractions need to be researched before you can use them. In addition, the game throws you curveballs that can have an impact on sales or the hygiene levels within your theme park. This is how likely how I experienced the game the most, and it suffers from all the problems mentioned above. The player will, at least, encounter some unique situations that need to be dealt with swiftly.

The most fun I had was in the Scenario Mode. Here, you have to deal with restrictions that are placed on you from the get go. Within these restrictions, you will need to react speedily and get the job done fast. There are three awards to shoot for on each of sixteen stages, depending on your performance. While it works within the boundaries of Rollercoaster Tycoon Adventures, it benefits quick play sessions and knows to not waste much time. This content is very appreciated and offers a more traditional video game challenge.

Rollercoaster Tycoon Adventures doesn't run fantastic on the Nintendo Switch. When you really start building, the frame rate is the first thing being sacrificed for the sake of playability. It slows down the general movement more and more to a halt, the more you continue to build. At the end of building a massive park, the movement couldn't keep up with my button presses and stopped registering sometimes. In an ideal world, the game would've restricted the building space to maintain a decent performance. While you won't keep building into infinity during Scenario Mode, it heavily impacts how you approach the other modes. Regardless of that, Adventures is at least a colorful endeavor that isn't visually draining by any stretch.

Rollercoaster Tycoon Adventures is somewhat of an underwhelming game. While a younger player could find potentially some fun in building attractions and coasters, it will feel absolutely flat for most. The placing of buildings doesn't continue to entertain, and the feature set is remarkably slimmed down. There is some fun to be had in the Scenario Mode, but even that has its fair share of limits. The worst thing about Adventures is its performance. There were plenty of instances where the game slowed down for no apparent reason. While Adventures absolutely looks the part, it doesn't stack up to any of the older games. This game doesn’t quite deserve its moniker.


98
TalkBack / World of Final Fantaxy Maxima (Switch eShop) Review
« on: November 22, 2018, 10:02:18 AM »

Travel to Grymoire and catch them all in this quirky Final Fantasy spin-off game!

http://www.nintendoworldreport.com/review/48973/world-of-final-fantaxy-maxima-switch-eshop-review

During a vacation, I relied on the PlayStation Vita to hold me over during the dull moments. The game I played was World of Final Fantasy, which proved a shockingly entertaining video game. The Final Fantasy trappings mixed with collectable Mirages was a winning combination that kept me hooked for a while. After finishing World of Final Fantasy though, I simply forgot about it altogether. Until now, that is. Adding the subtitle “Maxima”, the game has come to the Nintendo Switch. The experience I got was a bit crisper and enjoyable, but I also get why I had forgotten about it in the first place.

To put it more bluntly, the reason is the following: the story simply wasn't all that memorable. The plot is your standard ''save the world'' fare that we know certain Final Fantasy games all too well for. The sibling dynamic of the protagonists gives it a twist, but it doesn't go far enough to give it impact. That is not to say World of Final Fantasy Maxima does it poorly. I enjoyed the individual pieces like the characters, their dialogue and how story beats develop. Reynn and Lann are very likable stars that try to understand the world around them. By throwing them into new scenarios constantly, they usually match my level of amazement or surprise.

What I think is the true star in World of Final Fantasy is the locations you explore. Grymoire is such a vast world with fun locations to uncover. The developers put a huge amount of effort into giving every area something special, and ensuring sequences don't drag on. Admittedly, these places are a bit on the linear side of things, but they give what you're doing purpose. If you aren't traveling to the next story event, you will find yourself going for items or fighting more creatures. Every town has its fair share of side quests and NPCs to talk to, while environmental puzzles help to keep you on your toes. With that being said, I do feel that the game's unique mechanics would've lent themselves perfectly to more special situations.

The game’s unique quirks can found with its collectable creatures, known as Mirages. During random encounters, you will fight against a variety of monsters that can be captured. The best way to understand the system is to think of Pokémon, but with less control over the random number generator. The right opportunity is decided for you, and even at that, it is no guarantee that you will be able to capture the Mirage. The unpredictability factor of this system is what absolutely impressed me the most. Every time you net a new Mirage, it really feels like you put effort in. After that though, the real fun begins.

After a successful capture, you can level and train Mirages to your heart's content. Most of them have evolutionary steps, allowing them to grow into stronger beings. In addition, each creature has multiple skill trees to get through. This will allow them to add new attacks, increase their stats or add field abilities. The field abilities, sadly, mostly come down to following you on the journey or opening up a few hidden item locations. In battle, however, Mirages become unstoppable allies that team up with the main characters. That is where they truly shine.

Speaking of the battle system, it is mostly unsurprising. Final Fantasy games are known for their usage of the Active Time Battle mechanic. This system sees character icons slowly rising up a meter, and once they reach the top you will be able to choose their next move. By combining characters in stacks, you will have access to a variety of magic abilities that can be used at will. You will need to string those together with regular attacks and items to be successful. In addition to the Mirages, the characters can summon various Champions from Final Fantasy titles past and present to pull off some extra-ordinary moves. The results are truly something to behold as they reference key moments from these games.

While the campaign is rather beefy, there are plenty of other activities to partake in. My favorite, by far, is the Coliseum. In this environment, you will find unique sets of Mirages that will truly test your planning skills. Each of the Mirages has an element type, which plays a major role in your strategy. If successful, the game grants you access to difficult to find items as well as exclusive Mirages to give your team a bigger edge. With this being the Maxima version of the game, you would expect some new content. Well yes, there are new Mirages and the ability to actually change into various heroes. By transforming into a legendary hero, it changes all of your skills and even the background of the battle for good measure. My favorite new touch, however, is a fishing minigame that you play together with Noctis from Final Fantasy XV.

World of Final Fantasy Maxima looks quite good on Nintendo Switch. The texture work can be somewhat blurry, but the journey is quite beautiful otherwise. There is a vast usage of color that just fits the tone so incredibly well. It is clear that the focus was on making every environment look very unique, ensuring that it is never visually draining. This theme continues on with the music, where the team saw fit to redo a large collection of classic Final Fantasy tunes. There is a lightness to most of the compositions present, which I found quite charming.

World of Final Fantasy Maxima remains a rather fantastic game. Despite the story not being much to shout about, there is so much to like about the journey. The interactions between characters as well as the gameplay are incredibly well crafted. Maxima's presentation is halfway there between the higher-end versions and the PS Vita release. The textures aren't as flat as on Vita, but there is some blurriness to be seen. Overall though, this is one of the better full-blown RPGs on the system, with a no-nonsense approach that kept me coming back.


99
TalkBack / Super Smash Bros. Ultimate (Switch) Event Chraracter Impressions
« on: November 14, 2018, 08:53:05 AM »

At a Dutch event, we got to try all the characters we could muster!

http://www.nintendoworldreport.com/hands-on-preview/48919/super-smash-bros-ultimate-switch-event-chraracter-impressions

At a local event this past Sunday, I got my hands on Super Smash Bros. Ultimate's full roster. This event, which took place in the Netherlands, was packed with people ready to experience everything Smash. During my dozens of matches, I played with every new character that wasn't in the E3 build. This mostly came down to focusing on completely new fighting styles as well as seeing what these new additions bring to the table.

For starters, let's talk about King K. Rool. The big bad croc from Donkey Kong Country is very exciting, though I wasn't sure how well he would play. Yes, obviously he is a bulky character that slowly moves around the stage. That being said, his moves are in a class of their own. His up air is fantastic for avoiding attacks as he flies high and dry. Another element I was really enthralled by was his shield. By timing this correctly, the attacks would bounce back from his belly. It takes a little bit of practice to nail down, but the results are incredibly useful when you get it. Naturally, the details are what make this character special. King K. Rool can throw his crown, fire his gun and move around in his amusing manner. This is easily my favorite villain in Super Smash Bros. and one I can't wait to play more.

Another fun newcomer is Isabelle. In the grand scheme of things, Isabelle is a tricky character that has a learning curve. Make no mistake, it is easy to dismiss her from a glance. The thing that stayed with me was ''distance''. The helping hand of mayor requires space for her attacks, something I slightly overlooked before. The Fishing Rod is a great example of this. With Isabelle's side B in tow, you can reel in the opposition and send them packing. I found this incredibly enjoyable, and it was literally how I opened every match with her. Another thing that I loved was seeing the Party Popper appear when doing simple Smash attacks. It maintains her propensity towards having and maintaining space. When your opponents get too close for your liking, Isabelle can fly up on a balloon swing!

Moving on, Incineroar took the most adjusting for me. The fire Pokémon is faster than I imagined, which is both a positive and a negative. Personally I'm better with just flinging moves around, which isn't what you're getting with this cool cat. His wrestling maneuvers require a certain timing, which is unlike anything I've seen so far. His Side B, where you can fling opponents into the ropes, requires multiple presses to get the right result. If you take your time, however, the mileage is really worth it. The Side B can be done from any height, ensuring that your opponents are never truly safe. Add this to the Up B attack, which sees you flinging Incineroar up into the air and following up with a diagonal kick back to earth. This can easily go awry, but once you string a bunch of moves together, you get some of flashest moves found in Smash.

The last true newcomer is Simon/Richter. As a big Rondo of Blood fan, I went for the latter choice. Now I have to admit that I played only one match with him, and the match didn't really go that hot. However, I was able to figure out the things that make the Belmonts tick. Richter mostly attacked from a distance with the whip as his primary weapon. The reach was quite excellent, and it proved very useful to stop projectiles. The Holy Water is great to stop opponents in their tracks and close in on them for some quick Smash attacks. It requires some thinking on the fly, which I will get the hang of with more time. All of Richter's attacks felt really punishing, and it helped me to stay close at the very least.

Next to the brand new characters, I also toyed around with the Echo Fighters for a match or two. My favorite of the bunch is Chrom. In the grand scheme of things, he certainly isn't very different from Roy, but he moves a tiny bit faster, which I like here. Roy has always been known for quick, hard-hitting sword attacks and Chrom underscores those perfectly. While I do feel that Chrom has more of a pivot, I need to play more to be 100% on that. Another character that left somewhat of an impression is Daisy. Her standard Smash attacks see Daisy pull out a golf club and her Side B attack is hilariously animated. In addition, just like Peach, the orange clad princess has a great recovery to boot.

All and all, I really enjoyed my time with Super Smash Bros. Ultimate. The variety of characters present is definitely promising, and I can't wait to experience how many favorites have evolved. While I still have a few questions, I am more than happy with all the new elements I got to uncover. King K. Rool and Isabelle, in particular, are two characters I could totally see myself dedicating more time to. In the coming weeks, I'm sure that I will see more of this game and know where I ultimately land. Until then, I'm just counting down the days!


100
TalkBack / Madorica Real Estate (Switch) Review
« on: November 04, 2018, 11:28:16 PM »

The pen and paper angle asks some dedication, but Madorica truly deserves it.

http://www.nintendoworldreport.com/review/48845/madorica-real-estate-switch-review

When it comes to unique offerings on Nintendo Switch, I honestly feel that Madorica Real Estate is at the top of the food chain. Made by Gift 10 Industry, it is a unique puzzle experience unlike any other on the platform. The combination of pen and paper puzzle games and the interaction with a game console is different from anything I've seen in recent years. The implementation of these logic puzzles could've proved intimidating, but Madorica Real Estate has a really good reason for it. Across twenty stages with multiple missions each, there is truly nothing that competes with Madorica Real Estate.

In Madorica Real Estate, you start a new job as a real estate agent. Interestingly enough, the company that shares the game's name is rather special. They deal mostly with houses no one else wants to touch, since they are haunted. In fact, the majority of the town is filled with these spooky houses. The leadership of the agency will ask you to put a stop to evil spirits inhabiting these homes. With magic and a bunch of floor plans at your side, you will take on one of the most challenging jobs in your life. The presentation is, at the very least, inviting, and features some solid tunes backing it all up.

The experience starts out easy enough. The initial three stages are tutorials to guide you through the basics. The floor plans aren't really complicated and Madorica's in-game hints really help. Your real work begins, however, after the opening moments have wrapped up. As you move along, you have to look around for clues in all directions and on the floor plans provided. The clues will ultimately lead you to spells that are a necessity to defeat the evil spirits. The type of magic will be different in every scenario, and this adds surprising moments to every puzzle.

The way you guide yourself through is really the best thing about Madorica Real Estate. While you naturally control your character in-game, the interaction with the title goes far beyond that. The floor plans, which are crucial to finishing the stages, can either be printed from PDF files or interacted with through a mobile app. With these tools, you will scribble down hints that you find along the way. Personally, I preferred pen and paper, but the application works just as well for those without a printer. All of this requires more dedication than your regular video game, but if you are an avid puzzle player, I sincerely believe that you need to experience this game.

Outside of really requiring you to commit, I don't have many problems with the title. When it initially came out, the English translations weren't too hot, but those have been altered after a recent update. The hints are far more understandable now, which helps you better grasp the proceedings. That being said, there are still some weird word choices that don't need to be there. Personally, the biggest gripe I have is that a time limit feels really out of place here. It is intimidating to see a time stamp put on a puzzle, even though nothing bad happens if you happen to fail it.

Madorica Real Estate is a puzzle game that stands on its own. While the English translation isn't perfect and time limit is unnecessary, there is so much good to be found here. The puzzles challenge you to find solutions inside and outside the game world. Using PDFs or a dedicated app, the player has to search for the tiniest clues. In every scenario, logic is what helps to bring you closer to the next mission. Every puzzle becomes harsher and forces you to figure out more on your own. It might be unrelenting for the average player, but puzzle lovers will absolutely get a kick out of it.


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