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Messages - oksoda

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126
TalkBack / Cooperative Play Almost Left Out of New Super Mario Bros. 2
« on: August 01, 2012, 10:56:35 AM »

Time constraints and technical limitations nearly left the ability to play the entire game with a friend on the cutting room floor.

http://www.nintendoworldreport.com/news/31213

New Super Mario Bros. 2's cooperative mode, which allows two players to progress through the entire main game together, was nearly unable to be included in the final product, the latest Iwata Asks revealed.

During the development of New Super Mario Bros. 2, Takashi Tezuka, who was overseeing the development of the game, suggested that a robust cooperative mode be added. Rather than the competitive mode that was featured in the original New Super Mario Bros., Tezuka instead envisioned a mode more akin to that in New Super Mario Bros. Wii.

While this inclusion seems like a no-brainer, it was met with hesitation from Yusuke Amano and Masaaki Ishikawa, the Director and Art Director of New Super Mario Bros. 2, respectively. Though a prototype of the mode was up and running, the pair didn't believe that they would have enough time to go back and retrofit the levels that had already been completed to accommodate a possible second player. More than that, they also pointed out that, unlike other entries in the series, New Super Mario Bros. 2's level structure allowed for a lot of exploration, not just simple left-to-right progression. This would prove troublesome in terms of how to focus the camera on both players.

The solution? Have the camera focus on one player, while allowing the two to compete for who that player is. Amano and Ishikawa rationalized it in a few ways, including how a less-skilled player can improve by watching a better one, and how two players can work together to collect the multitude of coins present on the screen at one time.

So, after some trepidation, the cooperative mode was included in the final product after all.


127
Podcast Discussion / Re: Episode 44: A Nice Little Romp
« on: July 28, 2012, 06:18:18 PM »
Actually, it appears that the file was never uploaded at all. We'll get that up ASAP. In the meantime, the AAC file is all good to go.

128
Podcast Discussion / Episode 44: A Nice Little Romp
« on: July 28, 2012, 04:25:30 PM »

A friendly visit to your ears from your friends at Connectivity.

http://www.nintendoworldreport.com/connectivity/31186

This is a show about video games, right? Well then, let's talk about them. 

First off, Carmine, Andrew, and Danny talk about their massive backlogs. How big is yours? I bet ours are bigger. Does the number 50 impress you, because it's pretty close to that. Yeah, I know, don't get me started. 

After that, Neal, Patrick, and Zach talk about the games they actually HAVE played. It's another installment of our evolving Game of the Year list, where we chronicle the best games of the year. I hope your favorite made the list.

And since we couldn't help it, if you stick around after the "real" part of the show, you can listen to Neal, Scott, and Zach blabber on about The Dark Knight Rises. Warning: Spoilers are all up in this segment.

We're fishing for questions, so send yours to us by clicking here. And if you've got a moment, please rate and review the show on iTunes!


129
TalkBack / Re: Rayman Legends Developer Demo
« on: July 26, 2012, 03:47:49 PM »
I'm interested to see how the game works when no one is playing on the GamePad. Still, Origins was dynamite, and this seems to pick up right where the other left off.

130
Podcast Discussion / Re: Episode 43: The Big Show
« on: July 23, 2012, 11:05:59 AM »
We could poll the forum for our surveys.

131
Podcast Discussion / Re: Episode X: The Non-Canonical One
« on: July 22, 2012, 11:54:54 AM »
while jeopardy is always fun i would have liked a regular RFN episode with connectivity cast. oh well maybe next time.

Maybe we'll do it down the road. Most of us Connectivity guys aren't as smart as the RFN crew, so don't expect much!

132
Podcast Discussion / Episode X: The Non-Canonical One
« on: July 22, 2012, 11:30:52 AM »

What if, in lieu of a regular episode, some of your favorite RFN hosts sat down to play a game of... Jeopardy?

http://www.nintendoworldreport.com/rfn/31128

You ever have a favorite TV show that delays progressing the story by featuring a one-off episode that both ignores and fails to impact the show's continuity entirely? Welcome to that episode of Radio Free Nintendo!

With the crew off for a little summertime R&R, Zach and I thought it might be fun to see if the guys would let us take control of RFN for a week in order to settle a bet once and for all: who is the most Nintendo-savvy of the Free Birds? The only way to do that, of course, is through a game of Jeopardy. So sit back and enjoy as James, Guillaume, and Daan (of the Famicast!) each try to secure the title of King Free Bird.

RFN will return to its regularly scheduled programming next week. If you need more words in your ears before then, you can always check out our other podcasts: Connectivity, the Famicast, and Radio Trivia.

Also, thanks to the boys for letting us take control for a week. In the words of Willard Christopher Smith, "I have got to get me one of these." Also, "WHOO!"


133
Podcast Discussion / Re: Episode 43: The Big Show
« on: July 22, 2012, 11:01:45 AM »
Did you guys recieve an emial from me recently? I ask because I am having trouble with my system and want to know if I am able to send any to NWR.

I'm almost positive we did, yeah. I'm sure we'll do a mail segment soon.

134
Podcast Discussion / Episode 43: The Big Show
« on: July 21, 2012, 01:58:17 PM »

Win millions of credibility on this week's Connectivity!

http://www.nintendoworldreport.com/connectivity/31125

Welcome one and all to a fabulous podcast of the Nintendo variety: Connectivity. Episode 43, to be precise.

To begin, we open with a segment from Scott, James, and Patrick about this summer's big licensed games. Did they all stink, or did perhaps one of them rise up from the pit of horrible licensed games hell to save us all?

After that, we one-up our Jeopardy segments with a new game show inspired segment: Who Wants to be a Nintendoaire?

Stick around if you'd like, after the show ends, for a bonus segment on The Amazing Spider-Man.

Don't forget, you can email us by clicking here, and if you rate and review the show on iTunes we will love you forever.


135
Podcast Discussion / Re: Episode 298: How Many Licks Does It Take?
« on: July 18, 2012, 10:08:55 AM »
Possible RFN Gap-fillers for next week?
 
- Radio Free Nintendo: Connectivity regulars fill-in, using the RFN "now playing", and then "listener mail" format to the show.

Hmm...

136
Podcast Discussion / Re: Episode 42: To the Rhythm of the Beat
« on: July 18, 2012, 10:07:38 AM »
How about a Pokemon Theatrhythm game? That would be awesome. You have to play the battle song well to capture Pokemon. The higher the level or rarer the Pokemon, the harder the difficulty is. Using a Pokemon that is super effective will increase damage and ease the difficulty.

Excuse my boner.

137
Podcast Discussion / Re: Episode 42: To the Rhythm of the Beat
« on: July 17, 2012, 03:19:52 PM »
Huh? Downloaded directly from the site? It shouldn't be...

138
TalkBack / Re: Now Hiring: Staff Artist / Web Designer
« on: July 16, 2012, 07:36:28 PM »
On a related note, we are also looking to hire someone who will make sure we never say "dope and fresh" again.

139
Podcast Discussion / Re: Episode 297: Hippy Shows
« on: July 10, 2012, 11:19:23 AM »
I do like Hd remakes of things I haven't played before, but it's highly unliky that Nintendo will chose to remake games I haven't played before.

Well, we'll see what you have to say when an HD remake of Captain Rainbow gets announced.

140
Podcast Discussion / Re: Episode 297: Hippy Shows
« on: July 10, 2012, 09:27:59 AM »
I predict a Connectibites v. RFN throwdown.

Well, since everyone on staff is essentially a Connectible, we have the edge in numbers. We should be fine as long as Jonny doesn't hit us with a debilitating peyote attack.

141
Podcast Discussion / Re: Episode 41: Forever Incomplete
« on: July 09, 2012, 12:07:04 AM »
So the theme seems to be, for most people, that RPGs are hard to beat. I wonder how developers can alleviate that issue? Smaller, downloadable RPGs, sort of like the Penny Arcade games? Breaking the game up into episodes for more convenient start/stop points?

142
Podcast Discussion / Re: Episode 41: Forever Incomplete
« on: July 08, 2012, 10:59:22 PM »
You have to understand that Neal Always wanted to be raised by wolves, but could never find any friendly enough. Now he is bitter and hates them. He has a sick affinity for killing Star Wolf with extreme prejudice in Star Fox 64.

143
Podcast Discussion / Episode 41: Forever Incomplete
« on: July 07, 2012, 10:04:53 AM »

What games will YOU never finish?

http://www.nintendoworldreport.com/connectivity/30983

As the barren summer months roll on towards a promising and bountiful fall, what better time than now for some somber reflection?

Kicking off episode 41, Neal and Zach talk about their lists of games they'll never, ever finish. Not that the games are bad, per se, but with Neal's model airplane hobby and Zach's burgeoning male model career, who has the time to play every game he wants anymore? Have some games that will forever be relegated to your backlog? Tell us about them!

Next, we have the second installment of our Pikmin series, focusing this week on Pikmin 2. JP, Andy, and Zach discuss the often-overlooked sequel before JP reveals that it is his favorite GameCube game EVER. Crazy, or just crazy enough to work?

Closing the show out is a bonus segment about Gravity Rush for the PS Vita (boo! hiss! snicker!), featuring Neal, Zach, and James. I can't make any dumb jokes here, because I frankly don't know what the hell a PS Vita is.

As always, you can send us listener mail by clicking here. Oh, and don't forget to review us on iTunes. See you next week for every podcast's milestone episode - number 42!

00:00:00 Intro

00:00:59 Games Never Finished

00:20:21 Pikmin 2

00:43:42 Outro

00:44:38 Bonus Segment - Gravity Rush


144
TalkBack / Re: Brave Review
« on: July 03, 2012, 05:29:00 PM »
Yeah, it's like I said, it isn't BAD, but it does get sort of bland after a while. If you are in love with the franchise, maybe rent the game for a weekend?

145
TalkBack / Brave Review
« on: July 03, 2012, 02:41:52 PM »

Another summer blockbuster season, another glut of tie-in video games.

http://www.nintendoworldreport.com/review/30939

It used to be that a video game released alongside a movie was a rushed, inconsistent work with no purpose outside of milking whatever money was left in your wallet after the price of the ticket and a tub of popcorn. But then Spider-Man 2 flipped the script, and suddenly, tie-in games could be not only noteworthy, but fun, too! So while there will always be the Iron Man’s out there, they are now balanced out by thoughtful uses of license, such as Toy Story 3. Likewise, there are those games that refuse binary cataloguing, neither good nor bad, which brings us to Brave.

Brave loosely follows the plot of the feature film, and opens interestingly enough. Merida, the orange-haired teen you most certainly recognize from the advertisements, enters chasing a bear through the woods. This first level combines both tutorial and exposition; the player is introduced to the different mechanics of the game, from platforming to combat, while animated vignettes pop up every few minutes to clue him or her into why Merida is following a giant bear. I was impressed with the streamlined approach here, and imagine kids who don’t want to sit through a five-minute cut scene will have their attention grabbed right from the get-go.

After the tutorial level is over, the player is left at the Ring of Stones, a glorified level select screen. Eight bland, grey portals line the outer rim of the cul de sac-shaped clearing, which teleport Merida to different areas to combat the blight of Mor’du and save her mother from the spell that transformed her into a bear. The different environments in which Merida winds up are varied enough, from volcanoes and frozen landscapes to swamps and castlegrounds. Though reading about the level select might intimate some sort of choice in which level to tackle when, in actuality, they must be played in order from left to right. The player has the option of returning to completed levels at any time, and there are hidden chests they can find in each, but I never once had the desire nor need to revisit a level (the chests aren’t that difficult to find the first time through).

Gameplay is broken up into three different sections. For the most part, the player will be in control of Merida, exploring each level while fighting off the army of Mor’du. Unfortunately, Merida isn’t particularly adept at the exploring part. She controls well enough on solid land, but platforming is, quite literally, a leap of faith. The camera will mostly be zoomed out and angled in a way that makes it difficult to line up successions of jumping from platform to platform. The inexplicable ability to double-jump allows for some correcting of misplaced jumps in midair, but often I found myself leaping and just hoping to see my shadow show up on the platform below me. Missing the platform entirely, which was common, plopped me back to where I was, removing a sizable chunk of my health in the process.

Merida fares better in combat, or at least in half of combat. You can make use of her sword by swinging the Wii remote in any direction. Unfortunately, the motion wouldn’t always register, particularly during more frantic moments of combat where I might be swinging quickly and with less precision. The bow was much more useful, and actually fun to wield. Pressing a direction on the D-pad would cause Merida to shoot an arrow in that direction, helpfully auto targeting enemies in the general vicinity. In later levels, where enemies can surround you, shooting the bow began to remind me of playing Robotron 64—using the nunchuk to move freely while firing arrows in all directions around me. There is also some strategy in combat, as each enemy has an element it is weak against, requiring the player to cycle through his available charms (earth, ice, air, and fire) in order to imbue his attacks with the correct power to easily defeat enemies. Later encounters throw multiple types of enemies at you at once, forcing you to choose which is the bigger threat and should be dealt extra damage.

When not playing as Merida, you play as the suddenly ursine members of her family. Her three little brothers, who have been transformed into bear cubs, pop up from time to time to help open gates or lower bridges via small puzzles. They aren’t too taxing, but I wonder how kids will handle a sudden stop in the action and puzzles that must be completed before pressing forward. Every so often, players will also take control of Merida’s mother in her bear form and be thrust into combat with a large number of enemies. There is no strategy or threat here; mash the A button until everything is dead and move on.

Much like a LEGO game, there are countless destructible items littering the world which gleefully explode into coins upon impact, which the player can spend on new skills for Merida to utilize during combat. Those hidden chests I mentioned earlier also carry either alternate costumes, tapestry pieces that provide boosts to health or damage, or new swords and bows. Again, they aren’t too difficult to find, but they do provide some incentive to explore the nooks and crannies of each level.

A word about the co-op mode: Where a LEGO game will split the screen to allow each player to wander off in any direction, Brave instead keeps the action squarely on the first player. Harkening back to the days of sticking my little brother with playing Tails in Sonic 2, it was all too common for me to start running one way while my girlfriend was exploring another. She would be left completely off-screen and would have to wait to be teleported back to me. I imagine kids, who might not exhibit the patience and understanding to wait and work together, might get frustrated by this.

Brave is an average movie tie-in game, and nothing more. The bow combat is fun, but the platforming and non-Merida moments are an absolute drag. There is some incentive for exploration, but even collecting everything, I was able to finish the game in five or six hours. I would only recommend this for kids absolutely frothing at the mouth for more Brave in their lives. Everyone else? Just go see the movie again.


146
Podcast Discussion / Episode 39: Connectivity's Ambition
« on: June 24, 2012, 03:17:16 PM »

A triple whammy of Connectivity awesomeness awaits you in this week's episode.

http://www.nintendoworldreport.com/connectivity/30848

Fancy meeting you here. Welcome to Connectivity, episode 39 to be precise. Boy have we got a good one for you this week.

In our first segment, Neal, Scott, and Patrick discuss games that they feel will be considered "classics" one day in the distant future.

Up next, Scott & Josh discuss the recently released cross over between Pokémon and Nobunaga's Ambition: Pokémon Conquest.

Finally, Mike, Andy, and Zach answer some recently received listener mail, loaded with fresh opinions on Nintendo's recent showing at E3.

Don't forget to send your questions into connectivity@nintendoworldreport.com, and give us a review on iTunes if you feel so inclined.


147
Podcast Discussion / Episode 38: Positively Positive
« on: June 17, 2012, 03:51:13 PM »

We try to be positive about E3 and Metroid: Other M.

http://www.nintendoworldreport.com/connectivity/30761

E3 is over and we're back in the saddle! First up, the home and away teams combine forces and try their damnedest to be positive about E3 2012. We follow that up with an N-Focus segment about the Pokémon Adventures manga. In our third act, we finally discuss our most recent Game Club game, Metroid: Other M. 

We'll be answering your listener mail questions about E3 and more next week, so be sure to send them in by clicking here.

Update: Apologies for the missing bit of Carmine's audio in our first segment. It has been corrected. If you downloaded the episode before 3:30PM (Eastern) on 6/17/12, please re-download it so you can hear the whole thing!


148
Podcast Discussion / Re: Connectibites 2012 E3 3DS Reaction Show
« on: June 07, 2012, 09:16:15 AM »
He was terrible, wasn't he? I think later on we mention how the guy from Treehouse who ran the Paper Mario and NSMB2 demos should have ran the whole thing.

149
Podcast Discussion / Connectibites 2012 E3 3DS Reaction Show
« on: June 07, 2012, 01:09:50 AM »

Hosted by the other Threediots.

http://www.nintendoworldreport.com/connectivity/30620

Remember when everyone was mad about the Nintendo E3 press conference? Well, what a swift turn of events, as palpable rage has acquiesced into quiet befuddlement.

Here to break down the events of Nintendo's, what, like third press conference this week, are Scott, Andy, and Grant. The gents go over what was revealed (or not so revealed, in any case) at the 3DS-centric event.

Enjoy the show. This will probably be the last podcast until next week, but who knows, we might just all find something else we want to complain about. In the meantime, click here to send us some listener mail!


150
Podcast Discussion / Re: Connectibites 2012 E3 Reaction Show
« on: June 06, 2012, 09:54:40 AM »
Find one of your comments kind of funny. I have been wanting to play Batman since it came out, but have not because I only own a Wii for this generation. Not everyone can afford every console that comes out.

Exactly. I know showing trailers for ports of existing games isn't sexy, but we shouldn't assume that no one is excited about them.

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