Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - oksoda

Pages: 1 ... 8 9 [10] 11 12
226
Podcast Discussion / Episode 5: Holy Conventions, Batman!
« on: October 22, 2011, 12:21:45 PM »

A super-sized episode featuring talks about New York Comic Con and the EB Games Expo.

http://www.nintendoworldreport.com/connectivity/28178

Boy oh boy, do we have quite an episode of Connectivity for you this week! Kicking things off, Nicholas and Andrew discuss what they saw and played at the recent EB Games Expo that made its way to Australia, including a handful of Nintendo's biggest upcoming games.

After that, Neal is joined by Pedro, J.P., and James as they talk about Super Mario Land 2, which just recently became available on the 3DS eShop. Is the quirky platformer worth your four bucks? These fine gentlemen will let you know!

Next up, Danny joins Scott to share his experience at the Legend of Zelda concert in Japan, which he was lucky enough to secure a ticket to. Listen in as Danny talks about the performance as well as the steps he took in creating his Tingle costume for the event.

But wait, there's more! Neal, J.P., and James return once more to talk about the latest 3D Classic, TwinBee! This segment meets the standards of most of the games in the 3D Classics series, meaning that it is a thing that exists. Instant classic.

Lastly, Neal joins up with Jared and Josh to go over Nintendo's showings at this year's New York Comic Con.

As always, you can go here to send us some email. Thanks for listening!


227
Podcast Discussion / Re: Episode 4: Mother 3 Brothers 
« on: October 19, 2011, 09:46:08 AM »
The discussion about Mother 3 got me inspired to play it and so far I really like it. The sprite animation is great, the music is great and the dialogue is that fine mix of quirky and seriousness that I really love about video games. Great Episode!!

That's awesome, Fleece! It's such an amazing game. I'm glad you are getting into it. As you complete chapters, make sure to check out Nate's feature!

228
TalkBack / Re: Nintendo World Report Declares New 'Catrap Day' Holiday
« on: October 13, 2011, 12:02:41 PM »
I'll pronounce it KAH-TRAP.

229
Podcast Discussion / Re: Episode 3: Around the Horn
« on: October 12, 2011, 12:20:22 PM »
Really, Karl? Hmm, I dont know about that.

I would say do your best with the Eccleston episodes. I agree that they start of slow, but like I said in the podcast, once it gets near the middle and you get episodes like The Empty Child or even Father's Day, it really starts to go. His episodes help pave the way for the Tennant years, and I think they are worth seeing.

Starting with Matt Smith and season 5 isn't bad, but there are so many great stories to be had with the Tennant seasons. And though it doesn't happen too often, there are some references in the Matt Smith episodes to Tennant episodes. Besides, can you imagine watching season 5 without having seen Blink or Forest of the Dead? Those are essential, particularly the latter.

Sundoulos, I say tough it out with the Eccleston season. It really gets better as it goes along, and once David Tennant comes along, you'll be hooked. Trust me.

230
TalkBack / Kyotokei Review
« on: October 11, 2011, 07:41:45 PM »

Borrowing heavily from one of the greatest shooters of all time is a surefire way to succeed... right? 

http://www.nintendoworldreport.com/review/28051

A big concern with cheap, downloadable games is originality. For every Angry Birds, you have a swarm of equally irate clones attempting to cash in on the former’s success. There’s nothing inherently wrong with paying homage to a classic or popular game, but walking that fine line between tribute and rip-off can be tricky save for the most skilled developers. It’s worth bearing this thought in mind as I continue forward, reviewing Microforum’s Kyotokei.

Released in August, Kyotokei is a side-scrolling shooter in which players take control of brother Kyo and sister Kei on their quest to save Estaria from the evil Rika. Of course, you’ll only know that if you read the game’s listing on the Wii Shop Channel. Otherwise, your task is to simply and effectively shoot down countless cute anime-inspired baddies with either a guy on a dragon or a woman on a flying broom. As is the case with most classic shooters, story is virtually non-existent; mastering levels and getting a high score are your motivations for playing Kyotokei. Though, the high-score carrot at the end of the stick is hollow and plastic, as there are no online leaderboards whatsoever.

Still, playing Kyotokei is actually rather fun. Its main play mechanic is pulled directly from Ikaruga, where players must navigate through two different color enemy attacks. In Ikaruga, they were black and white, and in Kyotokei, they are red and blue. The player also uses these colors - his character can switch between shooting blue attacks and shooting red. The strategy of Kyotokei comes in choosing which color to use. If you are shooting blue, you’ll do less damage to blue enemies, but you can absorb their bullets to fill up your special attack meter. Conversely, you could choose to attack them with red fire and do more damage, but you leave yourself open to getting hit. You can change the polarity of your character from blue to red at any moment, and doing so effectively is the key to not only getting a high score, but also simply surviving as bullets are flying in all directions and in both colors.

There are five levels in total, and, in typical shooter fashion, continues are limited, so the player is going to have to make some real commitment to mastering the attack patterns of enemies in order to make it through to the end. Unlike Ikaruga, which scrolled vertically and had a variety of structures that needed to be carefully flown through, Kyotokei scrolls horizontally, and levels are open and unobtrusive. In place of avoiding space debris and flying through giant factories, Kyotokei uses its enemies to create obstructions that must be avoided. Enemies will not only shoot at you, they will also fly around the screen and launch themselves in your direction. Some will even come in behind you, forcing you to stay to the middle of the screen instead of to the edge. It’s an interesting workaround to having the environment play a role in the action, but it made things a bit too chaotic at times. I’d rather see what I’m supposed to fly through than have enemies suddenly appear and fly into me.

Unfortunately, while playing Kyotokei can be fun, looking at and listening to it is downright laborious. The level backgrounds are sterile and simple, and the enemies, while vibrant and easy to see, are uninspired. I can appreciate that Microforum didn’t simply copy the robotic, futuristic aesthetic of Ikaruga and instead tried to do something different, but it just didn’t work here. Of course, none of these elements compare to the downright atrocious menu screen. It is so bad that I would honestly be embarrassed to open this game in front of friends. Thankfully, the game is technically sound and runs at a very solid frame rate throughout.

Kyotokei wears its influences brazenly, and though it attempts to differentiate itself in a few ways, the best part of the game is that which it directly borrows from Ikaruga. There is some fun to be had with Kyotokei, but ultimately, with only five levels to play and no online leaderboards, I can’t see how anyone but the most insatiable shooter fan would really enjoy it.


231
Podcast Discussion / Re: Episode 3: Around the Horn
« on: October 11, 2011, 09:38:06 AM »
Thanks for all the positive Doctor Who feedback. We had a blast talking about it. I'm positive we'll do another after the Christmas special.

And Plugagubz, I think you are right about series 7 being different than the past seasons. The very fact that he is going to go back "in the shadows," as he says, will fundamentally change the show. I mean, to this point, the Doctor has been rather outgoing and not exactly shy about revealing who he is. It'll be interesting to see him hide his identity a bit. Color me excited.

Who wants to take bets on the next funny piece of clothing the Doctor will wear and then remark "I wear X's now. X's are cool"? My guess is swimming goggles.

232
Podcast Discussion / Episode 3: Around the Horn
« on: October 07, 2011, 03:07:32 PM »

We're talking about all sorts of stuff on this week's Connectivity.

http://www.nintendoworldreport.com/connectivity/28026

Welcome to this week's episode of NWR Connectivity! We're still working things out format-wise, and this week we've got three segments, plus one bonus segment for you to enjoy.

First up, Andy, Mike, and Zach briefly go over some news and then dive into the listener mailbag.

Our second segment has Neal, Andy, and Zach talking about the recently re-released Mega Man: Dr Wily's Revenge for Game Boy.

After that, Neal and Zach will continue on and talk about their time spent playing Tetris: Axis and The Legend of Zelda: Four Swords Anniversary Edition.

Following the "end" of the show, feel free to stick around and listen to some of us babble on about everybody's favorite English export, Dr. Who.

We love listener mail, so if you have any questions (or comments) for us, send 'em here. Thanks, and enjoy!


233
It would be cool to let us suggest categories and submit questions/answers for you to use. Perhaps you can make a listener submitted category.

Great idea. If anyone has categories or questions/answers they'd like us to consider using, send them to us. Put "Jeopardy suggestions" in the subject line. I'm not sure when we'll do Jeopardy again, but we'll be sure to take them into consideration!

234
Podcast Discussion / Re: Episode 261: Dat New Bitness
« on: October 03, 2011, 09:20:58 AM »
Thanks for the Connectivity shout out, fellas!

235
Thanks for all the great feedback guys. We'll take it all into consideration next time we do the show. Like oohhboy pointed out, we were using the skype chat to buzz in, just going by whoever typed a letter first. Sound buzzers would be hard to do live, but I suppose it's something we could possibly add in post just to make it a little clearer who buzzes in. We'll see about that.


They need to clean up the sound or get some people better mics and level the volumes better. It's not loud, normal is fine, but there are a lot of quiet people.

Yeah, that's something I'm working on. I tried to mix the each track roughly to an equal level, but it varies at times. I've got ideas to fix this.

Again, thanks everyone for the feedback! In the future, we are going to do another episode of Jeopardy with listeners playing, so be on the look out for that!

236
TalkBack / Re: The Thieves of Justice: Mother 3 - Chapter 2
« on: September 27, 2011, 10:08:16 AM »
Oh Duster, that lovable buffoon. I need to start playing this again.

237
TalkBack / Re: Kirby Mass Attack Review
« on: September 26, 2011, 10:47:08 AM »
This game is adorable. Controls get a little wonky, especially when the Kirby's get really close to the edge of the screen and you are trying to tell them to keep walking, but still a lot of fun. I love the animation, particularly when the Kirby's get giant.

238
Podcast Discussion / Re: Episode 1: We're Back!
« on: September 26, 2011, 10:43:07 AM »
So each segment is done with a 20 minute limit?

I wouldn't say that it's a "limit" necessarily, just that we are aiming to keep them around the 20 minute mark. Two segments this week go a little longer than 20 minutes. That's just the sweet spot.

239
Podcast Discussion / Episode 1: We're Back!
« on: September 25, 2011, 12:01:09 AM »

Out from under the ashes of the Newscast bursts Connectivity. 

http://www.nintendoworldreport.com/connectivity/27936

Has it been two weeks already? Time flies when you take a week off from recording, though that time hasn't been wasted. We've put quite a bit of effort into getting the wheels in motion for this, NWR Connectivity. As you'll hear in the opening moments of the show, this is a brand new podcast aimed at better connecting you fine listeners to Nintendo World Report at large. Gone is the dominion we original Newscast-ies held over the airwaves, meaning any member of the staff is welcome to come on and talk about a topic, as illustrated by this first episode.

The Newscast crew opens things up, talking TGS news no less, before the second segment shifts to a conversation with J.P. Corbran and his acquisition of the ability to see 3D thanks to a surgery he had on the muscles of his eye. His blog on the topic can be found here (and the figure that had Zach distracted can be found here - NSFW). After that, a group of staff members get together and talk about the quality of Star Fox 64 3D and how it compares to the original.

Thanks for being patient with us while we got everything in place for the launch of the podcast. We are all incredibly excited about this new show format and what is possible with it. Thank you for joining us for this, the inaugural episode.

Oh, and we have a new fancy email address! We can be reached at Connectivity@nintendoworldreport.com. Be sure to send us some mail!


240
TalkBack / Re: Misty Pink 3DS Coming to Japan
« on: September 13, 2011, 10:48:57 AM »
I really, really want this.

241
Podcast Discussion / Episode 69: The End
« on: September 10, 2011, 12:22:05 PM »

The final episode of Newscast, and all we got was a lousy second circle pad.

http://www.nintendoworldreport.com/newscast/27750

Yes, it's true: this is the final episode of the Newscast. Fret not, however, for this is not the end entirely. Much like the Doctor, the show will regenerate into something new and familiar all at once. We are taking next week off to get all the little details nailed down, and to allow Neal to go and have his honeymoon (send him congrats on twitter @nron10), but in two weeks NWR Connectivity will emerge all shiny and new and ready for your listening pleasure. 

But before all that, episode 69! This week, we talk about the much-besieged 3DS and the new second circle pad as well as Dragon Quest X and Nintendo's bold move into an unknown frontier: the Internet! After that, the conversation steers towards the Ambassador games: Zelda II is great/awful, Yoshi needs cookies, and Metroid's password system is fascinating. Winding things down, we say goodbye to Newscast and talk a little bit about the new show, NWR Connectivity.

You can still send us listener mail to newscast@nintendoworldreport.com, and we'll be sure to read it on the new show!

Thanks for everything, guys. We can't wait to share the new show with you. See you in two weeks!


242
Podcast Discussion / Re: Episode 68: Ambassador's Quest
« on: September 07, 2011, 03:14:14 PM »
Ah ha! See, dummies, I say coupon that way because I am so educated and intelligent! Forget discount slips, I'm back to kyoo-pon!

243
TalkBack / Fading Mr. Fox
« on: September 06, 2011, 03:19:03 PM »

A look at Star Fox's diminishing relevance and prospective future.

http://www.nintendoworldreport.com/feature/27704

I don’t think it’s too controversial to state that Star Fox has lost a great deal of its pull. Where once the simple, geometric Arwing and its pilots offered a space opera that was decidedly Nintendo in all the best ways, new entries in the Star Fox series are met with caution if not outright indifference. What happened to Star Fox along the way that tarnished the legacy of the first two games? What can possibly be done to bring this series back to the highest echelon of Nintendo franchises? To answer these questions, we must start at the beginning.

There are two things I always remember about the original Star Fox, and those are that it ran at about 6 frames per second, and that the music was absolutely perfect. The theme for Corneria just captures the awe of what the SNES was doing with Star Fox, and the garbled “good luck” that precedes the first level feels like the developers are speaking directly to you. Though I jest about its performance on the hardware, Star Fox was still unlike anything available for consoles to that point, and it even rivaled the PC’s space shooters, games like X-Wing and Wing Commander. It was also a bold and innovative move for Nintendo, working outside the confines of typical platforming fare while also sapping the hardware for all it was worth, thanks to Argonaut Software and the FX chip.

While Star Fox was a technical marvel, it was with Star Fox 64 that the vision of the game was fully realized.  Basically a retelling of the first game, Star Fox 64 walked a thin line between being a story-driven experience and an arcade shooter. On one hand, the game offered branching paths, whose availability depended on actions the player took in the game; these paths would reveal something different about Fox and his relationship with his squad and his dead father. On the other hand, the game had no save feature whatsoever and kept track of your high score in each level, rewarding you with a medal if you did well enough. The game was insatiably cinematic, drawing inspiration from Star Wars and Independence Day, and featured several memorable set pieces, my favorite of which is the defense of the base on Katina from the enemy mothership.

Somehow, the stars aligned with Star Fox 64, and every aspect of the game just clicks. Our own Nate Andrews offered his opinion on this:

“I can't pinpoint with great specificity just what it was that continually piqued our interest in the game; maybe it was the effortless cool of the name, or the unprecedented smoothness of piloting an Arwing, or the dozens of contentious rounds of multiplayer that'd leave one of us sour for the rest of the day, or the soundtrack, which will remain delightfully seared into my brain for all time. Whatever it was, it kept us coming back -- day after day, week after week, and month after month -- for another crack at Andross, or another memorable multiplayer match.”

There is a debate amongst many, the NWR staff included, concerning which game is the better Star Fox: the SNES original or the N64 reimagining. Regardless of your opinion, after Star Fox 64, it seemed like Fox would be a mainstay among Nintendo’s eclectic cast of mascots, and we all waited patiently for Star Fox’s next space adventure.

Of course, this is where things start to go sour for Star Fox. After five years of waiting, fans were treated to Star Fox Adventures, a Rare game that took Fox out of his cockpit and had him running around beating up things with a staff. Sure, he could still pilot his Arwing during certain sections, but the focus was on the adventure game elements, which, taken on their own, actually weren’t all that bad. Pedro Hernandez elaborates:

"Star Fox Adventures is FAR from the worst game ever made. Despite being a straightforward Zelda clone, it does have its moments of fun and enjoyment. However, considering that this was the first new game since Star Fox 64, and one that took drastic measures in changing the universe, it's understandable why the series isn't as beloved as it used to be.”

I think Pedro is absolutely right. The mechanics are fine, but this isn’t the game that should have followed up Star Fox 64.

I find there are some interesting parallels that can be made here between Star Fox and other games, the most notable involving Nintendo’s other beloved space-faring mascot, Samus. Metroid: Other M is a divisive, middling game that features some of what fans expect from the series, but also a whole heaping helping of stuff no one was ever asking for. Both Other M and Adventures were reviewed well enough, but there is always that caveat that these aren’t the games we were expecting. As we move on, it becomes apparent that Star Fox still hasn’t really recovered from this misstep, and it will be interesting to see if this foretells the immediate future of Metroid.

From Adventures, Nintendo vowed to appease fans with Star Fox Assault, a game that was promised to restore the beloved element of Star Fox: the flying. Yet, the Namco-developed game couldn’t even do that properly, featuring a great number of Landmaster tank and on-foot segments. Worst of all, the controls outside of Arwing were clunky and cumbersome, so much so that these segments began to feel more like a chore. The game was reviewed humbly, but it certainly wasn’t good enough to be the true successor to Star Fox 64. For that reason, a great number of gamers paid it little attention.

With Star Fox struggling to find footing in the traditional, home console market, Nintendo went ahead and moved the series to the DS. This move made sense as: a) handheld games are cheaper to produce and b) the handheld market typically allows for a little more experimentation and creativity. Q-Games designed Star Fox Command and released it a year after Assault. It borrowed ideas from the canceled Star Fox 2, becoming an action/strategy hybrid. Players had to plot the movement of each member of the Fox’s squad across a map, choosing to engage enemies or pick up items while protecting the Great Fox from damage. It functioned surprisingly well, and while I don’t think it should become a mainstay in how Star Fox is played, it marked the first time in nine years that a new play mechanic in Star Fox wasn’t almost universally despised.

However, the game isn’t perfect, and with Command, we have another parallel with a once beloved icon. It had started earlier with Adventures, but in Command it becomes rather evident that the cast of characters has swelled and festered. Much like Sonic the Hedgehog, Star Fox keeps introducing more and more furry companions for Fox to interact with. It wasn’t an issue with Star Fox 64, as these characters were restricted to small cameos in particular levels, but with Command, it has gotten ridiculous. The game has nine different endings, and the plots here reek of soap opera nonsense. “Krystal is in love with Panther and abandons Fox!” “Krystal leaves both squads and becomes a bounty hunter. Years later, Fox runs into her, but doesn’t recognize her!” The whole game features these insufferable themes of love and betrayal, executed with the subtlety of an atomic bomb.

No. Please, no.

Now, here we are today. Star Fox hasn’t come gracefully into this generation, but it’s still around, somewhat battered and muddy. We are on the eve of the re-release of Fox’s greatest adventure, his future still unknown. Though he may have been joking, Miyamoto remarked that this 3DS outing has to be the absolute best in the series, or Star Fox is going on the shelf. That seems odd, though, considering that as long as the game boots up when you turn it on, it should automatically be the best. No, what Star Fox needs is a new start. Something stripped of all the baggage that has accumulated over the past 14 years. Our news editor J.P. Corbran speaks to this point:

“The N64 was the first Nintendo system I ever owned, and Star Fox 64 was one of the two games I bought alongside it. To this day it remains one of my favorite games. It left enough of an impression on me that I've bought every game in the series since then, and even though none of them have lived up to its legacy I really hope Nintendo keeps making them, because Star Fox 64 proves how great the concept can work when it's done right.”

Let Star Fox 64 be the blueprint. Let its impending re-release remind people why they cared about Star Fox in the first place. Make a sequel that exudes the spirit of the first two games but is free of all the extraneous missteps since. If it can’t be done, if Nintendo can’t find a way to make a fun and genuine Star Fox sequel, then perhaps Miyamoto really should put the series to bed. If the games keep featuring clumsy additions and half-baked plots, then Star Fox will only continue its spiral into obscurity.


244
Podcast Discussion / Re: Episode 68: Ambassador's Quest
« on: September 06, 2011, 12:09:12 PM »
Also, we fixed the iTunes mix up over the weekend. Just a little technical hic-up. Should be fine now.

245
Podcast Discussion / Re: Episode 68: Ambassador's Quest
« on: September 06, 2011, 12:07:14 PM »
Scott's way of saying "coupon" made me think of a mixture of Final Fantasy's moogles and Xenoblade's nopons.

After I read this, I asked my girlfriend if I say "coupon" weird. She said "yeah, you kinda do." Who knew! From now, I'll just say discount slips.

246
Podcast Discussion / Episode 68: Ambassador's Quest
« on: September 02, 2011, 02:48:04 PM »

I hope you're enjoying your Ambassador games, because I know we are.

http://www.nintendoworldreport.com/newscast/27683

We've got a small but sweet cast this week of Neal, Andy, and Scott. The three discuss the full slate of now available NES games for 3DS Ambassadors at length. Other topics covered include release dates and product info for The Legend of Zelda: Skyward Sword, Professor Layton and The Last Spectre, Tetris: Axis, and a few more. There's also a bit of discussion on GameStop's anti-consumer practices, and last week's 3DS Virtual Console release, Gargoyle's Quest.

Don't forget to send us your listener mail to newscast@nintendoworldreport.com


247
Podcast Discussion / Re: Episode 67: A Sense of Impending Doom
« on: August 31, 2011, 03:18:17 PM »
Yeah, Andy and I are totally going to have a dad segment. We'll either talk about babies, or just spend the 10 minutes actually being able to get some sleep.

248
Podcast Discussion / Re: Episode 67: A Sense of Impending Doom
« on: August 30, 2011, 12:15:08 PM »
What's up with the editing around the 20 minute mark?  Everyone was talking over Neal.  Seemed weird.

Yeah, Neal's computer lagged a bit because he had a lot of extraneous stuff running. We got it synced back up shortly after it starts. Just what was Neal running in the background that slowed down his computer? My guess is that he had opened about 15 tabs from this website: http://senorgif.memebase.com/

249
TalkBack / Tiny Toon Adventures: Buster Busts Loose
« on: August 30, 2011, 12:10:27 PM »

Buster busts loose alright, but I kind of wish he didn't.

http://www.nintendoworldreport.com/extralife/27629

With the 20 year anniversary of the SNES, I've written a lot lately about my history with the system and how I acquired it near the end of its lifecycle. For this reason, I pretty much only owned the finest games available for the platform, games I had my eye on for years. When I look at my collection today, there is one glaring exception present among the cavalcade of gray plastic: Tiny Toon Adventures: Buster Busts Loose. I can't recall the origin of this game, though I'd assume some relative gave it to me for one holiday or another. There is one thing I do remember about this game, however, and that's that I kind of didn't like it. Playing the game now, I can say that, unlike my feelings about mushrooms or Jar Jar Binks, this opinion hasn't changed since being a kid.


Upon first glance, Buster Busts Loose seems like a surefire success. The entire game is bright and detailed, with levels and characters pulled directly from episodes of the show. The music, too, is leisurely cheerful and emulates familiar tunes. The levels each play along a different movie trope; westerns, horror films, and even Star Wars are represented and spoofed as the game rolls along. There's even a Back to the Future reference! By and large, the game captures the light and satirical spirit of the show while also being a pop culture bonanza.


Unfortunately, I don't think the gameplay holds up quite as well as the aesthetics. Buster moves around just fine, but there are some weird and downright awful control issues. First of all, and perhaps I'm nitpicking here, Buster's main attack is his drop kick, which, when the button is pressed, results in Buster doing a back flip and kicking his legs out, damaging any enemy he comes in contact with. Yet, this attack is almost useless without jumping into the air first and then coming down on enemies. However, when Buster simply jumps on enemies, he takes damage. What this means is that rather than being able to simply press one button to hurt enemies, you must instead jump then press the drop kick button to inflict damage. It's just sort of odd and cumbersome, and it goes against a basic truth of most platformers, that jumping on enemies kills them.


I can adjust and let that complaint go, but I can't forgive the awful dash mechanic. Infusing a bit of Sonic-like speed into Buster, players can press the dash button (which, by default, is one of the shoulder buttons!) to see the blue bunny barrel forward with enough force to even run straight up walls. The first level uses the ability to middling success, as Buster must use the dash to simulate wall jumping, running up two walls and jumping between them to avoid enemies. However, it is the second level that really starts to illicit some frustration, as Buster must run along a mountain top while the train he was riding continues on below in a tunnel. Buster must dash and jump over chasms, typically leaping blindly and hoping to hit the next platform. I found that sometimes Buster would continue to dash upon landing, and yet other times he would stop, waiting for me to press the shoulder button again. That wouldn't matter, though, as even the briefest pause from dashing insured instant death. Worse yet, Buster has a meter which drains as he dashes, meaning if you happen to miss the item that restores your dash meter, you are dead. I can't tell you how many times, as an adult now, I had to attempt this stupid level before beating it. It's one of the most infuriating sections of a game I've ever played.


Also, Buster Busts Loose follows this odd 90's ideology of shortening the game when played on easy. Certain parts of levels (like the aforementioned train section) are simply cut out of the game when playing on easy, making for this weird, dis-jointed experience as, for example, Buster jumps out of a window chasing Max and then winds up at a haunted house with Max completely forgotten about. Then again, letting kids skip the dash portions of the game may be an act in mercy.


Buster Busts Loose is a game that could have been great. All the style and humor of the series is there, but some odd design choices hamper the experience. Who knows, though, I could be crazy. NWR's own Pedro Hernandez loves this game, and I look forward to seeing him defend it in the comments. IGN even recently compiled a list of the 100 best SNES games, and there's Buster Busts Loose, resting comfortably at #99. Either way, this nebulous game may be worth a look today, though only if you have some serious patience. Or a Game Genie.


250
TalkBack / Re: Professor Layton Hits DS One Last Time in October
« on: August 29, 2011, 03:48:51 PM »
Hmm anyone know anything else about London Life? Does it have any of the charm of Mother 3? Hell, what's it even like?

Pages: 1 ... 8 9 [10] 11 12