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76
TalkBack / Your Shape: Fitness Evolved 2013 Impressions
« on: November 23, 2012, 01:10:57 PM »

Ubisoft's latest fitness foray makes a good first impression.

http://www.nintendoworldreport.com/impressions/32593

Based on my tweets or Miiverse posts, you may gather that I volunteered to review Your Shape: Fitness Evolved 2013 in an ironic, “fitness LOL” kind of way. Truth be told, I’ve been on a little bit of a wellness kick the past few months, and I’m actually very much looking forward to messing around with Your Shape and, if it proves sufficient, making it a part of my exercise routine on days when I can’t get to the gym.

I’ve only spent three days in Your Shape thus far, but I’m incredibly impressed with the variety of workouts and activities as well as the game’s online component, which allows you to share your milestones with friends and view theirs, as well. The game features cardio workouts, yoga classes, Zumba-type dance exercises (featuring the music of LMFAO, Lady Gaga, Rihanna, and a few others), strength training programs, and more. In conjunction with what’s unlocked right from the start, the game’s currency (10 coins earned for every calorie burned) can be used to unlock additional workouts.

Your Shape also takes a more personalized approach with its program generator. Essentially, you tell Your Shape what you want to do (lose weight, build muscle, get more flexible, etc.), how many weeks you want to do it for, and how often each week you’d like to do it, and Your Shape develops a program featuring specific exercises to help you reach your goal. After that, it’s up to you to play every other day and complete your workouts. It seems like a promising feature, and I hope to put in a full week before my review in order to see just how effective it is.

The one negative thing that has struck me so far is how the game relies on the Wii Remote to grade your performance of the exercises. The movement of the Wii Remote, held firmly in your right hand, is how Your Shape determines if you nailed an exercise or were simply “OK.” This rating seems to impact how many calories the game thinks you are burning, which, in turn, directly affects the amount of coins you receive. It’s an incredibly imprecise system, especially coming from playing the game with Kinect, which, while still not perfect, was a much fairer judge of performance.

Overall, I’m still impressed with the game’s variety and ability to be personalized. I’m going to spend the next few days burning off this Thanksgiving Tofurky, but you can look forward to my review early next week.


77
Podcast Discussion / Connectibites: Nintendo Land Review
« on: November 23, 2012, 10:05:02 AM »

Join the Connectivity crew as they discuss the review of Nintendo Land.

http://www.nintendoworldreport.com/connectivity/32588

Welcome to this special Connectibite! Today, Neal, Andy, Scott, Patrick, and Mike discuss the review of Nintendo Land and debate on the overall score the game should receive. Listen in as the cast goes over the highs and lows of Nintendo's virtual theme park, and be sure to share your thoughts in the comments below!


78
TalkBack / Nintendo Land Review
« on: November 23, 2012, 10:04:57 AM »

Four staffers teamed up to sort through Nintendo Land. What was the consensus?

http://www.nintendoworldreport.com/review/32587

Editor's Note: Since Nintendo Land is a large game with 12 distinct mini-games in it, we decided to assemble an Avengers-like team of staffers to write about all the attractions and discuss the game. In addition, I implore you to check out the accompanying podcast segment.

Neal Ronaghan (NR): Nintendo Land is the emblematic Wii Sports-like game from Nintendo for Wii U, but it goes for a slightly different audience by employing a different technique. Instead of trying to be a game for everyone, Nintendo Land is more of a game for anyone who has any experience with video games. It's 12 attractions are layered with gaming tropes that, for the Wii Sports crowd, might be a little dense. Still, Nintendo Land sets out to be a showcase for the system and what it can do, and in that sense, it very much succeeds, even if the single-player experience is lacking.

Scott Thompson (ST): Neal nailed it; Nintendo Land is much more of a traditional game than Wii Sports ever was, and as such, it isn't a game your entire family will likely enjoy. This more focused approach might limit participants, but it also creates a deeper experience for the people who are ready for it. Wii Sports' bare bones, sterile look is completely gone, too. I was worried Nintendo might take a "Mario Party" approach when it came to presentation, doing just enough to get the game out of door, but I'm incredibly impressed with how the game looks and sounds. Each attraction has a specific look and features great remixes of classic tunes from the franchise it represents. I didn't expect to really be moved one way or the other with Nintendo Land; now, its most always what we are playing in my home.

Andy Goergen (AG): The visual aesthetic of the game is really appealing. It feels like there was a whole bunch of extra fabric left over from the world of Kirby's Epic Yarn, so they just used it to stitch together versions of Hyrule and other Nintendo classics. Seeing your Mii characters decked out Halloween costumes of your favorite Nintendo mascots is delightful.

Patrick Barnett (PB): Everything that they mentioned and more applies to Nintendo Land. Nintendo crafted an experience that really stands above Wii Sports from a creative aspect. The interconnected hub world feels like a place you could seemingly spend tons of time in while not actually visiting any of the real attractions. Subtle touches like prizes awarded from the coin mini-game or Miiverse integration are the things that will keep me coming back to Nintendo Land, even when gaming by myself. Single-player attractions may have some flaws, but for now, Nintendo Land is the quintessential multiplayer game that everyone should at least check out.

NR: Definitely. The prizes are addicting to accumulate, especially when it's stuff like a giant Deku Tree in the art style of the game. Still, the meat of this game is in the attractions, so check out a short review of each one below. Which one's your favorite? Let us know!

The Legend of Zelda: Battle Quest

One of the deeper experiences in Nintendo Land, The Legend of Zelda: Battle Quest takes players through a series of Zelda-themed stages, ambushing them with enemies around every turn. It’s easy to pick up and play, but somewhat challenging to finish. Players take on the role of Link, armed with one of his signature weapons. Players on the GamePad fight with a bow and arrow, and use the gyro controls to aim. A flick of the right analog stick fires  an arrow, or you can hold it down to charge your shot. You can also use the right analog stick to aim, if your gyro gets a bit off-center. The GamePad controls work well, and of course the Kirby’s Epic Yarn-inspired fabric Hyrule looks amazing on the screen.All the other players wield the Wii Remote Plus, taking control of the Master Sword. Controls are akin to Skyward Sword with one-to-one sword action, and a shield you can raise using the B button on the Remote.

Progression is automatic, which takes a bit of the “Zelda mystique” out of the experience, but the combat is still loads of fun. The players share a single life bar, making it imperative to cooperate in finding the best approach to any given battle. The game gets difficult fairly quickly, but the more you die, the more extra hearts you can gain from your fallen players the next time around. -AG

Pikmin Adventure

While Pikmin 3 might have missed launch, Pikmin Adventure makes up for it. This cooperative attraction puts the GamePad player in the shoes of an Olimar Mii (complete with his army of Pikmin) and the one-to-four Wii Remote players as Pikmin Miis. The level-based game requires the players to work together to defeat enemies using simple attack commands.

The action gets hairier as time goes on, with giant enemies, cool power-ups, and a variety of hazards. The enemies are all mechanized toys based off of Pikmin enemies, and if they happen to eat a character, that character turns into a walking piece of poop (no joke). It's that kind of whimsy and silliness that makes this a fun experience. Even more fun is the underlying competition of the whole attraction, as players try to level up their character by collecting nectar, which increases attack and also blooms the Pikmin. -NR

Metroid Blast

Made up of both cooperative and competitive modes, Metroid Blast is probably the most "core" experience available in Nintendo Land, and Monita is wise to warn the player of such right from the start. Up to five players can team up to combat waves of enemies, or they can battle each other in one of two competitive modes. In another proof of concept for asymmetrical gameplay, four of the players dress as Samus and wield Wii Remotes and Nunchuks while the other controls Samus' ship via the GamePad.

Playing on the ground as Samus should feel familiar to anyone who has played a first-person shooter on the Wii in the past. Unlike Zelda Battle Quest, which doesn't let players move themselves, Metroid Blast sets players free to run and strafe around environments while firing upon waves of enemies. However, this freedom also creates a huge hurdle for any less acclimated players, who may experience confusion and irritation. Still, those familiar with shooters should undoubtedly enjoy playing without restriction.

Using the GamePad to control Samus' ship isn't an easier affair; it's equal parts complex and rewarding. Moving the GamePad around in real space shifts the ship's targeting reticule, while the left stick moves the ship forward, backward and from side to side, and the right stick changes altitude and turns the ship. It definitely takes some getting used to, but with practice the controls begin to make sense. Whizzing about the map, strafing around towers and unleashing fiery death from above is an absolute joy, and I'm sure groups of friends will fight over who gets to use the GamePad each round. This is one of the best attractions Nintendo Land has to offer, and as long as your group is familiar with playing games, I'm sure you'll return to it often. -ST

Mario Chase

Mario Chase holds a unique distinction for me. It was the first Wii U game I played at E3 2011, when it was called Chase Mii. Not much has changed since then, but considering the electricity of the game then, nothing had to. The GamePad player controls a Mario-hatted Mii who must evade the Toad hat-wearing Miis in one of three different levels. Everyone has a third-person view, but the GamePad player can view a top-down map showing the location of each player.

That’s more or less all there is to it, but that simplicity makes it ones of the best multiplayer games in Nintendo Land. The other two competitive attractions are similar, but Mario Chase embodies the purest form of that concept. This is hide-and-seek on a grand scale. The levels present unique challenges; the first is simple and without hazards, and the other two feature mud and slides, respectively. You can play the game with up to five players, but it can scale all the way down to two players, in which case two Yoshi carts drive around and seek Mario as well. Mario Chase is, in my eyes, the showcase multiplayer game for Nintendo Land. Considering the quality of the other multiplayer games, that makes it very special. -NR

Luigi's Ghost Mansion

Easily one of the best multiplayer attractions available in Nintendo Land, Luigi's Ghost Mansion perfectly illustrates the value in asymmetrical gameplay. Supporting up to five players, Ghost Mansion pits a group of Miis against a single ghost in one of three levels. Relegated to the GamePad, the ghost's objective is to gradually capture and cause the Mii players to faint. He is completely invisible on the TV screen, where the players view the action, and must use this tactical advantage to elude and sneak up on his unsuspecting pursuers.

Meanwhile, Mii players are left to wander around the area, trying to shine their flashlight on the ghost in order to deplete his health and defeat him. The flashlight beam reveals and harms the ghost, but it must be used sparingly, lest the battery run out and momentarily leave the player defenseless. Instead of relying on the flashlight alone, the players have a few other cues to let them know when danger approaches. The most important of these is the Wii Remote vibration. When the ghost is in a player's general vicinity, his controller slightly rumbles. If the ghost is within very close range, the player's remote rumbles heavily, and the music heightens in response. Lighting also crashes from time to time, lighting up different areas of the level and, if he is in that light, revealing the position of the ghost.

The game scales for fewer than four human Mii players by featuring AI-controlled bots that wander around the stage. Disappointingly, the ghost cannot destroy these bots, so the game loses a bit of the suspense and classic horror movie progression of slowly picking off protagonists one by one. Still, this game instantly makes clear just what is possible with asymmetrical multiplayer and how the GamePad can create experiences unique to the Wii U. Much like the other great Nintendo Land attractions, though, the limitation of three levels is disappointing. -ST

Animal Crossing: Sweet Day

Animal Crossing: Sweet Day finally gives you an excuse to eat way too much candy, which is essentially the goal for those controlling animals in this competitive multiplayer attraction. While players with Wii Remotes seek out candy, the player holding the GamePad tries to stop them. The game is played differently depending on the number of players, and creates a different fun experience in both instances.

Stash mode is played during one-on-one matches. In this mode, the animals must pick up candy and drop it in one of the locations around the map. Carry mode is played with three to five players. In this variation, players must cumulatively carry a given amount of candy at one time to win. I definitely found Carry mode more enjoyable from an animal's perspective because of the cooperation required to succeed. Players must communicate to help each other avoid the guards and get the candy from trees. Compared to the other attractions, this is the game that forced my friends and I to talk with each other the most.

From a guard’s perspective, the activity is essentially the same in either game mode. Controlling both guards at the same time could prove a bit difficult for some, but it is one of the game’s most redeeming qualities. Being able to independently plan out paths for both guards is very rewarding when it leads to the capture of an animal. Animal Crossing: Sweet Day has already provided me with hours of fun, and I am sure it will continue to do so. -PB

Yoshi's Fruit Cart

Yoshi’s Fruit Cart brings back our favorite dinosaur to once again do what he seems to do best: collect fruit. While playing, the game forces you to painstakingly switch your view from the TV to the GamePad in order to draw a path for Yoshi to follow. Along this path, Yoshi finds various objects, such as fruit, presents, or even chili. Drawing the line isn’t very engaging and feels more like a chore than interactive gameplay. Like other Nintendo Land attractions, the game forces you to start from the first stage every time you wish to play. This isn’t an issue in attractions that move at a quick pace, but Yoshi’s Fruit Cart is a far more methodical activity, making each play session a chore.

The lack of online leaderboards makes playing through the game over and over again even more pointless. In the end, I can’t recommend Yoshi’s Fruit Cart to someone looking for single-player fun. It may be fine once, but having to play everything again may make you want to turn off the game. -PB

Octopus Dance

Easily the weakest link in the Nintendo Land package, Octopus Dance is a rhythm game that uses the tilt controls of the GamePad and both analog sticks. You try to replicate the actions of an on-screen avatar using these controls. The catch is that you must change your view from the GamePad screen to the TV between rounds, as your Mii will turn around and face the opposite direction, making the controls seem reversed.

It takes far too long for this game to get difficult, and once it does, it doesn’t become any more fun. The lack of checkpoints and leaderboards, along with all the other shortcomings of the solo attractions in Nintendo Land, is even more glaring when the game isn’t fun to begin with. The entire package could be improved if this game wasn’t even included. -AG

Donkey Kong's Crash Course

DK: Crash Course is one of the most challenging Nintendo Land attractions. Gameplay involves handling gyro controls in combination with button presses, which should challenge even the most experienced player. Despite the difficulty, it is hard not to fall in love with this game’s premise and just wish for more. The lack of additional levels is probably the attraction’s greatest downfall. You can only access the additional stages present when you complete those before it in succession. Having to repeat the same 10 minutes of play to get to the fourth stage, often only to fail, became quite frustrating.

Some of the game’s other, more enjoyable quirks outshine these replayability issues. The ability to race against the ghost of a previous attempt is a great way to encourage faster times, and it was entertaining to find that, despite the existence of a clearly defined path, your vehicle could avoid an obstacle in obscure ways. While DK: Crash Course may not be the game that gathers people around the TV, it is certainly the best single-player attraction in Nintendo Land. -PB

Takamaru's Ninja Castle

Yes, everyone's demands have been heard: Takamaru returns! Oh, did I say everyone? I meant absolutely no one. Based on the Famicom game Nazo no Murasame Jō, this Nintendo Land attraction is the evolution of the shuriken throwing demo first unveiled at E3 2011. The player is asked to simply hold the GamePad sideways and swipe his hand toward the TV screen to throw a shuriken; the quickness of the swipe dictates the velocity of the projectile, while moving the GamePad around in real space alters where it will land. Takamaru's Ninja Castle is Duck Hunt 2.0, an evolution of the light gun genre.

The conceit of the attraction is the capture of Monita by some rogue, leaving the player responsible for making his way through the various levels and rescuing her (it?). Takamaru is one of the more pleasant looking attractions, with bright, vibrant colors and a world made of wood, cardboard, and construction paper. It makes me long for an HD Kirby's Epic Yarn or Paper Mario game. Still, a beautiful wrapping can't disguise the fact that this attraction is rather limited. The first few minutes of playing Takamaru are fun, and throwing shuriken feels comfortable enough, but after a level or two of mindlessly swiping the GamePad, I was ready to move on.

Though the attraction throws in some elements to break up the monotony, such as scrolls you can activate by drawing a circle on the GamePad, and periodical bonus levels, it doesn't change the fact that, for the most part, the player simply swipes the screen endlessly to down foe after foe. A neat idea, and it's easy to see how a fuller title could utilize it, but its charm wears quickly, and the player may soon decide to take his sore arm to one of Nintendo Land's more worthwhile single-player offerings. -ST

Captain Falcon's Twister Race

This F-Zero racing attraction has you turning the GamePad vertically, much in the same way you would with Takamaru’s Ninja Castle. Steering is done entirely by tilting the GamePad left and right. The GamePad screen gives a nice overhead view of the action, while the TV shows the race from the driver’s perspective.

Although the game is fun, the lack of true checkpoints makes it hard to want to come back to the Twister Race after you get particularly far. The early portions of the race are too easy, and take too long. By the time the difficulty ramps up, you’ve already sunk about five minutes into the race. Every time you die, you have to replay that first five minutes.

As with the other Nintendo Land games, the lack of online leaderboards really hurts the solo experience. It’s no fun competing with only yourself for high scores. -AG

Balloon Trip Breeze

Most of Nintendo Land’s single-player games rely on a patting-your-head-while-rubbing-your-belly kind of challenge. Balloon Trip Breeze is no different. The basic concept involves you using the stylus to draw wind to blow your Mii through beautiful backdrops while collecting balloons and avoiding hazards. It’s a high score game at heart, though the stages change and increase in difficulty as you progress. The difficulty ramps up quickly: after gentle, sunny days, wind and rain make your balloon trip your worst nightmare.

Breeze is also as unforgiving as most of the other single-player games, as you restart whenever you die. It’s not as egregious as Donkey Kong’s Crash Course, especially since Balloon Trip has always had this quality, but it’s still frustrating. While your enjoyment of Balloon Trip may dictate your enjoyment of this game, Balloon Trip Breeze is fantastic and addictive, which is precisely what a high score game should be. -NR


79
Podcast Discussion / Episode 60: Like a Candle in the Wiind
« on: November 17, 2012, 04:36:06 PM »

The last pre-Wii U episode of Connectivity EVER.

http://www.nintendoworldreport.com/connectivity/32518

Gather 'round, kiddos, and listen to the episode of Connectivity ever recorded... before the Wii U is released. I bet you can figure out what we talk about on this episode. If you haven't yet, the answer is Wii U. We're pumped as hell and we just can't take it anymore.

After you get your Wii U tomorrow, I bet you'll have a ton of questions. You should ask them to us, because maybe we have the answers! You can send them in by clicking here. Now stop reading this and go wait in line for your Wii U, or if you already have one, GO PLAY IT!


80
Podcast Discussion / Episode 58: Time Warp
« on: November 03, 2012, 10:07:02 AM »

A good stack of listener mail and then a trip back to 1996.

http://www.nintendoworldreport.com/connectivity/32365

Just a couple of weeks left until the launch of the Wii U, and this week we ponder unanswered questions while also looking back at another console launch year.

First off, Scott, Patrick, and Zach answer another round of Listener Mail. Topics include the lack of Wii U advertising, the problem with Wii U ports, the quiet surrounding Wii U's online infrastructure, and the dilemma of playing Pokémon on a 3DS.

After that, Zach departs and Neal takes his place for another rousing edition of "That Nintendo Year." This week, the boys revisit 1996. The grunge scene was fading, Bill Clinton had been re-elected, and a new Nintendo console was on the horizon. While the SNES had a few great final games up its sleeve, the focus is most definitely on the Nintendo 64 and its small but noteworthy launch window library.

If you've got some questions for us, be sure to click here to send them our way. And don't forget that next week is the third annual NWR Live Podcast Telethon. We're back at it again, raising money for Child's Play. We'll be there with a live game of "Who Wants to be a Nintendoaire?" in which YOU can be a contestant! So be sure to tune in.


81
Podcast Discussion / Re: Episode 57: The Halloween Spook-tacular!
« on: October 28, 2012, 07:35:43 PM »
DUUUUDE! You are amazing! I'll see what kind of swag we have around and get a hold of you.

82
Podcast Discussion / Re: Episode 57: The Halloween Spook-tacular!
« on: October 28, 2012, 12:03:00 AM »
I've always wanted to play Amnesia. Maybe I'll download that tonight...

83
Podcast Discussion / Re: Episode 57: The Halloween Spook-tacular!
« on: October 27, 2012, 06:26:00 PM »
Well, for Connectivity extra credit, if any savvy people would like to take the audio, sync it with the episode, and then post it on YouTube, we'd probably give you something. Something good, too!

84
Podcast Discussion / Episode 57: The Halloween Spook-tacular!
« on: October 27, 2012, 11:33:09 AM »

Prepare for scary games, listener mail, and a special Super Mario Bros. Super Show commentary.

http://www.nintendoworldreport.com/connectivity/32266

A lone cabin sits atop a hill, made from the trees that once occupied the clearing. A haze of fog surrounds it, pierced only by the dagger-like rain pelting the cabin. Inside, six people sit around an old book, discovered in the basement. Its cover is rough and leathery, and the pages are inscribed with ink of the darkest red. One of them begins to read from the book, not realizing that off in the distance, through the thicket of bush and bramble, something stirs at an old graveyard. It is Episode 57 of Connectivity.

As the night winds down, Scott and Andy make their way to the wooden table in the kitchen. They discuss some of their favorite scary games while the rain grows louder, almost as if it is trying to invade the small cabin. The power goes out suddenly, and the two men stumble toward the den.

The glow of a fire dances across the room, and Scott finds himself among Neal, Zach and Patrick... Andy is gone entirely. The group finds a stack of letters and begins to read them in front of the fireplace. They concern Paper Mario and the approaching Wii U almost entirely. But before they can all be read, the front door slams open, as if by an unholy force, and a gust of chilly wind extinguishes the fire entirely. A long, ominous howl approaches the open door, and the group scatters in different directions.

Scott and Zach stumble into the cellar, where Mike sits, staring motionlessly at a projector. It has a reel of film on it, caked in dust and cobweb. The guys nod in agreement, and flip the machine on, and instantly, absolute horror is strewn across the far wall: an episode of the Super Mario Bros. Super Show. The trio does the only thing they can... and that is sit down and make fun of the entire episode.

Sunlight begins to trickle through the gaps in the logging, and the group reassembles in the den. They have survived the night, somehow. If you'd like to send them mail to inquire about their experiences in that cabin, you can click here. We'll see you next week... or will we?


85
TalkBack / Paper Mario: Sticker Star Preview
« on: October 17, 2012, 09:12:26 AM »

The paper-thin plumber returns!

http://www.nintendoworldreport.com/preview/32108

Though it was announced in 2010, it wasn't until their 3DS showcase at E3 2012 that Nintendo finally pulled back the curtain on Paper Mario: Sticker Star. In the past few months, we’ve seen a steady stream of information released on the upcoming 3DS RPG, and it wouldn't be too far fetched to imagine that some of that information has slipped right by you, the faithful reader. But fret not! We here at Nintendo World Report have compiled what's known about the paper-thin plumber's sticker foray and presented it below.

A return to form... sort of.

Super Paper Mario was a departure for the Paper series, intended to create a game more akin to Mario's original 2D exploits on the NES and SNES. It retained the always-appealing visual style, but ditched a lot of the RPG tropes that had defined the series to that point, specifically the turn-based battle system. With Sticker Star, developer Intelligent Systems has decided to return to the RPG conceits of the first two games. Well, mostly, anyway.

Turn-based battles are back, but with an entirely reworked structure. Rather than equipping items and leveling up, Mario has only his handy sticker album to defend himself. Mario uses the stickers he acquires (more on that in a bit) to perform attacks in battle. The typical jumps, hammers, and fireballs are all accounted for, but Mario relies on stickers to initiate the attacks, and once he uses a sticker, it is gone forever. This finite limit to Mario's offensive output forces the player to approach each battle with care, as bigger, more powerful stickers need careful rationing for use at only the most important of moments. Despite the sticker motif, the ability to press a button at exactly the right time to increase damage is still present, as it has been since Super Mario RPG.

The new Battle Spinner also plays a role in making battles more interesting and random. The Spinner is a slot machine that may grant Mario more stickers during battle or offer him the ability to use more than one attack during his turn. Mario can also spend coins to rig the Battle Spinner and give him a better shot of getting a matching spin. So, much like in real life, the wealthy get to create their luck.

The reliance on stickers means the removal of Mario's ability to level up. You can find items that increase Mario's overall HP, sort of like heart containers in Zelda, but you gain no experience points. Instead, Mario's power grows as he finds more powerful and useful stickers. This, again, illustrates the importance of collecting and managing stickers throughout the game.

Sticker Star eschews the large, connected worlds of the past games in favor of a more traditional world map that features different levels, titled in familiar fashion as 1-1, 1-2, and so on. However, this doesn't mean you play levels only once. Secrets and alternate exits require stickers Mario may not have the first time through, creating an impetus to revisit levels as Mario's sticker album grows. It isn't clear yet if revisiting levels is essential to progressing through the game's story or if it’s simply for the completionists, so we'll have to wait and see.

Stickers, stickers, everywhere.

Sticker is the word this time around for Mario, and it invades every aspect of playing Sticker Star. The game opens with Mario visiting the seemingly annual Sticker Fest (you remember all the times Mario talked about the Sticker Fest, right?), where, as is always the case, Bowser intrudes and is actually turned into a shiny, foil sticker, gaining power so great even Mario is left defeated. Enter Kersti, who imparts Mario with the ability to use stickers, and encourages him to collect the six Royal Stickers in order to defeat Bowser.

As mentioned earlier, Mario relies entirely on stickers to battle enemies and solve puzzles. Naturally, this means no shortage of stickers to collect. Mario finds them stuck to surfaces around the environment and simply plucks them off for his own use. He can also use his coins to purchase them from shops. Thus, the game encourages the player to explore levels for "free" stickers while also accruing funds to purchase the more powerful, rare stickers that are useful in tougher battles.

Appealing to the collector in us all, the stickers vary visually depending on their ability and rareness. Plain, silver, gold, and shiny stickers litter the world and are progressively more worthwhile depending on their color. So, much like finding a foil in a pack of Pokémon cards, a shiny sticker's worth is instantly made clear to the player by its sheen alone. While the lesser stickers still serve an important purpose in making sure Mario always has a move to make in battle, those rarer stickers look quite nice waiting in Mario's sticker album until just the right moment.

A conviction to theme.

Sticker Star seems to push and play with the paper/sticker atheistic more than any of the previous games in the series. The world is as bright and paper-esque as ever, and the ways Mario interactions with it exude creativity. Characters bend and reshape themselves in order to make platforms Mario can use to access new areas. Enemies pluck structures from the world, ball them up, and throw them away, forcing Mario to find and replace them. Termed "Paperization," Mario has the ability to affix stickers to the levels to gain access to new places or trigger events that change the landscape.

Mario also happens upon objects plucked from the real world, such as fans, scissors, the cat figure we've probably all seen in trailers, and more. While he can convert these items to stickers and use them in battle or to solve puzzles, they also build the meta-world of Sticker Star. They imply a world beyond the screen of the 3DS, where the events of Paper Mario would appear to play out on an artist's desk, with the items on that desk accidently becoming incorporated. It all builds and strengthens the paper theme of Sticker Star, and isn't unlike the superb use of crafts and fabrics seen in Kirby's Epic Yarn.

***

So that's what we know so far. Paper Mario: Sticker Star hits America Nov. 11 before arriving in Japan and Europe during the first week of December. Keep an eye out for our review, which will be posted before the American launch.


86
I thoroughly enjoyed Skyward Sword. There were times when the controls would frustrate a bit, but it's a gorgeous, ambitious game. I think it will be the template that the next handful of Zelda games follow, much like Ocarina of Time before it (and a Link to the Past before that). I can't really understand all the negativity surrounding what is an earnest and joyful game throughout.

87
Podcast Discussion / Re: Episode 53: Did You Hear Neal Went to Florida?
« on: October 02, 2012, 11:41:31 AM »
Hmm interesting question. Should you buy an SNES copy of Yoshi's Island?

Honestly, most of the difference between the GBA and SNES versions is cosmetic. Less screen space, not as vibrant and sharp, etc. But the games still play the same, so you didn't necessarily miss anything only playing the GBA version. Unless you like to collect or really yearn to play the game in its original format, you can probably pass.

88
Podcast Discussion / Re: Best of the Wii: Boom Blox Bash Party
« on: September 30, 2012, 09:29:41 PM »
The links should be fixed now. If you downloaded this from Itunes already and it didn't work, try deleting that and re-downloading.

89
Podcast Discussion / Episode 53: Did You Hear Neal Went to Florida?
« on: September 29, 2012, 09:44:49 AM »

Alternate title: So, I was really drunk in college, and...

http://www.nintendoworldreport.com/connectivity/31927

Connectivity is back this week with a fresh tan and an impending doctor visit for this weird, itchy rash...

First up, Neal sits down with Scott to discuss his recent trip to Florida where he, among other things, had a chance to play Disney Epic Mickey: Power of Illusion. Learn about the different Disney franchises that are represented, how the game plays, and how many frequent flyer miles Neal earned on the trip. Then Neal closes with his top 5 Disney World rides in order of which made him cry the least.

After that, our "That Nintendo Year" segment returns, focusing this week on 2001, the year that both the Game Boy and GameCube launched. How did Nintendo retire the N64 and Game Boy Color in the final months before the new hardware arrived, and how was the launch software for the GBA and GC? We tell all!

As always, you can click here to send us listener mail. What are your thoughts about Nintendo and 2001? Was it a good year for both old and new hardware? Let us know!


90
Podcast Discussion / Re: Episode 52: Nintendo Indirect
« on: September 27, 2012, 03:04:21 PM »
Oh yeah, that makes sense. I think that was illustrated pretty well in the most recent episode, too, where the three went on some crazy adventure that lasted something like a couple of weeks only to reappear at the same party as if nothing happened. Timey wimey, and all that.

91
Podcast Discussion / Re: Best of the Wii: Xenoblade Chronicles
« on: September 20, 2012, 11:46:48 AM »
Vicki, you are hardcore.

Honestly, if it were up to me, this would be number one. I'm still playing through, but I am just consistently blown away by this game. The Galaxy games are right there, but I think Xenoblade really moves the genre forward and will eventually be included on the list of must-play RPGs, the kind of games that define the genre.

92
TalkBack / Re: Wii U Toys Coming to Burger King
« on: September 19, 2012, 10:07:54 AM »
"Currently no other information on the toys is known."

Oh come on, how fucking meta is that? We know nothing about the toys about the console which we know virtually nothing about (at least until last week)!

93
Podcast Discussion / Re: Episode 306: Suckers Anonymous
« on: September 17, 2012, 12:22:14 AM »
I'm not at all a hockey fan, Shaymin. ;-) The lock-out will affect Lindy more than I, for sure.

Where as I am, so Connectivity will start being posted 15 minutes after we finish recording a segment. Then I'll lay in bed, stare at my Jonathan Toews poster, and weep quietly.  :'(

94
TalkBack / Re: Casual Encounter
« on: September 12, 2012, 03:39:32 PM »
@NinSage

No offense taken whatsoever. The point of this editorial was to generate conversation about something I haven't noticed much of anyone talking about: what I consider to be Nintendo's re-focus on more traditional gaming experiences. I framed that around the lack of a new Wii Sports game which was THE game that defined the Wii and introduced a whole new group of people to video games, a group which I don't think will have interest in Nintendo Land. I'm not up in arms about it or trying to raise any alarms, I just think it's something worth talking about upon the precipice of learning full details about the Wii U's launch.

@Luigi Dude

I'm with you about the Wii having a great selection of games, despite the widespread misconception that it doesn't. But I wonder if you over-value what Wii Fit U will do. If the different SKUs rumor is true, then it's likely we'll see a Wii Fit U bundle announced tomorrow, but I wonder if the strength of the brand hasn't weakened since Wii Fit Plus. Like Neal pointed out, there are a bevy of exercise games available now, from Kinect to iPhone, which replicate or improve upon Fit's offerings. Moreover, I think Wii Fit was a perfect storm; Wii consoles were in a crazy amount of households already, and it had huge mainstream buzz (Oprah!). I really don't think that's going to happen again.

95
TalkBack / Re: Casual Encounter
« on: September 12, 2012, 11:10:44 AM »
Why would Mrs. Thompson care about Metroid? But what if she did? What if she bought this Wii U thing for some reason (it's a TV remote! And I could videochat with my son on it!) and then she plays this weird "NintendoLand" game and, lo and behold, gets sucked into Metroid Blast. And then a message comes up on the Wii U GamePad: 'Like this? Try downloading "Super Metroid" for SNES.' So mom does. And loves it. (Because I don't care who you are, Super Metroid is brilliant.) And suddenly we've taken a non-gamer into someone who might be interested in a new Metroid game that comes out in Fall 2013 and retails for $59.99.

I think you've seen this scene too many times! http://youtu.be/K2mpHD7xjeg?t=40m10s

For the record, I'm incredibly excited about Nintendo Land. But it's not going to draw people in the way Wii Sports did, there's no way. I don't think there's necessarily anything wrong with that, but my point is that I think Nintendo is aware and prepared for a certain population of Wii owners not to carry over to the Wii U. As Ceric pointed out, that could be calculated, as the Wii Sports crowd may not have ever bothered purchasing other software. Either way, it's going to be interesting to see who adopts the Wii U and just how widespread its appeal is.

96
TalkBack / Casual Encounter
« on: September 11, 2012, 11:32:14 AM »

Is Nintendo leaving behind the audience that Wii Sports created?

http://www.nintendoworldreport.com/editorial/31630

In just a couple of days, all of our questions about the Wii U will be answered. Price, launch date, different bundles, launch games; these are the details Nintendo will finally be sharing after staying silent at E3 this year. However, there’s one question that’s been on my mind over the past few months, and I think it’s one we’ll have a clearer answer to after Thursday: where does the audience that Wii Sports created fit into the scheme of things?

I’ve noted it a few times on Connectivity, but I was shocked that there was no mention of a “Wii Sports U” at E3 this year. The Wii, for better or worse, is synonymous with Wii Sports, much in the same way Mario was with the NES. Though its charm has most likely faded with you, the reader of an enthusiast press site such as this one, there is no denying the strength of the brand and what it did to continuously propel the Wii to the top of the NPD charts for several years after launch.

So what gives? At first, I thought perhaps Wii Sports Resort had failed to sell particularly well, but according to Nintendo’s own fiscal results, the game has sold over 30 million copies worldwide as of March of this year. To put that number into context, Super Mario Galaxy has sold just over 10 million copies worldwide while having a two year head start on Resort. Clearly, the brand still has cachet. Its omission from the launch of the Wii U is glaring.

It's weird, too, when you consider that we know Wii Sports U exists in some form or another. When the Wii U was first announced at E3 2011, some uses of the GamePad were illustrated via Wii Sports, such as aiming and throwing a pitch or looking down at a golf ball on a tee before swinging. Several other tech demos for the Wii U from that year have popped up in other places, such as Nintendo Land, so it's not likely that Nintendo simply scrapped the Wii Sports-themed demos. It's possible that Nintendo couldn't figure out a way to use the GamePad in an engaging way across a series of different sports-related mini-games, but it's more likely that they are simply waiting to bring Wii Sports back at another time. But how will launching the game separately and further down the road from the Wii U appeal to people who thought the Wii was the same thing as Wii Sports, not a platform for other games?

It’s not that I’m necessarily pining for another Wii Sports game, but there is a whole market out there, which Nintendo helped create with Wii Sports, that simply isn’t targeted by the Wii U’s apparent launch line-up. Nintendo Land is great for lifelong Nintendo fans who want to learn the ins and outs of the new hardware with a game draped in nostalgia, but I promise you that my mom isn’t the least bit moved that Metroid and F-Zero are represented in the game. Moreover, the games of Nintendo Land aren’t going to be familiar to someone who hasn’t played video games before. This is the complete opposite of Wii Sports’ mantra.

The hardware itself, particularly the GamePad, isn’t helping matters, either. The Wii U seems to be targeting a younger, more tech-savvy generation who will come in with some amount of experience with motion and touch-based input systems. Further still, the inclusive, casual gestures of the original Wii Remote have been replaced by the ultra-precise Wii Motion Plus, requiring a greater finesse in use. This technology will seem absolutely foreign to an older audience which was able to easily pick up the Wii Remote and play a game of bowling.

The Wii U seems like it isn’t going to hit the same audience that the Wii did, but I’m starting to wonder if that’s by design. If one wants proof that Nintendo is focusing its efforts back towards more traditional games, he need look no further than the 3DS. Touch Generations, the branding under which more casual-friendly software would arrive for the original DS, has been discontinued, and I’m hard-pressed to think of any games for the 3DS, apart from Nintendogs + Cats, that strike the same level of wide appeal as those Touch Generations games did. Meanwhile, the spotlight has been on games like New Super Mario Bros. 2, Paper Mario: Sticker Star, and Luigi’s Mansion Dark Moon; games which certainly have a large audience, but not of the same makeup as one which we associate with the likes of Brain Age.

Come Thursday, we are going to know a whole lot about the Wii U. Assuming that Nintendo doesn’t throw a curve ball (no pun intended) and announce Wii Sports U as a pack-in title at launch, I think we’ll also know a good deal about Nintendo’s intentions with Wii U.  For all those who have clamored for Nintendo to take a greater stake in creating more traditional gaming experiences, it would appear they've listened. Sure, there's SiNG and Wii Fit U to try and fill the void of Wii Sports, but games like these succeeded on the Wii because everyone had already bought one to play the pack-in game. Will the same be true about the Wii U? I'm doubting it.


97
Podcast Discussion / Best of the Wii: Donkey Kong Country Returns
« on: September 11, 2012, 10:11:12 AM »

Donkey Kong returns to his Country roots and finds himself on our list of Top 10 Wii games. 

http://www.nintendoworldreport.com/connectivity/31627

Our list of Top 10 first party Wii games rolls on, landing today on Donkey Kong Country Returns. Andrew, Scott, and Zach talk about why the Retro Studios reboot of the beloved SNES series rightfully belongs among the best games on the Wii, even if rolling is inexplicably mapped to shaking the Wii Remote.


98
Podcast Discussion / Re: Episode 50: Cake, Cake, Cake, Cake, etc.
« on: September 08, 2012, 07:17:18 PM »
Is the title a Rihanna reference?

100% yes.

99
Podcast Discussion / Episode 49: Rocket Man
« on: September 01, 2012, 12:06:48 PM »

Have you ever listened to Connectivity... in zero G?

http://www.nintendoworldreport.com/connectivity/31508

Prepare to blast off with episode 49 of Connectivity!

First, we travel to a far and distant place called Australia, where Nicholas Bray and Andrew Brown probe the patrons of the Manifest anime convention to see how excited they are for Wii U. Unfortunately, Nick and Andrew's immune systems weren't used to the disgusting atmosphere of a convention, so both were defeated by the common cold. 

After that, Neal, Zach, and Scott receive cryptic messages from outer space in the form of listener mail. The signal seems to inquire about Nintendo picking up more western second party developers, what GBA and DS games a newcomer should play, and how more games can utilize asynchronous multiplayer. More importantly than all of that, though; the signal appears to be coming closer...

Next, Nicholas Bray emerges from the TARDIS, fully regenerated and ready to host another one of his N-Focus segments, focusing this week on GoldenEye 007. 15 years after the game's release, Nick talks about the legacy of the game and shares some of his and other staffers' memories. He can't stay long, though, because the Daleks are afoot.

After the outro, please stick around for a bonus segment all about space with Dr. Jonathan Metts. He answers a number of your questions, from the benefits of privatizing space flight to the effects of weightlessness on the body, before sharing an absolutely DELICIOUS recipe for his world (and beyond) famous moon cheese spread. The secret ingredient? Sage!

That's it for this week's show. Click here to send us listener mail. Oh, and not to spoil anything, but next week's episode is number 50, and you can expect a lot of fun things then. So be sure not to voyage into deep space and accidentally stumble upon a portal to Hell before then. Toodles!


100
Podcast Discussion / Re: Episode 48: A Doggy Dog World
« on: August 26, 2012, 10:28:56 AM »
Huh, we must have overlooked them. But you know we'd never ignore some questions from Kentucky Tim! I'll see if we can work it into this week's show.

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