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Messages - Webmalfunction

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276
Podcast Discussion / Re: Episode 385: Boogy-Dad, Boogy-Dad
« on: June 02, 2014, 09:50:46 PM »
As someone who buys one version of every Pokemon game, including remakes and 3rd versions, and as someone who has dabbled in competitive play and understands crap like EVs, base stat totals, and knows the difference between OU and Ubers, I think I can speak as a "hardcore Pokemon fan."

I'm with Jonny on this one. Pokemon Y has been my favorite Pokemon game to play through in recent years in no small part due to EXP share. I could have a full team of 6 pokemon of relatively equal strength without having to go through the tedious bullshit of switching them out or grinding. It's more fun for me this way because I prefer having a balanced team that covers all of the type bases rather than brute forcing fights where I'm at a type disadvantage, like I did in previous games.

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My HM Slave, who NEVER personally saw the light of combat once during my initial playthrough was level 87 by the time my first run through of the game was finished.

Christ dude. No offense, but that sounds like a you problem. I fought nearly every trainer I could throughout the game and my event Blaziken (that gets faster EXP growth due to technically being "traded"), which I used frequently, barely broke level 70 by the time I beat the game. And that was with EXP share on the entire game.

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does irreversible damage to the immersion and challenge.

Really? You're looking to a Pokemon game for challenge? Without EV training, my Sylveon swept the Elite Four of this game at level 40. The E4 and champion all have pokemon in the mid 60s. All it took was a good moveset and smart tactics. These games are easy as hell regardless of EXP share. If you want real challenge, play against other real people. And EXP share has absolutely no effect on that whatsoever.

I personally don't understand getting immersed in a Pokemon game either, as to me the appeal lies in a chess-like anticipation of the opponent and peeling away the layers of the complex systems of the game as opposed to the world and characters, which I find bland and one-dimensional. But I'm willing to concede that other people may feel differently in that regard.
I agree. Pokemon is an easy series on its own. When EXP Share gets added in, it becomes baby difficulty. Any challenge-based opportunity that may arise becomes eliminated.

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Podcast Discussion / Re: Episode 385: Boogy-Dad, Boogy-Dad
« on: June 02, 2014, 01:40:58 AM »
If you don't like Exp. Share, just turn it off. I don't think Nintendo owes players anymore than the option of not using it. It's been a great thing for me, but if you don't want it, you can just pretend it doesn't exist. Everybody wins.


Are you two really so concerned about other people's Pokemon experiences that you don't trust them to decide for themselves whether to use such a feature?
Giving me the option to use it at literally any time already does irreversible damage to the immersion and challenge. By not using the casual button, I am effectively making the game pointlessly more difficult just because, and that knowledge is enough to kill any reality I like to put my head in when I play these (I don't think I'm quite alone either). By forcing casual mode on my game and not making its acquisition optional, Nintendo is dropping the base standard of difficulty and giving me an unnecessary responsibility to bring it to even minimal series standards. Nintendo gives me a choice to turn the item on, but they don't give me the choice to have the item in my bag to begin with. Without even thinking about anyone else's experience, not giving me that choice hurts my experience directly.

All I ask is that Nintendo makes it so you have to go a teensy tiny bit out of your way to intentionally activate casual mode and make it clear that this is what it is. No one misses the opportunity and I don't have to have the EXP Share in my sight. That's how everyone wins -- not through asking someone to pretend something doesn't exist when it clearly does.

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Podcast Discussion / Re: Episode 385: Boogy-Dad, Boogy-Dad
« on: June 01, 2014, 10:19:23 PM »
The Pokémon XY talk was so fascinating because of the differences in experience there are between someone neck-deep in that **** like I am and someone who simply likes the games once every 2-3 entries. I don't mean in a "I understand this better than you" way either -- the way we look at the game is fundamentally different. You seem to play it as an enjoyably easy JRPG that becomes better with more streamline. I feel like I play these games as Pokémon journey simulators where immersion and challenge is key.

Because of this, I hate the EXP item because I don't even have the option to put it in my bag -- the game does it for me and I have to decide not to use it.  I like earning my Magikarp evolution and I like having to work for my fun and satisfaction to at least some extent in these games (which is, in itself, part of the fun and satisfaction) because it makes the game feel more like a proper journey. You could tell me that it's up to me to use the item and my fun is my responsibility, but forcing the option into my bag and forcing it so I have an easy button switch at my fingertips automatically destroys a lot of tension and immersion just by knowing it's there (regardless of whether I use it or not).

I think the proper solution to a lot of in-game easy buttons is to make it so optional that you have to search it out for yourself. For instance, let's say there's an EXP Station in the first town for trainers "just starting out." When you go there, you have the option to, upon agreeing, "set a no-cost frequency on your phone" or some **** to do the exact same effect as that EXP item, and when you want it gone, you can turn it off by going back to the "shop" and talking to the person at the counter. As in, make it so optional that it establishes that it's the casual option, forces you to go to a clearly marked building, and ultimately have to agree to make the game unnecessarily easier. This seems like the fairest option for everyone.

I'm glad you enjoy the item though.

279
TalkBack / Re: Second Opinion: Mario Kart 8 Review
« on: May 15, 2014, 02:44:43 PM »
Alex wrote that editorial, and I don't think we would allow the same person to write such a thing and later review the game.
This is correct. I wouldn't have wanted the review to begin with.

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TalkBack / Re: Second Opinion: Mario Kart 8 Review
« on: May 15, 2014, 10:16:18 AM »
Neal and Daan's review scores were determined before they ever played the game.  Based on comments from Connectivity, it's clear that Neal and Daan are tired of the core gameplay of Mario Kart.  I respect that that is their honest opinion of the game and the series, but maybe take that into account when reviews are assigned.  This is a Nintendo enthusiast site, so I assume that there is someone on staff who is still excited about Mario Kart.  Let that person review the game.  Personally, I still really love the core Mario Kart gameplay elements, and I'm okay that it has become a bit iterative.  I spent hours playing MKWii and MK7, and I can't wait to spend hours playing MK8!


I love the content you guys make, but if you find yourself thinking "this is more of the same," realize that this game series doesn't match your personal tastes anymore and find someone who can look at the game from a less jaded perspective.

IMO, both reviews seem completely reasonable, if not differing about one point from the average. I'm personally glad Neal got the NA review copy because he was right in the middle of the hype. He wasn't so excited that he would be guaranteed to give the game yet another 9, but he wasn't so down on the game that he would be guaranteed to give it a 5 either.

I won't speak for the site specifically when I say this, but I think the best reviewer for a game is one who understands what a game is supposed to be while not holding a severe bias for or against it.

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TalkBack / Re: Three Reasons Why I’m Not Excited for Mario Kart 8
« on: May 15, 2014, 09:49:56 AM »
I am not sure many of these reasons are actually valid.


1) What do you get with any game when you take HD away? a fun game? is that bad?
2) The roster is not only larger than any other, and despite the babies, the roster is actually the most impressive.
1) When it's the same fun game we've had since 2008 (we could dig a little deeper to MKDS if you want), sure it is.
2) Quantity doesn't mean jack when the quality isn't there. 9 unique characters, sure, but 7 are Koopalings, one is a baby version of the worst Mario character, and the other is another metal heavy reskin. If this isn't the bottom of the barrel, I'm terrified for Mario kart 9.

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For #1 if you remember the in game title screens they had the lit up areas on the two similar to this. Not saying they are not introducing new mega evolutions, it just seems similar to those title screens. (Which amounted to nothing at all at the time so it isn't a first.)


That's a really fantastic observation. However, the markings between title screen and final design are identical, unlike the markings on 3DS Groudon vs. old Groudon and the Kyogres.

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TalkBack / Digging Deep into Pokémon Omega Ruby and Alpha Sapphire
« on: May 08, 2014, 11:16:06 AM »

Alex turns 30 seconds of video into a surprising amount of analysis.

http://www.nintendoworldreport.com/preview/37364/digging-deep-into-pokemon-omega-ruby-and-alpha-sapphire

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I am excited. With the announcement of Pokémon Omega Ruby and Alpha Sapphire, my favorite generation of Pocket Monsters is finally getting remade. In the months leading to its worldwide release in November (why not just wait until E3 to announce this, Nintendo?), you will see plenty of articles discussing what we want from the games and why I’m wrong for picking Ruby and Sapphire as my favorite Pokémon games, but today’s preview will consist entirely of my realistic predictions and analysis.

Although no screenshots have been released, Nintendo’s surprise announcement today gives us a surprising amount of information to parse through. First off, they released a trailer today:

Outside of 3D Pikachu coming back for another worldwide announcement, the game covers seem to be the only big piece of info released. Of course, as many of you discerning fans may have noticed, there is something fishy about these covers. Actually, four things are fishy:

1) Kyogre and Groudon are (probably) getting Mega Evolutions or new forms

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When you look at those markings on Groudon and Kyogre, you might think that it’s simply stylized box art with flashy colors. However, the markings on Kyogre and Groudon are not consistent with the markings of the original monsters. Compare the front of old Kyogre’s skull to the front of new Kyogre’s skull. There are markings on the new one that aren’t even suggested on the original monster. Groudon, meanwhile, has markings that look like they are made of lava, and the markings on the front of his body are completely different from his original gray stomach. These design changes aren’t the only ones, but they are certainly the most obvious.

In other words, the fact that there are markings on these Pokémon that did not exist on the original in any form tell me that we are probably looking at Mega Groudon and Mega Kyogre. Additionally, if these were just box art dressings and nothing more, it would be the first time ever that anything like this has happened.

2) Japan and Europe are getting colored boxes (and North America isn’t)

This one is less fishy and more New Super Mario Bros. 2-esque, but if you look at the trailer for Europe (it's the same in Japan), the cases for Omega and Alpha are red and blue respectively, as opposed to the North American trailer (see above) where we get the boring white boxes.  

3) In case you had any doubt, they're (probably) running on the X and Y engine

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On the covers of both games, the 3D warning text box says the following:

“Playable in 2D. Some areas also playable in 3D.”

As I just realized, the text box for X and Y says this:

“Playable in 2D and 3D.”

At best, Nintendo simply changed policy and this means it’s going to be a similar “sometimes 3D” affair like Pokémon X and Y. At worst, there might be even less 3D and they just put it all in the battles and skip overworld stuff entirely. It’s probably my least favorite thing about the newest games, but I guess I shouldn’t be surprised that the "feature" is coming back.

4) “Dramatic new world”

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In the trailer, the phrase “dramatic new world” is used. In the press release put out this morning, the phrase “dramatic story within a spectacular new world” is used. The games do promise to be “a fresh take on Pokémon Ruby and Pokémon Sapphire,” so these aren’t strictly entirely new games. On the other hand, “dramatic” is such specific phrasing that I can’t help but feel like these games are going to be something more than remakes. Are they running with a Black and White 2 kind of thing with these acting as sequels? Is Hoenn not as confirmed as we thought it was? Am I reading too much into PR wording? These are the questions going through my head right now.

Actually, I can answer at least one of those questions. According to the latest Nintendo financial briefing, these games are not sequels, but instead "full-on remakes," presumably like FireRed and SoulSilver before it.

That covers just about everything I need to say regarding the new games (for today, at least). I’m very excited and even more curious, so I can promise more Pokémon talk as we lead closer to its November launch. Are you looking forward to the latest annual installment of the Pokémon franchise? Be sure to sound off in the comments.


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TalkBack / Re: Three Reasons Why I’m Not Excited for Mario Kart 8
« on: May 05, 2014, 01:34:02 PM »
That "laziest sequel ever" diatribe looks even more egregious now than when I first read it.
The only difference between now and when I wrote it is that I now know for a fact that my fears were met.

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TalkBack / Re: Three Reasons Why I’m Not Excited for Mario Kart 8
« on: May 05, 2014, 11:25:35 AM »
Hey! did that direct for MK8 last week get you hyped?


Nope.

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Podcast Discussion / Re: Episode 130: PAX East 2014
« on: April 24, 2014, 12:26:32 PM »
Brad > Vinny > don't care about everyone else


Eh. I like all of them, but Vinny has been a favorite of mine since I started following them. This isn't the place for me to be bringing tier lists, but I like everyone there for different reasons.

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TalkBack / Re: Three Reasons Why I’m Not Excited for Mario Kart 8
« on: April 22, 2014, 12:49:53 PM »
Just for the record guys, the entire point of this article is how I personally feel, with a huge emphasis on the fact that I'm basing this on personal hype and the possibility that I end up being wrong by the end of this when it finally comes out. There's a HUGE difference between an article called "Why I'm not excited" and an article called "Why this sucks."

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TalkBack / Re: Three Reasons Why I’m Not Excited for Mario Kart 8
« on: April 21, 2014, 03:12:12 PM »
I really can't believe that opinion piece.... -_- Mario Kart has always been a party game. The single player has never been broken. People who think otherwise are looking for a racing game in a racing-themed party game. Of course you are bound to be disapointed. The Koopalings do not have personality... that's true, but neither does Birdo, Drybones, Daisy or Lakitu. If anything, Mario Kart fleshes-out those characters. Mario Kart has always been iterative in nature, with one title per generation. There is never any real revolution in the genre... that's the harsh truth. I'm still hyped for it, but I know what Mario Kart is... I believe you are disappointed because your are being delusional about the game's fundamental nature.

Being fundamental or traditional doesn't excuse a video game from criticism. If anything, it puts the game in more dire need of criticism and evolution. It's not that I don't know what Mario Kart is -- it's that I want more for it. The genre you describe it as (which disagrees with Nintendo's own labeling, I might add) is irrelevant. If something is poorly done, its (fan-provided) genre doesn't excuse it of being poor.

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TalkBack / Three Reasons Why I’m Not Excited for Mario Kart 8
« on: April 21, 2014, 01:21:00 PM »

After you take away the HD, what does this game actually have left?

http://www.nintendoworldreport.com/editorial/37209/three-reasons-why-im-not-excited-for-mario-kart-8

Mario Kart 8 is on its way to Wii U, and there is a lot of hope on this game turning the console around. While I absolutely disagree with that line of thinking, my focus today is much smaller in scale, discussing why I am personally less excited for this game than some of you might be.  Please understand that I’m writing this based on having just about the same access to the game as you; I haven’t played it since E3, so I absolutely leave open the possibility that the game proves me wrong when it hits shelves on May 30. Feel free to respond in the comments below as to why you agree or disagree with me.

3) They still haven’t fixed single-player.

“It follows the same structure of eight cups, with four featuring new tracks and four featuring retro tracks, making for 32 tracks in total,” said Neal in his latest Hands-on Preview for the game. There could be room to pull a last minute reveal that the game has a story mode as good as the recent Mortal Kombat or Injustice games, but let’s be real. Considering the game has only been in development for a little more than two years, which is Mario Kart standard at best, and considering it follows the same eight-cup format, the single-player is pretty much guaranteed to be exactly as awful, exactly as bland, and exactly as not fun as it has always been. You can go ahead and tell me that the multiplayer is the only mode that matters and that good online conquers all, but that doesn’t excuse the game from having a single-player mode that consists of “race on all of the tracks three times and then maybe make the courses mirrored.”

2) That character selection list is very troubling.

Of the 27 revealed characters, four are babies and seven are Koopalings. That accounts for eleven total, or 40% of the revealed list. There are at least three more characters to be revealed thanks to that demo image that got out, but even if there are more, there realistically will not be twenty or even ten more. You should also recognize that certain characters with good chances have not been revealed yet, like Dry Bones, Birdo, Mii, Bowser Jr., Diddy Kong, Dry Bowser, and King Boo. If there really are three slots left, there isn’t very much room for ingenuity, is there?

New characters with personality excite me, not seven Koopalings whose only personality traits really go as far as their attack patterns. I know this could lead into a discussion about a game called Nintendo Kart, but what if they included a couple of outside Nintendo characters to join the party? What if they dipped into RPG characters like Fawful? What if Wart made some kind of appearance? It sure would be better than re-using the same characters repeatedly while scraping the bottom of the platformer barrel.

1) It looks like one of the laziest sequels Nintendo has ever made.

It’s HD? It better be, it’s on an HD console. It has SOME orchestrated tracks? Congratulations on that massive gameplay achievement. You can use anti-gravity to make the game look slightly different? That totally isn’t an aesthetic change. The fully-utilized GamePad controller can display a horn, split-screen, AND a map? Glad to see this technology isn’t going to waste. I don’t mean to be so mean about this, but it looks like they’re taking Mario Kart 7/Wii and adding just enough content to get away with making Mario Kart 7/Wii again in HD. It’s not like Smash Bros. where it will be the first entry with acceptable online either – 7, Wii, and even DS had pretty good online modes. When the biggest thing people can talk about relating to this game is how you can only hold one item at a time, it tells me something. It tells me that Mario Kart 8 is likely going to be this generation’s Animal Crossing: City Folk, a game that added so little to the formula that one could justifiably consider it an expanded remake of Wild World.

These three reasons illustrate why I’m not excited for this game, why I don’t think it will be nearly as big as Mario Kart Wii, and why I might not even buy it if these three concerns are realized. Outside of being Mario Kart, and I still could be underestimating the value of that, there is nothing here to grab onto other than how it looks. For me, that just isn’t enough.

At least there’s Mario Kart TV.


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Apologies for my space audio. On Connectivity this week it will be infinitely better and normal because I recorded it natively there.

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TalkBack / New Items Revealed for Super Smash Bros. Wii U and 3DS
« on: April 08, 2014, 08:01:00 PM »

Finally, the most-anticipated announcements are here.

http://www.nintendoworldreport.com/news/37111/new-items-revealed-for-super-smash-bros-wii-u-and-3ds

New items have been revealed for Super Smash Bros. for Wii U and 3DS, as reported by the latest Nintendo Direct.

These items are Beetle, POW Block,  Bombchu, Fire Bar, Fairy, Ore Club, Hocotate Bomb, Rocket Belt, X Bomb, and Steel Diver.


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TalkBack / New Moves in Super Smash Bros. for Wii U and 3DS Revealed
« on: April 08, 2014, 07:55:00 PM »

For new and old characters alike.

http://www.nintendoworldreport.com/news/37110/new-moves-in-super-smash-bros-for-wii-u-and-3ds-revealed

Move sets have been detailed for new and old characters in Super Smash Bros. for Wii U and Nintendo 3DS, as reported by the latest Nintendo Direct.

Old Characters:

-Kirby has a new Final Smash, Ultra Sword

-King Dedede throws Gordos instead of Waddle Dees

-Lucario can Mega Evolve in its Final Smash, and has also been made stronger

-Olimar can only have three Pikmin Following him now. The Pikmin picked are in the following order: Red, Yellow, Blue, White, Purple. Winged Pikmin acts as his new recovery. As you get more Pikmin, Olimar will gain less height in the air.

-Pit can't glide in the air anymore. Instead, he uses the Power of Flight Recovery. His Final Smash now consists of the Three Sacred Treasures.

New Characters:

-Rosalina & Luma: Can use Luma shot to send the luma out. When it's on its own, it will do moves seprately, controlled by the player. Both Rosalina and Luma will have their own moves. Side Special is Star bits, Up Special is Launch Star, Down Special is Gravitational Pull (Draws in items), Final Smash is Power Star.

-Little Mac: has great attack Ground Power, weak in air, and is given Super Armor on several attacks. His air recovery is "just terrible." He has Power Meter that charges with damage given and received, and can become a one-hit kill knockout punch when filled. Side Special is Jolly Haymaker, Up Special is Rising Uppercut, Down Special is Slip Counter, Final Smash is Giga Mac. He also has Wireframe Mac as a costume choice, which is based on the original arcade Punch-Out!!

-Villager: Neutral Special is Pocket, Side Special is Lloid rocket, Up Special is Balloon Trip, Down Special is Timber, Final Smash is Dream Home,

-Mega Man: Down Special is Slide, Side Smash is Chance Shot, and his Final Smash allows multiple Mega Man characters to attack in unison.

-Wii Fit Trainer: Neutral Special is Sun Salutation, Down Special is Deep Breathing. The former is a projectile attack, and the latter is a passive move that powers up attack. You can also play as Male Fit Trainer (which has same everything and is just a different model).


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With a better posture to boot!

http://www.nintendoworldreport.com/news/37106/yoshi-returns-to-super-smash-bros-for-wii-u-and-nintendo-3ds

Yoshi is returning to Super Smash Bros. for Wii U and 3DS, as reported in the lastest Nintendo Direct presentation.

In the presentation, Director Masahiro Sakurai stated that Yoshi is both stronger and stands upright like Bowser does.


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Podcast Discussion / Re: Episode 377: When Fun Just Isn't Enough
« on: April 08, 2014, 02:01:28 PM »
My issue isn't a learning curve, it's locking 80% of the game behind hidden exits that require the use of techniques the game never tells you are possible - despite the game seemingly hand-holding you up to that point - is bad game design.
Fair enough, homedog. Thanks for the elaboration.

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Podcast Discussion / Re: Episode 377: When Fun Just Isn't Enough
« on: April 07, 2014, 09:50:16 AM »
Just dropping in to say that James saying a 2 hour learning curve is **** game design is slightly ignorant by itself. Some games, like the Souls series, do have several hour learning curves that are established to give the game a greater sense of reward and gratification when you accomplish something. It's okay if you don't like that kind of game, but it's an extremely viable design sense that appeals to a player who wants to earn every ounce of their progression. I haven't played YOO so maybe that payoff isn't there, but calling long learning curves **** in a blanket statement rubbed me the wrong way.

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TalkBack / Child of Light and Watch Dogs Coming to PAX East
« on: March 29, 2014, 10:34:45 PM »

Even if Nintendo isn't.

http://www.nintendoworldreport.com/news/36993/child-of-light-and-watch-dogs-coming-to-pax-east

Child of Light and Watch Dogs will be featured demos at PAX East, running in Boston, Massachusetts from April 11 to April 13 this year.

Between the two demos, the turn-based RPG Child of Light will be the only one playable at the show, though specific playable platforms have not been announced. Watch Dogs, meanwhile, will have a brand new hands-off demo as well as the opportunity to receive a T-shirt upon pre-ordering on-site.

Child of Light will be released on Wii U soon after the show on April 30. Watch Dogs does not have a release date on Wii U, but releases on other platforms May 27.


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Podcast Discussion / Re: Episode 125: I've Got to Run
« on: March 16, 2014, 11:19:01 PM »
Hell yeah @ the Indiegogo bump. I can get behind anything Carolla does -- especially when it's for a good cause.

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TalkBack / Re: Yoshi's New Island Review
« on: March 14, 2014, 08:44:36 AM »
"without going overboard in the exploration department." ??  But that's the whole game.  I don't know, this game is clearly getting panned.  My only hope is that reviewers aren't playing it to completion.  Which in the past, was where the games really shined.
Remember that "not going overboard" doesn't mean I played it as a straight platformer. I did a fair amount of exploration -- I just didn't go out of my way to 100% every level. Like many people, this is my third rodeo with Yoshi's Island. I try to play games at their best.

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TalkBack / Yoshi's New Island Review
« on: March 13, 2014, 11:02:35 AM »

Yoshi's Mediocre Island.

http://www.nintendoworldreport.com/review/36828/yoshis-new-island-review

Billed as a direct sequel to the original Yoshi’s Island and developed by the unproven Arzest, very few carried any faith that Yoshi’s New Island would adequately follow up what I believe to be the single greatest platformer of all time. In the end, they don’t entirely succeed, but the game is far from a colossal failure.

Yoshi’s New Island does some things extremely well. As another 2D platformer where Yoshi carries Baby Mario on his back to rescue Baby Luigi, Arzest manages to do Yoshi’s physics great justice. Whether it be the fluttery jumping that takes you a tiny bit higher or the signature egg-throwing that this series is known for, New Island feels like a proper Yoshi’s Island game. And yes, Mario still nostalgically cries like a baby for 10-30 seconds when he gets hit.

The 3D visuals, meanwhile, are among the best 3DS has to offer. The look has a fluffy pop to it, and at one look at the colored pencil-drawn dynamic backgrounds or the sheen of the returning Blargg enemies, it’s clear that whoever designed the visuals knows how to make those 3DS textures sing.  

Yoshi’s New Island falls a bit flat elsewhere. Being a Yoshi’s Island game, the levels are long, secret-filled platforming sections with a focus on collecting flowers, red coins, and stars that allow Mario to survive longer when knocked off Yoshi’s back. The levels pull off this style well enough, but they do nothing especially unique or memorable, and too many enemy types are ripped from the original games. It’s nostalgic at first, but a successor can only lean so much on previous works before a game starts to feel a bit like a rehash.

Although Yoshi could turn into a helicopter or a submarine in previous games, all vehicle segments in this game are linked to gyro control. For instance, mine cart Yoshi is moved by tilting the 3DS to get through a platforming segment while pressing a face button to jump. The gyro controls work fairly well and the segments are fairly simple, but the gimmick wears thin quickly and the motion control is sometimes finicky.

Mega and Metal Eggdozers are the other big new thing, and are gained through eating a giant (or giant metal) Shy Guy or hitting an egg block. Mega Eggdozers are giant eggs thrown to destroy otherwise-permanent things like pipes and certain flooring to clear a path and potentially gain lives. Metal Eggdozers are similar, but they weigh Yoshi down and grant underwater exploration. It’s a shame that they can only be used on specific sections and can’t be taken through the levels, but these sections are among the most memorable.

One of the game’s biggest weaknesses is its attempt at boss fights. Yoshi’s New Island reduces nearly all boss altercations into romps where you hit an enemy with an egg at the right time, let it do its attack, and repeat two more times. And instead of having a unique boss fight every four levels like the original, every world has one unique enemy boss at the end and a Kamek fight in-between. So not only is there less diversity compared to previous games, but the fights we do get are extremely bland and extremely easy.  

This is a criticism I would carry to the main game as well; there’s very little difficulty progression even when getting collectibles, and the difficulty that is there makes New Super Mario Bros. look like Super Meat Boy.  I comfortably had 100 lives by the time I beat the game, and that’s a normal playthrough without going overboard in the exploration department. On top of this, the game offers Flutter Wings, an item given to players who lose a few lives in a row that allows them to fly in the air indefinitely. Should you still lose during a level, you will get access to a golden version of these wings, which allows you to fly in the air and take no damage from enemies.

The music is equally problematic. Some Mario games take a certain pride in making clever remixes out of the main theme over and over again. Yoshi’s New Island sees this, and uses a rearranged version of its main theme for nearly every single level (which in itself sounds like a heavily rearranged version of the original Flower Garden theme). The difference here is that Yoshi’s New Island doesn’t do a very good job of hiding the fact that these are all pretty much the same song. Some of them, like the jazzy guitar version, sound great. Others, like the kazoo-focused one, are uncomfortably annoying.  Regardless, hearing a nearly identical song for every level is just as boring as it sounds.

Outside of the main six worlds, the only real additional content consists of two bonus stages per world; one is gained by 100 percenting all eight base levels, and the other is gained by grinding medals from a flower roulette that replaces the post-level mini-games of yesteryear. Additionally, the game has six cooperative two-player mini-games involving Yoshi’s platforming skillset. Eggy Pop tasks you to pop as many balloons as possible within the time limit with your eggs, and Flutter Finish challenges you to flutter jump as long as possible. Individual scores are combined, so its exclusively cooperative nature makes the fun of any competition impossible. At least there’s download play.

Yoshi’s New Island looks great and plays like a Yoshi’s Island game, but that might not be enough for some people. The levels are bland, the bosses are blander, and the difficulty is too low and too static. It has bursts of creativity and maintains competency, but Yoshi’s Island deserves better than competency.


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Podcast Discussion / Episode 121: Bring Back Gargoyles!
« on: February 15, 2014, 08:37:07 PM »

Yes, we talk about the classic Disney Afternoon cartoon on an episode of a video game podcast. What else would you expect?

http://www.nintendoworldreport.com/connectivity/36595

There sure has been a lot of news for the middle of February, hasn't there? As a result, this week's episode of Connectivity is loaded with current events.

In the first segment, Neal, Zach, and Alex go over the latest Nintendo Direct, including the announcement of the addition of the Koopalings to Mario Kart 8.

Secondly, Scott talks with Neal after his return from an eShop event in New York City where he played a whole ton of upcoming indie games.

We have a listener mail segment in the can for next week, but if you want to get in on a future episode you should send your listener mail to us by clicking here. You should also rate and review the show on iTunes, just because.


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