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Messages - Webmalfunction

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301
TalkBack / Luigi's Mansion: Dark Moon Releasing Q1 2013
« on: August 29, 2012, 05:49:26 PM »

The delayed title now has a more specific release window.

http://www.nintendoworldreport.com/news/31478

Luigi's Mansion: Dark Moon is coming out in the first quarter of 2013.

The game was originally slated for a release during the holiday season of this year, but was pushed to next year as of earlier this month. As reported by the official Nintendo of America Twitter account, Luigi's Mansion will specifically be coming out before the end of March. 


302

Two months after release!

http://www.nintendoworldreport.com/news/31474

A new breeding mechanic in Pokémon Black and White 2 has been discovered two months after its initial release.

Originally, when the parent Pokémon is capable of having two abilities, the ability that a baby Pokémon received from its mother had a 50% chance of being either ability. In Black and White 2, however, keeping the mother in the first Pokémon slot while carrying the egg offers 80% probability of receiving the ability the mother has, while keeping the parent Pokémon in the second slot while carrying the egg offers an 80% chance of receiving the second ability. This discovery makes it easier on players to grant Pokemon with special abilities.


303
TalkBack / Rhythm Hunter: HarmoKnight Coming to eShop Next Month 
« on: August 29, 2012, 08:12:02 AM »

...in Japan.

http://www.nintendoworldreport.com/news/31461

Rhythm Hunter: HarmoKnight, a rhythm game developed by Game Freak (the same team that develops Pokémon), is coming to the eShop in Japan next month, Nintendo president Satoru Iwata revelaed during the latest Japanese Nintendo Direct.

Rhythm Hunter is a combination of rhythm and action, and tasks the player with jumping and attacking through a stage with correct timing. An Iwata Asks will be released for the game today.

The game releases on the Japanese eShop on September 5, priced at 1,800 yen.


304

Despite two official reviews, NWR staffers still have a hard time agreeing on whether the game is great fun, disappointing, or both.

http://www.nintendoworldreport.com/roundtable/31432

New Super Mario Bros. 2 has turned out to be a bit of a lightning rod amongst the Mario faithful. Early on, perceived similarity to previous Mario titles dampened enthusiasm somewhat. Of course, early builds and previews of the game are rarely indicative of the final product, and as time goes by Nintendo revealed more features and reasons why fans could expect not just a good game, but a great one. However, the game has seen release in all major territories and the debate has not yet died down. And despite not just one, but two official reviews for NSMB2, the Nintendo World Report staff are no exception.

Carmine Red, Contributing Editor

Okay, I haven't played New Super Mario Bros. 2 yet. But lots of you guys have, and listening to everyone is confusing me!

Neal reviewed the game and gave it an 8.5, almost convincing me to purchase it. Then Danny reviewed it and he gave it a 7.5. Then some people downloaded it at the midnight launch and said real nice things about. Then some other people said some not-so-nice things about it.

So is New Super Mario Bros. 2 a bad game? An OK game? A good game? A good "MARIO" game? And why does it matter so much to so many of us?

J.P. Corbran, Community Manager

By Mario standards it's relatively weak; Super Mario 3D Land blows it away in most respects. But by normal gaming standards, this is a really fun game, and I'm enjoying my time with it quite a bit. I can see why some people have issues with it, and the visual style is yet again very generic and uninspired, but the game has tight, responsive controls and good level design, as well as a high score mechanic that seems perfectly suited to get its hooks into me. I like this game a lot.

Neal Ronaghan, Director

I've never really understood all of the side-scrolling Mario critique. With the exception of the original New Super Mario Bros., which I still played to completion, I've thoroughly enjoyed every 2D Mario game. New Super Mario Bros. 2 was no different. It honestly surprised me with its solid, fun level design and multitude of hidden secrets. I go into full detail in my review, but really, I'm not disappointed in the least with this game. It has its flaws, and I totally understand most complaints regarding it, but I wanted a fun game out of this title, and that is exactly what I got. It isn't on the same level as Super Mario 3D Land. It's not as bold or innovative as earlier side-scrolling Mario games. To me, though, it doesn't need to be. I don't expect it to do that. I'm fine being in a world where 3D Land, Galaxy, and the NSMB series can all exist.

Carmine Red, Contributing Editor

But both of you have just said that it doesn't live up to the standards of Super Mario 3D Land. How far does it fall short? Very far? I mean, Danny's review of 7.5 is pretty darn low for a first-party Nintendo mainstream Mario game, on NWR we have to go back all the way to 2001 to find a Mario platformer get reviewed with a score as low or lower than that!

Neal Ronaghan, Director

About a point. (I gave 3D Land a 9.5 and NSMB2 an 8.5). :P

Carmine Red, Contributing Editor

:P to you too Mr. Site Director! Well, would anyone agree that it's fair to describe NSMB2 as the SECOND-worst reviewed Mario platformer on NWR right now? The worst reviewed Mario platformer game on the site that I can find is Super Mario Advance for the GBA, a port of the NES Super Mario Bros. 2, itself a bit of a black sheep amongst the clan of Mario games. Or to put it another way, if NSMB2 is bad, is it SMB2 bad?

Alexander Culafi, Contributing Writer

I prefer Super Mario Bros. 2 vastly to New Super Mario Bros. 2, mostly because the former carries challenge and feels like a fresh game. New Super Mario Bros. 2 is about as close to a rehash as a game can ever get (and this is coming from someone who believes that rehashes don't exist in video games). The level design is not impressive to say the least, the game is much shorter than other entries in the series, most of the new stuff is inconsequential in my eyes, and the coin mechanic doesn't feel like the big game-changer Nintendo makes it out to be.

In my mind, you can't toss a new gameplay mode and a new metagame and call it a sequel. No fan has ever called Super Mario Bros. 2 (well, the North American one), Super Mario Bros. 3, and Super Mario World a rehash. This is because, despite the same requirements to make it to the goal, every game was bursting with creative level design, new ways to experience what we've established as a "Mario" game, and some clever challenges testing the most weathered of veterans.

In my mind, New Super Mario Bros. 2 has no such improvements.

James Dawson, Staff Writer

I think if we lived in a vacuum where the first two New Super Mario Bros. games didn't exist, this game wouldn't have received any where near the amount of flack that it has. As it stands though, the only problem the game has is that it's not exactly "new." But that shouldn't distract from the game, seeing that what it does reuse is incredibly polished and fun. Not to mention it has great level design and the coin quirk is also great fun.

Neal Ronaghan, Director

Could NSMB2 be easier simply because you have more experience with the genre?

And what would you say about the concept of sequels in the majority of modern video games? If we're on that subject, then tossing a new gameplay mode and a new metagame might be ambitious for some of the annualized series!

I feel like NSMB2 is more a victim of the dedicated gaming populace growing up and not being wowed by 2D Mario games. As I said in an earlier editorial, NSMB2 has to contend with much more than the original NSMB ever had to deal with. There are platformers all over the indie scene. The Wii U will launch with not one but two high-profile and quality platformers (Rayman Legends and New Super Mario Bros. U) and most of Nintendo's major releases on Wii since 2009 have been platformers.

J.P. Corbran, Community Manager

I don't know how you could say this game doesn't do anything new; the Coin Rush mode is most certainly a way of playing Mario that we haven't seen before. It's not going to be everyone's cup of tea, but it completely changes the goal of the game, and the pressure of grabbing every coin you can while also racing the clock and knowing you have to do the whole thing in one life definitely provides a challenge. It's just a shame that people outside of Japan will likely never experience its full potential, due to it being limited to StreetPass without any kind of online leaderboards.

Guillaume Veilette, Podcast Editor

Haven't played the game yet.

That said, I don't buy at all into the idea that new Mario games today feel easier just because we're better at them. I played through every Mario game from SMB3 on basically as they came out, but I went back to play through SMB and SMB2 (US) only recently, and they're really, really hard, to me. My experience with the later games seems to mean little.

Neal Ronaghan, Director

I would still argue that games such as Super Mario Bros. 3 and Super Mario World being more difficult than modern Mario have to do more with the plentiful lives of newer games than any major differences in challenge. Though NSMB2 does have the Assist Block, which to me is a good thing, and other helpful additions.

J.P. Corbran, Community Manager

Playing this game doesn't feel any easier to me than going back and playing SMB3. Maybe that's because I've beaten that game dozens of times and this is my first time through this, but I can definitely buy that there's a certain amount of built up skill for the Mario series that transfers to the new games.

Neal Ronaghan, Director

I'd also say some stuff like the original Super Mario Bros. is just challenging, and in all honesty, I don't know if I want that in every game. It's like how some people love the original Legend of Zelda because of the exploration required, but in modern gaming, that lack of direction would be despised.

Alexander Culafi, Contributing Writer

I would argue that New Super Mario Bros. 2 would not exist if it weren't for the first two entries, especially because of how heavily it relies on what the first two games established. And yes, I would argue that this should detract from the experience, because while I would even disagree with your statements on the quality of the level design, I think most of the enjoyment derived from the first two for me was how fresh and new everything felt (even on the Wii). Without that, it's far less fun to experience what is just a Mario game that is much easier (yes, I replayed the first earlier this year), with markedly worse level design, and a final boss that is so un-creative that it hurts.

And Neal, while that is a possibility, it's pretty easy to tell that the difficulty has been reduced. The levels are much shorter, Star Coins are almost entirely in plain sight, and obstacles are less challenging for the most part (example: the falling magma rocks, a staple in the final world of New Super Mario Bros. and New Super Mario Bros. Wii seem to come down less frequently, less invasively, and offer more cover).

And just because other games do it doesn't make it right. I've always held Nintendo at a higher standard with its sequels than this, and it's really sad to see a game that should be "New" to really not be at all.

Working in Corbran's point, I disagree on Coin Rush. It's a new way to play New Super Mario Bros. 2, but what you're playing is still New Super Mario Bros. 2, and playing the levels faster with a heavy emphasis on coins has not changed that for me as of yet.

Neal Ronaghan, Director

I don't think Coin Rush has as long of legs as Nintendo hopes it will, especially in North America and Europe.

I don't think the Star Coin placement is wholly different from the first two "New" games. Honestly, I thought some of the placements were very clever, even if some are in wide open spaces (still don't think that's much different from other "New" games). At least there aren't any more stupid "look this wall isn't real! Oh snap! It's a Star Coin, y'all!" areas.

Ironically, New Super Mario Bros. on DS gave me the feeling that most are getting from NSMB2. Though, I do recall the bosses in the original being way better.

Bottom line is that I spent 15 hours with this game, leisurely going through beating all the levels and snagging all the Star Coins. I dabbled a bit in Coin Rush. I doubt I'll touch it much more, but any game I spent 15 enjoyable hours with can't be that bad (at least to me). Regardless of how others feel about the level design and the rest, I really dug the level design, the combination of power-ups, and just the game in general. Raccoon Mario and Fire Flower Mario might be played out, but at least they're better than that damn Koopa Shell power-up that was hard to control and not much fun to use.

J.P. Corbran, Community Manager

I don't see how you can be fine with the DS and Wii games and consider them good but think this is awful. The problems with this game were there in both of the previous titles. I'm with Neal, if we're singling out one of them for weak level design and for being too easy, it's definitely the DS game.

Alexander Culafi, Contributing Writer

New Super Mario Bros. shares similar design with its sequels, but you need to remember that New Super Mario Bros. was a new, fully-developed game from the ground up. That doesn't necessarily mean its problems are excused, but it does mean that it has a level of freshness and excitement the second will never carry for me. If the original is being designed, it sets the standard, and provides an experience none of us have had before. New Super Mario Bros. 2 is just more of the same with a new metagame to make it seem incredibly different (which I don't think it is).

If we did treat NSMB2 as if it was entirely original (which I would never do), and compare it to the original, the sequel still falls flat on its face. Once again, the levels are significantly longer, much more varied, had more original power-ups, and the bosses were unique, varied, and fun (hell, even finding exploits in those bosses was really fun). Yes, the final boss was a little light on excitement, but it was the first original 2D Mario game since 1995. The physics are a bit worse in the original one, but I was appreciative of having different Mario physics (and I even kind of liked how loose those controls were).

In the sequel, the physics are only slightly improved, the bosses are the same as the previous entry (having different fights for each isn't enough for me), there is one new power-up (technically 2, but not really), the final boss is expected, anticlimactic, and ends before it could get challenging, and the levels could have easily fit in New Super Mario Bros. Wii (albeit without the gold stuff).

Neal Ronaghan, Director

I honestly couldn't disagree more about the first NSMB. I think that is remembered fondly only because it was the first new Mario platformer in 10 years.

I understand most people's disappointment in NSMB2. I think I played a different game than Alex, though.

J.P. Corbran, Community Manager

Calling New Super Mario Bros. "original" is one of the most ridiculous things I've ever heard. It wasn't the first game in a series; it was an iteration on an established formula, just like all the other 2D Marios since the first one. It had more original power-ups, but they were all terrible apart from the mini mushroom; when I accidentally got the Koopa Shell power-up I would intentionally run into an enemy to get rid of it. That game is far more guilty of the criticisms you've leveled than this one, and you're just giving it a pass because it was the first 2D Mario in 15 years.

Danny Bivens, Japan Correspondent

Having finally just played through New Super Mario Bros. Wii recently, I am really disappointed looking back to New Super Mario Bros. 2 on the 3DS and seeing how much of the same elements, enemies, and level themes were recycled. It's uncanny!

My biggest gripe with NSMB2 is that it lacks personality. Some could say that the whole coin gimmick sets it apart from other NSMB games, but to me, that wasn't enough. Looking at the older Mario platforming titles, both 2D and 3D, there was always some kind of distinctive theme that each game carried. New Super Mario Bros. 2 has great level design, tight controls, and offers an improvement on power-ups (the Super Leaf trounces the Propeller Mushroom). Maybe the reason why game assets and music were reused was because the main team is off working on New Super Mario Bros. U, which might have put barriers on the team, forcing them to work within the already created confines of the series. Regardless of why, more could, and should, have been done with the visual and music aesthetic.

James Charlton, Japan Correspondent

I agree with Danny completely RE: the main game, but I have another point to make.

The coin collecting idea cannot be argued as a new exciting feature, it is clearly a bolted-on at the last moment type idea, and it shows. "Congratulations you've collected 100,000 coins!" cries the game. Yes, and...that means what exactly? Nothing. I imagined a special world with a tall golden tower, coins piling everywhere, the more you collect the more it pushes you up the tower, unlocking new things at each 100k milestone. Gah. Turns out I have more imagination than anyone working at Nintendo then.

The coin rush mode is neat, but it doesn't even need the 1 million MacGuffin to work, it could easily just be "you beat these levels in X time with X coins" which would have been an amazing feature coupled with friends list leaderboards.

I think they developed the features in the wrong order, after making Worlds 1-9, they made the 1 million coin idea to make the coin rush work, which meant it could function WITHOUT leaderboards (as you're just challenging yourself).  StreetPass mode is good, but again was probably thrown in last minute to substitute online. Hands up whose got StreetPasses?  Exactly - a completely wasted feature for those outside of Japan.

After re-watching the trailer, I'm looking forward to NSMBU more as it does look dramatically different enough and I can't shake those Mario World vibes it gives me, which is a very good thing in my eyes!

Carmine Red, Contributing Editor

No wait, seriously guys, let's go back to something James Dawson said: "I think if we lived in a vacuum where the first two New Super Mario Bros. games didn't exist, this game wouldn't have received any where near the amount of flack that it has."

Are we saying that this game isn't as fun BECAUSE other Mario games have done the same thing? Is this a situation where the previous title, by mere virtue of just being "first," simply feels like the better game?

James Dawson, Staff Writer

For me, it's not that NSMB2 is worse than it's predecessors, indeed I think most of us perfer it to the first game, and whose to  say whether it's better than NSMBWii, but that it feels to similar to the previous titles without introducing anything remarkable.

That said, I think NSMB2 is a damn good game, regardless of how generic it is. If possible, imagine that this game is simply a map pack for the NSMB series. Is it really a bad thing that we get a rehashed, but fun 2D Mario every couple of years?

Aaron Kaluszka, IT Managing Editor

In some ways, New Super Mario Bros. 2 shares similarities with the original Super Mario Bros. 2 -- the Japanese one. Miyamoto actually had little to do with that game, and it was essentially a level pack for Super Mario Bros. Likewise, the NSMB2 is made by a newbie crew trying to mimic previous games.

I wonder whether Mario cram school only covered game design and not sound and graphics, and that's part of the reason for the lack of originality. The New Super Mario Bros. series has always been weak on music, where the first one had many soundalike tracks from the old games, and it's been mostly rehashes since, but this one's sound is really inexcusable.

I appreciate the fact that NSMB2 adds the coin component; even with the solid level design, it would have felt more stale without it. I wish they had a better thought-out StreetPass system and leaderboards though. That said, the game is good and without a doubt far superior to the first NSMB. NSMB took a big step back in resetting to pre-SMB3 designs, so I'm glad that components of the first four games are now integrated.

Rather than "phoning it in," what I'd rather see for the 2D Mario series is larger experiments with the design with multiple "level pack" releases more frequently. On the other hand, at least they are able to keep the core mechanics intact, unlike what happened with the Sonic games.

Alexander Culafi, Contributing Writer

To simplify what I said above, the reason that I hate New Super Mario Bros. 2 is that there is nothing to be excited about. Yes, Corbran, Mario jumps on the flagpole in the original NSMB, but with that is an entirely new aesthetic, new bosses, new types of challenges inside of levels, new power-ups, and new physics. And yes, in a few of these aspects, its direct sequel comes out on top (notably in the physics department). But they don't take any risks with the new game. They add a new goal which doesn't even matter (and cuts the difficulty in half), they add a new mode that is fun, but just expands upon the game slightly, and what we're left with is a full-priced level pack, with levels that aren't nearly as long or fun as the original.

I don't feel anger at the game itself, but I'm horribly disappointed in Nintendo for thinking that this was okay to release. Then again, they are a business before a video game company.

Neal Ronaghan, Director

Lives haven't mattered in a Mario game since like 1994 (if part of your issue with the difficulty is the overabundance of lives).

Having even played parts of NSMB within the last year, I still don't really comprehend people saying the first one is better than the second one in any way, shape, or form (outside of the bosses, which are way better in the first one). However, I'd say that the Wii version trumps both of them, even if only for the multiplayer.

I still come back to how satisfied I am with NSMB2. I don't spend 15 hours with many games these days, and on my 3DS, I've only played Kid Icarus: Uprising, Ocarina of Time 3D, Super Mario 3D Land, and Theatrhythm more. You might hate it or be disappointed with it, Alex. That's alright; it's your opinion. But for me? This game is fine and I don't have too many complaints. I'd love to see a different graphical aesthetic, but that wouldn't change the content of the game, and I'm totally happy with the content in this game.

Scott Thompson, Podcast Editor

To jump in here, the most noticeable issue with the game, in my opinion, is that it seems to be put together piecemeal. It's like a few different departments were individually coming up with ideas and then it was all smashed together. I enjoy collecting coins, but why the hell isn't it tied into the story in any way? I don't use the term "lazy" when describing game developers (I can't even begin to understand the work and time that goes into creating a game), but, upon beginning the game, having a box simply pop up and say "hey, collect lots of coins, ok?" is totally lazy. I mean, gold is plastered all over the case and yet there is no mention of why the hell Mario is trying to stuff his pockets with coins.

Then there's the co-op mode, which we already know was an afterthought thanks to the Iwata Asks about NSMB2. I'm not sure how many of you have played it, but it's totally borked. Where sharing a screen worked great in NSMBW because the view would zoom out and shift to allow all players plenty of room to run around, NSMB2 stays in tight and focuses on only one player, relegating the other player to what I like to call "Tails status." This restriction, which is baffling when considering that between two players you have a total of FOUR SCREENS that could be used to let Mario and Luigi split up, sucks all the fun out of playing the game, as the two plumbers fumble around clumsily, knocking each other into pits and constantly apologizing. My girlfriend, with whom I've played NSMBW, Rayman, both Kirby games, and Donkey Kong Country Returns with, turned to me after one of our more botched run-throughs of a level and said "I don't like playing this together." I was right there with her.

The level design is inventive, and running around as Mario feels, as always, great. But I can't shake the image of someone at Nintendo pulling a lever on a slot machine, which then matched a collection of levels with a co-op mode and a coin-collecting mechanic. Out popped New Super Mario Bros. 2, a disjointed chimera of a game that is flawed in many ways but still remains mostly fun, as long as you are playing alone.

Neal Ronaghan, Director

I feel like I had the benefit of not playing the two-player. I think the game stands fine on its own, but ever since they detailed it at E3, that multiplayer looked awful. It stands out as even worse when you compare it to NSMBWii and even the original on DS.

Mike Gamin, Contributing Editor

I think a lot of the distaste for this game comes directly from Nintendo's archaic infrastructure. Not to bring up this long argued issue, but it's obvious to me that the developers didn't have the tools necessary to do the things that are "so obvious" to us. As others have said, the co-op mode is a prime example of this. The Iwata asks shows that the reason why it wouldn't fit in the budget/timeframe is because they'd have to essentially make it from scratch. This is a huge problem. Other platform holders have effective tools in the dev kits to implement this sort of online play quickly and Nintendo does not. It's sad and that's why it feels so backwards to the players.

An even worse example of this is the coin rush mode and general coin mentality of the game. I think this has the potential to be one to the most exciting innovations to come out of the Mario games in years. I love giving coins a real purpose. I love getting the golden flower and spending extra time getting every possible coin. It's super gratifying. The problem again is lack of easy to use online tools for the developers. Others have mentioned online leaderboards and coin rush exchanges, but it should be taken even further. We should be able to make clans and have leaderboards ranking clans by net worth. They should do global statistics for all players and rank them by nation. The US could compete with Japan to have the highest Mario Coin GDP. These are the kinds of things that would make us all love going for coins long term. These are also the kinds of things that indie devs are leveraging in platforms like iOS by using the leaderboard features provided by companies like Apple. Nintendo needs to actually invest in this sort of universal platform so implementing these features in games truly can become trivial for developers. I'm just not sure that will ever happen. New Super Mario Bros. 2 feels stale because other platforms have taught us to expect more.

J.P. Corbran, Community Manager

I think we're all in agreement that the coin mechanic could have been a lot more fleshed out than it is, but I think it still adds to the game in its current state. I'd really love to have the leaderboards in place, or some of the other things you mentioned, but I'm still having a lot of fun with the coin angle as is.

Mike Gamin, Contributing Editor

I totally am too. I'm beyond letting Nintendo's lack of online bother me. It's just sometimes important to bring it up again. :)

Alexander Culafi, Contributing Writer

The rehashed mini-games from Super Mario 64 DS were much more fun to me in New Super Mario Bros. than both of the secondary modes in New Super Mario Bros. 2. The presence of co-op is nice, but from the hour of it I played with my sister earlier today, it's easy to tell that the "leader" mechanic is so phoned in.

J.P. Corbran, Community Manager

To be fair, those minigames were pretty good. Speaking of online leaderboards, we need some for those too.

Nicholas Bray, Australia Correspondent

I don't have NSMB2 and at the moment and I do not intend to buy the game. Some of my reasoning is that I feel that the 'New' aesthetic is really starting to grate on me, I feel that the look etc was fine on the DS one and even didn't mind it too much on the Wii version. However, continuing to basically release new games with virtually the same art assets is absolutely terrible, I feel we are starting to lean closer and closer to Castlevania in terms of re-purposed assets. Another reason why I am currently skipping this entry is that I want the Wii U title to feel as fresh as possible for me at launch.

Aaron Kaluszka, IT Managing Editor

I agree that development priorities seem to be skewed. The modes seem tacked on and not fully fleshed out. Going by Iwata Asks, it sounds lucky that we got them at all since the game was designed backwards from usual, focusing on level designs first, and we have to credit the devs for pushing for them. Unfortunately, you'd think that the level design would not have taken significant resources and they would have had more time to work on the other features -- homebrew coders have made highly functional level editors, so i'd hope Nintendo has something at least on-par. Instead, it seems like some of the key features, even touted features were added on after the fact and barely made the cut, possibly because of inexperience. The devs didn't even want to implement multiplayer because its a hard problem to do right.

The fact that Nintendo is even willing to admit their resource-constrained development process publicly hints that they might not even see this problem. There's the ever-present problem of Nintendo's not-invented-here syndrome, and part of it is that Nintendo still doesn't seem to realize how poorly StreetPass works in practice outside of Japan. Now that we have Nintendo's veterans trying to distill game design but with the new class constrained by 30 years of history, there's bound to be things that are lost and rebuilt in an ever-moving industry. It's interesting but painful from an outside perspective because we've seen the series evolve from the beginning. We expect Mario to lead the way in innovation as it generally has.

Thanks to its central focus, the one thing that is a success is the level design. It's not particularly inventive (e.g. they highlighted the convention-breaking Boohemoth as a key design triumph), but it's engaging enough. That's the most important thing for a 2D Mario game, though just achieving that may not be enough for me to buy the game at full price in the future.

It's important to note that Nintendo still has the chance to rectify some of these problems, not with the core game, but at least some of the additional modes. We don't know exactly what they have planned for download content because they themselves hadn't settled on it as of the Iwata Asks interview. If Nintendo is open to the idea of more substantial additions through add-on content, that's already a big step for Nintendo.

I also want to refute the notion that the levels are short. People tend to forget how short the levels were on the NES games. Worlds seemed bigger back then; everything was new (and slower). Even if the levels in NSMB2 are shorter than the original, they're a lot more fun.

One of the fundamental decisions with the New series, according to Tezuka is that they're intentionally made similar so that they don't scare away players. But I'm afraid that because of the New series, Nintendo won't experiment with other 2D platform styles. If we look at the Kirby's Return to Dreamland, they had all sorts of fantastic-looking experiments in development, but then ended up settling on a stale, plastic presentation. New Super Mario Bros. is looked at by Nintendo like Mario Kart. They're gateway games, so things have to be safe. But we want to see the franchises grow. The addition of Super Guide and increased difficulty was a partial solution, but we need something deeper, the visceral experience should be improved.


305
TalkBack / Pokédex 3D Getting Major Update August 31
« on: August 27, 2012, 11:06:59 AM »

This will be the last of its kind for North American users.

http://www.nintendoworldreport.com/news/31433

Pokédex 3D will receive a major update on August 31 in North America.

The update unlocks all of the Pokémon normally only accessible using special AR markers, including Coballion, Terrakion, Victini, Virizion, Reshiram, and Zekrom. In addition, the game unlocks every other Pokémon the player hasn't obtained, even those normally not exclusive to their game (like certain Pokémon forms).

When such an update was released in Japan earlier this year, the intention was to make sure the Pokédex was complete before the service goes offline in anticipation of Pokédex 3D Pro. Similarly, Pokédex 3D will be taken off of the eShop on October 1.


306
TalkBack / Nintendo of America Registers 'Sing Party' Trademark
« on: August 22, 2012, 03:22:39 PM »

Could this be the final title for SiNG?

http://www.nintendoworldreport.com/news/31400

Sing Party, an upcoming software title, has been registered as a trademark by Nintendo of America.

As of right now, there is no word as to whether the title refers to an previously announced game or a new one, but SiNG for Wii U, from Nintendo and DJ Hero developer Freestyle Games, was unveiled as a working title when it was announced at E3 this year.


307

Paper Mario, Professor Layton, and more have release dates set.

http://www.nintendoworldreport.com/news/31298

A plethora of release dates have been revealed for Nintendo titles coming out this year on DS, 3DS, and Nintendo eShop.

Notably, key Nintendo titles coming out this fall have been fully dated. Paper Mario: Sticker Star comes out November 11, Professor Layton and the Miracle Mask is set for an October 28 release, Art Academy: Lessons for Everyone! is coming October 1, and Freakyforms Deluxe: Your Creations, Alive! releases on November 5.

The full list can be seen below.

UPDATE: We've reached out to Konami regarding Castlevania Lords of Shadow: Mirror of Fate and we will post a news story when we hear back.


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TalkBack / Wii U Pre-Orders Beginning August 13?
« on: August 10, 2012, 12:14:42 PM »

GameStop advertisement suggests pre-orders may be available soon.

http://www.nintendoworldreport.com/rumor/31286

GameStop may begin to take pre-orders for the Wii U as early as August 13.

GenGAME recently reported on an image of what appears to be Wii U advertising in a GameStop. Citing "good relations" with GameStop management, GenGAME insists that the image is legit and that the advertisement campaign should begin on August 13. Furthermore, the article indicates that pre-orders will likely be available the same day the promotion begins or shortly after.

We called a few GameStop locations this morning, and while none are currently taking pre-orders, each store made it very clear that the day Nintendo announces a release date for the Wii U, they will begin to offer pre-orders. If GameStop is indeed beginning a big advertising push for the Wii U next week, it might indicate that Nintendo is close to finally revealing release information for the upcoming console.


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The amount of downloadable content will be practically doubled by the end of the month.

http://www.nintendoworldreport.com/news/31234

Theatrhythm Final Fantasy has been given a list of add-on songs to be released in North America this August, via a press release.

The 20 new tracks bring the total number of announced downloadable songs to 44, with the potential for more to still arrive after August.

The full list of songs can be seen below.


310
TalkBack / Pokédex 3D Pro Dated for North America
« on: August 01, 2012, 10:52:43 AM »

Unfortunately, pricing details have not been announced.

http://www.nintendoworldreport.com/news/31211

Pokédex 3D Pro is releasing in North America on November 8.

The eShop application is an update to the original Pokédex 3D, featuring all 647 Pokemon as well as all forms existing up to Pokémon Black and White 2. The original application will no longer be available on eShop starting October 1.

It is currently unknown how Pokédex 3D Pro will be priced.


311
TalkBack / Re: Rhythm Thief & the Emperor's Treasure Review
« on: July 23, 2012, 08:54:56 AM »
It worries me how everyone is taking this review as absolute fact. I respect the reviewer's opinion, even if I don't agree with it, but you shouldn't take one review as the be-all and end-all assessment of a game's quality.
You are my favorite person in this thread, C-Olimar.

312
TalkBack / Rhythm Thief & the Emperor's Treasure Review
« on: July 21, 2012, 06:45:48 PM »

It's a rhythm game that's good at everything... except being a rhythm game.

http://www.nintendoworldreport.com/review/31126

For a while now, Rhythm Thief & the Emperor's Treasure has been seen as the 3DS answer to Elite Beat Agents, with  quirky settings, fantastic style, and great gameplay. Unfortunately, only two of those assertions proved to be correct.

Rhythm Thief is a Sega published-and-developed rhythm game that takes place in a relatively modern Paris, France. The story follows Raphael, an adolescent who steals objects of rarity as the mysterious Phantom R with his dog Fondue. As the story develops, Raphael meets a mysterious girl Marie, faces off against the local police force, and tries to stop a man who claims to be the resurrected Napoleon Bonaparte. The story and presentation are both absolutely excellent, complete with great pacing despite a short length of six hours.

Like the Layton series, anime cut scenes are frequently used to push the story forward, and likewise, the animation is stunning. Furthermore, Raphael progresses across Paris using in an almost-identical static screen format as Professor Layton, all the way down to "tap everything to find secrets" trope. There are also some non-rhythm puzzles to keep the story sections fresh, and they are really cool (despite a total lack of difficulty).

With that said, the gameplay is not nearly as refined as the presentation. Rhythm Thief features 50 rhythm games, ranging from "swipe the touch screen in a direction to do an action to the rhythm" to "press buttons to take out enemies." Of course, the game features plenty of diversity, like a one-off Samba De Amigo inspired game and a very competent sword-fighting affair, but the games still generally fall into those two camps.

This in itself isn't problematic, as the game still has a ton of diversity, but it's apparent that, in coming up with so much variety, almost none of the games feel fully developed. The fun and polished ones are overly simplified affairs of tapping the touch screen to a beat, while an equal number of games (specifically the gyro-controlled ones) feel so clunky that I was actually upset when the game required I do multiple to progress the story. This is only assisted by a horribly broken grading system, where slipping up for a moment can immediately bring you from a perfect score to a near-fail. Even at its best, the games in Rhythm Thief don't feel fun enough to warrant replay, and likely won't even be the parts you remember when all is said and done.

Despite this, the music throughout is outstanding, featuring hip-hop, folk, classical, upbeat jazz, and more. With so much diversity and excellence, I was especially surprised that I could barely remember any of the specific songs after I turned the game off. The music is good, but it’s not memorable.

Outside of the story, there are tons of collectibles. Two major side quests task you with finding paper scraps and sound clips throughout the game, and collecting all of either unlocks a bonus chapter that further fleshes out a relationship in the game. There are also songs and movies to collect, StreetPassing to accomplish, an incentive for clearing every song with a high grade, and a competent multiplayer component featuring both local and download play. Even if the gameplay doesn't necessarily inspire replay value, the urge to replay for bonus chapters and a complete collection of stuff is clearly prevalent.

While I had a good experience with Rhythm Thief, it is not a fantastic game. With the lavish presentation, the intriguing story, and the assortment of collectibles, it is so disheartening to see gameplay that ranges from "kind of okay" to "pretty broken." And though I recommend that everyone experiences Rhythm Thief & the Emperor's Treasure, the whole package is disappointing and not worth rushing out to get.


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TalkBack / Adventure Time Collector's Editions Revealed
« on: July 20, 2012, 12:28:36 AM »

For a ten dollar premium, you can get your hands on a new stylus, SteelBook packaging, and more.

http://www.nintendoworldreport.com/news/31114

Collector's editions of Adventure Time: Hey Ice King! Why’d you steal our garbage?! for both Nintendo DS and 3DS has been revealed.

Retailing at $40, the package includes the game for the platform of your choice, steel book packaging, a hero's handbook called The Enchiridion, a custom stylus of Finn's Gold Sword, an art book, and a poster.

Adventure Time launches on October 23 this year.


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The first non-Yoshi unlockable QR character is now available.

http://www.nintendoworldreport.com/news/31105

Metal Mario is now available for unlock via QR code in North American copies of Mario Tennis Open.

To unlock the costume, press up on the D-pad and the Start button at the same time while on the Profile Select screen. Then, take a picture of the QR code on this page and the costume will unlock in every existing profile.


315

Find out the next three installments of downloadable tracks.

http://www.nintendoworldreport.com/news/31048

The next three installments of Theatrhythm Final Fantasy downloadable content have been announced by Square Enix via a press release.

On July 12, Somnus (Final Fantasy Versus XIII), Desperate Struggle (Final Fantasy XIII), Sarutabaruta (Final Fantasy XI), and Battle (Final Fantasy VI) will be released.

On July 19, the releases will include Fight On! (Final Fantasy VII), Etro's Champion (Final Fantasy XIII-2), Battle Theme (Final Fantasy XI), and Battle 1 (Final Fantasy III).

The latest announced DLC releases occur on July 26, with A contest of Aeons (Final Fantasy X), The Archylte Steppe (Final Fantasy XIII), The Sanctuary of Zi'Tah (Final Fantasy XI), and Crystal Cave (Final Fantasy III).

Each track will be available for $0.99.


316
TalkBack / Legend of Heroes Coming to 3DS?
« on: July 11, 2012, 10:08:11 PM »

The series might reach non-PlayStation platforms.

http://www.nintendoworldreport.com/rumor/31041

The Legend of Heroes series may be coming to Nintendo 3DS, according to Andriasang.com.

The site's claim, though unverified, comes from a seasonal company report from series developer Falcom.

"The [Legend of Heroes] series has been limited to PSP, but starting next term it will be offered on 3DS and a variety of other targets," the report states.

Based on the wording of the quote, it is uncertain whether a 3DS release would include a new game or a re-release of an older title.


317
TalkBack / Family Tennis 3D Review
« on: July 10, 2012, 10:36:21 AM »

It's exactly what you think it is.

http://www.nintendoworldreport.com/review/31011

Family Tennis 3D is tennis—in 3D—featuring a family. It obviously sounded more than a little boring and inconsequential, but I was also looking forward to seeing another take on 3DS tennis.

The first thing I noticed was the game’s Japanese qualities. Everything is sufficiently translated, but the game features an anime-heavy art style, and there are times when characters will yell Japanese phrases with no translation to be found. I kind of like this—it added to the game’s quirky nature.

Family Tennis 3D should be fairly easy to grasp if you’ve played Mario Tennis Open. The game is played on similar courts using a similar perspective and, like Open, relies on using various shots at certain times, and running to marked places on the court. It’s a bit simpler, though, touting only three main shots, with a simple shot available for selection via the options menu. Rather than map special shots exclusively to the court, however, each of the eight main characters (representing a member of the family) gets an overpowered special shot—the grandfather (my favorite) hits three balls across the court, but only one is real. Although the controls and gameplay feel slightly clunkier than the recent Mario release, the game maintains most of the fun of its retail brethren.

As an eShop game, the modes for Family Tennis 3D are understandably limited. There are quick matches and exhibition matches in three difficulties (in singles or doubles). Unfortunately, there is no multiplayer, which would have shined with a pick up and play game like this. The main draw is tournament mode, in which you play against four members of the family on one of three difficulties. The lowest is fairly easy, the secondary provides a reasonable challenge, and the hardest difficulty is so hard you can actually determine the specific moment when the CPU decides it's going to win. There are also three mini-games, not unlike Mario Tennis Open. These varied activities are all OK, but they seem like they exist for the sake of a bullet point.

Even if its originality is in question, Family Tennis 3D is competent and fun in small doses. It’s rough around the edges, but because of how solid it is, I wouldn't be averse to the idea of simply playing this installed application for 10 minutes rather than digging out a cartridge just to play a bit of tennis.


318
TalkBack / Frogger: Hyper Arcade Edition Coming Next Week
« on: July 06, 2012, 02:54:41 PM »

All three consoles will be getting the title.

http://www.nintendoworldreport.com/news/30977

Frogger: Hyper Arcade Edition is coming to WiiWare, PSN, and Xbox Live Arcade next week, as reported by developer Zombie Studios on Episode 32 of PlayStation Blogcast.

The game is an update of Frogger's traditional mechanics and features new game modes, like Tile Capture, Freak Out, Battle Royale, and four-player matches against people or the CPU.


319
TalkBack / New Super Mario Bros. 2 eShop Price Listing Removed
« on: July 06, 2012, 11:46:22 AM »

Could Nintendo's new Internet push suggest a change of heart?

http://www.nintendoworldreport.com/news/30978

New Super Mario Bros. 2 now has an eShop price of TBD.

On July 4, it was revealed that the eShop price of the title had a listed price on the eShop at $39.99, but that has since been removed. Whether it suggests a change in price or Nintendo accidentally revealing the information too early is unknown.

This isn't the first time Nintendo accidentally leaked information about New Super Mario Bros. 2. Their online press site mentioned that the game was a download title before Nintendo officially revealed it.

New Super Mario Bros. 2 hits both the eShop and retail fronts on August 19.


320
TalkBack / Re: North American Club Nintendo Prizes Revealed
« on: July 06, 2012, 11:22:04 AM »
"What a horrible night to have a curse."

321
TalkBack / Pokédex 3D Pro Video Released on Japanese Nintendo Video
« on: July 06, 2012, 11:00:19 AM »

What does "727" mean to you?

http://www.nintendoworldreport.com/news/30979

Pokédex 3D Pro received a new promotional video on the Japanese Nintendo channel.

Notably, it has been revealed that every single form of every single Pokémon will be in the upcoming eShop title, bringing the total number of in-app Pokémon to 727.

In addition to this, the video also clarified and detailed the new features in Pokédex 3D Pro not present in the original. Pokémon Challenge mode is a new quiz mode that tests knowledge on random Pokémon. The title also tracks if the player has taken a picture of various Pokémon in the AR Viewer, and gives easy access to view these photos if they are stored on an SD card.

Pokédex 3D Pro releases in Japan on July 14 in Japan, and everywhere else later this fall.


322
TalkBack / Unified eShop Accounts Coming Later This Year
« on: July 06, 2012, 10:59:34 AM »

Let's hope those full game downloads can be played across systems.

http://www.nintendoworldreport.com/news/30976

A unified eShop account system will be implemented by Wii U and 3DS, as reported by a Nintendo Customer Service Representative David Marshall.

"A unified account system will be implemented later this year with the launch of the Wii U. Eventually this same account system will be made compatible with Nintendo 3DS systems. At this time we have no additional details to offer and nothing to indicate how or if this will work outside the United States and Canada. In the meantime, if the system has a problem, taking it to an Authorized Service Center will maintain the Nintendo eShop account. If the system is stolen, we can transfer the account to a new system once we are provided with a valid police report," Marshall stated in an e-mail response to a customer.

Furthermore, he went on to say that the digital format of New Super Mario Bros. 2 will be limited to United States and Canada in North America.

"Of course, you asked this question because of the upcoming launch of New Super Mario Bros. 2 in retail and digital formats. What you need to know is that the digital format will only be available in the United States and Canada. We have nothing to announce regarding Latin American availability."


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TalkBack / Hello Kitty & Friends: Block Crash Z Announced for 3DS
« on: July 06, 2012, 12:04:41 AM »

...in Japan.

http://www.nintendoworldreport.com/news/30973

Hello Kitty & Me! Block Crash Z has been announced for 3DS release in Japan.

The game is part of the Hello Kitty & Me series, traditionally featuring human mascots dressed in Hello Kitty branded clothing. The Block Crash games have gameplay similar to Breakout and Arkanoid, and the 3DS version has 200 stages to play through.

The game is set for release in Japan this October, with no word on localization.


324
TalkBack / Nintendo 'Cannot Promise' Universally Free Online
« on: July 05, 2012, 06:41:40 PM »

Don't worry though. It's not as bad as you think.

http://www.nintendoworldreport.com/news/30969

Nintendo "cannot promise" that all online services will be free of charge no matter what, as reported by Nintendo President Satoru Iwata during the recent investors meeting.

"[Nintendo] cannot promise here that Nintendo will always provide you with online services free of charge no matter how deep the experiences are that it may provide, but at least we are not thinking of asking our consumers to pay money to just casually get access to our ordinary online services," Iwata said.

On PlayStation 3 currently, the PlayStation Plus service allows users to pay to get a new selection of games to play every month, in addition to other premium features. Meanwhile, the regular PlayStation 3 online access remains free-of-charge. It is unknown if this could be the kind of plan Iwata is referring to.


325
TalkBack / Cave Story 3D Gets Three Bonus Characters in Japan
« on: July 05, 2012, 06:40:07 PM »

At least we're not missing out on anything too important in America.

http://www.nintendoworldreport.com/news/30971

Cave Story 3D will have three bonus exclusive playable characters when it releases in Japan this month.

The three playable characters include the protagonist from Dragon Slayer, the protagonist from Crazy Climber, and one of the farmers from Ikki. Although their inclusion has been known for a while, this is the first time that screens have been released (available in the gallery below).

Cave Story releases in Japan on July 25.


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