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Messages - SurfingPikachu

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151
TalkBack / Nintendo UK to Launch Tesco Wii U Campaign
« on: October 01, 2013, 07:02:39 PM »

Nintendo UK hopes to raise awareness for the console.

http://www.nintendoworldreport.com/news/35577

Nintendo will be working with Tesco, the UK’s largest supermarket chain, to increase focus on the Wii U. The company feels many consumers in the UK don’t recognize the Wii U as a separate system from the Wii and are working to change that view before the Christmas shopping season.

The Wii U will soon have a larger in-store presence in Tesco stores, during this campaign about 300,000 five page leaflets will be sent to customers who previously bought a Wii system from the chain but have yet to upgrade. These leaflets will contain information about the system as well as discount coupons for games.

This all is a part of Nintendo UK’s new marketing plan for the year, which includes a larger overall budget. In addition to the Tesco campaign, television and print ads will be launched, as well as online promotions and an “out of home” tour.

In an interview with MCV, Nintendo UK’s marketing director Shelly Pearce explained the company’s concerns:

“We haven’t had the sales we wanted on Wii U hardware. We haven’t had the software for most of this year. But we have some quite ambitious numbers, particularly with some of our biggest franchises coming,”

“Our monthly tracking shows that Wii remains the No.1 console for brand awareness. This offers us a massive opportunity to convert Wii owners to Wii U.

“There was a big misconception at launch about what Wii U is. And one of the big messages is that this is a new console and a new controller. There are many people out there that don’t know what this is.”

Tesco is the leading UK supermarket, and is the second in the world behind Wal-Mart. Several stores in the UK, including Tesco’s rival Asda, have been scaling back support for the Wii U in recent months.


152

Tateishi joins fellow Mega Man vets Yamada and Matsumae.

http://www.nintendoworldreport.com/news/35578

Composer Takashi Tateishi will join production for Mighty No. 9, according to a recent update on the game’s Kickstarter campaign website.

Tateishi composed music for Mega Man 2 and is now CEO of his own studio, Most Company. He will join fellow composers Ippo Yamada, who worked on Mega Man 9 and 10, as well as Resident Evil, and Manami Matsumae of Mega Man 1 fame. Matsumae has already finished composing the main theme for Keiji Inafune’s Mighty No. 9.

The Kickstarter campaign is scheduled to end tomorrow at 8:19pm ET. Backers who pledge $40 or more can get a digital version of the game’s soundtrack.

The campaign originally launched earlier this month during PAX Prime, and met its goal in less than 48 hours. The game will be released on the Wii U, Playstation 3, Playstation 4, Xbox 360 and Xbox One as well as for Windows, Linux, and Mac. There are additional stretch goals for a Nintendo 3DS and Playstation Vita version.


153
TalkBack / Luigi Hand Towels Now Available for Club Nintendo Japan
« on: October 01, 2013, 03:53:17 AM »

Perfect for wiping off all that ghost grime.

http://www.nintendoworldreport.com/news/35576

Club Nintendo Japan is now offering two Luigi “towel handkerchiefs” in honor of the Year of Luigi.

Each are priced at 120 points and feature designs in various shades of green. One towel shows a large image of Luigi himself, waving to the viewer, while the other is a checkered pattern of an 8-bit Luigi striking poses among various Mushroom Kingdom items. They are sized at 25 by 25 cm and are 100% cotton.


154
TalkBack / Honedge Evolved Form Revealed
« on: September 25, 2013, 03:26:41 PM »

Who's that Pokémon! It's... Doublade?

http://www.nintendoworldreport.com/news/35519

Doublade, the evolved form of Honedge, was announced today via the Official Pokémon Facebook page.

Like Honedge, Doublade is a steel and ghost type Pokémon with the No Guard ability. It has a height of 2’07” and a weight of 9.9 lbs. According to their Facebook page, Doublade can carry out “intricate attacks by telepathically coordinating its two blades to deliver twice the slice in battle”.

The Pokémon Company has been gearing up for the release of Pokémon X and Y on October 12 with more frequent announcements. Most recently, Tyrantrum and Aurorus, the evolved forms of Tyrunt and Amaura, were revealed on September 20.


155
TalkBack / Fish On 3D Review
« on: September 19, 2013, 06:28:24 PM »

Strictly a catch and release title.

http://www.nintendoworldreport.com/review/35483

Fish On 3DS is a no nonsense, arcade-style fishing game by Agetec for the 3DS. With no frills or gills, it is decidedly focused on one thing: catchin’ some sweet, sweet bass. Unfortunately, this dedication falls short and casual fishers are left with an unremarkable gaming experience that gets lost in the current.

There are three main modes to tackle: Tournament, Challenge, and Training. The main focus is on the Tournament Mode, which offers a choice between Amateur, Pro, and Masters competitions. The first two consist of five cups, while Masters brings players in for the long haul as they compete for a single, shiny cup. For each cup, players must gain the highest score in one or several areas as they race against the clock. There are ten areas in all, with locations like Old Bridge, Port Town, and Japanese Temple. The differences are mostly aesthetic, with slight changes to the underwater terrain.

Once the timer starts, you are given the limited ability to move your boat left or right along a default path as a circle moves in the distance, showing you where you can cast your line from the boat’s position. Other than choosing a lure, no other modifications can be made; your avatar automatically casts once you lock in the position with the A button. You can thumb the spool while the line is in the air with the A button, but I never noticed a significant difference whenever I tried.

The game switches to an underwater mode once the lure hits the water. To hook a fish, you must first gain its interest (indicated by an insanely out of place pink heart, thought bubble above its head) by jiggling the Circle Pad and teasing the fish by reeling in a little at a time. The game is insanely ecstatic every time you manage to snag a fish, displaying big comic book text as a disembodied voice yells at you to “Reel it in!” The game even switches from calming, location appropriate music to excited guitar riffs to really bring the excitement home. Strategies change as you attempt to balance the tension gauge of the line and avoiding obstacles as voice and text commands give you directions to move in. There are two reeling speeds to choose from to keep the tension in the green, press B for slow and A for fast.

Unfortunately, that’s as far as the game goes to connect you with the world of fishing. While sometimes challenging depending on the temperament and size of your bass, it’s hard to feel a real engaging fishing experience as you stare intensely at the tension meter and keep an apprehensive finger over the Circle Pad. It’s not a smooth process, and at times the tension gauge seems to randomly dart off in a direction just to make you jump. The fish tend to be scattered randomly throughout the area, and sometimes the biggest accomplishment is finding any at all as you watch the clock tick down. This could be the most realistic aspect of the game actually, waiting and hoping for a nibble.

Lures are the collectable of the game, and luckily there is no short supply of them. Every time you catch a fish or win a tournament, the game rewards you with a new one, which definitely comes in handy since you can lose fishing lures to broken lines when you’re not careful with the tension meter. The game boasts 400 lures, each with their own stats and success rates for different times of day, weather conditions, and seasons. There is a noticeable difference to their controls; for example, a spinner lure sinks, but will rise as you pull it in, while the opposite is true for crank lures. It’s usually a good idea to stick with common types of lures, since the bass’ behavior doesn’t change much, any type of lure will usually get the job done in most situations, and you don’t have to risk losing a rare lure to a line snapping.

The other two modes are unlocked after finishing the Amateur Tournament’s first cup. In Challenge mode, players can try to hit a Total Weight goal before time runs out. This comes in three difficulty modes with three locations each. It’s not a simple task as bass occasionally prefer to arrive fashionably late to the fishing party. True, this matches the definition of a challenge, but it feels more like being cheated when you come up short.

Training mode is a more relaxing experience, merely pick your location, season, time, and weather and go fishing for as long as you want! True, the competitive drive is gone, but if you’re looking for a leisurely fishing trip type of feel, this is the mode for you.

An odd little mode that feels more thrown in than intentionally planned, is Exploration Mode. Instead of fishing, this mode turns the tables as you swim through whichever underwater location you desire, utilizing the 3DS’ gyroscopic sensors to look around. True to real life, the fish don’t throw wild parties or anything when fishermen are not around, and this merely gives you the same view as when you are fishing, sans fishing line and lure. The inclusion of this mode is made even more puzzling as this really forces you to stare in detail at the sadly poor graphic quality the game offers.

Animation is stiff and unnatural, which would be okay if it didn’t extend to the actual fishing lure, an important part to actually catching fish. Wiggling the lure around makes it hop back and forth in odd ways, even flashing in and out of existence at some points. The overall style doesn’t blend well either, as the detailed environment and fish become a stark contrast to the bright and simplistic tension gauge. There is no way to customize your avatar, which was surprising since the game allowed me to either take a picture or use my Mii for my fishing license. With this customization tease, I would have liked the option to pick a girl at the very least.

A surprising addition is the use of StreetPass in the game. Players can trade fishing licenses (which includes all your game stats and accomplishments) and can gift lures.

With a wide selection of fishing games to choose from, it’s hard to understand why the developers of Fish On 3D decided to simply not put more effort into their game to help it stand out. It’s nice to appreciate it for what it is: a straightforward, arcade-style sport fishing game, but at the end of the day, it comes up short of its potential. If you prefer your fishing to be a simple endeavor between you and a bass, this game could be your answer. However, if you’re looking for anything more, even if it’s just another type of fish to look for, you might want to cast your line elsewhere.


156
TalkBack / The Storied History of Rune Factory
« on: September 14, 2013, 12:08:28 PM »

Let's get geared up for Rune Factory 4's eventual release with a history lesson!

http://www.nintendoworldreport.com/feature/35421

After a double delay and with anticipation mounting, Rune Factory 4’s North American release can’t come soon enough. The game was already released in Japan last year to rave reviews, and was also shown off with an extensive demo at E3 which we were able to play…extensively. Rune Factory 4 is not only exceeding expectations as Japan’s highest selling game of the series, but is also already leading towards the announcement of a Rune Factory 5. So, in spirit of the game’s eventual North American launch, let’s take a look back at the history of Rune Factory.

Developed by Neverland Co., Rune Factory was published by Marvelous Entertainment, famously known for their other series, Harvest Moon. According to Rune Factory Producer Yashimoto Hirofumi, the first game in the series, Rune Factory: A Fantasy Harvest Moon, was created as a special product to commemorate the tenth anniversary of Harvest Moon but took off with a life of its own after receiving high reviews.

The game contained a lot of similarities to its predecessor: players can grow crops, players can upgrade their farm equipment, certain actions require stamina (or Rune Points), and the passage of time is relative  to the real world (one minute goes by  for every real world second). However, Hirofumi wanted to expand the world of Harvest Moon and add in more “western ideas” into his game. Inspired by the exploration allowed by Dragon Quest, Yashimoto set out to create an open world game with a focus on exploration and giving players a choice long after the end credits.

Unlike Harvest Moon, players in Rune Factory are able to choose what they want to spend their time on. They can battle their way through dungeons, focus on friendships, develop their farm, or even start a relationship and get married! NPCs all have personalities and backstories, reacting to the world around them and thus extending the game further. The game’s freedom even spreads into the linear storyline of each game: players are never forced to pursue the story’s end, and even the final boss battle can be ignored.

With the seemingly infinite choices a player has, planning ahead is always important. Time, weather, and seasons all affect NPCs and available actions. Different events occur often, and NPC birthdays are important to keep track of if you want to grow a friendship.

There are six games so far in the series, all beginning with Rune Factory: A Fantasy Harvest Moon for the Nintendo DS, released in Japan in 2006. North America received it a year later, and it was brought to Europe and Australia in 2009, a year after Rune Factory 2 was already out in Japan and North America. This first game introduced players to the town of Kardia, where an amnesiac male protagonist collapses in front of a kind villager’s house. Every game in the series begins with an amnesiac character that learns the ways of the town along with the player.

Though most games in the series feature a male lead, Rune Factory 2 allowed players to partly play as a female protagonist by introducing a second generation to the story. After completing the main storyline and getting married, players were able to choose their child’s gender. The game speeds forward some years, and begins a second part centered around the child’s nine-year-old problems.

The Japanese release of Rune Factory 2 dropped the game’s original reference to Harvest Moon from the name. Due to the first game’s success, Marvelous Entertainment decided to grow it as an independent series and even released multiple manga series in various magazines to help promote the game’s release. Interestingly, Natsume, the NA publisher for most of the series, kept the Harvest Moon reference on their numbered releases.

Rune Factory Frontier, for the Wii, was released only months after Rune Factory 2, and became the only game until Rune Factory 4 to be published in North America by Xseed Games. One year later, the series would return to the DS for Rune Factory 3.

Rune Factory: Tides of Destiny is the only title to be released on a Sony console. As a PlayStation 3 and Wii release, the game took advantage of both the Wii Remote and PlayStation Move controllers to greatly add to game mechanics. This was the second game to allow players to play as a female protagonist again once the main storyline was completed.

All the games take place in the fantasy continent of Adonea, which contains two large nations: the Kingdom of Norad and the Sechs Empire. Some species, like elves, have their own, smaller nations on islands or in certain regions. The games take place in villages in the Norad Kingdom where people focus on magic, while the Sechs rely on machinery. For the most part, the world is peaceful, with Kardia being the exception due to its status as a border town.

Rune Factory 4 will be the first game in the series released on the 3DS and will take relationship elements even further. With the game’s theme being described as “passionate love, sweet marriage”, more dating events and drama will be brought to the game. For the first time, players can choose their character’s gender from the beginning of the game and must rule over their town as a prince or princess with the help of a god-like dragon who hangs out in your castle.

Long term relationships will also be introduced and defeated monsters can even transform into humanoid characters that can even become potential mates, because why not? Taking the theme even further, players not wishing to be separated from their families can even bring them into battle, including children!

For fans of the whole series, a nod to the past can be found in the form of cameos from Rune Factory 2 and 3. These characters can even be recruited into the player’s party, hopefully saving the protagonist’s children from the horrors of battle.

I will be reviewing the North American release when it finally arrives stateside, tending my crops, marketing my town to tourists, falling in love with perfectly drawn anime men, and laying waste to any monster foolish enough to challenge me – all while battling through amnesia and befriending dragons and townsfolk. Will I remember all their birthdays? Will I declare endless festivals? Or perhaps, will I destroy all of the furniture in my castle in a fit of rage? Weirdly enough, all of these are viable options in the insane microcosm that is Rune Factory.


157
TalkBack / Playstation Vita TV Roundtable
« on: September 13, 2013, 04:46:44 PM »

Is it Sony's answer to the 2DS, or something else entirely?

http://www.nintendoworldreport.com/roundtable/35419

Sony has just announced the Playstation Vita TV, an $99 machine capable of playing Vita games on a television. This seems to be their answer to budget priced consoles in the same way the 2DS is Nintendo's answer.

Does the idea of a $99 non-portable Vita seem more or less attractive than Nintendo's strategy of releasing a 3DS with fewer features at a lower price point?

Do portable consoles need these kinds of budget options to survive in today's marketplace?

Is the 2DS now doomed in the face of the cheaper Vita TV?

Let's see what our staff has to say!

J.P. Corbran: I don't know why people keep comparing the Vita TV and the 2DS. Sure, they're both cheaper versions of existing handhelds, but they go about it in very different ways. The 2DS is just a 3DS manufactured in a way that allows Nintendo to charge less for it and get around their warnings of 3D use with young kids. The Vita TV is more Sony's answer to something like an Apple TV, taking it into a completely different sector of the market.

Alex Culafi: 2DS is great and Vita TV is great

2DS opens up the market for a wider, younger audience and allows a cheaper point of entry.

Vita TV is great because it allows you to play basically every Vita game that doesn't require a touch screen, every PS1/PSP/indie game on the store, and acts as a second console to play PS4 on if you don't want to unhook and rehook the console every time you move it around the house. It also plays PSN video content, I believe, which is cool too.

Of course, with the $99 comes with the requirement of a Vita memory card and a DS3, but if you go physical on your Vita games and already have a PS3 controller lying around, the price for 4GB is negligible. Not excusing the extra potential paywalls, but as someone who has spare Vita memory cards and multiple DS3 controllers, I would be dropping only $99 when and if it comes to the west.

Either way, I think its smart as an idea to offer a lower barrier of entry, but neither the Vita TV or 2DS is "doomed." In fact, I don't even think they're competing for the same audience mostly. 2DS is going after children, and Vita is going after the guy who wants a micro console, For the few educated gamers who are deciding between these two really different products, it really depends on what significantly gimped cheap system has the more appealing games and features.

For me, both of them are useless and unexciting, though Vita TV less so. The 2DS is just a really awful version of a system I already have, and I prefer playing in a handheld setting way more than on a TV in most cases.

Tom Malina: I'll be intrigued to see how that price translates across to the UK and wider European markets. Typically, hardware is always more expensive here (on the exchange rate from the US dollar), so I would expect it to add up to more than $99, but recent system prices for the PAL region (e.g. Xbox One) have taken that price discrepancy to an alarming new level.

As for the question at hand, the 2DS and the Vita TV are really not like-for-like, and I don't expect them to be vying for the same market share because they serve quite a different purpose. For my money, I recognise the demographic for something like the 2DS, but I am certainly not it, as I'm happy with my current 3DS, and therefore have no need for one. That said, as a cost-effective device to accompany the inevitable sales juggernaut that is Pokémon X and Y, I imagine it will do just fine in the marketplace.

The Vita TV, meanwhile, doesn't change the fact that there isn't a whole lot in the Vita's software library that I'm particularly interested in playing. No doubt that last comment will raise the ire of some of the Vita advocates on the NWR staff, of which there are are several. Sorry - it's just that most games I might consider playing on it can be obtained for other platforms I own, leaving just a handful of interesting-looking exclusives and a bunch of what seem like inferior versions of existing PS3 games. However, given that it does appear to be a system intent on trying to give a console-style experience on a handheld with many of its games, I can totally see what the hardcore userbase might get out of this TV connectivity.

Michael Cole: This Vita announcement is more like the Game Boy Player than the 2DS. If you want to play Vita games because they are good, not because they are portable, this provides a way to do so on your TV. Kind of the counterpoint to the Wii U GamePad, which lets you play console games on a handheld-like device.

This is a good move on Sony's part, since it reduces the barrier to entry for their PS Vita library. That said, I'm not confident in who this product will appeal to, since it would be a supplementary console first and foremost. Maybe Sony is hoping PS4 gamers would pick this over Wii U as their secondary, cheaper home console?

Danny Bivens: Here in Japan, home console gaming is dying. It doesn't take a genius to see that the 3DS is usually selling typically two times better or more against things like the PS3 and Wii U. The Vita TV could be a new avenue for Sony to tap into the dismal hardware arena here and get some people back into the fold. The price is cheaper than any other home console on the market and has the potential to be a big hit for people who have steered away from console gaming due to the steep barrier of entry.

It is certainly an interesting device and is definitely on my radar. For the normal consumer, though, it's going to be a tough sell. Memory cards, Wi-Fi and streaming games? That, and unlike the West, particularly North America, where streaming video options like Netflix and Hulu are extremely popular, nobody really cares about streaming media (Hulu is one of a very small handful of choices). A lot of hardcore gamers, particularly those who have avoided picking up a Vita due to price (like me), see this as an attractive alternative to owning a more expensive Vita unit. Will this take away from 3DS sales in Japan? Not likely. Monster Hunter 4 is out in a few days and the strong line-up of titles are being eaten up by everyone here.

Guillaume Veillette: I see Nintendo selling the 2DS mostly to a new audience thanks to the lower price point. The missing features don't make it appealing for current 3DS owners. It's not a step up, it's an entry-level system.

The PS Vita TV, on the other hand, I see as selling mostly to current Vita owners who also want to take their games to the television on occasion. Assuming the thing will not come with a Dual Shock 4 (which would make it compatible with games that use touch controls such as Gravity Rush), and adding the cost of a memory card, it is way too expensive to be considered a cheap option to play Vita games.

Aaron Kaluszka: The Vita TV and 2DS are comparable only at a surface level -- they're lower cost repackagings designed to expand the audience. As for the effects, I think the Vita TV may actually cause more damage to the Wii U. The Vita TV is a home console with a very attractive price point. It may not have Wii U-level graphics, but it's still significantly better than the Wii and ships with a large library. It duplicates much of the non-game functionality of the Wii U (Netflix, et al.).

The overlapping features and relatively low cost combined with its game console advantages make it attractive vs. Roku, Apple TV, Ouya, and other various Android TV devices, but also the higher end consoles. Where it may cause the most damage to Nintendo is the low end, their latest avenue of expansion.One of the Wii U's current selling points from the developer side is the ease of development access. Both Nintendo and Sony have been courting indie devs as of late, and the Vita TV blunts the Wii U's already limited attractiveness, assuming limited dev resources.

A Vita game that is automatically available to both mobile and fixed consoles is attractive to smaller devs. For instance, right after the announcement, WayForward opted to add Vita to their engine base. Prior to the announcement, Nicalis had already moved Yatagarasu from 3DS to Vita. In the future, Sony could even couple a Vita and Vita TV combo to create a Wii U-like dual-screen experience for a price equal to Nintendo's (after the upcoming price drop), but with the benefit of true handheld capabilities. It's interesting seeing the wide variety of angles Sony can take with Vita TV. In the end, it will depend on consumer demand and whatever Sony can do to stoke those flames.

Andrew Brown: As someone who usually ignores Sony products (my last of their systems was a PS2 for the Fatal Frame and Castlevania games), and has very little shelf space leftover due to last and current-gen consoles clogging my TV cabinet, this actually has a decent amount of appeal for me. I keep hearing of all the classic titles I missed out on gracing the PSN store, and this seems like a great opportunity to get in some retro gaming.

As for the Vita compatibility issues, I can see Sony putting out some kind of touchpad-controller to use exclusively on this, so that the rest of the Vita library is playable. DualShock 5 Touch Pro, only another $99.95. "The Vita that can't play Vita games, only compatible with Vita TV on your TV. Yo."

Carmine Red: What is the PS Vita TV? A GB Player for Vita? Microconsole? Android Box? Media streamer? Something designed to sell more expensive dual shock controllers and vita memory cards?

I'm sure it'll be impressive, but right now I find it a little difficult to grasp the many functions and unproven market niches it fulfills.

Why not just build it into the PS4 console? If Nintendo releases a 3DS player I hope it's an accessory for the Wii U, not an entirely different piece of independent hardware.

Kimberly Keller: I agree with Carmine, it really should be a part of the PS4 console. I never owned a Vita, but I don't view this as a replacement since it isn't capable of playing games that utilize the features that make the Vita unique like the rear touch pad. Sure it streams from video services and utilizes other internet services, but so does every other hardware I own nowadays. I think I'll just save my money for getting the real deal instead.

Nintendo's 2DS equally puzzled me, but I've seen a huge response to it in terms of parents buying it for their younger kids, so I can see the logic behind that marketing move.


158
TalkBack / Star Wars Pinball Comes to the 3DS
« on: September 13, 2013, 02:00:18 AM »

Just like shootin' womp rats, eh kid?

http://www.nintendoworldreport.com/news/35416

Star Wars Pinball 3D is coming soon to the 3DS. Zen Studios announced an eShop release date of September 19 for both North America and Europe via their blog today.

The game will feature three pinball tables: Star Wars Episode V: The Empire Strikes Back, Boba Fett, and Clone Wars. These tables have all been previously seen in the similarly titled game for the Wii U which came out in July, and last year’s Zen Pinball 2 as a DLC. Zen Studios promises these tables have been “completely redesigned for the Nintendo 3DS”.


159
TalkBack / Moving Player Reveals Fall Lineup For 3DS and Wii U
« on: September 03, 2013, 09:46:19 PM »

Strategy, education, and fish, oh my!

http://www.nintendoworldreport.com/news/35345

Moving Player has announced their 2013 lineup for the Wii U and 3DS, introducing four new games.

Happy Circus - For the 3DS, the first game to be released will be an educational game where players can learn to read and count in six languages.

Evofish Wii U – This revamp of the popular smartphone game will feature a “new way to play solo” as well as an asynchronous predator/prey multiplayer mode.

Cocoro Line Defender – A strategy game for the 3DS releasing this Fall, Cocoro takes place in a fantasy world in Japan where there is a fight between the four elements.

Triboo – Coming out late 2013 for the Wii U, the game takes place in an “offbeat tropical” setting with a multitude of characters. It will feature a mix of defense, action, and God game styles.

A French company established in 2010, Moving Player originally designed games for iOS and Android, but has recently made the move to the Nintendo platform with the recent release of Tangram Style for the 3DS. No specific dates have been announced for the upcoming games.


160
TalkBack / Intelligent Systems Developing Daigasso Band Brothers P
« on: August 28, 2013, 09:10:53 PM »

Nintendo puts new teaser site up.

http://www.nintendoworldreport.com/news/35280

Daigasso Band Brothers P is being developed by Intelligent Systems and will be “powered by Vocaloid” according to the game’s recently launched teaser site.

The game will use the Nintendo 3DS camera to take a photo of the player and record their voice using the 3DS microphone. The Vocaloid in-game software will then synthesize the player’s voice for the song. This is the same software used to create songs for virtual pop stars like Hatsune Miku.

The third game in the Daigasso Band Bros series, known as Jam with the Band in other regions, is set to release in Japan by the end of the year. As previously reported, Satoru Iwata discussed the game during a Nintendo Direct in early August and revealed the game’s songs will feature their own instrument sets with an overall total of 72 instruments.

Intelligent Systems is the developer of recent games such as Fire Emblem: Awakening, Paper Mario Sticker Star, Pushmo and Crashmo.


161
TalkBack / Precursor Games Not Giving Up on Shadow of the Eternals
« on: August 26, 2013, 06:27:27 PM »

The sun sets on Shadow's Kickstarter campaign.

http://www.nintendoworldreport.com/news/35272

Precursor Games’ Kickstarter campaign to fund Shadow of the Eternals for the Wii U & PC did not reach the required $750,000 goal, but the team plan to pursue other methods of funding the game.

The game, a spiritual successor to Eternal Darkness: Sanity’s Requiem, made just under half of their goal. The campaign ran from July 25 to August 23 and received $323,950 in pledges from 5,932 backers.

The Order forum for people who pledged will remain open for a few weeks and will receive an upgrade to the software. Supporters can also use Precursor Games’ Community Forums to discuss the game.

The original scheduled release date was October 2014 and featured David Hayter of Metal Gear Solid fame to play detective Paul Becker.


162
TalkBack / Bike Rider DX Review
« on: August 14, 2013, 06:50:26 PM »

Tour the world as only a stick figure can, with techno pop and death-defying obstacles.

http://www.nintendoworldreport.com/review/35180

Who knew controlling a little stick figure on a bike would be this fun? Spicysoft’s Bike Rider DX for the 3DS is a simple enough game: help your racer pedal to the goal post while avoiding every obstacle that comes your way. It’s almost the type of game you’d expect for free as a phone app, but Spicysoft manages to take the game further, combining colorful graphics with two modes and an extended amount of gameplay.

Gameplay is divided between the World Tour and Grand Prix modes. World Tour contains the bulk of the game, including ten locations to race through, plus bonus stages to unlock. Grand Prix is more about endurance; it’s an endless runner where you ride for as long as you can. The game’s controls are the same for both areas: press A to jump and use the circle pad to speed up or slow down. The biker never stops pedaling, with the screen continually scrolling to the left to keep up.

World Tour sets you on a racing journey around the world that becomes increasingly harder as you advance. Obstacles start out simple with boulders and gaps to jump over, but soon add in competing bikers, birds, moving platforms, and more. Power ups that can affect your speed, jump, and bike type can either help or hinder your process and are activated the moment you touch them. A countdown tells you when their effects will wear off, which is extremely useful in a precision-type game like this. Three large coins are also scattered throughout each course which can be used to unlock bonus stages later in the game.

There are five levels in each stage, which add up to a fair amount of racing for this seemingly small game. The locations are nicely themed too, sometimes to a comical extent. Though it can be a little tough at times to judge the difference between an obstacle and a decoration, but this never posed any lasting issues.

Grand Prix offers a hint of competitiveness to the game by providing a leaderboard that lists your top ten distances. The location and layout are randomly generated, keeping the challenge going every time you try to beat your high score. The date and time are also recorded, but unfortunately it lacks any option to add in a name or initials, severely diminishing the ability to compare scores unless you remember which scores are yours. This mode would also benefit from a wireless ability to compare against other players of the game.

The game’s physics feel very intuitive and natural. Obviously a real bicyclist could never jump that high, but when you hit wind or activate certain power ups, you feel the affect in a satisfying way. It’s these details that really add to the game and allow you to mentally plan out levels you’re having difficulty with, and trust me, there are some serious challenges to be found. The bonus stages are no laughing matter, and expect no less than game mastery to get past falling rocks, endless pitfalls, and giant birds from hell, and that’s without nabbing all three coins.

Completionists will find even more gameplay from the Awards list, with over sixty achievements to agonize over. They range from the usual grab-all-the-coins goal to the more frustrating completion of an absolutely perfectly timed sextuplet jump.

The fun aesthetic of Bike Rider DX is complemented by its fun and energetic music. There are variations on the poppy electronic tune depending on where you are in the world, and the music plays continually through the levels until you switch to a new world. It’s a small touch, but one that nicely gets rid of the repetition some games fall prey to. The 3D effects are smoothly implemented as well, with layered backgrounds and nice moments where you cross in front and behind decorations.

Honestly, I wasn’t expecting much going into this game but its easy mechanics and short-but-tough levels are the perfect combination to create an insanely addictive experience. Spicysoft has delivered a polished platformer that just can’t be put down. There were too many moments where I fell to my death only to convince myself that just one more time, one more race would be the one. The smooth controls, infectious soundtrack, and challenging levels make for an extremely enjoyable ride.


163
Podcast Discussion / Episode 345: Conditional Decisioning
« on: August 04, 2013, 11:23:50 PM »

We look at the Wii U's fall lineup, and Kim rolls a spooky strike with Undead Bowling why would I write that

http://www.nintendoworldreport.com/rfn/35078

We have another substitute this week (for Jon this time), and it happens to be the debut of Kim Keller on RFN. She was great at E3 and brings a lot of interesting thoughts to this episode as well, including one of the greatest New Business surprises in a long time. But we start with Jonny's recent exploits in the Wii U version of Call of Duty: Black Ops 2, plus the deliciously snack-sized Rogue Legacy on PC. Guillaume revisits Super Metroid on Wii U Virtual Console, an RFN favorite (for most of us) that he hasn't really discussed before now. Kim finds herself addicted to competitive Injustice: Gods Among Us, but her lasting contribution to this podcast is surely a review for Undead Bowling. It's a rated-M bowling game. IT'S A RATED-M BOWLING GAME. And, shockingly, it may also be a pretty good game outside of the fully committed aesthetic and bizarro premise. James has to follow that hammer-drop with a lamentation over Breath of Fire 6, as well as his bemused, if not disturbed, impressions of Puzzle & Dragons for iOS.

After a particularly rowdy Now Playing break, we return for a feature segment looking at our most anticipated Wii U releases for the rest of 2013. These are definitely personal picks, with each panelist choosing a couple of titles based on individual preference, so don't be surprised if we pass over your own future favorite. Still, it's nice to spend half an hour being mostly positive about Wii U games, other than that stretch where James gets real, and maybe even pessimistic, about Mario (even though he picked it).

Big ups to Kim for filling in this week! We should have the fearsome foursome back together for you next time, where we'll catch up on Listener Mail. You can make that even better by sending in your own question or comment for the show! Also, in case you hadn't heard, Pandora's Tower won the RetroActive poll... so pick up your copy soon and play along with us! The discussion has already started in that official RetroActive #28 forum thread.


164
TalkBack / Undead Bowling Review
« on: August 02, 2013, 11:57:00 AM »

Lace up your bowling shoes, there's zombies afoot!

http://www.nintendoworldreport.com/review/35076

The team at G-Style, the guys behind Crazy Construction, have done it again. They have successfully created a baffling and somewhat insane game that still somehow manages to deliver an immensely entertaining experience.

Undead Bowling is exactly what it promises: bowling with living corpses. However, don’t go picturing zombies nicely lined up in a pyramid waiting for you, these “pins” trudge closer to you with every turn in a randomized, mob-like formation, with new ones popping up throughout the lane to replace some of the guys you knocked down with your bowling ball of terror.

The game mechanics are fantastically simple, but do take some finessing to really master. You aim with the circle pad and throw the ball with the A button. After throwing, the ball can be steered with the circle pad for sweeping curves, or turned sharply by pressing the A button at the same time. These sharp turns only last for a moment, so careful timing and quick reflexes are key to some of the harder levels.

Each stage features a slot machine display on the top, which sometimes triggers a bonus Bingo stage full of golden zombies standing around in bunches. If you knock down every one of them, a new configuration is set up for more potential bonus points. Most of the time the trick is to treat them like dominoes, hitting the first row and curving the ball in anticipation of the next bunch.

A Hellfire boost can be automatically triggered in the middle of a turn or at the beginning. This turns the bowling ball into a rolling ball of fire that has a larger radius than the normal ball and leaves a trail of flames in its path. I’m not sure what this trail actually does to help me, but it sure is fun to watch the zombies jump in panic when they walk into it between turns.

There are four main stages which feature a different type of undead abomination while the last is a horde of all three types. These can be selected in any order, so if you’re stuck, you can always move on and try again later. There are three different types of play styles for each stage: Survival, Hunt, and Combo. Survival and Hunt are very similar; in Survival you bowl for 15 turns, and in Hunt you try to kill a certain amount, usually between 150 and 200 zombies. Basically, just try to keep the undead from crossing the red line in both modes and you’ll be fine. If the zombies manage to get too close for comfort, you can use one of the two power-ups available to either kill them all with a giant bowling ball, or crush about half of them with spikes.

However, the real challenge shows up in Combo mode where you are given five lives to try and hit all four designated combinations. After you successfully match or surpass one, the zombies are rearranged for the next combination so you can’t use your previous tactic. Power-ups are also disabled here, so use your turns wisely.

If you beat every mode in every stage, you’ll unlock the boss battle. Beat that and you can choose to play in a harder difficulty, which increases both the replay value and the frustration. The game’s sharp difficulty curve can make you want to tear your hair out at times, especially in Combo mode.

The game’s only real weakness is in its inability to compare scores. Bonus points can be picked up in a variety of ways, and a score sheet is shown after every victory, repeatedly reminding you of the current high score. However, there is no way to know who hit that score as it never asks for your name, or even initials, when you set a new one. It would greatly help replay value if I knew I could pass off the game to a friend and easily see who scored the highest. Connecting to others on the internet would also be a fun way to compare scores and up the challenge.

In case it wasn’t obvious, Undead Bowling isn’t for the squeamish. The graphics are delightfully gory, with 3D blood splatters hitting the screen with each kill. Some zombies are even cut in half by the bowling ball, crawling toward the player with just their arms and a bloody stump of a body.

The crazy metal guitar music of the game mixed with the calm jazz of the level select screen is hilarious. I absolutely love how this game just dives right in, unabashedly embracing the ridiculous concept they have created. There is a great satisfaction in slamming a terrifying metal bowling ball into loads of zombies and even though there isn’t much else added in terms of mini-games, it’s a fun little game that I can see myself picking up again and again to add some quick slaughter to my day.


165
TalkBack / Rune Factory 4 Release Delayed to Fall
« on: August 01, 2013, 08:30:20 AM »

Quality Assurance taking longer than anticipated.

http://www.nintendoworldreport.com/news/35061

Rune Factory 4 is delayed yet again, with a fall release anticipated. XSEED, the company behind its English localization, announced the news on their Facebook page.

The game was originally released in Japan over a year ago to rave reviews and high sales. The North American version was set for a mid-July release, but was pushed back to August.

However, after confusion over the date was brought up by a Facebook user, XSEED responded directly to clear things up, saying, “and we're dying to get it to you, but the game is absolutely massive and taking much longer to QA (play through the English for quality assurance) than we originally anticipated. Right now we could be looking at a late September or October release, but it will definitely be worth the wait.”


166
TalkBack / UK Pokémon X and Y Pre-Orders Get Poké Ball
« on: August 01, 2013, 01:49:38 AM »

Gotta catch this ball!

http://www.nintendoworldreport.com/news/35060

United Kingdom trainers that pre-order Pokémon X or Pokémon Y through GAME retailers will receive a Poké Ball game card case with their purchase. Gamers who have already pre-ordered the game through the store will also receive the bonus.

Announced via their Twitter account, GAME showed off their mini Poké Ball with three upright game cards inside. The Poke Ball can fully open, and features a detachable base just in case you wanted to throw it around and release your game cards like they were pocket monsters.

As this is a retailer exclusive, it’s not likely to become available outside of the UK. Pokémon X and Y will release worldwide on October 12.


167

It's Super Smash Bros Melee all over again...

http://www.nintendoworldreport.com/news/34873

Shin Megami Tensei X Fire Emblem will, at least partially, take place in modern times, according to producer Hitoshi Yamagami.

Yamagami spoke about the upcoming RPG, being co-developed by Atlus and Intelligent Systems, to Hobby Consolas earlier this week, revealing his thought process: “For a long time, I’ve wanted to create a Fire Emblem in our times, in the real world. Imagine a Pegasus that comes from the sky and lands on Building 109 of Shibuya, Tokyo. I always thought that would be incredible.”

“At the same time, I know it’s hard because of how Fire Emblem is. I visited many companies to express these ideas. When I went to Atlus, I was told that Shin Megami Tensei together with Fire Emblem is what I wanted. So, I soon said that to Intelligent Systems and started this very special collaboration.”

Though Yamagami quickly realized his mistake and added, “Oops! I shouldn’t say that the game takes place in the real world. We haven’t announced it, right?”

During February’s Iwata Asks, Yamagami revealed that the game almost took place in a sci fi world on Mars, though he decided it would be best for the series to stay true to its roots at the time.

Almost nothing has been revealed about the crossover venture until now, though this still doesn’t rule out the possibility of Fire Emblem’s trademark medieval setting making an appearance either.

Shin Megami Tensei X Fire Emblem was originally announced for the Wii U in January and currently has no set release date.


168
TalkBack / Young Justice: Legacy Preview
« on: June 23, 2013, 09:27:36 PM »

While the fate of the Nintendo versions are decided, we checked out the Xbox 360 version.

http://www.nintendoworldreport.com/preview/34658

The troubles of the Young Justice game seem to be following its television counterpart. Originally set to release between season one and two of the television series, which tied in to the story of the game, the game's release was delayed. After the show’s unexpected cancellation, the fate of Young Justice: Legacy seemed uncertain. Finally, a September release date was announced, but after talking with Little Orbit at E3, we learned this wouldn’t include Nintendo consoles.

With hope that Nintendo’s TBA status isn’t a death sentence for the Wii U and 3DS versions, we tried out the Xbox 360 demo. The show’s original writers wrote the story for the game and collaborated closely with Little Orbit to finalize designs and gameplay. We experienced a run through a jungle culminating in a boss battle with the quick and elusive Cheshire and then flew to the city to explore a museum for clues.

We were told the game would take place all over the world, including some well-known locations like Gotham City. The Team answers to Batman for each mission, and the story will answer a lot of questions raised by holes in the original series, explaining personality and ability changes that were seen in season two.

Twelve playable characters are available with four more to come via DLC. Three heroes can be chosen for each mission, but most missions require certain characters to be the team leader for story reasons. Changing the active character can be easily done mid-battle by using the D-pad. Characters have a light and heavy attack, plus four special moves that showcase each hero’s unique powers. Special moves require power from a blue meter that replenishes slowly over time.

Players level up by upgrading and choosing different abilities, customizing heroes to fit their needs. Accessories can also be bought from Wayne Tech, but only two can be equipped at a time. Replaying the game gives you the opportunity to bring back souped-up characters or to completely build up a new team to try a different style.

The options for local and online multiplayer are really where this game shines. Reminiscent of Justice League Heroes and Marvel: Ultimate Alliance, I feel the large environments to explore and the team atmosphere of the show would be lost if the game was only played in single player mode. A map is provided to clearly show mission objectives, which makes collaboration easy.

Side quests are included, including a story revolving around the missing Red Arrow. At the end of season one, Green Arrow’s former sidekick Speedy left the team to become Red Arrow and pursue a mission on his own. His journal entries can be found around the world and reveal his story and the progress of his mission.

Overall the game was very straightforward and unfortunately didn’t bring anything new to the table. Fans of the series will enjoy this one last hurrah from the show’s writers, and the depth of the story promises to deliver. However, those unfamiliar with the show looking for a single player experience won’t find anything they haven’t seen before.


169

We close out our podcasts from the show with one more interview, plus a series of one-on-one conversations with the NWR staff.

http://www.nintendoworldreport.com/rfn/34668

For our last episode recorded at E3 2013, we have a string of short clips, most recorded on the final day of the show. But first, there's an interview with Samu Asada and Tyrone Rodriguez, the developer and publisher of 1,001 Spikes. It's coming to Wii U and 3DS later this year, and this super-difficult, retro 2D action game might be worth keeping on your radar. The remainder of the episode consists of Jonny's E3 wrap-up chats with Jared, Neal, Andrew, Justin, Guillaume, Alex, Kimberly, and TYP. Find out what these NWR staff members thought of E3 in the final moments of this year's show.

We'll be back next week with the regular format and your trusty RFN crew. Help us pick apart the true meaning of E3 by sending in your own questions and analyses!

If you haven't already heard it, be sure to check out Jonny's guest appearance on Weekend Confirmed with Garnett Lee, Jeff Cannata, John Davison, and many others!


170
TalkBack / Watch_Dogs Preview
« on: June 14, 2013, 01:51:22 AM »

Hacking know-how becomes a superpower and it is awesome.

http://www.nintendoworldreport.com/preview/34646

Ubisoft came to impress with Watch_Dogs this year. Although the Wii U version wasn’t available at E3, we were shown a presentation that utilized the PlayStation 4 and a lot of gameplay.

The demo took place ina  highly accurate version of Chicago, complete with citizens, traffic, and an open world environment that allowed ample side-questing. The amount of detail that went into the environment was amazing. Every citizen has a basic bio assigned to them which you can view through a facial recognition feature. You can listen to conversations, read emails, and even hack into their phones and steal their money.

In this world, everything is connected and hacking equals power. At the start of the demo some people had a red X over their head, which meant we couldn’t hack them yet. We had to upload our software to the district’s CTOS, which is part of the city system that controls everything. In order to take it over though, we first had to break into a government facility to find the boss with the access codes.

The developers really wanted to allow people to play in whatever style they wanted to. You can build up either your hacking or shooting skills, buying new weapons and accessories with your earnings. Our representative started out stealthily, distracting a guard by hacking a forklift and causing it to move. While the guard looked away, a takedown maneuver could be performed. While using the facility’s security cameras to look around, guards were overheard talking and revealed to us where the boss was.

With a clear path in mind, now was the time to switch strategies and get the job done. Our character shot a guard, alerting others to our presence, and continued to run in, guns blazing.

Once the CTOS was in our control, criminal activity could be monitored. The city utilizes a system that analyzes movement and facial patterns to predict crime and alert authorities. This gives players the opportunity to help citizens, but could also lead to ramifications later. However, if a criminal is stopped successfully, and without being killed, your reputation increases. Having a good reputation means citizens are more likely to turn a blind eye when you perform criminal actions, like stealing a car, instead of calling the cops.

Speaking of alerting the cops, word travels fast in the game and your character can even show up on the news. During the demo, a gun shop owner recognized us from the news playing on a nearby television and pressed a panic button. The police could use a scanner to track us and we had to escape quickly. All actions can lead to realistic reactions from citizens, so be careful where you pull out a gun.

By far the best feature of the game is the use of multiplayer. At any time, a friend can covertly enter your game. No alert appears and nothing seems to change until your friend attempts to hack information from your system. You must then attempt to find and stop them before a time limit runs out, leading to car chases, gun battles, anything you choose. Friends can explore your game as long as they want before hacking, either blending in or causing endless havoc.

The seamless connection between systems was perfect, and the possibilities are exciting. We promptly retaliated by connecting to our friend’s game and hiding in a car while hacking their system. This unfortunately ended in us getting killed in a gun battle and sent back to our own game.

Watch_Dogs' open world environment promises an immense amount of gameplay options, creating custom game experience for every player. The use of internet connectivity is brilliant and really pushed the game further than we could’ve imagined.


171
TalkBack / Tom Clancy's Splinter Cell Blacklist Preview
« on: June 14, 2013, 01:09:36 AM »

We played co-op multiplayer Splinter Cell Blacklist at E3 on Xbox 360, which is also coming to Wii U.

http://www.nintendoworldreport.com/preview/34645

The multiplayer level on display at E3 asked players to infiltrate a building without being spotted. We could take cover behind vehicles and other obstacles, and had a variety of gadgets at our disposal, such as radar vision and devices that can be used for reconnaissance or to distract enemies with noise. The environment provided obstacles for cover, and we could move amongst nearby cover locations with the press of a button to hide from snipers and other enemies. We could also climb on ledges to avoid land mines on the ground.

We could move a cursor with the right control stick and select up to three enemies or landmines to mark. These marks served not only as reminders of the imminent death ahead of us, but also revealed who the boss was with different icons and alerted your ally to the dangers as well. These markers could easily be erased with a touch of a button.

The co-op level, one of 14 total that can all be played both online and with local split-screen, contained multiple routes to each of three objectives. In playing through the mission several times, we never did it the same way twice. Ubisoft said that these "Fourth Echelon" missions can even be played solo, though certain paths will be inaccessible. Some missions, like the one we played, have zero tolerance for being detected. Others are simply about survival, or ask you to kill every enemy.

Splinter Cell Blacklist also has a full single-player campaign and the return of the famed "Spies vs Mercs" competitive online mode. Ubi promised us that the Wii U version will contain all these modes, plus GamePad-exclusive features, such as controlling a tri-rotor RC helicopter with the gyro sensors.


172
TalkBack / Rune Factory 4 Impressions
« on: August 04, 2013, 01:02:08 PM »

The complexity of this game is wonderful and insane. (UPDATED with off-screen video.)

http://www.nintendoworldreport.com/impressions/34627

Rune Factory 4 is a beast of a game. Hidden under the smiling faces and pastel colors is an insanely complex experience that features something for just about everyone.

I’ve never played a Rune Factory title before, but after playing the extensive demo at E3, I am definitely looking forward to its 3DS North American release this summer. Besides following the main story, players can focus on different elements they’d like to master. Social interactions, dungeon crawling, farming, managing a shop, running the town, attracting tourists, and skill building can sure take up a lot of time; in fact, our XSEED representative claimed to have logged over 300 hours in the game.

Starting on the outskirts of town, we explored forest with our amnesiac main character, a princess who fell from an airship and landed on a dragon. Luckily, this was a nice dragon who was the guardian of the town she ruled over. Rune Factory 4 is actually the first title in the series to allow players to choose a boy or girl from the beginning, so the princess could actually be a prince instead. While exploring, we encountered large ants and beetles that would respawn every time we exited the area and even stumbled upon a boss battle.

To help you fight, townsfolk can be recruited if their relationship level has reached three or higher, but there is a knight character who will always agree to accompany you regardless of your relationship level with him.

To fight monsters, players can choose from a wide variety of weapons: wands, hammers, axes, and more were available from the princess' inventory accessed by pressing the L button.  We used a short sword during the demo, and other items can be purchased, gifted, or even synthesized.

Back in the town square, tourists and residents alike were milling about holding fishing poles for the day's big fishing competition. Holidays can created by the player by making official orders from the castle. A calendar helps keep track of special days, which do pass by very quickly, 30 minutes equals one day in Rune Factory 4. Seasons change every 30 in-game days which affects daily activities, weather, and citizens’ outfits.

All of the people we interacted with had humorous dialogue and distinct personalities, and dialogue changes often to keep characters from stagnating. You can improve your relationship with characters by giving gifts based on their tastes, remembering birthdays, and having conversations. You can even date, marry, and have kids with an eligible member of the opposite sex.

The castle is a good hub for decreeing royal orders and working on skills. A menu shows all the actions of the Order System, which is a new feature for the series. The main character can do many actions as a royal, each costing prince/princess points which are earned depending on how well you run the town and gain the people’s admiration when you complete tasks. Festivals can be created or cancelled and new shops can be constructed. Even less obvious options are listed like changing the game’s background music, the weather, and our favorite: destroying all the castle’s furniture.

Certain items trigger skill building options, like cooking which requires ingredients and recipes, as well as RP, which is used for most actions in the game. If too much RP is used up, HP will be drained instead; Items or sleeping recover RP.

As this game is a spinoff of Harvest Moon, farming works basically the same. The farm is located behind the castle and requires occasional tending and weed pulling to prosper. Animals are also kept nearby and can be interacted with. The shop option works differently, as the prince/princess serve as a mobile shop, directly showing off items for sale by talking to people. If someone is interested in an item, they’ll suggest a price and players can choose to haggle if they wish.

Three save file options means you are free to try out different paths for your character and experiment. There is a lot to keep track of as the game progresses, which is something we really enjoyed. Rune Factory 4 has really gone above and beyond normal RPGs to create a game that is charming, fun, and extremely thorough.


173
TalkBack / Bayonetta 2 Hands-on Preview
« on: June 20, 2013, 08:57:00 AM »

UPDATE: Added off-screen video of the entire E3 demo.

http://www.nintendoworldreport.com/hands-on-preview/34573/bayonetta-2-hands-on-preview

The intense visuals of Bayonetta are back in Bayonetta 2 and it doesn’t disappoint. The demo at E3 allowed me to play three different battle stages and gave me an interesting option: controller or touch screen.

The idea behind the choice is to make the game easier for newcomers to the series. The touch screen allows players to directly tap target spots on enemies by slashing, tapping, or holding down the stylus, making it the easier option. I decided to try it out and was promptly given a second, almost comical, option: easy or very easy.

Gameplay is pretty easy to figure out with the touchpad, basically go nuts with the stylus whenever you see a purple target circle over an enemy. Occasionally Bayonetta’s special attack, Umbra Climax, pops up on the bottom of the screen as a tappable attack option.

You see, Bayonetta has a new haircut but apparently kept the hair. This new fashion statement lends itself to Umbra Climax by growing and weaving itself away from Bayonetta’s body (with key areas still covered) and opening a portal for a monster to come through and attack your enemy briefly. During the attack you need to repeatedly tap a target for bonus points. Even though this attack option popped up fairly frequently, the lush graphics kept it interesting.

Bayonetta can be moved easily by tapping where you want to go, but that isn’t really necessary when battling. Once I tapped a target, Bayonetta automatically moved toward the spot, her distance changing based on the weapon being used. Once killed, an enemy spouted golden rings to collect.

For normal attacks, the demo gave me the option of two guns or a sword and whip. The guns work better for long range attacks, but the whip allowed me to hit multiple enemies at once. However, it was a little difficult to hit more than one foe with the whip during the demo and only the first stage provided me with multiple enemies who didn’t really stay close together for my whip attack.

Besides attacking, I could also jump by swiping up on the touchscreen or evade by swiping backwards.  If I timed an evade just before an enemy attacked, I entered Witch Time. Witch Time slows down all enemies in the area briefly and opens them up to attacks.

All stages were very fast paced and featured different moving backgrounds. The first featured multiple angelic type beasts for me to fight while on a train type vehicle and blended into the second stage which pitted Bayonetta against a larger demonic monster. Jeanne, from the first game, shows up during these stages and helps fight. The representative did tell me she plays a key role in the game, but wouldn’t say if she would be a playable character or not.

The final stage features a large boss called Gomorrah. The whole stage was stunning as Bayonetta jumped into the sky and grew wings to help her fight easier. Now that I could fly, I had to keep a sharp eye out for targets located around the monster’s body as Bayonetta flew around him.

The three stages gave a clear idea of the different ways to battle but no story elements were really seen. Something that looked like Jeanne’s soul was pulled from her body into the darkness by shadow-like creatures at one point, but Bayonetta fought on. After completing each stage, I was given a rank based on the amount of rings I collected and the tapping bonus I received during Umbra Climax attacks. At the end of the demo, all three scores were averaged and I was awarded a golden statue.

Later I will try out the controller option and see how the gameplay compares to the ease of the touchpad. The game will be released sometime in 2014.

Update: The hardest setting for the demo, normal, completely ignored the touchpad and altered attacks noticeably. For starters, Bayonetta wouldn’t completely auto run to targets when you attacked; I felt more involved in the game now that the control stick mattered and I could finally strategize. The whip became a huge ally as combos and movement created a larger attack, successfully hitting large groups of enemies.

To her credit though, Jeanne helped out a lot more in normal mode, decapitating enemies with her glider occasionally and reappearing for combo attacks.

Umbra Climax surprisingly changed as well. No longer could I summon a monster to chew on my enemies for a while, instead the game allowed me to control a large pillar of hair with purple symbols surrounding it which I bashed through my enemies repeatedly.

Although, more often than Climax I triggered Torture, a combo move that placed a conveyor belt under an enemy leading straight to a grinder. Bayonetta would then kick the fleeing enemy into the device and smile as blood splattered on the battlefield. Clearly this is not a kid friendly title, but her methods are morbidly satisfying after you’ve been kicked around by monsters.

Normal mode was insanely fun, but I’m glad I tried it second. With more enemies and deadlier attacks, I had to pay close attention to my movements and time my evade maneuver well to take advantage of Witch Time. Finding your bearings while flying in the final boss level takes some getting used to and attack points aren’t as frequent; even changing position based on Gomorrah’s movements.

During the touchscreen playthrough I could hold down colored lollipops on the screen to help out Bayonetta: red for health, blue and green for battle related boosts. These were suspiciously absent from normal mode. Oddly, health replenished periodically during the demo, but the representative couldn’t explain how I triggered it.

E3 showed off Bayonetta fantastically. Sure, no one could tell me anything about the story, but that’s okay as the real fun is in the crazy battles. Gigantic monsters, crisp details, and responsive attacks push this game to new heights.


174
TalkBack / First Trailer for Young Justice: Legacy
« on: May 28, 2013, 09:20:44 PM »

They're back!

http://www.nintendoworldreport.com/news/34361

Little Orbit has released the first trailer for Young Justice: Legacy, showing off an array of playable characters and some basic gameplay.

The game takes place between Season one and two of the Cartoon Network series and incorporates all 12 of the team members from the show. Each character will have unique attacks and abilities. The team must work together to stop members of the Light from using a kidnapped archaeologist’s research to gain enough power to control the world.

The recently cancelled television series followed the exploits of a team made up of DC superhero sidekicks, such as Robin, Kid Flash, and Zatanna, as well as new characters. Notable villains from the DC universe and the Justice League were also featured prominently throughout the show.

Slated for a September release, Legacy features original voice acting from the show, 15 missions, co-op and multiplayer modes. The game will be available on all consoles, including both the Wii U and 3DS.


175
TalkBack / Crazy Taxi Lookalike Coming to Japanese eShop
« on: May 27, 2013, 06:32:13 PM »

It's Chaaarismatic Driver!

http://www.nintendoworldreport.com/news/34343

D3 Publisher is releasing a new title for their budget @Simple series and it looks pretty similar to another beloved game. The modestly titled @Simple DL Series Vol.13 The Taxi: I am a Charismatic Driver, is a Crazy Taxi-esque driving game for the Nintendo 3DS.

The concept is pretty simple, pick up passengers and drive like mad through Rainbow City to get them to their destination. Players can trick out their ride by purchasing different accessories such as a wing, wheel, sticker, bumper, etc, to boost their car’s stats, or by getting traditional power ups.


There is little chance of the game becoming available in other regions as previous titles in the @Simple series have remained exclusive to Japan. The game is priced at 600 yen and arrives in the eShop June 12.


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