Show Posts

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


Messages - SurfingPikachu

Pages: 1 ... 6 7 [8] 9
176
TalkBack / Shantae Coming to the eShop June 20
« on: May 20, 2013, 07:16:10 PM »

WayForward brings the beloved half-genie to new regions.

http://www.nintendoworldreport.com/news/34269

WayForward has confirmed through their official blog that Shantae is coming to the Nintendo 3DS Virtual Console on June 20. In anticipation of the release, new box art has also been revealed for the game.

Unlike the original Shantae released for the Game Boy Color, which only released in North America, players in Europe, Australia, and New Zealand will also have the chance to download the critically acclaimed game.

Shantae and the Pirates Curse for the 3DS eShop, the third game in Shantae’s series, still lacks an official release date, but is expected later this year. Previously, WayForward had released Shantae: Risky’s Revenge for the Nintendo DSi in 2010, which was well received.


177
TalkBack / Rumor: Deadpool Coming to the Wii U
« on: May 19, 2013, 03:56:25 PM »

The Merc with a Mouth shows up on Amazon Canada.

http://www.nintendoworldreport.com/rumor/34243

Amazon Canada has listed the upcoming Deadpool game on their website as a Wii U release. Officially, the game has only been announced for the PlayStation 3 and Xbox 360, but this listing might lead to a surprise announcement of a Wii U version.

Activision is currently offering pre-orders for Deadpool on the game’s official site for the other consoles with a release date slated for June 25. Interestingly, the Amazon Canada webpage lists the Wii U’s release as December 31, making a late announced Wii U release seem more likely, as this gives time to finish development for the console. The page offers no other information besides two videos, the ESRB mature rating, and a product number.

Deadpool is a third-person action game following the anti-hero’s mission to assassinate an evil media mogul while also investigating Mister Sinister’s latest plans. Other Marvel characters will appear in the story as well. Daniel Way, a former writer for the Deadpool comics, teamed up with developer High Moon Studios to write the story.


178
TalkBack / Donkey Kong Visits the LA Zoo for Memorial Day Weekend
« on: May 17, 2013, 11:02:36 AM »

Nintendo makes an aPEEL to the animal kingdom.

http://www.nintendoworldreport.com/news/34208

Nintendo has teamed up with the Los Angeles Zoo & Botanical Garden to celebrate the launch of Donkey Kong Country Returns 3D. From May 24 to 27, visitors to the zoo can participate in various themed activities and demo the game.

For the Memorial Day weekend event, the gorilla reserve will be temporarily renamed the “Donkey Kong Country Returns 3D at the Campo Gorilla Reserve” and will feature a special interactive experience where visitors can watch LA Zoo staff feed the gorillas from Donkey Kong themed giant cardboard barrels. Photo opportunities with Donkey Kong himself and GameStop coupons for $5 off the game will also be offered.

“Our gorillas have never had a visit from a celebrity of Donkey Kong’s stature,” said John R. Lewis, director of the Los Angeles Zoo. “All the planned activities for the weekend fit perfectly in line with the family-friendly environment of the zoo, as well as bring awareness to the animals in the gorilla reserve.”

Donkey Kong Country Returns 3D launches on May 24 and features a new mode, eight new levels, and revamped 3D graphics for the Nintendo 3DS.

The LA Zoo is located in Griffith Park and attracts 1.6 million visitors each year. Opening in 2007, the Campo Gorilla Reserve one of the zoo’s main highlights. Tickets cost $17 for adults and $12 for children 12 and under. The zoo is open from 10am to 5pm daily.


179
TalkBack / Re: Eevee 3DS XL Available by Lottery in Japan
« on: May 16, 2013, 09:27:39 PM »
My fave is definitely the Charizard one, I love how the top and bottom designs fit together. The whole thing just looked so badass!

I do wish they had referenced the other Eevee evolutions somehow with this one though, isn't that the whole point of Eevee

180
TalkBack / Eevee 3DS XL Available by Lottery in Japan
« on: May 16, 2013, 10:14:16 AM »

Gotta catch 'em all?

http://www.nintendoworldreport.com/news/34195

The Pokémon Company has partnered with Nintendo to create the Nintendo 3DS XL Eevee Edition for Japan. To obtain the limited edition console, you must enter a lottery through Japan’s Pokémon Center retail stores.

The special console was created to commemorate the 15 year anniversary of the Pokémon Center in Japan, starting with the first one opening in Tokyo in 1998, and will cost 18,900 yen (roughly $185). The 3DS XL features brown stripes on top with a picture of Eevee underneath.

To enter the lottery, those interested can download an application from the official Japanese Pokémon website and either mail or bring it to the store any time before June 3. Winners will be notified by mail after June 14 and can purchase their Eevee 3DS XL on June 22.

Previously, the Pokémon Center offered a limited edition Pikachu and Charizard 3DS XL in August and December, respectively. The Charizard console was also only available through a lottery.


181

There can only be one...Ranch Master.

http://www.nintendoworldreport.com/news/34180

Harvest Moon GBC for North America will arrive in the Nintendo 3DS eShop on May 16, according to Natsume’s official Twitter.

Harvest Moon GBC was originally released for the Game Boy Color in 1998 as an improved version of Harvest Moon GB. After being asked by the spirit of their deceased grandfather to take over the family farm, players grow crops and raise livestock to reach their goal of becoming a Ranch Master.

The game was previously released for the PAL region’s eShop in late March.


182
TalkBack / Crazy Construction Review
« on: May 10, 2013, 06:27:12 AM »

Your tower is the tower that will pierce the heavens!

http://www.nintendoworldreport.com/review/34154

Crazy Construction is by far the most energetic game I’ve played in a while. The concept is simple: stack random objects up to a goal line and hope your leaning tower stays put for three seconds. However, publisher G-Style has taken this game to the next level in a Japanese-style quest to help the cartoonish builders of Haruno Construction Company finish their Sky High construction project.

The Haruno Construction company features a ragtag group of part human, part robot builders who all share the same dream: to build a tower all the way to the moon. Why? Because justice, that’s why! This tower will be a symbol of inspiration for the people of the city, so you better take your stacking job seriously. Unfortunately, not everyone shares the builders’ ideals. The Crash Construction Company continually tries to hamper the builders by using everything from electrical storms to mutant hawks to stop the tower’s construction.

The controls are easy and instinctive. You rotate objects using the R and L buttons, or the A and B buttons, and move an object using the Circle or D-pad. I personally preferred the D-pad for most levels, as it gave me more precise control, though the Circle pad allows for diagonal movement, which can definitely come in handy. The game increases in difficulty at a good pace, with new obstacles for the perfect amount of challenge.

As enthusiastic as they might be, I’m not sure the Haruno Construction Company should be in the construction business. For starters, they only use junk, priceless art, and food to build with; the game features over 100 different objects, actually. Are they stealing stuff from around the city to build with? Do they even have a building permit or pay attention to building codes? Each level starts with a different building platform, featuring holes and ramps. This creates an interesting problem when creating a base for each level, but also makes me question the builders’ idea of a structurally sound building.

I think their scariest oversight is their conception of what a “nuisance” is. Every time an object falls off your building platform, your Nuisance Gauge goes up. Let’s think about this for a second: objects falling from high up to the populated city below are only considered a nuisance. I’d see it as more of raining down potential death, but then again, I’m not a super droid construction worker, so what do I know?

The game is organized into 10 chapters complete with story cut scenes. Each chapter has five levels, with a special boss appearing on level five. Bosses have their own special powers, such as reversing your controls or making objects fall faster. Tread carefully: if you don’t gain enough Building Points by placing enough objects, or if your Nuisance Gauge maxes out, you’ll have to start the whole chapter over.

The Nuisance Gauge follows you throughout each chapter, which can be a problem, but Building Points lower it at the end of each level to keep you going. Completing a chapter gets you a special rating (gold, silver, etc.) based on your accumulated Building Points and updates your title. These records can be viewed from the Extras menu.

The music is super fun, and changes a little for each chapter. It definitely adds to the game with positive, energetic tunes to keep you motivated. Boss battles come with their own sinister soundtrack, and if your Nuisance Meter gets too high, the music will equally freak out. Each object comes with its own sound effect, too, which is a nice touch. Some dialogue is also thrown in for good measure; you can hear the Japanese builders yell at you to start, state the name of the game, and countdown at the end of the level. Not exactly Shakespeare, but I certainly enjoyed it.

One thing the game oddly leaves out is any form of 3D. True, the game wouldn’t have been drastically changed by its inclusion, but the option for even light 3D effects is something I’ve become accustomed to.

The game also isn’t heavy on features. It includes the main story and an Endless mode once you complete the game. I would have loved an option for some sort of local multiplayer ability, but the game makes no secret of its objective from the beginning, so I wasn’t too bummed by the amount of gameplay. All in all, I spent a little over 16 hours experiencing the narrative and building a 100+ story tower in Endless Mode. It’s a great game to pick up and play anytime you want a quick fix, though you can’t save between chapters, so some minimal dedication is required.


183
TalkBack / Soccer Up 3D Review
« on: May 09, 2013, 03:45:38 AM »

A nice try, but it definitely missed the goal.

http://www.nintendoworldreport.com/review/34145

Soccer Up 3D is a compact download title from EnjoyUp Games. A follow-up to Soccer Up!, a WiiWare title released in 2011, Soccer Up 3D strives to fix some of the problems of its predecessor. You may enjoy it if you’re looking for a simple soccer game, but the game’s improvements are minimal and overshadowed by new complications.

An arcade-style game, Soccer Up 3D allows players to choose from either single exhibition matches or a World Cup tournament. It offers a training mode, but instead of featuring mini-games to hone specific skills, which I’ve become fond of in other games, this mode simply takes away the other team, so you can practice whatever you’d like with no fear of having the ball stolen. While this came in very handy for getting used to the controls and special moves, given the simplicity of the game I would’ve appreciated a more robust practice mode.

You choose from 50 nations when selecting your team, with your opponents are chosen automatically and player appearances are randomized. Other options include two (similar) playing fields, the length of the match, and three different starting formations for your team. Starting formations can be changed in game from the pause screen.

A great addition is the unlockable ability to add your Miis to the game via the Edit Team mode. It can be hard to see the detailed faces of your Miis once the match starts, but it’s fun when your digital self makes the game-winning goal. This option only becomes available after you’ve played two hours worth of matches in the game, so dedication is key.

My favorite feature by far is the local multiplayer mode. I was surprised to discover how extensive it was. The game fully downloads onto your friend’s 3DS, so they can even play the single-player mode in its entirety. This definitely breathed new life into the game for me, as beating my friends was less challenging than winning against the AI. I like keeping this game available on my system to play quick matches with them, since the setup and loading times are fast.

Game lengths vary from six, 10, 20, 50, or an incredible 90 minutes, but are always represented in the game as a total of 90 “minutes.” For example, if you picked a six-minute match, the in-game clock would furiously count down from 45 minutes for the first half of the game, getting to zero once three real world minutes have passed. It’s an interesting choice, but I would have preferred to know the actual time I had left. I mainly played short games, only braving a 90-minute match once. This is really where the game shines, as it’s great to just pick up and play when you have a couple minutes to kill. The gameplay isn’t complex or interesting enough for the longer matches, though.

The main controls are simple. You move selected players using either the Circle or D-pad, while pressing the A button results in a high kick, and the B button performs a low kick. When you don’t have the ball, both these buttons lead to sliding tackles. The R button allows for a sliding header, a scissor kick, or a back tackle, depending on the situation. Pressing A and B together, or just the Y button, makes your player dash, though I wouldn’t recommend it as it opens up a lot of opportunities for the opposing team.

A welcome addition from the game’s predecessor is the ability to switch between players manually by pressing the X button. While the auto-switch option works well (switching to whichever player is closest to the ball), it is nice to have control when you start getting better at the game and developing your own strategies.

Another interesting feature is the inclusion of “After Kick,” which allows players to steer the ball after it’s been kicked. It feels like a bit of a cheat, especially when I used it to avoid the other team during a pass, but it is a necessary tool to master if you want successfully score often. Since the game doesn’t have a tutorial, instructions for the move are found in the “hint” tab on the controls menu.

While these basic mechanics are easy to get used to, some options are difficult or oddly left out. Obviously you will need to steal the ball from other players, but almost every time I attempted the slide tackle move I committed a foul. Usually I would just run to catch up with the ball, as it would sometimes just switch to my character magically. Another problem crops up when the opposing team gets a free kick: there is no way to control your defending players. On the other hand, when you’ve earned a throw-in, your players stand still and won’t move to where you are aiming.

I wish there was a way to control the difficulty of the game’s AI. Opposing teams varied greatly in skill, either passing the ball across the entire length of the field with lightning-fast kicks or just running toward their own goal. Since you learn all the controls at once from the controls menu, having different difficulty modes would have helped with the learning curve.

Unfortunately, Soccer Up 3D has its share of glitches. Twice in an exhibition match, the graphics seemed to scramble and create strangely stretched shapes on the side of the field, obscuring part of the playable area. Luckily this reset after half time, but I couldn’t believe it happened twice in a short amount of time. Another glitch I encountered happened when I completed a 10-minute match. The final score was displayed and I tried to go back to the main menu, but the screen suddenly turned black. Soon a message popped up telling me the game had encountered an error and I had to reset my system.

The graphics (when they work) are oversimplified, which isn’t necessarily a bad thing. It has a nice, clean aesthetic that makes it easy to follow the game. A yellow circle glows around your selected player and the camera follows the action nicely. You can also change the camera angle from the pause screen. While the 3D graphics are done well for most of the game, I did have trouble focusing whenever the giant “goal!” announcement splashed across the screen in the foreground. The rest of the game utilized it well, with smooth celebration and slow-motion playback animations.


184
TalkBack / Animal Crossing: New Leaf Comes to Twitter
« on: May 07, 2013, 10:12:24 AM »

Isabelle is now on Twitter! #DogsOnTwitter #lolwut 

http://www.nintendoworldreport.com/news/34124

Nintendo of America started a new Twitter account for Animal Crossing: New Leaf today. Isabella, who will assist new players in the game, will be tweeting from @AnimalCrossing.

The announcement appeared on both the new Animal Crossing and Nintendo of America’s Twitter feed in the form of a digital letter. In it, Isabelle introduces herself and the new account which will be used to tell viewers about life in an Animal Crossing town. 

Animal Crossing: New Leaf is coming to the English speaking world this June. For more information about the game, be sure to check out our latest set of impressions here.


185

Get ready for some serious nostalgia.

http://www.nintendoworldreport.com/news/34123

Capcom have announced on their blog that three classic games are headed to the Wii U Virtual Console this month.

The NES game that started it all, Mega Man, became available on May 2. Super Ghouls ‘n Ghosts will arrive on May 16 and Ghosts ‘n Goblins (the NES version) is slated for May 30.

It has already been announced that Mega Man 5 will be coming to the Nintendo 3DS eShop this month, but Japan’s release of Mega Man 3 for the Wii U VC on May 1 hints at more to come for North America. Capcom promises more releases in the near future.


186

Plus, the game makes its way to Australia and New Zealand!

http://www.nintendoworldreport.com/news/34103

WayForward Technologies has finished an update for Mighty Switch Force! Hyper Drive Edition and will be expanding the game's distribution to Australia and New Zealand as well.

According to WayForward's official blog, the free update will include mainly game performance improvements. Audio levels will be rebalanced, improved headphone support, and a new file compression that will reduce the game’s size by 40 percent.

As a surprise bonus, however, a new playable character, Pixel Patty, will also be included.

The release date for the territory expansion and update has yet to be announced.


187
TalkBack / Nintendo World Report: Powered Off - Issue 5
« on: May 01, 2013, 10:02:52 PM »

This issue is packed with Metal Gears, Gunpei Yokoi, and pants.

http://www.nintendoworldreport.com/feature/34063

Download Nintendo World Report: Powered Off Issue 5

Metal Gear's the theme for this issue of Powered Off. We have a bunch of articles that relate to the series on Nintendo platforms, including a primer on the series and a massive interview with Denis Dyack on the creation of The Twin Snakes.

Aside from Metal Gear, we have some articles on Gunpei Yokoi, storytelling in video games, and a roundup of some of the NWR Community's favorite launch games. Reviews this month include some Metal Gear, Game & Wario, and Silent Hill.

We also have the first appearance of our mailbag page this month. We hope to be able to include this section more often, so please send in some questions.

You can send your mail in here. Thanks for reading!


188

Alongside the free app on Wii U, Ubisoft confirmed a September release date for the delayed game.

http://www.nintendoworldreport.com/news/34001

Rayman Legends is coming to Wii U (and other systems) on September 3 in North America and August 30 in Europe, according to Ubisoft. Additionally, the free Challenge App for Rayman Legends is available today for the Wii U on the eShop in North America and Europe.

The Challenge App will only be available for Wii U users and is the first time a Rayman game has implemented online features, as leaderboards and daily/weekly challenges will continually be updated.

The app’s lobby will display different paintings, each leading to a new challenge in one of four levels: Murfy's Dungeon, The Neverending Pit, The Infinite Tower, and Land of the Livid Deads. Randomly generated challenge levels will be offered on a daily and weekly basis, allowing for competition between one to five players. Global leaderboards will keep track of the challenge records. Murfy's Dungeon is a Wii U-exclusive mode in which players will use the GamePad to interact with objects in the level to help other players get through the chaos.

This app is being launched to try to make up for the six-month delay of the Wii U version to allow for Xbox 360 and PlayStation 3 versions to be created. New levels and bosses will also be added due to the delay.

Rayman Legends will arrive on the Wii U on September 3 in North America, and August 30 in Europe.


189
Podcast Discussion / Episode 82 - Paddy O'Furniture
« on: April 21, 2013, 05:06:23 PM »

We go over Nintendo Direct and then mull over the closure of LucasArts.

http://www.nintendoworldreport.com/connectivity/33964

We're doin' it live this week on Connectivity. By that I mean you're hearing Neal, Trick, and Tyler's running commentary on the most recent Nintendo Direct. If you haven't seen it yet, things might be a bit confusing. There's also some bonus talk after the commentary ends.

In segment number two, Zack, Kim, and Andrew go all roundtable and look back on the history LucasArts has had on Nintendo platforms, and some potential futures for Star Wars games as licensed properties.

Don't forget to send your listener mail to us by clicking here. And please rate and review the show on iTunes.


190
TalkBack / Shin Megami Tensei: Devil Summoner: Soul Hackers Review
« on: April 16, 2013, 09:00:46 AM »

Demons... now trolling the Internet.

http://www.nintendoworldreport.com/review/33870

Shin Megami Tensei: Devil Summoner: Soul Hackers is a great game, plain and simple. Do you like RPGs? Do you like challenging strategy and engaging story? Then go buy this game, end of review.

OK fine, let’s explore this further.

Soul Hackers actually celebrates its Sweet 16 this year, having debuted on the Sega Saturn in Japan in 1997. The 3DS release marks the first time North America gets the experience.

Set in a technological future where computer terminals litter the streets instead of phone booths, Soul Hackers follows the activities of Amami City’s Spookies, a good-natured hacker group that has just gained access to the beta of AlgonSoft’s virtual city, Paradigm X. However, everything is not as it seems, with the appearance of demons and the reveal of a conspiracy involving a secret organization. The primary focus is on The Spookies, whose members contribute to the twists and turns of the narrative. The story sequences shine, showing up at all the right moments. I rarely like story-heavy games, so I appreciate the balance of good writing and the re-release’s addition of well-cast voice-overs.

Soul Hackers follows the same basic gameplay structure as other Shin Megami Tensei games, so if you’ve played any of them before, you’ll have a good idea of what to expect. Similar to the others games, Soul Hackers takes place in two main settings: the city map, and various first-person grid-based dungeon-like buildings with random demon encounters that lead to turn-based battles. You can have a total of six members, people or demons, in your party, and store up to 12 demons for backup. A nice addition to the battle menu is the Auto command, which either defaults everyone’s actions to a basic attack or replays your last command set repeatedly. It’s a great tool when you need to rush through an area and get past low-level demons.

Instead of killing every demon you encounter, though, you can instead choose to talk to them. Be prepared: they’ll ask you questions back. Answer correctly, and a demon may give you a gift, leave you alone, or even join your party. You have to pay attention to their personalities and affinities, though; say something wrong and the entire demon party will attack while you’re defenseless. Another element to the mix: moon cycles. It can affect talking to demons, your own demons’ strength, and smaller things like special items.

Your demons never actually level up, a feature unique to the Devil Summoner spinoff games. Instead, they gain loyalty through your treatment of and actions toward them. Maxing out loyalty has different benefits depending on the demon’s personality, and increases the chance that your demon actually listens to your commands. This is a great alternative to the traditional grinding found in similar games, but also means you must acquire and release demons regularly to maintain a strong party. Oddly, the game doesn’t allow you to release a demon when a new one wants to join. I always had to keep one of my demon slots open just in case, so I wouldn’t miss an opportunity.

Another interesting aspect is the inclusion of Magnetite, another returning feature of the Devil Summoner games. Just like yen, it can be earned usually through battle and is required to keep your demons alive whenever they are actively summoned. These particular complexities add a distinctive strategy to the game. I had to pay close attention to the balance of my team’s magic and personalities, while also keeping an eye on my Magnetite levels and making careful decisions about whom I kept summoned.

You can also fuse demons to each other or to a sword to strengthen your team. I experimented a lot with this, which was easy to use. A lot of information is provided in the fusion menu to help you learn how to make better combinations, plus the end result is always shown as you build your fusions, so you can change your mind if the new demon isn’t the right type, or if its stats aren’t to your liking.

The overall graphic and musical design of the game is great. Characters and demons have complex and interesting designs, and each dungeon has a unique feel. The music is surprisingly eclectic, sometimes you hear an ambient jazzy tune and sometimes head-banging metal, but it always works well with your location. This is actually one of the few games I don’t mind keeping the sound on for.

I appreciate the re-release’s overall attention to speed. Movement is fast and easy to control; areas load instantly and allow for smooth exploration. Even the battles move by quickly, though you can slow them down in the options menu if you want to read every turn’s captions.

The game received a basic graphic optimization to match the 3DS hardware, but I wish more attention had been paid to updating Paradigm X. Throughout the game, everyone talks about the magic of this new virtual world, which was probably pretty amazing for 1997, but it’s the one thing that takes me out of the story. The whole area looks more basic than the game’s real world, which may have been purposeful, but when characters tell me how lost they get in it, or even how peaceful or exhilarating different areas are, I just don’t believe it. It’s a shame, since it would not have been that complex of an overhaul. Some of the character’s dialogue is pretty funny from a modern context, though, as they marvel at the idea of changing your entire online identity and even (gasp!) not being polite in forums.

Soul Hackers’ use of StreetPass is another notable addition. Nemechi is a demon that levels up based on StreetPasses and your accumulation of D-Souls (also through StreetPasses). You can use Play Coins to buy more D-Souls to level up your Nemechi, which changes in appearance based on how it’s raised. You can also buy useful demons with D-Souls, with more available as you raise your Nemechi’s level. Admittedly, I didn’t use this feature much, since I had no one to StreetPass with yet, and there is a limit to how many D-Souls you can buy and spend in a day, but the potential is promising.

It baffles me just how Soul Hackers managed to stay out of North America’s grasp for so long when it’s such a shining example of what the Shin Megami Tensei games are. The dungeons are well constructed, it gets pretty tough in areas, and story is just the right length. Steeped in heavy strategy and gameplay complexities, this game is definitely not a leisurely pick-up-and-play experience, but if you’re looking for a rewarding challenge, then welcome to Amami City.


191
TalkBack / New Content on the Way for Rayman Legends
« on: April 10, 2013, 07:31:55 PM »

Michel Ancel talks about the bright side of the game's delay.

http://www.nintendoworldreport.com/news/33817

Thanks to a pushed back release date, Rayman Legends will have an extra 30 levels plus new boss battles when it finally releases this year. Rayman's creator, Michel Ancel, talked to Official Nintendo Magazine about the delay and the fans’ backlash.

“No, I wasn't shocked, but it was really hard for us. Of course, there are more important issues and problems in the world but we worked really hard to make something and were so involved, it was difficult for us and the fans,” Ancel said.

Although the game was originally slated for a February 2013 release, Ubisoft made the decision to delay the game until September so it could be released on the Xbox 360 and PS3 at the same time as the Wii U. Fans anger over the delay was not subtle, and some members of Ubisoft's staff, including Ancel, met with protesting fans outside Ubisoft’s Monpellier office after the announcement.

However, he and Senior Game Manager Michael Micholic made sure to use the extra time to put more into the game. "Trust me, the things we are adding aren't minor. We're not talking about adding some polish here and there, but 30 new levels and several new bosses," said Micholic.

You can find the full interview in the latest issue of Official Nintendo Magazine.


192

Mewtwo might have some competition.

http://www.nintendoworldreport.com/news/33772

Pokémon Smash revealed what appears to be new Pokémon for the upcoming Pokémon X and Y today. It bears a strong resemblance to Mewtwo and is being referred to as a new Pokémon.

Junichi Masuda, one of the founding members of Game Freak, guest starred on the show and revealed an image of the Pokémon to the hosts. Videos of it battling in-game were also shown. Nothing further was discussed about the Pokémon, so it is not clear at this time if this is a new form or a new Pokémon altogether.

It has been over a month since the reveal of Sylveon, Eevee’s newest evolution. Little is known of Sylveon, and what type it is still remains a mystery. Pokémon X and Y will be released in October this year.

Check out the video and gallery below for footage and screens of this announcement in action.


193
TalkBack / Picdun 2: Witch's Curse Review
« on: April 06, 2013, 09:14:08 PM »

Girls, puzzles, and demons, oh my!

http://www.nintendoworldreport.com/review/33773

Our faceless hero returns to the monster-infested PICture DUNgeons in Intense Co.’s sequel, Picdun 2: The Witch’s Curse. The formula here is pretty much the same as the first Picdun, as players explore dungeons while working on two goals: fill in every square of the map to reveal a picture and find the exit, and follow each floor’s unique clues to unlock a journal entry related to the witch’s curse. Both objectives are optional, though, and it is possible to finish the level once you find the exit. While Picdun 2 brings no significant changes from its predecessor, it is still a fun experience, and one that actually becomes more challenging the longer you play.

Let’s get our facts straight here: Picdun 2 is basically a puzzler disguised as a dungeon crawler. Those looking for the traditional gameplay of a dungeon crawler will be sorely disappointed, as Picdun 2 strips away all such customization and battle strategy. Enemies are plentiful, but relatively easy to beat, especially since you level up quickly. The hero, as part of the titular curse, can only equip a shield. However, three mysterious girls join you on your undefined quest, each with her own attack specialty, which the player controls. You can’t choose between them, unfortunately; they alternate between each other when you interact with special pink signs.

The controls take some getting used to. You use the A and X buttons to slash horizontally and hit multiple enemies at once, and B and Y for vertical hits. I am not sure of the logic here (it probably would have made more sense to use A and Y for horizontal attacks), but the game shows helpful reminders on the screen whenever you are in battle mode. A power gauge at the bottom builds to increase your damage, and blocking with your shield at just the right time allows you to do a combo move if you quickly hit the button prompts that pop up on screen.

Levels have their own gimmicks: false walls, disappearing floors, teleporters, slippery ice, buttons to change the layout, etc. A pedometer, hidden on each floor, shows how many spaces are left to touch on the map. It is by far the most valuable and frustrating tool: many times, I stood at the exit only to stare at the map, trying to figure out where those two last tiles were before I could allow myself to move on.

Solving the second goal, the journal entry, was actually quite difficult at times. The game doesn’t allow you to write on the map, so clues that require you to read plaques in a certain order become trial and error. The map itself only shows walls, the exit, and your starting point, so you must make a mental note, or use an actual pen and paper, to write down health areas, character interaction points, and other useful information.

The clues can also come in the form of riddles, asking you to find a hidden path between two locations, or carry an invisible object somewhere. The differences between them are quite refreshing, even if they made me want to throw my 3DS across the room in frustration sometimes.

Yes, this game gets insanely difficult on the higher levels, partly because of clever twists to the rules, but also thanks to some peculiar translations from the original Japanese. The companion girls do not help at all, and usually stick to odd requests for food or even insults (Why are they following me, again?), so you are really on your own to ponder the meaning of some of the clues. However, once you realize you’ve successfully unlocked the journal entry, I guarantee you’ll feel like a second Einstein. Sometimes, I honestly did not care what the journal had to say, as I gleefully ran through the halls, slashing at monsters and racing to the exit, confident in my mental prowess.

The amount of gameplay is great for a download game, with 60 floors in all. You can revisit floors as well, just in case you skipped something before. Elevators, available on every fifth floor, show you a helpful color-coded list so you can find unfinished levels.

After a boss level on every tenth floor, you are greeted by new décor and upbeat music. I wish there was more variety in the appearance, and it is a little puzzling how your partners’ appearances never change, but the graphics are well designed overall. The art style of the companions fits in well with the dungeons’ designs, and the cartoonish enemies are fresh and fun.

Although the game starts out slow, the reward is in making it to the higher levels. Once all the tricks and gimmicks are explained, the floors can expand and play with the format’s limitations. The pros really outweigh the cons here, and anyone looking for puzzles with a fun twist would have fun with this game.


194
TalkBack / Small System Update for the 3DS Released
« on: April 05, 2013, 02:03:19 AM »

Demolishing errors one update at a time.

http://www.nintendoworldreport.com/news/33759

Nintendo released a system update today, upgrading the 3DS to version 5.1.0-11U.

According to Nintendo’s website, this system update fixes an error some users received after the recent 5.0.0-11U update in March, which prevented access to the System Settings, Nintendo eShop, and Game Notes.

The update should completely fix the problem, but if you are still experiencing the error, related troubleshooting can be found here.


195
TalkBack / Shin Megami Tensei: Devil Summoner: Soul Hackers Preview
« on: April 03, 2013, 04:52:43 PM »

Now, a remake with more demons!

http://www.nintendoworldreport.com/preview/33736

Years of waiting are almost over as Shin Megami Tensei: Devil Summoner: Soul Hackers finally arrives in North America on April 16. Featuring new demons, character cameos, and improved gameplay, Souls Hackers, coming to the 3DS, promises a fulfilling experience for longtime fans and newcomers alike.

A sequel to 1995’s Shin Megami Tensei’s spinoff Devil Summoner, Soul Hackers was released only in Japan in 1997 for the Sega Saturn, and later for PlayStation.  Past efforts to bring Soul Hackers to North America were allegedly denied by Sony Entertainment America for lack of new content at the time.

Luckily, Atlus is finally taking Sony’s complaint seriously as the new Soul Hackers is chock-full of improvements and loads of fresh content.

A new opening animation by Satelight, best known for the anime Macross Frontier, and a new theme song sets the stage for the polishes Soul Hackers received. Don’t worry though, the original opening is still in the game, too, if you are a purist. And to ease gameplay, the Demon and Sword Compendium, and the Comp Hack have been added. The Compendium allows players to recreate registered demon and sword fusions, saving players time. The Comp Hack changes the game difficulty, auto maps areas, and can create teams that ignore demon affiliations.

Another much-appreciated update for the game is the use of StreetPass. A new type of demon, called Nemechi, needs StreetPasses to evolve. Players can raise their Nemechi in different ways, affecting what their demon will turn into. StreetPasses will also produce Devil Souls (D-Souls) that give access to rare demons such as Dormarth, Forneus, and Douman. D-Souls can also be traded for Play Coins. Other features include improved loading times, additional battle animations, 30 new demons, and full voice acting.

For those not familiar with the story, the game explores the events at Amami City. Chosen by the Japanese government, the city has become the pinnacle of technological advances. Once past beta testing, citizens will be able to enter Paradigm X, a virtual world for shopping, socialization, and unique entertainment.

Players control a member of the hacker group Spookies, who finds a gun-shaped computer (COMP), called GUMP, while attempting to steal a beta key. Soon after, demons start appearing in the city. Previously, only people with strong spiritual powers were able to summon demons, but as technology advanced, programs were installed on COMPs that enabled anyone to take up the profession. With the GUMP now in their possession, the Spookies become entangled in a secret world where ancient mystic societies still hold influence, dark summoners are paid mercenaries, and a shadowy organization controls Paradigm X and the city.

Soul Hackers is a first-person, dungeon-crawling RPG. Strong teams must be formed and trained to successfully progress through the game. However, not all demons need to be fought. Players can negotiate and recruit some through their GUMP, figuring out the correct responses to their questions by studying their personalities.

Definitely human.

After the main story has been completed, the new Extra Dungeon will be unlocked. Featuring the highest class demons, famed summoners Raidou Kuzunoha with Gouto and Raido with Goto from the Devil Summoner series will also make an appearance and challenge you.

Soul Hackers has been on sale in Japan since August 30, 2012, debuting at number two on the sales charts. A European version has yet to be announced. For more information on the game, check out www.atlus.com/soulhackers.


196
TalkBack / Re: Batman Arkham Origins to be Released Later This Year?
« on: March 30, 2013, 04:31:38 PM »
If this rumor pans out, it'll probably be one of the games I'm most looking forward too. I'm not the patient type so the stealth aspects broodwars mentioned sometimes get the best of me (take two out, wait... eh, jump down Rambo style and promptly get killed) but I love the open world aspects of the games and how you have to learn to fight smarter as the game progresses.

My fave is definitely Asylum, but all the DC easter eggs were awesome in City. Though the rumored game's details are interesting, I've always wondered if the Justice League and its heroes existed in this game's world. The others could end up being annoying tho...

197
TalkBack / Re: Dragon Quest Takes Over Japanese Convenience Stores
« on: March 26, 2013, 05:41:40 PM »
Doesn't look promising...

198
TalkBack / Re: WayForward Handpicked by Disney for DuckTales Remake
« on: March 26, 2013, 05:41:16 PM »
Quote
Capcom bonded well with WayForward, “they handled practically all of the production side like pros. The game has been in development for around a year, and we would love to work with them again... retro or otherwise,” said Jimenez.


I noticed in Destructoid's interview they repeatedly tried to get some Mega Man info out of Jimenez, unfortunately it looks like he was onto their plan, no slip ups  :-X

And I'm surprised they are using the original background designer because those 3D backgrounds look nothing like the cartoon. It would have made more sense to do them in handdrawn sprites.

I agree that some of the more 3D looking levels seem to be a simplified art style, but in the areas that have room for a more elaborate background, I can definitely see the similarities to the original cartoon, it looks great!


199
TalkBack / WayForward Handpicked by Disney for DuckTales Remake
« on: March 26, 2013, 09:31:40 AM »

An interview with Capcom shines new light on this upcoming project.

http://www.nintendoworldreport.com/news/33639

Disney recommended to Capcom that WayForward Technologies develop DuckTales Remastered. This, and several other details, were revealed in a Destructoid interview with the game's producer Rey Jimenez.

Capcom bonded well with WayForward, “they handled practically all of the production side like pros. The game has been in development for around a year, and we would love to work with them again... retro or otherwise,” said Jimenez.

The game will be 70% content from the original, with added content to give characters and levels more context and narrative, plus other added features to modernize the game. Some of the original voice actors will return, as well as the cartoon’s original background designer. "We want to do what we felt the original team could have done if they had the resources," Jimenez explained.

Unfortunately, staying true to the original, no multiplayer DLC will be added to the game. However, fans of the game will enjoy a new, harder extreme mode while beginners will benefit from an easier experience.

Jimenez elaborated, “we have made a lot of the game easier for new fans. For instance, there's a new 'easy pogo' system where all you have to do is press a button, and the Transylvania level was reworked to make it less confusing. On the easiest difficulty, you'll have the chance to see the whole map, you'll get infinite lives, you'll be able to get the maximum amount of hearts, and easier bosses. We want to try and breadcrumb the player if they feel like the game is too hard. On Hard mode, that's the closest to the NES version we could get. No hand-holding there. On Extreme though, that's actually harder than the original. You'll have less hearts than the NES game and there's some challenging reworks.”

The game will be made using the Mighty Switch Force game engine and will also include Wii U specific features. For example, the gamepad will allow players to view maps. “Full remote play features” were also mentioned, but Jimenez did not clarify what that would mean for the game.


200
TalkBack / New Mega Man Game Being Discussed
« on: March 26, 2013, 09:27:21 AM »

Patience is a virtue.

http://www.nintendoworldreport.com/news/33640

Capcom Community Manager Brett Elston addressed rumors of a new Mega Man game this past weekend, stating that, although no new game has been confirmed, discussions are happening.

Elston took to Twitter to directly respond to rumours emerging from PAX East on March 22. He said: 

“To clarify – didn’t confirm a new Mega Man game. Mentioned the discussions are still going, but will not announce anything until it’s ready.”

These are encouraging signs for the future of the franchise, which came into question following a number of game cancellations over the last few years, including the scrapped 3DS project Mega Man Legends 3.


Pages: 1 ... 6 7 [8] 9