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Messages - bluelander

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226

House rules, achievements, and more!

http://www.nintendoworldreport.com/news/34376

Capcom has unveiled more details about the upcoming Dungeons & Dragons: Chronicles of Mystara which will be releasing June 18 on Wii U eShop.

In addition to again confirming online co-op and GGPO netcode they also detailed other new features:

    - Challenges, similar to achievements.

    - The Vault, where players can unlock concept art and House Rules

    - House Rules, add features like unbreakable equipment and health drain.

    - Character Visualizer, track how often you and your friends use each class.

    - Visual filters, add scan lines, a crisp filter or change viewing modes.

They also confirmed that you can manage your inventory on the Wii U GamePad, but there was no mention of whether or not the title would support off-TV play.


227
TalkBack / Re: First Trailer for Sonic Lost World Released
« on: May 28, 2013, 03:28:34 PM »
See? Enemies.


As far as return to form, I thought it's generally agreed upon that the last two Sonic games were already this return?

I would say that they've definitely been doing things right lately. As far as return to form, emphasis on needs. With any luck this could be what brings a lot of new people into the Sonic franchise and, if a man can dream, put him back on top where he belongs.

228
TalkBack / Interview With Gunman Clive Developer Bertil Hörberg
« on: May 28, 2013, 03:25:41 PM »

Bertil talks about his start in the game industry and eShop development.

http://www.nintendoworldreport.com/interview/34356

Gunman Clive creator Bertil Hörberg recently announced his next game, and has said very little about it other than that it will be heavily inspired by classic Zelda games. We reached out to him to learn a little more about working with Nintendo as an indie developer, and to learn about his new forthcoming game.

We gave a glowing review to his previous game, Gunman Clive, and we are very excited to see what he has in store for this next title.

NWR: How did you get started in the industry?

Bertil Hörberg: I've been wanting to make games pretty much all my life, and started programming in QBasic when I was around 12. I was pretty active in the Gameboy & GBA homebrew community in my teens, then I went to University and studied game development. My first job was at a small studio making kids games, after a short project there I got a job at Grin. This was right after they had started development on the Bionic Commando reboot, a while after that they started up Bionic Commando Rearmed, and as a massive fan of the original and of retro platformers in general I made sure to get on that team as soon as I could. That project really taught me a lot and helped me realize what I wanted to do, and since then I've been moving towards smaller and smaller teams until finally going at it all alone a couple of years ago.

NWR: What advice would you give to someone looking to break into game development themselves?

BH: The environment today is very different from when I started learning programming. There are tons of tools available that let's you do very impressive stuff with very little experience, but I would still like to promote doing it from the ground up and learning the basics rather than jumping directly into something like Unity.

NWR: Gunman Clive has been out for a while now, in retrospect what were the biggest challenges you faced in releasing the game on so many platforms?

BH: I don't think releasing on many platforms was really a problem. It might have been if I would have aimed for a simultaneous release on everything, but I took quite a lot of time between the different versions for the most part. Keeping all versions up to date and supporting them with bug fixes can be difficult though and something I'm not doing very well.

NWR: Compared to other services like the Android marketplace and Xbox Live Arcade, how is working with Nintendo as an indie developer?

BH: I think the eShop hits a pretty good middle ground between the complete freedom and chaos of the smartphone markets and the more strict and controlled services like XBLA. There are a bit more requirements and a higher entry barrier than the smartphones so the service doesn't get overcrowded, but they still let you self-publish without any weird screening systems like Steam Greenlight and don't dictate what features you can and can't have in your games.

NWR: What do you think Nintendo can do to attract more indie developers, such as yourself, to the Wii U and 3DS?

BH: I guess what's left is to prove that there is a market. If people have been paying attention they should know by now that it's not very hard to release a game for their platforms, but there hasn't been a lot of well publicized success stories. I'm very happy about my sales on the eShop but I'm not super rich yet, and I don't know how that compared to other games on the eShop. I think there may be an uncertainty about how big projects it can really sustain financially right now.

NWR: What games most influenced how you approach game development?

BH: I look a lot at NES, Gameboy games and early SNES games, not only in terms of game design but also in determining how much content I need and how to make it feel like a complete experience, even if the game is short.

NWR: Crowdfunding has become a boon for many smaller developers, have you ever considered using it to fund future projects?

BH: Kickstarter conflicts with a lot of my core values and principles, but these days there are so many talented developers using it that it's hard to really criticize it. Thankfully I'm not in need of any extra funding right now, and I'm planning to keep my projects small so the costs will be low anyway.

NWR: We're very excited to hear about your new game! Will you be targeting an eShop release for it?

BH: Yes.

NWR: Is there anything else you can tell us about it?

BH: I've probably already said too much considering the stage it is at now and how slow the development has been going lately. I don't have much finished game design, and it's little more than a tech demo at this point

NWR: Lastly, if you could take over any one classic gaming franchise to mold to your vision, which one would you choose and why?

BH: I don't think I'd really want to take over a classic franchise, and with my current situation it would be too much work, but if I had a bigger team I'd love to do a Zelda 2 remake or a Megaman game


229
TalkBack / First Trailer for Sonic Lost World Released
« on: May 28, 2013, 03:02:03 PM »

Could this be the return to form Sonic needs?

http://www.nintendoworldreport.com/news/34359

IGN has released the first trailer for Sonic Lost World, which shows the Blue Blur running through Green Hill Zone themed stages. The stages are broken up into floating platforms, reminiscent of Super Mario Galaxy. Also seen are the new enemies that Sonic will be facing in Lost World, as well as the classic roster of tiny cute animal life who Sonic seems to be protecting.

Sonic Lost World is slated for release later this year, and is exclusive to Nintendo platforms. The game was originally announced during a recent Nintendo Direct. 

This looks like it could be a nice return to form for Sonic, and it appears that there is a mixture of both 2D and 3D platforming. Unfortunately we still don't know whether or not any other Sonic cast members will appear in the game. Check out the trailer below.


230

Looks like we'll be getting more puzzle goodness on the eShop!

http://www.nintendoworldreport.com/news/34342

The Kickstarter campaign for Orion's Odyssey: A Pattern Blocks Adventure by Island Officials ended yesterday, having exceeded it's $4,607 goal by $515. The game will be launching as DSiWare as well as on the eShop later this year.

Orion's Odyssey is described as a comedy-puzzle game about Orion and his friends. We recently had the opportunity to speak with Island Officials about their game, read our full interview here.


231
TalkBack / Multicore Wii Homebrew Possible by Unlocking Wii U Cores
« on: May 27, 2013, 04:13:38 PM »

Time to tune back into the Homebrew Channel!

http://www.nintendoworldreport.com/news/34335

A method for unlocking the extra cores on the Wii U in Wii Mode homebrew was revealed by Marcan over at fail0verflow.

After referencing the recent reverse-engineering of the Wii U GamePad, he delved into the technical details of fully utilizing the Wii U CPU in Wii Mode.

While "a few critical hardware registers [are] irreversibly disabled in Wii Mode," it is possible to re-enable the multicore functionality of the Espresso CPU in the Wii U. Through a RAM monitoring, timing, and code-injection exploit, it is possible to run code during the boot process that enables the extra cores. However, increasing the clock speed or accessing the extra RAM made available to Wii U software is not possible in Wii Mode.

With this knowledge, Marcan hopes to see Linux ported to the Wii U to spur a larger interest in Wii U homebrew. He sees the free OS as the logical choice for an operating system due to its in-built multicore abilities and the similarity of the graphics hardware with that found in PCs, for which drivers already available, both of which would take significant effort to develop from scratch.

While speaking further about the Wii U, Marcan says that at this point, "there is basically no security left to break into, other than a mostly unimportant step of the boot process." Even though so much progress was made, he says that interest in working on homebrew for the system is minimal. Citing the ongoing fight between homebrew aficionados and those simply seeking to pirate games, as well as the troubles that modders have with manufacturers, he states that "we may have reached the point where homebrew on closed game consoles is no longer appealing."

Marcan also worries that simply releasing what has been done on the Wii U may lead to an "undeserved legal mess," which happened when they did just that for the PS3. Furthermore, he points out that cheaper, open living room devices such as Ouya may make working on closed systems unappealing.

By unlocking Wii U hardware, people in the homebrew community could, largely, use the same software already setup in the Wii homebrew community, and would hopefully build on what already exists.

Read the original article in all its jargon-filled glory here.


232

I'm still holding out for Howard the Duck. 

http://www.nintendoworldreport.com/news/34339

TT Games employees have confirmed on Twitter that both Venom and the Human Torch would be appearing in the upcoming Lego Marvel Super Heroes, which will release on Wii U and 3DS later this year.


Other characters already confirmed to be appearing in the game by Marvel include The Hulk, Thor, Spider-man, Captain America, Iron Man, and Deadpool. It will also feature villains Galactus and Loki.


233

Looks like Best Buy has more Nintendo goodies than just E3 demos.

http://www.nintendoworldreport.com/news/34334

According to a Tweet by Nintendo of America, buying Donkey Kong Country Returns 3D from Best Buy will get you a free copy of Super Mario Bros.: The Lost Levels. The promotion is for the US only, and while stocks last.

Nintendo had also recently announced that they would be teaming up with the electronics retailer to bring E3 demos to Best Buy stores.

Donkey Kong Country Returns 3D released on the Nintendo 3DS in North America just a couple of days ago (May 24), read our review here.


234
TalkBack / Soul Hackers Coming to Europe September 13
« on: May 25, 2013, 07:23:12 PM »

Europeans will finally get to enjoy this port of a great Sega Saturn game.

http://www.nintendoworldreport.com/news/34329

Shin Megami Tensei: Devil summoner: Soul Hackers is hitting Europe on September 13 according to Atlus's new trailer.

Soul Hackers released in North America on April 16, 2013, and started its life as a Sega Saturn game. The 3DS version is the first time the game has been officially released outside of Japan.


235

And my axe!

http://www.nintendoworldreport.com/news/34330

The newest trailer for Dungeons & Dragons: Chronicles of Mystara shows off the Dwarf character. In the trailer they list his highest stats as Strength and Endurance, although he isn't able to use magic. Check out the trailer below.


236
TalkBack / Re:  A Love Letter to Portable Zelda Games
« on: May 25, 2013, 03:32:37 PM »
Seeing all the Link's Awakening love here makes me super happy. That game changed my life. Rock on, guys!

237
TalkBack / Re: Mega Man X Arrives on Wii U May 30 
« on: May 25, 2013, 03:31:00 PM »
Mega Man X completes me...

238
TalkBack / Two Project X Zone Demos Coming for European 3DS Owners
« on: May 24, 2013, 08:40:33 PM »

Europe gets a sneak peek at Capcom's upcoming crossover game.

http://www.nintendoworldreport.com/news/34322

Capcom's upcoming Project X Zone has just received it's first demo on the European 3DS shop, and will be getting a second demo on June 27. The game is currently set to release on July 5 in Europe and June 25 in North America.

The first demo, Lethal Surprise, features characters from "Sakura Wars, Cyberbots, Space Channel 5 and Valkyria Chronicles", and the second demo, Dark Hours, will take place in the Ghosts 'n Goblins universe.

There was no word on whether or not the demo would hit the North American eShop.


239

Time to break out those Play Coins again!

http://www.nintendoworldreport.com/news/34323

A puzzle for Dillon's Rolling Western: The Last Ranger was added to puzzle swap today. Be sure that you have StreetPass active for your Mii Plaza to receive the new panel.

It's really great to see Nintendo giving Dillon the star treatment. Ever since his debut game on the eShop last year fans seem to really enjoy the newest addition to the Nintendo roster.


240
TalkBack / Re: Dying Light is not Coming to Wii U
« on: May 24, 2013, 04:48:59 PM »
Because Wii U is a dying light, amirite? Huh?

/facepalm

241
TalkBack / Re:  A Love Letter to Portable Zelda Games
« on: May 24, 2013, 02:47:17 PM »
I love Minish Cap to death and never understood why so many Zelda fans are down on it.

I'm certainly not down on it, but it didn't grab me the same way LA did. I keep meaning to go back and check it out again on my 3DS.

242
TalkBack / A Love Letter to Portable Zelda Games
« on: May 24, 2013, 01:56:21 PM »

Ocarina of what? Never heard of it. Hey, have you played Link's Awakening?

http://www.nintendoworldreport.com/blog/34318

I have a strange sordid history with the Zelda franchise. Growing up my brother was always the one who got to lay hands on those gold cartridges, and being about four years younger I was only really able to play them well after the fact. My time with console Zelda games is mostly comprised of me playing already completed save files and aimlessly killing enemies. In fact, to this day I’ve still completed a relatively small amount of Zelda games in the main series, and I only just got around to finishing Ocarina of Time when the 3DS remake came out. Some Nintendo fans may cry foul at this and demand that I hand over my Nintendo Fun Club Card, but this lack of experience with the main entries in the series has given me untold appreciation for the portable entries. Some of my favorite gaming memories are when I first laid eyes upon Link’s Awakening.

As a child I was fortunate enough to have my very own Game Boy, although a tragic incident left the battery compartment ruined. Due to this mishap I was tethered to the wall while playing my favorite green and gray handheld. One fateful evening I was in Toys ‘R Us and I spotted something that blew my young mind: the Game Boy Pocket. It was slim, sexy, and hit me like a freight train. I had to have it.

Through my excellent bargaining skills (i.e., “Pleeeeease, it can be my birthday present!”) I was able to convince my mother to pick me up a clear GBP along with a copy of Link’s Awakening. I hadn't heard about the game before, but the allure of my very own Zelda game was too much to resist. I vividly remember watching Link fight to stay afloat in the midst of a horrendous storm, tossing him and his boat about on the ocean. On the ride home in the car I was holding the non-backlit handheld up to the back window so it would catch the headlights of cars behind us, thus allowing me to see the terrible fate that would surely befall our hero. While he struggled in the waves I struggled to get a glimpse of him, and soon we were both washed ashore in a wonderful new land: Koholint.

The tongue-in-cheek tone of the game stuck with me, and the references to other Nintendo characters kept me digging for secrets. The Zelda series has always had a pension for silliness, but Link’s Awakening took it to a new level. Several years later I would experience another fateful run-in with Link when the Oracle of Ages and Oracle of Seasons games hit North America. Adopting a similar control scheme and visual style, the Oracle games were a wonderful return to form for me. I’ve been unreasonably excited for the chance to replay the games when they (finally!) hit the 3DS eShop May 30.

Oracle of Ages was focused on puzzles while Oracle of Seasons was reserved for those of us who prefer action, finally giving players the option to choose their favorite play style. The ability to alter how the game’s narrative played out through the password system between the two games added to this flexibility and really made them an experience to remember. Sometimes I awaken from a fevered dream where Nintendo had announced a new 3DS Zelda game that takes advantage of items and secrets using StreetPass, only to sigh and fall back into a fitful sleep. This went beyond the simple Pokémon-esque trend of having two games with slight differences, playing both games together gave you a new experience.

I’ve not fallen in love with a Zelda game the same way ever since my childhood with the Oracle games and Link’s Awakening. The GBA Minish Cap just never grabbed me, and the two DS games turned me off with their touch controls. Hopefully Nintendo can really do something amazing with Link to the Past 2 on the 3DS, but only time will tell. Until then I’ll desperately cling to my Virtual Console copies my three favorite Zelda games to date.


243
TalkBack / Re: Nintendo Downloads - May 23, 2013
« on: May 23, 2013, 11:02:28 PM »
Typo alert: DKCR is $34.99 on the eShop

 ;)

244
TalkBack / Shin Megami Tensei IV Gameplay Trailer Released
« on: May 23, 2013, 10:35:18 PM »

Communing with demons never looked so fun.

http://www.nintendoworldreport.com/news/34319

Atlus has released a new gameplay trailer for Shin Megami Tensei IV. The trailer briefly shows combat, the navigational AI, the demon fusion app and how to commune with demons. According to Atlus player's will have to master using all of these features in tandem to protect the Eastern Kingdom.

Shin Megami Tensei IV will launch this Summer in North America. Pre-orders will get the premium bundle that includes "a 176-page starter strategy guide and art book, soundtrack CD, and collectible slipcase". See the trailer below.



245

Get Randy with Monsters University.

http://www.nintendoworldreport.com/news/34314

Disney Interactive has released a new trailer for the Monsters University Play Set featured in the upcoming Disney Infinity. The trailer shows a variety of characters in Toy Box and Play Set modes.

Also revealed was a new figure: Randy. Monsters University will launch in the Starter Pack for Disney Infinity on August 18. Check out the trailer below, and pictures of Randy in the gallery.




246
TalkBack / Re: Nintendo Downloads - May 23, 2013
« on: May 23, 2013, 02:41:30 PM »
Hmm...I already own superstar on Wii VC from an old Club Nintendo Award....I wonder if it'll let me transfer that to Wii U for $1.00, let me buy another Kirby game, and get the 3rd free?   Gotta try that when I get home from work.


Looks like upgrading and taking advantage of the deal worked for Curtis.

247
TalkBack / Nintendo Downloads - May 23, 2013
« on: May 23, 2013, 12:18:20 PM »

Pink Puffballs on Parade.

http://www.nintendoworldreport.com/news/34311

If you just can't get enough Kirby then Nintendo has your back this week. We're treated to not one, but three of the best Kirby games under the sun, and if you buy two of them you get the last one for free. I'm going to be buried under pink fluff for the remainder of the week! If that's not enough for you there's also gorillas in neckties, men in bodysuits, and dancing demons.

3DS eShop Sales

The Denpa Men: They Came By Wave - $7.99

Wii U eShop Sales

Buy two of this week's Kirby games, get one free until May 30

3DS eShop Retail Games

Donkey Kong Country Returns 3D - $39.99

Naruto: Powerful Shippuden - $TBD

3DS eShop Games

Groove Heaven - $3.99

Sometimes I wish I was a cute demon on a funky adventure…Looks like I can once again live vicariously through video games! For four bucks you too can moonwalk your way through thirty levels and search for Golden Notes. Crows and frogs got nothin' on Rhymi's killer dance moves.

Wii U Virtual Console

Kirby's Dream Course - $7.99

I get it, you just want to relax with a nice game of mini-golf. Well your buddy Kirby is here for you. You can drive, chip, and putt your favorite pink puffball all over the place in this 64 hole behemoth of a golf game. Besides, when was the last time your golf ball absorbed a small creature and obtained special powers?

Kirby Super Star - $7.99

Kirby Super Star is the variety show of Kirby games. You want mini-games? Done. What about an arena? You got it. Maybe you just want a regular main story mode. Well it has six of them. Even those with the most severe ADD will be able to enjoy this game.

Kirby's Dream Land 3 - $7.99

Is there anything Kirby won't eat? Find out for yourself! Dream Land 3 is one of the better Kirby games around, and what better way to fulfill your glutinous fantasies than ravaging the countryside and eating everyone in sight? In this entry Kirby retains his signature power-stealing abilities and even teams up with some local wildlife to put an end to King Dedede.


248
TalkBack / Pokémon Conquest Could Get a Sequel 
« on: May 22, 2013, 08:56:48 PM »

We could be seeing more Pokémon teaming up with warlords in the future.

http://www.nintendoworldreport.com/news/34306

Pokémon Conquest could get a sequel provided that "there's enough demand and enthusiasm from the fans", says The Pokémon Company CEO Tsunekazu Ishihara in an interview with Inside-Games.

According to the interview with the executive, he wouldn't "rule out the possibility of seeing a sequel."

Pokémon Conquest is a strategy mashup of the Pokémon and Nobunaga's Ambition franchises released on DS in 2012.


249
TalkBack / Re: The Starship Damrey Review
« on: May 22, 2013, 05:05:28 PM »
How many hours of gameplay?

Around 2-3 depending on how observant you are.

250
TalkBack / The Starship Damrey Review
« on: May 22, 2013, 03:40:17 PM »

A game filled with frustrating mechanics and hilarious robots.

http://www.nintendoworldreport.com/review/34307

Starship Damrey, the first release in the Guild 02 collection, continues the compilation's pension for short, unique games. Upon starting up Starship Damrey, you find yourself in Cold Sleep (a sleep capsule designed for long-term space missions), and you have to reboot the computer system through a short series of mini-games to get things operational. Then you're simply thrown into the thick of it with no explanations or tutorials. The game actually states during the introductory sequence that it is meant to be explored.

What this basically boils down to is your standard point-and-click adventure style of gameplay, in which you scour areas for items to use in specific ways to progress the story. You’ve awoken with amnesia  after some terrible event befell the ship’s crew, and you’re left trying to piece things together. While Starship Damrey has been described as a horror game, I wouldn’t go quite that far, though it certainly deals with isolation, the paranormal and even monsters.

Since you're trapped in Cold Sleep, you control the single functioning Assistant Robot (AR) of the eight aboard the ship through the computer system. You're constantly reminded that you're simply controlling a robot from inside a pod by the first-person image of your legs , which are always present on the bottom screen. While you can exit out of controlling the robot and click around inside your pod, there is nothing in it except a couple of hints and a manual. While this creates a nice atmosphere that adds to the weird sense of isolation that pervades most of the game, I would have much preferred a map on the second screen to aid in traversing the sometimes confusing hallways.

After assuming the role of your friendly AR, you immediately encounter the first of many dead crew member, all of whom you will need to find and use to gather ID cards for unlocking doors and other information to help aid you in puzzle solving. As with many adventure games of this type, it's important to thoroughly search your surroundings and look at items multiple times. Every time I found myself stuck it was a simple issue of not searching a given area well enough.

That said, as with most adventure games, the Starship Damrey’s pace can slow to a crawl if you happen to miss a vital piece of information. . Luckily, due to the small size of the game, it isn't too difficult or frustrating to go back over every area you've been to looking for missing information.

There are a handful of good “jump” scares peppered throughout the game, but after the first ten minutes you begin to realize that nothing that horrible is going to happen. Most of the creepy atmosphere is presented through tension building, which, while effective, could be done much better if the game had a musical score. There is music during cutscenes, but unless you discover a particular item hidden in the crew quarters that will start a music track, then you'll be playing the game listening to the constant, nearly unbearable whirring of your AR scurrying through the hallways.

I didn’t find the music item until very late in the game, so by the time I did I was alternating between turning the volume off and just having it really low. Unfortunately, a lot of Starship Damrey is designed around audio, and the game’s collectibles (tiny space leeches) make clicking sounds when you’re close to them.

Combine the nerve-wracking whirring with the fact that there is no way to step left or right without turning and you have a game that can be, at times, downright frustrating to maneuver. The movement of the AR is similar to a first-person dungeon-crawler, but it lacks the ability to strafe. This means if you’re attempting to enter a door and overshoot it by a bit then you have to turn again, re-align, turn, and then enter the door. This might sound nitpicky, but after two solid hours of mostly going through doors and pixel-hunting space leeches it really begins to wear on you.

Luckily, what the game lacks in refined mechanics or a musical score it makes up for in story and writing. By the end of the game you’ll find yourself oddly attached to AR-7, your little robot companion, and even SAM, the computer system who occasionally speaks to you. SAM’s dialogue ranges from cold and robotic to downright funny and playful, and AR-7 has a wide range of movements that give him a silly demeanor that I found myself smiling at frequently. In a way, AR-7 is just as alone as you. All the other robots are in disrepair, and you never find a way to fix any of them.

That narrative itself is scattered throughout journals and archives accessible through the main menu, and discovering just what went wrong on the Starship Damrey is half the fun. It’s filled to the brim with twists and humor, but I really would have loved to see the game fleshed out a bit more. Of course, that’s the key issue with the Guild collections: they’re meant to be small doses of gaming. Starship Damrey is just begging to have its mechanics and music revamped and its story expanded. I’d love to spend more time with AR-7 on some creepy adventures, but not before I get that awful whirring sound out of my head.


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