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Messages - Dlloyd82

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76
TalkBack / Super NES Classic Cage Fight (Round 2)
« on: September 08, 2017, 01:24:00 PM »

Cast your vote to get your favorite games into the next round.

http://www.nintendoworldreport.com/feature/45368/super-nes-classic-cage-fight-round-2

Round 1 is over and we’re now down to just 10 SNES games as the field is halved. Here are the winners (and their margins).In the 1991-1993 Region, here are your winners.

These five games will go head-to-head-to-head-to-head-to-head to determine two finalists that will go to our Super NES Classic Final Four.

  • Super Mario World stomped on F-Zero 96% to 4%
  • Super Castlevania IV put a stake through Super Ghouls ‘n Ghosts 83% to 17%
  • The Legend of Zelda: A Link to the Past sealed away Contra III 97% to 3%
  • Super Mario Kart won first place against Star Fox 69% to 31%
  • Secret of Mana remade its way past Street Fighter II Turbo 58% to 42%

In the 1994-1996 Region, here are your winners. These five games will go head-to-head-to-head-to-head-to-head to determine two finalists that will go to our Super NES Classic Final Four.

  • Super Metroid used a Power Bomb to defeat Mega Man X 78% to 22%
  • Final Fantasy VI (or III) blew up the world of Super Punch-Out!! 73% to 27%
  • Donkey Kong Country threw a barrel to stop Kirby’s Dream Course 86% to 14%
  • Yoshi’s Island threw an egg to beat EarthBound 54% to 46%
  • Super Mario RPG collected all seven stars to fend off Kirby Super Star 80% to 20%

So now that we’ve shown the dominance and disparity of some of these games, let’s see what happens we narrow it down further. Cast your votes now!

Pick two games from Super Mario World, Super Castlevania IV, The Legend of Zelda: A Link to the Past, Super Mario Kart, and Secret of Mana. Also pick two games from Super Metroid, Final Fantasy VI/III, Donkey Kong Country, Yoshi’s Island, and Super Mario RPG.

We also asked all voters what games they wish were in the Super NES Classic. Chrono Trigger got the majority of the call-outs, but other notable misses were Donkey Kong Country 2, Terranigma, Illusion of Gaia, Demon’s Crest, TMNT IV: Turtles in Time,  and ActRaiser.


77
TalkBack / Indie Adventure Game Lumo Is Coming to Switch
« on: September 07, 2017, 04:33:28 AM »

Lumo keeps continuing the trend of Steam games releasing on Switch.

http://www.nintendoworldreport.com/news/45363/indie-adventure-game-lumo-is-coming-to-switch

Today it was announced that Lumo, a retro indie game originally released on Steam, will be coming to the Switch in October. No set date has been confirmed, however we do know that it will be released as both a digital download and a physical release in major retailers.

For lovers of isometric adventure games, you'll control a character very reminiscent of Vivi from Final Fantasy IX through 400 puzzles and six hidden mini-games. Although developed with '80s retro gaming in mind, the characters and environments have a beautiful modern design that will show well on the screen of the Switch.  Here's a quick look at this contemporary take on the puzzle platform genre:


78
TalkBack / LA Noire Coming to Switch November 14
« on: September 07, 2017, 04:29:06 AM »

Rockstar Games returns to Nintendo platforms after eight years away.

http://www.nintendoworldreport.com/news/45365/la-noire-coming-to-switch-november-14

Mark your calendars because on November 14, Rockstar Games will be releasing an enhanced port of their 2011 game LA Noire on the Switch as well as other consoles.

This new port will include the full original game as well as all of the additional downloadable content. The Switch will even receive specific enhancements, a Joy-Con mode with gyroscopic and gesture-based controls, over-the-shoulder camera, and touch-based controls.

This will be the first release of a Rockstar-published game on a Nintendo system since Grand Theft Auto: Chinatown Wars on DS in 2009.

LA Noire is a neo-noir detective thriller originally released on the PlayStation 3 and Xbox 360 in 2011. The plot and aesthetics draw heavily from '40s and '50s noir detective films and a new facial capture technology was used to enhance the character performance. Playing as Cole Phelps, you'll work your way up the police ranks by solving crimes using a combination of investigative techniques as well as your knuckles and gun when required.


79
TalkBack / Syberia 1 Release Date Announced
« on: September 06, 2017, 08:02:53 AM »

It's going to be a really busy week in October.

http://www.nintendoworldreport.com/news/45347/syberia-1-release-date-announced

Microids has announced that the release date for Syberia 1 on Nintendo Switch will be October 20.

Syberia 1 revolves around the story of Kate Walker, a young New York lawyer who is made responsible to oversee the sale of a factory hidden in the French Alps. This leads her on a journey across Eastern Europe which includes meeting colorful characters and a mythical island.

Check out the game trailer below.


80
TalkBack / 88 Heroes Will Have a Physical Version
« on: September 06, 2017, 07:58:09 AM »

88 Heroes plus a few more coming to Nintendo Switch on October 2.

http://www.nintendoworldreport.com/news/45350/88-heroes-will-have-a-physical-version

This morning, Rising Star Games announced the release date of 88 Heroes - 98 Heroes Edition for the Nintendo Switch. On October 2 in North America, and October 10 everywhere else, you'll be able to download the game through the eShop or pick up a physical version from major retailers.

Both versions will include all of the existing DLC, as well as a future pack called "H8 Mode Activate."

Check out a trailer for the Nintendo Switch version here:


81
TalkBack / Polykid to Launch Poi: Explorer Edition
« on: September 06, 2017, 07:56:37 AM »

Save up your money, October is getting busier.

http://www.nintendoworldreport.com/news/45349/polykid-to-launch-poi-explorer-edition

In what is turning out to be a very busy week in October, Alliance Digital Media has announced that it will be publishing a special version of the Polykid-developed Poi. The special Explorer Edition will be available on October 23 and will feature new and exclusive content. A physical version will be available in major retailers on the same day for those looking to save space on their SD cards.

Poi is an adventure that follows two aspiring Master Explorers as they explore the mysteries of the Milky Way Globe. New content will feature more challenging boss battles, new costumes, an unlockable soundtrack, and a digital art book.


82
TalkBack / Resident Evil: Revelations 1 and 2 Release Date Revealed
« on: September 06, 2017, 07:53:39 AM »

We've got details about the port to the Nintendo Switch.

http://www.nintendoworldreport.com/news/45348/resident-evil-revelations-1-and-2-release-date-revealed

Resident Evil: Revelations 1 and 2 will be released on the Nintendo Switch on November 28 everywhere except Japan (where it will come out on November 30) according to publisher Capcom.

The Switch version will use motion controls, such as gyro aiming and shaking the Joy-Con to remove attacking hordes. Revelations 2, making its Nintendo debut, will include a co-op mode in which each player will be able to play with a single Joy-Con each via split-screen local play. Capcom has also confirmed that an online Raid Mode will be available as per the original release.

As previously reported, the physical version will include the first game on a game card while Revelations 2 will be available with an included download code. The dual pack will be available for $39.99 and both games will also be available separately on the eShop for $19.99 each.


83
TalkBack / The Bridge (Switch) Review
« on: September 05, 2017, 01:21:28 PM »

An experience for the “culturally inclined”.

http://www.nintendoworldreport.com/review/45343/the-bridge-switch-review

The Nintendo Switch has become something of a Lazarus Pit for the video game industry. Games released many years ago on a variety of platforms are finding new life by utilizing the unique experience that the Switch provides. An experience is the best way to describe The Bridge, a game released by The Quantum Astrophysicists Guild on Steam in 2013. Though technically a considered a puzzle platformer, The Bridge is more about challenging your perception of reality through an experience of art and ideas through the works of M.C. Escher.

The influence of M.C. Escher is clear from the outset. The camera pans down a hand drawn tree in the black and white pencil drawing style very similar to many of the famous works of Escher. The main protagonist begins asleep below the tree, with the tutorial requiring you to wake him by shaking an apple off of a tree in a scene reminiscent of the story of how Isaac Newton discovered gravity. After a short walk through the countryside to introduce you to the walking and tilting mechanics, you arrive at a rundown home where the levels are accessed through doors in the home.

Each stage is a type of maze inspired by the impossible realities created by Escher. The first stage you encounter at first glance seems impossible, your character begins in a room on a floor below the door leading to the exit. There are no stairs and no obvious way of walking up to the exit. By manipulating the reality of the room using either motion controls or the shoulder buttons, you turn the environment upside down to allow the character to fall from what was once the bottom floor, down to what was once the top floor. This combination of altering gravity and control of where the character walks is used to solve all of the 48 mazes. As progression is made, new mechanics are introduced, such as a portal that can trap the character, or a tube that nullifies the effect of gravity on the protagonist.

The puzzles don’t require too much creative thought. Many have an obvious solution or a single possible action so most people will breeze through them. An ambiguous story unfolds as you complete each stage, with level titles and the character's inner monologue providing clues to some kind of event. The aesthetics of the home, along with the noir design and eerie music imply a dark or tragic story but it’s left to the player to surmise what the story is about.

If you’re looking for a thought provoking experience, whether it’s to enjoy the artistic level design or to deduce the lore that's presented in the story, then you will enjoy The Bridge. It will take a couple of hours to complete the initial 24 puzzles of the main story and, not surprisingly, the final 24 puzzles are a more challenging mirror copy with an alternate ending. My brain got a workout plotting courses on 2-dimensional paths that don’t exist in the 3-dimensional world but the reality warping experience was worth it.


84
TalkBack / Super NES Classic Cage Fight (Round 1)
« on: August 28, 2017, 07:42:30 AM »

There's more riding on these results than you know.

http://www.nintendoworldreport.com/feature/45237/super-nes-classic-cage-fight-round-1

As the Super NES Classic is about a month away (or longer if you can’t lockdown a pre-order), we decided to needlessly sort out the super classics from the regular old classics in the 21 game collection. We took the format from our podcast series Cube Fight and applied it to the Super NES Classic. Since we haven’t played the Star Fox 2 on it and also this would be way easier with an even number, we’re excluding Star Fox 2 (for now). That means we have 20 games that we can pit against each other for our own amusement. And we want your help.

We organized the games chronologically (by North American dates) and we’ll be pitting them head-to-head as we go from 1991 to 1996. The games will be split into two brackets: one with the 10 games from 1991 to 1993, and the other with the 10 games from 1994 to 1996. Vote in the matchups below to determine what five games will go on to the second round, and from there, we’ll take each group of five and put them to a vote to determine which two will go on to the Super NES Classic Final Four.

If that’s all too complicated, just trust us here and vote for your favorite game in each of the matchups. Remember: there are no wrong answers except for voting for F-Zero over Super Mario World and Contra III over Link to the Past.

Get your votes in by September 5 and then we’ll move on to the second round.


85
TalkBack / Mario + Rabbids Kingdom Battle Gameplay
« on: August 25, 2017, 02:46:00 AM »

Check out the first world of Mario + Rabbids Kingdom Battle.

http://www.nintendoworldreport.com/preview/45228/mario--rabbids-kingdom-battle-gameplay

Come visit our YouTube page here for the first look at World One: Ancient Garden.

David Lloyd is enjoying his exploration of the twisted Kingdom in this Rabbid crossover and has uploaded his progression so far.

Make sure to check back in Monday morning to read up on our full review.


86
TalkBack / Piczle Lines DX (Switch) Review
« on: August 23, 2017, 01:38:45 PM »

A refreshing new puzzle game that will provide hundreds of hours of game time.

http://www.nintendoworldreport.com/review/45214/piczle-lines-dx-switch-review

The old phrase “Don’t judge a book by its cover” comes to mind when I think back to when I first read about Piczle Lines DX. A puzzle game being ported over from mobile didn't seem an interesting proposition. I didn't have to play for long before I was convinced that my initial assessment was false, what I was playing was a very thought-out and meticulously designed puzzle game worthy of attention.

At first glance, thoughts of Sudoku sprung to mind. The square grid ranges from 16-by-16 to the insanely large 128 by 128, and inside the grid are carefully placed numbers. The object is to create lines between matching numbers until the entire grid has been filled in with lines. As an example, in the grid if you see the number 4, you know that the line begins with that first 4, and ends at another 4. You also know, that the second 4 has to be exactly four grid points away. Depending on the puzzle, the route to get from one number to its matching partner may vary. Therein lies the puzzle, as you must make and connect all the numbers until a perfect square is completed.

A story mode is provided as a way of easing you into the progression. As the story goes, a professor created a device that can turn objects into pixel art. The professor’s daughter, in her excitement, uses the device and transforms all of the objects in the lab into the puzzles The goal is to solve the puzzles, neatly spread into five levels with 20 puzzles each. The early challenges are small, usually taking only a minute or two to solve, but as you progress the puzzles become more complicated, taking much more thought and time to solve.

If you feel like you’re a pro right away, then you may want to go directly to Puzzle Mode. Unlike Story Mode where you need to complete puzzles to progress, Puzzle Mode gives you immediate access to all 220 puzzles. By the way, that's not a typo, in Story Mode, 100 puzzles are there to solve and 220 more are found in Puzzle Mode. The largest grids of 128 -by-128 could take a couple of hours to solve on their own.

Many puzzle games fall short when it comes to aesthetics but Piczle is the exception. The grid is easy to read and uses rich colors to display the lines. Movement is controlled either by the joysticks or by using touch controls. Zooming in and out is a welcome feature as it gives the ability to focus on certain areas or allow for a larger assessment. Story Mode is presented in a beautiful comic book style format and the characters and environment appear as colorful cartoons. Even the puzzles themselves are art, after successful completion, the lines you’ve created reveal that the grid was a piece of pixel art all along.

As noted by the developer, Piczle Lines DX is available for both Switch and mobile, however the Switch version is my preferred choice for two reasons. Firstly, the Switch version is fully featured with all the puzzles wherein the mobile version is barebones requiring additional purchases to get all the puzzles. In the end, the cost for both is equal if you want access to the full slate of puzzles. Secondly, I prefer to use the JoyCon to solve the puzzles and keep my fingers off the screen. The Switch screen size, whether in handheld or docked mode has a terrific balance of being able to see the board while maintaining focus. To play on a smaller screen with your finger obstructing view will likely affect your experience.

Besides Tetris, puzzle games have had a hard time keeping my attention. As we’re finding out with the Switch, games I wouldn't have previously enjoyed are finding new audiences with its ability to play quick snippets of games anywhere you go. Piczle Lines DX is a perfect example of a game that works great in any situation and provides so much content that only the most puzzle-obsessed fans will be able to get through them all, maybe.


87
TalkBack / Minecraft Story Mode: The Complete Adventure (Switch) Review
« on: August 22, 2017, 02:22:00 AM »

The first choose your-own-adventure for the Nintendo Switch.

http://www.nintendoworldreport.com/review/45200/minecraft-story-mode-the-complete-adventure-switch-review

​Back in 2010 I had a spirited discussion with my brother about the merits (or lack thereof) of the game Heavy Rain for the PlayStation 3. At the time he was trying to convince me it that it was one of the best games he had played in years, my rebuttal was that he didn't actually play a game he just watched a movie. Skip ahead seven years, my stance on what I call the “interactive movie” genre has softened. Although I still have a hard time calling it a video game, Minecraft: Story Mode, regardless of how you classify it, is still a pleasurable experience.

Set in a standard Minecraft world, the story follows the journey of Jesse, a resident of a town hosting an annual builders competition. Along with his friends, Olivia and Axel, the three set out to come up with a creation that will finally bring them victory after years of failure. During the course of the competition, events occur that leads the friends on a much larger adventure, spanned across five chapters included in season one and another three additional chapters included in the adventure pass.

Your control of Jesse comes in two varieties; the first is during cinematic scenes. Periodically during the interaction with other characters you’ll be given the option between 4 responses. The response choices tend to have similar themes, you’ll have your cranky option, nice guy option, somewhere in the middle option, and finally the option to respond with silence. An indicator on the screen will acknowledge that your choice had a consequence, however you may not realize for some time how the choice will ultimately affect your progression.

The second style of gameplay is to take control over Jesse and to interact with the environment. Every so often you’ll come to a fork in the story where there will be a small environment with a puzzle that requires solving and you’ll need to interact with NPC’s in order to solve the puzzle. What you can interact with is very limited, and is indicated with a white box on screen. As with conversation decisions, how you solve the puzzle will have an impact later on in the story. Once in a while you’ll even control Jesse during a battle, the difficulty is minimal since it simply requires pushing a button as indicated onscreen.

The majority of your time is going to be spent watching the cutscenes, they are very well animated and are comparable to movies like Lego Batman or something made from Pixar. Professional actors, the likes of Patton Oswald, Ashley Johnson, Paul Reubens, and John Hodgman, bring life to an enjoyable script that like most kids movies, teach valuable life lessons. Had this been a movie, I would recommend watching it.

Although not required, a semi advanced knowledge of Minecraft will likely make the story more enjoyable as there are many details and characters that may seem odd to the uninitiated. Without giving too much away, trips to the Nether and the End, along with creepers, zombies, and Endermen may seem slightly confusing if you're not at least somewhat familiar with what can be done in Minecraft. To enjoy this game you’ll need to understand going in that the story is based on Minecraft, but you will not experience any of its free building or open sandbox trademarks. If we simply judge the game on its entertainment value then I can say I had a great time. The story is great, the acting is top notch and Telltale did a great job of capturing the spirit of Minecraft. If you're a fan of the Minecraft universe and enjoy kids movies with humour to satisfy adults then you will enjoy this—what I will continue to call an “interactive movie”.


88
TalkBack / Rocket Fist (Switch) Review
« on: August 07, 2017, 01:24:06 PM »

Pull no punches with this great multiplayer experience.

http://www.nintendoworldreport.com/review/45131/rocket-fist-switch-review

Looking to keep up with the ever-growing catalog of multiplayer games for the Switch, Rocket Fist from Bitten Toast Games has all the right elements to be the life of the party. Carefully designed simplicity is the best way I can describe the experience, allowing gamers of all experience levels the same opportunity at some chaotic fun. If you're still in the market for that game to help convince three of your friends they need a Switch, this is one that is commendable.

Getting the hang of Rocket Fist isn't going to take you very long. The concept is simple: you control a robot with your joystick and have it throw a fist with the bottom-most button. Once dropped into one of nine gladiatorial arenas, the first task is to rush and acquire a fist on the screen. These are easy to use as your robot automatically picks them up when touched and a quick button press will fire it off in the direction you're facing. As the name suggests, the fists are rocket propelled and can bounce off walls and obstacles. At first it's going to feel like chaos, but it won't take long before you build enough confidence to start holding the fist for a few moments and start lining up trick shots on your quest to develop a winning strategy.

Getting into a multiplayer game is quick and simple, after choosing your bot, a binary choice of modes is made between who can kill the quickest or who can survive the longest. From there, you simply decide on which arena, amount of power-ups, and how long you want the match to go. The fun will be instantaneous, in your first match the lead-off kill is typically within seconds, followed by an instant replay. The inclusion of the instant replay is genius because not only does it provide a venue to gloat over a win, but it provides players an opportunity to assess and react to the gameplay. It’s designed perfectly for any group of people, whether it's a rowdy group of friends or with family over for a Sunday lunch.

If you’re alone and in desperate need for practice, the single-player adventure mode is available. With 25 levels spread evenly over five sectors, it’s a good way to improve for multiplayer. The unique experience of adventure mode is the boss battle at end of each sector, all requiring a different strategy to defeat. Even though it was a fun couple of hours, it's not enough to sell the game on as the bread and butter still remains with the multiplayer experience.

Ultimately, Rocket Fist is another example of a Nintendo game that does it right by focusing on the experience over content. By focusing on mechanics in the same vein as Wii Sports, a group of four friends can easily play for hours without it feeling stale. My suggestion to you: try not to gloat too much during the instant replay after a glorious victory and the Rocket Fist fun will keep flying in this strong local multiplayer experience.


89
TalkBack / NWR-Made Instruction Manuals
« on: August 01, 2017, 01:02:00 PM »

We miss physical manuals so much we’re making our own!

http://www.nintendoworldreport.com/feature/44981/nwr-made-instruction-manuals

For a system sold on the premise of portability it makes a lot of sense that many of us have transitioned to purchasing our games digitally. It’s a great option to bring our library with us wherever we go but the tradeoff is that we give up the physical benefits we grew up with. When I was young, I really appreciated when developers put a lot of thought and effort into their instruction manuals. A good manual helped give you a head start on learning the mechanics of a game as well as being a great source of game artwork.

For anyone who misses manuals like I do, I will be posting an unofficial manual for various Nintendo games on a monthly basis. The manual is available in PDF form for download. You can keep a copy on your phone for reference, or for collectors, feel free to get a copy printed so that you can enjoy a physical manual.

All Patreon members receive advance access to the PDF through the Patreon site and if you're in a high enough tier we will even mail you a physical copy.

We love being able to bring you unique and exciting content, please consider contributing to our Patreon so that we can continue to provide you with more benefits and exclusive rewards. Please visit http://www.patreon.com/NWR for more information.

For anyone looking for assistance printing a physical copy please contact me, either on my twitter account @filteredgamer or via email at davidl@nintendoworldreport.com, and I will be happy to help.

We thank you for your contributions and sincerely hope you enjoy the manuals.


90
TalkBack / Infinite Minigolf (Switch) Review
« on: August 01, 2017, 12:33:53 PM »

Go big or go home is admirable but sometimes simpler is better.

http://www.nintendoworldreport.com/review/45082/infinite-minigolf-switch-review

Execution is key for the successful development of a video game. A great idea is like a large train on its way to the station – a basic structure is needed to get you where you’re going but if too much weight is added, it's going to miss its mark. That’s the best way I can sum up Infinite Minigolf from Zen Studios. The great concept of simplistic minigolf gets weighed down by trying to do too much.

The elevator pitch for Infinite Minigolf is very intriguing: a minigolf game with an endless amount of user-created courses. You start off with a choice of three separate themes: Giant Home, Nightmare Mansion, and Santa's Factory. Once you've decided on a theme, it's time to decide how you want to play, whether it is one of the pre-made courses or literally one of the thousands of courses created by players. You can play by yourself or with a friend, whether that friend is beside you or online.

Default courses available in single-hole mode or in tournaments weren't all that interesting. In my first tournament I had six straight holes-in-one, none requiring much thought or expertise. To further reduce difficulty power-ups can be collected on the course to provide such cheats as a boost to momentum or a magnet to the hole. The power-ups really cheapen the experience. A truly thoughtful and unique minigolf course contains obstacles that require both problem solving and precision skills. Providing power-ups that can sidestep obstacles is the equivalent of painting arrows in a maze leading to the exit.

Missions and achievements embedded within the game add more nuance. At the end of a round, you are awarded cards that are claimed and then can be exchanged for items within an avatar store. The cards themselves are quite ambiguous, only going to the store do you realize that they are for specific items. You want those fancy pants you see in the store? Than you've got to earn specific pants cards, seemingly randomly alotted after holes and courses are finished.

Ignoring most of the extra content beyond actually playing golf, the mechanics are okay at best. The act of putting is easy to figure out but hard to master. At the beginning of a putt, you have the opportunity to direct your avatar in the direction you want to go. I found the wind-up with the right analog stick to be a little sticky, though. Playing around with the sensitivity in the Options menu, whether going more or less sensitive didn't seem to affect my attempts at trying to get just the right amount of velocity on the ball.

As for the positive, the course editor is intuitive and easy to use. After choosing a theme, you’re provided with a blank canvas and a tool kit with a wide assortment of tracks and obstacles to build to your heart’s content. I was surprised by just how creative some of the courses could get. My favorites included a six-story-high maze in the Giant Home, and an endless figure-eight at the Nightmare Mansion. Beware: the user-created courses can vary wildly. For every meticulously designed, Rube Goldberg-inspired course, there were attempts that were started but obviously abandoned leaving you on a half-thought-out hole. My hope is that going forward, the focus for future expansion lies solely in the course editor as it’s easily the most interesting feature.

All in all, I had a fun time playing Infinite Minigolf. I ignored the power ups when I could and I have a store full of unused tickets to purchase clothing. Minigolf when properly designed is exciting enough that the missions and power-ups become a distraction, hopefully as more courses are developed by the community, the focus stays on creativity. Nothing is more satisfying in minigolf than coming up with an insane geometric plan that is pulled off with a mix of both skill and luck.


91
TalkBack / What We're Playing - July 28th, 2017
« on: July 28, 2017, 04:22:00 AM »

Are the NWR staff playing anything besides Splatoon 2?

http://www.nintendoworldreport.com/feature/45062/what-were-playing-july-28th-2017

Neal Ronaghan:

My Splatoon-playing slowed down considerably after a wet and wild weekend of Salmon Run and Turf War. That's mostly because my wife started using my Switch to play Zelda. It's been really fun watching her explore the world (and really makes me want to attack Master Mode) and make a lot of the discoveries I made a few months ago. Breath of the Wild is truly a beautiful, majestic game.

With my Switch lost to Hyrule for part of the week, I've actually played more mobile games, chiefly Layton's Mystery Journey. I'm planning to write a full review in a week or so, but so far, I'm impressed by how well the Layton style translates to phones. It's very clearly a 3DS game mapped to a mobile device, but it works very well. Complimenting that is the new case-base structure, which does away with the overarching singular story of past Layton games and tasks his daughter with working on specific cases that are more bite-sized (and better for mobile experiences).

I've dabbled a little bit in Overcooked so far and should crack open more of that cooking game this weekend. Expect a review from me early next week after I test out its multiplayer insanity. I'm excited.


David Lloyd:

All of my video game time has been devoted this week to Splatoon 2. Nintendo's baffling requirement to hit certain levels or play at certain times has put me on a quest to unlock all the features that I paid $80 to play. Not to say Splatoon isn't a fantastic game, it would just be nice to be able to use all the features I paid for on my schedule, not Nintendo's.


Donald Theriault:

In news from the world of squids and kids, I've gotten way farther in the single player of this game than I ever did in the original. Apparently saving half of my ship (Callie) is quite a driver to progress. In multiplayer, I've still yet to hit rank 10 but finally got an Aerospray weapon which always drove me nuts in the first game. Sadly, I won't be able to get in on #TeamKetchup next weekend.

I also dipped a bit into Fate/EXTELLA and despite being told often that playing the PSP game ($10 on PSN!) was necessary to understand the game it does an OK job of explaining what's going on. I'm still a bit early on, but appreciate the ability to drop the difficulty to Easy and just mow down fools after a long day at work.

Last but not least I got a new phone and it's going to get me $100 in Google Play credit, so I have to decide which Fire Emblem Heroes summon focus will be the beneficiary of a boatload of orbs.


Adam Abou-Nasr:

Travel broadens one’s horizons, so I decided to grab a different kind of game for me while on vacation (home?) this summer: Wonder Boy: The Dragon’s Trap. Wonder Boy is a gorgeous, hand-drawn remake of an old platforming adventure game. I totally suck at platformers, old-school ones especially, but Wonder Boy's animal “curse” transformations were too cute for me to pass up. With enough determination and podcasts, I beat the main story.

Splatoon 2 somehow sunk its tentacles into me. I've often complained about the wide skill-gap on Splatoon 1’s servers, but this time, something's different: our Discord. Playing with friends (or even named strangers) removes a lot of the sore loser-ness for me. It's more fun to send a quick “Damn you, Matt W.!” than to curse all of humanity alone in your room. I guess I'm saying that Splatoon needed voice chat, and we now have NWR voice chat, so we fixed it(?).

And of course, Pokémon Go. I've never hidden how smitten I am with Niantic's AR concept, even if it's never quite implemented perfectly. Per Pokémon Go's trailer, I've spent my last two summer vacations wandering around Times Square in New York, looking for Mewtwo. Spoilers: he's not here. However, legendary Pokémon are starting to appear in the new raid battles, so I might just end up in a mob of trainers.


Justin Nation:

This week has been a hodge podge. All weekend it was pretty much Splatoon 2 wall-to-wall... what an excellent game overall, just wish they'd take the limits off of Salmon Run since it is my favorite mode by a fair margin.

Beyond that on the indie side I've played through some more of the likely 10 tons of titles coming over, including Sparkle 2, Xenoraid, Neon Chrome and the upcoming JYDGE. Probably the weakest of the bunch overall is Xenoraid for being good but perhaps a bit generic. Still absolutely adore Neon Chrome even though I've beaten it twice already on PC but I still want more. Sparkle 2 is as good a marble shooter as I've played, topping Zuma Deluxe which was a previous favorite. As for JYDGE, it is still in beta but it does show promise and people may find its more straight-forward and planned nature more palatable than the challenge of the roguelike Neon Chrome it shares DNA with.

I've also had Ultra Hyperball to review, and it is an interesting, though much like some other local multiplayer games already on Switch I'd consider it to likely be a niche title. Everything ultimately revolves around timing and who can do a better job of getting in the zone to hit the ball. Thankfully there are a number of Solo and Co-op modes that shift around controls and focus to add some value and they're fun to complete so you can unlock some cute characters you can then play with as well. Look for the review for more info.

Last, I've gotten to sample some of the PC gameplay for 2 titles only announced for the Switch this week: Snow Moto Racing Freedom, which is a passable snowmobile racer, and Aqua Moto Racing Utopia that I'm far more excited for since it does a solid job of scratching some of my Wave Race itches in a way nothing has for many years. It's not perfect but in particular the wave action in the game and overall "feel" make me very happy. Look for more on those soon!


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TalkBack / Qbics Paint (Switch) Review
« on: July 27, 2017, 02:32:00 PM »

Closer to an app than a game but still a fun time.

http://www.nintendoworldreport.com/review/45060/qbics-paint-switch-review

To be honest with you, I had completely forgotten that the Switch had a touch screen. I’m the type that prefers my electronics to be pristine like the day I bought it. After I downloaded Qbics Paint, a new pixel art game made by Abylight Studios, it took me a few moments to realize I was going to have to touch my screen to play this game. With my screen cleaner in hand and deep and calming breathing, I battled through my fears and had some fun painting pixels.

There are two modes available to play. The first is a puzzle style sculpting game which opens with a large cube of white blocks. Using your finger, you break away the white blocks revealing the colorful statue underneath. The goal is to try to avoid touching the statue and a three star scoring system is used to track how many times you clicked on the statue. There are 80 models to get through and once you’ve uncovered the statue you can choose different backgrounds and post your accomplishment on social media.

For the artistically inclined, the second mode available is a free sculpting tool to make your heart’s desire. A 3D plane is provided where you can build whatever your imagination can dream up. After designing your creation you then have a paint tool to add color to bring life to your statue.

Even for such a simple concept, there’s a great deal of polish. The controls are very intuitive and easy to use. The puzzle mode does a good job of showing what you’re capable of making and is a good way to dip your toe into pixel art. The controls are precise, very rarely was I putting blocks where I didn't want them and even when it did happen there was a simple undo button.

If you’re not as weird as me about touching your screen this is a fun game to play. I had a fun time recreating classic Nintendo characters and my kids enjoyed painting animals provided in game. You’re not going to create complicated pieces of art but if you or your kids would like something fun to play with for 30 minutes or so then Qbics Paint will be a fun time waster for all ages.


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TalkBack / What We're Playing - July 21st, 2017
« on: July 21, 2017, 06:53:00 AM »

Let's see what everyone likes to play during the dog days of summer.

http://www.nintendoworldreport.com/feature/45036/what-were-playing-july-21st-2017

Neal Ronaghan: Most of my week was spent with Splatoon 2 (check out my review and the latest Talk Nintendo for more details). Guess what? Splatoon 2 is a ton of fun. It's awesome. If you have a Switch and want to play some rad online multiplayer, you should probably get it. Aside from that, I started diving into Castlevania: Lords of Shadow - Mirror of Fate as part of my mission to see what's up with Metroid: Samus Returns' developer MercurySteam. So far so okay with that game. I'm early, but it's a totally serviceable combat-heavy Metroid-style adventure. I'm not totally in love with it, but I'm enjoying my time with it. Let's see where I am when I reach the end. It's not too terribly long (estimates place it around 10 hours) so I'll likely get through it soon. Alright, now that that's done, I need to go play some Salmon Run before the vault closes and I have to wait for the next preordained time to play it.


David Lloyd:

This week I was blessed (or cursed if you ask my bank account) by finding a cheap copy of Fire Emblem: Awakening at a second hand store. I've never played a Fire Emblem game until now and I'm instantly hooked. As a sucker for strategy games, I feel like this game was just made for me.   I am loving how much thought is required to generate a solid battle plan and haven't been able to put the game down since I got it. My concern is that once I'm through this game I'm going to have to play the rest. There could only be a couple other titles in this franchise right?


Donald Theriault:

I continued my #JRPGJuly with a few hours of Final Fantasy XII: The Zodiac Age - just enough to screw up the job system by forgetting which character needed to pick a certain job so I may end up restarting. I got up to the point where I dropped the PS2 version like a hot potato because the story wasn't gripping and I didn't have a Xenoblade Chronicles X level of light MMO combat experience. I'd like to get a little bit further in and explore more of the combat, especially since I can crank combat to ludicrous speed (tm Spaceballs) and blast through it far faster.


Casey Gibson:

After being on vacation and having all the time in the world to spend playing games, this week I had to come back to reality (sadly). However that didn’t stop me from picking up another Nindie, this time Implosion - Never Lose Hope. It’s hard to believe this game was once a mobile game, but knowing that makes sense of the incredibly short level design. Most levels can be completed within just a few minutes, but the hack and slash gameplay fits well into the design. The game offers great visuals, fun combat, an engaging upgrade system and even a fully fledged story. Although to be completely honest, I don’t think it’d be any worse off without one.


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TalkBack / Re: Implosion: Never Lose Hope (Switch) Review
« on: July 08, 2017, 08:42:52 AM »
Rayark is based in Taiwan actually, just wanted to give them their due, they made a great game!

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TalkBack / I and Me (Switch) Review
« on: July 06, 2017, 02:56:00 AM »

Not much to get you curious about these cats.

http://www.nintendoworldreport.com/review/44954/i-and-me-switch-review

One of my favourite things about the Nintendo Switch has been that between the big Nintendo releases we’ve been getting a steady stream of great Indie titles. As someone who doesn’t own a PC I’ve appreciated the access to games I’ve never had the opportunity to play before.

I had high hopes for I and Me, a game originally released on Steam early in 2016 and ported by Ratalaika Games. The game looked beautiful in the screenshots, but I quickly realized that not all Indie games are created equal.

The premise of I and Me is very simple; a puzzle platformer where you control two cats simultaneously and try to move both to their respective goals. There are 100 levels spread out over 4 sections which are based on each season. Starting in Spring, you move your kitties through each level, figuring out how to get them both into their picture frames to complete the puzzle. Each season introduces a new mechanic or gimmick that offers a slightly different challenge to the previous batch of levels.

At first I did appreciate the design of the game. The cats were cute and the background was a beautifully painted portrait that was pleasing to the eyes. After the fifth level I realized that the design wasn't going to change, the platforms were always a combination of the same rock or wood formation and the background remained the same. Even as you go through the seasons there were only minor variations in the background to subtly let you know which season you were currently playing in. The musical experience can be described in almost the same fashion as the level design. I was really digging the orchestral piano tunes until I heard the same tune over and over. There was even a point where I felt I was going to fall asleep only to realize that the music that was playing sounded like Brahms’ Lullaby, probably one of the worst choices you could make for a puzzle game struggling to keep my attention.

After playing through the entire game within a couple hours I tried to determine who the target audience would be. The puzzles required minimal effort to solve, 95 of the 100 levels could be solved within 10 seconds of looking at the layout. For the remaining 5 levels, a hint is given if needed, which is a video of 90% of the level being solved. With it being such a simple game I thought it might be good for kids but my own, both below the age of 7, had lost interest after the 4th level. The best recommendation I can give you is to watch some levels on YouTube before spending any money on this game, since what you see is what you get.


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TalkBack / Mighty Gunvolt Burst (Switch) Review
« on: June 15, 2017, 05:36:00 PM »

This Inti Creates game scratches an itch but doesn’t provide the cure

http://www.nintendoworldreport.com/review/44881/mighty-gunvolt-burst-switch-review

Regardless of your age, you probably have fond memories and favorite moments playing one of the games from the Mega Man series. At risk of giving away my age, I can safely say that the Mega Man game I remember playing the most was Mega Man 4 on my original Nintendo. I still remember the moment of defeating Dr Cossack, only to have my mind blown that it was Dr Wily all along. But why are we talking about Mega Man in a review for Mighty Gunvolt Burst? That's because the developers of this game, Inti Creates, have deep roots in the Mega Man franchise. The roots go very deep, as Inti Creates was founded by a group of ex-Capcom staffers who were tasked to develop 10 different Mega Man titles and recently worked with Keiji Inafune, an artist from the original Mega Man series.

Mighty Gunvolt Burst is a merger of two ongoing series, Azure Striker Gunvolt and Mighty No. 9. Both of these games have looked to become the spiritual successors to different parts of the Mega Man series, so it seems like a natural fit to combine the characters for a traditional 2D platform adventure. The problem with spiritual successors is that it is hard to judge the new game without comparing it to its predecessor; that's where Mighty Gunvolt Burst falls short.

Mighty Gunvolt Burst follows the usual formula: eight levels each with a unique element that ends with a boss that needs to be defeated. The levels aren’t particularly memorable, and the same enemies appear in each of the levels. The bosses in Mighty Gunvolt Burst are just as forgettable as the levels, to the point where the name of the boss flashes too quickly to even read. The boss fights don’t provide much of a challenge, as each boss has a very recognizable pattern with little to no variation. Mega Man veterans will likely get through the game quite quickly. Each of the main levels will run approximately 10 minutes with the whole game taking a couple hours.

Even with all the shortcomings of Mighty Gunvolt Burst, I still did enjoy playing the game. The movement of the character is smooth and responsive. At no point during the game did I feel cheated on a death. Upgrades to your character are provided as you progress through each level, leading to new strengths and abilities. Before each level and anytime during gameplay, you have the option to reconfigure your character's abilities to suit your situation. The ability to change the form and function of your weapon allows for a slight variation in progressing through the game.

As for a recommendation, I think Mighty Gunvolt Burst is going to create some division among gamers. If you’re waiting for Capcom to bring back the glory days of Mega Man, this game will likely leave you angry and unsatisfied. However, if you have a few bucks to spend and you're not invested in neither the story nor characters and just want to play a decent side-scrolling action platformer, than Mighty Gunvolt Burst might be for you.


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TalkBack / Swap Blocks (Wii U eShop) Review
« on: May 29, 2017, 03:06:00 PM »

A simple, low cost option for the hardcore puzzle fan.

http://www.nintendoworldreport.com/review/44695/swap-blocks-wii-u-eshop-review

An Indie game developed for the Wii U would not have made my radar but in the Switch era of TumbleSeed and Graceful Explosion Machine I’ve felt more adventurous in my game selection. I decided to go into a deep dive of the Indie scene and play a game created by a single developer with some outside contributions. Not to be confused with some of the great Indie options on Switch, Swap Blocks provides a low cost alternative to puzzle games like Puyo Puyo Tetris by sacrificing big budget polish.

The gameplay of Swap Blocks consists of a board similar to Tetris, pre-filled by coloured blocks with the goal of removing vertical or horizontal lines of 3 or more blocks by swapping adjacent blocks. As the blocks are matched by color, they are removed from the playing field and replaced by the blocks above them with a constant supply of blocks continually dropping from the top.  There are two basic ways to play. In the default normal mode, a single swap of two horizontally adjacent blocks is utilized to match lines together. The much more entertaining way to play is cross mode, which provides the ability to swap in any parallel direction, giving the player much more control over the game board.

Even though the game provides different modes and challenges, I found the timed and CPU battle modes provided enough variance in difficulty to maintain my interest. As an additional feature, Swap Blocks provides an editor that allows custom puzzles to be created by the user, a feature that’s redundant unless you really want to try and stump your friends.


Swap Blocks is very simple in its design. The blocks have enough distinction that it was easy to see the board, and I was able to keep track even at a high pace of shuffling. The audience for this game likely won’t stray outside of the hardcore puzzle fan but if you’re looking for game to expand your puzzle library, it's worth a look. Swap Blocks doesn’t reinvent the puzzle genre but does provide a satisfying daily brain exercise.


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TalkBack / What $100 Will Get You On The Nintendo Switch eShop
« on: May 22, 2017, 03:21:47 PM »

You've got some tough decisions ahead, this article can help you spend your eShop money.

http://www.nintendoworldreport.com/editorial/44673/what-100-will-get-you-on-the-nintendo-switch-eshop

The release of a new console recreates, for me, that feeling of excitement and anticipation that is normally reserved for Christmas morning. The countdown of how many sleeps are remaining and not getting sleep the night before are just a couple of the symptoms of new console fever. For most of us though it's also preceded by that same Pre-Christmas anxiety of how to budget for your purchases. Everyone has their go-to strategy: there are those who will work overtime, others that trade in existing hardware, many that will beg family for money, or you could take the advice of Jason Chaffetz and just not buy that new fancy IPhone in order to get what you really need, a Nintendo Switch.

If you're like me then you probably found just enough money for the essentials which include: the Nintendo Switch, Breath of the Wild, and a Pro Controller. If you are also like me then you had a birthday in the first half of year and begged family and friends to only get you Nintendo eShop gift certificates. After the important purchases were done I was left with $100 to spend on additional games and these were the plans I would come up with.

The Online Multiplayer

The amount of content available on the Switch for the online gamer is pretty thin at the moment. For those with the itch to play online but don't want to wait until July for Splatoon 2 here is where I would put my money.

Mario Kart 8 Deluxe $60

Puyo Puyo Tetris (digital version) $30

Pocket Fighters $10

I currently have over 25 hours of game time between Mario Kart and Tetris but these are titles that could potentially last years with their online play. I put Pocket Fighters on the list since it rounds out the genres nicely and according to the developer should be released shortly.

The Nindie Experience

My preferred option, a $100 can go a long way when you’re buying games made by Indie developers. Indie games tend to cost much less than big budget titles and fill niche genres that large developers worry aren't profitable.

Snake Pass $20

Mr Shifty  $15

Kamiko $5

TumbleSeed. $15

Shovel Knight: Treasure Trove $25

Graceful Explosion Machine $13

According to my Switch profile I have 30 hours and counting of gameplay between all of these games. This strategy will give you a nice range of different gameplay and are perfect if you’re looking for games to play during breaks from Breath of the Wild. The added benefit of these games is that they are perfectly suited for handheld mode and are ideal for gaming on the bus or while your co-workers are on a smoke break.

The Wait-and-See Approach

This option requires monk-like patience and self control in order to save your money for a future game release. I don't think even the Dalai Lama could hold onto a eShop gift card for that long so here are two must-own games on the Nintendo Switch.

TumbleSeed. $15

Shovel Knight: Treasure Trove $25

These are two of the best games on the Switch and at a combined amount of $40 this still gives you enough money to purchase some upcoming games like ARMS or Splatoon 2. There are many intriguing game titles that have yet to be released that may be worth saving your money for. I may have to manufacture a second birthday if games like Rime, Flipping Death and Battle Chasers Nightwar all end up being as good as their trailers promise.

This brings us to the many games currently on the Switch that haven't made any of my lists. I'm not saying they aren't good games, I’m simply saying that If you only have so much money you can put towards games these are the ones I would pick. Whether you agree with my recommendations or have come up with your own picks there is one thing we can all agree on, Christmas isn't coming soon enough.


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TalkBack / Re: The SNES Classic Is Not The Product We Need
« on: May 19, 2017, 01:00:08 PM »
All fair points, there is certainly biased on my part for a system I can give my kids that requires a physical cartridge to be inserted into a system. The issue I have with the 2DS is that it's an individual experience that cuts you off from everyone else. At lease when the game is on the tv you can have 2 to 4 people play (or at least watch) and engage with each other.  I love the Switch and think everyone should have one but I understand that the price point can be a major barrier that may prevent kids from being introduced to Nintendo.

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TalkBack / Re: The SNES Classic Is Not The Product We Need
« on: May 19, 2017, 11:10:34 AM »
My thinking here was that this product would exist outside of the Switch environment and be solely meant for kids 10 and under. Kids love to collect stuff (see pokemon trading cards, Amiibo, etc) so the physical format is a necessity but as we all know 30 years of inserting and removing cartridges wears out the system so NFC would solve that issue. NFC only holds a few bits of info so the game couldn't be on the card which would require the download. To solve the downloading issue, the game should only be playable if the NFC card is inside the slot. I know my idea is pretty out there, I just wanted to get a discussion going about how Nintendo could market to the next generation of kids.

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