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Messages - Patchkid15

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76
TalkBack / Wii U Firmware Update Now Available
« on: December 04, 2012, 08:51:04 PM »

Update: We have a vague description on what the update does.

http://www.nintendoworldreport.com/news/32705

Update: According to Nintendo's website the update (version 2.1.0 U) further improves system stability and causes other minor adjustments to enhance the user experience

A new firmware update is now available for download onto your Wii U.

The update has just become available and comes in at a size of 593 megabytes. Once our updates have finished installing, we will be able to report on what exactly it contains.The update, given its size, may finally unlock Nintendo TVii functionality.

Check back with Nintendo World Report for more information on this Wii U firmware update.


77
TalkBack / Wii U eShop Down for Maintenance
« on: December 04, 2012, 03:23:08 PM »

Is it regular maintenance, or something special? 

http://www.nintendoworldreport.com/news/32696

The Wii U eShop is currently offline and undergoing maintenance.

The reason behind the service's downtime is unknown, but it may have something to do with tomorrow's Nintendo Direct presentation. This is just speculation, seeing how the maintenance may just be regular upkeep of the service.

Stay tuned to Nintendo World Report as we look into the situation.


78
TalkBack / Tank! Tank! Tank! Review
« on: December 04, 2012, 01:37:51 PM »

Go! Go! Go!

http://www.nintendoworldreport.com/review/32693

If anyone had asked me before the Wii U launch if Tank! Tank! Tank! would be a worthwhile game, my first answer would have been no. After spending some significant time with the title, I now know that gut instinct was, unfortunately, correct. Between an underwhelming multiplayer mode and a frustrating single-player campaign, it is hard to determine who would actually enjoy this game.

Tank! Tank! Tank! features tanks, and lots of them. In the single-player mode alone, I unlocked several tanks with varying speed, health, and maneuverability within the first hour of play. The weapons for these tanks were different, but never drastically changed gameplay. I may have been able to overlook the lack of variety if I were not forced into replaying missions multiple times. 

To reach some sets of missions you have to collect a certain number of medals, which you earn one of for every tank you beat a level with. Eight or nine missions into the game, you are effectively forced into replaying nearly every campaign mission over just to advance to the next plot point. The story, amounting to just a few text blurbs at the end of each mission, provides little incentive for replaying missions.

The tank controls create a feeling of aggravation. While not overly complicated—you use an analog stick to move and a face button to shoot—driving the tank feels clunky. Both the forward motion of the tank and its left/right aiming is handled with one analog stick. Given that the GamePad has two analog sticks, I would have much preferred these actions be split between them. Turning and aiming at the same time is practically impossible, making some of the already tough boss fights even more difficult. 

While nearly every facet of Tank! Tank! Tank!’s single-player campaign is unpleasant, I couldn’t help but smile sometimes. The game’s overt cartoon nature is portrayed well. Tanks and enemies feel absurd but still fit well into the game's universe. However, poor gameplay detracts from the presentation.

The multiplayer, while not as bad as the single-player, feels a little lackluster. From playing the main campaign I knew there was a wide variety of tanks in the game. However, when I stepped into the multiplayer modes, they were gone. Putting everybody on a level playing field with the same vehicle may have been the fair thing to do, but it leaves no room for tank experimentation. I would have loved to battle my friends with different combinations to see which tanks would really have the upper hand. 

Limited choice aside, the modes available are still fun. Team battles, free-for-all matches, and cooperative missions are great and ultimately stay true to the formula set by the rest of the game: take aim and blow stuff up. “My Kong” mode, on the other hand, takes a different approach. Here, one player takes control of a giant mechanical ape-like creature while the rest of the players try to take him down. Playing as the ape is certainly a different experience, but is only really fun in the context of being around friends. Seeing their reactions as a giant creature bearing your face smashes them into the ground is priceless. 

In the end, Tank! Tank! Tank! feels like a game that should have been stripped of its single-player and sold on the eShop as a multiplayer-only experience. The only true redeeming quality of the solo experience is the presentation, which is the same in multiplayer. It isn’t the worst of the Wii U launch titles, but it certainly is nowhere near the best.


79
TalkBack / Pier Solar HD Kickstarter Could Fund Wii U Port
« on: December 04, 2012, 11:00:17 AM »

UPDATE: The game is officially coming to Wii U.

http://www.nintendoworldreport.com/news/32683

Update: The $200,000 stretch goal has been reached and Pier Solar HD is officially coming to the Wii U at some point in the future.

Original Story: Pier Solar HD, a high-definition version of 2010's Pier Solar, may come to the Wii U if the game's last Kickstarter stretch goal is reached.

The HD version of the game is already confirmed to be coming to other platforms based on its current funding status, but the last stretch goal has yet to be met. If the project raises $200,000, we will see a Wii U version sometime in the future.

The project, as of this posting, requires approximately $11,000 to reach the Wii U stretch goal. The project will be funded on December 5 at 9:30 AM EST, so if you would like to donate, do so now here.

Pier Solar was an independent game made developed by WaterMelon and published in 2010 for the Sega Genesis. The game featured an original story offering more than 50 hours of gameplay. The HD version will include updated graphics and extra content not included in the original release. 


80
TalkBack / New Super Mario Bros. U, ZombiU Top Wii U eShop Downloads
« on: November 30, 2012, 08:35:45 PM »

Trine 2: Directors Cut shows up in spot number three.

http://www.nintendoworldreport.com/news/32663

A list of the 20 most popular Wii U eShop games to date has been released on the Wii U's eShop.

New Super Mario Bros. U came out on top, with ZombiU right behind. Two indie games, Trine 2 and Nano Assault Neo, came in at third and fourth place, respectively. Of the five indie titles released on launch day, Chasing Aurora was the only one that did not make the top 10. Check out the entire list below.

  • 1. New Super Mario Bros. U
  • 2. ZombiU
  • 3. Trine 2: Director's Cut
  • 4. Nano Assault Neo
  • 5. Sonic & All-Stars Racing Transformed
  • 6. Scribblenauts Unlimited
  • 7. Assassin's Creed III
  • 8. Little Inferno
  • 9. Mighty Switch Force: Hyper Drive Edition
  • 10. Nintendo Land
  • 11. Darksiders II
  • 12. Ninja Gaiden 3: Razor's Edge
  • 13. Warriors Orochi 3 Hyper
  • 14. Madden NFL 13
  • 15. Disney Epic Mickey 2: The Power of Two
  • 16. Tekken Tag Tournament 2: Wii U Edition
  • 17. Chasing Aurora
  • 18. Just Dance 4
  • 19. Rabbids Land
  • 20. FIFA 13

81
TalkBack / 3D MahJongg Review
« on: November 29, 2012, 10:36:24 AM »

Tile matching madness has invaded my 3DS, but is that a good thing.

http://www.nintendoworldreport.com/review/32635

If you browse the eShop today, one type of game can be found everywhere: puzzle games. This sea of puzzlers comes complete with some great and terrible titles. A lack of interesting gameplay pushes 3D MahJongg to the back of the pack while its addictive nature pulls it forward. 

If you have played Mahjongg before in the past, then you are already familiar with half of this game. Match two tiles that are uncovered and accessible from either the left or right side and they can be removed from the board. Once you remove all the tiles you win. This mode of play can be both rewarding and frustrating. If certain tiles are not matched with each other it will leave you stuck at the end of the game with unmatchable tiles. This wouldn’t be bad if you could learn from your mistakes and give a level a second try; but when you restart a stage all of the tiles are randomly placed, and you are back to square one. This resetting of the stage can be avoided by undoing every single move, but I think the restart button would be better suited to that task.

Thankfully 3D MahJongg allows you to change the rule set and play with “Rivers” rules. Matching tiles in this mode is more complicated but there seems to be no way to fail (it has not happened to me yet), ultimately acting as the game’s easy mode. The great part about “Rivers” rules is the speed at which you can blast through puzzles. When I had a minute or two I could bust out my 3DS and blast through one or two puzzles. These dual game modes gave me the chance to play both quicker and longer games of Mahjong when I had the time for one or the other. 

Unfortunately, these two game mode are as far as the gameplay in 3D MahJongg goes. Through the game’s adventure mode you can unlock additional layouts, tilesets, scenes, and backgrounds. All except for the tile layout, these offer no change to gameplay and only act as an aesthetic change. High scores are recorded for each level but a lack of online leaderboards means scores don't matter unless you are sharing your 3DS amongst others.

The backgrounds and tiles look really nice on the 3D screen, except you will never really see them. You can only play the game using the touchscreen so looking up at the top screen is not something you will do very often, ultimately making the 3D effect an afterthought. I am not saying I would want to play the game using the D-pad - the touch controls work really well - but the 3D effect and display on the upper screen feels unnecessary. 

I like 3D MahJongg because of the fast paced “Rivers” rule mode. Aside from that, I feel like the game doesn’t provide much more to entice players. Collecting backgrounds and different layouts by playing through the adventure mode has no worthwhile appeal. 3D MahJongg will become a great game to waste my time on when I have a minute or two to spare, but nothing more.


82
TalkBack / Trine 2: Director's Cut Review
« on: November 27, 2012, 06:36:14 PM »

Moving along at a slow but enjoyable pace.

http://www.nintendoworldreport.com/review/32624

Trine 2: Directors Cut, unlike many modern games, doesn’t encourage players to charge through levels as fast as they can. The game rewards those who take a more thoughtful and explorative approach. This emphasis on methodical, puzzle-based gameplay is exactly what drew me to Trine 2, and I am glad it did. 

Trine 2’s puzzles are generally not that complicated, boiling down to a handful of concepts presented in different ways. Using the abilities of the wizard, thief, and knight, the game’s three characters, you create objects, grapple over chasms, destroy walls, and more to solve each of the game’s physical puzzles. While most areas in Trine 2 do not force you to stray far from this formula, the game doesn’t hesitate to throw in challenging elements, including hitting switches, building pipes, and managing water, that require a more thoughtful approach. If I found myself in a tricky situation, though, I could activate a helpful hint system at any time to point me in the right direction.

Aside from puzzles, each level in Trine 2 has plenty of orbs to collect and chests to find. The orbs enhance your skills, while the chests are simply collectibles. Collecting every orb and chest is not necessary for the completion of game, but they often act as incentives to experiment and reach secluded sections of levels. 

Trine 2’s online multiplayer was a bit frustrating. Trying to coordinate with another player on puzzles without the aid of text or speech proved a hassle. Local play, however, benefits from direct communication and works well. Having two characters work in unison on a single puzzle makes the experience more challenging but also more fun. Characters can still get in the way of each other, especially in the process of moving objects around. However, the level of coordinated teamwork the game’s puzzles often lead to is wholly unique. 

The GamePad is the best way to play Trine 2. I played almost the entire game on its screen because of how heavily it utilizes the touch interface. I also found the touch screen the easiest way to create and move objects. Controller options in co-op play, however, are a little strange: the game supports the Classic Controller Pro, but not the Wii U Pro Controller. 

Marveling at Trine 2’s beauty may take up as much time as completing its puzzles. On the TV and GamePad, the game’s visuals pop with bright colors and exude an adventurous tone, as does its soundtrack.

Trine 2 is best when digested and enjoyed slowly, but even if you choose to blast through the game, you will surely have fun with its multiplayer, visuals, and puzzle design. This early eShop title is certainly worth any adventurous player’s purchase.


83
TalkBack / Batman: Arkham City Armored Edition Review
« on: November 24, 2012, 04:00:31 PM »

The Dark Knight has his handy gadgets, and now you have yours.

http://www.nintendoworldreport.com/review/32599

This year we learned Batman: Arkham City Armored Edition would come to the Wii U in 2012, a year after Arkham City proper released on the other consoles. If you refrained from purchasing any other version of the game until now, you may have made the right decision. Between the additional on-disc content, off-screen play, and GamePad features, this may be the best way to experience Arkham City. 

The plot of Arkham City remains unchanged and worth experiencing. The entire story takes place in Arkham City, a closed-off prison colony inside Gotham. Like the first game, this concentrated setting gives the series’ eccentric characters and dark tone room to shine. Many of the game’s moments involve you running from one building to the next to advance the plot; at some points, this felt like too much of a task, though an interest in the plethora of side quests may make up for it.

Along with the extras built into the main game, the Wii U version features content on the disc available through download on the other console versions. Most notable are the addition of Catwoman levels and an extra campaign, “Harley Quinn's Revenge.” The Catwoman levels are played throughout the game’s main story and feel like more of the same with a different combat twist. Harley Quinn’s Revenge puts you in control of Robin after the events of main story. Both sets of levels act as additional stories in the game’s fiction, allowing you to spend more time in the engaging Arkham City. 

Batman’s technical performance on the Wii U didn’t impress me quite as much as the game’s story and setting. I noticed at least four instances of significant slowdown in the middle of cut scenes, during which the whole game would freeze for several seconds. Eight seconds of downtime out of many cinematic moments is not a huge deal, though I wish these issues had been addressed prior to launch. The game seems to excel graphically, however. I played Arkham Asylum on my PlayStation 3 last year, and this version appears on par, if not better, visually. I played much of the game on only the GamePad, but found that while it holds up visually, the GamePad just didn’t seem to capture the dark tone of the game quite as well.

Generally the combat in Arkham City felt rather bland. During the game’s often-lengthy fights, you’re either attacking or responding to the counter symbols displayed above enemies as they attack you. While there are a few enemy variations you must handle differently, after exploiting their weaknesses you return to the repetitive formula of beating and countering. This type of fighting is prevalent throughout the entire game, far too often for my tastes. Fortunately, you can often take down enemies in other ways. The game provides plenty of rooms and outdoor environments where you can use stealth instead of brute force to take out baddies. This stealth gameplay forces you to plan ahead and make moves efficiently to remain unseen. Though occasionally frustrating because of their difficulty, the amount of strategy required in these instances can also be a lot of fun. The game’s boss fights felt very easy; most focused on the use of one gadget or another and just forced you to dodge left and right while using it. 

Armored Edition’s use of the GamePad is the main thing distinguishing it from other versions. I have mixed feelings over its implementation: at times it is a handy tool, and at others it is more of a nuisance. When in combat, switching gadgets requires you to look away from the action to properly select your weapon of choice. Perhaps this could work if it froze the gameplay momentarily, but the game keeps the punches rolling even with you out of the action. When not in combat, it is fun to steer batarangs, decrypt panels, or even just upgrade your armor and weapons with the GamePad. It feels as if the developers intended to take advantage of the hardware but went a little too far, making you use it for even the simplest of tasks. 

It is hard to recommend Armored Edition to someone who has already experienced Arkham City. If you have not yet traveled the streets of Arkham City, this version should make a fine introduction; the GamePad just doesn’t offer enough benefits to warrant a purchase for second playthroughs. A few technical bugs aside, Batman: Arkham City Armored Edition is a great port of one of last year’s great games.


84
TalkBack / Is Nintendo Land Too Complex?
« on: November 19, 2012, 08:01:27 PM »

An older generation just may not get it.

http://www.nintendoworldreport.com/blog/32547

Yesterday, when I sat down with Nintendo Land, I was most interested in gathering my family to try out some of the competitive multiplayer events. I expected loud family fun, filled with shouting and laughter. I got quite the opposite. 

First, we dove into Mario Chase, probably the least troublesome of the three competitive games. My family couldn’t understand how to catch somebody, and attempts to coordinate a capture strategy yielded no results. Luigi’s Ghost Mansion created the same problems. Battery mechanics, coupled with strategically hunting down a ghost, were confusing. When I put my family in control of the ghost, they became even more frustrated, as my sibling and I had little issue tracking them down.

The icing on the cake was Animal Crossing: Sweet Day. When my family was collecting candy they had problems managing how much to hold, and when to drop it to successfully evade the guards. They had significant difficulty when playing as the guards. They could not control each guard independent of the other, and instead always ran them in the same direction, making it near impossible for them to ever catch an animal. 

These anecdotes lead me to my main point: is this game too complex for an older generation? Wii Sports used basic motion gaming people of any age could figure out. Some of the simpler Nintendo Land attractions should cause few problems, but the more complicated games may turn people away in the end.


85
TalkBack / Re: Batman: Arkham City Armored Edition Impressions
« on: November 19, 2012, 07:54:33 PM »
@Mannypon, I have had one instance of bad framerate, which took place after I wrote these impressions. Other than that, there hasn't been another noticeable instance of major graphical issues.



@Kytim89, I am not sure, I don't think so, but I will look into it.


@MrPhishfood, Here you have to click up on the D-Pad, then look down to find the corresponding gadget on a screen of 12 icons. It seems there is a way to set shortcuts, which I did, but when I started the next chapter it reset them all.

86
TalkBack / Batman: Arkham City Armored Edition Impressions
« on: November 19, 2012, 01:25:27 PM »

Batman plus a GamePad has mixed results.

http://www.nintendoworldreport.com/impressions/32544

I played the demo of Batman: Arkham City Armored Edition at E3 and walked away a little unimpressed. Now that I have my hands on the full game, my thinking has changed drastically.

I am nearing the halfway point in the story and couldn’t be happier. Gliding and grappling my way across Arkham City is fun and easy to do. Even when I activated the game’s off- screen mode, the visuals and gameplay were smooth. The story is split between Batman and Catwoman, and moves along at a brisk pace that takes you from one section of the city to the next. I’ve found the gameplay inside buildings more enjoyable because of its focus on progression—roaming the city offers many different side quests, but many seem to exist only to pad the game.

The GamePad implementation feels somewhat lackluster when not used in off-screen mode. Swapping weapons on the fly is fine when not in combat, but if I am fighting thugs and want to pull out a batarang, stopping to look down while getting pummeled is usually not fun. The game benefits from using the GamePad in calmer moments, though. Reading character bios while listening to dialogue is a great way to stay informed and engaged.

If you picked up the game on launch day chime in with your initial thoughts below, and look for our full review later this week.


87
TalkBack / ThunderCats Review
« on: November 14, 2012, 11:50:34 AM »

ThunderCats, Hooo-ld on a minute.

http://www.nintendoworldreport.com/review/32465

The ThunderCats have existed for many years in different forms; most recently they can be found in the animated reboot of the original series. The DS game pulls from the newly animated series, however, the game fails to pull together its different elements into one cohesive experience. The game will at times remind you of an old school brawler and at others a platformer; all of these gameplay elements exist while trying to convey a confusing narrative. 

The story of ThunderCats moves along at a brisk pace that left me, someone who is unfamiliar with the source material, confused. The game throws too much at you in the short condensed scenes between the 6 stages for anything to really stick. Without being knowledgeable of the ThunderCats universe I felt the story was inconsequential and that it did not cater towards newcomers of the series.

With the story falling flat, the gameplay must have some redeeming qualities to balance out the title. Unfortunately, bland button mashing and imprecise movement create some huge problems. Your attack is mapped to the A button and is used to take on the waves of enemies that assault you as you move from screen to screen. While there are some variants to attacking - jump then attack/sliding attack - you will mostly find yourself hacking and slashing your way through the baddies. 

The few platforming portions of the game were disappointing as well. I first looked at them as something that would change up the gameplay, but they were more frustrating than rewarding. Because of loose jumping mechanics, landing exactly where you wanted was more difficult than expected. What made things worse was when you fell into a bottomless pit, you had to restart the entire stage (no starting back at the beginning of the particular screen.) 

While both of these elements were frustrating to deal with, boss fights made for some more interesting gameplay. During boss fights, the simple beat-em-up method proved unsuccessful. A more tactful strategy had to be implemented to both keep you health up and down the boss. The ability to summon your fellow ThunderCats using tokens collected in the field of play was also an interesting mechanic. Each ThunderCat’s ability was similar, but despite the similarity the system created some strategy by forcing me to properly allocate my ThunderCat tokens.

The music in the game was surprisingly not too bad. The tunes were not very memorable, but could be tolerated. What couldn’t be tolerated was the chant: “ThunderCats, Hooo!” Every time you use the main character’s special attack, summon a ThunderCat, begin a level, or die, the same yell is heard. Seeing how your character’s special attack can be charged every minute or so, the noise is heard far too often and becomes quite an annoyance. 

I had initially hoped ThunderCats was going to be one of my last great outings on the DS. Instead I got a game which was far more aggravating than enjoyable. The semi-enjoyable strategy elements needed for boss battles could not make up for the unpolished gameplay and confusing plot. Even though ThunderCats seems to have been a long time coming, the final project wasn’t quite worth it.


88
TalkBack / New Nintendo 3DS Game Puts Mario in a Sticky Situation
« on: November 12, 2012, 11:55:12 AM »

Paper Mario: Sticker Star takes collecting stickers to a whole new level of fun.

http://www.nintendoworldreport.com/pr/32456

REDMOND, Wash.--(BUSINESS WIRE)-- The newest installment of the Paper Mario franchise flattens the mustached hero into a two dimensional, paper-thin character and nothing could be more fun. Paper Mario: Sticker Star for the portable Nintendo 3DS introduces a new way for players to solve puzzles and execute attacks using stickers, which are found throughout the game. The colorful game world looks like a shoebox diorama, and takes on a sense of depth in full 3D, without the need for special glasses. 

“The Paper Mario series is known for its inventive battles and quirky humor,” said Scott Moffitt, Nintendo of America’s executive vice president of Sales & Marketing. “The 3D graphics and the introduction of stickers add a fresh new element that will have players glued to their games.”

As players explore the vast world, they will encounter hundreds of stickers, some in plain sight and some that require a little extra effort to discover. By using “paperization” to flatten the game world, Mario can solve puzzles, which can range from moving a windmill blade that blocks his path or getting to hard to reach places. When stickers are placed in correct spots, the world transforms or secret areas can be accessed. Stickers come in all shapes and sizes and each will have a unique effect when used in puzzle solving or attacking enemies. There are even flashy and shiny stickers that are more powerful and hard to find. 

Stickers are also the key to the game’s turn-based battles. Players choose their sticker attacks and unleash them on their enemies. Attacks can be as simple as bouncing on Goombas with a jump sticker to fighting a boss with a more powerful flashy or shiny sticker. They can also spend coins to use the Battle Spinner, a slot machine-style game that rewards players with the option to use up to three stickers in one turn. Players can become more powerful by beating bosses and completing side missions. 

Shoppers can purchase the packaged game as usual at retail locations nationwide, or consumers with wireless broadband Internet access can simply purchase and download the game from the Nintendo eShop. Download codes for the game can also be purchased at select retailers. Regardless of the purchasing method, the suggested retail price is $39.99 in the United States. Also, Club Nintendo members who download and register this game before Jan. 6, 2013, will receive a free download code for the Donkey Kong: Original Edition game. Donkey Kong: Original Edition has never been seen in the U.S. and is not available for purchase. 

Remember that the Nintendo 3DS features parental controls that let adults manage the content their children can access. For more information about this and other features, visit http://www.nintendo.com/3ds

For more information about Paper Mario: Sticker Star, visit http://papermario.nintendo.com.


89
TalkBack / Some Wii U Features Require Day-One Update
« on: November 08, 2012, 10:37:19 AM »

Not everything will be available out of box.

http://www.nintendoworldreport.com/news/32428

Features such as Miiverse, Nintendo TVii, Nintendo eShop, and Wii U Chat will be unavailable on the Wii U until users install an update, which will be made available on launch day.

Systems that are currently out there lack these features, but will have access to them soon. Whether this day-one update will also come with other surprises is currently unknown.

The Wii U and this patch will both be released on November 18 in North America.


90
TalkBack / Japanese Nintendo Direct 11/7/2012 Live Blog
« on: November 07, 2012, 06:00:33 AM »

It is time to finally learn about Miiverse.

http://www.nintendoworldreport.com/blog/32402

Follow along below as we live blog the events of this mornings Nintendo Direct as they occur.

3:01:08: Just beginning, showed off the familiar screen with the boxes.

3:02:01: Apparently it is the Wara Wara Plaza

3:02:21: This will be the main menu of the Wii U.

3:03:15: The GamePad's screen is more reminiscent of the Wii's UI

3:03:45: You can exchange whats on the TV and GamePad.

3:04:53: Iwata is going to do an unboxing. There is some awesome music playing.

3:05:45: He is putting on gloves to remove the system. This is priceless.

3:06:09: He said something about looking like Mario because of the white gloves.

3:06:30: He headed for the main system first, unwrapping the packaging around it.

3:07:22: GamePad was next, then the AC adapter.

3:08:08: Because he is opening the Japanese Console, there was a Dragon Quest X Wii U beta included.

3:09:41: Showed off the GamePad and console stands.

3:10:04: Talking about Wii U user accounts.

3:10:26: Up to 12 users can have an account on one system.

3:11:12: Each user will have their own play log / account activity.

3:13:46: The Nintendo Network can be accessed by other devices like phone/PC

3:15:24: He mentioned a day up update that will need to be downloaded.

3:16:52: Showed what happens when they hit home menu button for a brief second.

3:18:55: Using the TV button on the GamePad you can freely switch between the TV and game/ whatever you have on your system.

3:20:03: You can pause the game via the home menu, and use that screenshot to post on MiiVerse.

3:21:41: Can report spoilers and they become marked on Miiverse.

3:23:08: Miiverse will apparently support all games.

3:24:06: in New Super Mario Bros. U every time you die you can post to Miiverse.

3:24:29: Moving onto some Nintendo Land Miiverse compatibility.

3:24:50: While walking around the Miiverse hub, you can see posts by other Miis.

3:25:38: Onto Wii U chat.

3:26:18: He is talking to Reggie, through Wii U chat.

3:28:05: Reggie tried to speak some Japanese.

3:28:49: While video chatting you can draw on the screen, which is visible the other chatter.

3:31:46: Now some Karaoke. Seems like you can do alot of customization.

3:35:44: And that's a wrap.

3:36:08: Thanks for reading along everyone. Check back on Nintendo World Report for more coverage of the event.

3:36:32: also, they are doing some interview with the NSMBU developer.


91
TalkBack / Miiverse, eShop Available from Non-Nintendo Devices in 2013
« on: November 07, 2012, 11:25:56 AM »

New Nintendo content isn't just limited to your Wii U.

http://www.nintendoworldreport.com/news/32412

Nintendo's eShop and Miiverse services will be available on both computers and phones in 2013, according to the most recent Nintendo Direct.

Nintendo previously mentioned plans to bring the Miiverse service to other platforms, and has previously made note that it would probably not become available at the systems launch. 

No official pictures or additional details were given on these versions of Miiverse and the eShop. As we approach the Wii U launch on November 18, more details may begin to surface.


92
TalkBack / Wii U Boot Screen Officially Revealed for Television and GamePad
« on: November 07, 2012, 07:04:38 AM »

Now we will finally know what we will see when we turn on the system.

http://www.nintendoworldreport.com/news/32404

When the Wii U turns on, the television and GamePad will display different screen menus, as was shown during this morning's Wii U Nintendo Direct.

The television screen will first load the WaraWara Plaza, a screen we have seen before. On this screen, various Miis gather around different game icons where they will mingle and chat about the games they surround, showing messages other players have posted.

The  newly-revealed menu screen on the GamePad bears a striking resemblance to the Wii's home menu. This menu features a Wii Channel-like appearance, with several additional buttons that activate things such as the internet browser, the eShop, and Miiverse.

With the touch of another button, you can swap the two menus from the television and the GamePad's screen.

The Wii U launches in North America on November 18.


93

Finally, more details on Miiverse!

http://www.nintendoworldreport.com/news/32398

A Japanese Nintendo Direct focusing on various system features, including Miiverse, will air tomorrow morning at 6 a.m. EST/3 a.m. PST.

The broadcast, which will last approximately 35 minutes, will finally reveal some more details of Nintendo's soon be release home console, the Wii U. Check below for the time of the broadcast in a few other regions.

20:00 JST
06:00 EST
03:00 PST
11:00 GMT

A Nintendo Direct on this topic has been widely anticipated because of its topic on some of the Wii U's online functionality. Details on this subject have so far been slim.

Check back with Nintendo World Report tomorrow morning for our coverage of the event.


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TalkBack / The Pinball Arcade Striving for Wii U Launch Window Release 
« on: November 06, 2012, 10:20:16 AM »

3DS development doesn't look as promising.

http://www.nintendoworldreport.com/news/32392

The Wii U version of The Pinball Arcade will likely land somewhere in the Wii U launch window, while the 3DS version of the game is struggling to overcome technical limitations.

In an interview with Warp Zoned, Rob Mann, the Community Manager at FarSight Studios, commented on the sate of the Wii U and 3DS versions of the game. The Wii U version is nearly in a stage that can be shown to Nintendo in the form of a playable demo. While it is likely too late for the game to release in the Wii U's launch, FarSight Studios is going to do their best to get it in the launch window, which is nearly five months long.

"We don’t think we will make it to the launch date, but we are striving to get as close to that date as we can," Mann said on the matter.

The game uses the Wii U GamePad's screen for navigating menus and launching the ball. During gameplay, the screen displays the dot matrix display so your view of the action on the television is not obstructed.

3DS development on the title has not had the same success. The 3DS's technical abilities seem to be the cause of the issues. 

"We haven’t abandoned the 3DS completely, but it isn’t as powerful, comparatively, to phones that are running our game," Mann explained. "We need a strong processor to run the emulation tech. We are still trying to get it to push an acceptable frame rate, but it is starting to look doubtful that we’ll ever be able to release the full collection for 3DS."

The Pinball Arcade is a pinball game featuring real life tables recreated for digital play. 


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Nintendo is interested in thinking up ways to utilize both systems. 

http://www.nintendoworldreport.com/news/32383

Nintendo is "thinking of the possibility of connecting Wii U and Nintendo 3DS once again," but it might be too complicated because all the different screens, according to Shigeru Miyamoto in an interview with IGN.

Miyamoto elaborated: "Of course we are thinking of the possibility of connecting Wii U and Nintendo 3DS once again," Miyamoto said. "But we have challenged connectivity on many occasions, and one of the great lessons we have learned is the simple fact that those who own both are much fewer than those who don’t own both. So what we decided early on when considering the Wii U design was that we had to make it so that every single purchaser of the Wii U is going to have the same play conditions, the same equipment."

Connectivity between a Wii U and Nintendo 3DS could become too complicated because of the number of screens. 

Miyamoto went on to explain "If we are going to do that with Wii U and 3DS, there would be three screens to consider. The reason why we were not so eager to do a similar thing between Wii and DS is that it would have become very complicated using two screens on the DS and one screen on the Wii. But of course we are trying to think about a way to expand the experience of 3DS and Wii U when they are connected with each other, one way or the other."

Nintendo has previously featured connectivity between its systems, most recently in the Nintendo DS and Wii. The things you could do while connecting your systems were added benefits to owning both systems.

Only time will tell what features will be accessible to owners of both the Wii U and Nintendo 3DS.


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TalkBack / Nintendo Digital Shops Undergoing Maintenance Tomorrow
« on: November 05, 2012, 01:29:32 PM »

All three shops are temporarily going down, but what for?

http://www.nintendoworldreport.com/news/32382

All three of Nintendo's digital shops will be undergoing temporary maintenance on Tuesday, November 6, according to Nintendo's website.

While Nintendo's network undergoes regularly scheduled maintenance every Tuesday morning, this week the North American Nintendo eShop, Nintendo DSiShop, and Wii Shop Channel will all be undergoing maintenance from 10:00AM - 5:00PM PT (1:00PM - 10:00PM EST.) The Japanese eShop will also be offline on Wednesday between 3:00 and 10:00 JST.

There is currently no confirmed word on what the maintenance is for, but it can be speculated that it may have something to do with preparation for the upcoming launch of the Wii U. We have contacted Nintendo about the matter. Check back for any updates on the story.


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TalkBack / Wii U Kiosks Now Available Across the United States
« on: November 05, 2012, 01:28:03 PM »

Not all feature a demo, but they do seem to be everywhere.

http://www.nintendoworldreport.com/news/32381

More than 5,000 Wii U kiosks are now in place at select retail stores across the United States.

Gamers looking to get some hands-on time with the system can visit a participating Target, Best Buy, GameStop, Walmart, or Toys ‘R’ Us location. If you have yet to find a retailer with the kiosk on display you can check out Nintendo's website to help aid in your search. While the site features a large number of participating locations, some stores with the kiosks are not yet displayed.

Depending on the location, different kiosks are in place. Certain kiosk stations feature a game demo (Rayman Legends); other kiosks are filled with videos focusing on the upcoming games and system features.

The Wii U releases across North America on November 18. 


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TalkBack / First North American Wii U Advertisement Video Airs Today
« on: November 01, 2012, 11:07:08 AM »

Nintendo is getting ready for the month of Wii U.

http://www.nintendoworldreport.com/news/32338

The first Wii U advertisement video is set to be shown later today, November 1. The video will be available on Nintendo of America's Facebook page.

An image, which can be viewed on this page, was teased along with the announcement yesterday. The picture appears to reveal nine different living room settings in which it can be assumed either an individual or a family will be playing the Wii U during the ad. 

Two weeks ago the first advertisement was aired in the United Kingdom, which highlighted features of the system such as off screen play and asymmetric gameplay. Whether this North American ad will show off these abilities is currently unknown.

The Wii U will release across North America on November 18.

Update: You can see the new video below!


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TalkBack / Batman: Arkham City Armored Edition Preview
« on: October 31, 2012, 08:59:57 PM »

If you have not had enough Bat-action in the past year, get ready for some more.

http://www.nintendoworldreport.com/preview/32341

We have known that a Wii U version of Batman: Arkham City was coming for a long time now. Because of this, it come as no surprise that the game will be available at the Wii U’s launch. While the game will not be the freshest Wii U title to hit store shelves on November 18 (in North America), the belated release has plenty of Wii U exclusive features to look forward to.

First and foremost, the most notable addition to Batman: Arkham City is the new suit that both Batman and Catwoman wear. While in combat, energy is stored within the suit, which, at a certain level, is released to activate B.A.T. mode, boosting your attack and defense.

The GamePad’s screen represents the Bat-Computer, and is responsible for the games touted real-time features. Using the Wii U GamePad, you can check out your objectives, or give the map a quick glance while still actively playing the game on your television screen. In addition to being able to check the map more efficiently, you can set custom waypoints by tapping on the GamePad’s screen, which will then point you in the direction you want to go via the television screen.

You can use the screen (Bat-Computer) to do a plethora of different things, including changing out weapons, checking out character bios, or using sonar to locate enemies and hidden Riddler Trophies. While not essential to gameplay, it is fun to note that any time you touch the GamePad’s screen, Batman will similarly look at his arm (the location of the Bat-Computer on his suit.)

The GamePad implementation does not stop there. Gadgets will now feature “enhanced” GamePad support: Explosive gel and the remote controlled batarang are among those that can be controlled using the controller. For instance, the remote-controlled batarang can be directed using gyro controls and the explosive gel, once set, can be detonated in any order or all at once using the touchscreen.

Batman: Arkham City Armored Edition is set to launch on November 18 in North America alongside Wii U. The DLC included on the other console versions of the game will be available on the disc with the Wii U version.


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TalkBack / Animal Crossing: New Leaf Named for North America
« on: October 25, 2012, 10:49:35 AM »

The anticipated Animal Crossing entry on 3DS has finally been given a name in North America.

http://www.nintendoworldreport.com/news/32243

The upcoming Animal Crossing entry on the Nintendo 3DS has been officially titled Animal Crossing: New Leaf in North America. This information comes from the latest North America Nintendo Direct.

In Japan, the game is titled Animal Crossing: Jump Out and is releasing on November 8. North America currently doesn't have a set-in-stone release date, but the game is expected to release in that market "in the first part of 2013."

In Animal Crossing: New Leaf you will play as the mayor of your town. You will have the ability to control everything from shop hours to a fully customizable wardrobe.

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