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Messages - NWR_Neal

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1276

The rhythm game from Sega will be hitting 3DS in North America and Europe next year.

http://www.nintendoworldreport.com/news/37985/hatsune-miku-project-mirai-remix-coming-to-the-west-in-2015

Hatsune Miku: Project Mirai Remix, an enhanced version of the 2013 Japan-only release Hatsune Miku: Project Mirai 2, is coming to 3DS in North America and Europe in 2015.

Project Mirai Remix is the first time the Hatsune Miku spin-off will leave Japan. Additionally, it is the first Hatsune Miku to release outside of Japan on a Nintendo system.

The Hatsune Miku series, which previously came out in North America on PS3 and Vita, are vocaloid rhythm games. The 3DS one features button and touch controls and offers a customizable experience as you can choose different costumes and gear for your character. You can even share your personalization via StreetPass with custom dance routines and more. Project Mirai Remix even makes use of the AR and photo functionalities on the 3DS. There is even a mini-game based off of Puyo Puyo.


1277
TalkBack / Tomodachi Life Demo Hitting eShop This Week
« on: July 01, 2014, 10:38:27 AM »

Now everyone can see how their Miis live.

http://www.nintendoworldreport.com/news/37979/tomodachi-life-demo-hitting-eshop-this-week

A new Tomodachi Life demo will be available on the North American 3DS eShop on July 2, according to Nintendo.

This demo is virtually identical to the Move In Version that was previously available through a Club Nintendo offer in addition to being bundled with the game so players could give the demo to others. The only differences are that the demo has a play limit of 20 times and the bonus Panda Suit is not accessible.

Tomodachi Life came out in North America and Europe at the beginning of June. We were very positive on it in our review.

Check below for a fun video featuring Nintendo developers ranging from Shigeru Miyamoto to Takashi Tezuka singing about games such as Splatoon and Star Fox in Tomodachi Life:


1278
TalkBack / Disney Infinity: Marvel Super Heroes Video Walkthrough
« on: July 01, 2014, 08:36:30 AM »

Watch over 10 minutes of gameplay footage from Disney Infinity: Marvel Super Heroes.

http://www.nintendoworldreport.com/video/37978/disney-infinity-marvel-super-heroes-video-walkthrough

NWR had the opportunity to learn more about Disney Infinity: Marvel Super Heroes at E3. Check out a gameplay video of the upcoming title below.


1279
TalkBack / Mario Golf: World Tour Star DLC Pack
« on: July 01, 2014, 07:56:00 AM »

The third Mario Golf DLC pack is the best one yet.

http://www.nintendoworldreport.com/review/37972/mario-golf-world-tour-star-dlc-pack

The third and final set of Mario Golf: World Tour DLC might be the most interesting and complex. Like the past two packs, the Star Pack adds a new playable character (Rosalina), two new 18-hole courses (Rock-Candy Mines and Mario's Star), and 40 challenges based on the new courses. It's all far more difficult than previous packs, and Mario's Star is the one piece of downloadable content that actually seems more inspired by the zany Mario-themed courses.

The new playable character, Rosalina, is reliant on a slick fade and is fun to use, though her animation is a little weird. She doesn't actually make physical contact with a golf club. Instead, she uses her magic/psychic (?) powers to levitate a club and swing it. When driving down the fairway, it's just a cute little visual quirk. When I’m putting, it messes with my game similar to how Wario's weird putting stance does. Still, with a lot of the other characters animating in a similar way, it's nice seeing a pleasant flourish with one of the extra ones.

The pair of courses are rather fantastic, with Mario's Star being one of the most novel courses in the whole game. Each level is shaped to look like a Mario character or item, so you're golfing on a mixture of grass and obstacles that resemble Yoshi or Bowser. It can get very challenging, but it does so in whimsical way. Rock-Candy Mines, modeled after New Super Mario Bros. U, features a lot of rock hazards that often lead to unfortunate bounces. It is far more brutal, especially since a lot of the holes feature trap points where you can easily send your ball careening off the edge out of bounds if you're not perfectly accurate.

After playing all three of Mario Golf: World Tour's DLC pack, I think this Star Pack is the one to get if you're only planning to get one. The new courses are the most interesting and most challenging ones in the entire game. If you're still working your way through Mario Golf or want an excuse to pick it up, this DLC might be your ticket.


1280
TalkBack / Shovel Knight Might Have the Best Use of StreetPass
« on: July 01, 2014, 05:23:30 AM »

Honing your strategy and watching your Knight duel against StreetPassed foes is awesome.

http://www.nintendoworldreport.com/editorial/37966/shovel-knight-might-have-the-best-use-of-streetpass

The concept for StreetPassing in Shovel Knight always seemed really interesting. Inspired by games such as Mario Bros., it works by recording three rounds of your own Shovel Knight making movements around map collecting gems and trying to defeat an invisible foe. When you send that recording out to the world, you swap it with other people's recordings, and then your pre-recorded characters duke it out in a best-of-three match.

Fortunately, I got to experience a ton of Shovel Knight's StreetPass Arena firsthand at TooManyGames 2014. It was amazing to watch, making me overly enthuiastic for StreetPass for the first time since last year's introduction of the new StreetPass games. As you quickly learn when you get your first StreetPasses, your strategy might be dumb. I learned that, not knowing I could even magic in the StreetPass matches. My little Knight, jumping around stabbing the air and trying to collect gems, had a pitiful debut.

Then I went back to the drawing board. I realized people linger slightly in the opening of these matches, so I sent off a quick fireball to open up every match, which turned out to be a devastating manuever. Some folks were wise to that trick, though, and would jump over it or use the Phase Locket. Then, it's off to the races as you hope your recorded Knight stabs the air at the right time to defeat the other player or collect the more gems before time runs out. It's exhilirating to watch because while you might know your exact movements, you have no idea what the rival player is going to do. It's a tense competition that doesn't have real-time interaction but is still fascinating to watch.

Over the course of my two days at TooManyGames, I watched more than 30 StreetPass duels, tweaking my strategy after each batch I studied. While, thanks to the unfortunate difficulty of getting regular StreetPasses, I don't expect to be embroiled in Shovel Knight duels all the time, I'm looking forward to the PAXs and the New York Comic-Cons of the world where I can match up against other players, tweaking my strategy as I go.

Unlike most of my games I have active for StreetPassing, I will go back to Shovel Knight's because it's something fun to watch that, even when you're finished the game, is still compelling.


1281
TalkBack / Daisy Costume Coming to Bayonetta on Wii U
« on: June 30, 2014, 08:09:29 AM »

Bayonetta will be able to don Daisy's dress in the first Bayonetta on Wii U.

http://www.nintendoworldreport.com/news/37965/daisy-costume-coming-to-bayonetta-on-wii-u

Bayonetta will be able to wear a Daisy costume in the upcoming Wii U version of the original Bayonetta, according to gameplay footage from a post-E3 event in London.

Other wearable costume, including Samus, Link, and Peach, were confirmed back at E3 2014 when it was revealed that Bayonetta, first released in 2009 on Xbox 360 and PlayStation 3, was going to be bundled in with Bayonetta 2 when it comes to Wii U this October.

Daisy appears to have a similar theme as Peach, as they both use Bowser limbs for Bayonetta's unique giant hand and foot punches and kicks. You can read more about the different additions to the original Bayonetta in our E3 2014 preview.


1282
TalkBack / Top 8 Mario Kart 8 Tracks
« on: June 26, 2014, 09:33:00 AM »

We've been racing for a while now. Here are our favorite tracks in the new Mario Kart.

http://www.nintendoworldreport.com/feature/37926/top-8-mario-kart-8-tracks

Almost a month ago, Mario Kart 8 came out on Wii U. Since then, we here at Nintendo World Report have been racing up a storm. (You should join us for our tournaments!) So much so in fact that we put our heads together and came up with our Top 8 Mario Kart 8 tracks. We went through a vigorous voting process that saw almost every course get brought up by someone. Did your favorites make it on our list?



#8 - Mario Circuit

The first track of the second cup of new courses is a wonderful highlight of the anti-gravity mechanic with its Möbius Strip design. Watch out for the towers of Goombas at the end!

#7 - Shy Guy Falls

Ever wanted to glide off or race up a waterfall? Then Shy Guy Falls fulfills that dream and then some as you race around waterfalls and watch Shy Guys mine for diamonds or something.

#6 - Cloudtop Cruise

Float among the clouds in this first track from the Special Cup. But wait! There's an airship! And then you go through a lightning storm cloud! And what are those trampoline things? This is bonkers!

#5 - Yoshi Valley

One of only two retro tracks to make our list features a bunch of Yoshis chilling in a sanctuary. Also, unlike in the Nintendo 64 version, the game can figure out what place you're in at all times.

#4 - Thwomp Ruins

The final track of the Mushroom Cup features a lot of falling rocks, including one that opens up a hidden path in the third lap. The way the track splits into different lanes with anti-gravity and the way it evolves over the race makes it one of the best in Mario Kart 8.

#3 - Donut Plains 3

There's something really cool about seeing this classic SNES race brought to life in Mario Kart 8. It just feels like Donut Plains from Super Mario World was brought to HD reality, which makes this feel all warm and cozy.

#2 - Bowser's Castle

The rockin' metal music is only the start of Mario Kart 8's version of Bowser's Castle. There's also a huge Bowser Golem that toys with racers. If that's not enough, the race evolves over time like Thwomp Ruins, adding statues that shoot laser beams in later laps.

#1 - Mount Wario

Wario needs to totally make a snowboarding game now, as Mount Wario might be the best snowboarding level made in years. The race starts off by everyone leaping out of a helicopter onto fresh powder, and then goes through a dam and finally a ski slalom for a dramatic finale.

What are your favorite courses in Mario Kart 8? Let us know below!


1283
Audio at a minimum.

1284

We're taking That Nintendo Year on the road with two panels at this Philadelphia show.

http://www.nintendoworldreport.com/sitenews/37924/check-out-two-live-nintendo-world-report-panels-at-toomanygames-2014

Nintendo World Report (along with our friends at Third Rate Minion) are heading out to rap about Nintendo games from 10 and 20 years ago at TooManyGames 2014, located outside of Philadelphia, PA at the Greater Philadelphia Expo Center this weekend, June 27 to 29, 2014.

On Saturday June 28 at 3 p.m. ET, Neal Ronaghan, Addison Webb, and Alex and Tony Wanschura will discuss "1994: The Year of the Cartridge," a look back at the year in Nintendo that was 1994. Here's our fancy write-up on it: "Back in 1994, Nintendo was in the middle of the SNES and Game Boy heyday, though the future of the “Ultra 64″ and the Virtual Boy loomed. Join the staff of Nintendo World Report and Third Rate Minion as they talk about Nintendo’s games and news from 1994. Do they all remember Donkey Kong Country fondly? Is there that one guy there who doesn’t totally adore Super Metroid? Isn’t it crazy to think that NES games still came out in 1994?"

The following day at Noon ET, the gang will reconvene (this time with an additional panelist in Patrick Barnett) and talk about "2004: Blue Ocean Beginnings," which is focused on, you guessed it, 2004. Here's our write-up on that jazz: "For modern Nintendo, 2004 was a huge year. The DS launched, the Revolution (Wii) was first mentioned, and that Twilight Princess trailer that made people openly weep at E3 was revealed. Join the staff of Nintendo World Report and Third Rate Minion as they talk about Nintendo’s games and news from 2004. It was a year of transition rife with sequels such as Metroid Prime 2 and Pikmin 2 and remakes such as Metroid: Zero Mission, Super Mario 64 DS, and Metal Gear Solid: The Twin Snakes. What do you remember fondly from this time?"

We'll also be around the show on both Saturday and Sunday. If you're in the Philadelphia area, swing by and hang out with us. You can still register and pick up a 3-day pass (show's open Friday, too!) for $30, a Saturday-only pass for $25, or a Sunday-only pass for $15.

It should be a pretty rad time. If you're coming down, be sure to tweet at Neal at @nron10. If you let him know beforehand, he might bring an E3 2014 Super Smash Bros. shirt for you. Maybe.


1285
Podcast Discussion / Episode 138: Recovery
« on: June 22, 2014, 05:08:09 AM »

Non-tendo E3 reactions and some Pushmo World talk!

http://www.nintendoworldreport.com/connectivity/37897/episode-138-recovery

Hello and welcome to Connectivity! We're still recovering from E3 around here, but we do have a packed show for you.

First, Scott and Neal talk about the just-released Pushmo World. The guys go over how the 3DS standout makes the jump to Wii U and whether Pushmo-experts should take the plunge. Also, if you are playing the game and making your own puzzles, send the QR codes to us! We'll play them and talk about them on another episode. Extra marks if you make a Connectivity puzzle.

After that, Addison and Alex return to E3 with a look at the non-tendo conferences. Microsoft, Sony, Ubisoft, EA; they go through each conference and discuss what impressed them. Then they do a little Nintendo reflection, too.

Be sure to click here to send us your listener mail. We got a lot of great reaction mail that we're going to read next week, so be sure to get your thoughts in, too! See you then!


1286
TalkBack / The Delightful Surprise of Nintendo's E3 2014 Show
« on: June 20, 2014, 09:00:51 AM »

For the first time in a few years, Nintendo dazzled with plenty of variety and surprises at E3.

http://www.nintendoworldreport.com/editorial/37882/the-delightful-surprise-of-nintendos-e3-2014-show

My major complaints about Nintendo's E3 showings in 2012 and 2013 were focused on a lack of surprise. There's more to it, but when it comes down to it, I look forward to seeing what game companies are creating that I didn't expect. In 2012, the biggest surprise game reveal was Nintendo Land. In 2013, the long-anticipated new Retro Studios joint was nothing more than a sequel to Donkey Kong Country Returns. In the grand scheme of things, really awesome games were shown at both of those E3s. Pikmin 3 turned out to be worth the wait...but we always knew it was coming. Super Mario 3D World was really neat, but it was just an iteration on prior Mario concepts.

That's what made it so refreshing when Nintendo had some honest-to-god surprises packed away in their E3 2014 show. Were it not for the leaked photo, Mario Maker would have been a gigantic shock. Who could have expected Nintendo's version of a competitive third-person shooter in Splatoon? Who could have predicted the details of Code Name: S.T.E.A.M.? And Star Fox? I thought McCloud and the gang were left for dead floating in space somewhere! While there might not have been one singular earth-shattering announcement or reveal packed away in Nintendo's week of coverage (Star Fox and Zelda are probably the closest), the sheer quantity of interesting, engaging games made the whole library worth paying attention to, from Super Smash Bros. to Kirby and the Rainbow Curse.

Nearly every single Nitendo game shown had a distinct art style. Yoshi's Woolly World had the wool aesthetic. Kirby had claymation. Mario Maker was retro. Zelda looked like a painted dream. Code Name: S.T.E.A.M. was inspired by Jack Kirby and Mike Mignola. Splatoon looked like a Nicktoon. The only games that looked remotely similar were Hyrule Warriors and Bayonetta, and maybe technically the Miyamoto projects, but they seem like they're all linked under the Star Fox umbrella.

While we unfortunately have to wait until 2015 and beyond for the majority of Nintendo's E3 lineup, it is good to know the future could be bright. 2014 might have still kicked off with two Nintendo-published Wii U games over the course of eight months, but it seems like finally, Nintendo might be getting the hang of this HD thing. It might not save the Wii U, but it could slow the bleeding and give all of us current Wii U owners an extremely strong 2015 to look forward to.


1287
TalkBack / 1001 Spikes Review
« on: June 20, 2014, 08:14:10 AM »

Every rose has its thorns. This one just happens to have 1001.

http://www.nintendoworldreport.com/review/37887/1001-spikes-review

1001 Spikes is a retro-styled action platformer whose core gameplay is centered on excruciatingly exacting platforming challenges. Whether or not you enjoy this game might just come down to your tolerance for an experience that at all times takes glee in presenting just one more sadistically-placed trap to elude, one more precision jump to make, and likely one more trip through the level--this time armed with just a bit more knowledge of what to expect.

1001 Spikes’ main campaign is built around incremental progress, trial-and-error exploration, and skilled execution. Players are tasked with navigating a series of somewhat short levels packed to the gills with lethal dangers, from scorpions to blatantly protruding spikes to player-triggered booby traps and beyond.

The game is good at funneling players into experiences meant to introduce these dangers so that over time they can be incorporated into more complex challenges. The level design is impressive in this way, giving players a sense of progression through imparting skill and knowledge as opposed to abilities.

The most integral knowledge players must accumulate, however, is level layouts. Due to the game’s trap-laden, unpredictable design and deliberate lack of checkpoints, it’s often necessary to start a given level several times, dying over and over again while making incremental progress in either traversing or understanding the level. This can lead to frustration for many and places emphasis on memorization. It's a divisive way to structure a game experience.

The mitigating factor that mostly blunts the negative impact of this design is simply how rewarding it can be to finally get through a scenario that looked wholly unassailable at first glance. Only through patience and observation can one make sense of these levels. They’re very puzzle-like in that way. Rote memorization won’t be enough, though, as executing on one’s knowledge can be quite difficult and rewarding in its own right.

Players can take a break from Story Mode with a handful of Arcade Modes, which offer less punishing and more straightforward experiences. Once unlocked, these modes can be played using several different characters with unique jumping and attacking mechanics. Some of these are guest appearances from the indie game scene, while some are homages to classic video game characters. Most must be unlocked through gathering collectibles in the game’s various modes.

The Arcade Modes are really fun and a welcome respite from the main game’s more confined nature, though they don’t last as long as one might want. It’s also possible to play the Story Mode with the unlockable characters. Unfortunately, this means playing through each level again with each individual character. Few will have the patience to play through the campaign 15+ times, no matter how the different abilities may alter the experience.

In the Wii U version, any mode can be played with up to four players, which often makes things more complicated. Progression is harder when four people are jumping around at once, but it transforms 1001 Spikes into a party game almost. Multiplayer is at its best in the Golden Vase mode, which is a single-screen competition to collect coins in a time limit, and the Tower of Nanner, a co-op mode where everyone tries to get to the top of a tower with only nine lives each. In multiplayer, failure becomes light-hearted for the most part, which is sometimes needed as the difficulty ramps up.

The sheer volume of content on offer here is quite impressive, as is the presentation. The graphics and music feel authentically 8-bit, and even the Ninja Gaiden-style cutscenes present a story that adds an appealing texture to things. Those patient enough to tolerate 1001 Spikes’ punishing design sensibilities should find a valuable treasure beneath its prickly exterior.


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TalkBack / The First Hours of Shovel Knight
« on: June 20, 2014, 04:13:00 AM »

We've had some time with the final version, and it is unbelievably rad.

http://www.nintendoworldreport.com/hands-on-preview/37883/the-first-hours-of-shovel-knight

Shovel Knight is only a week away and we're currently playing through the final game for a full review (embargoed until launch day). Currently, I'm about 2-3 hours in, and it seems I'm about halfway through the story. The simplest and best way to describe my time with Shovel Knight is magical. I've long anticipated this game and so far, it has delivered in spades and beyond.

The game begins with an introductory stage before sending you onto the world map. The map is broken up into levels and other locations, varying from a village where you can upgrade your abilities and buy magic attacks to bonus levels that focus on specific skills and contain secrets. The village is fun to explore thanks to the stupendous writing that is charming and funny. I have witnessed people dancing and have even been attacked by a villager after an act of good will. The whole game has this vibe of being this remake of some future-thinking cult classic that I missed out on in the early '90s. The feeling I get from playing Shovel Knight is probably the feeling people got last year who played EarthBound for the first time.

I'm playing on 3DS (our full review will be from Zach Miller who is playing through it on Wii U), and I'm absolutely loving the stereoscopic 3D. The layers of parallax are mind-blowing and beautiful. I rarely play my 3DS with the 3D on, but I've made an exception with Shovel Knight. It just looks that damn beautiful.

The 3DS version also has StreetPass, but I haven't passed anybody yet, obviously. However, the StreetPass stuff seems worth keeping an eye on. You record your character's movements in an effort to collect gems and fell the other Shovel Knight. It's really weird and out there, but it seems to call to mind Link Between Worlds' StreetPass mode but with more granular control.

Shovel Knight comes out on June 26 on Wii U and 3DS for $14.99. In addition to a full-fledged adventure, it also has a New Game+ mode, achievements called Feats, and more modes on the way in future updates.

If the beginning is representative of the full game, anyone who has even the slightest bit of interest in 2D platformers should check Shovel Knight out as soon as you can.


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TalkBack / Skylanders: Trap Team Gameplay Footage
« on: June 19, 2014, 04:01:00 AM »

Check out some video of Skylanders: Trap Team.

http://www.nintendoworldreport.com/video/37857/skylanders-trap-team-gameplay-footage

Neal played Skylanders: Trap Team at Activision's E3 booth. Watch the video below. All gameplay footage is from the PlayStation 4 version.


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TalkBack / Kirby and the Rainbow Curse Discussion Video E3 2014
« on: June 17, 2014, 03:42:51 PM »

Neal and Danny talk about the upcoming Kirby game for Wii U that was unveiled at E3 2014.

http://www.nintendoworldreport.com/video/37847/kirby-and-the-rainbow-curse-discussion-video-e3-2014

Neal and Danny discuss Kirby and the Rainbow Curse in the following video.


1291
TalkBack / Is Amiibo Nintendo's Next e-Reader?
« on: June 17, 2014, 12:57:00 PM »

Nintendo is attempting toys-to-life games in a far different way than Skylanders and Disney Infinity.

http://www.nintendoworldreport.com/editorial/37839/is-amiibo-nintendos-next-e-reader

By the end of 2014, Nintendo, Activision, and Disney will be embroiled in a war that spans gaming and action figures. Much like the great plastic instrument wars of the late 2000s, the ongoing toys-to-life war is about to get even more contested with Nintendo joining the battle by launcing Amiibo later this year. However, their concept for their figures is way different than what the others have already done.

Nintendo's aspirations for Amiibo seem almost quaint compared to Skylanders' Diablo-lite campaign and Disney Infinity's "infinite possibilities, endless fun" mindset spread across the story-guided Play Sets and the sandbox Toy Box. There's still a lot we don't know about Nintendo's figures, which will debut with Super Smash Bros. for Wii U later this year. As far as we know, every Smash Bros. character will be available in toy form. The toys will be used to create "Figure Players" in game that you can use to duel against or as a tag-team partner in multiplayer matches. The hook is that you can level up and tweak this character to your liking. However, you can never play as your figure directly. So, you can make Mario all powerful, but the only ways you can see that is by fighting it yourself or watch it fight your friends. At face value, Amiibo just seems like a novel addendum to the Smash Bros. package that most players can safely ignore without missing much.

Maybe that's the ideal situation for Nintendo, though. Skylanders and Infinity are both based solely on the figures. Remove the figures, the game is unplayable. However, Amiibo doesn't seem like it will ever be required for a game (or if it will, it won't be something like the next big Mario game). Nintendo fans that have no interest in collecting Yoshi and Kirby figures aren't being forced to collect them to play the next great Nintendo game. All those players appear to be missing are a few neat bonuses.

But Amiibo seems to be glossing over one important concept that is instrumental in Disney Infinity and Skylanders: the magic of taking your toy, bringing it to life, and then directly controlling it. In Skylanders, your figure is your avatar. In what we know about Amiibo, your figure is essentially a Nintendog or a Mii in Tomodachi Life. You might be able to poke your toy and play with it, but you can't control it directly.

The strategy reminds me a bit of the e-Reader for the Game Boy Advance, which added a few neat bonuses to games but was never required. It wasn't even required for Mario Party-e, a card game that essentially has the name of the peripheral in the title.

That's what worries me about Amiibo. It's a big step for Nintendo, but they seem to be wading into the pool instead of diving in like Activision and Disney did before them. That might not work. It clearly didn't work for Pokémon Rumble U last summer. While Amiibo seems far more interesting than anything in Rumble U, it still seems to be non-essential. The figures might look gorgeous, but the strategy as we can see it now is oddly similar to some of Nintendo's past and quickly discarded peripherals.

So, is Amiibo going to go the way of the Wii Zapper, the e-Reader, the Game Boy Camera, R.O.B., the Super Scope, the SNES Mouse, Wii Speak, or any of the countless other long forgotten peripherals? Or is Amiibo going to be something that is instrumental to Nintendo's future? From what we heard at E3 2014, I'm inclined to think the former, but there is always the chance that the implementation of the figures in the other supporting games (Mario Kart 8, Mario Party 10, Captain Toad: Treasure Tracker, Yoshi's Woolly World) will be more integral and interesting.


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TalkBack / The NWR E3 2014 Awards
« on: June 16, 2014, 05:50:52 AM »

We settled on five games that we thought were the best of the show.

http://www.nintendoworldreport.com/feature/37812/the-nwr-e3-2014-awards

E3 2014 was very easily one of the better Nintendo showings in recent memory. From the pervasiveness of Super Smash Bros. for Wii U and 3DS to the surprise of Splatoon and Code Name: S.T.E.A.M., there were a lot of fun and interesting games on display. So, the attending NWR staffers put their heads together to settle on our five games of the E3 2014.

In case you didn't know, our attending staff were Neal Ronaghan, Justin Berube, James Jones, Jared Rosenberg, Jonathan Metts, Aaron Kaluszka, Michael "TYP" Cole, Kimberly Keller, and Becky Hollada. Enjoy!


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TalkBack / Skylanders Trap Team E3 Hands-on Preview
« on: June 12, 2014, 04:34:00 AM »

Are the traps just a gimmick or do they change the game?

http://www.nintendoworldreport.com/hands-on-preview/37764/skylanders-trap-team-e3-hands-on-preview

My first impression of Skylanders Trap Team wasn't positive. When I heard the first details of the fourth Skylanders game's new mechanics, I was wary. The idea of capturing (or trapping) villains didn't seem too interesting to me. There are more than enough heroes to play as in the Skylanders universe, why bother playing as a generic Chompy enemy? I carried that raised eyebrow to E3 2014, but when I finally played Trap Team, that feeling of doubt washed away. I still don't think the trap concept is that amazing, but it is still fun and adds a nice twist to the gameplay.

The way traps work require a brand new portal, which kind of sucks. The traps feature different designs (each element will have a few different sculpts) but all end in a hexagonal key that fits into the new addition to the portal. Placing an empty trap in there does nothing, though. First, you need to defeat a boss (there are more than 40 in total) and then trap the boss in the trap of the appropriate element. Then, you can use that villain in battle. The villain doesn't act like a whole new character, though. Instead, there are a little overpowered and can be brought in for a limited amount of time. The bright side to that is that they have this awesome musical flourish that goes on when they’re on the screen. So, get used to new villain Painyatta’s mariachi-style music for the time when he’s out there vomiting up candy.

The villains retain the same exuberant and comical design of all the Skylanders, which is perfectly exemplified in Broccoli Guy. He is literally just an anthropomorphic piece of broccoli. He’s also a mage who can cast healing spells and attack. Other villains shown off at E3 included the tech element Shreadnaught (a tank operated by two goblins), air element Buzzard Beek, and the guitar-shredding undead werewolf Wolfgang.

Aside from the traps, the other new features are a little more periphery. The new type of Skylanders are called Trap Masters, who have Traptanium weapons that do more damage against villains. The lock puzzle is also enhanced, with the creatures you have to move around in block puzzles wearing jet packs now.

The hub world for Trap Team is also way more expansive. The Skylander’s Academy features numerous nooks and crannies, resembling the overworld from the first game. To me, this isn’t necessarily a good thing, as I find that Skylanders games work better with more focused hubs. However, we only saw a little bit of the hub, so maybe it’s more like the structured expansiveness of Swap Force.

In the hub world is a new card game called Skystones Smash. The way it works is you play a computer player using a deck of cards, dealt three at a time. You place the cards on a three-by-two grid and try to attack the player’s cards and the player. Your goal is to whittle down your rival’s health to zero. It seems interesting, and Skystones was one of the cooler side things in Giants. If you can play it against other human players, it could be pretty special.

Skylanders Trap Team seems to check off every box a new Skylanders game needs to check, and it looks like it will be another quality entry in the series. I’m not 100% sold on the trap mechanic, but if there are more villains like Broccoli Guy or Painyatta, it might just be a ton of fun. Trap Team hits stores on October 5 in a bundle including the new portal, the new game, the Trap Master Snap Shot, the core Skylander Food Fight, and two traps.


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TalkBack / Hands-on with the Nintendo Costumes in Bayonetta
« on: June 11, 2014, 09:26:19 PM »

The action heroine is looking mighty fashionable dressed as Link, Samus, and Peach.

http://www.nintendoworldreport.com/hands-on-preview/37786/hands-on-with-the-nintendo-costumes-in-bayonetta

In a somewhat surprising move, Nintendo is bringing the original Bayonetta to the Wii U as a bonus in Bayonetta 2. However, the original Bayonetta isn’t just a straight port. It will run at 60 frames per second, feature off-TV play, include both the Japanese and English audio tracks, and make use of the same stylus controls in Bayonetta 2. However, the big addition is a series of Nintendo costumes for the titular character to don. These costumes don’t radically change Bayonetta’s power and abilities, but they do give a nice visual homage to the characters that call her new platform home.

The three costumes on display at E3 were Samus Aran, Peach, and Link. The Samus costume was designed to resemble her suit, firing shots from Samus’ arm cannon instead of the usual guns. The Peach costume features Bayonetta in a skimpy princess outfit with moves that feature giant versions of Bowser’s hands and feet. The Peach costume also had an alternate whip weapon. However, the coolest alternate weapon was the one for the Link costume, as Bayonetta could wield the Master Sword in addition to rocking a familiar green tunic.

Bayonetta’s inclusion in Bayonetta 2 is a smart idea, as it allows players to play both games in the series on the same system. The tweaks to the original game aren’t major, but they refresh it a little bit by adding in new periphery content. Also, it should hopefully run smooth as butter. As someone who played Bayonetta when it first came out, I’m  looking forward to revisiting the original when the new one comes out this October.


1295
TalkBack / Re: Project Giant Robot E3 Hands-on Preview
« on: June 11, 2014, 11:56:59 AM »
Psst I'm also in that video at about 19 seconds in. :-)

1296
TalkBack / Yoshi's Woolly World E3 Hands-on Preview
« on: June 11, 2014, 04:54:00 AM »

Yoshi's epic yarn-inspired adventure feels like pants.

http://www.nintendoworldreport.com/hands-on-preview/37733/yoshis-woolly-world-e3-hands-on-preview

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A year and a half after its first announcement, we finally saw Yoshi's Woolly World. This Good Feel-developed game feels extremely similar to their previous game, 2010's Kirby's Epic Yarn on Wii. However, Woolly World also brings a good deal of Yoshi flavor to the table. The E3 demo featured three levels, each of varying difficulties.

The first two levels were a little more routine, featuring a great deal of secrets to find. Some of the first level was frustrating because you had to reveal hidden clouds in specific spots that weren't as intuitive as I explored with my co-op buddy. The third level was where things got really cool, though. Using a different type of egg that was a Yoshi enemy neither the Nintendo rep nor I could recall the name of, you could shoot it to form a cloud path. This opened up the puzzles in wonderful ways, as we'd have to line up the cloud paths and carry and boulder to crush a Piranha Plant or a wall to unlock a secret. Some of it got tricky, and solving these puzzles felt fantastic. If the rest of the game builds on that, 2015 can't come sooner.

Aside from the yarn aesthetic, this feels like a Yoshi game. You still collect five flowers (called Smiley Flowers), most of which are hidden away in nooks and crannies behind question-mark clouds. Woolly World doesn't keep the red coins or the counter, though the latter makes more sense since Baby Mario is nowhere to be found. In its place, Yoshi is also looking for three pieces of Wonder Wool in each level. It's unknown if there is a reward for collecting either.

While there were some rote scenic transformations involving unraveling yarn, a lot of the scene transformation magic of Epic Yarn doesn't seem to be present in Woolly World, though Yoshi does transform quite a bit. When he flutters, his legs turn into a propeller. When he ground pounds, his body turns into a hammer. It's delightfully adorable, very reminiscent of when Kirby turned into a car.

While it's hard to judge the full difficulty of a game from an E3 demo, the philosophy behind the challenge in Woolly World seemed similar to Good Feel's last game. The challenge is derived from collecting everything instead of having hard platforming or combat situations. It's still lovely fun, and as someone who adored Epic Yarn, it reminded me a lot of the absurdly happy feelings that soared over me when I played that game. However, according to the game's producer (and legendary Nintendo game maker) Takashi Tezuka, the sample at E3 isn't representative of the full difficulty. Woolly World, in Tezuka's eyes, is a game made for gamers while Epic Yarn was made for a younger crowd.

The co-op in Woolly World seems similar to Epic Yarn as well, as the second player plays as a red Yoshi. However, in the demo, the second player could only use a Wii Remote. This was frustrating because egg throwing was in an awkward placement (the A button). Still, players can eat each other, producing an egg out of another Yoshi. When you eat another player, they lose the eggs they had. It is a magnificent piece of trolling, and you can even throw them in their egg form to hit enemies. Or you can just throw them into a pit, because why not.

It'll be a while before you can get your hands on Yoshi's Woolly World, as it isn't expected until 2015.


1297
TalkBack / Project Giant Robot E3 Hands-on Preview
« on: June 10, 2014, 10:01:00 AM »

Miyamoto's weird Rock'em Sock'em Robot-like game is big on goofy spectacles.

http://www.nintendoworldreport.com/hands-on-preview/37735/project-giant-robot-e3-hands-on-preview

Project Giant Robot is a weird game. To begin, you can customize your robot on the GamePad by selecting a headpiece, body, and legs, and then altering the length, width, and depth. You can make a weird big-headed creation, but then you might fall down easily. You can make one with a disturbingly skinny head. You can make an awkward, tall, thin one. The choice is yours.

After you create your robot, you go through four different stages of robot combat, fighting other seemingly randomly-generated robots. The way your robot controls is very unique, as you move forward by holding the R button and back up by holding the L button. You have a laser that you can shoot with the A button that is more annoying than damaging to the opponent. Punching, which is your primary means of attack, is executed by moving the left and right sticks (representing each hand) and you give your punches momentum by moving the GamePad. It sounds off-putting, but it is more fluid when you have your hands on it. The one thing I kept on doing, though, is holding the left stick when I was moving. That's more of a bad habit on my part (I'm used to left sticks moving forward!), but it was something that kept me in sticky situations where one arm was outstretched.

The goal of each stage is to knock down the other robots before you fall down, which is done by punching them and using the environment to drag them to the ground. It's a bit of a thrill trying to do this, especially as you and the other robot are locked into each other. It actually reminded me of the hidden Sportsfriend game Get On Top (for the people who even know what that is), as it is based more on momentum and placement than it is raw attack power.

I'm not entirely sure what the full game experience for Project Giant Robot would be at this stage, but my interest is piqued. Miyamoto's making a giant robot game, and it seems like whatever final form it takes, it will use the GamePad in a unique, fun way.


1298

Big John Games is bringing two new 3DS games to the eShop this summer that are focused on blowing **** up.

http://www.nintendoworldreport.com/news/37670/thorium-wars-attack-of-the-starfighter-strike-force-foxx-coming-to-3ds-eshop

Thorium Wars: Attack of the Starfighter and Strike Force Foxx are coming to 3DS eShop this summer from developer Big John Games.

Thorium Wars: Attack of the Starfighter, due out in August, is a follow-up to the 2009 DSiWare game Thorium Wars. This Star Fox-like shooter takes place in space and features three different ships that you can use to fight off the evil Thorions. It features three difficulty levels.

Strike Force Foxx, co-developed by Gamers Digital and set for a July release, is "Choplifter on 3D steroids" as you control a helicopter and take down countless enemies across more than 30 missions. The entire tone is similar to an '80s action TV show.

We will have more details on Thorium Wars: Attack of the Starfighter and Strike Force Foxx throughout E3 2014.


1299
TalkBack / Swords & Soldiers II Video Demonstration
« on: June 08, 2014, 08:27:04 AM »

Learn more about Swords & Soldiers II by watching our video walkthrough.

http://www.nintendoworldreport.com/video/37652/swords-n-soldiers-ii-video-demonstration

In the following video walkthrough recorded at PAX East,  Ronimo's Fabian Akker  and Koen Gabriels show us a demo version of Swords & Soldiers II.


1300
TalkBack / What Could Nintendo’s Mystery 3DS Game Be?
« on: June 07, 2014, 01:42:00 PM »

Will Miyamoto drop his new game? Will Samus show up? Mario? Link?

http://www.nintendoworldreport.com/feature/37624/what-could-nintendos-mystery-3ds-game-be

On the night of June 11, Nintendo is hosting a developer discussion "focusing on a new game for Nintendo 3DS."

That's it. That's all we know for sure.

But what could that game be? Let's rule some stuff out first. Since the Nintendo Figurine Platform is launching on Wii U first, I think it's pretty unlikely to be focused on an NFC game. That doesn't mean it's impossible, but since it's focused on 3DS, it seems unlikely. Also, a good point to note is that it doesn't say "unannounced" or "unrevealed" 3DS game. That means we could know about it already. But even still, what could this game possibly be? Here's some ideas:

Shigeru Miyamoto's new game

We know the famed Nintendo creator has been working on something. Back in late 2011, he started talking about how he was going to focus on something smaller and new in 2012, with the focus on creating a new character. Well, it's been two years. That seems like a good time to be wrapping up development on a new game with a new character. Maybe it's that Code Name S.T.E.A.M. game that has had its name floating around?

Just remember that the last time Miyamoto worked very hands on with a new game, it birthed Wii Music. But then again, some his most recent new characters were Olimar and Pikmin and that turned out well.

The Next Mario 3DS Game

There's a chance we could see some developers from an internal studio, maybe the team led by Yusuke Amano that worked on New Super Mario Bros. 2. After all, it has been two years since a major Mario platformer launched on 3DS. It could be something as potentially uninteresting as New Super Mario Bros. 3, or it could be something more radically different, like that rumored Mario Maker game. Super Mario Galaxy 3DS? New Super Mario Bros.: Doki Doki Panic? Super Mario 4D Land? Super Luigi Death Stare?

The Legend of Zelda: Majora's Mask 3D

While I personally doubt that a 3DS remake of Majora's Mask could warrant an entire 90-minute discussion, I do think that this game is being made, whether it's announced at E3 or not. The developer of Ocarina of Time 3D, Grezzo, has only worked on minor games in the three years since Ocarina of Time 3D came out. Also, Zelda Series Producer Eiji Aonuma has been teasing some sort of Majora's Mask thing for the better part of a year. Either Aonuma is the world's biggest troll, or something more substantial related to Majora's Mask is on the way.

New Metroid

Now we get more to wistful dreaming territory. What major franchise hasn't Nintendo tapped on 3DS? Metroid is one of them, and after the bad taste Metroid: Other M left (even though I still think it was a pretty fun game), it might be time for an internal team at Nintendo to take the bull by the horns and make a brand new Metroid game. Part of me would love to see something that blows me away in a way I couldn't predict. Another part of me would be totally fine if they took the same attitude the team behind Kirby Triple Deluxe did and just made a 2D Metroid that made use of 3D in interesting ways.

Grand Theft F-Zero

This started as a joke but seriously, how rad would it be if there was an open-world game where you controlled bounty-hunting Captain Falcon through the mean streets of Mute City in a mix of combat, exploration, and F-Zero racing?


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