Viewing entries tagged
Captain Toad’s Treasure Tracker:
The Captain Toad levels are the best part of Super Mario 3D World. Full stop.
If you don’t believe me, you either haven’t played 3D World, or that grating Toad voice Nintendo has been putting in games since 2001 made your head explode a lot faster than mine. For the former, the Captain Toad levels saw the titular explorer (first introduced as Mario’s weird schlemiel tagalong in Mario Galaxy) move around a 3D puzzle box level, hunting down green stars. The captain can’t jump use powerups, or even run very fast, but he can manipulate the camera a full 360 degrees, allowing levels to be trickier than they seem at first glance.
They were short, but generally really clever little puzzles. and the only complaint I ever had with them was that there weren’t more. Now that I have that though, I can’t help but be a little concerned. Don’t get me wrong, the puzzles are still tricky, and require some careful thought, as well as quick reflexes, but I have to wonder how much Captain Toad can justify an entire game. The demo I played had four levels, all pretty different from one another, including one where our intrepid explorer had to move from cover to cover to avoid a dragon spitting fire, while also moving forward to avoid the slowly rising lava lake. It’s not a terribly original level design, even for Nintendo, since it's pretty much exactly the Helmaroc King fight from Wind Waker, but Captain Toad’s specific limitations and goals gave it an interesting spin on a classic puzzle platformer challenge. If Nintendo can keep that kind of variety up across a few dozen levels, Captain Toad might finally escape his eternal sidekick role.
The first thing you have to know about Mario Maker though is that it really isn’t a game. It’s more of a toy, sort of in the vein of Mario Paint. However, unlike Mario Paint, fans have been making Mario level editors for years on the interest, at different, mostly questionable levels of legality, so what’s the deal here?
Assuming Mario Maker is a smaller, eShop title, and not a full retail release, the basis of Mario Maker is sound. Making your own Mario levels is a fun enough concept that dozens of half-baked fangames have been made to service the idea. The problem is how Nintendo plans to make Mario Maker worth a price tag. As it stands, Mario Maker feels pretty early on, it’s fairly light on features, and I’m assuming plenty more will be added as the game gets closer to release. For example, while the toolset let me put wings on any damn enemy I pleased, the red Koopas pictured in the official art weren't in the demo, leaving me dropping hundreds of winged green turtles to their doom.
The most intriguing feature the demo had was the ability to swap between Super Mario Bros. 1 graphics to New Super Mario Bros. U graphics on the fly. Nintendo has mentioned that they’re looking into adding more graphic overlays, and I think that’s where this game has a chance of really standing out. If tools from every 2d Mario platformer are available, with abilities from every game, we’d have a much deeper level editor than fans have ever made. Imagine switching to Mario 2 graphics and being able to plop down turnips for throwing around and setting up magic potions and portal doors, then erasing that level, and building one of those nightmare Kaizo Mario World death traps that require constant spin jumps over hungry piranha plants. Or assets themed around more obscure games like Donkey Kong ‘94, or even a Paper Mario visual filter. Mario Maker could be a really deep, fun toy that takes a look back at Mario’s platforming history by giving players the reigns. Emphasis on could. It could also be made obsolete by fan games before it’s even released. Here's hoping for a Hotel Mario skin at the very least.
Kirby and the Rainbow Curse:
Kirby’s Canvas Curse is the actual best Kirby game, but probably also one of the most overlooked. It came out at a weird transitionary period in the DS’s life. It was long enough after launch that every DS game wasn’t an exciting new tech demo, but before the system hit its popularity stride with stuff like Brain Age and Nintendogs. Not to mention that it was a touch based game about two months after touch was no longer a special feature. But, it was a really clever platformer that used the DS hardware better than pretty much any game before it, and was fun to boot.
Almost a decade later, Kirby and the Rainbow Curse becomes a long-awaited sequel by default, but there’s something off about it. It’s still fun, and the paint-line mechanic hasn’t been revisited since the original, but I just can’t understand why the game is on WiiU. Yes, it’s gorgeous. Screenshots don’t quite do it justice actually. The world is rendered in clay, giving the game a faux-stop motion feel. It’s constantly moving but in tiny, imperfect ways. Kirby is never a perfect sphere, but invisible hands are constantly trying to remold him into one, like a child with a ball of plasticine. It’s some of the best, most creative use of HD I’ve ever seen, but it’s not necessary to the game. The aesthetic tries to justify its existence on WiiU, when it’s otherwise a much better fit for 3DS. It is the sequel to a DS game after all. One has to wonder if this game and Kirby’s Triple Deluxe, a more traditional platformer that would probably get more attention on a console, didn’t get swapped around or something at birth.
Yoshi’s Wooly World:
Yoshi is another WiiU game that tries to justify its existence through an aesthetic. Unlike Kirby though, its harder to fault it for that. I’m sure it’s coincidental, but considering the general “meh” Yoshi’s New Island received from players at large, stepping as far away as possible from the traditional Yoshi art style is probably a good idea.
Otherwise though, Woolly World is Yoshi as you know it. Considering it’s already the third direct Yoshi’s Island sequel in eight years, the ground before it is pretty well trodden. You eat enemies, turn them into eggs (yarn balls technically), bop more enemies with them to collect treasures. In a cross with Good Feel’s previous craft-based game, Kirby’s Epic Yarn, Yoshi doesn’t have a life bar, instead losing a chunk of collected treasure upon death. In multiplayer mode, dying also respawns you as a floating egg for your partner to pop, sort of like respawning in New Super Mario Bros.. It’s totally solid, but I’m still iffy on using Epic Yarn’s death system. While it does get rid of Baby Mario’s incessant whining, Yoshi’s Island’s difficulty was in collecting well hidden secrets like the red coins and flowers. Putting the emphasis instead on amassing as much treasure as possible feels like it’s missing the point, much like Yoshi’s New Island and Yoshi’s Island DS. Maybe we’ll just have to wait a little longer for a true Yoshi’s Island sequel after all.
Professor Layton vs. Phoenix Wright:
Earlier this year, I got really existential about there being no more Professor Layton games. Of course, I knew then that Professor Layton vs. Ace Attorney would be coming out in North America eventually, I just also knew that due to its long release delay it was going to feel like a pretty significant step back.
When the 3DS was announced, this was the game that made me perk up and get interested in the system. Two of my favourite DS adventure games come together to form a weird, violin accompanied Voltron? Where do I sign up? Playing it now though, I can’t help but be a little disappointed. The game doesn’t demo well, but in the half hour or so I played it, I watched Professor Layton explain what a puzzle was, using a non-interactive cutscene that lasted three or four eternities, and Phoenix and Maya bicker about how they’re bakers, not lawyers. I swear, they think they’re bakers until the first contradiction, and it lets them justify every first case cliche the series can throw at you. Explaining how to press witnesses? Check. Explaining what contradictions are? Check. Explaining how testimony works? Arghhhhh
I’m sure those things will pass, but I can’t help but feel the game is designed for newcomers to the Layton franchise from the Ace Attorney side, as well as newcomers to the Ace Attorney franchise from the Layton side. It’s tutorial city. Again, the demo I played was only an hour and a half or so into the game, and I’m sure it’ll pass, it just didn’t leave a great taste in my mouth. Also, since the game came out before Ace Attorney 5 in Japan, it lacks the option to skip text at any point, forcing you to sit through s l o w , s c r o l l i n g d i a l o g. It’s a minor complaint, I know, but I’m a fast reader, and having that option in AA5 was a real blessing. Playing without it may get really frustrating for Ace Attorney veterans in the same camp as myself.
The problem with writing about Hyrule Warriors is that it’s exactly what I expected of it. Not that that’s a terrible thing. Hyrule Warriors is a Zelda-inspired take on the Dynasty Warriors franchise, which at this point has teeth so long they qualify as tusks. If you’ve played any of those, you know what to expect here- giant hordes of enemies, punctuated with a few bigger, tougher foes, scattered across a map with various bases and control points. Kill scores of them and complete missions (mostly oriented around running to another point on the map and killing scores of them) and beat the level.
There are a few differences, sure. Subweapons like bombs can be found on the map and equipped instead of the standard healing potions, and having individual hearts instead of an ambiguous health bar makes it a lot easier to know how much health you need to pick up to keep on trucking, but overall, this is Dynasty Warriors wearing a Zelda skin.
It’s a pretty skin though. Hyrule Warriors is among the prettier WiiU games, and the Skyward Sword-inspired battlefield the demo took place in looks like a massive step up even from the game’s initial trailers. And, speaking as a far-too-enthusiastic Zelda fan, the little touches thrown in are adorable. Midna’s “twilight wolves” have the same chunky dreadlocked mane that Wolf Link was rocking back in Twilight Princess, and one of Zelda’s alternate weapons is the Wind Waker, complete with requisite sound effects. There are a few spots where the shout outs go a little too far, like when Navi’s ever-grating “Hey, Listen!” plays over tutorial tooltips. It’s as if the developers knew that her catchphrase became memetic, but totally missed the part where it was the world’s most annoying sound.
It’s hard to write about this game without it just sounding a back-of-the-box feature list. Kill monsters! Zelda things! Dynasty Warriors was smart to move into more and more licensed titles, like their recent Fist of the North Star and One Piece-themed games, and Hyrule Warriors is no different from either. It’s classic, tried-and-tired Dynasty Warriors gameplay with a candy-coloured Zelda coating. That was totally enough to get me to buy One Piece: Pirate Warriors 2 last year, and depending on how much more content this game has we haven’t seen yet, it might manage to do it again.
Remember, for more previews of games like Bayonetta 2 and Project Giant Robot, check out our audio from Nintendo's preview event, coming soon!
Nintendo's digital event this year was probably the most interesting one it's had in a while as it announced a few new games and franchises. Plus, the company now seems keen to mock itself with Robot Chicken segments, references to the Luigi Death Stare and Reggie officially saying the word "ass." This is despite ever tightening restrictions on its public relations officials.
Among the games that attracted attention, a new Zelda, a new Star Fox and a new Yoshi's Island all got top billing. The two new franchises are a surprising departure for Nintendo, as again, it reaches into absurdity to create intruiging premises.
Daniel Rosen continues his adventures in sitting beside a computer monitor and live tweeting every press conference at this year's E3. With EA talking mostly about the concept of video games, and Ubisoft giving Alisha Tyler an annual paycheck, all that's left is Sony.
We get a glimpse of the Sony of 2015, as they showcase Batman: Arkham Knight, Uncharted, Bloodborne, Powers, Dead Island 2, PS Now, and No Man's Sky. They also talk about way more than Daniel alternatively enjoys, snarks on, or attacks vehemently. Like who really wanted Youtube sharing on PS4. It's handy, but come on. It's like clapping for button pressing functionality.
Microsoft's E3 press conference was a shocker this year for how focused it was on games, not features. They revealed the Xbox One's biggest news all year. Daniel Rosen willingly sat by his televisionand talked about Microsoft for two hours to find out for us. We don't pay him enough for this, or at all. First on the list was Call of Duty: Advanced Warfare. It's about terrorism? Or maybe the war economy. No. Wait. That's a different game.
There were more severed heads in trailers at E3 this year than there were women on stage.
That's a frightening statistic, but let's be honest here, it didn't surprise you, did it? It's E3 after all. Sure, no one made a rape joke on stage this year, but across the four major shows (Microsoft, Sony, Ubisoft and EA) there were five women presenters. Counting Nintendo, which had none, that averages out to one women per show. Meanwhile, the number of severed arms, heads and other appendages probably tallied somewhere in the 50s by the time all was said an done. Hell, outside of Nintendo, individual presentations had more gore than women every single time. Nintendo went zero for zero by the way, but they're something of a special case. Not so special though that they didn't have more women playable characters on screen than every other presentation combined.
Yesterday's EA conference bugged the hell out of me. Not because of the constant deluge of sports games, I'm used to that. That bit where they called bothMadden and Fifa football in the span of like 20 minutes was pretty annoying, but I got over it. There was a good 5 minutes there where they were using Bruce Lee's digital corpse as a puppet to shill UFC games, but that didn't annoy me so much as make me deeply uncomfortable. No, the part that drove me insane was when they showed four games that looked to be in varying stages of pre-beta development. Criterion's new, currently untitled, action sorts game, DICE'sStar Wars Battlefront 3, as well as their Mirror's Edge prequel/sequel/reboot and Bioware Montreal's Mass Effect 4.
Every one of these games was prefaced with plenty of text telling us about how the footage we were seeing was nowhere near final, and, in the case of Battlefront, that this was merely a test of what the engine could potentially achieve. Hell, Bioware announced a new game that didn't have a concept, just a fancy season changing system.
For those of us unable to head down to Los Angeles for E3, Nintendo provided a (significantly less smoggy) venue in Toronto to play the Wii U and 3DS demos from the E3 show floor. The games were mostly titles coming out between now and the end of the fall, but there were some notable absences in the lineup. Nintendo's roaming Best Buy demos included Mario Kart 8, which was notably absent from Nintendo's previews, but we soldiered on nonetheless. Here are Nintendo's upcoming Summer and Fall Wii U and 3DS games.
Super Mario 3D World:
that strikes me most about Super Mario 3D World isn’t so much its lack
of innovation as how good it is at hiding clever design. The Mario team has
always liked to play it coy with level design, never doing anything too huge,
instead preferring to let levels speak for themselves, without any major set
pieces. As such, the new items and mechanics in Mario 3D World do end up
feeling a little underwhelming, but that might not be the worst thing in the
The cat suit, which lets Mario and company don a fursuit (and will certainly inspire some frightening cosplay) gives them the ability to climb up walls and do pouncing attacks. The pouncing didn’t come into pay too much in the levels that were on demo, but the wall climbing definitely let players who weren’t quite up to platforming cheat their way up certain walls. Wall climbing is a little tricky, but the ability to bubble up and wait for someone to finish the area for you, like in New Super Mario Bros. Wii, should appease some less skilled players.
The other new mechanic the demo showed off was the Mario series’ iconic green pipes repainted to be transparent. It feels a little disingenuous to call this a mechanic, considering it mostly seems like an aesthetic change, but it does allow for some neat little pipe mazes that will probably be explored much further in post-game worlds.
But the real nugget of great design in Mario 3D World doesn’t come from these new things, it comes from what they took from Super Mario Bros. 2 and New Super Mario Bros. Wii. Having four players on screen at once in a 3D level should be overwhelming and claustrophobic, and making them all different should make it feel unbalanced, but somehow, it all clicks together perfectly.
Levels are designed with just enough space to the four players can check out different paths better suited to their abilities, and working together often led to greater rewards. It feels like a natural step from the “everyone plays the same” mentality that held back New Super Mario Bros. Wii’s multiplayer, and allows for much more dynamic interesting levels.
While 3D World hasn’t bowled me over like Super Mario Galaxy and Super Mario 64 did, I know it’s a fun game with clever concepts tucked away in it, but every Mario game is. 3D World comes off as underwhelming, and doesn’t talk a big game, but you have to wonder where the Mario game that does is hiding.
Pikmin has been suspiciously absent from Nintendo’s releases since 2004, and this decade in the making sequel has quite a lot to prove, especially considering it’s been delayed so much. For the most part though, Pikmin 3 is an unassuming game that doesn’t seem like it recognizes that burden, it just wants to be fun.
Compared to playing the game with a wiimote and nunchuck, the control scheme on the gamepad is cumbersome and unbelievably inaccurate, which sort of betrays the fact that the game was originally designed for Wii. I found the best way to play the game was with the wiimote for aiming, and the gamepad in front of me to use as a map when I got lost. It’s kind of clunky and doesn’t really sell you on the idea of the gamepad working so well in conjunction with other devices, but the map is unnecessary, and the game is so rock solid that it doesn’t matter.
You play an astronaut sent to drain the resources of a faraway planet to bring back to his troubled home planet. In order to do this, you pluck Pikmin, tiny little flower-like creatures with different powers from the ground to do your bidding. Red Pikmin withstand fire, blue Pikmin can swim, the new rock Pikmin do more damage when thrown, etcetera. The whole thing is Nintendo’s take on the real time strategy genre, and offers a relaxing stroll through a dangerous planet littered with horrible death monsters just waiting to send your little Pikmin’s souls up to Pikmin heaven.
The mode that really got me was the new competitive Bingo Battle mode. Pikmin 2 had some co-op functionality, but it was nowhere near as fun as this. Each player receives a bingo card of items they need to pick up, and the first to fill a row wins. Naturally, this means you both race for items, but players start messing with each other by stealing items from out of their Pikmin’s hands, or sniping an item they don’t need because they see their opponent needed it to win. Pikmin 2’s competitive multiplayer boiled down to a pretty basic and kind of boring capture the flag mode, but Bingo Battle’s balance of scavenger hunting and screwing with opponents made it one of the more interesting multiplayer experiences I’ve had in a while.
The Legend of Zelda: The Wind Waker HD:
Wind Waker HD is exactly what it says on the tin, an HD remake of the first Gamecube entry in the Zelda series. It’s very pretty, with a new, slightly more shaded art style that brings to mind studio Ghibli movies like Spirited Away and Princess Mononoke, but is still rooted in the original game’s highly controversial cel-shaded style. It’s the same cartoony game, and from what Nintendo has been showing, it’s literally that. The mostly unused Tingle Tuner Game Boy Advance minigame has been replaced with a message in a bottle system that connects the game to Miiverse, the Wii U’s social network, and Nintendo has gone on record saying that the two dungeons cut from Wind Waker will not be restored for the HD remake. It’s a classic, and one of my favourite Zelda games ever, but Wind Waker HD isn’t really blowing my mind yet, and it might not need to, but itdefinitely won't be doing it anytime soon.
Donkey Kong Country: Tropical Freeze:
Retro’s sequel to their 2010 Donkey Kong Country revival is, not shockingly, an almost identical game. I was never a huge DKC fan, but one of the reasons I dropped out of that franchise pretty quick was the almost indistinguishable sequels. The flat, point-A to point-B level design was fixed for the 2010 reboot, but seeing a game that’s almost identical to its predecessor, three years after it came out, is a bit disheartening.
The game is solid, built on the same engine with sharp controls and great graphics, but I can’t help but feel like I’ve been here before, gathered these same bananas, beat up these same barrels. Maybe by distaste for the Country series in general is colouring my enjoyment of the game, but I did have a bit of fun while playing it, it just felt hollow. With this game coming out so close to the 3DS port of the original game, I can only hope Retro and Nintendo start showing off some unique stuff, because even the promise of Dixie Kong and her Tails-like helicopter ponytail isn’t really giving me much hope for this reboot’s chances of not falling into the trap that pushed DKC 2 and 3 into irrelevance.
Wii Party U:
Wii Party U holds an interesting place in the Wii U’s line up. It’s the third first party minigame collection for the console in less than a year, and one really has to wonder if that means Nintendo doesn’t have any ideas for full games that use the gamepad in interesting ways, but can think of all kind of neat, 5-15 minute applications for the device.
The game’s regular multiplayer mode plays a lot like Mario Party, with four players rolling virtual dice to move spaces on a board, playing minigames between turns. The minigames themselves though are a little different from the standard Mario Party fare. The minigames Nintendo was showing off in this demo were slightly more akin to parlour games; icebreaker type stuff. I got to play a take on the iOS hit Draw Something, where every player was given 15 seconds to draw, with one player given a slightly different prompt from the rest. The drawings went up on the TV and players had to vote on which they thought was the different prompt.
Another game I saw being played involved one player getting a prompt from the gamepad to make a specific face. For example, “Make a face as if you just told a really funny joke.” The player makes the face, the gamepad takes a picture, and the other players vote between four options as to what the face was. With more than 80 games in the collection, there are probably more than a few traditional, Mario Party-style minigames, but the focus on these games that could be played without a gamepad but are slightly enhanced by the technology is telling.
The games were fun, and I can see them being a hit at parties, but maybe only once or twice. Like most icebreaker games, once everyone’s comfortable around each other, they really don’t serve much of a purpose beyond giving everyone something to do, which might be achieved better by a game like Nintendo Land, which everyone with a Wii U already has.
The Wonderful 101:
The Wonderful 101 is far and away the most interesting Nintendo has up their sleeve for Wii U. The new Platinum Games title takes cues from Pikmin, Viewtiful Joe, classic superhero serials and Japanese super sentai aesthetics and mixes them all into one frenetic, frantic action game mess.
You play as a group of superheroes (the titular 101, natch), with the ability to combine together and morph into various forms. The demo started off with the ability to change into a giant fist, a sword, a whip, a pistol, and a hand glider. To change forms, you draw the shape of your transformation on the gamepad’s touch screen, or with the right analog stick. For example, to change into a sword, you draw a straight line. Depending on how long the line you draw is, the longer your sword gets, but there are only so many heroes you can use to make the weapon. It creates a really interesting risk/reward balance between looking down to draw on the touch screen and looking up at the TV screen to avoid attacks from enemies. Drawing with the right stick negates a bit of the danger of looking down to draw, but is less accurate than drawing with the touch screen, and you’re more likely to mess up what you meant to draw. There’s no perfect way to play, and it keeps the pace of the game frantic and exciting, which is part of what makes the game impossible to understand from trailers.
What really struck me about the game were the small details. As you run through a level you collect new heroes, and some have special cutaways that give you some data on their secret identity. The TV screen shows their name, secret identity, place of origin, super power, and some other details, while the gamepad screen shows their superhero ID along with their personal logo. It’s a cute little touch that really adds to the charming, pulpy atmosphere of The Wonderful 101, and I really can’t wait to see more of stuff like that.
Also, one of the heroes I collected had a toilet bowl for a head, which basically makes it the best game I’ve ever played.
The Legend of Zelda: A Link Between Worlds:
A common complaint against Nintendo recently has been that they rely too strongly on their old franchises and don’t innovate on those original concepts. I bring this up because Link Between World’s overworld (at least the tiny fraction of it that Nintendo allowed me to explore during the demo) is an almost pixel-perfect recreation of the overworld from 1991’s The Legend of Zelda: A Link to the Past.
The fact that the demo only let me explore a few screens of the map before hitting a wall of unbreakable rocks bodes well for the rest of the world being significantly different, and the whole “between worlds” thing in the subtitle all but confirms that there will be some other worlds Link will be exploring. But even with the brand new dungeon the demo let me explore, I couldn’t help but feel I’d seen and done all of this before.
The dungeon was focused on Link to the Past’s standard coloured block puzzles, where hitting a switch would raise one colour of blocks and lower another. The new magic bar subweapon system makes it impossible to get yourself stuck on these puzzles like you could in the original game. All subweapons draw from a purple bar in the corner of the screen. Charging an arrow or hammer strike will use more magic, but create a more powerful attack, and the bar slowly recharges over time. It’s an elegant system, and makes the game fast and fluid. But even with the added speed and surprisingly intuitive and fun merge mechanic -where Link flattens himself onto a wall and walks along as a 2D structure- I can’t help but feel like I’ve been to this Hyrule before. Hopefully we’ll see some more interesting, unique environments from this game soon.
Mario & Luigi: Dream Team:
What you might not glean from Mario and Luigi Dream Team’s trailers is that the characters are drawn in 2D. What you probably will glean is that this game is very, very weird, even by the standards of the off-the-wall wackiness of the Mario and Luigi series.
When in the “real” world, Mario and Luigi explore Pi’illo island just like they did the Mushroom Kingdom in previous games. The overworld is top-down, with each brother being controlled with either the A or B buttons, with various abilities remapped to the buttons when the R button is pressed. In battle, the game is a turn-based RPG with actions commands, similar to the Paper Mario games. For example, hitting A after a jump allows Mario and Luigi to jump in the air again and bop the opponent one more time. The game also maintains the series traditional Bros. moves, special attacks that have the brothers Mario working in tandem to kick shells, toss fireballs, and surf on each other to deliver powerful finishing blows.
However, in a feature new to Dream Team, Mario can step into the dreams of his long-suffering younger brother, and experience some of the most surreal things I’ve ever seen in a Nintendo game. The dream world is a side scrolling environment, similar to Mario and Luigi’s levels in the previous game in the series, Bowser’s Inside Story. When in Luigi’s dreams, players use the touch screen to mess with Luigi, causing him to do….things in his dreams. For example, pulling on Luigi’s moustache causes him to possess vines in the dream world, which Mario can then use to swing across chasms. Like I said: weird.
In dream world battles, Luigi merges into Mario, and gives him access to thousands of Luigi clones that copy his moves. Jumping on enemies with Mario causes dozens of Luigis to fall down on them as well. The bros. moves are in turn replaced by Luiginary attacks, where Mario does things like crowd surf on hundreds of Luigis as he tries to stack them up in a perfect pile by ordering them to jump at once onto another army of Luigis before ordering them to all fall down on the opponent in a torrent of green. Additionally, when dodging attacks in dream battles, Mario can move up and down and turn left or right, adding some appreciated depth to combat.
In another substitution from Bowser’s Inside Story, the Luigi clones can also merge together in a Godzilla-sized Luigi to giant boss battles that play very similarly to the giant Bowser fights from the previous game.
All this, combined with the dreamy, muted colour palette and the strange cross between 2D characters and 3D environments, this is almost certainly the most surreal thing Nintendo has put out in America. The year of Luigi is turning out to be a strange one indeed.
I have no idea what's happening in this trailer but I am so excited for it. Killer is Dead is the new game from Suda51 and the newest game is in his personal brand of batshit insanity. Suda51 has been tame for too long. A shooter where a Latino man says "Look at my big boner!" over and over again is pedestrian. Move aside that zombie hunting game starring the most American cheerleader. A game where you kill monsters by being great at baseball? Please. I want completely incomprehensible juvenile nonsense.
Suda51 has been building back his reputation as being the most inexplicable man in video games. A good sign came a few months ago where he said that the PS4 made him horny. I assume what he meant was that new technology made his penis unconditionally erect and he was looking forward to spreading his enthusiasm, but who cares.
Killer7 is the game where you solve all political issues by killing yourself. No More Heroes is the game where you sumo wrestle your way through football stars and supermodels. The less I understand the better.
Going into E3 this year, I had a fairly good idea of what Square Enix planned to do with its Final Fantasy series. Versus XIII was a joke. They promised it for the first PS3's first E3, back when charging $600 for that monolith seemed like a good idea. So I expected the branding change. What I did not expect was a game that looks absolutely incredible to play, or at least watch someone play. You'll see what I mean in the video.
It's an incredibly pretty game but I have to wonder how much agency the player has in the gameplay. It appears linear with a limited ability to interact. There are three options in the menu: Warp, Attack and Linkform. Warp pulls you right next to the enemy, attack makes Noctis strike and I have no idea what Linkform does. I have to assume it's the crazy looking combo attacks done with multiple characters. The swords to the right of the menu is a mystery. It could be an array of weapons at your disposal at a given time, allowing you to switch on the fly to suit the opponent. That would definitely be a departure for Final Fantasy for sure. In any case, I'm definitely interested to see what Final Fantasy XV becomes and whether it'll be an interactive movie or an role playing game on PS4 and Xbox One.
Nintendo came into E3 with good news and bad news. In good news, 3DS sales have picked up significantly since last year, and the handheld is no longer treading water. In bad news, the WiiU isn't exactly lighting the world on fire, in fact, it's only barely outselling Sony's bastard stepchild, the Vita. But with promises of price cuts, Smash Bros. and Mario games, can Nintendo turn the sinking WiiU ship around?
Nintendo went for a lower key presentation this year, sticking to the Nintendo Direct livestream format that's served them so well for the last little while. And it makes sense, after all, nothing they could show off would be as impressive as Sony's show last night, why go big when you know you can't win?
Nintendo started off by talking up the new Pokemon games, X and Y. They showed off a new Fairy type which will be applied to some new Pokemon, as well as a handful of old favorites, like Marill and Jigglypuff. They also showed a new mode for the game, Pokemon Amitie, which lets you interact with your Pokemon in a Nintendogs-like fashion.
The next big game on the docket was Mario 3D World . In the vein of their New Super Mario Bros. titles the game features multiplayer for up to four players in levels that resemble the level design of stages from last year's Super Mario 3D Land. Nintendo touted the fact that Princess Peach was playable again in a main Mario game, the first time since Super Mario Bros. 2 on the NES. Also, Mario got in a cat suit and climbed up the flagpole at the end of the level. It was pretty neat.
Mario Kart 8 was then shown, and looked very similar to Mario Kart 7, but this time with hovercars. After a quick WiiU eShop sizzle reel, Nintendo talked up Wind Waker HD, which will have some minor improvements over the original, including a speed-up function for sailing.
Retro Studio's Donkey Kong Country: Tropical Freeze was next up, with some quick gameplay shown off before Nintendo revealed another CG teaser for Bayonetta 2. Iwata seemed very excited about Bayonetta's "major makeover," which mostly included shorter hair. After aproximately 30 seconds of gameplay footage, Nintendo moved along to another Platinum game, The Wonderful 101, which launches in September.
Nintendo gave us a quick look at X , the spiritual sequel to Xenoblade , also developed by Monolith Soft. The new trailer featured giant transforming robots which fought dinosaurs in RPG combat.
Finally, Nintendo played themselved out with the first trailer for the new Super Smash Bros.. The trailer showed off both the 3DS and Wii U versions of the game. The handheld game looked more cartoony than it's console sibling, but the big news were the two new characters. Well, one of them. First was the player character from Animal Crossing , who fights with various tools from the game. The second new character was Megaman. In the trailer, he swapped between weapons from various Megaman games as a remix of Wily's theme from Megaman 2 played. The trailer ended off with Megaman battling a still-forming Yellow Devil, a recurring character from his series.
All in all, it was a bit of a plain event. Nintendo just focused on the games, which kept it brief and to the point, but you really do get a sense that need something more to push the Wii U. If last year's E3 events are anything to go by, Nintendo has some more announcements in store for the weeks to come, but for now, they aren't going to be leaving E3 with any trophies.
After Microsoft's lackluster showing this morning at E3, it was Sony's show to win, and boy did they win. With no DRM, a low price point, and some top notch games, Sony went on the aggressive, and tore Microsoft's Xbox One to shreds.
This E3 might go down as the E3 that Sony won.
It started as Sony America CEO Jack Tretton strutted on stage to Daft Punk music with a spring in his step. We had no idea how pleased he was, promising to show up some upcoming PS4 titles, but first there was the housekeeping to do.
Sony's minor flop, the Vita, got a little bit of love, with Media Molecule's Tearaway , Batman Arkham Origins and Flower, as well as a port of God of War Collection and Final Fantasy X and X-2 HD , among a handful of other titles showing up for the handheld. Ports and remakes can only take a system so far, but Sony was quick to move onto a sizzle reel of PS3 titles.
Sony gave us another look at The Last of Us , which launches on Friday, then moved onto Japan Studio's Puppeteer, Rain, Beyond :Two Souls, and Gran Turismo 6. After that, it was time for third party titles, with Batman: Arkham Origins headlining. Sony also announced a $299 PS3 plus Grand Theft Auto bundle, which will also come with a Sony Pulse headset.
Then it was time for the real news. Andrew House came on stage to give us out first look at the PS4, a parallelogram looking machine, much smaller than the Xbox One. This was followed by a pretty long talk abot Sony's music and movie offerings on PS4, where they announced that Redbox and Flixster would be coming to the new machine.
Shuhei Yoshida then took the stage to show off a slew of PS4 titles. The Order 1886, a steampunk themed shooter only got a CG teaser, but looked quite interesting. Yoshida also introduced Killzone: Shadow Fall, Infamous: Second Son, DriveClub, and Knack, games we saw at the PS4 reveal in February. We also go to see Quantic Dream's old man tech demo once more, but now in the form of the "Dark Sorcerer" a strange comedy skit meant to show off the processing power of the PS4, but mostly showed off David Cage's lack of comedy chops.
Sony made up for the lost momentum by rapidly showing off a bunch indie games in quick succession. Transistor, Octodad: Dadliest Catch, Ray's the Dead, Outlast, Secret Ponchos, Mercenary Kings, Don't Starve, and Galak-Z, all console exclusive to PS4.
After a quick stop with Diablo, Sony brought on a video of japan's favourite zipper slinger, Tetsuya Nomura, to show off Final Fantasy Versus 13. After a very un-Final Fantasy- like trailer, it was revealed the game had been rebranded as Final Fantasy 15 That shocker was quickly followed up with the announcement of Kingdom Hearts 3 for PS4.
After a few third party PS4 games, including Assassin's Creed IV, Elder Scrolls Online, NBA 2K and Watch Dogs, Sony got to what we were all waiting for. DRM. Sony revealed that the PS4 has no used game DRM, nor does it need to check in online like the Xbox One. The crowd cheered, Jack Tretton, who came back on stage for this announcement, opened his arms to the crowd, ready to receive the applause. The audience began to chant "Sony" over and over again, and Tretton only smiled.
After some announcements about PS Plus, namely that it will carry over to the PS4, as well as include online multiplayer for PS4 games, Sony revealed the first ever gameplay footage of Bungie's Destiny. Most people were still distracted by Sony's brazen display of their victory over Microsoft, going so far as to specifically point out that the PS4 didn't ever need to check in online, not once every 24 hours, not every hour, never.
With Destiny out of the way, Sony moved in for the kill. They announced the PS4 would launch at $399. A whole $100 less than the Xbox One. Their conference over, Sony played themselves off with a sizzle reel, but this time to a deafening applause.
That applause was the sound of Sony winning the console war before it even began.
Microsoft kicked off E3 today with their Xbox press conference. After the criticisms surrounding the Xbox One’s reveal, an event more or less devoid of games, the pressure was on to deliver a spectacular performance at this year’s E3.
They managed to deliver on the promise they made after their TV laden reveal event; today’s event was all about the games. They dedicated the first few minutes of the conference to talking about the Xbox 360, a console, it seems, Microsoft has no plans to forget. The Xbox 360 has undergone a second redesign, which Microsoft says is available starting today. They also plan to keep releasing games new game for the console, listing titles such as Dark Souls 2, GTA V, and the PC hit, World of Tanks, as games that will be available on the console in the near future.
Microsoft has also announced updates for Xbox LIVE. Gold Members can now look forward to two free game downloads every month, starting withAssassin’s Creed 2 and Halo 3. Gold members can now share the features of their accounts, including multiplayer gaming, with other users on their home console without having to be logged in. They have also done away with the loathed Microsoft Points, opting instead to use local currencies.
As expected, the Xbox One took the spotlight, with Microsoft announcing a November launch and a $499 price tag. With the announcement of a myriad of new games and exclusive content, Microsoft made this one of the most jam-packed E3 in recent memory. Ryse: Son of Rome, Killer Instinct,Forza Motorsport V, Quantum Break, Crimson Dragon, Dead Rising 3 and Halo, all exclusive titles coming to the Xbox One. On top of exclusive titles for their console, Microsoft has also managed to convince previously PlayStation exclusive franchises and developers to create content for the Xbox One. Hideo Kojima, vice president of Konami and director of Kojima Productions, has brought the Metal Gear franchise to an Xbox console in the first real way with Metal Gear Solid V: The Phantom Pain. Insomniac, the once PlayStation only developers of the Ratchet and Clank franchise have also announced their new title Sunset Overdrive is going to be coming to Xbox One.
Microsoft managed to deliver the press conference they needed to in lieu of the negative reaction sparked from the some of the Xbox One’s policies. While they did not address any of the policies that caused said controversies, they did deliver one of the best press conferences in recent memory. With a set of exclusive titles, and a great multiplatform and indie game showing, Microsoft is approaching the next generation of gaming with full force.
Microsoft didn't have too many complete shockers at their E3 press conference this year, but what they had was a doozy. In between trailers for flashy new IPs and world premieres of grayer and grittier first person shooters, Microsoft quietly announced they were publishing Swery65's new game, titled D4.
Swery65, best known for his work on Deadly Premonition, the completely bonkers send up of B-horror movies and Twin Peaks, is in charge of this game, which makes it a bit more interesting than the sum of its parts.
D4 is an episodic adventure game, which follows a man who can stop and travel through time. He uses this power to find his wife's killer, then stop her from being muredered. Seems a bit cliche, and even overlaps with the time shenanigans going in Microsoft's other time-travel Xbox One game, Quantum Break, but again, Swey65 brings a unique flavour to his games that really has to be experienced, for example: check out that DDR-themed combat.
D4 was probably the most interesting thing Microsoft has in terms of exclusives, in my opinion. The cartoony art style makes it stand out among the grey and brown shooters that are already populating the Xbox One, and showing off a game made by a quirky, relatively unknown Japanese auteur game designer at a major press conference makes me feel like Microsoft is really banking on Swery65 working his crazy magic once again.
Unfortunately, it doesn't seem to be a sequel to the Swery-levels of crazy D and D2, made by recently-deceased Japanese game auteur Kenji Eno. I can only hope you dine on the heart of your dead mother at the end of this game too.
None of the E3 press conferences have gotten me too hyped up just yet, nothing has been too surprising so far, but Microsoft did manage to show off one trailer that I was expecting, but still blew me away.
Dark Souls II's trailer is suspiciously low on deaths, as well as high on editing that makes it look like more of a traditional action game, but it's unmistakably Dark Souls. Hopefully, Namco Bandai's recent statements that they're positioning the game as the next Skyrim, and that it's their next "AAA" title, will only affect the game's marketing. From Software doesn't have much experience developing big budget titles, and I'd rather not see them make a mess of a sequel to one of my favourite games of this console generation. But hey, at least that extra money in the budget is going to making this game look gorgeous. I'm pretty pumped for next March.