Showing posts with label Wii U. Show all posts
Showing posts with label Wii U. Show all posts

Wednesday, May 6, 2015

Third Rate Game Play: The Legend of Zelda: WW SD / HD [Part 6: Hyrule and the Forsaken Fortress]


Game: The Legend of Zelda: The Wind Waker SD/HD
System: Nintendo GameCube / Wii U
Developers: Nintendo EAD / EAD and HexaDrive
Publisher: Nintendo
Player: Tony / Alex
Experience: Tony has beaten it a few times. Alex has not.



(Check after the jump for the full article)

Monday, April 20, 2015

Third Rate Game Play: The Legend of Zelda: WW SD / HD [Part 5: Tower of the Gods]


Game: The Legend of Zelda: The Wind Waker SD/HD
System: Nintendo GameCube / Wii U
Developers: Nintendo EAD / EAD and HexaDrive
Publisher: Nintendo
Player: Tony / Alex
Experience: Tony has beaten it a few times. Alex has not.



(Check after the jump for the full article)

Friday, February 27, 2015

3RGP: The Legend of Zelda: The Wind Waker SD/HD - Part 4: Finding Jabun


Game: The Legend of Zelda: The Wind Waker SD/HD
System: Nintendo GameCube / Wii U
Developers: Nintendo EAD / EAD and HexaDrive
Publisher: Nintendo
Player: Tony / Alex
Experience: Tony has beaten it a few times. Alex has not.



(Check after the jump for the full article)

Tuesday, December 2, 2014

3RGP: The Legend of Zelda: The Wind Waker SD/HD - Part 3: Forest Haven / Forbidden Woods


Game: The Legend of Zelda: The Wind Waker SD/HD
System: Nintendo GameCube / Wii U
Developers: Nintendo EAD / EAD and HexaDrive
Publisher: Nintendo
Player: Tony / Alex
Experience: Tony has beaten it a few times. Alex has not.



(Check after the jump for the full article)

Monday, May 5, 2014

PAX East 2014: Hyper Light Drifter (Heart Machine)

Spring has arrived, and with that, another PAX East has sprung up, inviting gamers and game developers from all over the world to Boston, all to show upcoming games and revel in what the industry has in store.  We at Third Rate Minion were there, and we got to try out a sampling of what was there on the showfloor!

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Interview with Alex:
 

Gameplay (Single Player Demo and Multiplayer):

In the midst of PAX East's Indie Megabooth, developer Heart Machine was present to show off its latest playable build of its debut title, Hyper Light Drifter.  We got to speak with Alex, the head of the project, and we also got to film a full playthrough of the single-player and some multiplayer gameplay.  Unfortunately, we were pressed for time to play it, but it certainly looks like it will be a sweet game when it is completed.

For more on Hyper Light Drifter, check out the official site here.

Tuesday, April 22, 2014

PAX East 2014: Shovel Knight (Yacht Club Games)

Spring has arrived, and with that, another PAX East has sprung up, inviting gamers and game developers from all over the world to Boston, all to show upcoming games and revel in what the industry has in store.  We at Third Rate Minion were there, and we got to try out a sampling of what was there on the showfloor!


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Interview with Sean Velasco:
 

3DS Plains Gameplay (w/ Direct Feed Audio!)

PC Lich Yard Gameplay (w/ Audio)


Alex:

A year has passed since we last saw Yacht Club Games debut their game Shovel Knight to the public amid the launch of their Kickstarter campaign, and now that it is nearly time for its release, we got to chat with Captain Sean Velasco about the game and to try out both demos available at the PAX East 2014 showfloor.  As I'm sure many people have said in the past, we totally dig it.


Friday, April 18, 2014

PAX East 2014: Renegade Kid Interview and Cult County

Spring has arrived, and with that, another PAX East has sprung up, inviting gamers and game developers from all over the world to Boston, all to show upcoming games and revel in what the industry has in store.  We at Third Rate Minion were there, and we got to try out a sampling of what was there on the showfloor!

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Part 1:


Part 2:

While they were not a part of the Indie Megabooth this year, the guys at Renegade Kid took part in PAX East the biggest way they could – showing off games old, new, and upcoming. We got to talk with Jools Watsham (it can’t be a PAX East without an interview with him) about the latest releases, including the future of Mutant Mudds, upcoming releases Moon Chronicles and Teasurenauts, and especially the Kickstarter campaign for last year’s Cult County.  You can see the interview above, and other articles will show gameplay videos we took and impressions of their latest games.

The interview is so large, we have divided it in half.  In the first half, we take a moment to chat about Mutant Mudds and its future, Moon Chronicles and its overarching story, and Treasurenauts and its development process.  In the second half, we take a moment to discuss the projects Renegade Kid has in the future: Razor Global Domination Pro Tour and the horror series Cult County.

Last year, Cult County was shown on a Nintendo 3DS as an environmental demo, but this year, it is part of a much larger project. Cult County is undergoing a Kickstarter campaign to be released on all systems and PC under the Unity engine.  Jools explained to me that the concept of Cult County had grown with the Unity engine, and since the 3DS does not have a Unity engine in place, the game would have to be retooled specifically for it in the current circumstance.   However, given the response from fans, a 3DS version is still prepped to be made if the campaign reaches its minimal goal.

Welcome to Scared.  Population: You

One thing Jools wants to stress with this game versus newer horror games is true fear. In Dimentium, his previous horror game series, fear played a large part in setting up tension before and during monstrous encounters, and he hopes to establish that even more in Cult County.  He wants to use the environment especially to build that fear and make an old-school survival horror adventure quite unlike any other.
 
Either way, the game is still going into production, but Jools hopes that backers will be able to help fund the project and make the game as big as it can be. As for backer support in development, backers will specifically be able to choose designs of the enemies faced as well as what weapons would be used in the final game. Furthermore, if the game goes through a stretch goal not far from the main goal, the team at Dvelop.tv will be documenting the game’s creation for the world to see.

Cult County still has a little while longer to go in its Kickstarter, and so we heartily recommend heading over to the campaign and helping lend a hand to Renegade Kid’s first major horror adventure game in years.

For more on Renegade Kid’s games: www.RenegadeKid.com

Saturday, March 8, 2014

Third Rate Game Play: The Legend of Zelda: WW SD / HD [Part 2: Dragon Roost and Swift Sail]


Game: The Legend of Zelda: The Wind Waker SD/HD
System: Nintendo GameCube / Wii U
Developers: Nintendo EAD / EAD and HexaDrive
Publisher: Nintendo
Player: Tony / Alex
Experience: Tony has beaten it a few times. Alex has not.



(Check after the jump for the full article)

Monday, February 17, 2014

Third Rate Game Play: The Legend of Zelda: WW SD / HD [Part 1: Introduction]


Game: The Legend of Zelda: The Wind Waker SD/HD
System: Nintendo GameCube / Wii U
Developers: Nintendo EAD / EAD and HexaDrive
Publisher: Nintendo
Player: Tony / Alex
Experience: Tony has beaten it a few times. Alex has not.



(Check after the jump for the full article)

Monday, November 4, 2013

NYCC 2013: Donkey Kong Country: Tropical Freeze

For four days, people came to the Javits Center in New York City to experience one of the largest conventions on the east coast: New York Comic Con 2013!  Fans of comics, movies, television shows, and toys came together to revel in their hobbies, and with them came video game companies to show off their wares for the upcoming holiday season and beyond.  We here at 3RM attended a few of those days, and we have impressions and video to provide from our experience!

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Tony:
The games at Nintendo’s New York Comic Con 2013 booth are due out this year, except for two. Sadly, one of these two was planned for this holiday but was delayed until February. That game was Donkey Kong Country Tropical Freeze, the second iteration of Retro Studios' series of Donkey Kong Country games. In Tropical Freeze, the premise is about the Kongs (Donkey, Diddy, and Dixie), who must travel across a number of islands to get back to DK Island and fend of the Vikings who have invaded it. and I got to play through the demo’s later stage, 2-6 Cannon Canyon.

As one can guess from the name, this stage took place in a large canyon area filled with cannon barrels. As Nintendo has mentioned, the camera in Tropical Freeze shifts around the world, in this case changing around the barrels, allowing for more dynamic barrel blasts through the stage.  I was launched looking down a waterfall, and another time the barrel was going to blast into the background amongst swinging explosives, which required me to time my exit just right or else BOOM! In fact, these roped explosive barrels appeared a lot in this stage, often requiring me to wait and run past them as they swung by. They also appeared regularly as I shot Donkey Kong though barrel after barrel. At one point, debris was falling onto the cannon barrel, so I had to line up my shot quickly or else it was goodbye Donkey Kong. Timing was everything in this stage.

Throughout the stage I could collect the usual items including banana tokens, KONG letters, and well-hidden puzzle pieces. One of these pieces was hidden behind a doorway into an extra mini-game room. This room was filled with bananas and platforms that would move from the background into the foreground and back again. In order to get the puzzle piece, I had to collect every banana before time ran out. Puzzle pieces could also be found around the swinging explosives or hidden just off the beaten path. All of this should sound familiar, as these were the typical hiding spots in Donkey Kong County Returns. Also like Returns, the stage ended with a roulette barrel, which would give Donkey the item showing when hit. Overall, the stage was challenging with a lot going on in it, and all of the hidden items in the stage made it enjoyable to explore outside the already difficult path.

If you have played Donkey Kong Country Returns, you already know how to play Tropical Freeze. I could roll with a shake of the remote, jump on bad guys to deal damage, and ground pound to open paths just like before. What appears to be gone is the blowing move; that move has been replaced with a new pluck motion which allows the Kongs to reveal hidden items and activate changes to the environment. The Kongs can also pick up and carry barrels, bombs, and unconscious enemies, perfect to throw and reveal new paths or puzzle rooms. I felt these mechanics combined could lead to some devious areas later into the game.

While the game has been improved graphically thanks to the HD hardware, Tropical Freeze still appeared to be graphically similar to DKC Returns. There have been some overall improvements such as more things happening on-screen, the shifting camera angles showing full 3D environments, and actual fur-shading on the Kongs to make them more detailed. Even though Tropical Freeze was visually pleasing and ran at a solid 60 frames-per-second, it did not really show that it was a true Wii U title graphically, and I hope that later stages of the title push the hardware more.

While it is still quite some time until Donkey Kong County Tropical Freeze comes out in February, I am already intrigued to see was new platforming elements Retro Studios adds to later stages as well as how much action they can fit onto the screen. I only hope they add unique environments and push the graphical prowess of the Wii U’s hardware. Look out for DKCTF in 2014.

Friday, November 1, 2013

NYCC 2013: Super Mario 3D World

For four days, people came to the Javits Center in New York City to experience one of the largest conventions on the east coast: New York Comic Con 2013!  Fans of comics, movies, television shows, and toys came together to revel in their hobbies, and with them came video game companies to show off their wares for the upcoming holiday season and beyond.  We here at 3RM attended a few of those days, and we have impressions and video to provide from our experience!

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Alex:
Nintendo had a large booth at this year's New York Comic Con, full of games already out and what is about to release.  Of the games shown, the game with the biggest presence was their next major release on the Wii U, Super Mario 3D World.  I already had the chance to play this particular demo back in June, but having a second time to try the game out, my interest in it has only grown.

Super Mario 3D World is the console sequel to 2011's Super Mario 3D Land for the Nintendo 3DS.  In this game, Mario, Luigi, Princess Peach, and Toad encounter a pipe into the Sprixie Kingdom, but it turns out that Bowser has already invaded the kingdom and kidnapped its princesses!  Now it is up to all four from the Mushroom Kingdom to save another kingdom from the mighty King of Koopas himself.

Super Mario 3D World is a 3D platforming adventure that combines elements from older Mario games such as Super Mario Brothers 3 and newer games such as Super Mario Galaxy.  The point of each stage is to reach the flagpole at the end of each level, but to get there, players have to venture across a number of obstacles and defeat a number of enemies in the way.  What makes 3D World so unique is that, unlike its predecessor, it allows for up to four players to cooperate together at the same time in-game, similar to the side-scrolling cooperative play in the New Super Mario Brothers series.  However, each character has their own different abilities that make them stand out.  Mario is all-around good, Luigi jumps higher, Peach hovers in mid-air, and Toad can dash the fastest.  When playing single-player, this allows for strategic character choices, but when multiplayer is involved, cooperation becomes even more paramount to ensure everyone makes it through unscathed.

When I first played the game in June, I was left with concerns with cooperative play, as I was continually left behind while other players took initiative, dashing forward without any concern to explore or let other people catch up.  Thankfully, this time I had a bit more control in where the group traveled, and with only three team members in my playtime, there was a little less action to distract and confuse.  As everyone kept exploring and playing around with the game mechanics, there was less catching up and, with that, more time to experience and enjoy the level design.  The issue of cooperation versus competition will always be present when it comes to this game, but hopefully when I get to play the final version, that will not be too much of an problem.

The demo I played introduced the newest power-up to the Mario franchise (and the most noteworthy addition to the game mechanics): Cat Power-Ups.  As a cat, the heroes can dash quickly on all-fours, perform pouncing attacks, and climb up walls with relative ease.  In the demo, everyone in my team of three got to try out this power up, and it is quite entertaining to use.  Suddenly walls were no match for Cat Mario, and slashing and diving at enemies felt just that much more precise, although attacking the enemies with a simple jump sufficed, too.  It was great to explore the world in a way not done before, and that makes me wonder just what secrets they could hide in this game, accessible only to a bit of feline-powered research.

Graphically, the game looks pretty much like a high definition version of Super Mario 3D Land.  The models are more akin to Super Mario Galaxy with a touch more smoothing in the models.  The animations were smooth and fast to fit the pace of the gameplay, and the environments were colorful and bright.  The textures could have been a little higher resolution, but the game did not look bad by any stretch.  On the GamePad, the game looked just as fine, so off-TV play for single-player should not be a problem.

Super Mario 3D World felt as quick and fun as its predecessor, but the addition of HD graphics, multiplayer cooperative play, and the cat power up give promise that the game could end up even better than its 3DS counterpart.  Super Mario 3D World releases later this month exclusively on the Wii U.

Friday, October 25, 2013

NYCC 2013: Bayonetta 2

For four days, people came to the Javits Center in New York City to experience one of the largest conventions on the east coast: New York Comic Con 2013!  Fans of comics, movies, television shows, and toys came together to revel in their hobbies, and with them came video game companies to show off their wares for the upcoming holiday season and beyond.  We here at 3RM attended a few of those days, and we have impressions and video to provide from our experience!

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Nintendo was showing off plenty of upcoming games for the Wii U at their booth this year, and one of them was the latest venture with Platinum Games, the action-packed explosion that is Bayonetta 2.  While the demo appeared to be the same as at E3, we still went over to its demo station to check it out.  Unfortunately, we were unable to get any hands on the game, as it was only playable in one demo station and very busy throughout the convention, but we did get some gameplay from the last demo from the show.

Bayonetta 2 does not have a set release date, but we suspect an early 2014 release based on its being here at NYCC.


Thursday, October 24, 2013

NYCC 2013: Mario and Sonic at the Sochi Olympic Games

For four days, people came to the Javits Center in New York City to experience one of the largest conventions on the east coast: New York Comic Con 2013!  Fans of comics, movies, television shows, and toys came together to revel in their hobbies, and with them came video game companies to show off their wares for the upcoming holiday season and beyond.  We here at 3RM attended a few of those days, and we have impressions and video to provide from our experience!

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Nintendo was not just showing off the latest Sonic adventure at their booth; they were also displaying two event demos from the upcoming collaboration title Mario and Sonic at the Sochi Olympic Games.  These two events were figure skating and snowboarding, one using Wii Remotes and the other using the GamePad.  We did not get to play the game, but we do have some footage for you to see.

Mario and Sonic at the Sochi Olympic Games comes to Wii U November 15th.

Wednesday, October 23, 2013

NYCC 2013: Shovel Knight

For four days, people came to the Javits Center in New York City to experience one of the largest conventions on the east coast: New York Comic Con 2013!  Fans of comics, movies, television shows, and toys came together to revel in their hobbies, and with them came video game companies to show off their wares for the upcoming holiday season and beyond.  We here at 3RM attended a few of those days, and we have impressions and video to provide from our experience!

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Tony:

Among Nintendo’s eShop demos at Comic Con I found a demo for Yacht Club Games' 8-bit inspired platformer, Shovel Knight.   Shovel Knight stars the blue-armored knight of shovelry on a quest to save his partner and save the world from the evil Enchantress and her Order of No Quarter.  Inspired by games such as Zelda II and Mega Man, this game caught people's attention when it appeared on Kickstarter earlier this year as well as from YCG's presence at PAX East.  Now nearing its release, I got to try it again in NYCC.

At PAX East earlier this year, I was able to get a hands-on with Shovel Knight before, and this appeared to be the same demo except now on Wii U hardware. The demo took place in Pridemoore Castle, which was populated with helicopter rats, jousting horses, and large gryphon bosses that could breath fire. Each of these enemies could be defeated by shoveling away at them or by plunging the shovel from above similar to Scrooge McDuck’s cane in Ducktales. However, other enemies such as wizards and armored knights required more strategy to properly get an attack through their defenses, such as deflecting magic back at them or mixing up attack patterns to get an opening. 

Much like in other 8-bit platformers, the stage was filled with platform gimmicks such as falling chandeliers and magic platforms that only exists as long as a spell book is open. Navigating these hazards amid flying rats and attacking wizards created a enjoyable challenge that was both tough but satisfying to try over an over again. At the end of the stage, I once again dueled with King Knight and his gallant stroll. He called forth trumpets to rain down dangerous confetti on me and dashed towards me at alarming speeds. He felt a tad tougher than before, but thankfully I had the magic wand I found earlier in the level to help take him down.

The demo felt more or less as it did back at PAX East, but that isn’t a bad thing. The game’s graphics were colorful and fluid, the music (that I could actually hear this time) was action packed and made me reminisce about games of old, and the controls were tight and responsive, which is very important in a platformer of this genre. The only major update from this demo was that it was playable on the Wii U GamePad. The off-screen play felt just as fluid as it was on the television in front of me, bright and colorful as ever.

Shovel Knight was once again a joy to play, and I cannot wait to dig into this when I releases sometime this year.  Shovel Knight is expected to release later this year on Wii U, 3DS, and PC platforms.
 

NYCC 2013: Q.U.B.E. Director's Cut

For four days, people came to the Javits Center in New York City to experience one of the largest conventions on the east coast: New York Comic Con 2013!  Fans of comics, movies, television shows, and toys came together to revel in their hobbies, and with them came video game companies to show off their wares for the upcoming holiday season and beyond.  We here at 3RM attended a few of those days, and we have impressions and video to provide from our experience!

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Nintendo had a whole room dedicated to both tournament games and games on the Nintendo eShop, and among the Wii U games to come, Q.U.B.E. Director's Cut was playable, at least on the later days of the convention.  Unfortunately, we were unable to get our hands on directly with this game, but we do have a short gameplay clip that we can share of someone who was playing through the demo.

Q.U.B.E. is currently available on PC, while Director's Cut is expected for release sometime this year or early next year for Wii U and PlayStation Network.

Saturday, October 19, 2013

NYCC 2013: Sonic: Lost World

For four days, people came to the Javits Center in New York City to experience one of the largest conventions on the east coast: New York Comic Con 2013!  Fans of comics, movies, television shows, and toys came together to revel in their hobbies, and with them came video game companies to show off their wares for the upcoming holiday season and beyond.  We here at 3RM attended a few of those days, and we have impressions and video to provide from our experience!

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Tony:
Recently, Sega has been on a roll when it comes to Sonic games. Both Sonic Colors and Sonic Generations did a great job being visually appealing and enjoyable to play. Now Sega hopes to continue its winning streak with Sonic Lost World exclusively for the Wii U and Nintendo 3DS (or 2DS).  Both versions of the game were playable at Nintendo's Booth this year at New York Comic Con, and I managed to fight the crowds to give each version a spin.

The Wii U version of Sonic Lost World had four playable levels: Windy Hills, Desert Ruins 1+2, and Frozen Factory. With my hands-on, I got to play the Windy Hills and Frozen Factory stages. The first stage’s theme resembled the usual grassy hills stages that tend to start every classic Sonic game, with checkered terrain, totem poles, wooden bridges, and waterfalls. Even the stage’s enemies came from a variety of classic Sonic titles such as the Moto Bug from Sonic 1 and Snail Blaster from Sonic 3. However, where Lost World differed from classic Sonic was the outrageous level design that some may find similar to Super Mario Galaxy. The stage took place high in the air on top of a long cylinder of land; on this planetoid, Sonic could either run straight across or take a multitude of other pathways to get to the next area. At one point, I decided to run under the stage to tackle an area filled with spike balls and moving ground. While one can take an easier path to reach the finish, they will miss out on the hidden Red Rings and Captured Animals, which I was told would help unlock content in the game. With this new freedom to design crazy level layouts, I am interested to see how far Sega takes it. My only concern with this experimental stage design is with the game’s camera, which felt rigid and was forced looking forward. This made going backwards or side to side a little jarring, especially considering Sega is touting the game's ability to explore the levels instead of just rushing through the adventure.

However, not all the stages will be designed that way. Desert Ruins 2 is played as a side-scroller among a lot of candy and Desert Ruins 3 is an auto run stage taking place inside a tree log. The second stage I played, Frozen Factory 2, did not take place in a snow level but rather a casino-themed stage with Poker chip towers and massive dice. This stage was full of Casino Night references, from Sonic’s name in neon lights, to the Crawl badnick from Sonic 2. Even the old slot reels are back, except now they are trying to reel over Sonic. Unlike the first stage, this level didn’t let you rotate underneath but it still kept a curved design. Throughout the level, it continuously offered three different paths to choose from, some filled with bumpers and others filled with painful laser mazes. There were also a lot of silver coins to collect, which at certain parts of the casino could be cashed in to earn Sonic a chance to play some Pinball, just like in the old days.

Overall the game’s visual approach had a Sonic Colors vibe to it but tuned up thanks to the Wii U’s HD power. The vibrant colors, varied environments, and smooth animations where pleasing to look at and had me wanting to see what other environments and worlds Sonic Lost World had to offer.

While visuals get my attention, gameplay keeps me playing, and Sonic Lost World for the Wii U has a bit of a learning curve. First off, Sonic’s double jump as well as the Wisp powers from Sonic Colors return in Lost World. While the jumps felt similar to how they felt in Colors, the only Wisp power I got to use was the Cyan Laser, which had me shoot through a number of crystals to bypass one section of the stage. What differs here from Colors is that the power ups are now used via the Wii U gamepad. I had to touch the screen, angle my direction, and than flick the screen to send Laser Sonic away. As each wisp uses the gamepad differently, I’ll have to play the game more to get a better grasp of these new powers.

There were a few major changes to Sonic himself, this time around. Besides his usual jumping and homing attacks, Sega has added a new kick mechanic where Sonic kicks larger enemies into smaller enemies. While designed to add a new level of strategy to defeating enemies, I felt the homing reticule wasn’t always appearing when I needed to use the kick power. Plus, it wasn’t as fast or as affective as the homing attack, which made it feel very situational. The biggest changes to Sonic were how to control his speed and the new parkour system. In the past Sonic would accelerate quickly and speed through stages, making it rather hard to perform platforming segments. Lost World attempts to fix this by making Sonic’s initial speed a moderately fast run that is easy to maneuver during the crazy platforming segments found within each of the levels. In order to speed Sonic up to the much faster pace that Sonic fans are accustomed to, I had to hold down the RZ button on the gamepad. Not only did this speed Sonic up, it also enabled his new parkour abilities. In previous games when Sonic hit an object running, he stopped dead in his tracks. With this new set up, when Sonic ran into a ledge, a tree, or along a wall, he would pull himself over the ledge, run up the tree, and run along the wall. The whole purpose of this was to keep Sonic moving as well as add some interesting platforming sections. In Windy Hills, I collected hidden items in the trees while climbing and in the casino level, I used wall-running techniques to collect rings and to avoid enemies below. And if that wasn’t fast enough, pressing the LZ preformed a spin dash that sent Sonic zooming even faster. The trick to getting the best time and score is to get well acquainted with this new setup. For someone who has played a lot of Sonic titles, it was definitely a learning curve that will take some time to get a complete grasp of it.  Being able to slow down for platforming has me intrigued; I hope the parkour mechanic is used in interesting ways throughout the game's final product.

With all the hype of the Wii U version, one might forget that the 3DS version of Sonic Lost World was also playable at Nintendo's booth, and I am glad I didn’t miss it! Before playing it, I was not sure about it since I had just played the Wii U game. The stages playable were: Windy Hills 1, Desert Ruins 1, and Desert Ruins 2. For comparison, I played the Windy Hill stage. Much like the Wii U counterpart, the game took place on a floating landmass that Sonic could transverse in 3D for the first time on a handheld. However, unlike the Wii U game, Sonic couldn’t go underneath the stage and was limited to the top half. Graphically, it was definitely not HD and had a really low-resolution backdrop image. Besides that, it still ran smoothly, and the character models looked good for the most part. In order to handle the larger stages, whenever Sonic reached a large spring, he was launched into the air as the game loaded the next area. This was a touch jarring but nothing too harrowing.

The 3DS version of the game seemed to have a more fluid camera compared to its console counterpart, and the controls were much easier to get into initially.  However, there were a number more pits than what I encountered in the Wii U demo, which could be a problem knowing DIMPS' level design in previous Sonic DS titles.  Regardless, I found that the simplicity evoked in the 3DS version made it easier to grab-and-go compared to the Wii U version's demo.  The Wii U version, despite looking better, had a much greater learning curve.

Both games are now out in Europe and should be out in America within the next few weeks.  I enjoyed my time with both demos, even though I can see where the games could be divisive for certain people.  We will have to see when it finally releases stateside how the game progresses, but it has a promising start.

Friday, April 12, 2013

PAX East 2013: Tengami (Nyamyam)

Interview:


Gameplay:

Alex:

In the midst of all the insanity of PAX East's Indie Megabooth, we caught sight of a much calmer but equally enticing title on the floor: Nyamyam's Tengami.  We got to speak with Jennifer Schneidereit about the game and developing as a smaller developer.  We also have some footage of the game from the showfloor for those curious about the gameplay.

Tengami is a stylistic adventure in the world of a pop-up book.  You take control of a Japanese warrior who comes to life with the power of a cherry blossom, and from there you venture through the wilderness to learn more about the world and the mysterious happenings around you.  Nyamyam made sure to display the story in a more subtle way, fitting to the more casual, relaxed experience of the game.  As relaxed as the music and game might feel, the artstyle is striking and bold, designed in a mix of papercraft and Japanese traditional artwork.

Players do not control the character directly but instead select the point for him to approach.  Throughout the world, certain items or the side of the world will glow faintly, hinting that movement with them is possible.  By grabbing those glowing parts and pulling over the screen, the object reacts as though you are manipulating a real pop-up book.  In the demo, I encountered a few short puzzles involving a broken bridge or a fallen staircase, and all it took was a flick of the finger to pull things back into place.  There were times, however, where things were not as simple as a single pull across the screen.  In one instance, a wolf continued to undo my handy work, so I had to find a way to get it to fall asleep with its pack in order to venture quietly around it.  World manipulation and item collection were key to solving puzzles, and all the while, the game maintained its pop-up style consistently.

I really took to the game's slower pace, as it greatly contrasted with some of the other games I had experienced at PAX.  If the game keeps the pace throughout its adventure, I think this game will definitely fit into a more casual, chilled yet rewarding experience on mobile devices, as well as other platforms, too.

Tengami releases on the iOS App Store this Summer, followed by PC and Mac releases later this year.  A Wii U version is planned afterward at this time.

Saturday, April 6, 2013

PAX East 2013: DuckTales Remastered


Perhaps the biggest surprise coming into PAX East 2013 was the announcement of DuckTales Remastered, a full graphical remake of the original NES classic DuckTales.  Developed by the famed Wayfoward Technologies and published by Capcom, this adventure is expected to bring back the old school gameplay that the game was known for while also providing a greatly improved presentation.

DuckTales Remastered is a full remake of the original NES title developed by Capcom.  Of course, the game has plenty of additional elements to it that is expected of games this generation.  The world environments have been fully modeled in 3D, and the sprites themselves have become fully cel-animated, a style that fits Wayforward's pedigree (see A Boy and His Blob, BloodRayne: Betrayal, and Mighty Switch Force for examples on their sprite animations).  Furthermore, the game features additional story elements to better explain the situations in the full game, and the audio has been completely redone, complete with the original voicecast of the series!

Unfortunately, we did not get to play the game at the showfloor, thanks to the continually capped line to the game, but we did get some footage for us all to enjoy.

DuckTales Remastered is expected to release this year for XBLA, PSN, Wii U eShop, and possibly PC.

PAX East 2013: Resident Evil Revelations: Unveiled Edition


Tony:

Over a year ago, Capcom released Resident Evil: Revelations on the Nintendo 3DS. It was given praise for its survival horror gameplay mixed with occasional action sequences while still maintaining a very Resident Evil feel. Now Capcom is bringing this title to the Xbox 360, Playstation 3, and Wii U as Resident Evil Revelations: Unveiled Edition. The new edition totes HD graphics, new playable characters, and a new Intense difficulty mode which adds new monsters to change things up. At Capcom’s PAX East 2013 booth, the Xbox 360 version of the game was playable, so I gave it a try.

Taking place before the events of Resident Evil 5, the game primarily stars lJill Valentine with her partner Parker Luciani. The two are on a mission to explore the abandoned SS Queen Zenobia to look for Chris Redfield who went missing while investigating the possible return of Veltro, a terrorist organization which used the T-Abyss virus to create B.O.W.s a year before. As you would expect, the ship is crawling with these monstrosities, and in usual Resident Evil fashion, there are also a number of plot-twists to keep things unexpected. Having played the 3DS version, I am curious to see if they added any new plotline twists in this release.

In the demo, I got to see a portion of the main story as well as the first mission in Raid Mode. Gameplay wise, Resident Evil Revelations: Unveiled Edition played nearly identical to its 3DS counter part when using the Circle Pad Pro. The left stick moves the character while the right stick controls the camera, which helped me survey my surroundings, searching for various monsters. In order to shoot your weapon, you must enter an aiming mode by pressing the left trigger and then shoot with the right. Like with the 3DS version, this mode could be set in first-person or over-the-shoulder as in Resident Evil 4. Overall, the controls were responsive and mapped well to the Xbox 360 controller. Sadly, there wasn’t a Wii U version to play to see what functions its touch screen would add besides a map.

Obviously, some major changes were the updated graphics for high definition displays. While the original was good-looking for a handheld title, this version had more detail in the character models, better textures, and improved lighting. The character models now appear closer to how they look in cutscenes. The monsters are also improved, appearing wetter and slimier than ever. These creatures also had more imperfections added such as gaps in the flesh or protruding bone structures though the skin. The game’s textures were crisper and had more detail with rust and drippings. While everything looked better in general, it definitely did not look like it was made from the ground up like the previous console ventures. Instead, it looked as though Capcom took what was already in the original game, cleaned it up, and made it higher resolution. Given that the first game was good looking already, being cleaned up does make it a good looking console experience, just not an amazing one.

The game’s musical score, sound effects, and voice acting all sound like they did back on the handheld version. The second I heard the theme playing on the menu screen, I was taken back to my time on the 3DS, huddled over and about to delve into another chapter. Finally, the game’s interface has also seen a slight facelift to fit the new HD television screen. Since there is no second screen, the Xbox version had the map, weapon ammo, health bar, and grenade count all on the screen along side the action. Being that all the other Resident Evil titles have been like this before, it did not feel too cluttered to play.

Resident Evil Revelations was a great title that played like the RE games of old based around survival horror. Now with Unveiled Edition, people will be able to fully experience this game on their big screens with added features. While it does not look as graphically powerful as other HD games by Capcom, it certainly isn’t an eyesore either. Even though I already own the 3DS version, I would be willing to try this game on consoles for its improvements and extra content. Look forward for a true Resident Evil experience when it comes to all consoles this May.