Join Josh, Juan and Shane as they discuss the last week in video games!

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This Week

Register 3DS and Wii U copies of Smash Bros. to get Mewtwo DLC for free! (NO LONGER VALID!)

Josh buys Duck Dynasty on the 3DS.

Live action Zelda Netflix series rumors CONFIRMED FALSE!

Mega64 Shadow of Mordor.

Halo: Online – RUSSIA ONLY?!

Halo 5: Guardians ARG starts up.

Predator joins the list of playable characters in Mortal Kombat X.

Juan breaks his dogs leg!

Mario Party 10.

Codename STEAM.

Star Wars Battlefront III releases 2015 and is Next Gen only!

Pokemon Shuffle.

MLP Mobile game.

This Week’s Listener Mission Objective:

What game did you absolutely hate that everyone seemed to love?

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@dkraneveldt

@InuJoshua

@TheKingOfMars

@shaneohare

Code Name: S.T.E.A.M. first revealed its unique third-person, turn-based strategy, alternate history, comic book style (whoah) all the way back at E3 in 2014, and today you can finally get your hands on it. It’s going to sell a lot of copies based on the fact that it’s Intelligent Systems first strategy game since 2012’s acclaimed Fire Emblem: Awakening, and as a brand-new IP, the game definitely stands out as a quality release, albeit with a few major annoyances.

The game is all about Abraham Lincoln (yep, that Abe Lincoln), who brings together heroes from classic literature and American folklore to fend off an alien invasion. The S.T.E.A.M. in the title seemingly has many meanings, but it actually stands for Strike Team Eliminating the Alien Menace. Steam is also the technology that our heroes will use to defeat the aliens; steam boilers strapped to their backs give them super-human abilities. All of the weapons are steam-powered, of course, and all of the characters and the world itself have a decidedly steampunk styling. Yep, that’s a lot of steam.

The first thing that you’re likely to notice about the title (aside from, yep, all of the steam) is its gorgeous comic-book art style. The game actually opens with a kid (who owns a damned Marth Amiibo, which is sitting on his desk taunting you) diving into a Code Name S.T.E.A.M. comic book, and from time to time you’ll actually see cutscenes flipping between panels, sound effects will pop up the relevant onomatopoeia, you’ll see comic style voice bubbles all over the place, and of course the game’s cel shading makes it look as though the characters are popping right off of a wonderful 3D page (for the most part). From each cutscene, to running around the game’s many, many maps, presentation in Code Name S.T.E.A.M. is stellar.

3DS_CodenameSTEAM_scrn04_E3

Now, those wonderful visuals would be nothing without great sound to go with it, and Code Name S.T.E.A.M. delivers here too. Sound effects are high quality and varied, and the game’s commendable score is definitely headphone worthy. The game also features more voice acting than I’ve ever heard in a 3DS game, and it’s well acted on all counts, and with the limited storage space of the 3DS cartridges, I really have no idea how Intelligent Systems could possibly have fit it all in there, but I’m really, really glad that they did. Seriously, the audio is an absolute treat.

With the game’s outstanding presentation, and the history of Intelligent Systems, Code Name S.T.E.A.M. must kill in the gameplay department as well, right? At first glance, it looks like a third-person shooter, and rather than simply selecting which square you want your characters to move to as in most strategy titles, you can actually move your characters around in real time. Basically, each unit has a certain number of ‘steam’ that they can spend each turn. Moving, attacking, activating special abilities, etc. all use different amounts of steam, but certain actions, moving included, aren’t finalized until you shoot or activate an enemies Overwatch attack. This allows you to really play around with different strategies and visualize multiple vantage points before deciding on what to do each turn, and it’s a welcome and intuitive addition to traditional strategy mechanics. Throughout the game, you’ll unlock different team members, abilities, and equipment, which let you really customize your team, and thus have vastly different experiences.

The Overwatch ability is another mechanic that keeps Code Name S.T.E.A.M. feeling fresh. Both players (well, most characters) and many enemies have access to the ability, and its existence makes you really think about every action you could possibly take. Basically, if you end your turn with a certain level of steam left over, your character can automatically attack an enemy should an enemy come into range. It’s risky, of course, as that steam can always be utilized during your turn, and there’s no guarantee that saving it will lead to an attack, but when utilized correctly, Overwatch can be the difference between winning a map, and having to go back to the previous checkpoint. Enemies may also take advantage of Overwatch, which can leads to one of the biggest issues and strangest oversights in Code Name: S.T.E.A.M.

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Aside from some lacklustre multiplayer, which is worth mentioning about as much as it’s worth playing, there are two big, glaring issues with the game. The first is one that I didn’t know could even be an problem in a strategy title: the lack of an overhead view. Your only viewpoints are those of your character’s, which amount to a tight third-person view that can make it impossible to see beyond obstacles. This means that you’re often moving blindly around obstacles and activating more enemy Overwatch attacks than I can even count. As I mentioned above, you can typically keep moving, figuring out the most efficient turn before locking it in, but being noticed by an enemy or activating their Overwatch makes your actions up to that point permanent. With no overhead view, and no map whatsoever, you’re getting hit, and you’re getting hit often, because you simply can’t see your enemies. It can happen pretty constantly, leading to a lot of replayed levels, and a lot of swearing at your 3DS.

Next up. In a game like this, your team is typically outnumbered. In most strategy titles that I’ve played, when it’s an enemy’s turn, you’ll see those turns played out at high speed. In Code Name S.T.E.A.M. you… stare at your characters while what amounts to a ‘loading’ bar fills across your screen. What. The. Heck. Sure, you can move the camera around your character, but why the heck would I want to do that? Unless you’re near an enemy and can actually see them moving (or you’re getting attacked), the enemy turns essentially amount to a loading screen to get to your next turn. Did I mention that this takes forever? This is an Intelligent Systems game, and a Nintendo published title, and in all my years of gaming, I can’t recall ever seeing such a polished game with a mechanic like this. It’s definitely not a means to pad out a short experience, as Code Name S.T.E.A.M. offers hours upon hours of gameplay, but I definitely find myself playing the title less knowing that more than half of the experience will be me waiting for my next turn.

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Code Name S.T.E.A.M. is jammed pack with awesome content (including Fire Emblem Amiibo functionality that I wasn’t willing to open my NIB Amiibo for), and features some of the best presentation I’ve seen in a 3DS title. From its voice acting, to its gorgeous cel shaded art style and beyond, the game is a treat for the senses. Unfortunately, a few major questionable design choices ground Code Name S.T.E.A.M. as just a ‘very good’ 3DS title, instead of another gem from Intelligent Systems and Nintendo.

Code Name S.T.E.A.M. scores a steam-powered 3.5/5.

tl;dr:

+Top-notch presentation.

+Unique mechanics make the turn-based gameplay feel fresh.

+A ton of varied content.

-No overhead view means you’re staring at your characters through enemy turns.

-Enemy turns happen in real time. Meaning that you’re kept waiting… and waiting for your next turn.

Join Derek, Josh, Juan and Shane as they discuss the last week in video games!

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Scroll to the bottom of the show notes to listen on this page!

This Week

Nintendo Youtube ad revenue sharing policies get clarified.

Nintendo 3DS system transfer is convoluted as fuck!

Juan dual wields 3DS’s at Wondercon.

Juan worked at Nintendo?!?!

Bethesda announces an E3 press conference.

Netflix announces Legend of Zelda original series.

Assassin’s Creed Rogue coming to PC alongside the Steelseries Eye Tracking system.

WTF is Criminal Girls?!

Evolve DLC controversy.

Continue Show: Tomba!

Criminal Girls may be the ONLY reason to buy a PS Vita.

We talk all about who our “Best Girl” is.

Dying Light.

Indigo Prophecy Remastered.

Shane’s Destiny addiction hits a new low.

Apotheon.

Transistor.

Juan is also playing Destiny!

Pandoras Tower.

Gunman Clive 2.

This Week’s Listener Mission Objective

What is your dream video game mashup? That can be two games, a game with a movie or TV show. ANYTHING!

Leave a comment below, tweet us OR email us: shane (at) geekscape (dot) net

We have two contests for you this week!

Go to our Official Facebook Page and share the image there for your chance to win a copy of Grim Fandango: Remastered! If you share the secret hashtag from this weeks episode, you will get entered TWICE!

Tweet us with the hashtag #geekscapegames and tell us why YOU should get your hands on a Lucario Amiibo!

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@dkraneveldt

@InuJoshua

@TheKingOfMars

@shaneohare

The latest handheld in the DS family is right around the corner (well, happening RIGHT NOW), with the appropriately named New Nintendo 3DS launching alongside Legend of Zelda: Majora’s Mask 3D and Monster Hunter 4 Ultimate. Nintendo has done a lot to hype up consumers around the idea of upgrading to their latest portable enhancement, but is it worth it? While the New 3DS  XL does in fact promise quite a few upgrades, including a faster CPU, facial tracking 3D, a right thumb stick nub, and Amiibo support, you probably won’t have to rush out and trade away your old system anytime soon.

First, let’s talk about what the system does right. The new buttons feel comfortable in your hands, with a far better grip than what we’re used to from the Circle Pad Pro. Strangely enough, the new C Stick works much more elegantly than you would expect from a part that doesn’t move. Simply by applying pressure in different directions, the stick works just as well as the CPP ever did, except now it’s without the extra need for a bulky attachment or extra batteries. There’s even a small indentation right above it, acting as a place to rest your thumb while using it.

Aside from the controls, let me just say that the upgraded 3D is such a godsend. What was formerly a feature that I routinely turned off since keeping my head in a fixed position was often uncomfortable, (especially during intense gaming sessions,) 3D will likely see much more use from me, thanks to this upgraded tech working as expected. I put the system through the motions, rocking it from side to side, twisting it, and holding it at different levels above and below my line of sight, and the 3D effect never faltered.

This is pretty much totally accurate.
This is pretty much totally accurate.

But most importantly, the CPU feels like night and day compared to the standard models. While playing Super Smash Bros side by side with my standard XL, I was literally selecting my character on the New 3DS before my older console had reached the title screen. When thinking of how this can effect other games in the 3DS library, (some of which can have long, frequent load times,) and this feature alone almost makes the console worth the purchase on its own.

However, the key word is, “almost.” While the New 3DS improves on its predecessors in almost every way, the upgrades it does make are nice to have, but far from necessary. I won’t lose any sleep if my game of Pokemon takes longer to boot up, or if I have to use the touch screen for camera control in Monster Hunter, (okay, maybe a little.) Even with the promise of games that will work exclusively for the New 3DS, the company’s track record of maintaining such support on upgraded hardware isn’t a strong one. Remember the DSi exclusive camera games? Me neither. Instead, the New 3DS comes off as more of a cross between the DSi and the Nintendo 64 Expansion Pak. Games will perform better and gain extra functionality, while others will only work on the upgraded hardware, (like Donkey Kong 64 or the campaign in Perfect Dark), but not only do you have to buy a whole new handheld that largely does the same things, but the small amount of exclusive content will probably disappear after the first year or so of release. Even then, the only major exclusive title announced so far, Xenoblade Chronicles, is still just a port. If you have the Wii version, you’re pretty much covered.

Oh, and the exclusion of a charger is incredibly moronic, but that goes without saying.

If your existing 3DS is on the fritz, or you for whatever reason, haven’t bought a 3DS before, now would be the time. It’s a well put together system with a slew of improvements, and is sure to become a welcomed edition to the 3DS family. However, if you’re expecting an improvement large enough to justify chucking your Link Between Worlds handheld out the window in favor of this new model, you’re better off saving your rupees.

Don't forget to buy one of these... Yeah, we don't get it either.
Don’t forget to buy one of these… Yeah, we don’t get it either.

Briefly: Early this morning, while Canadians were putting aside their polite stereotypes and fighting over the latest Amiibo, and Americans were (likely) sleeping peacefully, Nintendo debuted a release date announcement trailer for the heavily anticipated Xenoblade Chronicles 3D.

The game hits North American shores on April 10th. Just keep in mind that you’ll need the NEW 3DS XL to be able to play the thing. Nintendo also revealed via twitter that Xenoblade Chronicles 3D will feature some (fairly unexciting) Amiibo support:

Yep, some in-game tokens for tapping your ridiculously valuable Shulk Amiibo… but the game looks fantastic, so who cares!

Take a look at the trailer below, and let us know if you’ll be picking up a new 3DS for this one!

When Nintendo announced that it was discontinuing its Club Nintendo rewards program, they promised that February would usher in a final set of giveaways for the faithful fans to spend their coins on. Like clockwork, the first weekday of the month greeted us with more digital and physical rewards than we would ever be able to afford, making it easy to dump all of our digital currency before the June 30th deadline.

Highlights of the giveaways include Legend of Zelda 3DS pouches, a retro Mario Bros. T-Shirt, a Majora’s Mask messanger bag or jigsaw puzzle, and 2013 Platinum Reward posters. On the digital side, must own titles like The Wonderful 101 and Earthbound highlight over a dozen options as well, in case free games are more your thing.

Check out the complete list below.

Wii U:

-Yoshi’s Island: Super Mario Advance 3 (Wii U) 200 coins
-Super Punch-Out!! (Wii U) 200 coins
-Golden Sun (Wii U) 200 coins
-F-Zero (Wii U) 200 coins
-F-Zero: Maximum Velocity (Wii U) 200 coins
-Ice Climber (Wii U) 200 coins
-Volleyball (Wii U) 200 coins
-Tennis (Wii U) 200 coins
-Pinball (Wii U) 200 coins
-NES Open Tournament Golf (Wii U) 200 coins
-Ice Hockey (Wii U) 200 coins
-Golf (Wii U) 200 coins
-Clu Clu Land (Wii U) 200 coins
-Baseball (Wii U) 200 coins
-Wario’s Woods (Wii U) 200 coins
-Urban Champion (Wii U) 200 coins
-Dr. Mario (Wii U) 200 coins
-Donkey Kong 3 (Wii U) 200 coins
-Super Mario Bros.: The Lost Levels (Wii U) 200 coins
-Super Mario Bros. 3 (Wii U) 200 coins
-Super Mario Bros (Wii U) 200 coins
-Yoshi (Wii U) 200 coins
-Balloon Fight (Wii U) 200 coins
-Kid Icarus (Wii U) 200 coins
-Zelda II: the Adventure of Link (Wii U) 200 coins
-Metroid (Wii U) 200 coins
-Pilotwings (Wii U) 200 coins
-Wrecking Crew (Wii U) 200 coins
-Mario Bros. (Wii U) 200 coins
-Super Mario Bros 2 (Wii U) 200 coins
-Excitebike (Wii U) 200 coins
-Donkey Kong Jr. (Wii U) 200 coins
-Super Metroid (Wii U) 200 coins
-Super Mario World (Wii U) 200 coins
-Punch-Out!! Featuring Mr. Dream (Wii U) 200 coins
-Earthbound (Wii U) 250 coins
-Dr. Luigi (Wii U) 300 coins
-NES Remix (Wii U) 300 coins
-The Wonderful 101 (Wii U) 600 coins
-Wii Fit U (Wii U) 600 coins
-Game & Wario (Wii U) 600 coins
-Wii Party U (Wii U) 850 coins

Wii:

-Clu Clu Land 200 coins
-Super Mario Bros.: The Lost Levels 200 coins
-Zoda’s Revenge: StarTropics II 200 coins
-NES Play Action Football 200 coins
-Art Style: CUBELLO 200 coins
-Doc Louis’s Punch-Out!! 250 coins
-Mario Golf 250 coins
-The Legend of Zelda: A Link to the Past 250 coins
-Star Fox 64 250 coins
-F-Zero X 250 coins
-Super Mario 64 250 coins
-Super Metroid 250 coins
-Paper Mario 250 coins
-Mario Kart™ 64 250 coins
-1080°™ Snowboarding 250 coins
-ThruSpace 250 coins
-Super Punch-Out!! 250 coins
-Pilotwings 250 coins
-Super Smash Bros. 250 coins
-Mario Tennis 250 coins
-Eco Shooter: Plant 530 250 coins
-Snowpack Park 250 coins
-Excitebike: World Rally 250 coins
-Mario Party™ 2 250 coins
-Super Mario Kart™ 250 coins
-The Legend of Zelda™: Majora’s Mask™ 250 coins
-Fluidity 250 coins

3DS:

-3D Classics: TwinBee™ 150 coins
-Super Mario Land 2: 6 Golden Coins 150 coins
-Super Mario Land 150 coins
-Kersploosh! 150 coins
-Baseball 150 coins
-Kid Icarus of Myths and Monsters 150 coins
-Metroid II: Return of Samus 150 coins
-Tennis 150 coins
-Golf 150 coins
-Donkey Kong 150 coins
-Mario’s Picross 150 coins
-Radar Mission 150 coins
-3D Classics: Xevious 200 coins
-Ketzal’s Cooridors 200 coins
-Sparkle Snapshots 3D 200 coins
-Looksley’s Line Up 200 coins
-Wario Land 2 200 coins
-Punch-Out!!™ Featuring Mr. Dream 200 coins
-Mario Golf 200 coins
-Donkey Kong 3 200 coins
-Brain Age Express: Arts & Letters 200 coins
-The Legend of Zelda: Link’s Awakening 200 coins
-Sakura Samurai: Art of the Sword 200 coins
-A Kappa’s Trail 200 coins
-Tokyo Crash Mobs 200 coins
-Brain Age Express: Math 200 coins
-Donkey Kong Jr. 200 coins
-Metroid 200 coins
-The Legend of Zelda 200 coins
-3D Classics: Kid Icarus 200 coins
-3D Classics Excitebike 200 coins
-Brain Age Express: Sudoku 200 coins
-3D Classics: Urban Champion 200 coins
-Mario vs. Donkey Kong™: Minis March Again! 200 coins
-Chibi-Robo!: Photo Finder 250 coins
-Mario and Donkey Kong: Minis on the Move 250 coins
-Dillon’s Rolling Western 250 coins
-HarmoKnight 300 coins
-Dillon’s Rolling Western: The Last Ranger 300 coins
-Fluidity: Spin Cycle 300 coins
-Crosswords Plus 600 coins
-Brain Age: Concentration Training 600 coins
-Super Mario 3D Land 600 coins
-New Super Mario Bros. 2 600 coins
-Donkey Kong Country Returns 3D 600 coins
-Star Fox 64 3D 700 coins
-Paper Mario: Sticker Star 700 coins
-Kid Icarus: Uprising 700 coins

We’ll miss you, Club Nintendo, but thanks for the pretty stellar final rewards. What will you be spending your coins on?

ClubNintendoLogo-600x6002

After so many years and completely missing out on the core version of the latest Monster Hunter title, the recently announced release date of February 13th can’t come soon enough. To help hold us over, Capcom released a demo that gives us a taste of how we can expect to spend the next couple years of our lives, complete with the full weapon set and three new monsters to hunt. We took the time to check out what new features this brief download has to offer, which surprised us enough to keep even veteran hunters on their toes.

In an attempt to cater to both new and old hunters alike, this preview offers both beginner and expert levels of difficulties, in addition to in-game tutorials to explain the pros and cons of the weapon you choose. Every weapon is accounted for, including the new Insect Staff and Charge Blade, giving pros a chance to get accustomed to these new tools before the serious adventures begin. Yet, with the Great Jaggi, Tetsucabra, and Gore Magala on the prowl, they serve as all the practice you need if you hope to survive the dangers of the wild.

MH4U_TGS14_01
Starting with the Charge Blade, this weapon will feel familiar to anyone who used the Switch Axe in the past. Taking two forms, its standard stance is the sword and shield, building up energy with each successful attack. When the blade is fully charged, attaching the shield to the sword turns it into a powerful axe, releasing all of the built up power into a series of crushing blows. If you’re feeling a little more crafty, the Insect Staff feels like a more offense focused version of the Hunting Horn. While the double sided blade does a fair share of damage on its own, its true strength lies with its ability to send a pet insect flying at enemy monsters, absorbing status boosting effects on contact. With the ability to drain attack strength, defensive boosts, replenish stamina and restore health, this weapon has a level of versatility that most others lack, making it one to watch as the hunts get tougher.

That’s not to suggest that the demo hunts aren’t tough, especially when it comes to fighting Gore Magala. This destructive beast shoots and guards itself with a stamina draining black mist that forces players to strike carefully. But in my playthroughs, no matter how many times I broke its wings, its head or cut off its tail, this resilient opponent just wouldn’t die within the time limit, while making sure to knock out a couple of my lives in the process. It wasn’t until I took advantage of the climbing, jumping and air attack features that I was finally able to claim victory. By stalking prey from above, MH4 introduces the ability to land powerful strikes from the skies. Once weak enough, the best course of action is often to either climb, or jump on the monster’s back, and hack away as if your life depended on it. Adding a new level of depth and unpredictability to the tried and true formula, pulling these moves off managed to surprise even an old vet like me. But if that still doesn’t work, you can always hop online or get some friends together to take it on as a team!

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Finally being able to get a taste of the fourth game has left me wanting so much more. The more dynamic fights, new weapons and tough as nails monsters keep us coming back for more, with enough familiarity to make our playtime feel right at home. Keep your eyes peeled for our full review as we get some time with the final release, and let us know what features you’re most looking forward to!

Developer: Eden Industries
Publisher: ATLUS
Genre: RPG
Players: 1
Platforms: Steam, PS4, PS Vita, Wii U, Nintendo 3DS
Reviewed On: PS Vita
Price: $14.99

Being Vice President of the world sounds like it would be a pretty sweet gig. Everyone has to do what you say, you can boss everyone around, and it would make you the most powerful person on the planet (aside from the President, of course.) But between all the unearned vacations, publicity events and empty promises, you just might have to work on occasion, especially when it comes to saving the planet that elected you.

Citizens of Earth does just this, putting players in control of the newly elected VP in a turn based RPG seeped in classic gaming roots. During his first vacation, (the day after he was elected,) the bane of the Western world in the form of protesters show up at his door. After getting his mother and brother to get rid of them, it’s clear that there’s more going on than simple political discourse. When stop signs, coffee machines, and bears made of honey come to life and begin attacking the adoring public, it’s up to the honorable vice leader to set things right.

CoE_Screenshots (5)

As someone of such high importance however, you can’t expect him to get his hands dirty when it comes to the actual Earth defending, which is where the loyal citizens come in. Using his expert campaigning skills, up to 40 different characters can be recruited, each with unique jobs, skills and combat abilities that help in and outside of battle. While simple, the turn based battle system finds a unique way to put these skills to good use. Using three party members at a time to fight, each has two basic attack types. Standard attacks can be performed without penalty, while building up one point of energy needed for special moves. These special moves need a certain amount of energy to initiate, but when they typically deal out huge damage, status effects, or healing bonuses for your team, it’s clear that the cost is well worth it.

Aside from the energy system though, this might sound like your typical RPG conventions that have been done to death for close to three decades. What makes Citizens of Earth stand out that makes it a must play for a long time role playing aficionado? For starters, each member gives bonus stats to whoever they’re fighting with. Adding depth to the level system, each character can be customized to a degree by having the right team members with them to fit the stat you want to raise.

In addition, the experience earned unlocks more than just stat points and new attacks. EXP earned in battle also goes towards upgrading the citizen’s talent, often related to their day job. If you recruit the baker for example, his shop will have better healing items as he becomes stronger. The pilot can teleport you to a larger variety of areas. The cop gives you extra bounties to hunt. Get the picture? When you consider that there are 40 citizens to level, part of the fun is seeing how their abilities can help you both in and out of combat.

CoE_Screenshots (114)

Such a daunting task sounds like it can be overwhelming, and honestly, it was at first. It’s disheartening seeing your current party level up so high, then try to switch them out, only to have the newbies be too weak to compete. As the game progresses though, this problem becomes alleviated thanks to a few lenient features the game has included. First, the VP can restart a battle and change up the party, allowing him to throw in a strong party member to help boost the weaker ones. Second, KO’d party members still gain EXP, so having to scramble for your revive items isn’t as important, especially when they gain all of their health upon leveling up. Lastly, once the Teacher is recruited, unused party members can be put into class, leveling them up over time. It still can be a little more time consuming than I would have liked, but it’s also completely optional.

Aside from the game play, Citizens of Earth stands out even more with its unique presentation. Its humor, off the wall enemies, (smiling cops? Bubble Bees? Stop Vines?), and 2D navigation with enemies on the map are highly reminiscent of Earthbound, which is completed by a nearly fully voiced script and a political cartoon inspired art style. The only thing more charming than the hammy delivery of everything the VP does, is the bright, vibrant world filled with on screen enemies, (that can be ambushed and instantly killed if you’re strong enough,) potential party members and NPCs that bring the world to life. If nothing else, this title will surely make you smile across its story mode.

CoE_Screenshots (84)

Yet, its biggest shortcoming brings it down pretty hard, which is the overall speed of the game. My enthusiasm to compete the adventure took a dive after experiencing how slow everything moves. Battles take a long time to start, which isn’t helped by enemies that either absorb attacks, constantly call for reinforcements, or completely heal, making me dread fighting certain enemies. Imagine fighting basic enemies for close to 10 minutes because you want your weaker teammates to level up, but the enemy keeps healing when on the verge of death? Making the campaign sour even more are the constant load times, slowing the game to a crawl. When entering buildings begins to feel tedious, it becomes an obvious issue.

Yes, Citizens of Earth won’t reinvent the wheel, but that’s not what it’s trying to do. Serving as a delightful throwback to some of the greatest RPGs of yesteryear, it does enough to inject its own style, personality and unique mechanics to make it stand out to even the most jaded gamer. Even still, the slow pace of the fights, their generally basic mechanics, and constant loading times cause the VP to fall from grace. Even still, if you’re in need of an old school RPG with modern sensibilities, you can’t go wrong with this ticket.

Final Score: 3.5/5

Briefly: Nintendo fans have been waiting patiently to find out just when the newer, faster 3DS models would be coming to North America, and an apparent leaked Gamestop ad has revealed that the new iteration may be coming sooner than we thought:

Gamestop

If the ad (via NeoGAF) is real, it states that the new 3DS (or at least the XL model) will be available on February 13th (just in time for my birthday). What’s really interesting here is that the left side of the ad also shows the 3DS version of Majora’s Mask, which I really didn’t think we’d be seeing that early.

Only time will tell if the ad was real, and by time, I mean the Nintendo Direct presentation that Nintendo has scheduled for tomorrow. Keep your eyes on Geekscape for the confirmation (and keep your ears on the next episode of Geekscape Games, as I’m sure we’ll have a lot to talk about).

Will you be picking up the new version? Sound out below!

Today, Nintendo unveiled a limited edition for the highly anticipated Legend of Zelda: Majora’s Mask 3D. Retailing at $49.99, this special edition will include a copy of the 3DS title and a special Skull Kid figurine to give you the creeps at night.

Releasing day and date with the standard release at select retailers, (neither of which have been announced as of yet,) this is an easy purchase for hardcore Zelda fans.

 

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While I’m not sure if anyone saw this coming, let me just say that it’s a relief knowing that we’re getting this. With Nintendo, it seems like for every limited edition we do get, (like Wind Waker HD,) we miss out on two more, (Mario Kart 8, Bayonetta 2, and Hyrule Warriors spring to mind.) Be ready to jump on those pre orders, I have a feeling this one might go fast.

Majora’s Mask 3D is set for a 2015 release.

It looks like it’s Etrian Odyssey’s turn to get the Mystery Dungeon treatment.

In a somewhat meta announcement, Atlus announced that Etrain Dungeon will be making its Western debut in Spring 2015! This dungeon crawling RPG spinoff of a dungeon crawling RPG will feature all of the customization, loot gathering and monster slaying you would expect from one of the core games in the series, but with the top down perspective, randomly generated dungeons, and party building that comes with any game with Mystery Dungeon in the title.

This is great news for fans of both series, especially when games of this nature are far from a sure thing when getting localized. Everything from Chocobos to Pokemon have received similar treatment in various forms, and not even huge franchises like those have had every Dungeon game brought over. So needless to say, this announcement will be like Christmas come early for some.

Take a look at the details from the official press release below, then let us know what game you hope gets the Dungeon treatment in the comments!

Main features in Etrian Mystery Dungeon include:
Infinite Dungeons to Explore – Etrian Mystery Dungeon incorporates the random map feature, which changes the floor terrain each time a player enters the dungeon. This core mechanic, inherited from the Mystery Dungeon series, challenges the players with a new maze and stronger monsters every time, offering them unlimited replayability!
Attention to Detail – The Etrian Odyssey tradition of party customization is in full effect for Etrian Mystery Dungeon. After the first journey as a Landsknecht, players can freely choose their party of 4 from up to 10 different class types. While each class has a unique skill set of its own, characters can also unlock new skills through skill trees.
Not Your Grandfather’s Combat – The unique perspective in Etrian Mystery Dungeon means that special care will have to be given when selecting party members and upgrading their abilities. With dungeons chock full of enemies and all the loot and money collected at stake, being 100 percent certain in your party’s abilities is crucial for making it out alive.

Ask any Pokemon fans about their memories of the Hoenn region, and in between all the trumpets and surfing jokes, you’ll likely find fond flashbacks to a time where most of the game’s core mechanics that we take for granted today were introduced, people in the Pokemon World finally realized they could run, the first huge graphics overhaul came through in the transition between the Game Boy Color and Game Boy Advance, and when we witnessed the debut of some of the most iconic monsters in franchise history. Is it any surprise that the Internet exploded with excitement when the long joked about, (but essentially inevitable,) Ruby and Sapphire remakes? With Omega Ruby and Alpha Sapphire, it wasn’t enough just to develop a faithful remake, because the longtime Pokemon Masters at Game Freak went above and beyond, improving nearly everything we loved about the originals while advancing the series as a whole in ways that were hard to anticipate. It’s just too bad that these improvements are hampered by a series of head scratching decisions to remove popular aspects from X and Y while doing little to avoid the annoyances that have held the series back for far too long.

Stop me if this sounds familiar. OR/AS stars you as a child, who has recently moved to the quiet town of Littleroot, which is conveniently surrounded by low level monsters. The kid stumbles upon their first Pokemon after rescuing your new hometown’s bumbling Professor from a vicious Poochyena, kicking off an adventure that has you following in your finally present father’s footsteps in becoming a great trainer, while filling the Pokedex as much as you can by catching each new creature you come across.

Pokemon ORAS Screen 1

If you’re expecting the formula to have changed much in the latest Pokemon remake, then you’re looking at the wrong game, (and why would you?) In typical fashion, you’ll spend most of the time traveling from town to town building a team, battling trainers along the way, and getting stronger against the wild Pokemon of each town and route. In terms of similarities to Ruby and Sapphire specifically, you’ll instantly recognize the berry plots scattered throughout the world, Contest Halls, which offer a different form of battling that focuses more on points and exclusive move types as opposed to beating your opponents into submission, the return of secret bases, and stopping a plot that involves the evil Team Magma or Team Aqua destroying the world with the power of an ancient Pokemon. But identifying these aspects on the surface are all they have in common with their original games, because Omega and Alpha improve on each of these aspects in nearly every way.

First, the touch screen is finally put to good use, thanks to the Pokenav Plus. Using different apps, trainers can switch between a more detailed map, (that can show where you’re missing Pokemon, where Secret Bases or planted berries are located, etc.,) the online, Super Training, and Pokemon-Amie features from X and Y, a PokeBuzz TV station that gives tips, expanded story info, and data from players you’ve met through Streetpass, and the Pokedex app, which might be the show stealer of the whole game.

Almost mimicking the anime, this app introduces a whole new way to encounter Pokemon, both in and out of battle. Rather than every battle being a random encounter, most battles are purposefully initiated by making contact with silhouettes that appear in the grass, water, or even the dreaded cave. A new sneak mechanic lets players approach them slowly by slightly tilting the circle pad, revealing more information about the Pokemon as you get closer to it. Is it a new Pokemon? How many times have you seen it? What’s its first move? What’s its level? All of this and more is revealed before the battle even starts, allowing the player to decide whether or not it’s even worth it to battle before it starts. Yet, battling constantly has its own reward, since encountering the same Pokemon multiple times increases the chances of you finding one with either hidden moves that can only be typically learned through extensive breeding, versions with higher stats, (or IVs for the hardcore Pokefan,) or hidden abilities that are nearly impossible to find otherwise.

Pokemon ORAS Screen 2

It eventually led to the point where I wondered why random battles were included at all, still making caves that you’re at an equal level with insanely tedious when you’re getting into fights every five steps. Even worse? When you’re sneaking up on a Pokemon, only for a random battle to ruin your approach. To add to the annoyance, the routes between towns are littered with trainers, constantly stopping your progress to the point where I needed to avoid them for my own sanity. There’s no reason battles should feel like such a chore, which could be fixed with better pacing.

Random battles have always been an annoyance in not only the Pokemon franchise, but in turn based RPGs as a whole. But we tolerated them because it’s hard to imagine a game of this kind without them. Well, guess what? We now have a mechanic that makes battling a choice that players can make beforehand, with added incentive for continuing to fight! Can sneaking just be the standard going forward? Please, Game Freak?

Speaking of long running annoyances with the series, HMs and moves that are needed outside of battle are back with a vengeance. Every Pokemon game has had them, but in more recent iterations, the reliance on them has been scaled back, usually being able to squeeze all the moves you need onto one or two monsters that you only need in short bursts. Well, in a misguided attempt at being too faithful to the games they were remaking, Omega and Alpha has more moves than I’d ever care to use. From the usual offenders like Strength, Fly, Surf and Cut, to the return of Dive and Waterfall, and even demoted HMs like Rock Smash becoming HMs once again, these moves are especially annoying since they can’t be deleted without talking to a special character. And is that character easy to get to? Of course not. He doesn’t show up until one of the last towns in the game, so you’ll be stuck with mostly weak moves that you would never use otherwise for most of the story. And this isn’t even including TMs that have uses in the overworld, like Flash or Secret Power. That many moves requires you to clog your party with at least three members with these attacks, or constant trips back and forth to pull that Poke with as many of the moves that it can fit.

Pokemon ORAS Screen 3

Making this glaring, longtime flaw even more frustrating is the new ability to soar. Late in the story, an item allows trainers to manually fly over a fully 3D Hoenn, creating a new type of terrain to explore and allowing access to hidden areas, all while offering a new method of travel. It’s a breathtaking experience to say the least. But what makes it frustrating is that this is triggered by an item. Yes, an item.  You don’t need the Pokemon in your party who flies you around, you don’t need to waste a move slot, and you can use it as much as you want. Why can’t all HMs be relegated to Key Items. If the next game doesn’t allow me to use a surfboard or a saw to surf and cut, then something is seriously wrong. We’ve hated HMs for years. Fix them!

But with the major complaints out of the way, that clears the way to talk about all the things Omega and Alpha get right. Aside from the already stellar Pokenav features and Soaring sections that we couldn’t get enough of, nearly every individual aspect of what made generation three so special has been refined to perfection this time around, especially the contests. Essentially Pokemon’s version of a pageant, Contests feel more important than they did before, featuring their own side quest that gives you incentive to conquer every class rather than a distraction from the main game. With moves also divided in various categories for these sections, such as “Beauty,” “Tough,” “Smart,” and “Cool” attacks, each one awards points while creating different outcomes for the show, like rearranging the turn order or reducing the points of an opponent. It’s like bringing the dickishness from a game of Mario Party into the Pokemon universe! Performing multiple moves that correlate with the type of show you’re in rewards aspiring coordinators with a huge bonus too, which is now accompanied by an awesome cutscene that puts your Poke’s skill on display.

What made Contests special in the past was their ability to make you rethink move sets for more than just battling. This mentality is fully intact in the remakes, while streamlining the process when raising their special stats. In previous versions, snacks called “Pokeblock” or “Poffins” could be fed to your team by mixing certain berries. What made it more stressful than anything else however, was that each teammate could only consume 10, and if you mixed the wrong berries or did poorly on the mixing mini game, the benefit would become greatly reduced. So what we often ended up with, were droves of half developed participants who topped out on their Pokeblock before their maximum was reached, while STILL needing one for each category. While I’m sad to see mini games go in OR and AS, what we gain in their place is a much more forgiving system that lets you feed an unlimited amount of mixtures to each Pokemon, making it possible to have an all purpose Contest participant with maxed out stats. Gone is the stress that came with creating that perfect stat balance, which leaves contests as a whole better off. This, in addition to the added story content and a special “Cosplay Pikachu” that changes appearance and moves depending on what contests it focuses on, do you really need any other reason to sink another five hours or so into conquering these circuits?

Pokemon ORAS Screen 4

Speaking of story, here’s where the remakes also took this veteran trainer by surprise. If you’re expecting to blow through the shallow story of the evil team trying to awaken the ancient Pokemon to reshape the world in the image they see fit, well… That’s still here, but with much more detail, development, and plenty of new twists that weren’t in the original. With retcons abound, the ancient lore set up by X and Y plays a big role in how and why this remade version of Hoenn has become what it is, adding plenty of interesting facets to a world that many of us have been engrossed in for years. I won’t spoil anything here, but it definitely sets up some huge possibilities assuming the developers ever decide to take them anywhere. While it’s still a step below Black and White’s story, (which still holds the title for best story in the series from where I sit,) there will still be plenty of moments that will surprise even the most seasoned of trainers, (assuming the numerous official trailers didn’t ruin most of it for you already.)

And of course, we can’t talk about Pokemon Gen III without touching on Secret Bases, the mechanic where players can make their own home on the map, allowing customizable rooms that other players could visit. Most importantly, whatever party you had when you designed it could be battled by others, thanks to a CPU version of yourself, which was great for level grinding. Now tied to the 3DS Streetpass feature, bases can either be picked up by passing by a friend, or scanning a QR code that can be shared and scanned. New to the remakes is the ability to recruit other base leaders to become your grunts when people challenge your base, allowing you to turn it into your own mini Pokemon gym! The only limitation is that bases are capped at level 40, so considering how easy it is to level up with the return of X an Y‘s EXP Share, (which distributes EXP to your entire party regardless of if they fought,) these bases will hardly be a challenge. Thankfully, a post game item lets you remove the level cap, so you’ll be free to fight maxed out ‘Mons to your heart’s content.

Speaking of features taken from X and Y, these remakes seemed to have taken nearly everything that we enjoyed from the latest generation and removed them. So no trainer customization, no roller skates, and no berry farm, where you can keep all your berries in one place. Instead, what we did keep was the massive framerate issues the game encountered in 3D mode, and even at certain points in 2D. The fact that there’s zero improvement is a big disappointment, especially with how bad the previous games got universally panned for it. The series has this weird habit of removing features that we love, only to fix them years down the line. It looks like OR/AS are no exception.

Pokemon ORAS Screen 5

Yet, that’s not to say there aren’t any improvements. If X and Y was lacking in anything, it was a true post game. While the Friend Safari, Battle Maison, and bonus Looker mission kept the game going, it held little for those who wanted to explore hidden areas, or find secrets buried in the game like in previous entries. OR/AS make up for this in spades, with post game content that begins appearing BEFORE the game is over. By the time you’re left to your own devices after you beat the Elite Four and complete the epilogue, or Delta Episode, (which adds some amazing story content that’s muddled with way too much fetching and back tracking,) you’ll have new areas to explore, hidden attacks to learn, hundreds of Pokemon to rediscover on the map, and former opponents who are itching for a rematch at much higher levels. In addition to all of this, the Battle Maison returns in nearly identical fashion, which is a bit disappointing when the game flat out teases the popular Battle Frontier from Emerald. Maybe in another remake?

It’s true that nostalgia can only carry a game so far, which is why OR/AS strive to be so much more. While a simple remake would have surely sold millions, these titles go on to improve on a number of core mechanics such as battling in the wild and Contests, while providing new, exciting features and a much improved story, all while rebuilding the whole thing in 3D! With these games doing so much right, it makes it so frustrating that many longtime issues like HMs, a bombardment of random battles in certain areas, a slow, plodding pace thanks to the overabundance of trainer battles, and the return of X and Y‘s signature slowdown hold the games back from being the very best. Still, the new ideas introduced have the potential to make us rethink what a Pokemon game can be, leading OR/AS to feeling more ambitious than anyone would expect from a remake. For RPG gamers, collectors, and of course, Pokefans, this return trip to Hoenn is one that shouldn’t be missed, as long as you’re okay with a few bumps in the road.

tl;dr

+ New sneaking mechanics revitalize the art of finding, catching, and improving Pokemon!

+ Soaring introduces a fun, new way to travel, making us wonder why we need HMs in the first place!

+ Contests and Secret Bases return with improved features and less tedium.

+ The story is much improved, pointing at some exciting potential directions.

+ Hours of post game content will have you competing, catching and uncovering hidden areas for hours on end.

+ The return of Pokemon-Amie, Super Training, Horde Battles and the PSS, sans the awful Sky Battles.

The large amount of trainer battles and caves slow down the pace of the game far too often, leading to too much tedium.

HMs and some TMs restrict your progress, forcing you to sacrifice moves or Pokemon to advance.

The puzzling removal of some of X/Y‘s best features, such as trainer customization and roller blades.

The return of X/Y‘s biggest flaw; its massive slowdown, especially when the 3D is on.

Not enough land.

Final Score: 4/5

Note: At time of publishing, the online functionality of Super Smash Bros. had not yet been activated. Impressions are based on single player and local multiplayer onlyI also did not have an opportunity to test out the Amiibo functionality, so I haven’t touched on that in the following body.

Remember when gamers everywhere were whining and groaning that the Wii U didn’t have any games?

Oh, they’re still saying that?

Have they seen the console’s library of freaking exclusives?

Well, Nintendo is about to add another universally-acclaimed title to their roster, and if trends continue, maybe opinionated gamers won’t deem the Wii U such a failure for much longer (well, they probably still will for some reason, but I still love the thing).

Enter Super Smash Bros. for Wii U.

Now, we’ve all been playing Nintendo’s stellar mobile edition of Super Smash Bros. for nearly two months. Many of us have been through blisters, weeks of strained eyes, broken circle pads, or far worse, so I was beyond looking forward to giving my hands (and my overused 3DS) a much needed break. I grabbed my Pro Controller (which never, ever needs charging apparently), popped in the disc, and instantly witnessed near perfection.

The 3DS edition is almost perfect as it is (aside from a few sub-par modes), but the fact that I could play a match and not want to re-enact the end of Saw on my hands (it would be a less painful alternative, clearly) solidified the Wii U version’s greatness. The beyond-cramped screen and where-did-I-go characters are gone, and seeing our favourite fighters and the beautifully designed stages on a bigger screen and in full HD is an absolute treat. It’s totally silly, but I often find myself pausing (single-player of course) matches at choice moments, panning and zooming the camera, and simply basking in just how freaking beautiful everything looks (and it looks even better in glorious 60FPS motion). Right from the menus, to the backgrounds, to the arenas themselves (a huge 46 stages) to the characters (of which there are 51) and trophies, it would be impossible not to call Super Smash Bros. strikingly gorgeous.

Aside from the (again, stellar) presentation, this edition of Super Smash Bros. adds to the already expansive list of features contained in the 3DS release. Nintendo actually detailed 50 interesting facts about the Wii U version a few weeks back (if you’ve got half an hour, check that out below), but by far the biggest addition to the title is the insanely fun and insanely frustrating 8-player Smash. If you’ve ever thought that four-player Smash Bros. was sometimes too hectic, you will not have a second to even breathe when you double the participants. Don’t get me wrong, it’s a total blast, but in playing this mode with seven lucky friends, we experienced countless “where am I” and “what the heck happened” moments. And then there’s the damned ‘Great Cave Offensive’ arena, where the frustration grows exponentially whenever a fighter leaves the pack (the stage is HUGE). Still, playing with up to eight players means that none of your real-life friends ever have to sit out (nobody has more than seven friends, right?), and the mode is so damned hectic (especially with items on) that someone who has never or rarely played Smash Bros. still has an opportunity for victory, even against a seasoned veteran (I witnessed this many, many times). Of course, to be able to experience 8-player Smash, you need a lot of controllers, which segways me right into one of the coolest aspects of the title (and most first-party releases in general): the controller options.

Nintendo has released a lot of controllers in the 13 years since the GameCube came out. You’ve got the classic GCN controller, the sought-after WaveBird, Wii Remotes, Wii Motion + Remotes, Nunchuks, Classic Controllers, Pro Classic Controllers, Wii U Gamepads, Wii U Pro Controllers, and I’m probably missing a few in that list too. It’s pretty incredible to note that (with an optional adapter to go back to the GCN days) that all of these controllers and attachments are compatible with Super Smash Bros. This means that if you or any of your friends own a Nintendo controller from the last 13 years, you’re set. That’s amazing, and between a group (especially of eight people) it should not be hard to get an entirely full game going. You can even force one of your friends to use a 3DS as a controller if you really, really hate them. My only wish for the GameCube support and optional adapter is that the extend it into other titles down the road. I get that it’s the preferred method of input for competitive Smash play, but what if any game that could feature the Pro or Classic controllers could also utilize the GCN pad?

I think that the thing that I love most about Super Smash Bros. is that I can be completely terrible at it and still have a smashing good time (it was as hard to type that pun as it must be to read it). I’d consider myself a Smash Bros. beginner (aside from this title, I’ve put less than 8 hours into the franchise), and yet, even while playing against friends who have put an uncountable amount of time into the series, and who describe ‘advance techs’ and other mechanics that I can’t even begin to understand, I still have fun. These people absolutely destroy me, each and every match we play, and yet I’m never at a point where I’ve had enough. It’s an incredibly balanced title (or so it seems to this n00b), and each time I’m knocked out, I feel it completely justified. I can see the wrong direction or button that I pushed, I can see the counter my opponent had ready, I can see that my timing was off. It’s alway frustrating to be blown off the map, but it’s also always fair, which is something that I feel a lot of games miss out on these days.

Pac-Man and Mega Man have joined the fight, and they're both pretty awesome.
Pac-Man and Mega Man have joined the fight, and they’re both pretty awesome.

Smash is also an extremely simple title to grasp the basics of. Simply watching the game’s short tutorial video is enough to get you off the ground (pushing or flicking the analog stick in different directions will all lead to different attacks, etc.), and it’s such an easy to understand title that I can imagine a few young children who would very quickly be able to surpass my ability. On the flipside, the game can be as complicated as you want it to be, and if you plan on playing competitively, prepare for it to get really complicated, really fast. The fact that I can hand a controller to a 100% non-gamer and within a few minutes see them smiling and throwing punches is a pretty powerful thing. In fact, at the end of a long night of local multiplayer, instead of hearing a “well let’s never do that again” I was instead asked “so when are we playing again.” It’s pretty amazing that a single game can do this, and especially a fighting game, which I always found to be the most frustrating and non newbie friendly genre of them all.

Multiplayer is obviously key in a game of this genre, but that doesn’t mean that there’s not a lot to love when you’re playing by yourself. The always fun Classic Mode, where you fight a ton of dudes and then fight a really hard dude (and you can totally scale the difficulty to earn more gold) is still present, as is the timeline-spanning All-Star Mode. Smash Tour is a boardgame-style mode that has you collecting fighters and power-ups (starting a battle with an item in-hand for instance) that starts out convoluted but ends up being pretty fun whether you’re alone or with friends, while the extremely-welcome Events have you completing super-specific and sometimes super-challenging tasks. I’ve nearly thrown my controller more than a few times playing that mode, so maybe you should use a wrist-strap for that one (you should definitely use a wrist-strap for that one). As always, there are tons and tons of collectibles to get your hands on, which should leave completionists beyond busy for quite some time.

Another issue that Nintendo has solved in this iteration is that fact that younger players may not have the slightest idea where some of these characters are from. To help (and to again help with those nostalgic feelings for us older players), Nintendo has built in three-minute demos of a lot of their classic titles. It’ll probably make them a ton of money too, seeing as all of these titles are available on the Wii U eShop (and have handy buy links after the demo times out). It was a very cool experience to be able to jump into the SNES F-Zero when a friend asked “What the heck is Captain Falcon from?”… and then immediately jump back out because that game is impossible.

Masterpieces mode gives you timed-demos of old classics.
Masterpieces mode gives you timed-demos of old classics.

It’s hard to put my finger on what really does it for me here; whether it’s the insane roster of classic and recognizable characters (and Shulk), or that warm nostalgic feeling I get from each and every stage, or maybe it’s that I really like collecting things and there’s seemingly no limit to the collectibles in this game. It could also be the fact that Nintendo has again developed another knockout that I can experience while sitting right beside my friends: they can swear at me in person instead of over a mic, and that’s a major oversight of most games these days. Whatever it is (it’s more than likely a culmination of all of these things and more), I’m absolutely enamoured with Super Smash Bros. for Wii U, and with the revelation of DLC and the idea that bugs can be patched (sorry advanced tech-ers), as well as its sheer addictiveness, people are going to be in love with this game for a long, long time. Me included.

Super Smash Bros. for Wii U scores a smash-tacular 5/5. Go buy it, go buy it right now.

We’re getting a remade version of the Game Boy Advance’s Hoenn region in full 3D, complete with the ability to fly over the whole thing with the Eon Pokemon. We’re getting all of Pokemon X/Y’s best features, including Wonder Trade, Pokemon Amie and the PSS. We’re getting the welcomed return of Contests and Secret Bases with the added feature of letting us turn them into custom gyms. And we get all the Mudkipz we can handle! Did we mention loads of Mega Evolutions?

If you couldn’t tell, Omega Ruby/Alpha Sapphire are going to be huge games, but why stop here? Why not add a disaster story that centers on Rayquaza, a previously event exclusive legendary, new characters and nearly every rare Pokemon from the past? Because… Wynaut!?

After the main story is complete, the Delta Episode continues the struggle against Team Magma and Team Aqua. Once it’s discovered that an asteroid threatens to destroy the world, the player and their newly Mega Evolved Rayquaza must take to outer space itself to attempt to save the land from this threat. But with the evil teams trying to take advantage of the situation for themselves after their failed attempts to control the land and seas, a mysterious new trainer by the name of Zinnia who’s motives are still unknown, and the powerful DNA Pokemon, Deoxys, who’s on a collision course with the Sky High Pokemon. But you know, no pressure. It’s just the fate of the Hoenn region in your hands.

In addition to this new side story, the Mirage Spots that were mentioned in previous trailers were expanded on, showing off even more Legendary Pokemon that will be available. Including Cresselia, Heatran, Uxie, Azelf, Mespirit, Entei, Raikou, Suicune, Cobalian, Virizion, Terrakion and others who have previously been shown, it’s never been easier to catch em’ all! If that wasn’t enough, three golems can unlock an ancient monster that we’re all familiar with, but only if players can solve the mysteries surrounding them.

Can this game get any bigger? With so many Mega Evolutions, new content, Pokemon to catch and side missions to play, it’s looking more and more like a must buy. And how awesome would it be if Deoxys ended up being the first Event Pokemon that can be caught normally in game? With only a week away, it won’t be long until we’re knee deep in another trip to the Pokemon World, and I couldn’t be any more excited!

But I must ask, now that we’re giving away more post game content, do you good people out there think there will be even more surprises once the game hits? Or have they laid their cards on the table early, potentially ruining all the surprise?  Let us know!

Omega Ruby/Alpha Sapphire releases on November 21st.

A younger me would have died for the opportunity to catch both Eon Pokemon in the original Pokemon Ruby/Sapphire. At the time, the legendary Pokemon, Latios and Latias, were not only a pain to catch, but were each locked to a specific version of the game. So my Latias was awfully lonely without her better half at her side. There WAS a way to catch the opposite one, but only if you owned an e-Reader and a rare Eon Ticket card. I was enough of a dork to own the former, but never the latter.

Thankfully, Nintendo and The Pokemon Company are making it much easier this time around. Eon tickets will be given out as a wireless distribution event located at each of the official Pokemon meet up groups across the country. Can’t make it? Well, hope is not lost, because from there, anyone with the ticket can pass it on through Streetpass. As if you didn’t need more reason to carry your 3DS everywhere!

With all of the hype surrounding the expanded role of the two psychic bird/plane things, (including their Mega Evolutions and the ability to fly through a 3D Hoenn in search of rare monsters), knowing that we’ll have easier access to both is welcomed news. No e-Reader retired!

Briefly: The second iteration of Super Smash Bros. this year is finally almost here! We’ve all been absolutely destroying our fingers and joysticks in locations we’d never even dreamed of for well over a month at this point. In just a couple of weeks, it’ll be time to bring the fight home (and add four more players and a ton of new modes) and give those sore fingers a rest… Or, you know, make them even more sore on a different controller.

Today, the opening cinematic for the Wii U edition of the game has made its way online, and it’s going to make the next couple of weeks of waiting very, very hard (for you guys, my copy should arrive later today). The video shows some choice footage from all of the game’s many characters, and at its core is simply a fun and exciting watch.

Now, if you’ll excuse me, I need to go get a few matches in to calm myself down. Take a look at the cinematic below, and let us know how many copies of this one you’ll be picking up!

It wasn’t too long ago that the idea of a new Shantae game was nothing but a wish unfulfilled. After earning a reputation as the last great Game Boy Color game, a limited run made it a rare find, with publisher interest seemingly non-existent. It would have been hard to imagine back then, that not only would there eventually be a sequel thanks to this unwavering fan support, but that we would eventually reach a third game in this cult classic franchise with a fourth on the way. With the arrival of Shantae And The Pirate’s Curse, it could be considered an end of an era for the titular half genie, as the story that began all those years ago ends comes to a close with the unlikely team up with her longtime nemesis, the pirate, Risky Boots. And as we would expect, it’s some of the most well designed 2D platforming you could hope to come across.

After losing her powers as a genie, it’s safe to say Shantae is in a bit of a rut. That only gets worse when circumstances lead to the loss of her position as the guardian of Scuttle Town, making a bad situation turn much worse. Yet, help can come from the most unlikely of places, as Risky arrives and accuses the former protector of casting a spell on her Tinkerbats, turning them into vicious monsters. When it’s clear that Shantae had nothing to do with this strange incident, a new adventure begins, where the two enemies come together to solve the mystery of the Tinkerbats, reclaim the genie’s magical energy, and put a stop to the revival of the Pirate Master, a being powerful enough to rule all of Sequin Land!

Unlike the previous game in the series, Risky’s Revenge, Pirate’s Curse features a more traditional level select mechanic, taking players through a variety of locations while in search for the stolen magic, rather than finding dungeons through an interconnected map. That’s not to say the game is any smaller. On the contrary, each map is expanded to have at least two to three sections that must be explored before unlocking each world’s dungeon, where you can expect your platforming chops to be tested with some powerful enemies, well hidden areas, and challenging bosses. But if beating down enemies starts to get old, (does it ever?), nearly every stage has its own section that switches up the game play, including stealth and non-combat areas.

ShantaeCurse_14Side missions give the game extra variety.

But there’s just one problem; how will she fight without her powers? Thankfully for her, whipping her pony tail at enemies works as well as ever, certain items can give her power ups, such as the Pike Ball, which circles around her while smashing into foes. Cash that can be picked up throughout the journey can even be exchanged for upgrades, which can strengthen her existing abilities while adding new physical attacks, (which are largely useless compared to the hair whip). But the most significant change in Pirate’s Curse is the use of Risky’s equipment, all of which allow Shantae to access areas that couldn’t be reached otherwise. Giving her the ability to float, break through obstacles, and shoot unreachable switches for example, being able to seamlessly use these moves on the fly without having to switch or stop makes the game move much faster, and is much better off for it.

ShantaeCurse_1Risky’s gear adds much to the game, usually being heavily relied on in boss fights.

Gaining these abilities helps add replay value to the title, encouraging revisiting old stages to find hidden Tinkerbats and Heart Squids, (happy little heart shaped guys who are smelted down to create more health, you heartless monster), each of which offer their own incentives to seek out. Yet, backtracking is also where Pirate’s Curse suffers its biggest flaw. Seeking out secret areas is one thing, but being forced to travel to old stages to progress through new ones becomes tedious, especially when outside of a line or two of dialogue, (which is as charming and witty as always), there’s no place you can go that will remind you what you’re supposed to do. Sharing this issue with its predecessor, putting the game down for a few days can be the death of your progress, forcing you to search everything for that one item that you forgot you’re looking for. Even when I played it straight through, there were times that I had trouble remembering what I was supposed to do, leading to too much time mindlessly wandering around until I stumbled on a way to progress.

Knowing where to go doesn’t completely alleviate this issue either, since Shantae has to actually walk back to the starting point when you want to leave a stage, which caused me to die many a frustrated death when I would try to rush through it. A new item can be purchased that will teleport you to the beginning, but when you consider that it costs the same money used for upgrades, it’s a bitter pill to swallow when you spend cash that could have went towards improving your character on a mechanic that should be a default option to begin with.

ShantaeCurse_22At least the gorgeous backgrounds will distract you while you run in circles. Too bad the character models didn’t get as much detail in comparison.

Thankfully, when a game is as entertaining, funny, and well designed as Pirate’s Curse, issues like these are easy to ignore. Wayforward and Intl. Creates could have taken the easy route and made a game based on one of its prequels and kept the formula the same, and I’m sure it would have still been fantastic to play. But instead, they once again took the foundation started on the Game Boy Color and out of it, developed a unique, stand alone throwback to the 2D games of old, while improving in almost every way. The backtracking can get annoying, and the visuals could have been improved a bit more considering the increased power of the 3DS, (the only thing that seems to be significantly changed with the character models are the 3D boobs jabbing you in the eye during conversations), but when it comes to eShop games, platforming games, or games in general, Shantae and the Pirate’s Curse is one of the best ways you can spend your Nintendo cash on. Seriously, go play it!

tl;dr

+ Shantae is back with the same humor, level design, and platforming expertise that has become synonymous with Wayforward.

+ Areas are broken up into smaller worlds, each of which still manages to be packed with environments to explore, some of which with different play styles.

+ New pirate equipment breathes fresh life into the game, leading to a fast paced, seamless experience.

+ A good amount of replay value, with hidden areas, items, and upgrades aplenty.

– Backtracking is still here. And it’s still not fun.

– No reliable way to find where you need to go if you forget or put the game down for awhile.

– Most of the purchasable attacks are useless.

+- 3D boobs!?

Final Score: 4.5/5

Join Derek, Josh, Juan and Shane as they discuss the last week in games!

This Week

Nintendo Direct.

Majoras Mask 3D.

Amiibos.

Mario Kart 8 DLC.

Splatoon.

Codename S.T.E.A.M.

Kirby’s Rainbow Curse.

Iwata’s health concerns & weight loss.

Press F to pay respects.

Ubisoft spoils major gameplay twist for Assassin’s Creed: Unity.

Just Cause 3 leaked screenshots.

Atari Landfill cartridges up for sale on eBay.

Pillow Castle’s forced perspective game.

Resident Evil 2 REBORN.

Sonic Boom.

Pokemon Puzzle Challenge.

Bayonetta 2.

Sportsball.

The Walking Dead PS4.

Artemis Bridge Simulator.

This Week’s Listener Mission Objective

What is your favorite LAN/Party game?

Leave a comment below, tweet us OR email us: shane (at) geekscape (dot) net

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Subscribe to our various feeds!

Briefly: We’re all so busy playing Super Smash Bros. for 3DS that we almost forgot that the Wii U edition existed. But it does. And now we know when we’ll actually get to play the sure-to-be-just-as-addictive home console version.

Nintendo revealed today that Super Smash Bros. will launch for Wii U on November 21st, along with the first wave of Nintendo’s Amiibo figures. The first wave consists of Mario, Peach, Yoshi, Donkey Kong, Link, Fox, Samus, Wii Fit Trainer, Villager, Pikachu, Kirby and Marth, while the second wave that launches in December includes Zelda, Diddy Kong, Luigi, Little Mac, Pit and Captain Falcon.

Basically what Nintendo is saying… November and December are going to be expensive as hell.

The 3DS version of Super Smash Bros. launched just a few days ago in North America, but it’s doing very well. “Super Smash Bros. for Nintendo 3DS is already in the hands of more than 2.8 million people worldwide, and the road ahead looks great,” said Ron Bertram, Nintendo of Canada’s vice-president and general manager. “Nintendo’s holiday software lineup is more than impressive, and our amiibo figures start a new chapter in the world of Nintendo interactive entertainment. With so many great experiences available, this holiday season is going to be an amazing time to be a Nintendo fan.”

Let us know your thoughts on Smash Bros. below, and which Amiibo’s you’ll be picking up first!

http://youtu.be/P4SalDG__nY

Briefly: You should definitely put down that Super Smash Bros. demo for a few minutes and check out this new ad campaign for the game.

It’s hilarious, and incredible, and I sure hope that Nintendo keeps them coming. Check out the three released ads below.

http://youtu.be/P0G9-DwU2fI

http://youtu.be/P4SalDG__nY

http://youtu.be/FKEsviMNOLI

Super Smash Bros. for 3DS hits stores on October 3rd.

Who says Japan keeps all the good stuff to themselves? This morning, Atlus announced that the blue Persona Q3DS XL will be coming to the U.S, exclusively available at GameStop stores.

Retailing at $199.99, this unit comes with the closed book design mimicking the Velvet Room Grimoire on the front and back, making it one of the more detailed special edition systems released so far. With that said, it’s also standalone, meaning that the game will not come with it. This is probably good news for those who have the limited edition of the game reserved and didn’t need to copies, but not so much for the standard edition folks who just want the game.

Exciting news, isn’t it? Now, who’s planning on making this their fourth 3DS? Or is it fifth?

Persona Q will launch on November 25th, bringing together the SEES and the Investigation Team together for the first time in an RPG setting. Expect the handheld to launch at around the same time.

Persona

As if a severe drought of Mega Man style 2D platformers wasn’t enough to catch your attention when Azure Striker Gunvolt is released, then this latest piece of news just might do it.

From the day it releases on August 29th through November 28th, anyone who downloads Gunvolt will also receive a voucher for Mighty Gunvolt, an 8-bit crossover spinoff featuring Gunvolt, Mighty No. 9‘s Beck, and Ekoro from GalGun, a Japan only title. Released as a thank you from developer, Inti Creates, this nostalgic throwback is even more the reason to consider downloading the main game.

Free games are always a great thing, especially when they’re developed by a reliable company like Intl Creates, (who also developed the Mega Man Zero series and the more recent Mega Man 9 and 10). If we’ve been starving for a new game of this type, it looks like we might finally be able to get our fill again. On that note, isn’t it strange for Beck to appear in a game before his own?

Look out for Azure Striker Gunvolt on August 29th, coming exclusively to the Nintendo eShop for $14.99.

https://www.youtube.com/watch?v=yLnrtZPqyIw[/width]

Images have hit the Internet that show off a limited edition Super Smash Bros themed 3DS XL handheld. The catch? As of now, it’s only coming to Europe.

Featuring a red background with the image from the cover decaled on the front, favorites like Mario, Link, Pit, Villager and everyone in between make an appearance on the system, which nearly stretches across from one end to the other. Whether or not there are any designs on the back, if the front is glossy like the similarly designed Pokemon X and Y systems, or if there are any other surprises is unknown, but regardless, the system is looking pretty good as is.

It’s no surprise that Smash Bros is getting its own limited edition model, but the lack of a release date outside of Europe is a little strange. Still, I have very little doubt that the rest of the world will get the chance to pick this handheld up, especially when you consider that the West has received almost every special edition that Europe has, and Japan eats up special editions like Kirby at a Waddle Doo buffet.

Are any gamers who are 3DS-less planning on adding this model to their collection, or will the ____Smash fans claim them as their fifth version? Let us know below!

super smash bros 3ds xl

Just days after a new set of Mega Evolotions were revealed for the upcoming Pokemon remakes, Omega Ruby and Alpha Sapphire, the Korean Pokemon website leaked two new forms that are set to debut.

First, Mega Audino is the first confirmed generation five Pokemon to get a Mega Evolution, taking advantage of its status as a high HP weilder. Taking the appearance of a doctor, it’s appropriate that it gains the Healer ability, allowing it to cure an ally’s status condition… that should come in handy.

Despite Audino’s Black and White representation, an old favorite is the one who steals the show. Mega Slowbro gets a hilariously sad new Mega form, where it appears the shell on its tail has begun to swallow him whole. While the look on its face screams for someone to save it, its Shell Armor ability protects it from critical hits, potentially keeping it on the field for a long time. In addition to a Defense and Special Defense increase on top of its already bulky stats, and Slowbro might be even harder to take down as before.

As usual with these types of leaks, we can expect an official announcement in the coming days. What’s your take on the new Mega Evolutions, and who would you like to see get the Mega treatment next? Let us know in the comments!

Update: both Mega Audio and Mega Slowbro have been officially revealed. Take a look at the trailers below!

Typically around this time every year, Nintendo gamers would be knee deep in excitement over the Club Nintendo Gold and Platinum Rewards they receive every year. Thanks to this loyalty program, the gamers who register Wii U and 3DS hardware and software would expect cool bonuses that would range from posters and calenders to figures and exclusive games during especially good years. So when July rolled along and it was time to figure out what free item they would be getting, why is it that the Internet is largely crying foul?

Unlike previous years, 2014 is the first where there won’t be a single physical gift offered for the people who may have spent a maximum of $600 on Nintendo products in order to qualify for the highest reward tier. Nope, this year, the only rewards for both Gold and Platinum members are digital games. So what’s to complain about? Sure, a figure or pins would have been great, but free is free, right? It’s not like Nintendo NEEDS to give anyone anything.

Or at least that’s only part of the story. While the word “entitled” seems to get easily thrown around in the world of gaming as of late, it’s not hard to see why this frustration is justified for a variety of reasons. First, North America has always come off as an afterthought when it came to Club Nintendo, especially since it was the last major region to obtain the program. Japan had it for years, giving out bonuses while we got nothing aside from extended warrantys. Occaisionally, we’d get great stuff like the GameCube Legend of Zelda collection, but these were few and far between. It wasn’t until the boom period of the Wii that we finally got the chance to join the club, but it was nearly a decade after Japan and many years after almost every other region. Still, better late then never, right?

Secondly, North American Club Nintendo members are constantly getting shafted in terms of gifts, even on the standard store where coins can be exchanged for prizes. We might get the occaisional Luigi’s Mansion statue or Mario pin. Hell, we even got an exclusive downloadable game in Doc Louis’ Punch Out in its innagural year. But aside from that, we’re usually getting screen savers, posters, notebooks… Cool stuff to an extent, but when compared to Japan’s numerous game soundtracks or Europe’s freakin’ Mario Kart replica trophy, and it’s no wonder why gamers have often said they wished they could uproot to another country, especially when Australia is giving this amazing Yoshi plush as I speak… Erm, type.

However, the above points are minor as far as I’m concerned, and up to this point, I would still side with the idea that it’s better than nothing. Even if our prizes aren’t nearly as interesting as the ones offered elsewhere, it’s still more than we would get if there was no club at all. So why is the backlash suddenly justified when it essentially boils down to people being unhappy with their free stuff? In this case, it’s because it comes off as an empty gesture, feeling like Club Nintendo is going through the motions, and offering a prize AFTER everyone’s coins and purchases have been accounted for.

To explain further for those who are unaware, Club Nintendo’s premiere statuses work on an annual basis. Within a year, members who accumulate 300 or 600 coins by registering purchased products and filling out their accompanying surveys, (the equivilent to $300 and $600 respectively if you neglect to register early or fill out bonus forms for extra coins). Once June 30th comes and goes, it starts up a new Club Nintendo year, resetting their count towards premiere and starting over. The prizes for Platinum and Gold aren’t revealed until July, so while it’s always been a bit of a gamble, previous years always delivered with at least one prize that most people agreed was a must have item.

But this year changed that. Rather than offering an exclusive set of items, or even an exclusive digital download, we got… Game and Wario. Not to say it’s not fun, but it, and the 15 or so other games being offered, are widely available to everyone who wants to buy them. Why is a free game that you don’t have to wait to be shipped to you a problem, you ask? Let me mention again HOW exactly a person becomes a Platinum member. They have to buy games. And I mean A LOT of games to qualify. So chances are, if the company’s most loyal customers reached this status, they’ve either already purchased the titles they wanted while the ones they don’t remain unpurchased for a reason. At best, we’ll get a game that we don’t want. At worst, we get nothing, because we already own everything that’s being offered. If there was ever a year to clue us in on the prizes ahead of time, this would have been it. That way, people who owned these games could have saved their coins for the following year. Instead, they have to start from scratch after using them on a prize that dones’t apply to them.

What makes this situation the most frustrating is that it could have been easily fixed by giving us more options. We might never know why a physical gift was ruled out, but for whatever reason, why couldn’t have we been given the choice to download any game within a certain price range? Game and Wario is going for $30 on the eShop right now. Why couldn’t Platinum members been given the option to purchase a game of their choice up to that amount? Or Gold members being allowed to purchase a game that’s $5 or less? But instead, we’re stuck with games we either already have, or don’t want.

This year’s prizes have left many Club Nintendo members with a bad taste in their mouths, and it’s hard to not see why. With that said, I’d love to hear some other thoughts on the subject. Do you think the anger is unjustified? Is anything for free better than nothing? Will you continue to fill out Nintendo’s surveys in the hopes of better prizes next year? Share your opinion and join the discussion below!

ClubNintendoLogo-600x6002

Briefly: Following the reveal of Chrom, Lucina, and Robin late last month, another fan-favourite fighter has just been confirmed for the upcoming iterations of Smash Bros.: Meta Knight!

Smash Bros. creator Masahiro Sakurai revealed the news on Miiverse earlier today, stating “Looks like there was an impostor in the earlier posts, so I introduced him to my sword!” …I’ll leave it up to your imagination if he really said that or not. The veteran hero, Meta Knight, returns to battle!! We didn’t forget the Battleship Halberd either!!”

Sakura continued, detailing one of the character’s special moves: “Meta Knight’s Up Special Move, Shuttle Loop, changed quite a bit in this game. The glide is gone, and the attack slashes opponents twice while spinning in a large loop. This has turned into a highly technical and effective move.”

I’m a big Mario player myself (though I cannot wait to try out Pac-Man), but you can take a look at the first Wii U Meta Knight screen below, and be sure to let us know who you’re most excited to play as when Smash Bros. hits later this year!

Meta

Literally years have passed since the initial announcement for Professor Layton VS. Phoenix Wright: Ace Attorney, one of the most unexpected crossovers in recent memory. After tons of speculation and a fear that the title might never get localized, those thoughts were put to rest when an official announcement was made confirming its impending release earlier this year. Now, we find ourselves about a month away from being able to play it for ourselves, but we got a small taste of what’s to come, courtesy of the Nintendo Lounge at San Diego Comic Con.

Divided into two sections, the game features both Professor Layton‘s trademark puzzles and Phoenix Wright‘s trial sections. On Layton’s side of the equation, his game play is essentially identical to his native titles, leading him and his assistant, Luke, to examine environments via the touch screen for hint coins and puzzles. Ranging from logic tests, math based scenarios, mazes, and many other challenges in between, a certain amount of puzzles need to be completed before progress can be made. While these challenges can range from insultingly easy to frustratingly difficult, the demo was kept on the simpler side of things, allowing progression to flow smoothly.

To celebrate the grand opening of the Pokemon Center online store, The Pokemon website has announced that the Pokeball patern Vivillon is now available to download as a Mystery Gift in Western copies of Pokemon X and Y.

Vivillon is a new Pokemon, introduced in the newest games as the typical three stage bug that usually shows up at the start of a trainer’s adventure. But before dismissing it as Butterfree number five, once fully evolved, its wings will display one of numerous patterns, which vary depending on where the player lives in real life. Until now, this special Pokeball patern was only available through a giveaway in France, making the pattern highly sought after. But after receiving our own version with the significantly less cool Fancy patern, and an abysmally pointless giveaway of Pinsir and Herracross that have NO special moves, (or even their Mega Stones without a special trip to GameStop), it looks like this might be the first step towards giving us event Pokemon that are actually sought after.

This giveaway will be taking place until August 12th, so you won’t have long to download it before you’ll have to say bye bye Butterfree Vivillon.

Vivillon

With anticipation building for the upcoming 3DS exclusive, Monster Hunter 4: Ultimate, Capcom revealed some information in regards to its upcoming title that will surely please the Nintendo faithful.

Hunters will be able to don Link’s legendary equipment from the Legend of Zelda series, complete with his trademark green tunic, Master Sword and Hylian Shield. As you can probably guess, the items act as a sword & shield weapon type, with which players will be able to channel their inner hero while they take down the game’s most ferocious beasts.

As someone who is highly anticipating MH4‘s release, and a HUGE Zelda fan, I can’t wait to start putting the Master Sword to good use in this type of game. Of course, crossovers with other franchises aren’t new to the series, with InuYasha’s Tessaiga coming to Japanese copies of Monster Hunter Tri and 3 Ultimate, as well as some of the game’s most iconic monsters appearing in Metal Gear Solid: Peace Walker. It’s great that Link’s gear is actually going to make it state side. All we got last time was some generic sword in place of the fuzzy anime blade. Oh, how I loathe licensing deals.

But it begs the question, will the equipment be good? Usually with themed gear such as this, its strength is so low, that it’s not worth using. Even if this is the case though, being able to play dress up as one of gaming’s greatest icons can only be a good thing.

Monster Hunter 4 Ultimate is planned for a January 2015 release.

Atlus has announced that the upcoming 3DS exclusive, Persona Q: Shadow of the Labyrinth, will become available on November 25th. Bringing together the casts of Persona 3 and 4 for the first time in an RPG setting, (and also marking the first Persona RPG in six years, the team behind the Etrian Odyssey series is bringing their expertise to this first person dungeon crawler.

But for those wondering if the core experience we expect from the series will remain intact, don’t worry. Atlus is promising that Q will retain the combat and character development of the core titles, which will be interesting considering these are established characters in a “what if” scenario. Something tells me it won’t take itself so seriously.

All initial prints will come with special packaging and a half set of tarot cards, but you’ll want to pick up the limited edition if you want all the goodies, including a handy 3DS XL case imported from Japan! Too bad we can’t get that amazing Q themed 3DS to go with it…

But enough wishing for what never will be. Check out the opening movie and let us know if you plan on picking up Persona Q this November!