Outside of the Pokken Tournament DX and Pokemon Ultra Sun / Ultra Moon reveals during the latest Nintendo Direct, there was one last surprise that sneaked into the tail end of the presentation. Following the success of the original Red Blue and Yellow on the 3DS Virtual Console in 2016, Pokemon Gold and Silver, their Game Boy Color sequels, will get their own retro revival on September 22, day and date with Pokken‘s Switch release.

Hailed by many as one of the greatest Pokemon generations of all time, Gold and Silver introduced many of the mechanics that have become mainstays in the years since, including breeding, berries, the ability for Pokemon to hold items, shiny Pokemon, special Poke Balls, the Special Attack and Special Defense split, and the debut of the steel and dark types. Some features like the Pokegear, which let you arrange rematches with trainers you’ve defeated, play a radio to manipulate encounter rates, and the day and night cycles where different Pokemon might appear depending on when you play have either been lost in time, or have sporadically popped in and out of the games, but with how much these sequels toyed with the mechanics, it’s no wonder why it’s so fondly remembered. Oh, and did I mention that you can revisit most of the map from the first game too? Why hasn’t that happened since!?

Like the previous Virtual Console release, these titles will also be Pokemon Bank compatible, meaning you’ll be able to transfer what you catch into Pokemon Sun and Moon, and presumably Ultra Sun and Ultra Moon. But remember, you can’t transfer them back, so don’t let go of anything that Johto is too attached to!

Who else will be sitting in front of the eShop refreshing their screen this September? As my second favorite generation, I’m very excited to have a reason to play these again. Let us know what your favorite Gold and Silver moments are below!

Nintendo is going all in with the 30th anniversary of The Legend of Zelda. To get gamers up to speed on all of Link’s adventures, the company announced that the latest mainline Zelda title, the Wii’s Skyward Sword, is now available to purchase in the Wii U eShop.

Set as the earliest game in the notoriously confusing timeline, Skyward Sword took us to Skyloft back when it released in 2011. Trading in his horse for a Loftwing, Link flew through the skies to take on a threat that would set the entire saga into motion, creating what would become the kingdom of Hyrule. Somewhat infamous for Nintendo’s decision to make the game completely motion controlled, AND requiring Wii Motion Plus technology, (which when released, had been built in to new Wii Remotes for some time), it’s gone on to be one of the most polarizing entries in the core series of games.

Now, more people will get the chance to decide for themselves with this surprise release. Retailing for $19.99, Skyward Sword is the last of the 3D Zelda games to get some sort of re-release, with Majora’s Mask and Twilight Princess rounding out the list over the last year. Now there’s no excuse to enjoy the full timeline before Breath of the Wild launches early next year!

What are your thoughts on Skyward Sword? Let us know in the comments, and keep checking back for more details on all things Zelda, including those sweet new Amiibo!

It’s been too long since we’ve had a chance to play a new Rhythm Heaven game. Feeling the need to rectify this, Nintendo announced the next game in the addicting minigame series, Rhythm Heaven Megamix, during their Nintendo Treehouse presentation. Oh, and it’s out now!

From the minds behind the WarioWare franchise, Rhythm Heaven consists of dozens of music based mini games that range from conducting interviews, to singing with a choir and playing Ping Pong. It sounds mundane on paper, but with the crazy characters, charming music and adorable animations that give the game so much personality, Megamix is promising to be even bigger and much better. Featuring new games alongside popular picks from the Game Boy Advance, DS and Wii versions, experiencing the insanity of the game with friends will be even easier thanks to up to four players being able to join in with one copy of the game. StreetPass battles and bonus games that you can unlock with strong performances look to round out what looks like an already packed game, and it doesn’t hurt at all that the wait for the game is non-existent.

If you haven’t played one of these games before, this is looking like the perfect entry point. At $29.99 on the Nintendo eShop, the online store just got a lot more interesting. Are you planning on jumping back into the rhythm, and what minigames are you hoping return?

If you thought about getting caught up before starting up your copy of Project X Zone 2 by downloading the original, you might be out of luck.

For reasons unknown, Project X Zone has been removed from the eShop. The demo, trailers and the game itself are all missing when you search for them on Nintendo’s digital store, with results for the second game being the only hits that come up. Even people who purchased it digitally before won’t get the re-download button, although they can reclaim it in their download history. Considering getting this game to come out in America was somewhat of a miracle in itself due to all of the licensing hoops Namco Bandai must have had to jump through to release it, is it safe to speculate that one of the licenses fell through? That would explain why the second game is still available, since some of the characters from the first game didn’t return.

Regardless of the reason, it’s a shame that the first game is missing. We had an amazing time with it when we reviewed it back when it was released, so let’s hope that whatever issues caused the game to get pulled down get resolved soon. What are your theories as to why it was pulled? Share them below!

Source: NintendoEverything.com

During today’s Pokemon Nintendo Direct, the big news was the official confirmation of Pokemon Sun and Pokemon Moon, an announcement that would have surely had a bigger impact if it wasn’t leaked yesterday. While this is exciting news for sure, the shock of the announcement being eliminated if you were anywhere near an Internet connection, combined with a lack of footage or details outside of a 2016 release window, left me craving a groundbreaking surprise.

Well, we got one! In the closing moments, we were reminded of how we were never able to transfer our Game Boy and Game Boy Color monsters over to the Game Boy Advance, which would go on to be transferable all the way up to the 3DS. That changes with the release of tomorrow’s Red, Blue, and Yellow remakes, because the eShop titles will fully support Pokemon Bank, where your favorite nostalgia monsters can be stored, and eventually transferred into Sun and Moon when they are released.

One of the major questions floating around once the eShop ports were announced was whether or not those Pokemon would be able to be transferred to the new games. The silence regarding the matter made us think that these characters would be confined to their native generation once again, especially since the mechanics have drastically changed since 1996. Fortunately for us, this is clearly not the case.

But with this answer comes new questions. Only Sun and Moon were mentioned as compatible games, so does that mean we can’t move them into other Pokemon Bank compatible games like X, Y, Omega Ruby and Alpha Sapphire? What’s going to happen if we transfer one of the glitched level 300 Pokemon? With unlimited EV points in Gen 1, how will that affect their use in future games? And will they be assigned natures once they make the move? We have no way of knowing for now, but if nothing else, here’s to hoping we’ll FINALLY get to play the Surfing Pikachu mini game in the West, and eventually transfer the freak of nature into our new games. Now I just need to figure out how to move that truck so I can finally get Mew…

All I know for sure is that $5 a year for Bank is more than worth it. What are you most excited about from this morning’s presentation? Are you hoping your MissingNo. will materialize in 3D? And are you dreaming of dominating the tournament scene with your overpowered pocketed monstrosities for Gen 1? Share your thoughts in the comments, and continue to check back with us for more Pokemon news as we approach its 20 year anniversary!

The Wii U eShop offers some of the best video games on the market today. Games like Runbow, Mutant Mudds, Pushmo, Gunman Clive HD Collection, and Shovel Knight expand an already impressive lineup of quality titles offered on Nintendo’s home and handheld consoles. Last December, Shin’en added to the list with FAST Racing Neo–a futuristic racing game which has received critical acclaim from numerous media outlets.

JC got a chance to ask Shin’en a few questions about their latest game, their influences, and what fans can expect in the future.

Geekscape: First off, congratulations on the overwhelming positive reaction for
FAST Racing Neo. From concept art, development, to seeing the game hit
#1 on the Nintendo Wii U eShop—how satisfying is it to see a game
received so well?

Shin’en: We are very happy how the game turned out and about the players reactions. Many of our previous titles also topped the WiiWare or eShop charts but no game sold so FAST 🙂 So from the business side, we are very satisfied. From the development side we are also very pleased.

We never worked so long and hard on a single game, but in the end everything came really nicely together!

Geekscape: What were some key areas the team wanted to focus on in FAST Racing Neo
that perhaps weren’t implemented or explored fully in FAST Racing League?

Shin’en: Our main focus was to make the game very accessible from the beginning while still being a good challenge. We think we really nailed that part. Another big topic was the feeling of speed. We almost needed a year to find the perfect balance to make the players believe that they never played any racing game that fast, while still being fully in control. That was a big challenge.

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Geekscape: FAST Racing Neo looks and plays like a beautiful marriage between F-Zero GX and Ikaruga–while still being able to maintain its own identity. 

What were some of your favorite racing games growing up, and how much of
an influence, if any, did those games have on the FAST series?

Shin’en: Our favorite racing game is still Wave Race 64. It has a perfect blend of great gameplay, great tech and marvelous audio. Of course, we played all racing games from the past when we started with FAST Racing Neo, but we learned quickly we would need to do things very differently.

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So in terms of physics and vehicle handling, I don’t think we have much in common with previous sci-fi racers. Also graphically, besides some obvious nods, we think FAST does really stand on its own.

Geekscape: We here at Geekscape are extremely competitive when it comes to racing games. Have you held any kind of ‘friendly’ tournaments at work, and if so, who is the best Fast Racing NEO player among you?

We played almost every day a tournament. Peter, who did the game testing, is usually on top of the pack followed by Martin. Bernhard is also quite good, although he still refuses to use the ‘leaning’ controls 🙂

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Geekscape: What can we look forward to from Shin’en in 2016?

Our first release is planned for January 2016. It’s an update for FAST Racing Neo which will add new features and a much improved and stable online experience. We also really look out for Nintendo NX.

 

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Looking for some classic Sonic The Hedgehog style action? Look no further than Galaxy Trail’s Freedom Planet. The game is ‘a combat-based platform adventure that pits a spunky dragon girl and her friends against an alien attack force.

If you are a fan of the 16-bit era Sonic games, it’s definitely worth a look–as it uses many of the traditional elements of the Sonic games, while adding its own twists, such as a special meter for certain kinds of boosts and double jumps.

The game was a successful, celebrated Kickstarter project back in 2013, and has received myriads of praise from gamers all over the world. Of course, Freedom Planet would be make for an incredible mobile experience, and during a recent Reddit AMA, Galaxy Trail talked about a possible 3DS port of the title, noting:

The game’s resolution is nearly perfect for the 3DS, but there are some technical restrictions we’d have to deal with first and we also want to think of a good way to utilize the touch screen.

Of course, they also chatted about Freedom Planet‘s transistion from a Sonic The Hedgehog fan title to its own, original property:

Very, very early on. The switch happened when we were still playing around with the physics engine and everything was drawn as boxes and circles, haha. The only Sonic element that existed in some form was rings, which were soon switched out for life petals.

The game is currently available on PC via Steam, and Nintendo’s Wii U, and again, we’d encourage you to give it a look! The full AMA is also filled with interesting questions and answers, so if Freedom Planet looks at all interesting to you, I’d go ahead and take look.

Source: GoNintendo

On May 21st, the sequel to Ronimo’s Swords and Soldiers releases on the Nintendo eShop for Wii U. In this colorful 2-D real time strategy game, take control of vikings, demons and Persians in both campaign and multi-player modes. If you want a taste of what Swords and Soldiers is all about, you can download the first game on the 3Ds and Wii eShop as well as most major gaming platforms.

Take a look at the launch trailer below:

Were you a fan of Swords and Soldiers? Are you looking forward to the sequel? Be sure to let us know in the comments below!

When you bring one of the most popular anime franchises in Attack On Titan, and the developer behind my favorite game of 2014 in Spike Chunsoft, together to create an action game where you slice up giants using dual swords and an awesome set of grappling hooks, it’s hard not to get excited. This was the case when Nintendo and Atlus announced that a localized version of Attack On Titan: Humanity In Chains was on its way to the Nintendo 3DS, putting us on the frontline in the war against the Titans, human-like giants that have feasted on humanity to the point of near extinction. And really, considering that the franchise has produced a live action movie, car commercials, and even its own line of fragrances, is anyone surprised? With such an exhilarating concept, swinging around cities and bringing these monsters to their knees sounds like it was tailor made for gaming. Unfortunately for Humanity In Chains, the title’s strengths are overshadowed by its shallow game play, limited campaign, and visual shortcomings.

AOT retraces the steps of five characters up until the end of the first season of the anime. Taking control of Eren Jager, players will get the chance to relive key battles from the main story, while unlocking a total of four other characters along the way. Told through still frames and a surprising amount of spoken dialogue for a game meant for a cartridge, it doesn’t mean much when the Japanese voices aren’t subtitled during missions. I still don’t know what they’re saying when I select them, but I’ll guess it’s something full of angst, stoic, or involving food.

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Primarily, each Scout Regiment Member is tasked with eliminating the titular Titans, with slight variations thrown in the mix, (such as protecting allies, keeping powerful enemies at bay, or collecting items throughout the environments.) Using their Omni-Directional Mobility Gears, (sets of steam powered grappling hooks strapped to their waists,) each character can speed through environments, latch onto enemies and maneuver into the perfect spot to attack their weak points. While there’s a bit of a learning curve, once you get movement down, killing Titans is highly rewarding. Part stealth, part action and part rhythm, attacking involves charging at the monsters at a distance. As your character gets closer, a ring closes towards the center of the screen, prompting you to attack once the ring is in the red, or critical zone. If timed properly, you’ll slice off the limb or neck you’re targeting, resulting in either a stun or a kill depending on where you were aiming. Miss, and you’ll do significantly less damage and dull your blade, eventually forcing you to switch out the weapon and leaving yourself vulnerable in the process. In addition, if you flick the left stick while attacking, this starts a spin attack, which will do more damage and cut through counterattacks, but with a much smaller critical zone. It’s a give and take.

Admittedly, this combat style is an accurate depiction of what the anime is all about when you consider that the goal is to cut the nape, rinse and repeat, but after the shock and awe of pulling off such amazing kills, it becomes easy to see where the game play goes wrong. The timing for critical hits will sporadically change speed, throwing off the needed timing to pull them off. To make matters worse, the spin attack is all but useless since the prompt rarely reaches the critical zone before the attack connects. Especially when normal attacks are more than enough to land a one hit kill, there’s rarely a point where you need to use it. What’s worse is that positioning is harder than it needs to be due to some horrendous camera controls, which constantly move against  the character and need to constantly be reset. Thankfully, New 3DS or Circle Pad Pro owners can use the second stick, which is an absolute must if you expect to keep your handheld from getting thrown against a wall.

aAttack2

Oh, and did I mention that this is pretty much all you do throughout the entire game, which is contained in small, blocks of land surrounded by invisible walls? It’s disheartening to see so much city in the distance with no way to explore it. There are a few missions here and there, like one in an open field, where you need a horse to get around on with no buildings to grapple onto, or taking command of Eren’s Titan form, breaking down the fights into a straight brawl. The problem is that there are literally only a handful of these missions, and most of them can be completed in minutes. In the Titan stages specifically, these are easily beaten by mashing the two attack buttons while occasionally blocking, lacking any real depth that we would hope for in a giant on giant brawl.

These flaws are only made worse by the fact that most of the missions are repeats of each other since most of the character’s stories intersect, with little to distinguish the characters aside from looks. In fact, aside from Eren’s Titan missions and Sasha’s item collection quests, the cast are essentially just copies with different skins. The ONLY difference I could find was that Mikasa and Levy can escape being grabbed on their own, while everyone else needs to be rescued by an AI ally, (which they are surprisingly good at.) To top it all off, even with repeated missions, I was able to finish the story in about three or four hours with almost all A+ ranks on the first try, which would have been even shorter if I didn’t get stuck on an item collecting quest since the gleam on the ground is almost impossible to see.

Humanity In Chains‘ only saving grace is its multiplayer World Mode, where you take the character parts you unlock in story mode, splice them together to make horrifying mixes of your favorite team members, and take on more difficult quests either alone, or with up to three other friends. Here, team members can customize their gear, level up their stats and fight enemies in new ways, including guns, which help give an upper hand against these stronger foes. At least, they’re supposed to, but Titans at a distance tend to spaz out, with their, (and ONLY their,) framerate dropping to the point where it looks like they’re part of a flip book. Between this, the bland environments and the huge amount of pop in, it’s safe to say it won’t win any visual or technical awards come year end.

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Still, there’s fun to be had in World Mode. In fact, I can’t help but feel that the story mode was an afterthought, considering I rarely had to switch blades, and never healed or refilled steam there, whereas it’s a necessity in World Mode as missions get harder. If you can get a group of friends to play either locally or online, the hardcore fan will likely have a good time, but there’s little reason to do so otherwise.

If we could describe AOT‘s problems in a more concise way, it would be that it’s marred with repetition and a lack of depth, further hindered by some big visual glitches and very little to do. Couple that with its abrupt non-ending and painfully short length, and all you’re left with is an entertaining multiplayer mode that will do little to entice anyone outside of the most devoted fan of the series. If you can find a group of otaku to play with, you might find some fun, but otherwise, I’d pass on Humanity In Chains. If this is the future humanity has to look forward to, extinction isn’t looking so bad.

tl;dr

+ Rewarding core mechanics

+ Multiplayer has numerous customization options, unique missions and exclusive weapons. Fun with a group!

– Repetitive, one note attacks that don’t work some of the time.

– Terrible camera controls that almost require a New 3DS or CPP to make playable.

– Repeated missions with little to no difference between characters, contained in small areas that are rife with invisible walls.

– Ugly graphics made worse by odd framerate dips and way too much pop in.

– A three-four hour campaign with no real resolution, an abrupt ending and only partially subtitled Japanese dialogue.

Final Score: 2/5

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

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]

To celebrate the 22nd anniversary of Super Mario Kart‘s release, Nintendo has announced that three Mercedes-Benz vehicles, based on real models that have been developed by the car maker, will arrive as free DLC on August 27th.

Consisting of the Silver Arrow of the 1930’s, the 300 SL Roadster from the 1950’s, and the modern GLA, (which comes with its own special wheel options), this DLC pack will kick off a “Mercedes Cup” tournament. Taking place between August 27th thru September 23rd, players from all around the world will be able to put these new vehicles to the test, and prove their luxury car supremacy.

In addition, the game will receive a new update, with a plethora of fixes and enhancements that will surely improve the game. According to Nintendo’s official press release, they include the following:

Drivers will now have the option to display the course map on the TV screen during races.
The order of the menu after each race will be changed to “Next Race”, followed by “Watch Highlight Reel”.
The game will remember the most recent kart options that were selected, even if the Wii U system was powered down.
Users will be able to change options of other players’ Mario Kart TV downloaded highlight reels, such as changing the focus to different characters or actions.
A score screen will be added so players can see how many coins they’ve collected, the win-loss record of their online battles and their frequently used characters.
Improved the stability of the online connection to enhance user experience during online battles.

Free DLC and a ton of fixes? Not too bad if you ask me! Of course, you can always show your appreciation for all the free stuff by downloading the original Super Mario Kart, which hit the Wii U eShop today for $7.99. Or not, if soul crushing difficulty and a wall-less Rainbow Road isn’t your idea of a good time.

Now that Mercedes-Benz in Mario Kart is officially a thing here in the States, is there anything else you would like to see come to the franchise? And who else will be participating in the tournament? You’ll be sure to spot me in your rear view mirror, assuming they go back that far.

The World Cup might be exciting, but can your favorite player summon a dragon with the force of his kick?

To celebrate the start of summer alongside all of the World Cup festivities, Nintendo has cut the price of Inazuma Eleven in half, pricing it at a mere ten dollars! Featuring a group of kids as they work towards becoming the greatest high school soccer team in Japan, this sports/RPG hybrid is one that a fan of either genre should definitely look into.

Developed by Level 5, (the talented folks behind such classics as Dark Could, Professor Layton and Ni No Kuni), Inazuma Eleven is the first of a long running franchise that debuted on the Nintendo DS in 2007. Since then, the game has become a monster, spanning sequels and spinoffs across the DS and Wii, multiple movies and two anime series… only they were only released in Japan and Europe. The 3DS release of the first game back in February was the first time us Westerners have had a chance to play it, and if our review is any indication, (which it is), then this is a no brainer purchase, especially at such a low price.

So go ahead and pick up one of those Target exclusive 3DS AR points cards for ten bucks and throw those points at Inazuma Eleven. The sale is valid until July 16 (when it’ll jump back to $19.99), so you won’t have long to take advantage of this awesome deal!

I don’t know about you all out there in this strange land we call the Internet, but I tend to really like games that think outside the box and blend genres. Portal blended the FPS and puzzle genres while Mirror’s Edge did the same for platforming and both were praised for it. But who would have ever thought an RPG and soccer could go so well together?

Not only do they go together, but they do so incredibly well, thanks to the masterful hands at Level 5, (of Professor Layton and Ni No Kuni fame). In Inazuma Eleven, players are put in the very capable cleats of Mark Evans, an overenthusiastic goal keeper who aspires to lead the Raimon Junior High soccer club to a championship, achieving both his and his late grandfather’s dreams in the process. The only problem? The rest of the team couldn’t care less about the sport, preferring to lay around in the club house and do absolutely nothing. Things look grim for Mark when the school threatens to disband the club if they lose an exhibition match to Royal Academy, a team that’s gone undefeated for 40 years. But when a new transfer student arrives at Raimon who also happens to be a star soccer player, Mark realizes that recruiting him might lead to a turn the team’s fortunes around.

So surely you must be asking how a soccer RPG would even work at this point. Surprisingly, the way the game is laid out is much more traditionally than you’d expect. Obviously, you’re going to spend a ton of time on the field, but Inazuma is more like sports meets a 32 sided die. Entire matches are controlled with the stylus, drawing paths for players to travel and tapping spots on the field where you want the ball to go. This control scheme has a moderate learning curve at first, but it’s nothing that practice won’t fix.

Inazuma Eleven Screen 2

When players make contact, a clash initiates. Each teammate has their own set of stats ranging from kick strength, ball control and speed, as well as one of four elements that has strengths and weaknesses against the other three, all of which come into play during these battles. From there, each player involved has one of two options, a move that has a lower chance of success, but has a higher rate of keeping the ball if successful, or a move that is more likely to succeed, but comes with a higher risk of losing control of the ball or getting a foul called. When regular moves just don’t cut it,the team can eventually unlock special moves, the soccer equivalent to magic spells. These lead to some really fun animations that show players summoning gods to block shots, conjuring tornadoes to incapacitate opponents and shooting goals with flaming kicks. It’s like Shaolin Soccer meets Blitzball, and it’s a complete joy to play.

To add to the depth, each player and ability has an element, creating a rock-paper-scissors mechanic to an already complex game. With four types in play, (water, fire, grass and ground), how you balance your team is one of many aspects to keep in mind when you’re putting together the best club possible, especially if the opponents favor any one type. But before you get too trigger happy with the flashiness, each player has their own FP and TP, (this game’s equivalent to HP and MP), so deciding when the best time to pepper your kicks is a huge part of the game’s strategy.

Most of the game is spent exploring Raimon Junior High or the rest of Inazuma Town’s multiple areas while discovering treasure, secret training points and story missions along the way. And since apparently EVERYONE but your team loves to play the sport, different clubs will challenge your team as you walk through the city, essentially acting as the game’s random battles. Talking with the various NPCs throughout the city can result in the acquisition of quests, leads to new players and stat boosts for your party. In addition, your team managers can court members of teams you’ve defeated onto your side as well, with hundreds of potential players at your disposal. With so many possibilities, it makes the local multiplayer matches that much more interesting, since you’re not likely to play the same team twice. It’s just too bad that there’s no online play, because as great as this game is, it’s a niche title that’s an eShop exclusive. Good luck finding anyone locally to play with…

Inazuma2

With so many players to recruit, it’s a good thing that Inazuma Eleven gives you so much time to play with them all. The story mode consists of ten chapters, each one featuring a different team that’s looking to take you down. Almost like a villain of the week anime, each group ranges in levels of ruthlessness, to the point where some are willing to hurt, manipulate and even kill to ensure their success. Whoa! Soccer is serious business! The 12-ish hours the story provides will leave you surprised at how far the characters will take their obsession, but it’s right up the alley of your standard anime story. Only, you know… soccer!

But as fantastic as I found Inazuma Eleven, there are a few noticable areas where it fouls. First off, the game comes off as incredibly dated from a presentation standpoint. It’s true that this game is a port of an old DS game, and it shows on the 3DS, especially compared to other games, both eShop and retail wise. The game has a fairly steep learning curve as well, throwing you head first into matches with little direction. The relentless AI doesn’t help matters much either, making the first games frustrating. It took me a good hour or two to become decent, which was partially because the opening tutorial sections don’t explain some vital pieces of information such as what each stat does. Sticking through it is its own reward though, since the game gets so better and better as it progresses.

That is, until the end. While most of the game can be played grind free after the opening moments of Inazuma, the end game serves up a sudden difficulty spike, forcing your team to spend a few padded hours building their strength, even if you never skip a random battle. When you consider that you can only build up a handful of players at one time, this can take a long, tedious amount of time before you’ll be able to push through the end of the game.

Inazuma3

To rub salt into the would, the final battle takes place after a long string of  unskippable cutscenes, forcing you to go through the painful punishment of sitting through them again… And again… And again… This wouldn’t have been possible if the game gave you a retry option when losing story matches, but instead, the developers opted with an instant game over, taking you back to your last save. Mildly annoying during the standard story, and mind numbingly angering at the end, when you consider final bosses SHOULD be able to beat you the first time in, most players will have to sit through this frustration at least once, which is one too many times for me.

But even with those complaints, Inazuma Eleven scores in almost every other area. Dispite it showing its age as a DS port, the game play is never dull, the story is completely absurd, (in the best way possible), power ups force the game to evolve as you progress and the music is as charming as you’ll find from more recent releases. Most of all, the game is a truly unique experience that both RPG and sports game fans will be able to get a ton of mileage out of, making this cup one that can’t be missed!

tl;dr
+ A near perfect blend of soccer and RPG game play, creating a unique game play experience.
+ Both defensive and offensive powers keep the game fresh as you progress through the ridiculous anime style story.
+ Hundreds of characters to recruit and level up, creating countless unique teams to be discovered.
+ The ability to take your custom teams and play against other players locally, (if you can find any).
– As a DS port, the game’s visual presentation shows its age, especially for making its Western debut on a more powerful system.
– Late game grinding forces the final moments to come to a screeching halt.
– Instant game overs during story games create more backtracking than should be necessary.
– The tutorials don’t explain the game as well as they could have, especially with the unique game play mechanics introduced by the series.

Final Score: 4.25/5

The Mario Kart franchise has always proven to be a hit with casual and hardcore gamers. Prior to the release of Mario Kart 8, the franchise has sold over 100 million copies worldwide, so it should come as no surprise that the latest entry in the series would be one of the fastest-selling video games of the year.

This morning, Nintendo of America announced that the highly-anticipated Wii U title sold 1.2 million copies in its first weekend of release. Nintendo of America President and COO Reggie Fils-Aime commented on the game’s opening weekend success:

“The early response to Mario Kart 8 demonstrates that the best days for Wii U are still ahead. This year’s E3 is just days away, and it will be all about the future games for Nintendo platforms. This milestone is a great place to start!”

Time will tell if Mario Kart 8 will be able to surpass the worldwide sales of Mario Kart Wii which stands at 35.5 million copies. With Mario Kart 8’s breathtaking visuals, glorious soundtrack, and the free Wii U game download promotion, Mario Kart 8 has a pretty decent shot of doing just that.

Source: Nintendo of America Press Release

Originally released in early 2013, Retro City Rampage from Vblank Entertainment takes everything you loved about the video games, television, and films of the 80’s and 90’s and compresses them into an 8-bit Grand Theft Auto-esque parody filled with more inside jokes than humanly possible. Time-traveling DeLoreans? It’s in there. Does it have certain hard-shelled ninjas who live in sewers? You’re covered. A John Stamos hair salon? You bet.

Though the game received positive reviews from the gaming community, the staff at Vblank has spent the past year working hard to improve all aspects of Retro City Rampage–tweaking all of the game’s missions, mini games, weapons, driving, and interface– culminating into the ‘director’s cut’ of the game entitled Retro City Rampage: DX, which debuted February 5 on the Nintendo 3DS eShop.

Retro City Rampage developer Brian Provinciano sat down with Kit and Krista of Nintendo Channel for an in-depth interview regarding all of the improvements found in Retro City Rampage: DX.

http://youtu.be/XeYEjOOtTsI

Official Retro City Rampage website

Many gamers like myself have been waiting on pin missiles and needle arms for tomorrow’s scheduled release of Pokemon Bank and Transporter, the two 3DS apps that would bring cloud storage to the series for the first time. Not only were users promised a free legendary Pokemon with Celebi, but these programs would allow gamers to transfer over all of the Pokemon that they’ve captured over the last 10 years into their new copies of Pokemon X and Y, so it’s not hard to see why the release was so highly anticipated.

In fact, the only ones who apparently couldn’t see it was Nintendo themselves.

Possibly due to the large influx of new consoles connecting to Nintendo’s servers on Christmas, combined with the Japanese release of Bank, the entire Nintendo Network has been down for nearly 24 hours. Gamers all over the Internet have reported not being able to access the eShop, download their digital games that were bundled with their consoles, and have lost online function in certain games.

Due to the incident, Nintendo has pulled Bank from the Japanese eShop. Furthermore, those who were able to get onto the eShop in Europe and here in the States have pointed out that the release date has been switched from December 27th to “TBD.” It’s safe to say that some more prep might have to go into launching the applications for the rest of the world.

It’s not uncommon for popular downloads to crash servers. After all, the PSN and Steam stores went down yesterday, the latter due to the free Left 4 Dead 2 giveaway yesterday. Without an official statement on the delay, I’m crossing my fingers that Nintendo will have things in order by tomorrow. However, when you consider that millions of people from around the world will be connecting at the same time when the Japanese region alone was a huge reason for the Network to crash, well… let’s just say that a shiny Mew in the Wonder Trade is more likely at this point.

If anything, I hope we get an extra legendary for the inconvenience. Jirachi perhaps? As always, check back with Geekscape for any official updates.

Pokemon trainers like myself are eagerly counting the days until December 27th. This date will be remembered as the day that the world of Pokemon X and Y changed forever. For on this day of days, Pokemon Bank and Pokemon Transporter will arrive on the eShop, letting us import our companions from Black, Black 2, White and White 2 versions, which potentially includes everything from Ruby and Sapphire onwards. You’d be crazy not to download it, but if you were on the fence, (and why would you be?) it looks like the pot has just been sweetened.

Every person who downloads Bank and Transporter will receive Celebi, an event exclusive Pokemon who debuted as #251 back in Gold and Silver. The grass/psychic type has been a fan favorite for years, including yours truly who still considers it the best of the event exclusive series.

Celebi will be available until September 30th, which is plenty of time to gather the $4.99 necessary for the annual fee for the storage service. Remember, once the service releases, a 30 day free trial will be given to those who download it before January 31st, so there’s little reason why online shouldn’t be flooded with the things come release.

While I love Celebi, I’ll be “that guy” and complain about a free giveaway. I have to point out that it’s been given out so often that this feels a little unnecessary, especially when I can’t remember the last time Jirachi was distributed… unless they’re saving it for something big in the future. Hoenn confirmed!?!?

Ahem… anyway, as mentioned, Bank and Transporter will release on December 27th. Confused about any of it? The trailer below gives you all the juicy details on how it will work. We have nine days to catch em all! Let’s get to it!

Briefly: Phoenix Wright: Ace Attorney – Dual Destinies has finally made its way to North America, and Capcom today debuted a great launch trailer for the game.

The video introduces many of the title’s central characters and gameplay moments, and it looks like an absolute blast. It’s been some time since I’ve played a Phoenix Wright game, but I will definitely be giving this one a buy.

Take a look at the trailer below, and let us know what you think! Phoenix Wright: Ace Attorney – Dual Destinies is available on the 3DS eShop for a cool $29.99.

Once a year, video game developers converge to Culver City, California to showcase their creations at IndieCade–a festival dedicated to independent games. A collection of interesting titles were displayed this year, but our focus will be on Nintendo’s offerings and the games Wii U and 3DS owners can look forward to playing. Among the many titles displayed at Nintendo’s booth, one the biggest hits was Scram Kitty and his Buddy on Rails from Dakko Dakko (@dakkodakko)–makers of the Playstation Vita title Floating Cloud God Saves The Pilgrims. Scram Kitty producer Dan Croucher (@dancroucher) was kind enough to answer some questions for us about their upcoming Wii U eShop game.

Geekscape: On an interview posted on dakkodakko.com. Rhod mentioned that the development team used games such as Gunstar Heroes and Smash T.V. as references for Scram Kitty and his Buddy on Rails. For you, what was it about those games which made the gameplay memorable?

Dan Croucher: “There’s so much that inspires us in those games, and others like them – the art is a big influence of course, but from both games, it’s the fast, arcade-style control of the player, the use of weaponry in a strategic way, the progression of difficulty through interesting and varied enemies, a sense of style and coolness in the game world. From Smash T.V. in particular, the top-down view is a big thing, as there aren’t that many games that do that still, having intelligent enemies that swarm around you in both enclosed rooms and wide open areas, meaning that your positioning and movement is as important as the shooting. Games from that era always feature for us as influences just because of how they focus on polished, frame-perfect gameplay above all else and put the player’s skill at the center of it all.”

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Jumping between rails to avoid projectiles is key.

Geekscape: I really like the idea of having the television screen give those watching someone play the opportunity to get involved by pointing out information to the player. It reminds me of the arcade days where others would hang on the side of the cabinet and point out power-ups or hidden areas. Was that something the team wanted to address from the get-go, or was that a result from play testing?

Dan Croucher: “Using the second screen in this way was core for us from the beginning – we are making the game specifically for the Wii U hardware and putting an ‘expanded view’ on the TV to draw in and entertain the other people in the room was something we wanted to do specifically when we saw the GamePad – be that to reproduce that arcade feel you mention, or to encourage the turn-swapping that we all experienced when playing with our friends, brothers and sisters on 16-bit games when we were younger.”

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Link isn’t the only one who can unleash a spin attack!

Geekscape: The mice seem pretty hell-bent on getting rid of all the cats. What kind of obstacles should players expect to confront?

Dan Croucher: “The mice are the at the center of all the trouble in Scram Kitty and his Buddy on Rails and we have this idea of ‘ranks’ where you’ll fight everything from hordes of small, weak mice in little ships to the same mice protected in imposing clanking mechs to stronger ‘commander’ mice that have all sorts of guns strapped on them and really fight back. Aside from the mice, exploration is really important so there’ll also be mines, static gun emplacements, electric doors and gates, switches and many special rail types to mix it all up.”

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Enemies will surround you from all sides.

Geekscape: Any message you would like to give Nintendo fans who are eagerly awaiting Scram Kitty’s release?

Dan Croucher: “It won’t be long! We’re working really, really hard to make Scram Kitty the sort of game that long-time Nintendo fans will love for its crafted gameplay and precise, fluid controls. Pure platforming and shooting gameplay wrapped in gorgeous art and audio never really goes out of date and we are aiming for that at all times–something brand new that recaptures the glories of the SNES era.”

Be sure to check out the new trailer for the game below!

http://www.youtube.com/watch?v=tFoj80oRnM8

 

Wii U owners, get ready to add this gem of a game to your collection soon.

Briefly: Nintendo Business Development Manager Dan Adelman announced yesterday that Nintendo is finally bringing eShop purchases to your computers and smartphones.

Although Adelman isn’t “personally directly involved” he has confirmed that you can log into the eShop site, purchase something, and have it download so that when you next sit at your console, it’s ready to use.  This is perfect for casual gamer who aren’t on their system all day (and every day), as it increases the accessability of the games to the players.

All they need now are Android and iPhone apps! Please?

img_maininternetbrowserSource: Joystiq 

As most fans of the Ace Attorney series probably know, the last few years have been a turbulent ride for everyone’s favorite spikey haired defense lawyer. Fans were divided over the handling over the last major entry in the franchise, Apollo Justice. Two Edgeworth spinoffs would see releases, but due to poor sales of the first, the second never saw a release outside of Japan. When Dual Destinies was confirmed for the States, it was announced that it was coming as digital only, a first for the series since it debuted here on the DS in 2004. Needless to say, while it’s great that it didn’t pull and Edgeworth and not come out at all, many would be defense attorney’s would rather have the option of a physical copy. While Phoenix and crew may have hit hard times as of late, my biggest fear was that shifting focus back to the original protagonist would completely ignore the plot lines started in Apollo Justice. After some hands on time in the courtroom however, it’s safe to say these fears were put to rest with the defense.

WARNING: Minor Case 1 spoilers may follow!

The demo starts off much darker than previous Ace Attorney titles, (which is hard to do when murder is the norm for each case.) During a previous trial, a bomb went off in the middle of the court room. Apollo was the acting attorney and was injured during the blast. Now, a young girl who was in the room when the blast went off is being accused of the crime, and with Apollo’s injuries keeping him out of action, it’s up to Phoenix Wright to stand up for their client and come out of retirement to stand in Apollo’s place.

 

Phoenix Wright Dual Destinies Screen 1

While Phoenix may have a reputation as a legendary defense attorney, years being away from the bench has left him a little rusty. His ability to bluff his way through a trial however, is alive and well. The court sections play just like they have since the second game. In order to spot contradictions in witness testimony, players must compare their statements to the evidence and confront them when caught in a lie. If there aren’t any errors in their statements, witnesses can be pressed for more information on each statement, potentially giving us an opening that might not have originally been there. But think carefully… Each mistake costs a certain amount of “health” so to speak, and once that bar is gone, the judge will throw your case out and declare your client guilty. You don’t want to live with that on your conscience, do you?

But as we’ve learned in some of the more recent games, sometimes witnesses are too calculating to be cracked. What’s one to do when there aren’t any contradictions in any statements? That’s where Athena Cykes comes in, the hotheaded best friend of the defendant, rookie attorney and Phoenix’s newest assistant. Athena comes equipped with a new Mood Matrix, which highlights each statement and shows you what emotions the witnesses are feeling when they say them. If for example, the person is feeling happy while discussing a ceiling collapsing on then, you know they’re either screwed in the head, or there’s more to the story that they’re telling. Combined with Phoenix’s Psyche Locks and Apollo’s Perceive ability, this power of psychology is a welcomed addition to this crazy world that gamers have fallen in love with.

 

Ace Attorney Dual Destinies Screen 1

Other than the game play, the new 3D animations look fantastic in motion. The writing is in top form, making me laugh out loud multiple times, (and getting strange stares from the people sitting around me in the process.) I’m happy to see that Apollo isn’t being replaced, and instead is standing side by side with Phoenix as dual protagonists. As a side note, I just have to mention how much I love these E3 demos. Like Ghost Trick before it, this game had exclusive dialogue reminding me I’m playing a demo, (“I hope you can win in 10 minutes Mr. Wright. This is just a demo after all.”) Many old and new faces are promising to show up, and if the time I had with the demo is any indication, whether its digital or not, Ace Attorney fans can start getting excited over this newest game giving us another day in court.

Dual Destinies will be heading for a 3DS eShop near you in September.

The original Mighty Switch Force from the 2D platforming masters at WayForward was one of the early examples of why the 3DS eShop was worth being excited for. The game’s popularity would drive it to receive free DLC in the form of new stages and a Wii U port, but now it’s clear the game is too hot for its own good.

Which is why Mighty Switch Force 2 has Officer Wagon playing firefighter in the newest trailer. Bringing back the 2D pluzzle/platforming that made the original a hit and blending it with new water mechanics in place of the straightforward blasting of old, this game has the potential to build on an already great game. Of course, the popular switching mechanics are back, bringing blocks to the foreground and background to solve puzzles. I’m glad to see the game sticking with what works. After all, it’s not the first sequel in the “Mighty” franchise for nothing.

Is trading in the police badge for a firefighter uniform the right way to go? Check out the newest trailer and decide for yourself.

Details on the upcoming Ace Attorney 5: Dual Destinies have been slow to find their way to our eyes and ears, but it looks like Capcom is ready to blow the lid off of this thing.

A Japan only Nintendo Direct focusing on Capcom’s court room drama, (with a side of giant monsters to hunt,) revealed some exciting details regarding the long awaited fifth entry in the Phoenix Wright saga. Highlighting the return of series favorites like Miles Edgeworth and Trucy Wright, (with blink and you’ll miss them shots of former medium in training, Pearl Fey and Apollo’s rock and roll rival, Klavier Gavin,) round out a new cast that seems more than capable of living up to the quirky reputation of these games.

Joined by new assistant Athena Cykes, Apollo and Wright will need her ability to psychoanalyze witnesses if they want to beat new prosecutor, Jin Yugami, a living contradiction who is both a prosecutor AND a prisoner serving time for murder.

Dual Destines was recently confirmed for a digital Western release, so we won’t have to wait much longer. Bringing together the two attorneys as co-protagonists instead of axing Apollo completely is welcomed news, and I must say I can’t wait to play it. New cases, new 3D crime scenes and… dissension within the Wright Anything Agency!? My hype levels are through the roof! Not to mention Phoenix puts on a jacket like a boss!

Check out the newest trailer and share the hype with me! And when you’re done, stop on over and read our feature about why Apollo rocks my socks.

Nintendo had some big news during their latest Nintendo Direct presentation, but none as big as the partnership with Sega to make Sonic exclusive to the Wii U and 3DS for the foreseeable future.

But that wasn’t all the news coming, because Game Gear fans have plenty of reason to rejoice as well. In a blink and you’d miss it moment, Nintendo announced a list of titles from the mostly forgotten handheld that will be coming soon to the 3DS eShop.

The games listed are:

Crystal Warriors

Columns

Sonic Blast

Sonic the Hedgehog

Dr. Robotnik’s Mean Bean Machine

Sonic the Hedgehog 2

Defenders of Oasis

Tails Adventure

Shining Force II: The Sword of Hajya

Sonic Drift 2

G-Loc Air Battle

Sonic Labyrinth

Vampire: Master of Darkness

Including the already released titles like Sonic the Hedgehog: Triple Trouble, Shinobi and Dragon Crystal, the Game Gear library is finally coming along nicely. I have one question though… where the hell is Knuckles: Chaotix?

Did your favorite Game Gear games make the cut? Are you excited to play them without having to carry around eight AA batteries? Tell us what your favorite games from Sega’s portable should make the cut!

Though the savings only extend to three games, Nintendo’s holiday sale could be the start of something beautiful: over the entire course of the Wii lifecycle, I can’t recall the occurrence of a single digital sale EVER. To have one so soon after the release of the Wii U can only mean good things for the future.

It’s no Steam sale, but Nintendo is offering some neat savings on three eShop titles:

Chasing Aurora is a 2D areal action game about the dream of flight. The title is available for a limited time for just $7.49! Though I haven’t played it, the game looks quite beautiful, and I’m sure I’ll pick it up before the sale is over!

Trine was absolutely wonderful, and somehow in the nine months since Trine 2 released, I still haven’t played it! Trine 2 is a gorgeous platformer, with plenty of neat physics based puzzles to perplex you on your journey. Based on the first game alone, I’d recommend this to anyone, and it’s on sale for just $15.99.

 Little Inferno is one of the most interesting, oddly beautiful games I’ve had the pleasure of playing this year. All you really do is burn things in a virtual fire, but the game gives everything such a unique style and sense of purpose, that it’s very hard to put down. It’s a short but sweet adventure, and I implore you to give it a shot. It’s morbid, it’s disturbing, it’s beautiful, and right now, it’s just $9.99!

Seriously Wii U owners, check these games out!

Well this is neat. Nintendo has just announced that New Super Mario Bros. 2 players have collected over 300 billion coins worldwide! That’s enough for every single person on Earth to gather 43 coins! It’s a huge number, and a huge achievement for all players, and of course for the big N too!

To celebrate, Nintendo is doing something very cool. Available now, free to all NSMB2 players is a brand new Coin Rush pack featuring courses from Super Mario Bros. and Super Mario Bros. 3. The new pack is fittingly called the Gold Classics Pack, and will remain free until February 1st, when it shoots up to the staggering price of $2.50.

Way to go players, and thanks Nintendo! Here’s the info:

  • This retro-inspired pack pays homage to iconic Super Mario Bros.™ and Super Mario Bros. 3 courses from the NES™ era and has been injected with the coin-fueled fun of Coin Rush mode.
  • To celebrate the collection of 300 billion worldwide coins, this course pack is available free for a limited time !
  • Free Download between 11/27/2012 – 1/31/2013
  • Starting 2/1/2013, it will be $2.50

Excited? Are you still playing New Super Mario Bros. 2? Anyone get to a million coins!?

This can only be good news, and straight from the big N!

Today we welcomed Nintendo into the 21st century as New Super Mario Bros. 2 welcomed its first few pieces of DLC. Sunday’s pod had the first information about this, and on Tuesday we followed up with all the details. Those coin rush packs are now available for purchase!

That isn’t todays big news however. Nintendo has announced that this holiday season there will be a heavy focus on the eShop and revamping its catalogue. They’ve announced that more FULL 3DS titles will be hitting the virtual shelves this month, and that more are in the pipeline for the future!

Nintendo also revealed several more original titles and Virtual Console games that are set to hit the store in the coming months!

From the press release:

“The Nintendo eShop demonstrates Nintendo’s commitment to providing consumers with unique digital content through a combination of creativity and convenience,” said Scott Moffitt, Nintendo of America’s executive vice president of Sales & Marketing. “The variety and quality of games coming this year is unmatched, from new entries in established franchises to original properties.”

The following content is scheduled to launch in the Nintendo eShop in 2012:

ORIGINAL GAMES

  • NightSky launches Oct. 25. NightSky is an action-puzzle game that offers an ambient game-play experience with cerebral challenges that fill uniquely designed, picturesque worlds. Each of these worlds is broken into different areas in which the player must maneuver a sphere by using realistic physics to advance.
  • Crashmo launches Nov. 22. Players can embrace the laws of gravity and challenge themselves with a whole new kind of action-puzzle play in this exciting sequel to the critically acclaimed Pushmo. New gravity mechanics and gadgets like floating blocks, doors and move switches await, testing players’ skills as they push, pull and slide each puzzle’s colorful blocks in order to climb to the top. Just be careful where those blocks are moved—unsupported blocks will come crashing down.Crashmo contains lots of puzzles to test your brains, and enhanced puzzle-creation and -sharing features mean that even when all the puzzles are cleared, the fun never has to stop.
  • Fluidity: Spin Cycle arrives on Dec. 27, letting players tilt, turn and even rotate their Nintendo 3DS system 360 degrees to maneuver a puddle of water named Eddy through a maze-like, magical world. Change from liquid to a block of ice or a steam cloud to solve fun, gravity-defying puzzles and defeat Goop monsters. Fluidity: Spin Cycle features a new storybook setting to explore that spans the ages, from a lost world full of dinosaurs to the modern world and beyond.
  • Three original games from LEVEL-5 and several well-known Japanese collaborators will launch in the Nintendo eShop for Nintendo 3DS before this holiday season. The first of these games, SUDA 51’s LIBERATION MAIDEN, is set 100 years in the future, when the president of Japan boards her Liberator, Kamui, and fights to free her country one region at a time. AERO PORTER by Yoot Saito and Yasumi Matsuno’s CRIMSON SHROUD are also slated for release by the end of the year.
  • Get ready to unleash pedestrian-tossing pandemonium with Grace and Savannah in Tokyo Crash Mobs, a fast-paced action-puzzle game coming to the Nintendo eShop for Nintendo 3DS in early 2013. Players will need lightning-fast reflexes and an eye for strategy to survive the three chaotic weeks that lie ahead for our heroines, as they take on anyone and anything that gets in their way.

RECENT NINTENDO 3DS HITS AVAILABLE FOR DOWNLOAD

  • Super Mario 3D LandThe Legend of Zelda: Ocarina of Time 3DStar Fox 64 3D and Mario Kart 7 will become available for purchase from the Nintendo eShop on Oct. 18 at a price of $39.99 each. Additional Nintendo 3DS software currently only available at retail stores will become available in the Nintendo eShop in the future.

VIRTUAL CONSOLE

  • Mario Golf (launches Oct. 11)
  • Castlevania: The Adventure (launches Oct. 25)
  • Ninja Gaiden (launches Nov. 8)
  • Zelda II – The Adventure of Link (launches Nov. 22)
  • Wario Land II (launches Dec. 20)
  • Super Mario Bros.: The Lost Levels (launches Dec. 27)

Can you imagine if every 3DS game had a day one digital edition?

Pushmo was the first original eShop game that caught my attention. Pyramids and Freakyforms did not interest me at the time(Though I plan on reviewing them later), so when Pushmo was released, I immediately bought it. It was my first impulse purchase, and it was one I have not regretted at all.

The story of Pushmo begins when you, a round sumo-like character named Mallo, visit a place called Pushmo Park. You meet with the inventor, Papa Blox, who shows you how Pushmo works. Pushmo, according to the game’s eShop page, “are incredible puzzle-like climbing toys” in which you can push and pull individual blocks, forming a path to the top. Suddenly, a young punk has trapped several kids in different Pushmos across the park, and it’s up to Mallo to rescue all the children who are trapped. What’s interesting about the story is that in the main game, there are 180 Pushmos, each with a kid trapped inside. That means this single punk took 180 separate kids in the park and trapped them in gigantic convoluted structures. In any other world, he would have been arrested for kidnapping and endangering the welfare of a minor, but in Pushmo Park, he is left to roam free and continue to wreck havoc on the lives of little children.

In all seriousness, the story does give you context on why you should solve every puzzle in this family-friendly adventure. The visual aesthetics also support this family-friendly nature. The world is colorful and vibrant and the character designs are simple and EXTREMELY cute to look at. The 3D also works well, with the illusion of depth achieved when you push and pull sections of the Pushmo forward. The world of Pushmo is not only a world that is full of positivity and life, but it also looks great as well.

The music and sounds also show off a very bright and happy environment, with sets of levels getting their own theme music. You have tutorials, regular levels, murals, and Nintendo-themed murals to get you through the game. However, there are no other stage themes. You’ll hear the same song repeat in each level in a single set, which is slightly disappointing since the tracks are very good. However, the appeal disappeared right when I reached the last set of stages.

The game play is where Pushmo shines. The goal is to rescue children trapped in the Pushmo, and since they are usually stuck at the top, you have to scale the gigantic puzzle until you reach the goal. When you get past the beginning stages, you are introduced to two new elements that complicate the puzzles: The manhole and the pullout switch. The manhole lets you enter and exit from one manhole to the other as long as they are exposed and of the same color while the pullout switch lets you push all blocks of a same color out when you step on it. It’s important to know when and where to use manholes and switches, especially the switches as you don’t need to hit every switch. If you’re overzealous in pushing and pulling blocks and activating switches, you’re likely to block your path. This is especially true near the end. You can also rewind time by holding the L button, so you can go back and fix your mistakes. Finally, by holding R, you can see the entire Pushmo from afar so you can plan your next step, or if you just want a full view of the Pushmo.

The mechanics are simple but refined. Forming a path to reach the goal is easy to do, and the game builds from that by steadily increasing the complexity of the puzzles as you play. When the manhole and switch are introduced, you have to think a few steps ahead, mainly to see if using a switch or manhole will move you forward or completely trap you. However, you only get into this mindset near the endgame, as the beginning puzzles and some of the midgame puzzles are very easy. It feels like once you begin the endgame, it suddenly spikes in difficulty without warning. I’m assuming that since I’m an adult, I’m able to see things two to three steps ahead. If you’re a child, you might perceive this increased slope in difficulty more easily. For me, I went from breezing through the game to spending twenty minutes solving one part of the puzzle so I can move onto the next part. The difficulty never reached the point where I stopped playing out of frustration. Being able to solve a hard puzzle definitely yields a sense of pride and I felt much more eager continuing to play. The game is rewarding. Though there is a sudden spike in difficulty near the end, it just made want to beat the puzzles even more.

In terms of replayability, the only levels I wanted to replay were the mural levels. The tutorials were just tutorials, and the regular levels felt more like expanded tutorials in the beginning, but the murals were entertaining at least. It was interesting and satisfying to see what shape each Pushmo was as well as climbing on top of a giant lemon soda, or alternatively, Mario.

There are also user-created Pushmos, which are incredible.  It’s amazing to see how creative some people are in making levels.  I tried a couple out and they were just as difficult as the end-game Pushmos and extremely fun like the mural levels. In order to receive user-created Pushmo, you go to the Pushmo Studio in the main menu, click on an empty square in the stage selection, and press the “READ QR CODE” button. You position your 3DS so that the QR code is within the frame on the top screen, and if done correctly, the game will recognize the QR code and download the new Pushmo for you to save and play.

As for making Pushmos, I never got the hang of it, but then again, I’m not very good at creating my own levels in any game/level maker. For those creative and determined enough, the level creator will certainly occupy a lot of your time, as well as playing some of the user-created Pushmos. I definitely recommend keeping an eye on the internet for some great levels.

All in all, I have to say that Pushmo is definitely worth the $6.99 that it is worth and more. There are some minor issues with the music, but that is just nitpicking on what is deservedly a fantastic game, and one that I would definitely call an eShop classic. The gameplay is solid, there are plenty of entertaining puzzles and the user-created Pushmos and level creator will ensure plenty of game time depending on your level of creativity with the level maker and patience with the end-game puzzles. This is one game that everyone with a 3DS has to download.

Sakura Samurai: Art of the Sword was a game I discovered on the eShop a couple of months back, and seeing the trailer for the game, it looked like a fantastic concept. A game inspired by Japanese legends in terms of story and design, a great battle system where evasive dodging and quick strikes are preferred over just a frontal assault, and an epic journey to rescue a goddess from captivity, Sakura Samurai looked to be another eShop classic, similar to my beloved Mighty Switch Force. When I finally got my teeth sunk in the game, I found it to be entertaining during intense moments and was content with its environments and overall aesthetics, but I was just generally underwhelmed by what Sakura Samurai had to offer.

Sakura Samurai starts off with a well-presented prologue. Back in the days of feudal Japan, there was a god who lives in the mountains, and his daughter was Princess Cherry Blossom, a beloved guardian of the land. One day, an unknown evil kidnapped her, and her lack of influence put the land in disorder, causing people to forget about her, save for one vigilant Kappa, who waits for a pure-hearted samurai to arrive and save the Princess.  When you arrive, your sword is enhanced with sakura essence in order to rescue the Princess and the kappa declares you the Sakura Samurai, sending you off on your quest.

It’s a basic story of a hero rescuing a princess, but it’s one that has a great presentation. The art style is cartoony and whimsical, creating an extremely vibrant land to traverse through along with well-designed characters to interact with. It is reminiscent of Okami with its overall aesthetic design, which is definitely refreshing.

While the aesthetics are great, the graphics themselves are not. I am aware that this is a downloadable title from the Nintendo eShop, but it looks like the graphics were rushed, as a few characters and many of the backgrounds have low-resolution textures, making them somewhat blurry. This is especially noticeable in the towns. On a final note, you’ll see similar environments in the regular stages since they reuse the few maps they made for fighting outside the boss dungeon, so be prepared for some familiar sights.

The music itself definitely sets the mood that you’re in Japan. It’s not particularly memorable in my opinion, and is essentially ambient, but it doesn’t break immersion and it does the job. Sound effects and voices definitely play a bigger role and it ties into the gameplay.

The combat is about reading your opponent’s movements, evading their attack at the last second and then striking when they’re open. When you evade properly, you earn precision points that you can sell for gold as well as build your sword meter. The more points you collect without getting hit or having your attack blocked, the more money you make, and when your sword meter is full, you can use a special attack that hits all enemies on screen for massive damage. Once you master reading the enemies’ tells, and go up against a larger group, that’s when the game gets really fun. There are regular swordsmen, spearmen, archers, ninjas, and samurai all out to get you, each with their own attack movements to read off of. As you advance on, you find more powerful versions of the same enemies. They do more damage and move faster, which forces you to speed up your reaction timing as well. You can also use items to heal yourself, distract an enemy, attack from a distance, or repair your sword if it gets dull from improperly planned attacks. Finally, when you beat a level for the first time, you get one half of a cherry blossom petal, which is essentially half a heart piece from Legend of Zelda.

While the battles are fun initially, the gameplay does get repetitive, mainly due to an ultimately limited amount of enemies as well as each enemy attacking one at a time. It is fun to defeat large groups of enemies, especially groups with different enemy types in the later levels, but even perfecting your evasion will wear out at some point. Also, you can enable free movement by holding X during battle, which means you can run. However, this means every single enemy will attack you simultaneously with no way to see how they’re attacking you. The combat system was clearly designed for one-on-one fights, which makes free movement entirely pointless.

There are 3 main parts to Sakura Samurai. There is the Map, which let you move between stages in that colorful overworld, the Field/Dungeon in which you fight enemies and advance to the next stage or boss and the Town. In the town, you can repair and upgrade your sword, buy items, go to the inn to heal and save your game, plus play mini-games. The mini-games involve you slicing a set number of fruit, whether perfectly in half or just slicing in general. You win gold if you wagered it or stamps that you can collect. The stamps, while not essential, can earn you extra items and unlock a more powerful special attack.

New towns gives you different mini games that offer more stamps than previous towns, though if you are patient and grind the 1st town’s mini-games, you can unlock the most powerful special attack within an hour of grinding. To highlight how easy it is to easily upgrade your character, I actually found a design flaw that gives you lots of gold. When you die, the kappa appears on a previously cleared level. By replaying that level, defeated enemies drop 5-7 pieces of gold, and there are usually 2 to 5 enemies in a single level at once. There is no penalty for dying either. (No lost items, gold, decreased sword level, or a different ending) Using this method, I got the most powerful special attack, maxed out my inventory, and upgraded my sword in under an hour. Thankfully, you can’t upgrade your sword to the maximum level in the 1st town, but it still made the early game MUCH easier which should have provided a decent challenge.

When you beat one of the bosses, you unlock a challenge mode in which you have to defeat a set number of enemies in a single run. There are 30, 50, and 100-enemy challenges to tackle, and the only benefit is to see how fast you can beat it. There is also the Rock Garden mode where, once per day, you can register the amount of steps you take with your 3DS to revive dead cherry blossom trees in your garden. There also aren’t any apparent benefits other than for its own sake, though it is nice to have an excuse to go walking. After you beat the main game, you unlock Expert Mode, which has you restart the game with no power-ups or inventory. Enemies deal twice the damage, you can’t increase your max health, and items are twice as expensive. Expert mode also has no benefit for playing other than bragging rights. This game might be worth replaying at least once, though when you finally beat it, you’ve seen everything Sakura Samurai has to offer, and for 7 dollars, that’s not a lot of value.

Sakura Samurai is not a bad game. It’ll run you between 2-5 hours if you stick to the main game without trying to upgrade your character, 10 hours if you want to beat the challenges, maximize your character and finish Expert Mode. It has a visual aesthetic that reminds me of Okami and I think that a combat system requiring precision and finesse to attack rather than brute force is definitely engaging. It was what led me to download the title to begin with. However, with the gameplay becoming much easier and repetitious as I played, the appeal quickly wore off. It never got frustrating or annoyingly bad, but it just became boring. For 7 dollars, I expected just a little more content or slightly more varied combat that would’ve made the game a solid buy, especially since it was shorter than I anticipated.  If you must get it, I would wait until it either drops down to at least 5 dollars, appears on the Club Nintendo website as a downloadable title, or if the eShop has a sale on their games.