Earlier today, Nintendo got the E3 hype rolling early with their streaming presentation of Iwata Asks, displaying new functions of the WiiU before their formal press conference in a few short days.

Through seeing the controller in motion, displays of the equipment and an incredibly cheesy skit that’s sure to make the rounds as part of the annual “embarassing E3 moments” that everyone eagerly awaits, Nintendo was able to show that the WiiU will be more than just a Wii with a tablet.

Features include:

The WiiU tablet, now known as the “WiiU Game Pad,” will have larger analog sticks that press down, can function as an independent TV remote and has a sensor that can read cards and figures for game play. I guess that explains the figures used in the Rayman Legends trailer. Can anyone say Skylanders?

Support for the Wii Remote, Nunchuck and Balance Board. So no more having to buy a whole new set of equipment!

A new remote called the WiiU Game Pad Pro will be released as a stand alone control for the supposed hardcore crowd. It looks like the Classic Control Pro except it’s wireless and functions independently. I’m wondering though, will old Classic Controllers work?

Out of all the announcements, the biggest one would be Nintendo’s new online strategy. Trust me, with their history, I would have never expected to say that Iwata and company might have the most expansive online component of any gaming console out there, but that was before they revealed the MiiVerse.

MiiVerse will connect through the Nintendo Network and support the WiiU, 3DS and all future Nintendo hardware. The home menu will show friends, Mii’s on your console and people who are playing recent games that you have played, where these groups can chat in real time about the game their currently engrossed in. The tablet can be used like PictoChat, Swapnot and Flipnote Studios to write and draw messages to these groups for easy communication. Game play can be suspended at any point to leave messages on a forum type environment to ask questions, leave tips and communicate with those playing the same games that you are. Eventually, gamers will even be able to chat through PC’s and all mobile devices, which is a great idea since it would be better to embrace smart phones rather than treat them as competitors. Even during game play, the Mario title displayed showed players from each stage commenting on their experience. Iwata assures us that they will keep away spoilers, but I’m not too sure on how they will be able to filter that.

But the most telling part was that the WiiU Game Pad will feature full video chat support. So yes, the company that made it impossible to play with friends online for nearly a decade will now allow video chat featuring creepy old men watching 20 somethings play with their action figures while asking if they’re their best friends. At least that’s what I took from the video skit, which was like an episode of the Big Bang Theory, except it was slightly entertaining.

Keeping up with the theme of sexual deviancy, the last feature showed was the ability to browse the web on both the tablet and the TV, much like the games displayed last year. If you want to share your web browsing experience with your friends, then why not? So once I have a WiiU and I decide I’m gonna sit back and watch some porn, when Jonathan inevitably pops into my head, I can say, “Hey! This is the kind of work Jonathan can enjoy!” And just like that, I can share my porn with the rest of the world. And even though the browser will display on both the TV and the tablet, you can cover the TV in case you don’t want people in your house to see what you’re doing. But being the innovators that they are, Nintendo is bringing fun to browsing by letting off festive music and confetti when the curtain is pulled off the TV. So when my wife walks in on me, it’ll be like a really fun surprise!

Head over to Nintendo.com to watch a replay of the stream. Hopefully that can hold you off until Tuesday when the formal press conference takes place. And trust me, after watching this edition of Iwata Asks, I can’t wait to feed zombies a bullet sandwich!

 

Darkrai, the hard to find Nightmare Pokemon from the Diamond and Pearl generation, is currently obtainable in Black and White versions. By simply going into your main menu and downloading it through mystery gift, this powerful creature can be a dream come true in any trainer’s team.

Why should you care? This dark type monster isn’t associated with nightmares for nothing. And no, it’s not just because of its emo bangs covering up one eye. Its special ability automatically reduces its opponent’s health every turn the foe is asleep. Adding in its wide variety of special type dark attacks, and this hidden beast will become a challenge for almost any oppenent, especially against the usually domanant psychic types.

Make sure to catch this rare Pokemon before June 10th. These special creatures only tend to show up once every few years, (unless you’re a Game Sharking cheater that is!) And the best part is you’ll have it a few months before the release of Black and White 2, so you can dominate your friends while they’re fiddling around with their brand new Tepigs. In other words, Darkrai is for winners. You’re a winner, aren’t you?

Pikmin 2 is one of the greatest games of the Gamecube era. Actually, I think it’s one of the greatest games of all time. And now it’s coming to the Wii as part of the Nintendo Selects series (along with a few more titles getting new retail prices and packaging).

When Nintendo went motion control in 2006 with the Wii, this is probably the game that gamers wanted ported over. It was an obvious choice. When Captain Olimar was playable in Super Smash Bros. Brawl, gamers started getting excited about the possibility. Pikmin 1 was soon ported over, but as great as it is, it’s no Pikmin 2. And now with Pikmin 3 potentially getting announced at E3 in a few weeks, it seems the right time to get gamers re-aquainted to the Captain, his co-pilot Louie and their new plant helper friends (but man when you let them die… there is no greater agony to your soul)!

I’m looking forward to June 10th. This is great, great news. Hopefully Pikmin 3 is something I can StreetPass with… or maybe it’ll be a WiiU title! Here’s the full press release, with news on Mario Power Tennis and new prices for Super Smash Bros. Brawl and Donkey Kong Country Returns:

Nintendo is adding two great games to the Nintendo Selects value collection for the Wii console on June 10 with Mario Power Tennis and Pikmin 2, a Nintendo GameCube classic making its U.S. debut on Wii. Nintendo Selects games are available at a suggested retail price of $19.99.

Separately, two of the best-selling Wii games of all time will be getting new prices: Super Smash Bros. Brawl and Donkey Kong Country Returns each will be available at a suggested retail price of $29.99. The value pricing provides shoppers with a great way to expand their game collections with some of the hottest Wii games around.

Pikmin 2 has updated controls optimized for the Wii console as players help brave Captain Olimar and his assistant, Louie, salvage treasures and return them to their home planet. In addition to the original red, blue and yellow Pikmin from the first game, players can also take command of purple and white Pikmin, creating a wealth of new strategic options. Additionally, Pikmin 2 features a frantic, two-player split-screen multiplayer battle mode, for which additional accessories are required and are sold separately.

Mario Power Tennis lets players power up their tennis game by swinging the Wii Remote to smack powerful forehands and backhands. Players can take on the role of their favorite Mushroom Kingdom characters and play on imaginative courts not possible in the real world, including a court littered with Mario-style power-ups. As players win tournaments, clear minigames or challenge Gimmick Courts, they unlock new characters, courts and challenges. Up to four players can compete in wild multiplayer action.

The fan-favorite Super Smash Bros. Brawl features dozens of characters from numerous Nintendo games and franchises in a battle royale. Up to four players can battle in the same room or over a broadband Internet connection. To date the game has sold nearly 5.5 million in the United States alone.

Donkey Kong Country Returns is a new take on the classic platforming, barrel-blasting and banana-hoarding franchise. The game features the first simultaneous cooperative game-play mode for the series, allowing both novice and skilled players to play the game together. Players run, jump, climb and defeat enemies through diverse environments until they retrieve Donkey Kong’s stolen banana hoard. The game has sold more than 2.5 million in the United States.

Other games in the Nintendo Selects collection include Super Mario Galaxy, Mario Strikers Charged, Punch-Out!!, Super Paper Mario, Wii Sports, The Legend of Zelda: Twilight Princess, Animal Crossing: City Folk and Mario Super Sluggers.

I’ve played zero Pokemon in over 10 years so I think I’ll just let the Nintendo press release speak for me in this instant. I know that this new Pokemon title is a bit of a curiosity… but aren’t they all? The fans seem to all have their favorites. Are there any that have been unanimous duds (but still probably sold a jillion ka-zillion copies)?

Anyway, here’s Nintendo:

Following last month’s announcement of Pokémon Conquest, Nintendo has revealed even more details about the new features available in the game, which launches for the Nintendo DS family of systems on June 18. Players can look forward to exploring the Ransei region and interacting with Pokémon in an entirely new way as they take on the role of a young Warlord who is linked with a Pokémon. Together they must set out to recruit Warrior allies to strengthen their growing kingdom. Developed by TECMO KOEI GAMES Co., Ltd., the game can also be played on the Nintendo 3DS system in 2D mode.

New information includes the following:

Story: To save the Ransei region from Nobunaga, a powerful Warlord who is trying to take over Ransei, players must conquer different kingdoms to strengthen and grow their own kingdom. There are 17 kingdoms in total to conquer. Conquering all 17 kingdoms and ultimately uniting the kingdom will awaken the Legendary Pokémon and save the land from destruction. Story mode is organized by episodes. Players unlock episodes as they progress and each episode features a different playable Warlord and victory conditions.

Army Mechanics: Players can grow their army by recruiting defeated Warlords and their Pokémon. After a kingdom is conquered, players will also have access to the kingdom facilities such as training grounds, shops to buy items and mines for money. Players can also strengthen their army by linking with Pokémon. Warlords can have various linked Pokémon and switch between them before battle to strategically prepare for the type of battle they are about to engage in.

Battle Mechanics: Players will encounter a wide range of battlefields as they progress through the game. Each of the 17 kingdoms has a different type-themed battlefield. For example, in the fire-themed kingdom of Ignis, players can battle around lava flows, lava beds and fire spouts. Strategically using water-type Pokémon to navigate through this battlefield will help players conquer this kingdom. Additionally, players can use the kingdom training grounds to train their army or find wild Pokémon and link with them. After battling with a Warlord, the game automatically registers them. Using the built-in local wireless features of Nintendo DS, players can use their registered armies to battle with friends who also own the game.

Warlords and Pokémon: Each Warlord has a special ability that can change the tide of battle. For example, Warlord Oichi has the ability to heal all the Pokémon in a player’s army. Also, like Pokémon, Warlords have types that will determine how well they link to particular Pokémon. Some Warlords will have the ability to choose from and link with several different kinds of Pokémon.

For more information about Pokémon Conquest, visit http://www.pokemon.com.

Nintendo’s Wii U will allow gamers to purchase and download games on launch days via their home internet connection. What’s potentially awesome about this is the fact that gamers can simply download the game presumably at midnight instead of leaving the house and spending time with friends at midnight launch events. As depressing as the image of myself you’ve formed in your head is, you’ve got to admit: It’s convenient. What’s NOT convenient is the amount of people wanting to download any given game at the same time you are.

Sure, Nintendo will accommodate all of us and whatnot, but others may simply not have patience for the long download times, be it because of Nintendo or their ISP. Gamers will also be able to purchase codes at various vendors if they choose not to pay online.

In any case, we should be looking at the big picture: Nintendo is giving gamers options to get what we want, and that’s something to be admired.

In a comment to Kotaku, Nintendo of America clarified more on the subject:

Nintendo is aiming to significantly expand its digital business. In August, New Super Mario Bros. 2 for the Nintendo 3DS system will launch both as a packaged game at retail stores and as a digital download in the Nintendo eShop. The majority of future Nintendo-published Nintendo 3DS games will have the same dual-distribution strategy. Likewise, the majority of Nintendo-published Wii U games will be available both as packaged products and as digital downloads starting on launch day.

These downloadable games will be available for purchase at participating retail stores and on retailers’ websites. Our customers can visit retail outlets or their online shopping sites, look for the products they want and pay for the product there. The retailers will then provide shoppers with a 16-digit code that can be exchanged in the Nintendo eShop for the game. This will give shoppers more options to find and purchase their favorite games.

The giant of a series, Kingdom Hearts, is coming to the 3DS this July 31st. Players will take up the roles of Sora and Riku, and will be able to switch characters on the fly using the new Drop Gauge System. Square Enix has said this will add a new element of strategy to the game. Check out the trailer below (Turn on Closed Captioning for English Subtitles) and the new character models!

This was an April Fools joke… but still it would have been cool!

When it comes to Google Maps, it’s the only tool I use to find directions on where I need to go, as well as look up alternate routes. However, there’s always something in the back of my head, nagging me, irritating me, and I couldn’t figure out what it was until now. I had to ask myself this question: “Wouldn’t Google Maps be SOOOOOOOO much better if it had a 8-bit retro look? I would be SO much more invested in Google Maps if it only could do just this!”

Well, Google listened to my oddly specific request. When you access Google Maps, on the top right of the map where you can choose Satellite/Earth/Street views, there’s a new mode called Quest. By clicking it, all the streets, trees, and mountains all become Dragon Quest lands. The maps are still plotted out the same way, and it still works the same, so you can still go to where you need to go. Except now, you can do it to the look and style of the original Dragon Quest. What’s also funny is if you go to Street View, everything is extremely pixilated, as if the NES’s technical capabilities are working overtime to provide even a simple version of Streetview.

Apparently, this is only a trial version and that an actual cartridge is coming out for the Nintendo Famicon and Nintendo Entertainment System. I don’t have a reason to really play my NES all that much anymore, but this is one reason to bring it back out from my closet. Now if only there was an update for Super Nintendo, I’d be all set…

I have heard a lot of interesting crossovers during my time as a gamer: Kingdom Hearts, Super Smash Brothers, and Marvel vs. Capcom to name a few, and I’ve enjoyed many of these crossovers whenever I came across them, though I was never seriously invested in any of them to warrant dedicated gameplay. Most of these crossovers warranted at least a cursory examination depending on how out-of-place they were, or how the developers came up with a way to unite two completely different franchises, though there usually was an element tying them together that made sense, whether it’d be story-setting, similar game mechanics, or artistic aesthetic.

When I first heard about Pokemon and Nobunaga’s Amibition having a crossover, I was dumbstruck because these two franchises are extremely different to me.  Pokemon is a family-friendly RPG series where you capture monsters to become a Pokemon Master while Nobunaga’s Ambition is a RPG series in which you choose one of many feudal warlords of Japan in order to conquer and unify the country under a single ruler. How in the world would you take these two franchises with two completely different themes and settings and combine them into a coherent story with gameplay?

Analyzing one of the trailers, it looks like you choose one warlord with a specific Pokemon, and you attack your opponent’s Pokemon in a tactics-based RPG combat setting, similar to Final Fantasy Tactics advance, and you proceed to conquer your other opponents in their story, whether each warlord has their individual story, or you’re playing the same story with each warlord offering their own unique dialogue to situations in the game. The game does certainly look interesting to at least check out, though whether it is good or not, or even if the game will even see an international release, remains to be seen.

Source: http://venturebeat.com/2012/03/24/pokemon-nobunagas-ambition-crossover-is-a-real-thing/

Time sure does fly, doesn’t it? We’re only a few days away from the one year anniversary of the 3DS. Since it launced, the handheld has sold millions of units, even outpacing the original DS during the same amount of time. Not bad at all considering the DS is on track to be the best selling gaming platform of all time. But I remember sitting in front of the computer trying to churn out reviews for the games at or near launch. Not many were great.

In fact, most of them were outright bad. The internet was filled with predictions of doom, saying that Nintendo was destined to fail, the 3DS was horrible and that the launch was compared, (laughably,) to the Virtual Boy. When the company is known for incredible titles like Mario and Zelda, who could argue otherwise when all they gave us was Steel Diver, (a DS tech demo,) a dumbed down Pilotwings and a sequel to Nintendogs, a game that was never going to have “hardcore” gamers lined up at the door to play. I’m not going to sit here and say the launch was great, but really, gamers… what else did you expect?

Over the last few console generations, I can’t remember a launch that was pulled off well. For all of the complaints over the 3DS, is it really worse than say… the PS3? Where aside from about two games, had nothing good to play for about two years? Or how the original DS blew our minds with… a mini game collection where you molested a faceless woman, a poor controlling port of Mario 64 and the revolutionary Yoshi’s Touch and Go? All game of the year candidates, I know. Last I heard, the PS3 is doing pretty well for itself now, and the DS is considered one of the greatest handhelds of all time.

Nothing says high quality launch like scraping scorpions off of a woman's back!

On the flip side, let’s look at the PSP and Wii. I remember Adam Sessler on X-Play claiming that the DS was living in a “PSP World” during their Polarium review. Game Informer said Nintendo could learn how to launch a system from Sony, because of the PSP’s amazing launch of over 20 games. Most of them were ports, but they looked pretty, so who cares? Anyway, fast forward to today, and aside from Monster Hunter and a ton of Square Enix spinoffs, what is there to play on the PSP again? Mostly poorly controlling ports pretending to be console games, remade or updated versions of old classics and the occaisional gem once every year or so. And while I don’t share the opinion, many gamers feel the Wii was an overall letdown. But who would have guessed that when it launched? It had so many fun, unique ways to use the motion controls. And it launched with a Zelda title. Freakin ZELDA!

Let’s not pretend that the PS2 launched with Metal Gear Solid 3, Final Fantasy X or Shadow of the Colossus. I remember being forced to buy Madden at launch because that and SSX were the only games that didn’t look like complete ass. And while the PS1 is one of the most fondly remembered consoles, I know this wasn’t because of it’s earth shattering launch of Jumping Flash and Battle Arena Toshinden.

The highlight of the Playstation's launch days.

Besides, it’s not like the 3DS’ opening months weren’t available for everyone to see either. I was shocked at how many people who bought it were acting surprised that there weren’t any new high profile games for early adopters. I mean, seriously? It’s not like they promised Mario Kart, Pikmin 3 and Super Smash Bros at launch. We knew what we were getting at the time, and to me, there were really only three reasons to get it at or on March 27th.

One would be to experience the new technology from day one, being able to watch it evolve. Secondly, being that one “cool guy” who had the newest gadget. The third reason would be to buy it knowing it would suck, just to be that person who wants to sound smart by complaining about a system that you knew you wouldn’t like to begin with.


That’s not to say that Nintendo didn’t make some huge mistakes with the system in the beginning, and the quick price drop was an admission of guilt to me. First, they focused too much on the 3D and not on the games. Sure, I get that the average consumer would be attracted to the 3D concept since it was all the rage at the time, (or at least more so than now,) but they never told us why we needed it as opposed to a DSi, which was $80 cheaper. Which brings me to their other mistake, the cost was way too high. Gamers knew it wouldn’t have much to play in the beginning. Parents would see the DSi next to it and likely go for the cheaper alternative. So how could it have ever sold without its own identity and without games to justify the higher price? Of course, we all know how that went, and I ended up with a ton of free games as an apology thank you for my early purchase. You’re welcome Nintendo.

The 3DS Ambassador program. Also known as the "Please don't trade it in towards a Vita initiative."

It just goes to show that launches don’t define a console’s life. Today, 3DS owners are much happier. The claims of the 3DS being the next Virtual Boy have been replaced with excitement over the next Kingdom Hearts. Those who begged for a solid Nintendo offering have long finished Super Mario 3D Land and are firing away online with Kid Icarus. The cheaper price definitely doesn’t hurt things.

My point is that next time a system launches, whether it’s the Vita, WiiU or Playstation 5000, know that the launch doesn’t define the system. Developers are just starting to sink their teeth into what these new systems are capable of, and the best titles are always yet to come. And next time, save the theories of armageddon to Nostradamus and just enjoy your games.

The Nintendo 3DS is becoming more of a media device, which seems to be an indication of where future video game platforms are moving towards. In terms of Nintendo platforms, the Wii has Netflix streaming and Hulu Plus has recently become available as a free app for the system. (Each one requires a subscription to use, although you can stream on multiple devices once you are a subscriber to Netflix or Hulu Plus) The 3DS also has Netflix and Nintendo Video which downloads 3D video clips from different partners like CollegeHumor, 3Net, and Variety. By the end of this year, the 3DS will have Hulu as another media app available for download

Hulu Plus is currently being developed as an app for the Nintendo 3DS, and is slated to be available sometime before the end of the year. While other platforms have an app for Hulu Plus, I wonder if the 3DS app will just be for streaming content, or will it take advantage of the 3DS’ Streetpass and Spotpass capability?

If I might be allowed to speculate, I would say that the 3DS app should focus on streaming, but allow access to exclusive content for 3DS users with the Spotpass updates and Streetpass feature, regardless of whether they pay for a subscription. This way, not only will it give potential users another reason to subscribe, but it keeps you accessing the app consistently, which is really important in the longevity of Hulu Plus’ 3DS integration in my opinion.

At this time, there is no other information other than it’s announcement, so I guess we will have to wait and see. Either way, good to see the 3DS becoming versatile in delivering content to it’s users.

Source: http://mashable.com/2012/02/16/hulu-plus-wii/

In 2006, before the internet was overrun by tired old advice animal memes, we had 4Chan, we had Something Awful, we had Fark and maybe a few other places. Memes weren’t on the news and they sure as hell weren’t performing at real, televised awards shows. But much like the transgendered dinosaurs in Jurassic Park, life found a way.

And also in the summer of 2006, Geekscape‘s Jonathan London annoyingly gave his friend Graham a piece of advice that would unknowingly set off one of the greatest message-board-based memes of all time. They were playing New Super Mario Bros. on the DS, Graham was rushing through a level, and Jonathan warned “Careful. Bullet Bill changes everything.” And indeed, he does.

Bullet Bill Changes Everything

Bullet Bill, for the uninitiated, is the lovable yet deadly giant bullet/bomb that has killed countless of us who have dared underestimate him in a Mario game.

And so, with uttering of one of the nerdiest things ever said out loud, the geek community couldn’t stop putting Bullet Bill into some of humanity’s darkest moments (and some randomly great ones), showing once and for all that Bullet Bill truly does change… everything.

NOTE: Some of these may be horribly offensive.

JFK Shooting Bullet Bill Murder Lee Harvey Oswalt

Who Shot Mr Burns Bullet Bill

TIMELY!

???

and of course…

And a bonus from Reddit, where an old Scapist mentioned in the comments that yes, Bullet Bill Changes Everything:

To submit your own entry into the Bullet Bill Changes Everything meme, click here.

To celebrate the release of Rhythm Heaven Fever, (or to commemorate the fact that the Wii was actually getting a new game,) the great guys and gals at Nintendo and IAm8Bit invited a group of lucky gamers to test out their ability to keep up the beat while being hindered by tons of free food and liquor.

The Event Was a Big Success!

Following the success of the the DS hit from the creators of WarioWare, Rhythm Heaven Fever features more ridiculous mini games, all of which involve keeping the beat with the catchy in game music. The tunes make the game stand out, making activities such as kicking soccer balls seem like the most amazing thing you’ll ever do ever. It’s funny how a game that uses only two buttons manages to be so fun, leaving a smile on my face long after the event was over. And no, it wasn’t the alcohol. I don’t even drink!

As usual, the IAm8Bit crew went all out, featuring video and photo booths, plenty of Rhythm Heaven inspired decorations, kick ass headphones and some awesome plushies that I was tempted to steal. Luckily, my sticky fingers were occupied by the free swag given out, like this awesome Rhythm Heaven shirt.

Rhythm Heaven Fever is in stores now, and from what I’ve played, it’s the bees knees. And no, I’m not saying that because of the free stuff. Or the free food. Or the free beers for my friends. I swear!

Check out the festivites in the video below, including the hottie at about 30 seconds in. Whoever nabbed her is a lucky guy! (Hint: that’s my wife.)

Late last week, Nintendo held their Direct Video conference and dropped a bomb on North American RPG fans. The Last Story, a Wii exclusive RPG that was never supposed to see the light of day in the west, is being brought over thanks to a publishing deal with Xseed games. And yet, it’s ironic that a big reason why this game is seeing the light of day here is because of a little bit of rainfall.

If you’re wondering why this is such a big deal, there are a few reasons. First, this is the next major RPG developed by the folks at Mistwalker Studios, headed by the father of the Final Fantasy series, Hironobu Sakaguchi, (Last Story, Final Fantasy… Get it!?) Impressions coming in from Japan and Europe are incredibly positive, showing that Sakaguchi has not lost a step when it comes to creating these epics. After all, the last good single player Final Fantasy to me was the X series, (yes, including X-2.) And what a coincidence, these were the last ones he worked on. This game is the real next step in the series in my imaginary world where FFXII and XIII don’t exist.

To think we almost weren’t going to get this.

Second, it’s one of two high quality JRPG’s coming to a system that’s not only starving for RPG’s, but games period at this point. With Nintendo focusing on the Wii U, Wii owners haven’t had much to do in the way of new games for awhile now. Maybe the promise of a mini JRPG revival in a generation that’s been lacking all around in the genre will send the Wii out on an incredibly high note.

And lastly, it proves that a group of passionate fans can make a difference when they’re persistent, respectful and enthusiastic. Since the creation of Operation Rainfall, the Facebook group dedicated to bringing three Wii exclusives to the west after Nintendo of America had shown no interest in shipping them over, they’ve built awareness and a following that couldn’t be ignored. The first game of their campaign, Xenoblade Chronicles, was announced for an April release a few months back, and now with The Last Story on its way, even if they were to stop at this point, it’s impossible to argue that this wasn’t a huge victory. Plus, it proves the naysayers, pessimists and douche bags who berate groups like these by saying they’re “whining” because they won’t accept the unfair decisions that are force fed to them wrong. Capcom fans can learn a thing or two from this.

The Last Story is scheduled to be released this Summer, with Xenoblade coming out April 6th. The third game, Pandora’s Tower, has yet to be announced, but with the momentum this movement has built, don’t be surprised to hear about it soon. Until then, check out the new Last Story trailer that hit the webz after the announcement and prepare to get hyped!

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.

During the Pokemon Smash! TV show in Japan, Game Freak head Junichi Masuda let the electric shooting cat out of the bag; Pokemon Black and White 2 are headed to the DS!

The announcement was surprising on many levels. First, it’s no shocker that a new version of Black/White would be coming eventually, especially considering the series is known for releasing a third “enhanced” version, (and by enhanced, I mean the same game with a few slight changes.) However, these games are the first full fledged sequel within a Pokemon generation. Whether or not the game will have a new story, an updated Unova region or a new region altogether remains to be seen, but I’m crossing my fingers that the game will expand on the surprisingly well told story from the originals. Oh, and now there are two new versions instead of one, proving once again that Pokemon’s strongest ability is the ability to print money.

Secondly, while I have no idea how the games would properly communicate if they were on different platforms, it seems to be a shock to some that the games are coming to the DS instead of the 3DS. It makes sense to me that a direct sequel to a DS game should remain on the DS while the next generation is prepped for the 3DS, especially since the 3DS is fully backwards compatible, but I feel for my 3DS owners who want their creatures to take advantage of their shiny new handheld. Let’s just hope that the games will have extra 3DS functionality or bonuses, like Zelda: Oracle of Seasons and Ages did for the GBA.

And lastly, the cover Pokemon seems to be the complete version of the three main Legendaries from the first games. It was said that the previous mascots, Reshiram and Zekrom, were once one Pokemon that split into two, while the hidden ice beast Kyurem was implied to be their discarded body after the split. What can these new creatures be? Are they new Pokemon, or are they Kyurem with either Reshiram’s fire element or Zekrom’s electric element? I can’t wait to find out!

Black and White 2 will hit Japanese shelves in June, while the games will be “coming soon,” to North America.

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.

Being ever so skeptical of any multiplayer on a handheld system, Super Street Fighter IV on the 3DS won me over in hopes that multiplayer online would start to become a thing we could all praise on a handheld platform.

Hopefully following up with that success, Nintendo released some info today on the multiplayer modes that will be in the upcoming 3DS title, Kid Icarus: Uprising, releasing on March 23rd. If what I’m reading below is true, I can’t wait to mix it up in Free-For-All mode.

Here is the original press release from Nintendo:

Nintendo News

Multiple Multiplayer Modes Revealed in Kid Icarus: Uprising Game for Nintendo 3DS

Nintendo has revealed new details on the different multiplayer modes in Kid Icarus: Uprising, which will launch exclusively for the Nintendo 3DS system on March 23. More than 25 years after the launch of the original Kid Icarus game for NES, Kid Icarus: Uprising brings the action and adventure of this beloved series to new heights. Modes and features in the new game include:

  • Light vs. Dark: Team up with other players in Light vs. Dark multiplayer mode, in which two teams of three are pitted against one another. The ultimate goal is to empty the opposing team’s health meter, which transforms the last defeated team member into an angel. The team who defeats the opposing team’s angel wins. This unique multiplayer mode tests players’ ability to work as a team while keeping the match exciting as the focus constantly shifts from dealing out damage to protecting the team angel.
  • Free-for-All: In this mode, up to six players (including CPU players) combat each other in a winner-takes-all match. Winners are determined by high score, heavily influenced by both the number of kills and the number of deaths.
  • Match Set-up: Both Light vs. Dark and Free-for-All multiplayer modes are playable through local wireless play or online for players with broadband Internet access. CPU players will fill out the roster if there are fewer than six players in a match. Duration of the match, CPU difficulty, weapons and team handicaps are all customizable prior to beginning a multiplayer battle.
  • Weapons and Weapon Fusion: The wide variety of weapons a player has collected in single-player mode can be used during multiplayer matches. Players can also earn additional weapons as rewards in multiplayer play. Players can choose set combinations of weapons and powers before entering into a match. This provides further incentive for players to continue collecting different and more powerful weapons as they play through the single-player campaign. Players can also fuse weapons together at the Arms Altar. Fusing two weapons will result in a single, more powerful weapon that retains some of the key benefits of each, giving players the ability to customize weapons to match their play style. Fused weapons can also be used in multiplayer matches.
  • StreetPass: Through the StreetPass functionality of the Nintendo 3DS hardware, players have the ability to share one of their weapons with other Kid Icarus: Uprising owners. The selected weapon is turned into a Weapon Gem. Shared Weapon Gems can be converted into real weapons by paying Hearts. Players can also fuse Weapon Gems together by paying Hearts to create a more powerful Weapon.

Consumers who pre-order Kid Icarus: Uprising via GameStop, Best Buy and Amazon.com will receive a bonus download code for the 3D Classics: Kid Icarus game, a re-mastered 3D version of the NES original. The download code will be given to customers who pre-ordered Kid Icarus: Uprising at the time of the actual game purchase. Retailers may require a deposit for pre-orders. Kid Icarus: Uprising will carry a suggested retail price of $39.99 in the United States.

Kid Icarus: Uprising launches across North America on March 23. For more information, please visit http://kidicarusuprising.nintendo.com.