Dragon Quest VII: Fragments of the Forgotten Past is a long game. I mean, a really long game. Thankfully, the title is worth the commitment. As one would expect from a remake of a Super Famicom RPG, Dragon Quest VII rocks it old school-style. We are talking level grinding, a huge world map, and lots and lots of turn-based battles.
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I say “huge world map” but in the start of the game, the world is limited to a single island in a vast sea. As you continue on your sojourn back and forth through time, additional islands appear. The towns and dungeons housed on these islands are varied in theme and not a single one felt bland, visually at least. The game did however seem recycle the same several music tracks for towns and castles. For goodness’ sakes, there was a Middle Eastern-themed town that had the same music as the French village. It was disappointing when there was such a great opportunity for regional music variations.

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Battles in the game are not random, thankfully. Monsters are visible on the map and making contact with one will trigger a battle. I will say there have been many instances of monsters popping up where my character is standing, which was a bit of a surprise.

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Thanks to the Vocation system, in which you gain access to abilities and additional jobs through the completion of battles, I found myself  actually seeking out monsters to fight in hopes of increasing my mastery of a vocation. I loved that each vocation changed how your character looked, too. It was a small touch but added to the fun. Finding a mix of vocations for your party that fits your immediate needs may take some tweaking but it is a rewarding experience.

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The vehicle for your party’s previously-mentioned time travel are tablet pieces scattered across the world (hence the “Fragments of the Forgotten Past” subtitle) that when reassembled in the Shrine of Mysteries add a link to an undiscovered island’s past. Finding them isn’t hard for the most part, thanks to the a special Fragment Finder gifted to the main character that lights up the upper-left corner of the bottom Nintendo 3Ds screen when one is nearby. The closer your character is, the more rapidly it blinks.

One thing I was disappointed in was how long it took to unlock the much-advertised Monster Meadows feature of the game. You have access to the main hub area relatively early but it doesn’t begin to function until much, much later. I am talking about 40-plus hours into the game. It was frustrating that a feature so hyped on the game’s promo site remained unavailable for such a long stretch of time.

You do get the chance to experience one of the benefits of Monster Meadows, the Travelers’ Tablets, through the Download Bar at the Haven (available relatively early on) and by finding reformed monsters in towns you have visited. The Tablets received from the reformed monsters are on par difficulty-wise with the level of monster you currently face in the story. Nintendo’s DLC Tablets at the Download Bar, however, are substantially more difficult. I wouldn’t even bother with them until after you have access to the Vocation system.

In terms of Dragon Quest VII‘s level of difficulty, I would rank it on par with the majority of RPGs coming out these days. There are some trying battles that will require taking some time to level-up before challenging but on the whole, I didn’t find it too taxing. The only stressor was needing to find save points. For a portable game with long dungeon segments, there really should be a “save-anywhere” feature. You can, in theory, suspend your data temporarily with a “quick save” but the game limits the areas where you can perform that action.

Dragon Quest VII: Fragments of the Forgotten Past for the Nintendo 3DS gets a 4 put of 5. If you have the time to invest in the title, you will find a rich story with plenty to offer. Just don’t expect all the features to be available right away.

Just when you thought StreetPass Mii Plaza was quietly retired, we get pulled back in.

During today’s 3DS focused Nintendo Direct, it was announced that a much needed update to the popular StreetPass Mii Plaza, where 3DS owners could retrieve information and characters from other handhelds that they cross paths with to use in a variety of mini games. Players who find themselves passing by droves of people will finally find relief in the character cap increasing from 10 to 100, making it so you’ll have to empty it out far less frequently than in the past. Personally speaking, the biggest reason why I don’t use the feature nearly as much as I used to is because it defeated the purpose of bringing games with me when I would have to be glued to this app in order to constantly empty it. Being able to speed through the Mii introductions and accumulate ten times the amount of characters at a time is a very welcomed improvement, even if this change should have come years ago.

Considering most hardcore StreetPassers would have gotten everything they wanted out of all the games by now, Nintendo also revealed five new Plaza games that can be purchased immediately following the presentation. Promising to be even less time consuming than games past, each one aims to give you quick, yet satisfying rewards from building your community of players. The released games are:

Slot Car Rivals

A racing game where you compete against the best times of the people you StreetPass with.

StreetPass Mii Plaza Slot Car Rivals

Market Crashers

Make stock market predictions based on the advice of the Mii’s you StreetPass and become a digital Bernie Madoff.

StreetPass Mii Plaza Market Crashers

Ninja Launcher

Stuff ninja clad Mii’s in a cannon and shoot them at things!

StreetPass Mii Plaza Ninja Launcher

Mii Trek

Giving the step counter a purpose outside of Play Coins, the accumulated steps from the Mii’s you collect allow your team of characters to travel farther and discover unknown treasures.

StreetPass Mii Plaza Mii Trek

Feed Mii

Use ingredients gathered from Mii’s to make the perfect meal.

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Of the five, your choice of either Slot Car Rivals or Market Crashers can be downloaded for free. From there, you can purchase any of the four from within the app for $2.99, or all five in a bundle for $8.99. For those taking the plunge, you’ll want to be near a wireless hotspot this weekend as well, since another National StreetPass Weekend will allow you to gather Mii’s from across the country at select locations.

Let us know what games you’re planning on picking up, and if this update is enough to get you to go back to your StreetPassing ways!

Nintendo is bringing back National StreetPass Weekend from March 25 to March 27!

During National StreetPass weekends, you can visit one of many locations with a Nintendo Zone to get StreetPass tags. The most common locations are Best Buy, McDonalds, and even Home Depot!  This breaks the “traditional” rules of how StreetPass works, allowing you to get StreetPass tags of many people around the country who have also visited the same Zones that you have.

On previous StreetPass Weekends, there were usually other wireless-related events coinciding, but there’s nothing else special to note this time around, except for the fact that Hyrule Warriors Legends for the 3DS arrives on Friday.

If you can manage to go far enough into the game to activate StreetPass, you will then be able to go to the Nintendo Zones to take advantage of the features.  Nintendo.com describes the feature: “StreetPass Link needs your help! If you enable the StreetPass options in Settings, StreetPass Links from other players may appear on the world map. Assist them by winning battles on their maps to get rewards!”

This gives me a good excuse to have a post WonderCon dinner at McDonald’s!  Will I be seeing you all there?

Intrigue!  Adventure!  And… Pokémon?  The long running series Pokémon Mystery Dungeon turns up the heat in its newest installment, and it’s pretty fun!  The challenge of Mystery Dungeon remains, a compelling storyline, and enough depth in gameplay to get you thinking about each new challenge.

The Pokémon Mystery Dungeon series is a combination of both the Pokémon and Mystery Dungeon franchises.  The wildly popular Pokémon franchise is about an individual’s journey (usually a child) to catch mystical creatures called “Pokémon”, and aim to use them in battles to become one of the best trainers in the world.  The Mystery Dungeon series is a strategy based series focused on the main character(s) trying to escape dungeons that are randomly generated, removing all obstacles in their way.  These two franchises blend in a way where players are immediately familiar with the characters and environment, and, at least from what I’ve heard, the difficulty level is lower than in traditional Mystery Dungeon games.

This review is based on a full playthrough of the main story of the game.  I have not yet ventured to the extra content, which I’m sure adds some meat to the title.

The protagonist in Pokémon Super Mystery Dungeon is a human who managed to somehow transform into a Pokémon and enter the Pokémon world.  A series of questions is asked to determine which Pokémon you become, but at the end, you’re still able to manually choose which Pokémon you want to be.  Shortly afterward, you meet a second Pokémon companion, which is also determined by the questions you answer (can also be manually picked).  These two characters are the center of the entire story.  In my playthrough, the second character was a rowdy/troublesome Pokémon, and the main one was more passive, although I’m not sure if the answers to the questions to the start of the game affected that in any way.  In either case, the two work well together, but due to the main one being and representing a human, I can tell the safe route was chosen–hardly any personality at all–so that character wasn’t very compelling.

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The gameplay is all about traversing randomly generated “Mystery Dungeons” that are presented to you throughout the storyline.  There is a lot of depth to the gameplay, because instead of controlling one Pokémon at a time in a turn based battle as in the traditional franchise, you are a leader of a team of Pokémon traversing the dungeon at the same time.  You choose which leader Pokémon to control, and the AI handles the rest.  Different strategies can be employed to the AI, such as asking them to scatter about separately to map the dungeon, but I never felt safe doing that, so I always kept them following me, in line formation.  Every pokemon you come across in a dungeon is hostile, and you can use one of four specialized attacks to defeat them, depending on the Pokémon that you’re controlling.  These moves can vary from buffs to direct attacks, but there are also attacks that can affect an entire room and even attack from a far distance.  You will very frequently encounter narrow passages in the dungeon, so your lineup is very important–I would recommend using a Pokémon that has strong frontal attacks as the leader of the team, and have your other team members learn moves that can attack from a distance–this way, you can land two to three hits in a single turn.  The game also uses the traditional type matchups and weaknesses mechanics from their mainstream games, for example, fire is weak to water, grass is weak to fire, etc.  A mechanic that is preserved from traditional Mystery Dungeon games are the items, which have varying effects.  There are some, for example, that can make an entire room confused, others can be waved to petrify the Pokémon in front of you, and even ones that heal HP.  Strategic use of these items could make the difference between victory and total failure.

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The mystery dungeons all have “stairs” that lead to the next floor of the dungeon, and in many cases is the goal.  However, it provides the interesting dilemma of “do I exit this floor now, or do I explore some more to see if there are any items I can take with me?”  I’ve played with a few ideas myself, and found it most efficient to move on to the next room as soon as possible, although I’m sure there are others that may disagree with me.  At the end of some of the story dungeons, you will face a special boss.  I cannot stress enough how important it is to make use of items to win these fights–a majority of the time these bosses have moves that can KO your team in one or two hits–and although this game has checkpoints, it remembers the items that you have exhausted, making some of these fights impossible to win if you’ve even lost a single time.  And while I’m no stranger to a good challenge, some of these fights seem practically unfair, and it almost feels like using items to win is cheap–at least to me, personally.  However, that is simply the reality of the game, and the way to win, so once that is accepted, the rest of the game becomes more bearable.

Even though items are very important, there are lots of ways to build your team too.  There are many natural progressions in the story which allow you extra team members, however, a bulk of the members you will receive will be through the “expedition gadget”, which is a gadget you can use to take on side quests within the dungeons that you have unlocked.  Completing these missions will allow you to use the Pokémon that asked for the mission.  However… I can’t help but feel there was a major mistake with one of the early expedition missions.  This mission involves fighting a very powerful Pokémon–so much to the point that I failing this quest many times in a row.  It felt practically impossible.  What’s even more of a bother is that each time I failed, “days” were progressing in the main game, which advances the story, whether I wanted it to or not.  After a few failed tries, I finally found the item and Pokemon combination that worked, and a slight bit of luck.  I did a Google search on the issue and it seems that I wasn’t alone–many folks, including a friend of mine, had much difficulty getting past this mission.  I imagine that kind of difficulty spike at the start of a game would make a new player put it down.

The many characters you meet, and story of the game is very detailed.  All of the characters are Pokémon, and most times they fit the mold of their appearance very well, but other times they’re designed uniquely.  For example, Hawlucha has the personality of an over-excited luchador, and Krookadile is a gangster in a popular town… however, Ampharos is a clumsy traveler with no sense of direction–which is the exact opposite for what it’s supposed to represent–a beacon for lost people (using the glow on its tail)… unless that was intentionally part of the joke.  I’ve played Pokémon Mystery Dungeon: Gates to Infinity before this installment, and very similarly, not everything is as it seems, as the story is littered with compelling villains, plot twists, and friendships.  More than once I was hit right in the feels, as it would seem that several characters would either change personality, or simply wasn’t what I imagined in the first place.  And the ending of the game is very sad and upsetting.  I have heard that continuing to play the game after the end explores more details about the epilogue, and sheds some light on past events, but I haven’t yet experienced that part of the game.

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There are multiplayer features available using the Expedition Gadget.  You can generate “help mail” with a QR code when you faint in a dungeon, send it to a friend, and ask them to try to rescue your team.  It can be pretty handy, but it’s rather cumbersome.  Sometimes rescuing another player’s team is so difficult it may take you quite a bit of play time.  I only think this feature would be interesting with a dedicated group of people that play the game.  Also, utilizing both Streetpass and Wi-Fi, you can have Pokémon downloaded to your game to help you out.  This is a wonderful, and possibly even overpowered feature.  Whenever you faint, you can go to a place called “Pelipper Island” to be able to try to rescue yourself using other Pokémon that has been obtained, including ones through Streetpass and the internet.  More than often you’ll have overpowered teams, even to the point of feeling cheap; but with the few cheap shots this game takes on its players, I certainly didn’t feel bad about it.

Overall, I found Super Mystery Dungeon to be a good experience but not a great one.  The difficulty seemed to be in flux at times, and the story ends pretty badly, however it is always fun to control a team of concurrently existing Pokémon, and in spite of the bad ending, the story is quite a trip.

Final Score: 3/5

We’re super excited for a new StreetPass weekend that has just been announced, beginning tomorrow, November 26 and ending on November 29!

Streetpass is one of the 3DS’ most popular features, allowing users to be able to passively exchange data between systems, just by being near another player with a 3DS system.  This can be used to amazing effect, such as with Streetpass Mii Plaza, where you can gather warriors to play in an RPG style game, or with Pokémon Omega Ruby/Alpha Sapphire where meeting other players through Streetpass can get you access to their Secret Bases (special in-game hideouts), and even access to a special mythical Pokémon!

During National Streetpass weekends, you can visit one of many locations with a Nintendo Zone to get streetpass tags. The most common locations are Best Buy, McDonalds, and even Home Depot!  This breaks the “traditional” rules of how Streetpass works, allowing you to get Streetpass tags of many people around the country who have also visited the same Zones that you have.

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Not only that, but you’ll also be able to obtain two special in-game events when you connect to Nintendo Zones this weekend–the ability to build a home for Felyne in Animal Crossing : Happy Home Designer, as well as obtaining Hoopa for Pokémon Omega Ruby/Alpha Sapphire, a Pokémon that has never been released before–although Hoopa is only available specifically at McDonald’s Nintendo Zone locations.

Animal Crossing : Happy Home Designer is a 3DS title that was released in September (that our correspondent El Chucho loves), and allows you to create homes for many residents of an Animal Crossing town.  Felyne is a special character only previously seen in the Monster Hunter franchise, and by downloading his content, you get access to tons of Monster Hunter related items for your game.  This has been a fantastic collaboration by Nintendo and the Monster Hunter franchise, and although it was previously available through the internet before, it is again available this weekend at Nintendo Zones!

Hoopa is a never-before released legendary Pokémon.  It is a Psychic/Dark type that has access to the super powerful move Hyperspace Fury!  With this devastating move, Hoopa sends its six arms and six rings flying to surround its foe and attack from all directions, even if the target has tried to defend itself with moves like Protect or Detect!  In order to acquire Hoopa, be sure to choose the Mystery Gift option in-game while at the Nintendo Zone.

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Sources: Pokémon, Siliconera

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

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

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

Nintendo is a sensitive company, some say the heart of the video game industry. That’s pretty apparent when you factor in that they obviously scheduled their North American Nintendo Direct press conference for midnight EST tonight to steer clear of all those hardcore Nintendo fans who were also watching Game 5 of the NBA Finals… RIGHT?!? Well, that one didn’t go into overtime… or even into a Game 6. Regardless, I’m STILL going to provide a little “postgame” as I address the positives and negatives of Nintendo’s presser.

If you want to watch the entire Nintendo Direct press conference for yourself, here it is:

– Let’s start with the “Who Gives a Damn?”

The new Nintendo 3DS XL will be released on August 19th for $199.99

It comes with a new 4.88 inch top screen (up from 3.5 inches) and a bottom screen of 4.18 inches (from the original 3). Let me tell you why I don’t care.

Because if you’re the kind of Nintendo nerd like me who watches an online streaming press conference… you already own a 3DS and you have for a year (or at least since the “games” came out in November). On top of that, the idea of a bigger 3DS really defeats the point of a portable system. I look at the kids playing their Nintendo DS XLs at our local meet-ups (yeah, I go to 3DS meet-ups… fuck you) and they look like they’re playing Angry Birds on an iPad. I don’t want a bigger 3DS. I’m not 90 years old. A 3DS XL is the equivalent of those enormous remote controls they sell to old people at Bed Bath and Beyond. No. Gracias.

The biggest missed opportunity here is that they didn’t take the time to add a second analog pad (ie. what the hardcore Nintendo gamers wanted). Whoops!

Namco Bandai is teaming with Project Sora for a new Smash Bros. game

This game will be for the 3DS and WiiU. And you’ll probably get to beat the crap out of PacMan. I’ll say it right now. I don’t like the Smash Bros. games. I could care less. I’m sorry. But I’m not a 16 year old Asian kid playing in a sweaty tournament in the basement of a Motel 6 out off the 60 freeway. If you kids want to watch a bunch of button mashing ridiculousness while yelling at each other about how close that last save was (umm… there are a LOT of saves in these games) then knock yourself out. No. Actually knock yourself out… with a human fist. Then you’d actually feel something for once.

Let’s be clear: Fighting games are for gamers who were too afraid to play contact sports. First Person Shooters are for gamers who at one time tried contact sports but were embarrassingly awful at them.

The New Super Mario Bros. 2 3DS game available August 19th will have paid DLC

Nintendo drew a line on DLC… but it looks like that line is starting to bend towards breaking. The new Fire Emblem game will supposedly have some DLC as well. Not cool, Nintendo. New Super Mario Bros. 2 is already looking like a thinner version of the original with the Golden Shower Coin Grab Mode a not that fun attempt to add Street Pass features to the game. That WILL get old fast. Please prove me wrong and make this game as substantial as the original DS title. But something about the sound of “future DLC” and “day and date downloadable and retail title” have me worried.

And no DLC on games like Mario Kart!?! I know. You’re sick of me bitching on Geekscape about wanting downloadable tracks for Mario Kart. It HAS to happen one day. It HAS to.

New Pokemon Stuff

Sorry, Pokemon fans. I got to this part of the press conference, my wife entered the room and realized what I was watching and I felt like a complete loser. I turned it off because I couldn’t care less about the Pokemons. I know that at one time I had TWO Mewtwos and was the elite trainer on my block (and easily the oldest) but that was 13 years ago. That ship has sailed for me and you’d already cost me any chance of having sex tonight. I had to bail.

By the way. Huge surprise. There’ll be new Pokemon stuff.

– Okay. So what was The Good?!?

Animal Crossing 3DS is coming and it will have Streetpass

Great. A bunch of strangers can visit my town and threaten to chop down all my trees via Streetpass. I’m cool with it. There’ll also be tarot card readings. I knew that this game (especially Tom Nook) was evil and Satanic but now it’s starting to all come to light. I skipped City Folk on the Wii but sign me up for this one. You had me at Streetpass. And Satanism.

Kingdom Hearts: Dream Drop Distance has a demo NOW on the eShop

I still want to call this game Kingdom Hearts: Egg Drop Soup. In any event, it’s coming and it’s coming soon. You can wet your appetites already. Say what I will about Nintendo and their eShop but these demos have been great and they’ve been treating them in a fantastic way. Keep them coming.

Professor Layton is finally coming to your 3DS

Professor Layton and the Mask of Miracle was a Japanese 3DS launch title. So why haven’t we seen it in the States yet? Has localization really taken this long? Whatever the puzzle may be, I’m glad it’s finally solved. We’ll be seeing this game in November (news to which my wife responded with “Merry Christmas!”). I’m already giving thanks.

New Titles Coming to the 3DS Virtual Console

The big ones are that Legend of Zelda is coming July 5th for Non-Ambassadors (jerks… I’ve been playing it for months!) and that Super Mario Land will have a price drop to $2.99 through the end of June. Also, new games will be arriving once a week this summer, including Kid Icarus: Of Myths, Wario Land: Super Mario Land 3, Sonic Blast and Sonic Labyrinth (which 5 people played).

– Now for The Inexcusable

STILL NO WORD ON A 3DS SPECIFIC ZELDA TITLE! COME ON!!!!

WTF. It didn’t happen at E3. It didn’t happen tonight (which we could have guessed). But this is something that Nintendo has been hinting at for months. We loved the 3DS port of Ocarina of Time (it’s easily the best version of the game) but that’s a game that’s 13 years old now. I know that it wasn’t a Nintendo 64 launch title and we had to wait a while for that too but does the 3DS have that kind of time? Do portables have the same lifespans as consoles? This is something that has to have a 2013 release date on it or it runs the risk of becoming yesterday’s news (especially if the WiiU sports a console Zelda title).

Skyward Sword was a complete fetch quest of a game. It’s really one of the worst of the series and I’d only list it as playable for it’s motion controls, final dungeon and final fight scene. A 3DS port of Majora’s Mask would only stop the bleeding for a month or two. A new interpretation of Link to the Past would be interesting. But really, what any Zelda and 3DS fan wants is a true 3DS designed Zelda game. And not something like Spirit Tracks or the other DS title. Those were fun but got buried in their own backtracking (although using the Wind Waker art direction was great). Give us something that uses the system properly, 3DS, Streetpass, camera and all. We’re waiting, Nintendo. Make it happen. The clock on this system started ticking when you announced the 3DS XL.