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This Week

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 (NO LONGER VALID!)

Josh buys Duck Dynasty on the 3DS.

Live action Zelda Netflix series rumors CONFIRMED FALSE!

Mega64 Shadow of Mordor.

Halo: Online – RUSSIA ONLY?!

Halo 5: Guardians ARG starts up.

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

Juan breaks his dogs leg!

Mario Party 10.

Codename STEAM.

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

Pokemon Shuffle.

MLP Mobile game.

This Week’s Listener Mission Objective:

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

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Briefly: I’m a huge fan of Mario Kart 8. It was the first entry in the series that I spent a substantial amount of time with, and it’s a game that I continue to frequently play with friends to this day. I’ve probably put more hours into Mario Kart 8 than any other game I’ve ever played.

That being said, for players like me, the game is freaking easy. Every Mario Kart title has offered 50, 100, and 150cc difficulties, and once you’ve put enough time into the game, even 150cc mode will have you feeling like you’re playing by yourself.

Today, on April 1st of all days, Nintendo announced a new, free 200cc mode to launch alongside the game’s second DLC pack. Take a look at the fast-as-hell trailer below:

That is fast, and I really can’t wait to get my hands on it. Each cc mode vastly raises the amount of skill needed to beat each of the game’s cups. I can’t even imagine what 200cc will bring, but it’s pretty clear from the above video that it won’t be easy.

The free update will arrive on April 23rd, which is also the new release date of the game’s second DLC pack (it was originally slated for May). Nintendo today also showed off an Animal Crossing stage from the upcoming DLC pack, and it’s just as cute as you’d imagine. You can take a look at the DLC video below, and let us know if you’re excited!

Nintendo’s flagship party game has returned with Mario Party 10, giving us plenty of ways to sabotage these strange people that we call “friends” and “family.” In the lead up to its release, the title was sold on the idea that it was finally time for longtime Mushroom Kingdom antagonist, Bowser, to crash the party in his own, dedicated mode. In addition to the standard mode and the new Amiibo Party, which let you use those hard earned figurines as game pieces in exclusive boards, and it was hard not to get caught up in the pre-launch hype. Now that we’ve had a good amount of time to digest everything that MP 10 has to offer, we break down what works, (and what doesn’t,) in Mario’s latest bash.

Mario Party

This mode is the traditional format that started in Mario Party 9, for better or worse. In this co-op and competitive hybrid, each player takes turns rolling the dice, which moves their shared car across one of the game’s five boards. By landing on certain spaces, winning mini games, and using up a wealth of luck, each player receives mini stars as they fight towards the end. Whoever has the most stars by the time the end of the board is reached wins, although this isn’t as easy as it sounds. New to this installment, rolling certain numbers will release padlocks on the Game Pad that’s containing a jailed Bowser. Whoever rolls the last number needed to unlock him takes a big hit to their star count, making even simple turns take an anxiety inducing detour.

For as fun and random as this mode can be, this was easily my least favorite. The fact that the much panned MP 9  format made a return is mind boggling, especially since working together isn’t nearly as fun as going against each other. In addition, while I understand that games like these aren’t supposed to be particularly competitive, and reward luck just as much as it rewards skill, there are too many times where you feel like you have no control over the outcome of games. Outside of special die that help you narrow down the numbers you can roll, it kills all excitement when you’re penalized, (or even rewarded,) for doing absolutely nothing.

Level

Amiibo Party

Does Amiibo Party make waking up at embarassing hours to line up outside of toy stores for those Toad or Rosalina figures? Kind of, if you’re a fan of the classic format that drove games 1-8. Here, you use your Super Mario Bros amiibo as your game pieces as you travel around a square board, collecting coins and stars along the way. As in the days of old, the winner is the person who owns the most stars after a certain amount of rounds are completed. To make things more interesting, after a round is finished once each player rolls the die once, a mini-game triggers to break up the action. Separated in free for all, 3 on 1 and 2 on 2 games, most of the games are highly enjoyable, making it all the more rewarding to win those coins.

Strategy comes into play much more in Amiibo Party compared to the main mode. For one, while the layout of the board is the same regardless, each quarter is divided into a different theme, based on each playable character. What this means, is that once changed through game play or selected at the start of a match, each section can have different hazards and bonuses which change mid game! This makes the backstabbing nature of old school Mario Party more prominent, since certain themes make it easier to steal stars or sabotage your buddies when you’re behind. It’s devilish fun!

It’s just a little ridiculous that you have to use your amiibo for EVERY. SINGLE. THING! I can’t imagine anything would disrupt the flow of game play by having to tap your amiibo to roll the dice. Tap it to activate power ups. Tap it to make choices. Even it being this tedious wouldn’t be so bad if it wasn’t far too easy to perform the wrong actions. Tap at the wrong time, and you can waste a precious turn with an accidental move. Not to mention that the mode gets old quick since the map layout gets tiresome, but it’s still an upgrade over the co-op mode above.

MarioBoard

Bowser Party

The star of the show. In this mode, five players get in on the mix, with a special set of Bowser themed mini-games to terrorize the heroes with. Much like the standard mode, the four, non-evil players share a car, which travels along one of three maps, (two of the original five are excluded, sadly.) Only, this time, the team based mechanics feel justified, since they have to work together to avoid Bowser, who plays opposite of them with the Game Pad. Their goal is to make it to the end of the map before all their health is drained by the evil kidnapper of princesses.

To balance out the heroes’ four dice rolls each turn, Bowser gets four die of his own, (assuming he doesn’t gather bonuses that give him even more.) If he manages to catch up to his opponents, the group plays a four on one game that revolves around Bowser damaging the other team to drain their hearts, (which replace the mini stars.) If a member is KO’d, they leave the car and cost their team a roll. If they avoid damage, then they live to fight another day, while the King of the Koopas attempts to halt their progress on the next turn.

I want to start off by saying this mode is great fun. Aside from a few terrible mini games, most of the ones offered are a blast, while forcing you to approach them differently from the typical cutthroat nature of Mario Party games. With that said, traveling the board is unbalanced for Bowser, where achieving KO’s is unbalanced in favor of the team! You see, when Bowser doesn’t catch his opponents, he gets a second roll, increasing the chances that the four players opposing him will have to face off one way or another. Yet, when KO’s do happen, it’s absurdly easy to revive. Between the numerous spaces, the half way point that awards more health, and luck based sections that can undo all of the Game Pad user’s hard work in a single turn! Even more so, it feels like skill is rarely rewarded against luck. In fact, even when I would sweep all the mini-games, the only time I would win is when the team made it to the end, but guessed the wrong star!

Which brings me to the actual finish. Once the co-op crew gets to the end, (which needs a specific set of rolls since the three spaces in front of it are all hazards,) the team has to guess between one of three enemies that holds the star they need to win. Guess right, and victory is theirs! Guess wrong, and they get knocked back a space behind the hazards and forfeit the rest of their turn, even if some teammates haven’t rolled. This gives Bowser plenty of time to maul them as they scramble to guess the right answer. So really, it all comes down to how lucky they are at the end, where everything before it feels like fluff. Fun fluff, but fluff nonetheless.

In the end, I had a good time with Mario Party 10. I just wish that after all this time, Nintendo would come up with a better balance between skill and luck. While both are necessary for a fun board game, too often does it feel like your actions have little to do with you winning and losing. Add to the fact that the biggest mode in the game continues to adopt such an unpopular mechanic, and you get a party that manages to be good through its new ideas, but never gets to the point of being great. With its few unlockables, barebones presentation, (it doesn’t have a proper title screen,) and handful of boards, these nitpicks round out a party that could’ve been legendary, but ended up just okay.

Bowser

Derek’s Thoughts:

Mario Party is a series that has always been close to my heart. The first games in the series were arguably the first party games that I ever played, and my fondest middle school memory is the entire year that a batch of my closest friends and I played Mario Party 7 every lunch-hour, every single day of the week (it was pretty amazing having a friend live that close to the school).

After MP7, I fell away from the series for a time. Then I picked up Mario Party: Island Tour at launch and quickly returned it (I don’t think I need to get into why), but when Mario Party 10 was announced last E3 with its new (and awesome-looking) Bowser mode and Amiibo support, I was already sold.

Truth be told, I’ve been having a blast with the game. That being said, I’ve only delved into its titular mode once, and I don’t know if I ever will again. As Josh notes above, it’s fairly mundane to have everyone working together, and the heavily luck-based gameplay of the mode doesn’t elicit further playthroughs, especially when the game’s other modes are far, far more interesting.

Amiibo Party is cute as heck, and it’s where I’ve been spending the majority of my Mario Party 10 playtime. It feels the most like classic Mario Party. The ‘boards’ however, are unfortunately tiny and uninteresting, and while each quadrant has a different feel, the stage as a whole amounts to nothing but a square, forgoing the interesting, themed game boards and multiple paths of the series’ previous entries.

As Josh mentioned above, Bowser Party is again, a blast. Playing from Bowser’s perspective puts an entirely new spin on the game, and the Bowser Party mini games are easily the most fun of the entire bunch. This is definitely the ‘your friends will hate you mode’ as the cat and mouse game between Bowser and the other players will lead to a multitude of swearing, yelling, and more. People complain about this mode being unbalance, but after 20 rounds of Bowser Party, we’re sitting at 11 for Bowser and 9 for everyone else. I haven’t, at any point, felt as though this one was unfair, so I do imagine that it could have a lot to do with who you’re playing with.

I think the most interesting (and toughest to swallow) part of Mario Party 10 is just how different it can be from the series’ classic iterations. I played mostly with friends who haven’t played the franchise in years (and don’t overly follow gaming) and they were all pretty upset to see what Mario Party had become. Yes, they had a ton of fun with mini games and tapping their assigned Amiibo every two seconds, but the fun of the board variety, of getting to purchase a star just before your opponent and completely screwing them over, or of changing the location of a star’s location while a friend is just spaces away, are all gone. These are the moments we tend to remember the most about our countless Mario Party match-ups, and unfortunately, these are the moments that have disappeared completely.

Mario Party 10 is a lot of fun, but if you’ve been away from the series (like I have), you do need to change your expectations of just what Mario Party is. Your friends will complain and probably say that it stinks, but they’ll still have a gas, and in any case, it’ll give you all a nice break from Mario Kart 8 and Super Smash Bros.

Briefly: Amiibo hunters everywhere are preparing for the March 20th launch of the first wave of Super Mario Bros. Collection figures, but little did we know that we’ll actually be getting larger figures this time around.

GameInformer just received their figures prior to next week’s launch, and noted that there’s a pretty substantial difference in the size of these figures in comparison to the Super Smash Bros. lineup. Whether it’s to make the new line feel more like highly-detailed board game pieces (for Mario Party 10‘s Amiibo Party mode, of course), or another reason entirely remains to be seen, but it’s clear from their photos that these new figures look rad… and I can’t wait to buy them all (and camp out for the Golden Mario).

Take a look at a couple of the comparisons below, and head to Game Informer for more.

Party_610d

Party_610e

Early in the lifespan of the Nintendo DS, the good folks over at HAL Laboratory released an experimental title in the popular Kirby series that used nothing but the stylus and touch screen to navigate Dreamland. During a time where Nintendo’s latest “gimmick” was declared dead in the water with the emergence of Sony’s first handheld, it was a brave move to take such an established franchise and change the formula so drastically on a system that was still trying to find its footing. Thankfully, this risk was rewarded when Kirby: Canvas Curse became a fondly remembered part of the character’s history, highlighted by its innovative level design, high amount of replayability, and its advanced difficulty, but with little expectation that anything like it would ever see the light of day again. Nearly ten years later, I wasn’t the only one surprised when Kirby and the Rainbow Curse was found on the show floor at E3, bringing this brand of excellence exclusively to the Wii U with an added co-op mode and a gorgeous Claymation art style. But despite our fond memories, does Rainbow Curse prove that the formula still works?

Rainbow Curse reintroduces us to Kirby and his foe turned friend, Bandana Waddle Dee as they’re kicking back and enjoying the peaceful life. Out of nowhere, a black hole opens in the sky, draining Kirby’s planet of its color and freezing everyone in place. It’s not until Elline, a fairy fleeing out of the hole, uses her power over paint to reanimate Kirby and Waddle Dee back to life. In order to save Dreamland, the three heroes travel through the portal in order to stop the one responsible for the color theft, while saving Elline’s world in the process.

Screen1

If you’re unfamiliar with the premise of these touch based Kirby games, the pink puffball is almost always in ball form. It’s up to the player to help Kirby through each of the game’s stages by drawing paths on the Game Pad for him to roll on. As the game continues, what simply starts as drawing paths becomes creating obstacles to reverse his momentum, drawing barriers to protect him from stage hazards, and building momentum to move him into hard to reach areas. When enemies become a problem, a simple tap of our Kirby ball performs a charge attack, defeating enemies in his path while destroying most objects that might block his path.

As hidden areas become harder to reach and enemies, (such as bosses,) become more resilient, the combat abilities that Kirby has at his disposal become more varied. To start, collecting 100 stars, (or tapping the Kirby amiibo on the pad,) activates a charged rolling attack. This ability wipes out anything unlucky enough to be in your path, as well as causing huge damage during the game’s boss fights, (assuming you can tap the screen fast enough.) When rolling won’t get the job done, Elline helps add some variety by transforming Kirby into one of three vehicles, including a tank, submarine, and a rocket. Each type plays drastically different from each other, offering some much appreciated variety into the mix. The tank involves tapping the screen where you want Kirby’s missiles to land, while the sub navigates the game’s often hard to control underwater sections with ease while automatically shooting off torpedoes, and the rocket flies in whatever direction you lead it to, forcing the player to stay on their toes while trying to reach the end of each level. All three control well and are fun to play in their own way, which definitely adds to an already enjoyable experience.

The game supports these three Amiibo figures, but good luck finding two of them.
The game supports these three Amiibo figures, but good luck finding two of them.

But what about your friends who might want to join in? Thanks to the aforementioned Waddle Dee, they can do just that. Supporting up to three additional players, the Waddles play much more like you would expect from a traditional game in the long running series. Using their spear to attack and a multi jump to climb hard to reach areas, they serve as a strong support character to help advancement through the stages easier. The fact that they can’t die and can’t advance past where the main player is, all while getting pulled ahead when player 1 decides to advance, establishes a somewhat restrictive, yet strangely addicting way to play with a group, since no one is able to keep the group from advancing, (which is a major flaw in co-op platformers such as New Super Mario Bros. Wii and even Kirby Epic Yarn.) Certain game play elements are even added specifically for multiplayer, including a mid boss fight in certain stages where floating hands that only Waddle Dee can damage attempt to carry Kirby out of the stage and towards certain doom. It breathes new life into the story mode, making it feel like a unique experience in its own right.

Still, as addicting as it may be, Rainbow Curse does come up short in a few key areas, especially when compared to its predecessor. First off, Kirby’s abilities are fairly restrictive, even with the extra vehicle levels. His trademark copy ability is missing in action, so what you have at your disposal in terms of attacks at the start of each stage are all you get. It’s true that you can use the Meta Knight and King Dedede amiibo to unlock their abilities, (assuming you can find them,) but only being allowed to use them once a day on one stage almost defeats the purpose. Kirby is also the only playable main character, so if you were hoping for a playable Meta Knight, Dedede, or about a half a dozen cast members to keep your time occupied like the original, you’re going to end up disappointed. Not helping the situation is out of the game’s eight bosses, the second set of three are just reskins of the first three. At least the same-ness of the bosses and protagonist are shared qualities. Equality is big in Dreamland!

Without trying too hard, my first playthough ended with me having about half of the stages completed at the highest rank, (based on how many stars you can collect,) most of the hidden treasure chests unlocked, (which contain some really cool clay modeled statues,) and the majority of the end of stage diary pages collected. Clocking in at a brief six hours with 90% completion, seeing everything the game has to offer shouldn’t take more than a day or two, even if every minute is full of excellent level design and game play concepts. However, most of the issues with length and repetitiveness disappear if you’re big on the co-op mode, or the unlockable challenge stages. These maintain the format of the bonus stages from the main game where you have to uncover a treasure chest within 15 seconds in groups of four, rather than the standard single challenge in the main game. Add to the fact that Rainbow Curse is budget priced, and it’s suddenly not hard to see this truly innovative title as worthy of the purchase price.

It's almost as addicting as collecting Amiibo!
It’s almost as addicting as collecting Amiibo!

When it’s all said and done, does Kirby and the Rainbow Curse have its share of issues? Definitely. Is it overshadowed by its much bigger, much more balanced and more varied predecessor? Without a doubt. But that doesn’t mean that this Wii U rebirth isn’t every bit as worthy of your time as the original. Despite its issues with a lack of variety in primary combat abilities, unbalanced difficulty scale and a stripped down amount of content, what we’re left with is a special kind of platformer that throws typical conventions out the window. With an enjoyable story mode, a co-op mode that completely changes the dynamic of how stages are approached, and a series of challenges that will keep even veteran Canvas Curse players on their toes, Rainbow Curse ends up as another solid game in the Wii U’s growing library of excellence.

tl;dr

+ Some of the best level design you’ll find in modern platformers.

+ Vehicle levels and added obstacles keep the main game from feeling too monotonous.

+ The challenging story mode is complimented by unlockable bonus stages in the challenge mode.

+ Co-Op adds a layer to the dynamic of how the game is approached.

+ Its beautiful clay inspired graphics.

– Kriby as the only playable character without his copy ability makes the main stages eventually feel repetitive, which is further emphasized by repeated bosses.

– Unbalanced difficulty.

– Short playthrough for a one and done game if you’re not interested in challenge modes or co-op.

Story mode challenge stages set you up for failure.

 Final Score: 3.5/5

Briefly: We still don’t know if we’ll ever get a chance to play it, but Pokkén Tournament sure looks to be shaping up nicely.

A new trailer for the game debuted at this year’s Japan Amusement Expo, and while it reveals no new characters (and few other surprises), the 60FPS video offers a gorgeous look at the upcoming fighter.

Take a look at the trailer below, and let us know what you think. Currently, Pokkén Tournaments is confirmed only for Japanses arcades. Don’t you miss arcades?

Briefly: Fatal Frame fans, have you given up hope for The Black Haired Shrine Maiden ever coming to North America?

Maybe you shouldn’t have, as Devil’s Third creator Tomonobu Itagaki has certainly just raised my excitement for the possibility of the title coming to the west. Here’s what he said on his FaceBook page:

“Hey guys, I strongly believe that Kikuchi Keisuke will release the Fatal Frame V in America, in many countries. He and me have same philosophy from Tecmo days. That’s what I can say for now. I want you guys to read between the lines. Anyway I will play this game.”

Of course, he could be totally wrong, but I’ll hold onto any shred of hope that I’ll get to play another game in this amazing series.

Have you been a fan of the Fatal Frame series thus far? Did you get a chance to play the Wii version? Sound out below!

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

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

Check out the complete list below.

Wii U:

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

Wii:

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

3DS:

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

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

ClubNintendoLogo-600x6002

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

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

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

CoE_Screenshots (5)

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

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

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

CoE_Screenshots (114)

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

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

CoE_Screenshots (84)

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

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

Final Score: 3.5/5

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

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This Week

Shane’s run in with his future, Amiibo hunting self.

Our Favorite Games of 2014.

This Week’s Listener Mission Objective

What are your gaming New Years resolutions?

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Briefly: Josh went hands on with the gorgeous-looking Kirby and the Rainbow Curse back at E3 in June. The game acts as a successor to early DS title Kirby’s Canvas Curse, but with a new (and charming) art style, a ton of new gameplay elements, and its all coming to us on a home console instead of a handheld.

A new Japanese overview trailer has just been released for the title, and while I obviously don’t understand a word of it, it does show off which Amiibo will be compatible with the anticipated sequel. You won’t have a huge number of figures to utilize here, but the game is compatible with Kirby, Meta Knight, and King Dedede. Each figure unlocks a special power-up that can be used once per day.

You can take a look at the overview trailer, which shows off some new new gameplay features, below, and be sure to let us know what you think! As for Amiibo, are you still hunting? Will you be picking up Meta Knight and Dedede? Sound out below!

 

Need more controllers to fill up those 8-player Smash fests? PDP has you covered.

Following the popular Gamecube inspired Fight Pads featuring designs for Mario, Luigi, Peach and Yoshi, Wave 2 will feature a wider range of Nintendo’s all star roster. Representing Link from The Legend Of Zelda, Metroid‘s Samus Aran, Wario and his classic color scheme, and the iconic ape, Donkey Kong, these Nintendo licensed fight pads will not only help you represent your main as you tear through the competition, but they will work with any title that supports Wii Classic Controls. But most importantly, a Gamecube adapter is NOT REQUIRED to use them! All you need is a Wii Remote to plug them into and you’re good to go!

Pre-orders are available now, with a tentative release set for early 2015 at $24.99 each. Is your favorite character represented? Who would you like to see get the controller treatment next? Can it be Pit? Please, let it be Pit!

DK Wario

Link and samus

After a little over two weeks since release, it seems like Nintendo is already pulling the plug on some of their Amiibo toys to life figurines.

According to the Twitter feed for Canadian video game store Video Games Plus, Nintendo has officially discontinued Marth, Wii Fit Trainer & Villager Amiibo. When they looked to restock these already rare characters, Nintendo supposedly responded that they’ve been discontinued (along with the popular Gamecube adapter).

As many of us suspected would happen, Wii Fit Trainer, Villager and Marth have reportedly ceased production. While more popular characters like Mario, Pikachu, Link and Donkey Kong will still be produced, the more obscure characters aren’t likely to get another run, disappointing many a gamer while prices inflate online in the process (Marth hit $80 last night here in the US).

This decision is bizarre. I realize that not all characters will have the long term marketing power of others, but Smash Bros JUST came out! With only a few arriving in the launch shipments, and the apparent refusal to produce more, it looks like you might have missed out if you didn’t jump on them on day one.

Yet, I still can’t help be surprised by both Villager and Marth. The last Animal Crossing title solidified the series as a bonafide mega series, becoming one of the highest selling titles on the 3DS. While Marth himself isn’t terribly well known, the Fire Emblem series is definitely on the rise, not to mention that the swordsman is a Smash Bros icon, possibly being known more in the States for his role as a fighter than his own series!

If nothing else, this will just instill the fear in all of us over the rest of them selling out. Speaking of, I need to pre order all of Wave 2 now!

Source: nintendolife.com

UPDATE: According to a copy of an email by Nintendo of America’s Assistant PR Manager, David Young, posted to Twitter, this rumor is untrue and Nintendo is simply working to keep up with demand, especially on the rarer characters.

The letter states:

David from Nintendo jumping in here. We have not discontinued any of the amiibo figures. Naturally some are more popular than others, and stores will need to reorder these once they sell through. That said, I don’t know how long resupply will take, so I encourage people to pick up their favourite characters when they see them in this busy Holiday season.

Who do you believe? I guess we’ll have to keep checking store shelves to find out!

UPDATE #2: So now it turns out that some Amiibo actually HAVE been discontinued! According to Wired, Nintendo reached out and has confirmed in a statement that some Amiibo will not receive additional prints after their initial run.

“We will aim for certain amiibo to always be available. These will be for our most popular characters like Mario and Link. Due to shelf space constraints, other figures likely will not return to the market once they have sold through their initial shipment.”

While no specific figures are mentioned, it’s clear that more obscure characters like Wii Fit Trainer and Marth would be the first to go. What will this mean for characters who aren’t quite on the upper echelon of popularity, like Fox or Samus? What will this mean for future waves? Are we going to have to horde all the Captain Falcon and King Dedede toys? I’ve lost the ability to trust…

So now it seems like David Young lied to us and broke our fragile hearts. Either that, or Nintendo has no idea what they’re doing for sure. All I know is that after becoming such a huge hit, especially when you consider the profit they’re poised to make if Bloomberg is to be believed, refusing to re-stock stores with a product that’s in such high demand would be leaving money on the table, and would be one of the few times that I would agree that Nintendo is out of touch.

Then again, maybe the original plan was to discontinue them, but seeing the high demand will force them to have a change of heart. We can only hope!

Nintendoomed.

After a rough couple of years, with the popular game company suffering consecutive annual losses for the first time in decades, it looks like Nintendo is finally back on track. And they mostly have Amiibo to thank.

According to Bloomberg, Nintendo is on track to triple their profits. On the back of a successful year for the struggling Wii U, titles like Mario Kart 8 (at 3.49 million sold worldwide,) and Super Smash Bros. For Wii U, (which sold 490,000 in three days in the U.S. alone,) the console itself is likely to reach its goal 3.6 million sold for the year.

But aside from the games and the consoles are the Amiibo, Nintendo’s answer to Skylanders and Disney Infinity that lets players purchase toys featuring their favorite Nintendo characters, and pitting them against each other in the latest Smash Bros title, amongst varying functionality throughout other Nintendo titles. Seemingly serving as the new money maker, Nintendo has stated that they’re on track to make $1 billion on U.S. sales alone! There’s no word on whether or not this mostly comes from inflated Marth sales.

It’s no surprise that making cheap figures, mass producing them and selling them for a reasonable price will result in said company rolling in the profits, (just ask Activision!) But $1 billion!? That’s either insane, or a misquote, and they mean Yen. Either way, this is following a surprise profit from the company during the last financial quarter, so it’s safe to say that Nintendoomed is finally put to rest… Right!?

At the very least, let’s hope Nintendo uses their good fortune to take some chances and release some of those games we really want. Fatal Frame, anyone? Or at least a second printing of Villager, Wii Fit Trainer, and Marth?

Source: nintendoenthusiast.com, Bloomberg

 

With all the exclusive premiers at The Game Awards, Nintendo ended the show with the biggest one of the night.

During the closing moments of the show, Nintendo of America President Reggie Fils-Aime addressed the Las Vegas crowd with one simple statement:

Lately, whenever I run into a Nintendo fan, they always ask me one question: ‘Hey, Reggie! Can you tell me about the next Zelda game?’ As you all know, this year at E3, Nintendo shared the first clips of the next Zelda game for Wii U–which is well into development. Let’s head back to Nintendo Headquarters in Japan to see what Mr. Miyamoto and Mr. Aonuma have been working on.

What follows is a 4-minute video which gave the world the first look at actual gameplay of the next entry into the Legend of Zelda series.

 

We won’t spoil what specific details the video reveals, but Mr. Miyamoto does reveal the release date for another highly anticipated Wii U game!

Check out the video for yourself and let us know what you think!

I still recall playing Super Mario 3D World for the very first time (now just over a year ago): most of its campaign saw myself and three pals killing each other frequently while consistently replaying each and every level to ensure that we maximized our quantity of stars. Early on in the game, something magical happened, and we were introduced to a new type of Mario mini-game that would go on to steal all of our hearts: Captain Toad.

Or rather, I was introduced to Captain Toad, as I instantly fell in love with this chill, relaxed exploration level, and then proceeded to hog the original stage in each and every world that followed. If I had to use the gamepad (which was not overly well utilized in 3D World and not nearly as comfortable and long lasting as the pro controller), the Captain Toad levels were my reward, and the tradeoff was more than worth it.

I remember having the conversation every time a Captain Toad level came up that “this dude’s a total bad-ass, and he needs his own game.” Apparently Nintendo was listening, because Captain Toad: Treasure Tracker is here, and he’s even more of a bad-ass than before. We received just a few charming, thought-provoking Toad levels in Super Mario 3D World, but for this release, Nintendo’s upped the level count to 70+, and included some very clever (not just “let’s jump on Bowser’s head”) boss battles and some oh-crap-I-need-more-of-these minecart stages (but more on those later).

Toad1

The standard levels in Treasure Tracker are a lot like the ones that we fell in love with in Super Mario 3D World. Captain Toad doesn’t have a lot of skills; the guy can’t jump at all, and his top speed is laughable at best. Basically, you’ll be traversing each stage in an attempt to find three gems (some obvious, and some well hidden), while avoiding all sorts of baddies (or throwing turnips at them, a new skill for the Captain), before making your way to the star at the end of the level. The competent and varied level design should keep you coming back for more, as in many stages you’re unlikely (unless you’re taking your time of course) to find all three gems the first time through, and each level also features a much tougher secondary objective that won’t even be revealed until you’ve completed the stage once before. Controls are simple, as you’re basically moving and grabbing things, and you’ll have full control of the game’s camera either by using the right analog stick or fighting with the terrible gyroscopic camera controls (they are never, ever, ever faster or more convenient). Many stages will also use the gamepad in neat ways (as we saw in SM3DW), such as using your fingers to raise platforms or stun enemies, or even blowing into the microphone in order to power fans in-game.

Boss battles definitely take further thought, as again, the Captain isn’t very good at most things. Instead of having the best Mario player running up to the boss/sub-boss and killing him before you’ve had time to pick up your controller, they require precise timing and an understanding of how each boss stage works. Oh, and don’t forget that you’ll still be collecting three gems from these levels. There are various other mini-games and sub-stages to keep things fresh, but the standouts here have to be the minecart stages. In these levels, Toad hops into a minecart, the game switches to a first-person mode (though you can switch back to third-person if you like), and becomes a sort of on-rails shooter that has you throwing turnips (using the gyroscopic controls which actually work very well here) at enemies, power blocks, coins, and gems in an attempt to get through the course unscathed, and… well, rich of course. These levels are an absolute pleasure to play, and I almost always went through them multiple times. These stages reminded me a lot of Pokémon Snap, which is definitely, definitely due for a remake on the Wii U (as we’ve mentioned on the Geekscape Games podcast… insert shameless plug here), but as this is likely the closest we’ll get for some time (forever), we’ll take what we can get.

Toad2

I think that my favourite part of Captain Toad: Treasure Tracker is just how damned relaxing the game can be. It feels so different from every insanely fast-paced game that releases today (like say Nintendo’s very own Smash Bros. for Wii U which launched a few weeks back, for instance). You can take the game at your own speed, at whatever depth you want to experience at, whether you’re a little kid who just wants to clear each level or a full-grown human who needs to 100% the thing. It’s also super accessible, and I could definitely see myself showing it to some of my non-gaming friends or relatives as there’s a good chance that they could enjoy it. The game also led to some far deeper thoughts than I’d ever imagined a title like Captain Toad: Treasure Tracker could: at the start many stages, I’d think “Wow, Mario could complete this in one jump, but it’s so hard for Toad.” And then I thought for a long time about how that is literally life for some people. Yep. Captain Toad is powerful.

It’s not the longest of games (you’re probably looking at about 6-9 hours to completion depending on how bad you are at puzzle games, but Nintendo’s also not asking full price for this one. Captain Toad: Treasure Tracker costs a cool $39.99, and it’s more than worth every penny.

I was expecting exactly what we saw from Super Mario 3D World‘s bonus levels, but instead we received something much more realized than that. Nintendo has crafted a cute, quirky, and clever spinoff that has quickly become one of my favourite puzzlers in recent memory. With a more-than-reasonable amount of challenging and fair content, cute-as-hell graphics and sounds, and a budget price tag, this adventure is more than worthy of the price of admission.

Plus, it transformed Toad from a cute and cuddly sidekick, to a bonafide bad-ass.

Captain Toad: Treasure Tracker scores an admirable 4/5.

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

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

Oh, they’re still saying that?

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

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

Enter Super Smash Bros. for Wii U.

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

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

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

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

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

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

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

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

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

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

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

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

Yesterday, Nintendo unveiled the third wave of Amiibo figures, including Sonic, Mega Man, and about half a dozen Nintendo favorites. One such characters was Shulk, the Monado wielding protagonist of Xenoblade Chronicles. If you’re like me, you were really excited for the chance to put this sweet looking figure on your shelf when not importing it into Super Smash Bros.

There’s just one catch. Like the game that he originates from, Shulk’s Amiibo will be exclusive to GameStop, so if you REALLY need him, this is the only official retailer that you’ll be able to pick it up from. It sucks for people who try to avoid the store like the plague, but I guess we should be happy that we’re getting him at all. Either way, I think we can all agree that retailer exclusive content is a raw deal.

Aside from Smash, will Shulk have any functionality in the upcoming Xenoblade New 3DS port? Will placing his figure on the Wii U Game Pad add him to your Xenoblade Chronicles X party, while he runs around telling you his various levels of feeling it? We can only hope.

The third wave of Amiibos are set for a February release.

We enjoyed Splatoon quite a bit when it rolled around during E3 week. Nintendo’s foray into the squad based shooter genre literally made it squid based, with a main objective that focuses on painting the environment with your team’s color rather than racking up frags. But even though the multiplayer was nice, details were non-existent when it came to the possibility of a single player mode. Would it follow suit with games like Titanfall and be an online only affair, or would equal attention be placed in the solo couch experience that Nintendo is known for? Well, loners like myself can rejoice, because the latest trailer points to the latter!

Based on the short amount of footage shown, it will be an all out war between the squids and the octopi, (octopuses?) for control of the world these colorful characters inhabit. One noticeable change from the demo was the inclusion of a paint roller, allowing the gunners to cover large amounts of ground while they run, which is a welcomed addition when I think back on how tedious it could get to paint the floor in front of you. Overall, it’s apparent that the project is coming along nicely, and has the potential to change the way we look at the shooter genre. If nothing else, it will definitely give us a nice break from the dark, gory, faux-testosterone fueled titles we’re used to seeing in these types of games.

Are you a believer yet? Keep an eye out for more details as we inch closer to that second quarter 2015 release date, and make sure to watch the trailer for yourself!

Nintendo fans, prepare yourselves and your bank accounts because the third wave of Amiibo figures have been announced–and boy–is it a nice line up!

amiibo-wave-3

Earlier this morning on their Instagram account, Nintendo posted a picture revealing the third wave of Amiibo figures set to launch February of 2015. Not only does the new wave include Bowser, Toon Link, Shulk, Rosalina, Ike, King Dedede, Metaknight, Lucario, and Sheik, but the new wave includes the first third-party characters to receive their own Amiibo figure–Sonic the Hedgehog and Mega Man.

With the inclusion of Wave 3, this now brings the Amiibo line up to 29 figures. Start clearing those shelves now!

Briefly: However you’re feeling about Amiibo’s after the recent reveal of the final product (we gave our thoughts on figures extensively on the last two episodes of Geekscape Games, here and here), this is a pretty damned intriguing idea.

Nintendo has partnered with the fantastic folks over at Loot Crate for an ‘Amiibo Subscription Service’, which will deliver 10 pre-selected Amiibo figures to subscriber’s doors.

Here are the currently released details, straight from the big N:

With the holidays fast approaching and excitement for amiibo growing every day, the popular online delivery service Loot Crate is helping fans receive select amiibo figures after they launch on Nov. 21. By signing up for an “amiibo Subscription Service,” subscribers will receive 10 pre-selected amiibo (including Mario, Pikachu, Donkey Kong, Fox and Yoshi) separated into three special Loot Crate shipments throughout the holiday season without ever having to leave their homes.

 

“Featuring compatibility with Super Smash Bros. for Wii U, Mario Kart 8 and Hyrule Warriors this year, amiibo figures are shaping up to be one of the year’s must-have holiday items,” said Scott Moffitt, Nintendo of America’s executive vice president of Sales & Marketing. “Fans around the country already enjoy Loot Crate’s approach to delivering cool new items every month, and now they have a new and convenient way to get their hands on amiibo.”

 

“We are honored to be working with Nintendo – a company that our team loves and respects, and that many of us grew up with,” said Chris Davis, Loot Crate’s CEO. “The iconic Super Smash Bros. games have brought people together for years, and we’re excited to become a part of that story in a new way through our amiibo Subscription Service.”

 

By joining the subscription service, Loot Crate guarantees the 10 pre-selected amiibo, and allows subscribers to avoid the hassle of rushing to retailers to find their favorite characters. In addition to Mario, Pikachu, Donkey Kong, Fox and Yoshi, the other five pre-selected characters will be revealed through Loot Crate soon. Super Smash Bros. for Wii UMario Kart 8 and Hyrule Warriors will feature amiibo compatibility this year, with functionality for Captain Toad: Treasure TrackerKirby and the Rainbow CurseYoshi’s Wooly WorldMario Party 10 and more coming in the future.

 

Nintendo and Loot Crate also have a few additional surprises in store for Super Smash Bros. and amiibo fans, so check back with Loot Crate for further details. For more information about how to participate in the limited-time “amiibo Subscription Service,” visit http://www.lootcrate.com/amiibo.

Note that Nintendo does note that the service is available for a limited time, so if you’re at all interested, you should definitely keep your ears open.

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

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

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

Briefly: We’re all beyond excited for Nintendo to release the first DLC pack for the phenomenal Mario Kart 8, and the publisher is now teasing just what we can expect in the first pack’s eight new tracks.

Today, Nintendo debuted an Excitebike themed track for the game. From the video, it’s clear to see that the course will garner some nostalgic feelings from older Nintendo fans, and probably some feelings of frustration from everybody. It looks fairly flat and straight, so you can definitely expect to be hit by a lot of green shells and fireballs. Oh, and the locations of ramps and speed boosts change each time you race, so good luck with that.

Take a look at the Excitebike preview below, and let us know what you think! Each DLC pack will cost you a more-than-reasonable $7.99, or you can pick up the two-pack bundle for $11.99.

Looks like fun, huh?

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

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

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

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

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

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

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

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http://youtu.be/P4SalDG__nY

http://youtu.be/FKEsviMNOLI

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

Did you miss out on Disney Infinity when it released last year? Was it a tough sell to invest so much money in a new IP knowing that there were so many toys that go with it? Or did you have the Wii version and wanted to upgrade? Well, if you wanted a taste of what all of the commotion is about, the game is now available as a free download for Wii U. That’s right… free!

Featuring the Toy Box right out off the bat, players will be able to create their own worlds, challenges and games based on the in game tools. The catch? The game can’t be played without the figures, so while you can stare at the icon on the home screen, you won’t be able to play it without at least one figure. If you like what you play, you’ll also be able to buy the game’s Play Sets, which are equivalent to a campaign mode.

While this is a cool way to introduce new players to the concept, it feels kind of empty when you consider that the game can’t be played without the base. To my knowledge, the accessory is only available as part of a Starter Pack, unless you can find some local chain or a Craigslist seller that would part with the individual piece. Otherwise, the only way this would be worthwhile is if people who skip straight to the upcoming sequel get curious about the first one. Still, free is free, right?

Will Disney Infinity be added to your download list?

Remember that image from late last year featuring Lucario face to face with Blaziken in a 3D space? After months of speculation, and even our own E3 predictions expecting as much, The Pokemon Company has officially unveiled Pokken Tournament, a 3D fighting game that is heading to Japanese arcades in 2015!

Developed by the team behind the popular Tekken series, Pokken Tournament will promises to bring that fighting pedigree to the world of Pokemon. With Lucario, Blaziken and the king of the Starter Deck, Machamp, there are still questions that are left unanswered. Will there be more than just fighting types included? When will it be released? And when, (not if,) will the game receive a console release, especially outside of Japan?

It might be a long time before we find out the answers, but for the time being, we can watch the game’s reveal trailer to our heart’s content. Check it out below, then tell us who you’re hoping makes the jump to the fighting game world!

Briefly: I haven’t purchased a toy in years, but I’d be lying if I said that I wasn’t going to buy every single one of these.

Back at Nintendo’s Digital Event at E3, the company revealed Amiibo, their new Skylanders-esque NFC figures which are going to make them millions (and millions) of dollars.

The company today revealed the first wave of Amiibo’s that will be available at retail, and the team consists of Mario, Peach, Link, Samus, Yoshi, Donkey Kong, Pikachu, Kirby, Fox, Marth, Villager and Wii Fit Trainer. At E3, the big N also showed off Bowser and Pit figures, so I’d imagine that those are coming down the pipeline aswell.

A release date has not been confirmed, but the figures are available for pre-order for a cool $13.99 at select retailers, and will launch this holiday season.

Learn all about Amiibo (which should work with a multitude of future Nintendo games) below, and let us know how many you’ll be picking up!

Bah. I can’t wait to put these on my shelf!

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It looks like the inhabitants of the Mushroom Kingdom will be racing against the Hero of Time and everyone’s favorite secretary.

Doing more than offering free downloadable content in the form of three Mercedes-Benz karts arriving on the eShop tomorrow, Nintendo has announced two new Mario Kart 8 DLC packs. The first pack will not only include four new tracks, but three new characters as well–Tanooki Mario, Cat Peach, and Link(!). This will mark the first time anyone outside the Super Mario Universe (outside the Namco-Bandai characters in the arcade versions of Mario Kart) will be available as a playable racer in any of the console or handheld versions of Nintendo’s karting franchise. If that wasn’t enough, Isabelle and the Villager will be join the cast, as well as Dry Bowser.

Each DLC pack will contain three characters, four karts, and two new cups–each with four courses. One of the confirmed tracks will be Wario’s Gold Mine from Mario Kart Wii, as well as courses based from the Legend of Zelda and Animal Crossing franchises.

Additionally, Nintendo confirmed that one of the new carts will be modeled after the Blue Falcon from F-Zero.

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Here’s a breakdown of the DLC Packages:

Pack 1: The Legend of Zelda X Mario Kart 8 (Release Date: November 2014) – $7.99

– 3 Charcters: Tanooki Mario, Cat Peach, Link

– 4 Vehicles

– 8 Courses

 

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Pack 2: Animal Crossing X Mario Kart 8 (Release Date: May 2015) – $7.99

– 3 Characters: Villager, Isabelle, Dry Bowser

– 4 Vehicles

– 8 Courses

Pack 1 + Pack 2 Bundle – $11.99

– 6 Characters: Tanooki Mario, Cat Peach, Link, Villager, Isabelle, and Dry Bowser

– 8 Vehicles

– 16 Courses

– As a bonus for purchasing both bundles (as a pack or separately), buyers will immediately receive eight new colors for Yoshi and Shy Guy for Mario Kart 8.

The DLC packages will be available for purchase Wednesday, August 27.

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

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

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

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

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

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

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

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

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

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