During a Nintendo showcase event at PAX Prime, I wanted to say "screw it" and just play Hyrule Warriors for an hour (or more) but with only two demo stations available and lots of other nice games media types eager to ch...
Minor confession to make: I haven't played Bayonetta. Yeah, I hear it's good, but I just never got around to it. It happens. Heading into a quick hands-on session with Bayonetta 2, I figured my inexperience wouldn't matter much.
Wow, was I ever wrong. Now a few hours removed from the demo, my head's still spinning from trying to discern exactly what the hell just happened.
Costume Quest, like every Double Fine game, is charming. It's a fresh-feeling, low stakes take on the JRPG genre, more Earthbound than Final Fantasy. Though, as Chad put it in his review, it's "RPG Lite," accessible for all ages.
Double Fine doesn't want to sacrifice that, but does want to make Costume Quest 2's combat a bit more engaging. I was engaged with Paper Mario (or Final Fantasy VIII) style timed button presses that help your attacks do a bit more damage. Similarly, a well timed tap on defense will reduce the damage you take. This engagement, though, make things a bit easier so long as you can hit those button presses.
Nearly ten years ago, Kirby: Canvas Curse graced our original Nintendo DS handhelds, showing us (once again) that Kirby games could be about things other than floating around, ingesting bugs, and vomiting stars. Canvas Curse also had the responsibility of showing that fully touch-controlled games could be worthwhile, and by most accounts, it succeeded in that endeavor.
That same gameplay hook is back with Kirby and the Rainbow Curse. Now on the larger screen of the Wii U GamePad, players will still tap Kirby to make him move and draw rainbows for him to use as platforms. What is new is the clay aesthetic, which brings to the game its own neat mechanics.
Super Mario 3D World was fantastic, and one of the reasons was its incredible variety throughout. Captain Toad made his first playable appearance there, with his levels acting as a sort of palate cleanser between Mario's running and jumping cat suit antics.
The basic premise of the levels is that Captain Toad wants to help Mario collect stars, but since he is slower and cannot jump, he needs to rely more on puzzle-solving ability and keen perception (along with smart level design) to get things done. Fans loved it and clamored for more Captain Toad, so Nintendo explored the idea even further with Captain Toad: Treasure Tracker. As it turns out, the basic premise really has legs -- legs that still cannot jump.
Yarn Yoshi is a pretty good name. Yoshi's Woolly World is an okay name.
Yoshi's Yarn is a better name and what the game should've been called for the sake of alliteration and Yoshi's Story symmetry (a yarn is like a story!!!). I'm going to keep writing Yoshi's Woolly World as Yoshi's Yarn. Sorry.
Two days ago, if you had told me that Nintendo was working on a competitive multiplayer third-person shooter, I would have thought you were crazy. Imagining Nintendo venturing into the territory of blood-spattered 360 no-scope headshots just does not quite feel right.
Of course, Nintendo can take a gameplay mechanic that is normally reserved for more "mature" games, open it up to everybody, and inject its own ideas to create something that is wholly its own thing. That thing is Splatoon, and we got some hands-on time with it here at E3.
Mario Maker is a drag-and-drop level creator, letting you use classic (and newer) Mario game tiles and props to create your own stages. I gave it a spin here at E3 to try to create the next great Mario stage. I found that while making your own stages is quite easy, making a truly fun one takes a bit more work.
You knew that upcoming Wii U title Hyrule Warriors would be a blend of Tecmo Koei's Dynasty Warriors and Nintendo's Legend of Zelda. But I'm here to tell you that the gameplay is much more like Dynasty Warriors than I thought it would be. Not that that's a bad thing.
The Zelda side is like the yummy icing on the top.
Since the first game in the series, one of the most exciting aspects of the Super Smash Bros. series has been watching for the appearance of unexpected characters. Back then, it came in the form of unlockables, but it evolved into a pre-release hype-building machine that spawned the "confirmed for Brawl" meme.
Through the excitement of new character announcements, it is easy to neglect to consider the work that goes into making each fighter feel unique while still maintaining a relatively balanced game. We took some time to test out a lot of the newcomers to the Super Smash Bros. series, both on the Wii U and on the 3DS, and they definitely each have their own niche.
If there's one thing that the folks at Double Fine aren't known for, it's being pigeon-holed into making the same game. In fact, almost all of its titles are wildly different from one another. From the likes of Brütal Legend to Stacking to Broken Age, nothing the studio does is derivative of its past works.
It's not exactly a flag that Double Fine waves proudly, but it maybe kind of is, in a way. That's why when I sat down with publishing manager Greg Rice last month to talk about Costume Quest 2, he almost sheepishly started off with "Well, it's the first sequel we've ever done," (apart from the add-on to Double Fine Happy Action Theater, which hardly counts).
The statement struck me as unusual as I mentally ran down the company's list of titles. "Has Double Fine really gone this long without iterating on any of its other games?" I pondered. Apparently so, and Costume Quest 2 will be the game that finally breaks the streak.
And, that's okay, because more Costume Quest is never a bad thing.
[Update: Apparently, just this morning, Sega decided to subtitle both Sonic Boom for Wii U and the upcoming Sonic 3DS game. Sonic Boom on Wii U is now Sonic Boom: Rise of Lyric, and the 3DS title is Sonic Boom: Shattered Crystal. This preview only looks at Rise of Lyric.]
Heading into a recent play session with Sega's Sonic Boom, I was filled with odd, conflicting senses of hesitation and anticipation. Would this be an all-out trainwreck that I had to cringe my way through? If I set my internal bar low enough, would I be strangely surprised? Heaven forbid, might it actually be good?
The Sonic name has sat in an uncomfortable place for years now -- past failures in the franchise simultaneously meriting both more lenient expectations and a more critical eye to future installments. Sonic Boom looks to be no exception. Its faults stick out like poorly bandaged sore thumbs, but some of them are sort of acceptable because it's Sonic. Sort of.
The demo that we were shown was broken up into a few different sections that could be selected. There was a level from the campaign, a boss fight against Doctor Eggman, and a fast-paced, on-rails level to zoom through. They all played very differently from one another, and gave good indication as to what Sonic Boom's strengths and weakness truly are.
Mario Kart 8 has unveiled two "new" characters. They are Baby Rosalina and Pink Gold Peach. What the heck, right? You're probably rolling your eyes at the lack of surprise with Baby Rosalina (who's joining Baby Mario, Luigi, Peach, and Daisy), but Pink Gold Peach?
Think Metal Mario, but a more precious, royal metal (gold) and then pink because femininity is pink even though I'm wearing a pink shirt right now and I am super manly. Seriously. I am eating a pound of salami and a half pound of cheese for lunch.
The developers at Toys For Bob are back in the saddle with Skylanders Trap Team, the next entry in their hit toys-meet-videogame franchise. This time the hook involves you capturing villains and enslaving brainwashing reforming them to work for you. Same overall formula where you use Skylanders both old and new, but now you have the aid of all the bad guys.
This means a new Portal of Power, plus a whole new set of toys specifically designed for capturing the villains.
The delay of Ubisoft Montreal's new open world IP, Watch Dogs, surprised many. With only a month away from launch, and a rather bold marketing push for the holiday season, Ubisoft appeared ready, but then we found it wasn't. At all. It's not too often you see publishers holding back a game's release to further development, and it's certainly admirable of them to be so honest.
"The game wasn't finished," said lead game designer Danny Belanger rather bluntly. "You see all the content we have, there was a lot of different parts of it that were not at the level we wanted -- so it was hard, there was a lot of others reasons too, but at the end of the day, we didn't want to release the game in state we weren't happy with."
With its May release approaching, Ubisoft is ready to unveil its upcoming open world action title, and the publisher invited the press to get plenty of hands-on time with the game. As you can tell with title, I came away pretty pleased, though I have some reservations still.
Last year, the news of Ubisoft making an old-school throwback to the JRPG genre took a number of people by surprise. When Destructoid got the chance to check it out, there was a healthy amount of curiosity around it. Not too many people knew what to make of it, especially considering it was coming from the team that made Far Cry 3, which is a title that seems very far apart from it.
But after spending some time with Child of Light, about three hours to be exact, there might be more in common with these two titles than you think. I got the chance to talk with lead writer Jeffrey Yohalem, and saw what passion and a small team working on a unique throwback to JRPG titles managed to come up with.