The Legend of Zelda: Breath of the Wild Trailer Leaves a Few Folks Breathless


 

And that is a mighty good thing. Some (well, TOO many) gossipy babble fight web sites were going on for weeks about the decision by Nintendo to focus heavily on ONE game, complete with too many gullible gamers falling for the rumors that it was the ONLY game coming to E3 (it wasn’t). But as you can see, all that time and type in the rumor mill was wasted. Speculation sucks, doesn’t it? This game won’t. Back in a few hours with some hand-on impressions. Go watch the gameplay demo yourself over at Nintendo’s E3 site. It started at 1PM EST and will be going on pretty much all day. Back in a few hours with a few words on how it plays.

Lost Reavers Beta Hands-On: Fun, But Needs Some Old West Tweaking

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LOSTREAVERS_keyartWhile it hasn’t sold in the numbers Nintendo has liked to have seen, the Wii U isn’t dead just yet. Bandai Namco’s online-only action shooter/RPG-lite exclusive Lost Reavers popped up last Friday as a public beta until April 26 (the final version goes live a day later) and after some extensive playtime, the jury is in on the gameplay (solid and accessible fun), but out on the lack of certain features that make these online games hugely popular and more enjoyable to western audiences. Let’s start with what works before commencing with the constructive criticism, as some things can and should be ironed out once the final release is out.


 

While the “plot” is thinner than a sheet of rice paper on a recently paved road run over by a dozen brand new steamrollers, it’s not *why* you’ll be playing at all. The game is a throwback to a simpler arcade style of play: Run through maps killing monsters and picking up drops before making to a relic room where that prize is retrieved by a single player and carried to an exit warp while the others protect hm or her. Most maps are relatively short and can be completed in less than five minutes to closer to ten minutes each with a good set of teammates. The Unreal-powered visuals are okay and occasional lag and bug issues (that will hopefully be squashed before launch) aside, the game runs at what looks like 30fps most of the time. While it’s a third-person game, each of the four classes plays differently and the heavy gunner guy has the only optional first-person view. My own preferences are the third person furthest view camera because it allows for seeing more of what’s around you, but there’s also a second third-person view that adds a targeting cursor as well as a lock-on function that should help casual players get used to things quickly.

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Lost Reavers Killed My Productivity Today (Thanks, Bandai Namco!)


 

So yeah. I only planned to give that Lost Reavers beta a try for oh, about an hour or two. I got online at noon (after a few attempts at logging in after midnight failed because the beta wasn’t ready for its close up), and the next thing I know it was 6:47 and anything else I had planned earlier was toast. More in-depth impressions to come tomorrow. It’s fun and really easy to get into but REALLY needs an offline solo and up to 4-player co-op mode so even MORE people can play it.

Back in a bit. My eyeballs need a break, I’m at level 16 and there’s a big, bad boss that needs to be dealt with (later this evening, perhaps?)

Nintendo 3DS Review: Sadame

Sadame Poster

SADAME boxPlatform: Nintendo 3DS

Developer: Mebius

Publisher: Rising Star Games

# of Players: 1

MSRP: $14.99

ESRB Rating: T (Teen)

Official Site

Score: B 80%

Logo1It’s somewhat surprising that with so many RPGs available on the Nintendo 3DS, the old-school dirt simple hack & slash sub-genre is somewhat underrepresented. Granted, you’re probably not going to get a fancy looking Diablo or Torchlight-style game up and running on the 3DS hardware without some miracle coding skill and Nintendo completely missed the boat on localizing the fantastic DS game Soma Bringer to the west some years back. Thankfully, Rising Star Games has taken up the chase ‘n chop mantle with Ishi-Sengoku-Den “Sadame” (heretofore shortened to Sadame for the remainder of this review).

The game takes the basic formula found in Blizzard’s classic franchise and adds a feudal Japanese setting, simplified gameplay and multiple routes through four acts that feature multiple routes which add replay value if you want to explore every inch of the maps. While the results aren’t flawless, gamers with more open minds and a willingness to deal with a few quirks will get a lot more out of what’s here than those who come in with a load of expectations.
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RIVE: Two Tribes’ Final Title Looks Like a True Treasure


 

15 years in the game development business is a long enough time to do a lot of different things and Two Tribes has indeed done just that and then some. The indie developer has decided to pack it (at least as far as making new games) in after a decade and a half of console and PC titles with what looks like a dangerously fun arcade-style romp called RIVE. The game has the look and feel of a classic Treasure game but with that even more notorious European difficulty scale that makes for a supremely challenging and highly replayable slice of nostalgia. If there’s a ‘Metal Wrecking, Robot Hacking Shooter’ sub-genre, my money is on RIVE being among the best of the best.


 

These guys at TT are going to be missed, but at least RIVE is coming out on multiple platforms so console and computer gamers who need their big meal bang-boom-boom fix can get in on the fun at a glorious 60fps soon-ish. PC/Mac/Linux (via Steam), PlayStation 4, Wii U and Xbox One are all supported here, but I’m betting Vita owners are hoping for some Cross Play action because this looks as if would be perfect on the road. Then again, the game also looks as if one would need to have at least one extra controller handy just in case one “accidentally” busted their main gamepad. Hard walls and game controllers are a poor mix. Padded walls on the other hand – those get the DAF seal of approval every single time.

Sadame Looks Like An ARPG Winner on the 3DS

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If Sadame is what I think it’s aiming for, I’m going to love it even more than I did when I saw the art and trailer below. coming from Rising Star Japan, Intergrow and Mebius, the upcoming game looks like a nice Diablo-inspired chase ‘n chop set in feudal Japan with four playable classes, loot to collect and some particularly pesky bosses to take down. SOLD! Even better, it’s coming sooner than later, arriving February 25 on the eShop for JRPG fans looking for something a bit different yet somehow comfortably familiar. It’s too bad this one isn’t Wii U compatible, as it would be even cooler to play this on a larger HD set at home. But hey, that’s what sequels are for, correct?

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Review: Adventure Time: Finn & Jake Investigations

Adventure Time Finn & Jake Wii UPlatform: Wii U (also on PS3/PS4, Xbox 360/Xbox One, Nintendo 3DS)

Developer: Vicious Cycle

Publisher: Little Orbit

MSRP: $39.99 (PS4/Xbox One, $49.99, 3DS $29.99)

ESRB Rating: E 10+ (Everyone 10 & up)

Official Site

Score: B (80%) 

As someone who likes all the console and handheld Adventure Time games, it’s good to see a new one arriving so soon that’s even more of a throwback than the more action oriented titles that have come before. Adventure Time: Finn & Jake Investigations is a fine homage to old school classic point and click adventures with some nifty combat portions to keep your fingers limber. While the game isn’t all that difficult to complete (particularly if you use the hint highlight system to find clickable objects and locations), it’s a great diversion for a rainy weekend as well fun enough to warrant additional installments. It’s also the first Adventure Time game with rendered 3D characters and environments with developer Vicious Cycle doing a mostly excellent job in making Finn and company look great in polygonal form.

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The game is set up as a series of “graybles” as (re)told by the alien Cuber (voiced by Emo Phillips) from his space station. While it’s not quite Game of the Year material, the story is pure Adventure Time: pretty darn amusing and as usual, chock full of goofiness and tossed off references fans will knowingly nod and grin at. Fans of the show new to this style of game will find that it’s easy to get into and play, but experts at pointy and clicky stuff new to the show may find the game lacks a certain level of challenge save fora few puzzles that require knowing how certain episodes play out. Then again, unless you’re really bad at following prompts and using a tiny bit of deductive reasoning, you can do a bit of trial and error with not a failure state in sight.

There are five “cases” to tackle in the Land of Ooo that have Finn and Jake meeting up with the usual suspects from the show and everyone is voiced perfectly as you’d expect. In terms of gameplay, most of the game relies on a simple menu system that allows you to choose Finn to do most of the investigative work while Jake assists in getting him in and out of trouble or to seemingly inaccessible spots in the environment. Talking to everyone if you’re stuck will get you some clues that range from mostly direct to somewhat obscure (yes, like the show), but you can solve bits of some cases before you’d think if you have just enough info and accidentally or intentionally talk to someone who starts giving you a short quiz about evidence you’ve gathered.

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At certain points during play, “Combat Time” sequences become available, adding a bit of button jamming action to things. These sections are short and easy to beat, offering simple rewards in the form of collectibles Finn and Jake can use to decorate their fancy over-sized tree house. The game probably would have been fine without the swordplay and special attacks, but someone generally gets some sort of beat down at some point on the show, so you get to dish out the digital pain on a few folks who probably deserve it. Then again, without these smack laying down parts, the game might be less amusing and fun to play to some fans who expect a knockout or three (or more) before all is said and done.

While the game isn’t all that lengthy (as noted, it’s a rainy weekend special), it’s well done enough to warrant a sequel or two in the same style or at least more Adventure Time games down the road. Actually, it would also be really interesting to see if Vicious Cycle can handle the crazy and contagious energy of a more recent Cartoon Network smash hit, Steven Universe. It’s a completely different look and vibe on that show, but so far, every tie-in from the comic to the sole mobile game Attack the Light has been very well received. As usual, we shall see. In the meantime, you may as well support Little Orbit and Cartoon Network by taking Finn & Jake on a few Investigations, I say.

Electronic Super Joy: Run, Jump, Dance (Just Don’t Drop The Controller)


 

Just when you think you’re just about “retro-ed” out, yet another striking indie game comes along to get your face smiling away and your toes tapping to some nice killer beats. ESJ_gifI’d never even heard of Electronic Super Joy until an email announcing it was ported to the Wii U and now available in the eShop popped up in my inbox. Nice. I’ve been getting a lot more use from my system thanks to a few recent games (Slender: The Arrival, Whispering Willows, Adventure Time: Finn & Jake Mysteries, among others), so this one’s getting added to the backlog queue. I’m still working on the time machine I absolutely need so I can play all those games stacking up, but this one’s probably worth pushing up a few notches on the list because it’s so immediately catchy on a few levels.

While the cure for an aching backlog isn’t usually MORE games, ESJ sure looks and sounds as if it’ll be a memorable remedy of sorts. Go check it out if you like what you see and hear above.

Review: Poncho (PC)

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Poncho Banner NewPlatform: PC/PS4/Mac/Linux
Developer: Delve Interactive
Publisher: Rising Star Games
MSRP: $14.99
# of Players: 1
ESRB Rating: E (Everyone)
Official Site
Score: B+ (85%)

With pixel-packed “retro” games showing no signs of stopping, it’s great to see Delve Interactive shake up the scene with Poncho, a game that’s both new and nostalgic with a side of super challenging for good measure. The open world side-scrolling platformer features multiple layers of parallax scrolling to hop in and out of in order to progress and this is both excellent and a tiny bit frustrating until you get your sea legs. The game’s depth also extends to the minimalist but somewhat deep story of Poncho, a cute little robot who finds himself going where no man has gone before because there aren’t any humans left in the world the game takes place in.


 

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Review: Whispering Willows (Wii U)

WW_Wallpaper1920x1080Platform: Wii U (via Nintendo eShop)
Developer: Night Light Interactive
Publisher: Reverb Triple XP
# of Players: 1
ESRB Rating: N/A, but probably T (Teen)
Official Site
Score:A- 90%

While its methodical pace won’t be for all tastes, Whispering Willows is a great example of an indie game that does some cool things with an ancient formula. It’s a light horror adventure game that happens to be side-scrolling and going to be visually familiar to fans of many arcade and console titles. There’s no run button here, so young Elena Elkhorn’s exploration efforts will be a languidly paced but somewhat spooky journey in and around the haunted mansion she’s searching for her lost father in. That slow pace noted above means your character and the game she’s in requires you to take in every sight and sound offered (which is fine as a lot of work went into making the game). But as this isn’t action heavy at all, the bulk of the story is told through journal notes found while walking about and you don’t want to go into this expecting to be frightened out of your seat by anything resembling a jump scare or gore galore.

That said, the game’s frights come in a few forms from creepy-looking ghostly things only Elena’s spirit form can see to areas where darkness and strange visual elements make Elena’s trip mildly to moderately terrifying if you’re into the vibe the game creates. The dev team also deserves major props for making Elena of Native American descent, which explains her helpful spirit-walking powers she can use thanks to an amulet gifted to her by her father. Continue reading