Showing posts with label sega. Show all posts
Showing posts with label sega. Show all posts

Sunday, October 12, 2014

Review: Super Smash Bros (3DS)



Review by EggBeatr8

title: Super Smash Bros. for 3DS
Developer: Nintendo
Platform: 3DS
Bottom Line: Minor shortcomings and unbalanced series representation still don't outweigh the replay value and extremely solid gameplay that can found in possibly the best Smash Bros experiences ever crafted.

WARNING: This review assumes that you've seen EVERYTHING that Smash Bros 3DS has to offer. If you somehow were able to avert your eyes from every major leak up to this point and don't want to spoil the game for yourself, then turn back NOW.

It seemed foolish to think that just mere weeks ago we were cursing Sakurai for possibly "ruining" the Smash Bros series by giving the option to make custom fighters, adding Dark Pit as a playable character, and removing the Ice Climbers entirely. It's almost damnable to call SSB3DS a bad game, but to call it a terrible game just because Ridely isn't in it (Spoiler #1: BOOM!) or just because it's not on a home console is done right unacceptable. SSB3DS pushes the hardware limits to the extreme: delivering one of the most fluid and solid Smash Bros experiences ever, that you can, for the first time ever, take with you in your pocket for that matter. It may not be perfect, far from it, but is it the best Smash Bros game so far? More or less, yes, yes it is. 

In some aspects, SSB3DS's gameplay could be compared with Brawl, albeit with some major design changes. For one, tripping is thankfully gone for good; no more must we submit to the frustration and slight disgust of tripping for no reason at the worst time possible. But that's not the only change to gameplay: probably the most shining achievement is the character balancing. Every fighter is fine tuned just so as to not be overly powerful (ex: Metaknight) or feel too sluggy (ex: Bowser), offering a near perfect battle experience every game. It takes a bit more powerful blows to send a fighter flying off screen as well, so items like Home-Run Bats and Golden Hammers feel a little more welcome on screen than being a cheap handicap item to give the user an uberly cheap advantage over the competition. In fact, the items players will most likely go for now are the new Galaga Ship and Beetle items, which drag opponents off stage indefinitely if they're at a certain damage percentage. All in all, I've never once experienced slowdown in my first week playing SSB3DS, no matter how much stuff was happening on screen at once. All in all the gameplay is absolutely fantastic, and only made better by the incredibly smooth local connection with multiple players. On-line connection, on the other hand, does have considerable lag, and the amount of error codes I got trying to play with players on my friend's list was astounding, but even then the game held up consistently even with four players on the screen at once.

If one thing is for sure, SSB3DS definitely has a larger assortment of fighters than Brawl. On first glance, the roster appears to be a ridiculous assortment of novelty fighters like Wii Fit Trainer and Dr. Mario, but personal tastes aside, every fighter plays just as powerful and unique as the next. Characters like Greninja and Little Mac provide a super fast and easy way to play Smash, perfect for novice players, while more complex characters like Villager and Duck Hunt that require careful set up time and placement are more catered to metagame pros. Zero Suit Samus and Sheik are separate fighters from their Samus and Zelda counterparts respectively this time around, but it actually was for the best in the long run: both Zelda and Sheik have their own much needed new unique down specials, and players can finally use Samus' Final Smash without being forced to play as Zero Suit Samus- so even if it means them taking up another character slot, both ZSS and Sheik feel more like new fighters than veterans, so it's a more welcome change and gives more series representation. Literally the only problem I have with the roster is Sakurai's favoritism for representing his own favorite characters. Granted, I don't care if Kid Icarus gets three reps (even if one is a Pit clone) or FOUR Fire Emblems reps, but the fact that DK only gets no new fighters, and Metroid technically having one is really unnerving. And judging by the alternate costumes, you can tell characters like Bowser Jr. with 7 Koopaling costumes each with their own individual voice overs, and Little Mac with 16 ALTERNATE COSTUMES (?!!?!) probably had a higher priority than fighters like Pac-Man, whose alternate costumes look practically the same. Nonetheless, even if some fan desires were undelivered, the roster is still flipping amazing, and no one can say that three measly clones (not counting returning clones) are overshadowing a beefy roster of 48 characters, plus Mii Fighters; allowing you to pit Morgan Freeman, Jay Leno, and Michael Cera in a brawling match to the death.

The stages, on the other hand, are a mixed bag. Some newcomer stages are amazing: including the chaotic Dr. Wily's Castle in which Yellow Devil comes down to wreck havoc on players, and the retro 8-bit Pac-Man stage with ghost stage hazards; while some are just okay like the awkwardly asymetrical Gaur Plains stage from Xenoblade Chronicles and the vertical Tomodachi Life Stage; while the rest are plain right out recycled stages from Brawl. No one really asked for Mushroomy Kingdom back, and to add insult to injury the ground portion has been removed, and the stage somehow looks even worse on the 3DS. Other lesser mentions are the Jungle Japes and Corneria Melee stages, which ended being the only stages to represent their respective series (again: favoritism). It almost feels like the Omega Forms for stages, ergo, Final Destination forms, were meant to compensate for the low stage quality- and while they do make some stages actually barable to play on, it's a somewhat boring and needless addition to tempt item banning fanboys into playing on other stages for a change.

Characters and stages aside, replay value and content are major factors for Smash Bros, and the 3DS version is no pushover. SSB3DS features an assortment of unique modes, including returning Classic and All-Star modes, an updated Stadium mode, and the brand new Smash Run mode. Out of the returning modes, Classic feels even better than before: giving the players the ability to choose their difficulty level and the enemies they encounter to reap the most rewards at the end. If you have the guts to try 7.0 difficulty or higher, you'll encounter the nefarious Master Core; a pants soilingly powerful final boss with five forms that will give any smash veteran a run for his/her money (or technically, coins). All-Stars on the other hand remains unchanged from Brawl, and for this reason feels slightly more tedious than the other modes; probably for the fact that this time you have to complete it with 20+ more fighters. Stadium mode however, has been improved, featuring more smaller cookie cut modes including 10-Man Smash and Rival Smash. Thankfully the grueling 15-Minute Smash is gone, hopefully for good this time. Target Blast, though trying to imitate Angry Birds' gimmick of destroying architecture, is only fun for about 2 minutes and won't hold your attention for long.

What should hold your attention, however, is SSB3DS' spotlight mode, Smash Run. This mode pits you in an enclosed area as you fight your way through randomly generated enemies from Nintendo game series for three minutes, receiving power ups that in theory should give you an advantage once you enter the 'Final Battle' with your opponents who also went through the same process. To boost your chances of success even further you can also outfit your fighters pre-game with powers, tweak their stats, and giving them alternate special attacks (that is, if you found them playing in other modes or in Smash Run). This mode is the best way to obtain more customization items for your fighters and is ideal when you need more coins to attempt Classic on a higher difficulty. However, after a few rounds of Smash Run it's easy to spot its Achille's heel right away: the Final Battle. The Final Battle can be anything from 'Run faster than anyone else' to 'Team Smash' or to the baffling '300% Smash' which gives everyone 300% damage at the start which made the effort of collecting power-ups seem utterly fruitless. You have no idea which of these 'Final Battles' will take place, and since some characters clearly have overall stat advantages for certain Final Battles even without the power-ups, you'll either end up owning the entire game or lose absolutely by the opponent A.I. To be fair, regardless of its obvious faults, Smash Run is best when played locally with others. It's clear that it was meant merely for a fun mode to play with others and to collect customization parts, though I do wish it was less random.

To conclude my lengthy review, SSB3DS is the semi-best Smash Bros ever made (Yes, I'm calling the Wii U Version the better version), and you can't tell me otherwise. Yes, Smash Run can be broken, Little Mac will no doubt be banned within a week from now, the stage selection could've been better, and any fan will look at the roster of 48 and come up with a list of at least 10 fighters that the game should've had, but these objections should not deter anyone from enjoying one of the most essential titles on the 3DS.

Pros:
+Astounding production values and character roster 
+Superb running speed keeps gameplay smooth at a constant framerate
+Great Replay Value
+On-line runs with few lagging issues (sometimes) 

Cons:
-Smash Run can be frustratingly random
-Returning stages are a ho-hum affair
-Uneven series representation

    



Share/Save/Bookmark

Sunday, July 15, 2012

Big N5 of the Week - Batteries are running low!

Welcome back to another weekly installment of the Big N5. Let's get down to it to this week's latest news:

5. HMV ad shows 3DS XL with two analog sticks. 
Talk about false advertising. This HMV ad clearly shows a photoshopped second analog stick on the 3DS XL. Also, if you look close enough you'll see they also misspelled "Volcano" as "Vulcano". The 3DS XL is not coming with a built-in second analog stick any time soon, so please be good boys and girls and STOP COMPLAINING.


 


4. Bad Dudes getting a Kickstarter sequel.
Were you a bad enough dude to save the president in the 80's? Well thanks to Kickstarter you'll be able to do it all over again, because Bad Dudes 2 is in the making! If you're bad enough dude to fund it then...you're a very bad good dude!


 





3. Wreck-It-Ralph star coming to Sonic and Sega All-Stars Racing Transformed. 
The star of the upcoming Disney CGI film wreck-It-Ralph was revealed to be a playable characters in SEGA's sequel to All-Stars racing. View more images here and see how many other SEGA characters you can spot. (SPOILER: I see Shinobi!)



2. Unreal engine 4 will be scalable for Wii U.
Good news for those hoping for news on the Wii U's specs. An interview with Mark Rein Epic Games produced the following quote on what to expect with UE4 technology on the Wii U: "I'll state that I don't think it's our intention to bring Unreal Engine 4 to Wii U, but Unreal Engine 4 is going to be supremely scalable.

"We'll run on mobile phones and on a wide variety of things, so if a customer decides they want to port an Unreal Engine 4 game to Wii U, they could. But Unreal Engine 3 is a really good fit for that platform."
though it's undetermined if developers will even use this engine, it's great to know that the Wii U will not be too far behind graphics-wise in the next generation.

1. Ultimate 3DS XL battery test. 
How does the 3DS XL'x battery life compare to the other past gen Game Boy's and DS's? Watch this video and see for yourself. If you love to see the 3DS XL trounce the PS Vita this other video might just make your day. 







And that concludes for this week's Big N5. Join us next week as we hop on Yoshis' back and play English croquette in the London Olympics! (SPOILER: It's rigged for the Yellow Yoshi to win.)




Share/Save/Bookmark

Friday, June 11, 2010

Conduit 2 to support Wii MotionPlus

Written by pikaby

LONDON & SAN FRANCISCO (10th June, 2010) – SEGA® Europe Ltd. and SEGA® of America, Inc. today announced that Conduit 2™, the latest collaboration with High Voltage Software, will support Wii MotionPlus™ enabling precision control and better tracking. The Conduit series is famed for its detailed control system allowing players to customise and configure their controls, including look sensitivity, turning speed, the dead zone and much more. Conduit 2 will use Wii MotionPlus to create the most responsive control system ever, as well as improved edge tracking and transitions to pointer control.
"Wii MotionPlus is something that the fans have been asking for since it was announced - we looked at it for the original game, took a look at its implementation in other titles, and ultimately felt that we could add to the experience in Conduit 2 by supporting it.” explains Eric Nofsinger, Chief Creative Officer of High Voltage Software.“It's by no means required - gamers will have a great experience without it - but it does offer a level of extra control and adds value to those with the accessory."
Conduit 2 will be playable at SEGA’s booth (#2023) at this year’s Electronic Entertainment Expo and will be released exclusively for the Wii™ system from Nintendo in Fall 2010.

PR email sent by Sega. MotionPlus? But all you do is handle guns...what will they use it for? Well we know now that the little white cube tacked at the end of the Wiimote is slowly seeing some use.
Share/Save/Bookmark

Sunday, May 30, 2010

Sega plans to invest in 3DS, more info

Written by pikaby

First the announcement of Sonic Colors for all the Nintendo consoles. And then Sega went ahead and pledged support for 3DS. From what I've heard, many insiders at dev houses have already seen and tried out the new machine, and are very positive about it. The Pokemon Company is getting a 3DS game.....even more reason to get excited about E3. But enough about that. It came from a list of information pieces from Sega's Naoya Tsurumi (pulled from GoNintendo.com)

- Wii and DS versions of Mario and Sonic at the Olympic Winter Games shipped 6.53 million units worldwide
- SEGA was hoping for 7 million units
- sales were lower-than-expected in NA
- SEGA feels that Hollywood-style, big-budget games do well in NA
- "We won't be focusing just on this market, but we are developing this type of title."
- "I believe 3D will become a big wave. The Nintendo 3DS is a landmark hardware. We'd like to invest heavily in it."
- SEGA also plans to support 3D on consoles
- plans of releasing 12 to 15 titles this fiscal year, including new IPs
- SEGA is working on a game conversion of the anime Keion, but no platforms were announced
- "No comment on that." was said when asked about more Mario and Sonic Olympic titles
- SEGA will be focusing on downloadable games as well, including Virtual Console-style releases of past titles as well games developed from scratch
- "Just so there's no mistake, our core is in package games. This is an area that's packed with high-end technology and knowhow. We cannot lose that strength. I don't believe we can do away with that and focus on titles with simple technology."

What? I didn't expect the Wii and DS versions of that Olympic games thing to ship so many units. Come on Sega, be proud of yourself for once. Or were you a bit overambitious in thinking a Mario vs. Sonic game would sell like crazy? Especially after Smash Bros. Seems like the Olympic trend might just continue into Nintendo's next cycle of consoles.

Downloadable games are always nice, and 12 to 15 new games can't be bad. Unless half of them are Sonic (hopefully not). I know two of them are Okamiden and Ghost Trick, and a third being Marvel vs. Capcom 3 on the high-def consoles. Good to see Sega still chugging it out, eh?
Share/Save/Bookmark

Wednesday, April 21, 2010

Sega: Wii has done us Proud

Written by pikaby

Sourced from GoNintendo

To be blunt, there were some erroneous quotes that went out. They did come from Sega personnel but they weren't appropriate or accurate. I did speak to a lot of the European press, saying 'Please ignore all that.' With Tournament of Legends we've definitely brought that down to more like a T-rated level. So there's a viable market there. Is it going to be as big as the Teen or Mature market that exists on the Xbox 360 or PS3 platforms? Certainly not. Is it viable, because the cost of development on the Wii is significantly less than those other platforms? Then, potentially the answer is yes. Our general view of the Wii is that it's a platform that's done Sega particularly proud; we've been very supportive of it with the success we've had with the Mario & Sonic series, success we've had with the Sonic series, and some of the redesigned IP like House of the Dead. So the Wii remains a very important part of our mix. So you will see certainly quite a few more announcements on Wii titles that Sega will be producing and publishing. Just Dance has been absolutely phenomenal. Most of what Sega does on the Wii is more in that field, but I still say there's an opportunity for titles in that more edgy genre. You're right that Wii is such a phenomenon that it caught many people off guard when it first came out, and I still think it continues to surprise with the software numbers it can notch up on appropriate titles. - Sega West President Mike Hayes

Notice the unharnessed potential. NOTICE IT.

Oh, and stop making sub-par Wii games, Sega. We all know you're capable of much better. Madworld was great though, so thanks, I guess.

Wait a mi....Just Dance has been phenomenal? Urgh.

One terrible game they failed to mention was Let's Tap. Great concept, great foundation, seriously underutilized. Still, guess we should be thankful the Wii still has some decent 3rd-party backing.
Share/Save/Bookmark

Thursday, April 1, 2010

The Conduit 2 new screens

Written by pikaby

I wasn't too impressed with the jagged graphics of the first one. The Wii can do better than that. Much better- if enough effort is put in, all games could be as awesome looking as Mario Galaxy. With promises that the sequel will improve in all ways possible, let's look at the first screens of The Conduit 2.


Share/Save/Bookmark

Tuesday, March 30, 2010

The Conduit 2 confirmed!

Written by pikaby

Sega/High Voltage Software ain't giving up. After the less than stellar The Conduit, they decided to improve on it and make a sequel. Now that's good sportsmanship- unlike many other sore loser developers who cancel their love affair with the Wii the moment their 'new games with waggle tacked on' bombs in sales.

Lots of new info for fans of the first one, and expect a big, big list of improvements over the first game, which can be found here. I'll pull some of them out for this blog, so:

 - Team says the first game had the player doing "the same thing over and over and over again"
- Want to do more with level design, gameplay design
- Embracing sci-fi element
- Game will have some "big vistas and multi-tiered areas"
- Multiple paths, team wants the game "to feel bigger and give players the sense that there's more going on"
- Game has an airborne chase scene, take control of a ship's rear gun emplacement, shoot pursuers (one enemy type is jet pack-equipped soldiers)
- More NPCs, Ford can interact with them
- Some freedom in terms of which stage you'll take on next
- More alien growth in the city than in the first game, Drudge and Trust still fighting there
- "The AI in particular has been a big focus for us. We really want the enemies to come across as intelligent. In the first game, they just sit there waiting for you to show up. This time, we want it to feel like a living environment, like everyone was doing something before you got there."
- Interactive elements in the environment (stuff moves, objects break, enemy knocks over soda machine for cover)
- Regarding the AsE(that floating sphere in the first game): "…more puzzles and hacking minigames. It's also a bit more of a detective tool now, we're trying to put a lot more conspiracy objects and secrets in the environments to give you more reasons to use the ASE. Once you've scanned an object, you'll be able to learn more about it in the game's new data log. So it really plays into us trying to tell a deeper story."
- 12 players online

On my wishlist right now? A longer story mode, better graphics (come on, after seeing what Metroid Other M can do there's practically no excuse), and actual workable online. Hopefully that shows up in the final product.
Share/Save/Bookmark

Friday, March 26, 2010

Super Monkey Ball: Step & Roll Review

Written by pikaby


You may remember Super Monkey Ball on the Nintendo GameCube as one of the most brutally difficult games to clear of all time...teetering your chimp in a ball over extremely narrow paths with no rails, sudden sharp turns and slopes to reach a goal point. All the stages had to be cleared with only a handful of lives and the opportunity to get extra ones are also very limited. Now those were the days when Monkey Ball was genuinely fun. The included minigames are just an afterthought. Even its little GBA cousin, Super Monkey Ball Jr.(which I actually played all the way past Advanced mode, smooth) was frustratingly hard.


Share/Save/Bookmark

Sunday, March 21, 2010

Sega the Wii-mitator

Written by pikaby

'Imitation is the sincerest form of flattery'. This seems to be Sega's mantra when it comes to developing new games for the Wii. Some of their big releases has seen them take out more than just a page off of ideas from other games from other publishers. The examples I'll show below may be multiplatform too.



Share/Save/Bookmark