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New Super Mario Bros. U Review New Super Mario Bros. U is a solid game, but one whose core experience is as conservative as can be and the level design, graphics, and sound are nearly identical to previous entries. The co-op features, however, are excellent, as are the new challenge modes. It may surprise you -- and make you acutely aware of those wrinkles around your eyes -- to learn that New Super Mario Bros. U is the first original Mario title to accompany the release of new Nintendo hardware since Super Mario 64, all the way back in 1996. That title, along with its forebears Super Mario Bros. and Super Mario World, not only reinvented platforming irrevocably upon release, but gave a perfect demonstration of the capabilities of the accompanying hardware. Whether or not you believe NSMBU achieves that goal is very much dependent on whether or not you have someone with whom to play. And no, not online…despite Nintendo’s verbal commitments, NSMBU supports only local multiplayer. If left to your own devices, you’re getting a rehash of a fairly decent 2-D platformer from 2009. Accompanied by another, the game produces some genuinely fantastic moments…but moments they are, surrounded by what feels like a B-team effort from Nintendo. Single Player System New Super Mario Bros U is the first ever first-party Nintendo game produced in high definition, and I’m very unsurprised to say it matters very little. The graphical style (save for a few relatively inspired levels in the Soda Jungle) is cribbed from previous entries in the NSMB series, which was never much worth your attention. Some impressive backgrounds via parallax scrolling are achieved, and boy do those coins look crisp, but this is not a game that in any way shows off the graphical capabilities of the Wii U. Combined with a remarkably disappointing musical effort, in which no risks are taken and entire songs are stolen wholesale from previous entries, one can’t help but shake the feeling of a very un-Nintendo level of polish here. Before we go on, however, though this is in no way a review of the Wii U hardware, some attention must be given to the “mirroring” capability of the game, the ability to play the full experience down on the Wii U GamePad. One might expect any glitches, any multi-frame delays in the action to be especially noticeable in a precise platformer, but I’m happy to say that the game is flawlessly playable without a television in sight. In fact, given the odd aliasing issues that still pervade certain graphical elements, the game can occasionally look better on the GamePad, given its higher pixel density. It’s oddly freeing to be able to effectively play a full console game as a handheld one, and I expect it to be a popular feature with any game that supports it. The primary single player experience is nearly identical to previous entries in the series. The difficulty appears relatively consistent with New Super Mario Bros. Wii, and while it takes certain cues from Super Mario World, you’d be hard pressed to differentiate NSMBU from its console predecessor without counting pixels. The few changes include the replacement of the propeller suit with the “acorn suit”, functionally similar but offering less vertical lift for the ability to “stick” on walls for a short period of time, new “Nabbit” sequences, in which you chase a thief across a previously traversed level, and a few remixed 1-Up and item challenges…but there simply isn’t enough, at least in this mode. The level design is far cry from the utterly brilliant Galaxy titles, or Rayman: Origins, or even the recent Super Mario 3-D Land, but still passes among the upper echelons of the industry. Nintendo, perhaps, has simply set too high a standard given its past achievements. A big, big positive for the game is the additional of numerous challenges, neatly available from the title screen and ranked in order of difficulty. These range wildly: there are speed runs, sequences in which you need to avoid collecting coins, fireball dodging, 1-up collecting, and dozens more. If there is creativity to be found in NSMBU, it’s here, in this mode. There are a few other modes to discuss, but it’s time to jump to…well, Player Number Two. Twice the Fun The Wii U modes of gameplay are described as “Boost Blocks”, where the player possessing the Wii U GamePad uses the touchscreen to place down up to four colored blocks upon which Mario may run or jump. This, as first, seems absurdly “overpowered”, but there are limitations: the blocks immediately start shrinking upon being touched, and any moving level geometry crushes the blocks into oblivion. Often, the blocks can be as detrimental to progress as helpful. Boost Blocks may be used in the single-player experience, where it feels a bit like Super Mario Galaxy…another person joining in to assist the actual “player”. As all single-player levels are obviously designed to be completed without such assistance, the boost blocks can be helpful, but hardly necessary. The player can also, of course, tap enemies to stun them and interact in a variety of ways with the environment. In these cases, the runner is using the original Wii Remote, held sideways, to progress. The game does not support the Wii U Pro Controller, which is inexplicable and mystifying, as it offers a nearly objectively superior experience to the old Wiimote. Back in the challenge mode, however, Boost Mode really shines. The specially designed co-op challenges are merciless, and require a remarkable harmony between runner and “builder”. If the builder leads, progress is slow and methodical, the runner reacting to available platforms and cautiously roaming rightward. However, to achieve the gold medals for the fastest times, the runner has to make leap of faith after leap of faith, trusting his or her partner to lay down platforms precisely in the right spots over yawning chasms. Expect a learning curve as the chemistry between partners grows, and resist the urge to yell as death claims Mario, time and time again. You’ll get it. Another mode, Boost Rush, is a set of automatically scrolling levels in which the speed is increased by collecting coins. While this mode is playable without a partner, it becomes far more efficient and enjoyable with an available builder. The maximum speed is barely short of Mario’s running speed, so death will be both inevitable and frequent. It’s frenetic and fun, if not particularly deep. Finally, Coin Battle pits any number of players against each other (no Boost Mode here) in a scramble for coins. It’s simple and addictive, and NSMBU offers a “coin placement editor” to customize the coin layouts in predetermined levels. We would have appreciated an actual level editor here, but we’ll take what we can get. It’s worth noting that the myriad “MiiVerse” features in the game were unavailable at time of review, so we’re unsure of how those add to the experience. As primarily social features, though, we don’t expect much in terms of differentiating gameplay. Run For The Flag Make no mistake: this is still a solid 2-D platformer, with some great Wii U co-op experiences that show off some of the unique features the Wii U can bring to bear. But the core game, the World Map and the Level 6-3 and the Things You Can Jump On, is a reminder of how conservative gameplay design can sour a once-winning formula. These are levels you’ve played before…in high definition, I guess. Despite all that, though, the question, “Is it fun?” is easily answered: yes. NSMBU is one of the best reasons to go out and buy the newest kid on the console block. If you want more Mario, this is where he’ll be for a little while. The Pros + Boost Mode co-op play with the Wii U GamePad is addictive and fun + Challenges are wildly creative, and the additional modes offer plenty of replay value The Cons - Extremely conservative game design, offering very little exciting in the game's primary modes - Bland graphic and sound design - No online cooperative or competitive play - Challenge, at least for the first several worlds, is remarkably low SCORE 70% Edit: http://www.g4tv.com/games/wiiu/66199/new-super-mario-bros-u/review/
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ONM - NSMBU - 86%
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ONM - Tekken Tag Tournament 2 - 88%
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ONM - Nintendo Land - 90%
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Will you still frequent forums when the Miiverse lands?
Wii replied to tapedeck's topic in General Gaming Discussion
Need to know more but from the speculation Miiverse isn't exactly instantaneous with responses so I won't be abandoning forums any time soon. -
I think you need to read that again. Bare minimum =/= "must do better". Going by this review and others Rayman must be a perfect 10. A game is the sum of it's parts. Graphics and audio being bare minimum shouldn't be glossed over.
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I'd expect this game to get a perfect 10 from IGN considering today's farcical prejudiced review. Think it'll happen?
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You know this might surprise you but I will buy the game at some point. I just won't be paying full price as I'm not rewarding laziness. I do enjoy NSMB but I'd like to see more effort put into the game. When the game sells 20 million + copies, they won't change any time soon.
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Wrong. I do like the Wii U. Next point, you're a liar. A review is usually made up of presentation, graphics, sound, gameplay and lasting appeal. 2 of these crucial categories have been heavily criticised and yet it can still score 9.1?
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Nintendo could beat you half to death with a Wii U and you'd still blindly defend their decisions.
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A portion of IGN's NEW SUPER MARIO BROS. U REVIEW: New Super Mario Bros. U does have two critical technical flaws. Its visual and audio designs aren’t nearly as bold as its contemporaries, merely reaching the bare minimum of expectations for a HD Mario title. Wii U is a powerful system, and should be more than able to create a stunning platformer with layers upon layers of depth, great lighting and particle effects, and another world-class soundtrack. Mario U feels like it’s just achieving the minimum in any of those areas. The improvements from New Mario on Wii surface immediately, but that’s not nearly enough in an era where Rayman Legends also exists. Mario U features moments of graphical brilliance – particularly in later worlds and a the sublime level featuring Van Gogh’s ‘Starry Night’ – but they only serve to reinforce that difference. This isn’t a bad looking game. It just fails to be memorable. The same applies to sound, where much of the game’s music feels like a retread of the past. Familiar Mario themes are certainly present, and they’re as good as always, but the routine, generic ‘New Mario’ theme is back as well – the one that features the emphasized beats that cause Koopas and Goombas to briefly stop mid-step and dance. Much like the visuals, nothing here is outright bad. It just doesn’t reach the standard set by its predecessors. Considering some of the brilliance contained in recent 3D Mario games, it’s frustrating to see Nintendo not attempt the same here. Mario games are known for their music. That should always be the case. Does that sound like it comes from a game that goes on to score 9.1/10?
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It's called a prediction. The Wii remote could be used to create challenges. 5 player. O.K. I'll give you that but really how many of us will end up with 5 players? That reminds me, they removed nunchuk support. Why? I used the nunchuk.
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Because this is Nintendo's new console not Ubisoft's. They should be promoting and incorporating the new features of their new console and gamepad.
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Off-TV play is the only thing this game does that the Wii can't.
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My opinion is as valid as anybody elses. Just because you don't like what I have to say. What everybody must blindly agree with everything Nintendo does? How dare you question the mighty infallible Nintendo? Ya right!!! :laughing:
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@mr\-paul I'm going by all the videos and previews I've read.
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IGN have lost all credibility. 9.1? No online co-op, reused music, reskinned graphics. Same gameplay, doesn't make any real use of the gamepad, the supposed innovation of this "next generation console". I called it over on the IGN boards that it deserved in the high 7's but would probably get 8.9. Seriously 9.1? I knew they'd never shoot down Nintendo's flagship title but seriously take off the fanboy goggles.
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A professional copy & paster maybe.
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Ninja Gaiden 3: Razor’s Edge review Team Ninja sharpens their latest ninja adventure When Ninja Gaiden 3 originally released (on Xbox 360 and PS3), it wasn’t without its flaws. As in, it had tons of flaws. But for the Wii U version, Ninja Gaiden 3: Razor’s Edge, Team Ninja took all the criticisms it received from the previous version and trimmed down, polished, and improved the title for the upcoming release. In Razor’s Edge, several story elements and character inconsistencies have been cut out like a chunk of flesh from an enemy torso. First, the instances in which you might have questioned Ryu’s morals in the previous release have either been removed or changed. Ryu no longer does such wantonly violent things like walk up to a helpless soldier that’s begging for his life and slashes him in half. Also, cutscenes that were particularly heavy on quick time events are thankfully absent on the Wii U. These refinements make Razor’s Edge cinematics digestible, since you aren’t constantly questioning the motives of the hero or waiting to press a button at a moment’s notice; sadly the story still doesn’t make much sense and isn't particularly interesting. Further improvements have been made to the gameplay balance and character progression. Ryu is much less powerful from the start in Razor’s Edge--now there's a full upgrade system, in which the master ninja must earn experience points and purchase additional abilities from a menu. New moves can be upgraded using the touchscreen interface on the Wii U’s GamePad, allowing you to touch the icons of the abilities you want to buy. It’s slightly easier than scrolling over with the analog stick, but as far as the useful GamePad functionality goes, that's about as much as you’ll get. Everything else (like activating Ninpo and switching weapons) is better accessed via the standard face buttons--especially when you're in the throes of fierce combat. Razor’s Edge includes a few additional levels, thanks to the Ayane missions and challenges from hidden crystal skull challenges. The female ninja’s missions boil down to standard enemy encounters, giving players a change in scenery and an additional character to upgrade. Ryu enters a crystal skull challenges when you find a glowing crystal skull. The challenge transports you to locations from the first Ninja Gaiden and has you fight some of the first game’s brutal bosses. These extra levels present a nice diversion from Ryu’s main path, but they don’t particularly add much to the story or overall gameplay other than more bad guy meat to filet. That said, killing enemies is much more enjoyable this time around. Significant improvements have been made to the combat. Most importantly, the tendency for Ryu to enter the steel-to-bone quick time event animations in combat has been drastically reduced. Fewer QTEs during combat allow the action to be fast-paced, challenging, and under the player’s control, making dispatching enemies with a skillful combo incredibly rewarding (just as in the Xbox classic). Ryu also has access to his regular arsenal of weapons, like his claws, staff, and dual katanas, which add a great deal to the gameplay variety. Unfortunately, for all the improvements in the combat, the frame-rate takes an irritating dip whenever there is significant activity on-screen. Bosses have also gone under the microscope and have been adjusted accordingly. Some of the easier bosses have had their difficulty tweaked significantly, like the Spider Tank and the genetically altered T-Rex Gigantosaurous. The concepts are still as ridiculous as ever, and there are still repeat fights--but now the bosses have increased attack frequency and attack patterns that are on par with the grotesquely challenging baddies from Ninja Gaiden 1 and 2. So, at least they present a challenge. The boss revamp is a welcomed change for Razor’s Edge. You won’t feel like you’re handed victories from unworthy foes--earning a victory over the powerful brutes is satisfying. Ninja Gaiden: Razor’s Edge still remains the weakest title in the Ninja Gaiden trilogy, but additions like the Ayane missions and balancing tweaks make the game a decent, gloriously gory action title. Many of the flaws from the original Ninja Gaiden 3 have been addressed, and, at times, you’ll feel the same thrill you would from the first two titles in the series. But the weak story, repeat enemies, and frame-rate issues still hold the bloody title back from the greatness of its prestigious pedigree. SCORE 5/10 MEDIORCE YOU'LL LOVE + Rework combat mechanics and balancing + The added challenges and Ayane missions + The upgrade system and character progression YOU'LL HATE - Terrible frame-rate - Repeated bosses - Forgettable and confusing story http://www.gamesradar.com/ninja-gaiden-3-razors-edge-review/
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Monster Hunter 3G Ultimate Japanese commercial
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REVIEW Ninja Gaiden 3: Razor's Edge Disposable razors Ninja Gaiden 3 was remarkable in its lack of remarkability. Team Ninja's ability to drop the ball with its franchise so spectacularly was damn near impressive, even if the result was a monotonous and exhausting slog through one of the most soul-crushingly dull adventures released this year. With the Wii U on the horizon, Tecmo Koei has another chance to disappoint audiences with Ninja Gaiden 3: Razor's Edge, an overhauled version that seeks to address complaints found in the original release, and provide a deeper, more nuanced experience. In essence, it aims to do what the proverbs say is impossible, and polish a turd. To its credit, Ninja Gaiden 3: Razor's Edge demonstrates how aware Team Ninja is of the original game's faults, since the studio really has done its best to fix those areas that let it down so badly in March of 2012. Variety has been ramped up, along with greater intensity from enemies, and a decent offering of fresh content. At face value, Razor's Edge goes out of its way to be the game Ninja Gaiden 3 should have been. For a start, combat is granted a higher degree of challenge with more aggressive opposition. While they're still not quite the smartest cats in the cradle, NG3's perpetually angry soldiers at least spend a little less time queuing up to receive their blood-drenched retribution from Ryu's hungry blade. Guarding and dodging now have a greater emphasis, evoking memories of older Ninja Gaiden titles, and making the game slightly more challenging. Downloadable weapons from the original release, plus two new ones in the form of the Dual Katanas and Lunar Staff, are available during the course of the campaign without having to wait for them to appear on a digital marketplace, meaning Ryu will not be stuck with his sword for the majority of the experience. The added weapon variety is also accompanied by an all-new upgrade system, where Ryu can spend karma to gain new combo moves, special abilities, and enhance Ninpo magic attacks. By spending Karma, players can gain more health, the ability to self-heal, and cool (if useless) moves such as combat throws and head stomps. Ryu's magic red arm, which allowed him to instantly kill opponents in the original release, has been given a few alterations as well. Although he can still use it to absorb souls and slaughter folk, he can't execute quite so many at a time, and the "cinematic" camera angles accompanying each kill have been toned down somewhat. In addition, those slow moments where Ryu would be overcome by his curse and trudge through a room one-hit killing everything have been removed entirely, replaced by dream-sequence arenas where Ryu basically just fights even more opponents in a gray, blurry, nightmare realm. In addition to the original game, Ayane boasts two playable chapters of her own. As one might expect, she's nimble and unconventional in her attacks, wielding a pair of blades and tossing explosive kunai at her enemies. That said, her opponents are all made up of those found in Ryu's story, so while her moveset can provide a bit of a break, it's ultimately just more of the same. More of the same, unfortunately, is what holds the whole package back. For all its genuine (and appreciated) attempts at evolution, Razor's Edge is still, at heart, the same messy soup of repetitious carnage. It might be a bit more difficult, but combat is still impossible to follow onscreen, as enemies surround Ryu and the button-mashing frenzy renders everything a blur. Level structure remains the same -- our hero walks down a corridor, hacks his way through an arena of predictable foes, and then walks down another corridor, from the beginning of the game to its dreary end. Rather than provide dramatic changes in any way, the Wii U iteration instead attempts to take several small steps forward. A lot has been improved, by a tiny amount. You can see evolution in almost every aspect of the game, but the evolution is only slight enough to be vaguely detected, rather than openly and instantly appreciated. This is not what the game required, as it was in dire need of significant fixing on a grand scale, not a microcosmic plethora of amendments. Ninja Gaiden 3 is fundamentally mediocre, and Razor's Edge can only do so much to solve that. The new weapons and playable character help, but when combat remains a sloppy serving of soulless anarchy and level structure is as trite and unimaginative as its always been, the changes mean very little. In fact, given how boring the combat gets, one could make a fair argument that giving us more of it is something of a bad idea. The ultimate result of the changes is that the game simply drags on longer than it used to, which largely equates to the same amount of tired contempt per game. Ninja Gaiden 3's online mode makes its return, though I must add that, at the time of writing, the Wii U is unable to go online. Looking through its solo challenges and offerings, however, it's all pretty much the same as last time, and last time was absolutely awful. You can read our original review to see what I thought of the pointless disaster that was NG3's attempts at versus play. When using the GamePad, Razor's Edge keeps it subtle, using the screen to display attack combos at a glance, and providing virtual buttons at the edges for players to touch and access such things as the inventory, upgrade menu, Ninpo attacks, and Ninja Sense. Pleasantly, all these items can also be accessed using the Pad's buttons, allowing players to use whatever feels more comfortable to them. If you're stuck in a level, you can press the Ninja Sense icon on the touchscreen or hold in the right stick. It's up to you, and I wish more developers would use these new input ideas to encourage versatility rather than force something on the user. The GamePad is surprisingly comfortable and convenient to wield in one's button mashing endeavors. The wider play surface is appreciated for a game that encourages thumb cramps so enthusiastically, moreso than the optional Pro Controller input. While many may feel that Nintendo's optional peripheral is the preferred way to play Ninja Gaiden, the cramped design of that particular controller is nowhere near as usable as the spacious layout on the Pad. I'd recommend sticking with the Wii U's prime controller if you insist on playing this at all. Like its first incarnation, Razor's Edge is visually unimpressive, and actually looks worse due to its capitulation on a fan-requested addition -- extra gore. While the power to dismember enemies has returned, it's clear from the outset that this feature was implemented with no elegance whatsoever. Limbs awkwardly fly off in a manner that suggests they were copied and pasted over the screen rather than ever belonging to the soldier they're falling from. As enemies are reduced to kibble and torsos, they land awkwardly on the floor, frozen in peculiar angles and often wedged through solid surfaces. In all honestly, I'd rather the dismemberment remain out of the equation if the alternative is this laughable cut-and-shut job where gore reminds me of fake props found in 80's slasher movies. Ninja Gaiden 3: Razor's Edge tried. It definitely did try, and nobody can take that away from it. However, nothing this Wii U release does can improve upon the core gameplay, which remains as dry, disaffected, and banausic as ever before. Razor's Edge gives us more, but when the original serving exceeded that which the player could stomach, "more" isn't a very tasty prospect. There are extra weapons, another playable character, and ultimately a greater level of content, but it all serves, in the end, to drag out what was already far too much of the same, vapid waste of time. As it stands, Razor's Edge is a slight improvement of something that needed to be thrown away and started again from scratch. A turd, Team Ninja demonstrates, can indeed be polished -- but it still stinks. THE VERDICT 5.5/10 Mediocre: An exercise in apathy, neither Solid nor Liquid. Not exactly bad, but not very good either. Just a bit 'meh,' really. Read more at http://www.destructoid.com/review-ninja-gaiden-3-razor-s-edge-238412.phtml#BRMjELDcdTV7qdmc.99
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I know and that's to be commended but when I ask what the hell were they doing all this time I'm referring to the visuals. The graphics are worse now.
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Not a bad review but certainly not great. From the review: - Muddy visuals - Average looking offering on the Wii U - Doesn't look as good as its cousins on the other consoles - Textures don't have alot of detail - Occasional framerate stutters - Either the Wii U can't do anti-aliasing or Ninja Gaiden 3 isn't using it because you'll see severe jaggies while playing. What the hell were they doing all this time? Nintendo are publishing this game and helped redevelop the game. Not good news regarding visuals.