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Dcubed

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Posts posted by Dcubed

  1. Looks good , was this on 3ds as well

     

    This Wii U game is a sequel to the 3DS original.

     

    An enhanced version of the 3DS original (with a smoother framerate, enhanced online leaderboards, a new game mode and Circle Pad Pro support) is also coming to the 3DS eShop this year too, under the name Nano Assault EX.

     

    So basically...

     

    Nano Assault 1 = 3DS

     

    Nano Assault 2 = Wii U

  2. I'm not sure myself... case in point, Smash Bros.

     

    That has 4 players all interacting with each other. It has independant items on screen too that each player can manipulate. The stages certain aren't static thanks to highly dynamic locales that can be influenced not just by the clock but by player interaction. You have the Super Mario Bros 1-1 and 1-2 stages showing pretty much how this game would work in multiplayer.

     

    That was 4 years ago and Nintendo's first ever attempt at an online game - if they can't get this working, then they aren't really trying. Heck, if they can't get this working I'd argue they've taken a step backwards.

     

    Smash Bros Brawl's online is absolutely terrible.

     

    One would think that Nintendo wouldn't want to repeat that mistake (especially on the launch of their new console, where haters would use its failings to spread FUD saying that Nintendo's online is broken because NSMBU online sucks...)

     

     

    And whilst PC RTS games may employ tricks, all units are still capable of performing individual actions - it's not like the Pikmin are bless with hundreds of unqiue moves and their AI isn't remarkable either. They can still be categorized, grouped and predicted - they are all employing the same path finding rountines etc. I personally think it would be capable... which is not to say I think it's something the game needs because I don't. However I feel that this game has a lot more the benefit from its inclusion.

     

    The difference between Pikmin and a typical RTS like Starcraft is that Pikmin utilises direct control (where the Pikmin can all turn on a dime and move/act/die independently at any moment the player decides to move them), while Starcraft has the units controlled indirectly (where the game can predict where they're moving, when they'll get to their destination and what's gonna happen to them well in advance - with the only thing needing to be transferred being the player's desired menu action)

     

    Getting 2 player Pikmin online would be the rough equivalent of getting a 202 player FPS working online...

  3. Problem is that platformers don't really work well online. If they are online, there's a lot of lag.

     

    Most online games like racers, RTS, FPSs extrapolate positions, trajectories etc which is why when things lag, things jerk back and forth.

     

    Platformers require constant pinpoint precision which is not that possible at the moment due to latency

     

    Not only that, but as far as platformers go, the NSMB games are particularly problematic because players can interact with each other too!

     

    NSMBU online suffers from the same issues as 2D fighting games, only amplified by about 10x further thanks to having twice as many players (meaning twice the number of lost packets and bandwidth issues - not to mention that P2P code couldn't be used, meaning that those same techniques used in fighters wouldn't work here) as well as all the enemies and interactive stage objects (as opposed to a static background image with fighting games).

     

    Certain types of games lend themselves better to online play because lag isn't a big issue. Nobody really cares if a player jerks around a bit in a racing game, or really notices if a few bullet

    hits aren't detected in a FPS game. In a Mario game however, the slightest bit of lag means guaranteed death for you and utterly kills the experience dead.

     

    2D fighters only just about barely work online (and even then, the lag makes a lot of combos and techniques impossible) NSMBU is just completely infeasible - and even if they manage to break the laws of physics and make it work, it still wouldn't be nearly as fun as local multi anyway.

     

    Pikmin 3 is also near impossible to get working online but for very different reasons (primarily down to having 202+ directly controlled characters being tracked simultaneously being practically impossible online). The fact that the game allows direct control of every character means that the prediction tricks that are used in typical RTS games will not work here at all.

     

    Nintendo Land could be made online fairly easily, but doing so would miss the point of the game entirely. Nintendo simply add online play where it makes sense to do so (SF64 3D perhaps being the only exception where it should've really been there - but the team were working to a tight schedule and couldn't get online play working in time)

  4. Got it, beat the first two levels and am enjoying it. The turning controls are a bit awkward, but everything else works well and the game does a good job of making you feel like a badass! :D

     

    There's some nice variety in the missions too and the production values are nice and high. All in all, good stuff! :)

     

    I don't really get how the scoring system works though. I'm sure there's some nuance to it that I'm not getting yet.

  5. HOLY MOTHER OF GOD!!!

     

    ac15.jpg

     

    DJ KK!!!!! I FUCKING APPROVE!!! :bowdown:

     

    BTW, this is easily the biggest jump the series has ever seen. This is Streetpass' big killer app! (exchanging designs, houses, villagers and even entire TOWNS!? YES!!!!) It does everything that I was hoping that City Folk would do with Wii Connect 24 (before it turned out to be a dud)

     

    The shift to being the mayor and being able to redesign town elements, shops and even hosting donations for new town features is exactly the shot in the arm that the series needed!

     

    CAN'T FUCKING WAIT!!! :bouncy:

  6. I wonder if the delay has something to do with the DLC? Since they're still releasing DLC for this game on a regular basis and there's a whole new set of DLC incoming, I wonder if they're trying to get that localised in time for the western release?

     

    Either way, we had better get the already released DLC included in with our version. They can't really justify charging for all that DLC that has already been made and released back in June-July ish as it's not newly made (and we're getting seriously pissed around with these constant delays :mad:)

  7. The English Iwata Asks is out now!

     

    http://iwataasks.nintendo.com/interviews/#/ds/pokemon-black2-white2/0/0

     

    The Theme of Resonance

     

    Unno Yes. The keyword this time for Pokémon Black Version 2 and Pokémon White Version 2 was "resonance." In Pokémon Black Version and Pokémon White Version, you communicated with each other in a kind of "interference," but this time it's resonance, so we adopted gameplay that broadens each other's worlds.

     

    Unno talks about the 100 person orgy

     

    Unno With wireless communication, the range is limited, so the degree of excitement is different compared to network games. It's like you're closer and can feel each other. It was mysterious how increasing from a few people to about 100 felt like it came with a greater degree of intimacy. I haven't really analyzed it well for myself yet, but…

     

    How a space fantasy movie can teach you how to play Pokemon

     

    Unno Right. If the gameworld were a movie, anything would be possible, so I thought I could broaden the gameworld.

     

    Iwata What do you mean by "anything would be possible"?

     

    Unno Like a space fantasy that wouldn't usually be possible in the Unova region.

     

    Iwata Huh? A space fantasy in Pokémon? (laughs)

     

    Unno Or romance.

     

    Iwata Huh?! Romance in Pokémon?! (laughs)

     

    Unno Yeah! (laughs) But I wasn't sure how far I could go. There is, of course, the worldview that The Pokémon Company has preserved, and GAME FREAK treasures certain things, so when I submitted the proposal, I was pretty nervous.Masuda The first page of the specifications had Pokémon with an Adamski-type UFO16! I was like, "What's this?!" (laughs)

     

    Iwata Whoa! (laughs)

     

    Masuda But if you looked closely, the UFO was hanging from a thread! That was really interesting, and it looked like the possibilities were endless, so I let them do whatever they wanted.

     

    Iwata But you needed to really figure some things out to actually make it playable.

     

    Masuda Yeah. They really thought hard about what kind of gameplay to have. The movies have options for the plots, and if you don't know the type of Pokémon, the plot doesn't move forward well.

     

    Iwata So that way if you're playing and have a lot of knowledge about the Pokémon type, it comes in handy in the game.

     

    Masuda Yes. Those who are more knowledgeable will be able to film more smoothly—so knowledge comes in handy—and those who don't know much will learn.

     

    Unno We'd actually had a problem before in duels with how the Pokémon series was getting more and more for hard-core players. You have to remember the Pokémon and move types, so some were of the opinion that battles were difficult to understand. Something we discussed was how people playing for the first time learn the essentials.

     

    Iwata Over time, the battles get complicated, so you have to remember more.

     

    Unno Yeah. Then when we were thinking about the Pokéstar Studios plan, we thought that if selecting the wrong lines or moves when making a movie would result in a different ending or audience evaluation, then you would naturally learn the mechanics of Pokémon, and the ideas came together. So when you play Pokéstar Studios, before you know it, you naturally learn the enjoyment and depth of battles.

     

    Iwata When something fun you think of and a separate problem snap together, things change. That's just like what Miyamoto-san says about an idea being something which solves multiple issues at once.

     

    MERCHANDISING DAT STUNFISK!

     

    Iwata Ishihara-san, what do you think Pokémon values?

     

    Ishihara I wonder… Like the other two just said, I think how interesting the games are—like gameworld details and gameplay logic—are incredibly important. Stunfisk, which came up earlier, became a hit product at Pokémon Centers. (laughs)

     

    Iwata I have to say that normally Stunfisk would be a hard sell on its own. (laughs)

     

    Ishihara Yes. (laughs) But by making something that draws upon its flatness, like Stunfisk rice crackers, we were like, "This'll work!" You could say that's what's fun about product development. When we made metal charms, we thought that a set of the three Pokémon that the player first chooses from would sell the most, but actually the set with Litwick, Lampent, and Chandelure was the top seller by far.

     

    Iwata At the time, you said that production couldn't keep up.

     

    Ishihara Yeah. I was like, "Huh? Why?!" But store personnel said "Of course it would sell! Litwick is cute and Chandelure is strong!" and I was like, "Oh, is that so?" (laughs) One charm of Pokémon is how people come to like certain Pokémon for all kinds of reasons, like because they're strong or cute. In product development as well, it is important to discover something new and keep on inventing.

     

    And much more there :)

  8. Hi new here will mario golf GBC be coming out in the uk? Sure someone said 11 oct 2012 thanks

     

    That's for the US, we don't have an EU date yet sadly.

     

    Speaking of which, the US press release that NOA released after the EU Nintendo Direct has some surprises!

     

    Nintendo eShop for Nintendo 3DS Heats up for the Holidays

     

    More Original Games, Classic Games and Recent Nintendo 3DS Hits Will Be Available Digitally in 2012

     

    REDMOND, Wash.--(BUSINESS WIRE)-- Nintendo 3DS owners are getting an amazing lineup of downloadable games for the holidays and beyond. Original games, classic games and demos will all be making an appearance in the Nintendo eShop. Fans also will soon find downloadable versions of select Nintendo 3DS hits that have already launched as packaged goods.

     

    Nintendo 3DS owners will see a sequel to fan-favorite Pushmo, classics like Ninja Gaiden and Castlevania: The Adventure, plus a series of three original games developed by LEVEL-5 and several well-known Japanese collaborators.

     

    "The Nintendo eShop demonstrates Nintendo's commitment to providing consumers with unique digital content through a combination of creativity and convenience," said Scott Moffitt, Nintendo of America's executive vice president of Sales & Marketing. "The variety and quality of games coming this year is unmatched, from new entries in established franchises to original properties."

     

    The following content is scheduled to launch in the Nintendo eShop in 2012:

     

    ORIGINAL GAMES

     

    NightSky launches Oct. 25. NightSky is an action-puzzle game that offers an ambient game-play experience with cerebral challenges that fill uniquely designed, picturesque worlds. Each of these worlds is broken into different areas in which the player must maneuver a sphere by using realistic physics to advance.

    Crashmo launches Nov. 22. Players can embrace the laws of gravity and challenge themselves with a whole new kind of action-puzzle play in this exciting sequel to the critically acclaimed Pushmo. New gravity mechanics and gadgets like floating blocks, doors and move switches await, testing players' skills as they push, pull and slide each puzzle's colorful blocks in order to climb to the top. Just be careful where those blocks are moved-unsupported blocks will come crashing down. Crashmo contains lots of puzzles to test your brains, and enhanced puzzle-creation and -sharing features mean that even when all the puzzles are cleared, the fun never has to stop.

    Fluidity: Spin Cycle arrives on Dec. 27, letting players tilt, turn and even rotate their Nintendo 3DS system 360 degrees to maneuver a puddle of water named Eddy through a maze-like, magical world. Change from liquid to a block of ice or a steam cloud to solve fun, gravity-defying puzzles and defeat Goop monsters. Fluidity: Spin Cycle features a new storybook setting to explore that spans the ages, from a lost world full of dinosaurs to the modern world and beyond.

    Three original games from LEVEL-5 and several well-known Japanese collaborators will launch in the Nintendo eShop for Nintendo 3DS before this holiday season. The first of these games, SUDA 51's LIBERATION MAIDEN, is set 100 years in the future, when the president of Japan boards her Liberator, Kamui, and fights to free her country one region at a time. AERO PORTER by Yoot Saito and Yasumi Matsuno's CRIMSON SHROUD are also slated for release by the end of the year.

    Get ready to unleash pedestrian-tossing pandemonium with Grace and Savannah in Tokyo Crash Mobs, a fast-paced action-puzzle game coming to the Nintendo eShop for Nintendo 3DS in early 2013. Players will need lightning-fast reflexes and an eye for strategy to survive the three chaotic weeks that lie ahead for our heroines, as they take on anyone and anything that gets in their way.

    RECENT NINTENDO 3DS HITS AVAILABLE FOR DOWNLOAD

     

    Super Mario 3D Land, The Legend of Zelda: Ocarina of Time 3D, Star Fox 64 3D and Mario Kart 7 will become available for purchase from the Nintendo eShop on Oct. 18 at a price of $39.99 each. Additional Nintendo 3DS software currently only available at retail stores will become available in the Nintendo eShop in the future.

    VIRTUAL CONSOLE

     

    Mario Golf (launches Oct. 11)

    Castlevania: The Adventure (launches Oct. 25)

    Ninja Gaiden (launches Nov. 8)

    Zelda II – The Adventure of Link (launches Nov. 22)

    Wario Land II (launches Dec. 20)

    Super Mario Bros.: The Lost Levels (launches Dec. 27)

    GAME DEMOS

     

    Two demo versions of Style Savvy: Trendsetters will be available for download from the Nintendo eShop. The first demo is available today and lets players participate in a fashion contest, create an outfit based on the contest theme, style their model's hair and makeup and send her down the runway. The second demo will be available on Nov. 1, and lets players style their clothes and makeup, and then connect to the Internet via Nintendo Network to visit the online Fashion Plaza where they can check out ensembles that actual Style Savvy: Trendsetters players have created. Any items purchased using in-game currency in this demo version can be transferred to the full game. Style Savvy: Trendsetters will launch in stores and in the Nintendo eShop on Oct. 22.

    Additional game demos coming soon include:

    Adventure Time: Hey Ice King! Why'd you steal our garbage?!! from D3Publisher

    Disney Epic Mickey: Power of Illusion from Disney Interactive

    LEGO The Lord of the Rings from Warner Bros. Interactive Entertainment

    Moshi Monsters: Moshlings Theme Park from Activision

    Sonic & All-Stars Racing Transformed from SEGA

    Remember that Nintendo 3DS features parental controls that let adults manage the content their children can access. For more information about this and other features, visit http://www.nintendo.com/3ds. For more information about Nintendo, visit http://www.nintendo.com.

     

    Tokyo Crash Mobs is the localised version of Line Nageloop (The live action Puzzloop game from Mitchell) http://www.siliconera.com/2012/08/09/wacky-nintendo-game-has-players-toss-ninjas-so-you-dont-have-to-wait-in-line/

  9. Operation Pika did it we got Nintendo to bring the Pikachu 3DS XL to Europe next America and AUS

     

    I can't believe that actually worked! :laughing:

     

    Really great ND overall. Some very nice surprises there (who the hell saw Fallblox coming!?)

     

    Nice to see eShop titles getting a focus. The only things it was potentially missing were Cave Story 3DS, NightSky 3DS and HarmoKnight (yeah yeah, I know it's probably not coming out for a good while, but I can still hope dammit!)

     

    Hana Samurai coming out next week is fucking sweet! :yay: About damn time!

     

    Also nice to see Level 5's worst kept secret getting revealed (with such a quick release too!) - Though the 4th game of the collection (Omasse's Rental Weapon Shop) is suspiciously absent still...

     

    Kinda funny how Shibata bigs up VLR as the sequel to 999 (the game we never got). Nice to know that he's aiming it at those who imported the first one ;)

  10. That was a lot better than I expected it to be! :) A very nice solid start! :D (the Moose joke in particular was really quite great! :laughing:)

     

    Not much of a plot to it, and some parts dragged on a bit, but I enjoyed it still. Definitely washes out the bad taste of BTE quite nicely.

     

    Did anyone else get the feeling that it felt more like a stage show version of Red Dwarf though, rather than a TV show? Got a strange feeling that I couldn't quite shake off about it (not that that's a bad thing, just a bit of an odd feeling)

  11. New trailer!

     

     

    Looks as fun as ever, even though the level designs don't really look mind blowingly original (though I did smile when I saw the Baby Yoshi eat the fire enemy :) and the waterfall mechanic looks fun). Still not a fan of the new theme though.

  12. Ok, so supposedly SEGA have fucked up the port...

     

    http://www.neogaf.com/forum/showthread.php?p=42811297#post42811297

     

    Well, looks like I cannot give up my Saturn after all.

     

    The controls are horrible. Movement seems to be 8-way no matter if you use analog control or not. This really kills the game for me. It does not control this way on Saturn.

     

    Am I the only one having problems with this? I guess the PS2 version plays the same... too bad even the included Saturn version has this problem, even if it seems less obvious there. I guess this is the lag in movement control someone was mentioning earlier. But to me it definitely feels like the controls being toned down to 8-way.

     

    This makes me sad.

     

    Just got the game. Love it to death on my Saturn and briefly played the ps2 version. The controls definetly feel different. I'm able to do a hell of a lot more dance moves after getting the yellow/ble ring thing. I have a much harder time going through the yellow rings. It seems to move slower too.

     

    Also with the "Saturn version", I recall it looking just like the real Saturn game (no texture filtering, geometry popping, etc.) on the ps2 to the point I thought it was just emulated. In this one, I was disappointed to see that it actually looks nothing the original Saturn game. Besides the geometry being similar to the Saturn one, everything else is different.

    I do really love the look of the new one though.

     

    The music also sounds different. Sounds more dulled, but maybe that's just in my head. I know the Saturn sound chip worked differently because it synthesized the music on the fly if I recall so maybe that's why this sounds different.

     

    Alright, so after digging around for half the day I found my Saturn controller and took some time doing a side by side comparison. As I suspected some of the complaints about the controls are a bit hyperbolic, but I also have to correct myself and concur that there's a tangible difference between how each version controls. In the HD remaster NiGHTS moves a little slower when flying straight (not as conspicuous during loops for some reason) and tends to sort of "snap" into certain angles at slower speeds. The digital control thing makes it sound like 8 way control, but it's closer to maybe 16-32? At any rate, it's not that apparent when you're barreling forward, but some sensitivity is lost when you're building to full speed.

     

    The included "Saturn version" (which isn't really that close to the actual Saturn version) performs a bit better in terms of flying speed, and seems a bit easier to connect difficult combos. Overall though, I confess neither one controls as buttery smooth as the original. It's a a slight bummer considering how long fans have waited for something like this, but at least the ports are fairly decent and I don't consider any of the alterations to be deal breakers. In fact, I'd highly recommend the remake to anyone curious who doesn't have a Saturn or just wants to play with cleaner IQ on their LCD. That said, if you're a Saturn owner, don't jettison your original copy just yet. In spite of its artifact ridden FMV and warpy textures it's still the best controlling version of NiGHTS out there.

     

    Also supposedly the "Saturn" mode doesn't accurately replicate the original Saturn game either (and that's on top of the original PS2 port's inaccuracies to begin with)

     

    A damn shame, especially considering that JSR HD was apparently a really good port job.

     

    Will wait for a VC release of the original SS version :(

  13. I'd personally prefer it if they went with 720p rendering if it would allow them to implement some AA, better textures and a little more advanced shading. I'm not a big fan of developers playing the number game, it's a shallow world that capped most of this current generations games potential in a performance sense.

     

    It's a 3DS/Wii port. They're not gonna mess around with the visuals too much (hell they've already shown more effort being put into this than any of those crappy "Classics HD" releases on PS3!)

     

    I really doubt that running the game at 1080p is gonna make the Wii U sweat at all (especially considering that the 3DS was able to run this game at a variable 60FPS while also running in S3D...)

  14. À la carte pricing is always more expensive than in bulk. That is perfectly normal and expected.

     

    I have no real problem with the pricing for each individual piece of add on content in either Theathrhythm or NSMB2 and I think that they easily justify their monitory value.

     

    However, I don't like the fact that there's no discount for buying in bulk. It's especially cheeky in NSMB2 where you actually are given an option to buy in bulk, but it's no cheaper than buying them seperately whatsoever.

     

    Economies of scale should be in use here and it absolutely is not :mad: It only becomes even more off putting down the line where there's lots of add on content already available (I'm looking at you Fire Emblem Awakening!)

  15. Aha! We got some clarification regarding the cartridge save data transfer functionality with the retail eShop games...

     

    http://www.nintendoworldreport.com/news/31964

     

    Apparently the save transfer functionality won't be arriving until Spring next year. So it seems that it's gonna be part of a system update then! (That should mean that it's possible to backup and copy across save data to and fro with any game! :D)

     

    Yay! :yay: (I wonder if certain games like Pokemon will block it from working though...)

  16. Nintendo have to keep the games at RRP on their stores else the retailers will stop stocking Nintendo products :/

     

    They could've dropped the RRP on some of those games that have been out for over a year now (looking at you Pilotwings Resort)

     

    But as I mentioned, I expected this. They're not gonna undercut retailers (watch all the major sites get outraged at the prospect of RRP pricing for the older games though...)

     

    Edit: Just realised that Nintendogs & Cats is missing too... Strange... (especially seeing as it already has a demo on the eShop in all regions :confused:)

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