@Einherjar Those are all really great ideas that could add a whole new layer to the strong franchise that LoZ already is. I'm sure there'll be plenty more surprises in form of new features that have yet to be revealed. I mean, I don't think many people saw the semi-automated horse-riding mechanic coming along with the slow-motion bullet time jump. I know I certainly didn't, and it seems like such a banale and simple inclusion, that it makes you question whether it is trivial or crucial, resulting in a groundbreaking addition to the series.
Most of the time you read about "big" and important - I guess typical - discussions and predictions like if the game is taking on a darker tone, the timeline placement, Link's preferred hand...etc. and the primary focus doesn't seem to be on gameplay elements, what new aspects Nintendo can include gameplay-wise in order to make the experience seem somewhat different and refreshing again, something they tend to do with each instalment, ex. Skyward Sword with motion controls - a big gameplay driver.
So all in all, I sense many more new, big and little, elements to come into play in this title. I mean, it's obvious they stripped down the environments of monsters and other usual points of interest i.e. towns, villages...etc. for demonstration purposes here, and yet people don't seem to realize that Aonuma's main focus here was to show viewers the scope of the world that will be present (as well as a brief look at a new combat element against three or so, most likely, tweaked enemies), and how it can take a long time to get from point A to B, thus claiming the game to be "barren" and "empty", too similar to Twilight Princess, and what not. Wouldn't it be awkward and inconvenient if they had all those enemies roaming around, attempting to attack Link, while Aonuma is simply trying to navigate through the forests with then intention of presenting and explain to us how grand the world will be? It would certainly be distracting imo.. Therefore I think that was their main purpose with this footage.
Now, I don't know much about game development, but I personally believe they have all of that designed and planned out, so all that's left is adding the corresponding objects into the designated areas, which is most likely not that time-consuming if they've already created them (the basis) and are waiting to be implemented. I dunno, but I'm not concerned about that like many of the commenters that can be seen
@Einherjar Yeah, I guess you're right. You may have a point about the change in gaming attitude / habits through the decades, but I guess they could keep the main storyline accessible to those gamers with little time at hand, while adding plentiful optional elements for those that do prefer to put in the time and tend to explore every corner and tackle every challenge available. The primary quest mustn't be changed for this to happen, and players have the option of 'just completing the game', should that be enough to them.
What comes to mind is Super Mario 64 ...spoilers, I guess?... where you can technically beat the game without collecting all of the Power Stars i.e. completing all missions available. 70 of the 120 Stars in total where enough to unlock the level with the final battle that results in the player freeing the girl, thus completing the main objective of the game, which leaves 50 Stars left to be obtained for players wanting to go beyond the storyline. After those credits played with that music the first time I beat Bowser for good, I felt accomplished and sad at the same time, yet excited that it wasn't truly over yet and that I'd get to continue controlling Mario, jumping and running around in all new levels
That being said, and I know the Nintendo team usually adds some lil' extra in Zelda games on top of the main campaign in form of a 50 floor challenge or something, such as Trecherous Tower, Cave of Ordeals...etc., but after every final battle in a Zelda game - after the ending cutscene and the credits, you have no choice but to push reset on your console (in some cases) and see your save file remain right before the final battle again, granted you do get a harder quest to take on in the more recent games. This brings up the feelings of happiness and sadness at the same time, in simple terms. Happy that I've reached the end, having had an enjoyable gaming experience along the way, and sad that it's over, maybe even feeling a bit empty, craving for just a bit more.
So, they could either jam-pack the game with plenty optional side-quests, mini-games and dungeons to tackle parallel with the main storyline, or they could prolong the gameplay experience in that they have you unlock a new area of the map with plenty Zelda-like things to do upon beating the main quest, or simply giving you access to locations just for eye-candy purposes, I mean dose visuals though chilling in Zora's Domain in HD with that soothing, ambient tune playing, jumping with the Zoras from high waterfalls, perhaps even having challenges with them, for example I think Majora's Mask did this very well for its time (let's not forget, 3D game in the year 2000), where it had players playing the game in different ways. You could get all the masks if you wanted, help all the NPC's, or you could just do a barebones run through the game, taking on the final boss without having to acquire that powerful helping item, you know.
All in all, Zelda U is looking great, and it would be a shame if it ends up being an amazing and all-out worthwhile piece of entertainment that doesn't get experienced by enough gamers or people in general, leaving it underappreciated, possibly underrated. So, Nintendo should devise a way to increase its replayability as much as possible and, overall, make even the most average of gamers dusting it off and coming back to it years after and every once in a while even. It would be nice though, if they could at least implement some extra unlockable / hidden environments to explore just for the heck of it after you reset the game upon defeating the main villain, for a refreshing change. The game doesn't need to be tricky or difficult like I said before, which, like you said, could alienate a bunch of people.
I do wonder how they will play off the in-game time setting, like at what pace time flows and if you can influence it. Interesting to note is when Mr. Aonuma is showing the map on the GamePad, there is a "19:00" at the top of the screen, possibly indicating the actual time in the game (perhaps frozen for presentation purposes). It would be likely, as the sun typically sets at around that time in most places of the world, and the gameplay in the beginning is shown during a sunset / dusk period. Also, it would be interesting if they included seasonal changes, as someone in the comments mentioned with the apples growing on trees being an indication for that. Hopefully they will at least have random weather effects to truly portray an authentic, living, breathing environment and playing field.
@Einherjar You know, the dungeon concept got me thinking. What if they make the challenges and puzzles super difficult and tricky to figure out, like in the old school games. The hook being that back then there was no way one could figure everything out alone, such as all those secrets in Zelda 1 (hats off to anyone who was able to), thus we relied on the word of other players, "adventurers" if you will One unfortunate aspect today is that we have the internet when it comes to figuring things out by oneself, so a part of that cozy social nature in gamers is gone. I can imagine that many gamers have the tendency to look up how to progress in a certain area of the game, even if they're the slightest bit stuck. This is inevitable and there's no way around it today, but as a compensation, I feel that they should make Zelda U extra tricky - unforgivingly old school difficult even, not in the sense that the enemies are frustratingly nearly impossible to defeat, but make progression in the game one giant, confusing puzzle, like you said with the many entrances. Make the player work for it if they missed something and get that aha moment, and make said "work" be fun and interesting, and not feel like actual work that appears like simple, dull backtracking, reacting with moans and groans.
The footage is promising, as the gameplay appears very multilayered, in which you don't have to take the same path twice to get to a certain destination. Link riding Epona, I've noticed there were a number of branching paths and forks in the road, parallel and non-parallel, some take you higher up, along a ledge, others take you along a rocky trail, or through a wooded and grassy area. So we could well be seeing multiple entrances into dungeons.
I think if the game ends up being really difficult and tricky, then players that usually play through games just to have them finished and marked off their list, and ones that usually resort to using the internet to guide them through even the simplest of puzzles and situations, will rediscover the pleasure and satisfaction of being perplexed and disorientated for hours - days even, only to finally figure out the solution or find the way to progress by themselves.
The Nintendo team have nothing to lose with this, as I don't find the reasoning of a game being "too tough", not very accessible or gamer-friendly very justified, a trend we've gotten to observe lately where they state that they made the game with "beginners in mind" and what not, since we have the internet to help us when stuck anyways, should we choose to give in. And those that like a good challenge, that like to be puzzled for longer than healthy can be at ease It's a win-win situation in my books. So, I'm hopeful for those tough moments, dungeons and locations with plenty options, plenty entrances, right and wrong, secrets so well-hidden that can only be discovered by accident and through trial and error...optional things that you simply can't figure out by yourself, but you hear about them somewhere, on the internet for example, years later and go, wow, gotta dust off the game again and try that
Well, there's not much more I could probably add here, seeing as how many comments there are already. But I will say this, the game looks absolutely stunning and looks to be very enjoyable. It appears very smooth and can only get smoother and more polished as it nears its release date, so let's keep that in mind and don't jump to conclusions about it being "empty" and whatnot. All in all, I'm liking what I'm seeing, and I'm just really looking forward to play it.
"There is almost nothing memorable about Yoshi's Story..." wow, speak for yourself, I guess? This game is far from that, as it left a huge mark on me. I remember nearly everything in it, despite not having played it for over a decade now (waiting for a Wii U Virtual Console release). So, all I can suggest to others is, screw this review and judge the game for yourselves if you ever get a chance to try it.
What about me? Do you even have to ask? I don't think the chances of a new Wario Land outing are that slim. I think Nintendo just wants to get well into profit zone in order to gain the courage and make another Wario puzzle-platformer. I'm very hopefuly for some Wario platforming action this gen.. My best case scenario would be if we'd get a remake of Virtual Boy's Wario Land for the 3DS (kinda as a means to test the waters a bit and see where Wario is at with the fans / consumers) and soon after a Wii U title. I mean, it seems like this is the perfect environment to release some of those aesthetically appealing and artsy Wario Land games, what with Nintendo having gone HD (not to mention, stereoscopic 3D - resulting in the perfect opportunity to revive old intentions and ambitions from the Virtual Boy era). It's not like Wario is an unrecognised and unpopular character, so I think it ultimately comes down to timing. They'd need to get the timing right in order to get the game selling. I can only suggest at a high point when the Wii U does its best: maybe next year, when all those good games come out and / or would be out by then, maybe around the time of other puzzle-platformers, such as Yoshi's Woolly World, Kirby... then we could have a plethora of games containing many different pleasing, unique and creative visual styles at our exposure i.e. wool, material, clay...w.e... maybe even around the time when Zelda U starts getting ready for its release...I dunno, but I would love seeing one or two Wario platforming games this gen and it would be a darn shame if this sub-series dies out (which I see no reason that it should, as Wario always provides solid, top of the line platforming fun, perhaps one of the best).
@Luffymcduck Maybe you can play better under pressure? I know I can usually work more productively and accurately under some sort of pressure or time constraint, knowing that I have to get it done, you know, when you're on your toes and your senses are heightened and stuff. I guess I'm a last-minute kind of person
@aaronsullivan Yeah, this is just something that I never would've expected to come. I'm sure Nintendo know what they're doing with Amiibo and, admittedly, I may be misinformed about it at the moment, so we'll just have to wait and see how this concept unfolds
@aaronsullivan There will be many old people buying these figurines, sure, but there will be many many more younger people buying these (just an intuition) and trying to collect as many. I'm one all for the games, and my main concern is that content will begin to suffer due to Amiibo, where devs exclusively include content unlocked by the, arguably, over-priced figures. Simple DLC would suffice in my books, but if I one day have to buy certain Amiibo in order to experience a game to its fullest, then that's going to be a bummer. I'm not againts figures in general. Personally, I love merchandise, but it's the connection that this merchandise has to the actual digital capability that makes it different than simple figurines / collectibles / plushies...whatever, you know. Hopefully you can understand my skepticism or concern that comes from this, and if you don't, then meh whatevs. All in all it's a neat idea, but it kinda feels forced and perhaps even generic imo, so I hope it just ends up being a gimmicky fad that doesn't turn into a certain norm. On a natural seperate level, there is the content (games) and there is the merchandise. However, with this concept I feel as if Nintendo wanted to combine the two in order to create something interesting to attract consumers, just becasue they can (technology-wise).
Lame. I'm not too fond on Amiibo :/ If this is the kind of content Amiibo will cover, then I find it pretty unnecessary and pointless, not to mention compicated. Why complicate things with extra toys / figures, when you could just bring out DLC content the normal way. Sure, this might appeal to younger audiences who are enthusiastic about collecting physical versions of Nintendo characters, and that's alright, I'm just hoping this Amiibo concept doesn't get out of hand and that they don't get too carried away to exponentially start including Amiibo for everything.
That's a worryingly long development time for a remake. Hopefully this means that there are significant extras, like a master quest and a boss rush mode. Either that, or they had it finished for a while now and wanted to hold off for a perfect release time.
Wow, pretty impressive. The grass especially. I truly thought I was looking at a photograph. Sadly, I have a feeling it won't look like this on the Wii U. Shame really, since the GamePad is the perfect control for a steering wheel simulation, and I'm a fan of that. I like realistic racers, espeacially when done right and bring across that feeling of speed and exhiliration well.
@Luffymcduck Well, I wouldn't necessarily say same enemies and backgrounds. Music...sure, but NSMB U definitely changed some things up a bit by applying some interesting new backgrounds, as well as added some new enemies. The first one is also quite different from the rest (even the physics, a bit), but I see where you're coming from though. I'd say NSMB Wii and NSMB 2 are the most similar when it comes to backgrounds and enemies, even though 2 has that coin craze aspect to it In the end, what matters to me is the level design and new platforming experiences. I just care for more levels, presonally
I like this direction that Nintendo are taking. You know, health comes first, let's not forget that. It's bascially the most important thing in life, I feel, and hopefully this ends up being profitable for Nintendo and benefits the consumer. I can see this go down well, since Nintendo usually put in a lot of time, effort and quality in their products.
Aonuma basically just wants to see the reactions of people on the internet about this, presumingly to get an idea of what fans think of such a concept. Well I say, if you can pull off adding futuristic (modern) vehicles or elements like this, and not just senselessly throwing them in there, then go for it I think it might be interesting to see, but more importantly, it should integrate into the overall gameplay and story of LoZ. Sadly, this could or may be a call to either replace Epona or serve as an upgrade, and I don't want that. Generally, I'm not a fan of seeing futuristic Zelda games. I know many people write how they wanna see that -how they want something like a 'steam punk' Zelda, well I personally don't. What they've done so far is perfect, adding some out-of-place futuristic elements here and there, such as in Skyward Sword with the robots and the Timeshift Stones, that was pretty great, but to have a whole game about lasers and guns and modern vehicles...and jet packs and what not, is not what LoZ is about to me. At least for now. Perhaps sometime down the road... like really long road, they could maybe try it on a handheld version and see how that goes. Like in a few decades or something, when truly some freshness might be needed But for now, keep it traditional.
@Hero-of-WiiU If that's the one with the maze, then I'm more reminded of those Yoshi's New Island puzzles where you guide the fake Yoshi onto the spikes.
Well, the Nintendo's handhelds are evidently evolving, slowly but surely, albeit in small baby steps. Adding one to a few tiny little features each step of the way.
Comments 881
Re: Nintendo Reveals New Wii U Footage and Details for The Legend of Zelda, Still Set for 2015
@Einherjar Those are all really great ideas that could add a whole new layer to the strong franchise that LoZ already is. I'm sure there'll be plenty more surprises in form of new features that have yet to be revealed. I mean, I don't think many people saw the semi-automated horse-riding mechanic coming along with the slow-motion bullet time jump. I know I certainly didn't, and it seems like such a banale and simple inclusion, that it makes you question whether it is trivial or crucial, resulting in a groundbreaking addition to the series.
Most of the time you read about "big" and important - I guess typical - discussions and predictions like if the game is taking on a darker tone, the timeline placement, Link's preferred hand...etc. and the primary focus doesn't seem to be on gameplay elements, what new aspects Nintendo can include gameplay-wise in order to make the experience seem somewhat different and refreshing again, something they tend to do with each instalment, ex. Skyward Sword with motion controls - a big gameplay driver.
So all in all, I sense many more new, big and little, elements to come into play in this title. I mean, it's obvious they stripped down the environments of monsters and other usual points of interest i.e. towns, villages...etc. for demonstration purposes here, and yet people don't seem to realize that Aonuma's main focus here was to show viewers the scope of the world that will be present (as well as a brief look at a new combat element against three or so, most likely, tweaked enemies), and how it can take a long time to get from point A to B, thus claiming the game to be "barren" and "empty", too similar to Twilight Princess, and what not. Wouldn't it be awkward and inconvenient if they had all those enemies roaming around, attempting to attack Link, while Aonuma is simply trying to navigate through the forests with then intention of presenting and explain to us how grand the world will be? It would certainly be distracting imo.. Therefore I think that was their main purpose with this footage.
Now, I don't know much about game development, but I personally believe they have all of that designed and planned out, so all that's left is adding the corresponding objects into the designated areas, which is most likely not that time-consuming if they've already created them (the basis) and are waiting to be implemented. I dunno, but I'm not concerned about that like many of the commenters that can be seen
Re: Nintendo Reveals New Wii U Footage and Details for The Legend of Zelda, Still Set for 2015
@Einherjar Yeah, I guess you're right. You may have a point about the change in gaming attitude / habits through the decades, but I guess they could keep the main storyline accessible to those gamers with little time at hand, while adding plentiful optional elements for those that do prefer to put in the time and tend to explore every corner and tackle every challenge available. The primary quest mustn't be changed for this to happen, and players have the option of 'just completing the game', should that be enough to them.
What comes to mind is Super Mario 64 ...spoilers, I guess?... where you can technically beat the game without collecting all of the Power Stars i.e. completing all missions available. 70 of the 120 Stars in total where enough to unlock the level with the final battle that results in the player freeing the girl, thus completing the main objective of the game, which leaves 50 Stars left to be obtained for players wanting to go beyond the storyline. After those credits played with that music the first time I beat Bowser for good, I felt accomplished and sad at the same time, yet excited that it wasn't truly over yet and that I'd get to continue controlling Mario, jumping and running around in all new levels
That being said, and I know the Nintendo team usually adds some lil' extra in Zelda games on top of the main campaign in form of a 50 floor challenge or something, such as Trecherous Tower, Cave of Ordeals...etc., but after every final battle in a Zelda game - after the ending cutscene and the credits, you have no choice but to push reset on your console (in some cases) and see your save file remain right before the final battle again, granted you do get a harder quest to take on in the more recent games. This brings up the feelings of happiness and sadness at the same time, in simple terms. Happy that I've reached the end, having had an enjoyable gaming experience along the way, and sad that it's over, maybe even feeling a bit empty, craving for just a bit more.
So, they could either jam-pack the game with plenty optional side-quests, mini-games and dungeons to tackle parallel with the main storyline, or they could prolong the gameplay experience in that they have you unlock a new area of the map with plenty Zelda-like things to do upon beating the main quest, or simply giving you access to locations just for eye-candy purposes, I mean dose visuals though chilling in Zora's Domain in HD with that soothing, ambient tune playing, jumping with the Zoras from high waterfalls, perhaps even having challenges with them, for example
I think Majora's Mask did this very well for its time (let's not forget, 3D game in the year 2000), where it had players playing the game in different ways. You could get all the masks if you wanted, help all the NPC's, or you could just do a barebones run through the game, taking on the final boss without having to acquire that powerful helping item, you know.
All in all, Zelda U is looking great, and it would be a shame if it ends up being an amazing and all-out worthwhile piece of entertainment that doesn't get experienced by enough gamers or people in general, leaving it underappreciated, possibly underrated. So, Nintendo should devise a way to increase its replayability as much as possible and, overall, make even the most average of gamers dusting it off and coming back to it years after and every once in a while even.
It would be nice though, if they could at least implement some extra unlockable / hidden environments to explore just for the heck of it after you reset the game upon defeating the main villain, for a refreshing change. The game doesn't need to be tricky or difficult like I said before, which, like you said, could alienate a bunch of people.
Re: Talking Point: The Legend of Zelda on Wii U Steals The Show and Raises Expectations
I do wonder how they will play off the in-game time setting, like at what pace time flows and if you can influence it. Interesting to note is when Mr. Aonuma is showing the map on the GamePad, there is a "19:00" at the top of the screen, possibly indicating the actual time in the game (perhaps frozen for presentation purposes). It would be likely, as the sun typically sets at around that time in most places of the world, and the gameplay in the beginning is shown during a sunset / dusk period.
Also, it would be interesting if they included seasonal changes, as someone in the comments mentioned with the apples growing on trees being an indication for that. Hopefully they will at least have random weather effects to truly portray an authentic, living, breathing environment and playing field.
Re: Nintendo Reveals New Wii U Footage and Details for The Legend of Zelda, Still Set for 2015
@Einherjar You know, the dungeon concept got me thinking. What if they make the challenges and puzzles super difficult and tricky to figure out, like in the old school games. The hook being that back then there was no way one could figure everything out alone, such as all those secrets in Zelda 1 (hats off to anyone who was able to), thus we relied on the word of other players, "adventurers" if you will
One unfortunate aspect today is that we have the internet when it comes to figuring things out by oneself, so a part of that cozy social nature in gamers is gone. I can imagine that many gamers have the tendency to look up how to progress in a certain area of the game, even if they're the slightest bit stuck. This is inevitable and there's no way around it today, but as a compensation, I feel that they should make Zelda U extra tricky - unforgivingly old school difficult even, not in the sense that the enemies are frustratingly nearly impossible to defeat, but make progression in the game one giant, confusing puzzle, like you said with the many entrances. Make the player work for it if they missed something and get that aha moment, and make said "work" be fun and interesting, and not feel like actual work that appears like simple, dull backtracking, reacting with moans and groans.
The footage is promising, as the gameplay appears very multilayered, in which you don't have to take the same path twice to get to a certain destination. Link riding Epona, I've noticed there were a number of branching paths and forks in the road, parallel and non-parallel, some take you higher up, along a ledge, others take you along a rocky trail, or through a wooded and grassy area. So we could well be seeing multiple entrances into dungeons.
I think if the game ends up being really difficult and tricky, then players that usually play through games just to have them finished and marked off their list, and ones that usually resort to using the internet to guide them through even the simplest of puzzles and situations, will rediscover the pleasure and satisfaction of being perplexed and disorientated for hours - days even, only to finally figure out the solution or find the way to progress by themselves.
The Nintendo team have nothing to lose with this, as I don't find the reasoning of a game being "too tough", not very accessible or gamer-friendly very justified, a trend we've gotten to observe lately where they state that they made the game with "beginners in mind" and what not, since we have the internet to help us when stuck anyways, should we choose to give in. And those that like a good challenge, that like to be puzzled for longer than healthy can be at ease It's a win-win situation in my books.
So, I'm hopeful for those tough moments, dungeons and locations with plenty options, plenty entrances, right and wrong, secrets so well-hidden that can only be discovered by accident and through trial and error...optional things that you simply can't figure out by yourself, but you hear about them somewhere, on the internet for example, years later and go, wow, gotta dust off the game again and try that
Re: Nintendo Reveals New Wii U Footage and Details for The Legend of Zelda, Still Set for 2015
Well, there's not much more I could probably add here, seeing as how many comments there are already. But I will say this, the game looks absolutely stunning and looks to be very enjoyable. It appears very smooth and can only get smoother and more polished as it nears its release date, so let's keep that in mind and don't jump to conclusions about it being "empty" and whatnot.
All in all, I'm liking what I'm seeing, and I'm just really looking forward to play it.
Re: Feature: Five Reasons To Choose Nintendo 3DS This Holiday Season
The games (VC included) and the stereoscopic 3D. Oh, and the portability, obviously
Re: Review: Yoshi's Story (Wii Virtual Console / Nintendo 64)
"There is almost nothing memorable about Yoshi's Story..." wow, speak for yourself, I guess? This game is far from that, as it left a huge mark on me. I remember nearly everything in it, despite not having played it for over a decade now (waiting for a Wii U Virtual Console release). So, all I can suggest to others is, screw this review and judge the game for yourselves if you ever get a chance to try it.
Re: Review: Captain Toad: Treasure Tracker (Wii U)
I honestly expected (predicted) a 9. Nothing more, nothing less. I'm usually right with my predictions, but not this time though oh well...
Re: Dear Nintendo, Please Let The Next Wario Land Title Look As Gorgeous As This
What about me? Do you even have to ask?
I don't think the chances of a new Wario Land outing are that slim. I think Nintendo just wants to get well into profit zone in order to gain the courage and make another Wario puzzle-platformer.
I'm very hopefuly for some Wario platforming action this gen.. My best case scenario would be if we'd get a remake of Virtual Boy's Wario Land for the 3DS (kinda as a means to test the waters a bit and see where Wario is at with the fans / consumers) and soon after a Wii U title. I mean, it seems like this is the perfect environment to release some of those aesthetically appealing and artsy Wario Land games, what with Nintendo having gone HD (not to mention, stereoscopic 3D - resulting in the perfect opportunity to revive old intentions and ambitions from the Virtual Boy era).
It's not like Wario is an unrecognised and unpopular character, so I think it ultimately comes down to timing. They'd need to get the timing right in order to get the game selling. I can only suggest at a high point when the Wii U does its best: maybe next year, when all those good games come out and / or would be out by then, maybe around the time of other puzzle-platformers, such as Yoshi's Woolly World, Kirby... then we could have a plethora of games containing many different pleasing, unique and creative visual styles at our exposure i.e. wool, material, clay...w.e... maybe even around the time when Zelda U starts getting ready for its release...I dunno, but I would love seeing one or two Wario platforming games this gen and it would be a darn shame if this sub-series dies out (which I see no reason that it should, as Wario always provides solid, top of the line platforming fun, perhaps one of the best).
Re: Weirdness: Samus amiibo Literally Opens Doors in Russian Metro Station
I wonder what the Mario Amiibo can do . . .
Re: Pokémon Omega Ruby And Alpha Sapphire Version 1.1 Now Available To Download
Shame. Didn't the game just come out, and it already needs some fixin'.
Re: Mighty Final Fight and Mario Pinball Land To Hit North American Virtual Console on 27th November
Oh man, I had my hopes up for a second there that they put GBA VC on the 3DS
Re: Review: Mario Kart Super Circuit (Wii U eShop / Game Boy Advance)
That's why it would be great on the 3DS Virtual Console.
Re: Review: Super Mario Advance (Wii U eShop / Game Boy Advance)
3DS pleeeaase
Re: Eiji Aonuma Discusses Changes On the Way to Majora's Mask 3D
@Luffymcduck Maybe you can play better under pressure? I know I can usually work more productively and accurately under some sort of pressure or time constraint, knowing that I have to get it done, you know, when you're on your toes and your senses are heightened and stuff. I guess I'm a last-minute kind of person
Re: Take A Look At The Super Mario And Pokémon HOME Menu Themes Arriving This Week On 3DS
These images are too small
Re: Captain Toad: Treasure Tracker Evolved From a Zelda Concept
Now I actually wanna see a game with Link's version of this concept more than the Toad one, since I feel the possibilites are even greater there.
Re: Hands On: Wii U GameCube Controller Adapter
Forget Smash Bros. I want to use this for GameCube VC games. Get that thing going, Nintendo!
Re: Mario Kart: Super Circuit is Racing Onto The Wii U Virtual Console
Yo, how 'bout the 3DS, please.
Re: Upcoming Super Smash Bros. for Nintendo 3DS Patch To Address Balance Issues
Shame, there are already issues with the game.
Re: Bandai Namco Announces Ace Combat: Assault Horizon Legacy Plus For 3DS
@aaronsullivan Yeah, this is just something that I never would've expected to come. I'm sure Nintendo know what they're doing with Amiibo and, admittedly, I may be misinformed about it at the moment, so we'll just have to wait and see how this concept unfolds
Re: Bandai Namco Announces Ace Combat: Assault Horizon Legacy Plus For 3DS
@aaronsullivan There will be many old people buying these figurines, sure, but there will be many many more younger people buying these (just an intuition) and trying to collect as many. I'm one all for the games, and my main concern is that content will begin to suffer due to Amiibo, where devs exclusively include content unlocked by the, arguably, over-priced figures. Simple DLC would suffice in my books, but if I one day have to buy certain Amiibo in order to experience a game to its fullest, then that's going to be a bummer. I'm not againts figures in general. Personally, I love merchandise, but it's the connection that this merchandise has to the actual digital capability that makes it different than simple figurines / collectibles / plushies...whatever, you know. Hopefully you can understand my skepticism or concern that comes from this, and if you don't, then meh whatevs.
All in all it's a neat idea, but it kinda feels forced and perhaps even generic imo, so I hope it just ends up being a gimmicky fad that doesn't turn into a certain norm. On a natural seperate level, there is the content (games) and there is the merchandise. However, with this concept I feel as if Nintendo wanted to combine the two in order to create something interesting to attract consumers, just becasue they can (technology-wise).
Re: Bandai Namco Announces Ace Combat: Assault Horizon Legacy Plus For 3DS
Lame. I'm not too fond on Amiibo :/ If this is the kind of content Amiibo will cover, then I find it pretty unnecessary and pointless, not to mention compicated. Why complicate things with extra toys / figures, when you could just bring out DLC content the normal way. Sure, this might appeal to younger audiences who are enthusiastic about collecting physical versions of Nintendo characters, and that's alright, I'm just hoping this Amiibo concept doesn't get out of hand and that they don't get too carried away to exponentially start including Amiibo for everything.
Re: Anouma Confirms Majora's Mask 3D Has Been In Development Since 2011
That's a worryingly long development time for a remake. Hopefully this means that there are significant extras, like a master quest and a boss rush mode. Either that, or they had it finished for a while now and wanted to hold off for a perfect release time.
Re: Gallery: Project CARS Screens Focus on Realistic Karting
Wow, pretty impressive. The grass especially. I truly thought I was looking at a photograph. Sadly, I have a feeling it won't look like this on the Wii U. Shame really, since the GamePad is the perfect control for a steering wheel simulation, and I'm a fan of that. I like realistic racers, espeacially when done right and bring across that feeling of speed and exhiliration well.
Re: The Legend Of Zelda: Majora's Mask Confirmed For Spring 2015 Nintendo 3DS Release
Well, now that that's over with, what remake are we going to beg for and speculate on next?
Re: New Nintendo Direct Airing 5th November
Surprise us with a game or two that would have been secretly in development for quite some time now, like a Wario Land 3DS game
Re: New Nintendo Direct Airing 5th November
Oh man, I was exicited until I read that it's about releases "before the end if this year"
...And please, no more Smash!
Re: Nintendo 64x64: Mario Party
Re: Nintendo 64x64: Lylat Wars
Re: Nintendo 64x64: Mario Tennis
Re: Nintendo 64x64: The Legend of Zelda: Majora's Mask
Re: Nintendo 64x64: Banjo-Tooie
Re: Nintendo 64x64: The Legend of Zelda: Ocarina of Time
Re: Nintendo 64x64: Mario Kart 64
Re: Nintendo 64x64: Super Mario 64
Re: Review: Donkey Kong Country 3: Dixie Kong's Double Trouble! (Wii Virtual Console / Super Nintendo)
@Luffymcduck Well, I wouldn't necessarily say same enemies and backgrounds. Music...sure, but NSMB U definitely changed some things up a bit by applying some interesting new backgrounds, as well as added some new enemies. The first one is also quite different from the rest (even the physics, a bit), but I see where you're coming from though. I'd say NSMB Wii and NSMB 2 are the most similar when it comes to backgrounds and enemies, even though 2 has that coin craze aspect to it
In the end, what matters to me is the level design and new platforming experiences. I just care for more levels, presonally
Re: Nintendo 64x64: Donkey Kong 64
Let's hope for a 3D Donkey Kong game on the Wii U sometime down the road. The GamePad is ideal for asymmetrical multiplayer / co-op
Re: Walmart Display Shows Us Which amiibo Are Compatible With Mario Kart 8, and More
I have a strange feeling that this whole Amiibo concept will end up being just a fad.
Re: Moscow Mural Replaces Crimea With Super Mario
Yeah, you go Mario
Re: Satoru Iwata Outlines Nintendo's First QOL Platform
I like this direction that Nintendo are taking. You know, health comes first, let's not forget that. It's bascially the most important thing in life, I feel, and hopefully this ends up being profitable for Nintendo and benefits the consumer. I can see this go down well, since Nintendo usually put in a lot of time, effort and quality in their products.
Re: System Update 9.2.0-20 Now Available On 3DS
Why is this featured? It's just some update that we can't even see or notice.
Re: Poll: Should Nintendo Follow Microsoft's Lead With A Wii U Price Cut?
Clearly people with a Wii U won't want there to be a price cut (didn't read the article, so excuse my ignorance if this was mentioned)
Re: More PDP GameCube-Style Wired Fight Pads Pay Homage to Donkey Kong, Link, Samus and Wario
Man, I want them all (except the Samus one) :/ Why they gotta do dis, yo?
Re: Miley Cyrus Confuses Fans by Owning a Wii U
Oh please, I wake up like that all the time
Re: Review: Darts Up 3D (3DS eShop)
99 cents at the moment. Gonna probably pick it up soon
Re: Eiji Aonuma Wants Mario Kart 8's DLC Master Cycle In Future Zelda Games
Aonuma basically just wants to see the reactions of people on the internet about this, presumingly to get an idea of what fans think of such a concept. Well I say, if you can pull off adding futuristic (modern) vehicles or elements like this, and not just senselessly throwing them in there, then go for it I think it might be interesting to see, but more importantly, it should integrate into the overall gameplay and story of LoZ.
Sadly, this could or may be a call to either replace Epona or serve as an upgrade, and I don't want that. Generally, I'm not a fan of seeing futuristic Zelda games. I know many people write how they wanna see that -how they want something like a 'steam punk' Zelda, well I personally don't. What they've done so far is perfect, adding some out-of-place futuristic elements here and there, such as in Skyward Sword with the robots and the Timeshift Stones, that was pretty great, but to have a whole game about lasers and guns and modern vehicles...and jet packs and what not, is not what LoZ is about to me. At least for now. Perhaps sometime down the road... like really long road, they could maybe try it on a handheld version and see how that goes. Like in a few decades or something, when truly some freshness might be needed
But for now, keep it traditional.
Re: Nintendo Reveals The Master Cycle for Mario Kart 8's Zelda DLC
Yo that's dope. But no other characters should ever set butt on that machine though (except maybe Mario)
Re: Gallery: Enjoy a Cuteness Overload in These Captain Toad: Treasure Tracker Screens
@Hero-of-WiiU If that's the one with the maze, then I'm more reminded of those Yoshi's New Island puzzles where you guide the fake Yoshi onto the spikes.
Re: Hardware Review: The New Nintendo 3DS Is The Best Yet
Well, the Nintendo's handhelds are evidently evolving, slowly but surely, albeit in small baby steps. Adding one to a few tiny little features each step of the way.