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  1. Ive played this through and finished it, I thought it would be rude not to start a thread about it. Real mixed feelings about the whole game. First of all it's almost exactly like the first game. Where it's so similar it could be instantly a little disappointing as you feel like you've done this before but then if you enjoyed he first game like I did then your like 'cool i'm back and this is a NEW island'. A new thing - you can eat massive shy guys that turn in to massive eggs and throw them through part of the level to unlock progress and access to flowers and red coins and pipes otherwise locked behind unbreakable scenery. You just flick your tongue at the massive bastards and hammer the A button until a little metre fills up and Yoshi shits out a mahoosive egg. Another new thing - You encounter little doorways with spinny vortexs in them - these whisk you off to little bonus levels and transform Yoshi in to a car or a jackhammer or a plane or a toboggan. They are annoyingly controlled by the gyroscope but if you are going for 100% completion you have to do them as they contain collectibles. They are ok tho, kind of fun really except for the plane ones, they are awful to control and very strict with the time limit. But mostly its old stuff. I rekon I was having fun 50% of the time and in a fit of furious rage for the other 50% and I can be that precise. It's a lovely little platformer really but it is fucking annoying. It has far too much trial and error when it comes to the collectibles for my liking. Its really easy to throw an egg at a question mark cloud only for it to make some steps appear and block off what would definitely have been some red coins or a pipe leading to a flower. This happens a lot in a number of ways, obviously developers Arzest want you to play the level or the whole game again eventually but some of the stuff is right at the end of a bastard great level and it ends up just leaving a bitter taste in your mouth. You have to carry Mario through the levels. If you get hit he floats around in a bubble until you get him by making contact with the bubble, in the meantime a counter is counting from 10 to 0 and Mario is making a god awful crying noise. Timer gets to zero and its game over. You can collect little stars from question mark clouds that increase the time you have available to get Mario back if you're hit up to a maximum of 30 seconds. Each level has a preset objective of getting Mario across the finish line with a max counter of 30 seconds still at your disposal. The amount of times I got hit by the very last obstacle or enemy in a level was fucking unreal, only to get Mario back in a flash but then having no option but to finish the level with 29 seconds instead of 30. Just another thing that left me with a bad taste in my mouth. And it was already bad from sucking so much cock. This left me felling like I didnt want to bother getting the collectibles. But rushing through the levels felt soulless so I couldn't fucking win. Oh, also I accidently activated his ground pound move whilst in the air more times you should, causing instant death. That was annoying. When those things aren't happening it's not a bad game though. 8 hours worth of platforming to be had. A definite pick up if it's cheap.
  2. DANGERMAN

    Fantasy Life

    The premise of this sounds great. You play all the parts of an rpg village. That's not quite what happens, you play one character and can switch jobs to learn their skillset, so eventually you'll be a miner who can fish and use a bow. You're also not stuck to just mining, if you go out in to the plains you'll have monsters to fight and a dagger to help you do so. I think the point is that if you pair a normal job with a soldier type job you can travel further without getting killed. The game gets unintentionally depressing. Your life is your job, and if you want to be happy you have to earn dosh and be a good helpful member of society, trying to please the king. The problem I'm having so far is that the game stops you too often, either to tell you something system or plot based, or just because it's the end of the day
  3. Strangely quite good, this one. It's one of these personality crisis games, another case of RPG stat mechanics being shoved into a genre that didn't really ask for them, but it does kinda work. Basically gameplay is something like Elite Beat Agents, as I guess pressy-the-icons-slidey-the-stylus is the best way to do rhythm action on a DS touch screen. There are three game types each with a different feel, although gameplay is only marginally different for each; representing Field, Battle and "Event" (cutscene) music, with each of the main FF titles getting one of each. Personally, I'm not that familiar with the earlier titles, and obviously those tunes are a bit more basic than later fancy orchestral efforts. Each song has three difficulty levels (that I've discovered so far), but you have to play through them all on easy to get to the harder levels - and they really are easy. Worth perservering though, because the harder ones are more challenging. I haven't seen any leaderboards, would be nice but you know what Nintendo are like with their online services. There's also a feature called "Dark Notes", which are a selection of random songs played one after another. You can somehow exchange them through Streetpass, but I'm a bit clueless as to how that works. Must take the 3DS out and try get some hits. The RPG mechanics are quite cool, I haven't fiddled with them too much yet, basically you choose a party of four from the main characters of each game (more characters get unlocked eventually) and level them up as you play. You can equip your party with items and abilities you get as you go along, haven't really seen much of an impact on gameplay yet, save for a kind of "special move" for each song which takes the form of a summon/chocobo/extended cutscene. My biggest beef with it is that they've restricted themselves by only including one of each type from each title, unless there's some unlockable ones I haven't found yet. I know there will be DLC, but from what I hear it's gonna be quite pricey. Personally I wouldn't have included "Battle Theme 2" from Final Fantasy II over the likes of Cosmo Canyon or Treno. In short, I think you have to be a pretty big series fan to get the most out of this. The game itself is good, but some of the inclusions have got me scratching my head a bit.
  4. I think we have just been using the news thread for impressions so I have done this little monsieur to have a proper go. Okay as a player of the old generation I find that the new graphical view is quite good actually. I keep thinking im playing worms 3d sometimes but it needed an update. There is more of a storyline to this one it seems, as I think Nintendo had the idea of bringing new players to the game and the story works quite well at leading you into the game. I only have three pokemon so far and went with the fire starter after trying out all three and restarting as I usually do with the games. I really like the switch to nightime mode on this, I know it was on Gold and Silver and also ruby/sapphire etc but it works great on this one, the towns look awesome at night and the pokemon you can catch change and suit the nightime. Ive not played much of it but my first impression is that this has so far lived up to my expectations and I will be playing it at every opportunity.
  5. I'm probably not going to give this game the credit it deserves in the first impressions, mainly because the thing is so vast, it's easily one of the biggest most complicated games on the market. Easily. The game starts out with a tidal wave that fucks over a tribe that you'll be hunting for. You get told to talk to everyone about the village which gives you the ins and outs of what everyones job is. That's the most uncomplicated thing you'll ever do in this game. You learn that some big fuck off monster is angry for whatever reason and is sinking the fishing boats and causing earthquakes and tidal waves. You are then tasked with sorting out the villages problem by killing this monster. As a rookie the chieftain realises he can't just send you to fight this monster so you must work up to taking on the monster thats making their lives miserable. This path means you're going to have to kill everything on the island. The village makes you report anything you've killed and gives you resources in exchange, some of which can be used to fashion or bolster equipment while other parts are just used to sell to various vendors, as far as I can gather. Credits earned go into purchasing stuff to help you out in the field, or at least some of them do. That's it for story related stuff Out in the field is a missmash of game styles. The combat feels similar to the Souls series. You have stamina management to take into account, and fighting the monsters requires you to learn how to beat each monster. From what I can gather each enemy has ways of telling you what they are about to do before you do it, so if you keep getting flattened it's sort of your own fault for not noticing that that particular attack is going to take you down. The fighting feels very purposeful, you have to see when you have an open spot and commit, if you get it wrong you're going to be thrown across the floor and have your health chewed up. There's different ways of playing with different weapons. Some require you to poke away but make it hard to evade and run about, while dual wielding doubles your damage output but leaves you unable to black. There's also a big fucking cannon that I think is a sword that can utilise various ammos and a set of bagpipes on a stick to beat on the local fauna. I'm not shitting you. Bagpipes! The other game that it reminds me a lot of is World of Warcraft. Anyone that spent life mining or collecting herbs will be right at home here, there's nodes all over the place for you to harvest which will fill up your inventory. Corpses of slain monsters can be carved up to give you loot ranging from food stuffs, vendor trash and reagents for creating things. Creating things. You'll be doing a fucking lot of this. Put simply, you cannot buy potions or anything like that. Those things you collect in the wild? The herbs and the mushrooms? That's your alchemy set for healing yourself. The meat you find can be cooked to refill your stamina by cooking in the field. The stamina and health you have varies on the quality of stuff you consume from what I can gather, so eating a burnt steak can actually hinder you. In fact, the amount of combining you'll do in this game is comparable to most professions in MMO's. The best thing about it it once you've done it once you can just go and select the finished item from the combo list if you want to make potions or whatever, so it's never really a chore. There's also a farm that can grow items for you, although I've not delved into that much I'm betting it becomes something you seriously rely on when it comes down to getting further into the game. There's an area in the game that you can go play in which is detached from the village that has an arena and allows you to play with others and stuff. I actually fought my first thing in there. This is my first criticism of the game. The signposting is terrible. I shouldn't have been guided to the arena until I went out to kill the herbivores you are meant to kill. Again, this reminds me of Dark Souls in the fact that it's just letting you go anywhere you want whether it is the right way or the wrong way. Apart from that I see no problems with it. In fact it's sort of sublime. The graphics on 3DS look lovely, the animations on everything looks amazing and the music adds to that weird view Japan has of recreating the medieval style. The no online on 3DS is a bummer but I can cope with it. There's probably bits I've missed, but really, this game is massive. If you'd played it you would agree.
  6. I don't know if anyone else played Pocket League Story, but if you did then Nintendo Pocket Football Club isn't a world away (apparently the mobile game ripped off the GBA original). It's kind of an arcade football management sim. Your control is fairly minimal compared to Football Manager. Once you're in a match you can't really change anything except at half time and when you're making a sub, so there's no shouting instructions, quickly altering the formation, nor telling players where to run. You can single out opposition players for tighter marking, and I got a message saying that players with low 'heart' rating don't play well away, but that's about the limit of the nuance I've seen. During matches you earn cards, these are for training. Outside a game you train an individual player using a combination of these cards. The cards will improve things like kicking, stamina, strength, speed. It's slow progress and you only get so many cards per match. Players have potential, if they're young the training will be more effective, which unfortunately means you ignore your older players because you don't have an abundance of cards. Stamina and strength seem to be key early on, my strikers were just getting shoved off the ball, and by the end of a full match I can have 4 or 5 players dead on their feet. It takes a while to get wins, I played a lot of practice matches in preseason and only got my first win the week before the season started. I love the look, it's a charming looking game, especially when the camera shifts around
  7. I really feel like I'm being punished for not playing the Kingdom Hearts games proceeding this one. It chucks so much information at you so quickly that I cant help but feel i'm missing something, maybe not playing it quite right. Ive just been sticking to the basic functions, level progress which isnt all that clear and attacking the enemies that appear in front of me. Im taking some sort of test you see, well, two characters are and you play as them both but not simultaneously. You switch between them by 'dropping', this can be selected in the bottom screen menus, you get to select some sort of bonus for the other character before you about to switch, I haven't quite figured that bit out yet, but if you select an item and then press the A button it swaps characters and that's good enough for me at the moment. Once though I switched after I ran out of time (or something), i saw a number on the top screen decreasing under the word 'DROP' and I switched characters. Fuck knows. I could probably find this stuff out but I haven' bothered yet, the menus are choc-a-block with stats and a wealth of options that scare me, ive just chose to blissfully stumble forward. So both dudes have a story that they are playing out that has so far taken place in the same area, Traverse Town. I remember this place from my only other Kingdom Hearts experience, the original PS2 game. The music's the same just a bit jazzier, i'd forgotten it was a good little tune so it was nice to hear it again. Both blokes have met chicks, both chicks are typical female RPG teenagers, kinda dappy but confident. But these girls have both disappeared at the moment, ill guess i'll meet them again. Ive got to play some sort of card game with Moogles but I can't because I need at least three spirits... Which is another thing. Spirits. These are companions in the shape of cutsey animals that follow you around and you can interact with them and train them and they can help you fight. They are Kingdom Hearts Pokemon really. Lots of games seem to need a Pokemon variation these days, I don't think its necessary but what do I know. So i've got to make another two. I think i've seen the instructions for doing so during a rare excursion in to the menu's, guess that will be my next port of call. You can only save at save points, i don't like that. All portable games should have insta-save options. So far when i've seen a save point Ive had to have a long hard think about wether or not I should continue playing. To conclude I dont know if i'm enjoying this or not yet, everything's just a little too confusing currently. I feel compelled to continue though so that cant be anything but a positive. I'll carry on then, i'll let you know how it goes.
  8. AKA: The 12 hour tuturial (which is as far in as I am and it's still going). So far, I am half enjoying this, half finding it frustrating that there is constant hand-holding. Even when you reach a point, can see a puzzle and probably it's solution too, someone pops up to say 'hey, why don't you use this technique here?'. WHY?! Then you have to repeatedly press 'A' to get past all the text, again... Then you 'solve' the puzzle, wahey you are a clever boy... I think Nintendo need to reshape their clue structure, at the beginning of a game we should be able to select 'beginner' or 'super master' or something to alleviate this frustration. This annoyance aside, I am really enjoying the game, the levels are well thought out, the baddies are cleverly (if rather oddly) designed. Some of the music grates after a while, any tune on loop for a couple of hours will do that I guess. The story is as weird as ever, often I forget what the current goal actually is. Maybe I am just getting too old for Nintendo RPG's. I am still playing it daily though so there is something drawing me back in each time.
  9. I hate describing puzzle game but this is good so I guess you all need to know. DId anyone play the original on the DS (Trozei in the US)? As this is more of the same but with a few added bells and whistles to cash in on Pokemon X and Y's success. Its a whole screen of Pokemon faces and you have to match them up in to pairs of three or more using your stylus on the touch screen. There are no restrictions on your movements, you can pick up an dude and drag him from bottom left to top right as long as the destination is a match of thee or more. This time around you have a Pokemon at the top that you are battling, thus explaining the 'Battle' part of the title. The Pokemon at the top slowly attacks you, draining your energy which is shown by two bars at the side of the bottom screen. There are only two bars to make it look fancy. So anyways, your obvious goal is to drain the pokemons enery to zero and catch it. Because this is now a battle game the pokemon faces types matter. So if your battling a physcic pokemon you wanna start matching up those Houndours, know wha' i'm sayin??? Yeah! Sometimes two or more Pokemon appear at the top to battle, you can hit them both at the same time if you make a match of five or more. Do some big moves and you get a link chance, where pairs of two start to match up instead of three which can really clear your screen and do big damage to the Pokemon you're battling. And that's it, don't know how it comes across but it's really fucking addictive, i've got DKC Tropical Freeze to finish and Yoshi's Island to play but I'm playing this. It's been incredibly easy so far but I'm sure that will change. Oh, it's download only btw, get it from your e-Shop people.
  10. It's more Animal Crossing. Something have been taken away. Something have been added. Some things have been altered. The game starts out as the usual AC games do, you are riding into a new village. You chat with Rover for a bit (his self referencing jokes are LOL!) and put in your name and village name. He then shows you some maps that you can pick from, I think there are 5 or something. New users note, the paved area is the town square, the purple building is the town hall and the pink building is Re-Tail, the village replacement for Nook's shop. The train station is always in the same place on every map. Once you get off the train you are greeted by the locals and taken to the town hall and asked more questions, one of which is where you live. This is when you are introduced to the street across the tracks, where Nook follows you back into town and lets you take a plot of land for building a house on. However, the tight bastard won't build anything until you put a down payment on the house, until you do this you are stuck living in a tent he lends you. After that it's time for you to be commemorated as mayor, you plant a tree in the town square and the game begins properly. As in, thats all the hand holding you're about to get, now get the fuck out there and explore. For a start it looks absolutely stunning, they have tweaked the art style just a wee tad so the game looks more 3D than it's predecessors. The water reflects and the grass has a weird shine to it like it's made from fabric. It really does look pretty. The trees look thicker and fuller too, instead of just being decals. Other nice things I've noticed as an improvement over WW are:- Blathers no longer give you a history lesson when giving him things so you only get to hear those facts once. Now all the facts are in the museum in the exhibit. You can give Blathers several donations at once. Any items he has already received are returned to your backpack. Fishing has had a tweak. The biggest fish now show dorsal fins over the waters surface. This might have been in CF, but I'm not sure. It's still a nice touch. All fishes caught now have a length attached to them, instead of just when fishing competitions are on. You can beat your best record. I'm pretty sure more fish have been added to the roster. I'm a pretty keen fisher in these games as I find it the easiest way to make money. Already I've seen several fish I've never seen before. Same with bugs. I don't have a bugnet yet, but I can tell that I've not seen certain ones just by looking at them. You can now fully customise your houses fascia. It's no longer just down to what colour roof you have, everything is changeable. Even your mailbox. Rocks can drop valuable items when smashed. Each player has a locker in the trainstation, items kept in these boxes will be available no matter which town you go to. Plus there's a load of other stuff they've put in to make life easier. Stuff I don't like:- Some things are blocked off from the off. No Brewster. No Crunk. No Celeste. No police/guard dogs. No shoe shine guy. Or at least not yet. I cannot find a way to change the town flag. I cannot find a way to change the town tune. You get charged for selling trash, why not have a disposal area or let you get rid of it for free? They still have not added wordwrap to letter writing, despite it being a problem since the original AC. Lost and found is apparently gone. The backpack is smaller. The new stuff I generally like though, searching out wanted items for Re Tail so you get more bells gives you something to do. Making some items purchasable for Nintendo coins should be part of every single 3DS game as to get people walking about and street passing. The music is fabulous from what I've heard of it too. All the old tunes you recognise have been redone, jazzed up and remixed. They sound really deep and warm coming through the 3DS' speakers, something which surprised me quite a bit seeing as the speakers on the 3DS can make even the most amazing music tinny and unbearable. Maybe it's down to the minimalist aproach to the loops or something, I'm not sure. They've done a great job with them anyway. I know I'm rambling now and I don't really think you can sell ACNL on a few hours play across one day. Time will tell if it is really good through continuous play. Nearly all signs are positive though. I feel that this is going to be a cracker. Footnote. My towns called Clapton and I have cherries. Come and visit if you decide to get the game. Also, I have a spare Nintendo code if someone is short of getting that free game promotion. I can't see myself buying any other games for the 3DS, I already have a shit load to play.
  11. so it's like the last one, arcade racer with loads of sega characters. it's good - nice handling, varied and mostly fun single player events - time trials, boost events, drift events, dodging traffic and flying through loops are my favorites. the tracks are mostly ace, really bright and exciting, there's a few boring bits mind, they've got ones based on samba de amigo, jet set radio, golden axe, skies of arcadia. did some time trialling on the billy hatcher track, didn't beat the expert ghost but it was really good fun, i'm still crap at the last corner, and i managed to fall through the floor a few times. didn't like all the event types, the elimination ones are a bit boring because of lack of weapons, but that's good for the races so i won't complain too much. don't like the online but that's probably just me, i don't like most racing games with weapons, and prefer the non-racing events in single player. each race has 3 difficulty levels (giving you 1/2/3 stars) that also determine the speed like 50/100/150cc in mario kart. playing on normal it's pretty hard starting out, but as i've played more i'm finding it easier, maybe something to do with leveling your car up - although i'm not sure that has a big effect - just lets you tune it to your preferred style a bit (better speed/boost/handling etc). in campaign mode you need the stars to unlock new events and characters - seems you can unlock a good amount just playing on easy, but you'll need to play on medium or above to unlock have it on rental and was going to pick it up when it gets cheaper but it's only ~£25 from asda so i might just buy it... see from the chart thread other people have been playing - what think you?
  12. The demo for this is up on the e-shop, I've played through it a couple of times, hard to say what I think though, but pleasingly it's not terrible I was going to say that they really dont need the 'Lords of Shadow' suffix, but playing it, it's very much a Lords of Shadow Castlevania. Little things like some skeletons not dying, their bones rattling about on the floor until you land a ground attack. There's enemies that you don't just kill, instead you have to beat them to the point where you can trigger a small QTE, and if you mess that up on the larger enemies it's instant death. The platforming includes grappling, and swinging using your whip, again something that was a feature in Lords of Shadow When you die, which you probably will, you aren't put back to a save point, more a checkpoint, so far these seem very generous, there was one at the midpoint of a boss battle for example. There's health fountains dotted around, although with the demo being fairly early I'm not sure if these have replaced the need to attack using light magic to recover health as in the first Lords of Shadow game. The combat is very Lords of Shadow, or certainly a lot more involved than a traditional handheld Castlevania. You've got your direct attack and combos thereof, an area attack, which is less effective on a 2D plain than it was in the 3D games, and there's also projectile attacks via your secondary weapon. Very little is required beyond that in the demo, but if you play about then you'll find a ground pound, an air attack that fires out a short beam of light (which seems to be useless in this format), air dodges, rising uppercuts etc. There is magic, both light and dark, however they aren't open to you in the demo. Some of the more familiar stuff, the map on the bottom screen looks like a traditional Metroidvania style map, there's secret items, progress blocked until you find the right skill, y'know, Castlevania. It seems ok so far, it's hard to say it's better than that from the brief demo, but it's better than the first taste of Lords of Shadow we got, and it's certainly better than I was starting to fear it would be
  13. spatular

    Star Fox 64 3D

    so yeah this arrived yesterday - early from zavvi which surprised me. i've played through the new mode once and the N64 mode once, couldn't tell much difference, it says the new mode is optomised for gyroscope and circle pad controls. not tried the gyroscope controls. i thought i'd played this at least a bit back in the day but it must have been the snes version i played as i don't really remember any of this. it's good fun. first run through i didn't really understand the free roaming sections - got on a lot better with them second time round. the aiming is difficult, it's not like rez or something where your cursor is exactly over what you'll hit, it takes the distance into account too. and sometimes your plane gets in the way. it was quite easy but i suspect this depends on the route you take, first time all along the bottom i only died on the last boss, second time i found a different route and died a few times on one level. there's loads of different levels/routes but you can only access them by doing things in the previous level or something - i haven't really worked that bit out yet, apart from one level if you kill stuff within a time limit you go on a different route. and it saves between levels so you can turn it off and come back later which is nice - no idea if the n64 version did that. also the tank rolling is cool. as is flying through hoops in the training mission. and the graphics are pretty cool, landscapes look really nice, 3d works well. so yeah - good stuff. anyone else?
  14. It's the DKC we know and love but in 2010. The presentation is beautiful and DK's movement is fluid. It all looks super nice. It plays brilliantly too. Some sections can be damn tricky and collecting hidden items requires sixth sense. Should you OCD it'll take you weeks to 100%. The controls work well but you do have to waggle for certain movements. This is its only downfall which when ill can be a pain. I'm laying on the sofa dying. I can't do with moving randomly. I just stopped playing because my arms ache. You can play with nunchuck but I *think* you still have to waggle. Anyway. Essential to any 2D platforming fan.
  15. I dont think this was ever going to be the best game in the world, I never expected it to be so my expectations were at the apropriate level. So they took the retro angle. Kind of a safe choice really and one that ties in to the show seen as Mordecai and Rigby are ardent video game fans. I guess the danger going retro is that the gameplay could feel bland and repetitive and that would be an easy way out for the developers, just patch together a few old school platforming worlds and quota fulfilled. But Wayforward went and made it bastard hard, opting for a one hit kill and one mid level checkpoint a la Mario, The first world is pure side on platforming. B to jump, hold Y to run and the X button switches between characters. Mordecai can double jump where as Rigby can only jump once but is smaller and can fit in to small places and under low platforms. You can get a power up (it makes them in to their redneck forms complete with mullets and jean shorts) that allows them to fire projectiles to kill enemies, it also provides them with an extra hit before death. Taking a hit whilst powered up reverts you to regular form and one hit away from death again. So you have four levels and then a boss fight. The first world boss is an utter cunt, I died numerous times before I bested him. Second world grants you the ability to change in to a spaceship by pressing L or R in areas of the background covered by dark space. I quite enjoyed the change up from platforming but again its fucking hard. The ship moves pretty fast and you can almost scroll yourself in to enemies, you soon learn to take your time. Some of the enemies are fucking assholes with their pin point shooting, made more frustrating that you can sometimes get yourself stuck on some of the scenery. The boss of this world wasn't too bad once I figured out what to do. Ive only done the first level of world 3, the hook here is that your can switch to top down view on certain parts of the background and it becomes like Ikari Warriors. As a whole the games alright, fans will give it more time than non fans obviously, I mean I bought it soley on the strength of the show and I thought it would be fun to play a game set in the Regular Show world. I think due to its difficulty it will be picked up and put down by a lot of gamers, it's so easy to die and the first boss really is a proper cunt. I'm persevering though, i paid good money forr it and I'm dragging every last drop out of it.
  16. This came out on the 3ds eshop a week or so ago and I've been dipping in to it between pokemon bothering. It's a bit of a departure from other Shin Megami Tensei games but at the same time exactly like them. Tonally it's not as bleak as a normal SMT game, it breaks the 4th wall too much for that but at the same time demons have taken over Tokyo, people are dying, and you can still cast bufu. The plot is my issue with the game so far. You are given DS' to use (called comps here) and get a mysterious email on them predicting the future. You're then attacked by demons who end up joining you, and can use the comps to summon more. There's religious cults who are devout about the internet, blackouts, death clocks, all sorts of stuff. In gameplay terms Devil Survivor Overclocked differs from traditional SMT in a couple of ways. Firstly you no longer talk to demons to recruit them anymore, instead you bid on them on the underworld's eBay. Battles aren't random anymore, instead it's a grid based strategy rpg. You move next to an enemy and attack them, then it's kind of turn based, except regardless of who instigates the fight both sides get to act. If you land a critical hit or attack a weakness you may be rewarded with one or more of your team getting an extra attack. It still has a lot of cross over with traditional SMT, demons still have elemental weaknesses and you can still fuse. Nicely demons now have a set spec, so making a Jack Frost will have the same strengths and weaknesses every time, although you can carry over some spells I've done a video look at it which should have a hd version processed by the morning
  17. DANGERMAN

    Crimson Shroud

    I'm only a couple of fights in to this but it seems like it's going to be complicated. Firstly the way it's told, it's written like a novel, it took me longer than it should have done to work that out, so I wasn't sure who was talking for a while. It's a dice game, ish. You get in to a fight and take a turn, mostly you'll be selecting to attack, ending your turn, selecting to attack with your next character, ending their turn, selecting to attack... Where it starts getting complicated is that you earn magic by attacking, unless the character is the mage, you select her skill 'meditate' and then she gets a dice roll, how much you roll is how much she gets back. I think you can use a skill whenever you've got the magic points to use it, plus you can attack still, so you select the skill to increase your swordsman's damage, then attack with him. If you manage to sneak up on an enemy then you roll some dice to see how many turns they're surprised for. A turn is 1 character's movement, so your team is 3 turns, plus the enemies turn, so a roll of 7 meant for me that the goblins I was fighting only got 1 attack in where I got 3 because their turn was first. When you end a fight, depending on how well you do, you get points to spend on dropped loot. You can't level up in the game so loot is the only way to improve your character. If you don't have enough points for all the stuff you want then you can trade in a dice for its sides to count as points (this is where I started to lose the thread a bit) There's a combo system, I'm not entirely sure what this does, but each move has an element attached to it, unless it doesn't, you need to keep attacking using different elements, if you reuse an element then the combo ends. It seems decent, but it also seems like the sort of game you can't leave and come back to without forgetting everything
  18. spatular

    Kokuga

    Is is on the 3ds eshop for £13.5. I believe it was a full release in Japan. It's a sort of shmup but a bit different. It's a g.rev game but apparently the main guy behind it is someone who worked at treasure on ikaruga and rsg. You control a tank and can move around the level in any direction, L and R rotate the tanks turret and you can only fire one shot at a time, so aiming is quite tricky and important. I've only done the first 3 levels, then got destroyed on a boss stage. The levels are presented in a grid and it looks like you can pick any except for the boss stages which you seem to have to meet conditions to play. It's quite hard but I didn't use any ticket things so I think that might be a good idea. You have 4 tickets on the bottom screen, like repair and power ups that last a certain time, when you use them more appear, you seem to get quite a lot of them. Also I've read it's supposed to be a coop game, and is better in coop, I'm used to playing shmups on my own so struggling to see this myself. Not really sure what I think of it so far, it's quite fun but there's a lot of fighting with stuff that's off-screen which isnt great.
  19. Mighty Switch Force 2 is pretty much more of the same, in fact it felt easier and shorter than the first game simply because you already know the mechanics. it does add a few new things though, instead of a blaster you have a hose, which is mainly used for putting out fires or destroying blocks. It's a shame they didn't find a mechanic for the fires because they aren't enough of an obstacle to cause you any real problems, so apart from a couple of sections where the blocks you stand on are actually ovens there's nothing that marks it out as different from the blaster from the first game. Later on there's green blocks to go with the red/blue that are also affected by the plane switching. There's babies to find in every level to get you to go back and play again, although as I understand it you aren't missing much if you don't get them. It does add to the feeling that there's a more puzzle aspect to this game over the first, certainly I felt I was thinking more than the first game, which I remember being more a test of how quickly and accurately you could switch planes. If you're as awesome at games as I am then it's pretty short, the 3DS has me tracked at less than 3 hours, which doesn't exactly make the £5 price a bargain, but it;s not too bad considering how good the game is
  20. guess i should make a thread for this instead of just using the 999 one - this is a sequel to 999 - it's basically the same idea so here is how DANGERMAN describes the gameplay from the 999 thread: "It's a interactive novel kind of thing, you get huge lumps of text, a choice of where to go next, and puzzles. The puzzles so far have mostly been maths based, like here's how to do a digital route, use that to solve the puzzle to get in to the lock to get the key to unlock the key card to unlock the door and escape. That type of thing." http://www.mfgamers.com/index.php?showtopic=39704 a big point of the game is how the story unravels through multiple playthroughs as you choose different options and, so see different parts of the story. it's really good. i started a few days ago and said this: "started VLR a few days ago, not too far in and it's really pretty similar to 999 so far. the puzzle seem more standardised, as in each one has a safe with 2 combinations - one lets you exit, the other is for bonus info - the bonus info ones have been pretty obscure (except the first one) so think i'll use a guide for those. there's also an easy mode where the other characters give you more hints - i managed to accidentally turn this on for the first puzzle. the controls seem quite poor, worse than 999 anyway, you can use the touch screen to swing the view around and it's pretty poorly implemented imo - might as well have stuck with the static screens - maybe it's ok on the ds, i'm playing on vita (because apparently the save bug isn't as bad)." since then i've had a "to be continued" ending that apparently happens when you don't have enough info to carry on, and a really nondescript ending. there's loads more story branches and endings than 999 - and thankfully the method of skipping stuff is miles better - there's a big flow chart of all the possible routes through the game and you can skip straight to any point on the flow chart you've previously completed. so i got the nothing ending started again - skipped straight to where i made a decision that caused the ending and made another choice and carrying on the story from there. i wish i was playing on 3ds tbh - it lets you make notes and view files, i imagine its much easier to take notes, and maybe see the notes at the same time as the main screen on the 3ds - maybe it isn't better, but it seems like it would be. although the 3ds apparently has it worse with the save bug - apparently if you never save during a puzzle its fine in both versions. the story is pretty interesting but so far not as good as 999 for me - i have read that it starts slow and gets ace later though... oh and free on psn+ currently, shame i'd already bought it.
  21. spatular

    Aero porter

    so this is a 3ds download arcade puzzle game thing where you work at an airport and have to organise luggage to send it to the right plane. there's a lot of stuff going on but its mostly explained pretty well. there's multiple levels of conveyor belts, colour coded along with the luggage, you use the bumpers to move luggage up/down between conveyors, get all the luggage on a conveyor to match its colour, then load that plane. there's other stuff like bombs need to be sent to the bomb disposal van. power to the conveyors needs to be refilled. you can turn the lights and various powerups on/off to save power. VIP luggage needs to be loaded first - this bit is confusing me, it looks like the VIP bag has a big V on one side - so you can only see it half the time (as the bags spin around), i'm sure i've been loading it first but it fails me every time so i must be missing something - and i think i need to get this right to move onto the next stage too. it's strange as it moves pretty slowly, but is at the same time really frantic. i think i like it but not sure yet. its on sale at the moment, ~£2.7.
  22. spatular

    HarmoKnight

    This is a rhythm action platformer like bit trip runner, but mixes up the gameplay more with some space channel 5 simon says style bosses, and some other playable characters that have different gameplay. its an eshop 3ds download, £13. i've done the first 2 worlds, i like it (maybe not as much as runner 2 mind). there's only 2 buttons in most of it, but it's still pretty tricky as it requires accurate timing (and the buttons are opposite to runner 2 which may be making it harder for me having played loads of that recently), but also quite lenient as you can mess up quite a bit and still pass a level. it's by the people who make pokemon, as you can see from the random pokemon stuff in the bonus stages backgrounds. also you can replay previous levels, but faster, if you want, its fun. so yeah it's pretty good but maybe not good enough to entice people away from all the other games that seem to be out at the moment? oooooh there's a demo too - try it and stuff
  23. Started playing this last night, only spent a couple of hours on it, but it is fantastic. I think in the two hours i was on, maybe 45 mins was actual playing, but i don't care i love what Kojima does. Its full of nods and references to the older, but new in time line games, subtle things like to origins of snakes bandanna, a fantastic credit sequence that is a complete James Bond rip off. It's taken me a while to get into the MGS mindset, the controls don't feel quite right, but they do feel like Metal Gear if that makes sense. It has aged pretty well as well, the graphics feel like a ps2 game, but i very good one, i imagine it would look great played on a standard def telly. Also kudos on the sound as well. I'll post something more in-depth and less rambly once i've played some more.
  24. Been playing this for a number of days over the xmas holidays... the 3D effect looks ace, oddly a game with 2D paper cutout graphics seems a perfect fit for the 3D. also the bottom screen with the shiny stickers has a great effect as you tilt the 3DS. the script is alright, some laughs, but not much story and not a patch on 1000 year door in this aspect. the levels are clever and there's some nice puzzles and stuff. you find "things" (like a hoover) that you turn into stickers then use them to solve puzzles. but for me it really encourages me to use a guide as if you try something and mess up you lose the sticker, and it can cost a few 100 coins and some small backtracking to replace. also stuff can be well hidden, stuff that you need, so i've been using a guide quite a lot. the fighting all uses stickers you collect, this is pretty cool, but can also be annoying. and standard paper mario stuff like timed button presses to block/do extra damage. some fights need certain stickers or types of stickers and you're screwed if you don't have the right one or enough of the right type. for example one of the early bosses is resistant to a certain type of move, so half my stickers were useless so i ran out of useful stickers and had to give up. also for an rpg - there is no leveling up - i like this. you can find items to increase your health bar though. not sure if this is coming across as negative as i quite like the game, enough to stick at it, i seem to be over half way through although that could be misleading.
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