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Found 60 results

  1. The reviews aren't lying. This is without a doubt fast becoming my favourite Zelda game of all time. The very first mission you complete for the old man is in itself a sprawling adventure despite never leaving the starting area. I don't want to say much because spoilers but I'll lay down some control impressions. At first I could see why people felt they would need a pro controller. The joy cons feel small and it's jarring after having a dualshock in your hands. However the controls were never problematic and after an hour of learning the buttons I was able to do everything I needed without a second thought. You do not need a pro to play botw any better than you can with the joy cons. The system itself works as has been shown for almost 2 months now. Everything is clean and crisp. It's lacking Nintendo charm to the ui that both charmed and put people off the system but there's still no doubting this is a Nintendo product with the little touches it has. Screen shot works great. Much much faster than ps4 as is going from the home menu to back to your suspended game. It's immediate. Images below are from my gameplay. Finally I was worried Zelda might look a bit jaggie on my large screen much like the WiiU did but I'm happy to report it's actually more gorgeous than any stream I'd seen. Now if you'll excuse me I have a plateau to leave.
  2. Steamworld Heist is a game that’s out on everything. It was initially released on 3DS in 2015, and I’ve played it for a couple of hours on Switch. It’s a fun turn-based space faring rpg with an eye-catching visual style. Battles take place inside ships and the ship layouts are randomised. Missions are selected from a node-based map. I’ve been playing on the default “Experienced” difficulty and it seems like a reasonable challenge. I’ve had a couple of characters die during missions. When a character dies they don’t receive experience for that mission but they are resurrected when the mission is over. The game has all the features that you would expect from the genre - special abilities, equipment, loot, new characters to recruit - but it’s the visual style and the ricocheting of bullets (as you can see in the picture) that makes it unique and fun.
  3. Hendo

    Puyo Puyo Tetris

    I just realised we don't have a thread for this. It came out in Japan in 2014 but only came out over here last year. As you can see by the tags, it's out on pretty much everything bar PC. For anyone that doesn't know, Puyo Puyo is Mean Bean Machine and it mixes that with Tetris. The game modes are insane. You can play against people playing one style while you play the other one (or the same if you like), you can play a weird hybrid mode where the two styles are combined and you will get Puyos and Tetris pieces in the same zone, you can play an alternating mode where you play one style for say 30 seconds and then it switches to the other style, or you can play a puzzle mode where you have to fill in certain puzzle shapes. I played quite a bit in multiplayer over the Christmas break and it gets really fierce and fun. I wouldn't recommend playing online against randoms because fucking hell. You can view replays of other people playing and they are like machines.
  4. Not got that far in The main game yet, it's pretty similar to previous games on ds/wii so far, it's good fun. But I'm crap so find it frustrating sometimes. Anyway mainly wanted to say how brilliant the challenge mode is, there's loads of stuff like time trials, finish sections without touching the floor, collect coins in a time limit, etc, all with gold/silver/bronze medals for doing well. I'm really enjoying doing these, only thing is a quicker restart would be good. Being able to play on the controller is pretty cool too.
  5. Jimbo Xiii

    Sniper Elite V2

    So I was really looking forward to this. All the vids pointed to awesome. But the end result is pretty hit and miss. The good: Realistic ballistics and holding your breath waiting for that perfect moment is excellent. Then the shots themselves are addictive and never a bore. Seeing exactly how well you did, bones shatter, lungs pop, balls burst. Realising you can shoot an enemies grenade hanging from their belt. The bad: Hate the AI in Far Cry 2? It's that times ten here. Setting up your first shot is always a pleasure but as soon as you've taken it all enemies on the map have a switch flipped on their head and know exactly where you are. But wait, it gets worse. Why be armed with a sniper if the AI (now knowing where you are) can hit you a mile away with a world war semi automatic? The cut scenes are mostly awful too. A mixture of in game graphics and cgi. The final kill in the game is massively comical too, mostly because of a squishy noise and cut to black/credits. Unfortunately a large part of my enjoyment of the first and reason for buying this was for online battles. Death match style multiplayer is not present on the console versions. Instead we are left with co-op only modes and I didn't find these enjoyable. The result: While not a complete failure it's hard to play this game as intended with the AI as it is. The first Sniper Elite was a perfect mix of stealth and mocking the enemy which would only have an idea of your location if they'd had a visual. I did have a lot of fun along the way to the unintentionally funny conclusion though (I played it in a weekend), it's a damn sight (rofl) beter than Ghost Warrior and it's well worth a punt at a budget price.
  6. I played through book 1 the other night and enjoyed it. I'm not sure it clicked for me the way it has for others but it is a lovely looking game, hard to dislike
  7. Impressions for 2015's most adorbs* game. Although Woolly World comes from the same developer as Kirby's Epic Yarn this is very much a Yoshi game. It has five daisies to collect per level, there is an equivalent to the hidden red coins, in some levels you have to do some mild puzzle platforming to get a key that follows you round and you have that Yoshi jump where he wills himself a little higher. All the Yoshi abilities are here that you will recognise instantly if you've played one of the Yoshi's Story games before. But there is no Baby Mario this time. It plays a little cosier than the other games, fittingly enough. It's not so much about being an obstacle course and being challenging to make your way through. It's more about exploring and uncovering secret little areas, even more so than the previous games. You have more to look for, for one. There are loads of jewels to collect, but they are used as a currency to equip badges that make the game easier; they give you abilities that make you ammune to falling down pits and stuff. I don't use them, of course; I'm a hardcore Yoshi player. You also have five bundles of yard to collect that unlock new patterns for Yoshi. There is one for each level so there are a lot of patterns on top of the Amiibo ones. So it's a game that you mostly relax too, poking around and playing with some fairly robust and known mechanics. Trinkets are really well hidden so you can't just drag yourself through it, it does require your attention if you want to get everything. If you get all the daisies per world it unlocks a secret level in that world and I still haven't managed to do that on the first world. I'm over half way through the second I'm not on track to get it for this world either. Stuff is pretty well hidden. So what we have is a game that is a little formulaic but still engages with some charm and good old smart design. It's a B tier Nintendo game, basically. Nothing more, nothing less. *I'm not apologising for that.
  8. From what I've played so far Revelations is actually very good, it's a bit of a mix of old RE style and the new RE style. You can strafe, even without the circle pad, and provided you make good use of the scanner ammo is less than sparse. The flip side though is that you're very much dealing with monsters rather than villagers, it's rare they attack in groups, and the tone is creepy rather than high tension. Revelations is paced for the 3DS, you've had chapters in Resident Evil games for a while but here they feel a bit shorter, early on at least, and give you a nice little recap when you boot the game up again. The one thing I will say about this structure is that 3 hours in I'm still unsure if the game has really started properly. I began playing as Jill in the tutorial mission, then as Chris for a while, then I think Jill again with some more new features rolled out (it's a bit jumbled), then I played as Jill's partner in a flashback. In fact half of what I've played has been a flashback of something or other, each time to a different time. Hopefully now with a boss beaten, and a Chris level seemingly on the horizon the game will start to settle down. In terms of resident Evil tropes Revelations handles the limited inventory slightly differently. Now you aren't just dumping stuff in one big bag, instead you can carry a certain amount of health, a certain number of grenades, and annoyingly a limited amount of ammunition. This might be a design decision, you revisit areas so had you completely picked it clean on your first run through there's a chance you'll have left yourself short on a return visit, but the capacity (which can be upgraded) is pathetically small. On that note weapons can be upgraded at certain points, with the scanner being fairly useful at finding the bonuses you'll need. I'll admit that once I realised I was going to have to back track and revisit areas my enthusiasm for Revelations took a bit of a knock, but all in all I've really enjoyed it, certainly more than what I played of 5

    Child Of Light

    I think that's all the tags for this, basically it's out on just about everything. Child of Light is actually a surprisingly complex rpg, even if it is a bit on the easy side. During combat you and your enemies share a movement meter. Once you get towards the end of the meter you can cue up an action, that action takes a bit of time to activate. If you manage to land a hit on an enemy whilst they're activating their move you'll interrupt them, sending them back down the meter. You also have a firefly who can slow down enemies as they charge, heal you a bit, and pick up items. If you have multiple characters you can switch out characters, this doesn't spend your turn so you can still perform an action with your new character Out of battle the game starts off like a simple platformer, but then you learn to fly. There's still the odd puzzle element to the map, items to find, even alternate characters it's apparently possible to miss (Brad missed one on Giant Bomb). There's gem stones you can equip to add perks, things like fire damage or resistances. It sort of feels superfluous with how easy the game can be but it's nice that it's there. It looks amazing obviously, and the soundtrack is great, made by someone respected but I'd never heard of her anyway, I'm really enjoying it, it's not the greatest rpg ever, it's just missing something, but it's pretty good so far


    Finally Trine has come out on PSN, and rather than the £10 the devs hinted at way back when it's actually £16 (or £17 I forget), which is actually cheaper than Steam still but disappointing all the same. Obviously whether it's worth it depends on the content that's in there and how good it. Also I had £4 in my account still which softened the blow a bit. The game is really good, and shows it pretty quickly. You start off as the thief, who can grapple to certain items and fire arrows, which are a bit shit truth be told but I'm sure will prove useful later. Once you touch the magic stone with her you take control of the lecherous and lazy wizard. The wizard can use a pointer to grab things out of reach, such as platforms or blocks, and he can also create blocks which adds to the puzzle element. Then there's the knight who has a shield on the right stick and a sword on the shoulder or square. The presentation is a bit weird. Some parts of it seem a bit cheap and unfinished, things like the load screen and menus, but then the graphics and voice acting are brilliant. That said there's been a few other things, firstly the knight glitched along while i was walking backwards with my shield up, and secondly a large block i had to pull down got stuck on a wall and wouldnt fall, so i had to force my way through the obstacle. It's really good fun though, the combat isnt perfect, but it looks like you'll be able to use the scenery to help you. There's lots of collectable to find, and some levelling up, which isnt explained all that well yet. Hopefully it's a decent size though
  11. Make your own Mario levels! That's all there is to say, really. But I guess I can say more. If there is something wrong here and not quite as expected is the network and sharing stuff isn't as good as it should be. It's Nintendo struggling with that stuff again. Every course you make gets assigned a sixteen digit code and its with entering that you get to play a friends level. You can then 'follow' that person in-game after that and see what else they have done and add later, but I don't know why that first hoop is there, Why does this not work with Miiverse? It does post to it automatically when you make a level but you can't go to the course from there. It's just bloody silliness again, and I'm certain this game will come out on NX with much better network features. And I'll probably buy it again. Because it is really good. It's so easy to use and the act of building is pretty fun itself. That's where I feel a lot of level editors go wrong but they've thought about that stuff at least. You don't get a lot of tools to start with but you find yourself getting to know what you can use and still making some fun levels. The tools are drip fed to you daily, and manipulating the Wii U's clock can get you all your stuff, but I'd say building a level around features as you get them is better than having everything from the start and then being overwhelmed. It's kinda interesting how they've made playing the levels. You can seek them out in a way you'd expect just from a list, but you can also play eight levels picked at random in one go. You're giving 100 lives to do it and you can discard a course if you think it's a bullshit one. Courses have been as expected so far: good, bad and ugly. The imagination in a lot of them has been fun to see, though. I like it a lot. I was worried I'd end up not doing much like with LittleBIGplanet but the creation tools are just a good to use, and instantly recognisable if you've played a handful of Mario games. Here's the code to my magnus opus: BBC5-0000-0014-DD2D (Get the Tasty!) Follow me and play some cool Mario courses. I am very proud of that course, actually. It was my third attempt.
  12. I just wrote a massive post about this that would have got me lost of pluses and a pulitzer prize but I lost it all because my laptop is an utter fuck. Anyways, this should be called Donkey Kong Country Again But Looks Lovely because it really does. I don't have your fancy schamncy Xbones and PS4's but for cartoony graphics these are awesome, DK's fur in the opening cut scene looks amazballs. I still have Donkey Kong Country Returns pretty fresh in my mind so this feels like more of the same just with some bells and wistles. I played DKCR on the 3DS so I'm enjoying having this on the big screen. More of the same means the same controls which still have the same problems. You can whiz about like a trooper, doing you platforming as demanded but there is still that horrible delay between pressing the jump button and actually jumping that I could never get on with. He does the same when he rolls too, you hit the L or R buttons and there's a couple of frames of animation that leave you vunerable before he launches his attack. Ive played up to halfway through the second area. The first area is the normal introduction, all jungle with a few underwater bits. The underwater conrols are nice by the way, you have a thrusting manouver that propels you through the water with speed, you can also use it to launch out of the water when near the surface. Worthy of note is how the music changes in to a nice chill out version of the current score, DKC has laways gotten water music right. The second area is WIndmill Plains, I kinda wish this would have been first, its different enough to convert anybody who thinks they might have just picked up the previous version again. The music has been good too aand it has an autumnal setting that feels nice and fresh. The main differnce this time round is the introduction of Dixie and Cranky inside the barrels as well as just Diddy. Diddy still has his jet pack to boost your jump, Dixie gives you extended height on your jump similar to Yoshi with that dip and extra effort at the end and Cranky has a pogo stick jump a la Duck Tales (awoo-oo) that you can perform indefinitely if you so choose. It lets you jump on spikes and other surfaces that would otherwise kill you. There are only 6 worlds this time around but the individual levels are longer. The first boss fight was a bit drawn out, that cunt took some hitting and I fucking howled when i died after hitting him about six times but falling prey to the poopy jump delay. Its good so far, i guess that's all you really need to know. Haven't.encountered any ice yet.
  13. Hendo

    Hyrule Warriors

    Only put 3 hours in so far, clearly there's far more to do, probably a ton of grinding. I've never played a Dynasty Warriors game before but from the videos I've seen it looks pretty much the same. What I didn't expect was having to manage the map constantly as different sections fall to the enemy and you have to decide whether to go to that section and help bring it back to friendly control or sack it off and do your main missions. It is what I expected though from the mashing thing. You pretty much just mash the Y button with the occasional A to do your special move once it's charged up. Not sure how dull that will get over time but you are constantly upgrading your stats and getting stuff to upgrade weapons and items for in-between missions. I've gone all in though and pre-purchased the DLC packs which release every month or so from next month. So far a cautious thumbs up.
  14. No impressions of this? I thought some people had it. If you don't, well you should. This game is pretty damn amazing. I think if you played Origins you'll know what to expect when it comes to the normal platforming levels. You sprint, jump, punch and bounce your way through a bunch of levels that make some pretty creative use of Rayman and the gang's skills. Of course, it looks amazing, again, with those lush hand-drawn graphics and it has some of those funky ditties again. But there is new stuff. You have music levels which are awesome. It's a shame there are only one per world as I'd play the heck out of a game that was just all these; they're just so much fun. I guess they're not unlike the levels in Origins where you chase the sprinting treasure chest but seeing the levels and the enemy placements sync up with the music as you take them out just adds more of a silly playfulness to it, and they are really imaginative with it, too. The other thing they have which I think is only on the Wii U version which I played is having levels where you take control of Murfy, a new wee flying fella with a big underbite. They are controlled solely using the touchscreen of the Gamepad and you basically interact with the environments with it. Like you move platforms around so an AI controlled Goblox will navigate the level. Early on they're not great but they do build into something a lot more interesting, and again, there is some real creative stuff going on with this different way of playing. Though some of the final levels have it fall apart slightly where Goblox will just do dumb things and get himself killed when you do the right things... it's like the levels get a bit too complex for the AI to handle. But over all, it's amazing. Maybe the lows are lower than Rayman Origins but I think the highs are much higher than in that. It still manages to be surprising despite being a strict follow-up and it is just one of those games where you can tell everyone working on it loved working on it; you can tell, it just pours out of the screen.
  15. I never did get round to playing the first one on the Wii but that can be said for a lot of my Wii collection. A rainy (and jobless) Thursday last week however prompted me to unwrap the second one (part of my 360 backlog). So its Mickey and Oswald the Lucky Rabbit, Mickey with a paintbrush that can use paint to fill things out or thinner to erase stuff. Oswald has a remote control that shoots electricity so as to open gates via control panels and he can also shock enemies with it. You traverse between hub worlds, each laden with NPC's that give you seemingly no end of stuff to do via sidequests. The hubworlds are connected by projectors that are basically 2.5D A to B platformers full of tickets (the in game currency) and little secret routes hiding more goodies. It's littered with little problems, depth perception being one, inconsistent jumping being another and camera angles to drop on top. I often felt that each jump was too high for Mickey, he can double jump but even then it felt like I was clipping through the top of platforms as opposed to landing on them. Oswald is also a complete cunt, one of the dopiest NPC's i've ever had the misfortune of having no control over. He has knocked me of platforms to my death, gotten stuck about 8 miles away leading me to back track so he can navingate the simplist of obstacles and he sometimes outright refuses to stand where I need him to 50% of the time. Mickey can throw Oswald in the air and jump up and catch his legs so they can glide to far away platforms, problem here is Oswald always goes far too high up in the air to start with therefore you have to wait five or so seconds for him to slowly float down so you can grab him. And that's fucking annoying! Yet... despite these irritants, it's a good game which is not at all what I expected. I really enjoyed it. The platforming was fun and the bosses were fairly inventive. I found loads of secrets and it turns out I didn't find even half of them. I felt like I ploughed through it a bit too quick but I do find myself wanting to go back and explore a bit more. Your actions have consequences as well, depending on how nice you are (by using paint to befriend enemies instead of thinner to destroy enemies) so it does warrent another playthrough if you feel so inclined. There are costumes and badges to collect, photo's to take, gremlins and spirits to find. I just didn't expect the game to be such a package. Reckon i might check out the first one.
  16. Played the first 90 minutes or so of this earlier. Been wanting to play this for absolute donkeys years but missed the boat on its first 360/PS3 release, got it on PS+ but by then my PS3 was unplugged and in the cupboard, so just been biding my time for it to get to a price I'm comfortable paying on Steam. I never played the NES original so have no reference for how faithful a remaster/remake etc. it is, I vaguely remember them saying they got the original voice actors back but I'm not sure of that. Anyhoo, the game is pretty good, I roughly knew what to expect by watching footage years back, I knew about the pogo stick beforehand and am familiar with the characters from watching the TV show as a kid, got a kick out of hearing the theme tune when I first booted the game up. The gameplay really surprised me by how tight it controlled, it controls really nicely and I got into the Platforming very early on. Not really sure what the point is of it other than get a shit-load of cash and the level selection seems rather limited, but yeah I'm having a great time with it I have to say, reminds me of DKCR a bit with the hidden paths that there are to find, it has actually exceeded my expectations in a lot of ways. Had to restart after getting stuck on the first 'proper' level though, bloody hard it is! Feels like it has retained its NES-era difficulty for sure, can't imagine how difficult it would be on Hard! So yeah, restarted after getting stuck on the first level and went through the tutorial and eventually completely the first Amazon level on Easy. Will pick it up again tomorrow.
  17. Literally just finished installing the game now, downloaded the Nuketown 2025 map and the 26MB day one patch. The first thing you hear when you boot up the game and watch the intro is Elbow's The Night Will Always Win. More impressions will follow when I've had some games. I'm looking forward to digging into the new perks system.
  18. Blakey

    Project CARS

    Developer: Slightly Mad Studios Publisher: Bandai Namco Games Platform: PC, PS4, XB1, Wii U Release Date: 7th May 2015 (Digital PC), 8th May 2015 (Physical all versions). So, Project CARS is a community funded semi-SIM racing game, developed by the guys that made NFS: Shift and NFS: Shift 2 Unleashed, its just been released this past Thursday/Friday, and here are some of my impressions. Initial Impressions: Started at the very beginning of the Career mode in the Karts, ridiculously hard to get used to the handling and everything, restarted the very first race about 10 times as I kept sliding off here, there and everywhere finished the UK Karting Championship and then went onto the main Karting Championship or whatever its called, won these and reached towards the end of my first season and left it there. There is a lot to like about it, but it just felt pretty dull to me, pretty vanilla, just a bog-standard Forza/GT clone. There was no real incentive to keep going other than wanting to win, in Forza you level up, get tons of cash, cars etc. when you finish a championship, there's none of that here, you just get a trophy and then simply move onto the next season and/or championship, not sure how much more time I'm going to put into the career mode to be honest. After this I decided to try my hand at the online side of things, definitely had more fun with this but it was still a bit hit-and-miss really, some of the lobbies I was going into had numerous settings I had no clue about, like manual shifting, I literally had no idea, pushed the accelerator off the start-line, didn't go anywhere and ended up dead last, the cars are also ridiculously difficult to control, you have to seriously feather the throttle everywhere otherwise the torque of the car will just throw you off into a wall, ridiculously hard to get used to, and not fuck things up but if you nail it is is damn satisfying, more fun with real opposition for sure, always the way really in racing games really, just wish there was some standardised control scheme/difficulty level for the online side of things and not a 50/50 chance you're going to get some mad settings when you enter a game. Further Impressions: OK, my thoughts have changed quite a bit on this now. After initially finding it a bit clinical and dull (in the career mode anyway), I decided to put on the Project CARS Drum 'n' Bass playlist from Spotify in the background, made the entire game 100% better, I'm not even joking, I can't play this serious car games without some decent music on, and this made the whole experience of piloting a cart/touring car etc. exhilarating rather than a bit dull like I found it before. I'm about mid-way through Season 2 in the Career mode and I'm loving it so far, it still lacks that XP-progression system from Forza but I still find it addictive, I'm driving A LOT of varied cars now, from Karts, Super-Karts, Touring Cars, Caterhams etc. every car feels incredibly different from one another, and you have to relearn your braking lines, racing lines etc. everytime you pilot a new car in a new event Another special shoutout has to go to the track variation, I'm constantly bemoaning the track selection in the last few Forza's, going around the same tracks I've gone round a million times before in previous games, just with longer, reversed etc. versions just isn't that fun to me, almost every track in this is different, I haven't played that much of the campaign, but already I've experienced racing at Brands Hatch, Snetterton, Oulton Park, Spa, Sonoma Raceway, Dubai Autodrome, Silverstone, Zolder, Barcelona, Donington Park, Monza and numerous Karting tracks, it's quite frankly, a ridiculous number of tracks, and it means that it constantly feels fresh, you will go from Spa one race to Zolder the next, you're never left repeating the same tracks ad nauseam just in different forms like you are in Forza. Also must mention the weather systems, it really is fantastic. You can go from racing in perfect sunshine, to clouds coming in, to it pouring with rain, and then the track drying out afterwards, with different corners remaining wet, and different corners becoming dry, it is incredibly dynamic and is probably the most realistic weather system I've experienced in a racing game, it is incredibly impressive and puts the weather systems in racers like FH2, Driveclub etc. to shame, it is utterly fantastic and just adds to the realism. Played quite a bit online as well, and it is really, REALLY good as well, lots of customisation in there, if you're a lobby host you can pretty much set up a game exactly how you want it, tweak which aids you want on or off, number of laps, rolling or standing start, weather types etc. Unfortunately, it suffers a bit from 'online racer syndrome' in that you get a lot of people who are shite at racing games in there, that'll just barge you off the road left right and centre, which is no fun at all, but, if you've got patience and are prepared to put up with this a bit, let your skill shine through and eventually take you upto a good position in the race then you'll find it enjoyable, it's incredibly satisfying struggling in a Formula A car that can make you spin at any point in time if you're not careful and treat it with care, getting to the front, dodging the numerous terrible drivers, incredibly satisfying and addictive. I've only played 8 hours, but it's already better than Forza 4 and 5.
  19. I think I'm in the first dungeon now, but I could be wrong, as apparently there are huge areas that still aren't classed as dungeons. Without spoiling anything (everyone knows Link is also a wolf right?), I've just had my first encounter with the 'Twilight' and have met my companion. The controls are pretty neat. It was a massive shock, I didn't think it would happen when it did. I was all set for a big adventure, then boom!
  20. So this is the Shantae game that was Kickstarted quite a while ago. It finally came out at the end of last year and after glancing over at it whenever I was reminded it existed with some encouragement it hasn't lived up to it. Wayforward are usually solid when it comes to their own projects but I'm wondering if this is struggling what with it being post Shovel Knight. It started off fine, familiar, dorky and cute; a vibe the games always do. They're never difficult games but throw enough low key platforming that is solid enough to carry this easy going adventure. But this time, after less than a couple of hours when you've accumulated some Zelda style heart containers, it gets far too easy. Life pick-ups are everywhere, as are consumable items, and an ability to turn magic into health and on top of that nothing does more than a fraction of damage... and there is a defense buff. The Metroid aspect of the game finding hidden abilities is solid enough but having it pointlessly easy to get around is more of a chore than it should be. You can just walk through everything and enemies don't do more damage as the game progresses. There are a few challenging areas that have pits and spikes that throw you back to checkpoints that are quite far apart, and the bosses have something of a challenge to them but that's about it. I'm playing the Wii U version and I'm kinda disappointed with that, too. Just a minor thing but it kept bothering me. I'm sure the last game had Gamepad features, and I'd bet that this was meant to as well. The only thing you can do on the gamepad is run the game: what is happening on the TV is happening on the Gamepad. No map or anything. And what is weird is the item screen has these big, chunky icons that look like they should be pushed, but I have to pause the game and cycle through them. Why isn't this shit just on the Gamepad? I swear it must have been on the cards with how the UI is designed but it doesn't work like that at all. I'm no game maker or anything but I just can't see that being a hard addition, especially since Pirate's Curse did (I think, I could check but I'm too lazy). I dunno. It doesn't all play bad, the main loop somewhat remains in other places. It looks really nice. It has hand draw animation for the first time and the levels look really nice, most of the music is great and it's got a lot of the components that made the other Shantae games the fun time they are. But maybe they were games that were always treading water but had enough going on as a whole to still be satisfying. And with this one some things have give.
  21. illdog


    I have to stop playing Ziggurat a second to tell you about Ziggurat. It's not a game for everyone but I'm really addicted to it. It's a dungeon crawler in FPS style, always limited to 5 floors. It's randomly generated so the same sort of rooms will appear on each floor, you just never know what type of room you will be wondering in to, it's often in the later stages a minion room full of enemies but there are trap rooms, puzzle rooms, secret chest rooms to name a few. The aim of the game is to get to and destroy the boss on the 5th floor of the Ziggurat. The Ziggrat which is a test maze used by a cult of wizards to weed out the average and find the exceptional. To pass each floor the basic requirement is to find the portal key (which is always in a room on it's own but could be anywhere on your current floor) and use this to summon the boss in the dedicated boss room. You can find the boss room before you find the portal key room but the boss cant be summoned without the portal key. Upon destroying the boss, a portal appears and leads you to the next floor. Each floor gets progressively bigger and and the enemies become stronger, later stages introduce some other room types like Obelisk, where you must destroy stone Obelisks that appear whilst the room continus to spawn enemies. All exits are locked untill you have destoyed all obelisks and enemies. You start off wit just your trusty wand but as you progress you can pick up another 3 weapon types. Your wand is unlimited but weak. The other three weapons run off mana, dropped by killed beasties, and must be constantly replenished. Your character can level up by collecting knowledge gems which are dropped mostly by slain enemies. Upon each level up you can pick one from a couple of different perks to aid your survival and it's the wealth of perks available and their varying effects that add a depth to this game. You can choose how to buff your character, for example you can pick to gain more health from potions, you can get a battler cry at the beginning of a fight that gives you extra health, you can choose to increase the mana pools of your varying weapons. You can also choose to do more damage when you drop to a certain health percentage, you can trade in your current weapon stock for a new set of random weapons that have extra firepower, the downside of this is that the fire rate could be a lot slower making some small minion rooms a lot harder. To add to this, each perk can be levelled up itself by picking the same perk again (obviously if it's made available to you) when you level up next time. Each perk can be upgraded 5 times. So do you pick a particular type of perk and make it strong or go for a wealth of abilities that arent strong individually but collectively make you a badass? So you have a choice of how to play the game, peg it through, hoping your lucky and find the portal key and boss room pretty close together so as not to take too much damamge from the rest of the maze or take you time, level up and become more powerfull but potentially fall victim so some fucking tough ass rooms. The real challenge (and addiction for me) has come with the different types of characters available. I think there is possbily only one from the start but you can unlock a total of 16, each with differing abilities which can make each game fiarly unique. For example I just beat the game with a Vampire called Corvus. His energy constantly drains but he gains health by collecting knowlege gems which are normally only for levelling up. Each time I levelled him up it was important to pick perks that aided health restoration (like battle cry or one where damaging in game objects add to your health). I got lucky and had a perk where collecting knowledge gems not only added health but also added mana for my weapons. It started really fucking hard but got easier as I progresseed, I was like a God when I got to the final boss on the fith floor. Other characters have a stong wand attack but shitty mana pools for the other more powerfull weapons, there's a thief character that is really fast, a wizard that has really strong weapons but shitty health or a dude who relies on his battle cry at the beginning of a fight to inject mana and health but knowledge gems and mana collected dont add much to their respective pools. Fuck me it's a deep old game once you get it. I could understand the point of view that it becomes repetative after a few rounds but I'm addicted. It takes between 45 minutes to an hour for a successful run. I've beaten it with seven different chartacters (they unlock as you progress by killing a certain amount of enemies or dealing a certain amount of total damamge) but I want to do it with all of them. I've got one more dude to unlock. Anyways, im off to play again.
  22. DifferentClass


    The coolest game of 2015 is out now so let me tell you how fresh it is. We know the score, right? We've played the demo? Its still pretty much that. Here's what I said about the multiplayer after the test fire: I still stand by that. But I'd say now I'm more in-tune with the controls, though there is still a lot of room for me to improve, and the stability of the online post-release has been mostly good. So there is a single player aspect to the game which is pretty okay. You have a hub where you find the entrances to the levels, and the levels themselves are very obstetrical course-y that focus on specific mechanics (very modern 3D Mario in design). As fun as they are, they never really wow. The bosses sometimes do, but its mostly a gentle and subtly enjoyable ride. They're certainly leaps and bounds beyond tacked on, but a little something is missing I can't quite pin down. I think I may have just been expecting more. There is also a light RPG element to the multiplayer; it's a bit mini-Destiny with Ts and backwards caps that have perks tied to them that have all kinds of different buffs so you've got that to think about if you want but I've yet to see that much difference. But you gotta make your Inkling look fresh. Overall though I like the game quite a bit. I think it is fair to say that content, as of now, is quite light, but I'm fine with that, personally. With Destiny and Witcher 3 being very time demanding I'm really happy to have a game where matches are short and progress is satisfying. It's not a game to get obsessed with, you'll see everything too quick, but as something to have to the side and play occasionally it fits perfectly. I've heard people say Splatoon is to shooters what Mario Kart is to racers, but I don't think it's quite that. It could be, eventually, but it doesn't quite have as high skill level as MK that allows that to capture as many people as it does. It'll only ever be some silly, cool, messy, unique fun... only I say, like that isn't all good stuff... I'm just saying this isn't the tier of game it could be. It's great, but fantastic was just in reach, and it's just a little short. But I'd say it's better than Smash Bros. And! on top of that, its allowing #teens to explore squid based fetishes: How sweet.
  23. Not sure i'm the best person to talk about a jrpg, but anyway, i fancied playing something a bit different and this has something to do with persona (well i think it was supposed to at some point anyway), and i like persona. and i thought i'd have some time to put into this because there isn't anything else out, but i forgot zero dilemma is out soon too, so see how it goes. the combat is a bit similar to persona (thankfully so i had a vague idea what i was doing), as was the tutorial dungeon, you wander round in real time, smack a monster to get the first turn in battle (you can also run away after laying smackdown - that's new), your attacks are say lightning, and a monster might be weak to lightning or whatever - another new thing is you have main and support attacks, if you land a blow that an enemy is weak to and other characters have the same type of attack as a support attack, they'll attack too. and there's healing points in the dungeons. also it gave a recommended level before a boss fight so that was handy. sort of prologue story/setup spoilers - the gamepad acts as a map, stats in battles, and as a phone - you get text messages from other characters - this sounds a bit silly but seems to work pretty well in practice. early days but i've enjoyed the first few hours, not really sure where the story is going, but there's been some reasonably funny dialogue and the main characters seem likeable enough so far. the art style of the menus and general locations and stuff is great, but i wasn't keen on the look of the main characters. Edit - oh yeah I think the "persona"/swords are from fire emblem maybe?
  24. Manicm

    StarFox Zero

    This is early days as I've only one the first level, but the controls, god the controls!! it might be my age but I can't focus on the small wii u controller screen and the big tele. When I thought I had mastered it I looked up at the tele and I was flying into a mountain but my targeting was still showing the first boss. I lost slippy on the first run, but that's the norm anyway. The actual flight controls are great and remind me of the N64 use the right stick to loop the loop and slow down speed up. Graphically, now I could of been spoilt with the ps4 xb1 etc...but Mario kart looked great on the wii u and quite a few other in house games, but this doesn't seem polished enough, the great fox when you first see it in space looks no different to the N64 game. I'm hoping once I get past the controller issues, this will be a great game. I should add my wii u controller was soaked in my sweaty hands after the first level I've never had that with a game before! Betting first comment below will be I disagree its awesome.......
  25. spatular

    Zombi (U)

    Not sure i'm the right person to talk about this, it's not the sort of game i'd usually play but for the wii u launch it looked like it makes good use of the pad screen, and i wanted a controller pro...so why not give it a try? usually i'd go straight to easy mode on something like this, but they called it chicken mode which tricked me into trying normal. i like how it starts, running away from the zombies oddly reminded me of running away from stuff in mirrors edge. anyway, i did ok at the start, had some good supplies, but then the first time there's really a lot of zombies at once i died a few times. each time you die you start as someone else and loose most of your stuff - it's pretty cool fighting the previous you as a zombie, and that way you should be able to get some of your stuff back whan you die, but it sort of messed up for me as i was killed again before i could loot my previous zombie so lost the lot. in that respect it reminds me of stuff i don't like in 2D shooters like gradius - if you die it puts you back - to before the bit you couldn't do - with much less supplies/firepower. annoying. although when you die close to the safe house it doesn't seem so bad, then later i kept dying (2/3 hours in) at a bit not-close to the safe house so retreated to chicken mode. i have a feeling you're supposed to use stuff like the distractions, door baricades, etc. to give yourself more time to deal with them one at a time or bypass the zombies completely, but when there's more than one of them i just panic and forget all that, try to fight them and die. annoyingly there's only one save slot for the main game mode so i had to delete my normal mode save to start on easy (unless i'm missing something). the screen on the pad (yeah like a dreamcast!) is used in a number of ways - obvious stuff like a map and inventory stuff, but also for scanning for items and stuff which is pretty cool - and while the graphics are good, they aren't as good as some 360/ps3 stuff, but i still think it's impressive that it displays the game from 2 viewpoints at once. so what think you? and would this convince anyone to get a wii u?
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