Bowser's Inside Story was a phenomenal game in every way and I miss playing as bowser
[QUOTE=Tinker;50803358]What? Dream Team makes him the most important of the two brothers and takes him pretty seriously, and Paper Jam isn't that different in tone from SS.[/QUOTE]
Most of the time Luigi is just used as a vehicle for the dream mechanic, which works well but outside of that there's quite a few times you're forced to do more padding bullshit because Luigi tripped and broke some arbitrary item.
I don't know, Dream team didn't set right with me at all.
Why isn't Alpha Dreams making a Wario & Waluigi game
[QUOTE=Kegan;50804401]Most of the time Luigi is just used as a vehicle for the dream mechanic, which works well but outside of that there's quite a few times you're forced to do more padding bullshit because Luigi tripped and broke some arbitrary item.
I don't know, Dream team didn't set right with me at all.[/QUOTE]
Dream Team does have massive pacing issues, but the treatment of Luigi is fine. It's more that the tutorials don't stop until the FINAL AREA.
Paper Jam doesn't have as many interesting characters (or much of a plot at all), but at least you can skip pretty much everything and you breeze through it.
The big thing I hate about Paper Jam is the damn toad missions.
Paper Jam
+Music
+Combat System is the best it's ever been
+Can be difficult if you don't use this games "I win" cards
+Humor is fine
+Fleshes out a lot of characters and somehow makes Bowser Jr likeable. Even the Koopalings come out better in it.
+Paper Mario was fine for what they had.
-Only two-three enemy types per area made the fights a chore after awhile
-It was always [Enemy] [Paper Version]
-Bowsers plan was literally reused from the last game down to the name
-Toad missions were mandatory. If they were optional and just gave you nice gear or the bros item as incentive I would of had more fun with it
-Paper Toads only. The logic they gave fits and I understand why they went with it but still kind of a bummer.
So those Miitomo Mario shirts are awesome, wish they were real shirts *cough* *cough* Nintendo. My Nintendo is kinda disappointing right now, Club Nintendo had a lot of cool crap that you actually wanted to get.
[QUOTE=Sift;50805881]Paper Jam
+Combat System is the best it's ever been
[/QUOTE]
I'm going to say that I'm actually not liking how the attacks are starting to get more complex and lengthier with each new mario and luigi game.
The only attack I felt took too long was the Trio attack that had them helicoptering down from the sky. That one does the most damage usually and has the "pleasant" bonus of being slow as hell.
Aside from that though the Kirby Cafe is getting it's own mellow soundtrack
[media]http://www.youtube.com/watch?v=X4ax-5v7wn0[/media]
[t]http://i.imgur.com/UjNn5Qi.jpg[/t]
Got all these pre-owned from Amazon.co.uk for around 150 dollars/115 pounds. Like 40% of that was shipping and handling but I'd still say it was worth it for sure.
Oh man I want all those Professor Layton games.
[QUOTE=Nintendo-Guy;50809736][t]http://i.imgur.com/UjNn5Qi.jpg[/t]
Got all these pre-owned from Amazon.co.uk for around 150 dollars/115 pounds. Like 40% of that was shipping and handling but I'd still say it was worth it for sure.[/QUOTE]
You might wanna contact customer service, they threw in Other M in there.
I've always wanted to try it despite what people seem to say.
I still have Other M sitting unopened on my shelf. I've always intended to get around to it after I finished MPT, but uh... I never finished MPT. Me and my sister always went through it together and in our new house it's kinda hard to have more than one person where the Wii currently is. Apparently I'm missing one of those "one room" Space Pirate scans, too, which really cheeses me off.
Other M is still really bad. Like set aside the absolute trainwreck of a story, and the butchering of Samus as a character.
The game itself is pretty damn bland, and I swear I've said this before in an earlier thread, hell it might have been this one. But man did they fuck the combat and exploration up something fierce.
If we are just talking about game play, I think Other M would be amazing for Wii U.
I still wouldn't mind an Other M "do-over" where they add a Nunchuk and un-dumb the storytelling. There's no reason why the game has to [i]stay[/i] bad. We live in a world where Final Fantasy 14 and Evolve have now redeemed themselves, anything is possible.
[QUOTE=VinLAURiA;50811463]I still wouldn't mind an Other M "do-over" where they add a Nunchuk and un-dumb the storytelling. There's no reason why the game has to [i]stay[/i] bad. We live in a world where Final Fantasy 14 and Evolve have now redeemed themselves, anything is possible.[/QUOTE]
Wait it didn't even use the fucking Nunchuck? I was under the impression that it did but was still garbage.
[QUOTE=FlakTheMighty;50811503]Wait it didn't even use the fucking Nunchuck? I was under the impression that it did but was still garbage.[/QUOTE]
Nope, you have to play the whole game using the wii remote sideways :v:
[QUOTE=DrCactus;50811507]Nope, you have to play the whole game using the wii remote sideways :v:[/QUOTE]
That's pretty trash.
[QUOTE=FlakTheMighty;50811503]Wait it didn't even use the fucking Nunchuck? I was under the impression that it did but was still garbage.[/QUOTE]
That was one of the biggest complaints about it. Sakamoto insisted on using the Wiimote only, which meant you played it primarily NES-style and switched to the pointer for first-person, which - without a Nunchuk - meant you couldn't [i]move[/i] in that view (and did I mention using missiles at all [i]required[/i] going into first-person?) Team Ninja wanted a Nunchuk so it played like the Wii Prime games in first-person and also gave you more control in the standard sideways view, but he shot it down. So you had a clunky system of purely digital movement for the primary gameplay and then having to change how you hold the Wiimote to enter a severely gimped "Prime-lite" mode in order to do certain things.
Now, non-Nunchuk games where you switch Wiimote grips aren't a bad idea in and of itself: Super Paper Mario let you switch from NES-style to a pointer when you wanted Tippi to scan stuff, but doing so paused the action and was basically just a way for you to quickly point at something and ask the game "What's that?" before resuming - not to mention, the point-of-view was exactly the same as when actively playing and so it wasn't disorienting. Other M tried to incorporate that grip-switch action directly into fast-paced, moment-to-moment gameplay when it's far from seamless and completely ill-suited to that kind of tempo, not to mention the total switch in player perspective upon doing so.
[QUOTE=Kegan;50811346]Other M is still really bad. Like set aside the absolute trainwreck of a story, and the butchering of Samus as a character.
The game itself is pretty damn bland, and I swear I've said this before in an earlier thread, hell it might have been this one. But man did they fuck the combat and exploration up something fierce.[/QUOTE]
Other M was probably the most generic game I've ever played. You know a Metroid game is bad when it's incredibly easy to 100% everything really fast. The Prime games took so much ridiculous effort to 100% everything, and I loved it.
On a related note, you can access a playable preview of Federation Force in the Blast Ball demo on the eShop after playing a few rounds. It's framed as a quick little "marine certification exam" and is basically a tutorial for the mechanics, but it gives you an idea of how the final game will play.
And like I was saying all this time: [i]don't[/i] doubt Next-Level Games. I was already saying they'd proven their 3DS chops with LM2:DM, but this is indeed a Metroid Prime game. And I don't say that lightly, being that MPT is my favorite game of all time.
Now, I'm not too fond of the Blast Ball mode; I feel like the ball's hard to control and the whole conceit of the mode is ill-suited to Prime gameplay, but Federation Force? It feels spot-on.
My biggest concern was the control scheme, and I think they nailed it as much as they could have. The controls - at least on my regular 3DS - feel like a good mix between the GameCube and Wii Primes. At a core level, they're an exact duplicate of the GameCube control scheme: in the "main" mode, the control stick moves forward/back and turns, with no strafing or vertical aiming. L is your lock-on/strafe modifier, R lets you freely look around, B is jump, A is your beam, and Y is your missile, which in this game is just one of many "AUX" weapons. This is all [b]identical[/b] to the GameCube control scheme. No morph ball means X instead cycles through your AUX weapons in lieu of a C-stick, though you can also use the touch screen for that, which also doubles as your map (they're both displayed at the same time, don't worry.)
Where it differs is that it uses the 3DS's motion tech to add a bit of Wii influence to cover the GameCube scheme's deficits. R-look no longer locks you in place so that the control stick can be used to aim; instead you look around with motion while the control stick lets you move and strafe just as in the Wii versions. While the aim reticle remains in the center of the screen during this, using it while locked onto something [i]does[/i] let you free-aim around the screen while your view stays fixed on the lock-on, making it effectively identical to the Wii controls. When using motion, the game will automatically disable 3D to prevent ghosting as you tilt the system, though admittedly the 3D/2D transition is delayed by a few seconds when it really should be instant. The game also has support for the extra controls from a CPP/n3DS, but as I have neither, I can't really say how they affect things. At the very least, I'd expect the 3D to always stay active on the n3DS due to its anti-ghosting screen.
As for the gameplay, it feels like Prime should. That's the best way to describe it. All my old instincts kicked in during the playable preview and worked perfectly. Lock-ons worked just as expected, the firing action felt right (your beam now has a heatbar that cools over time in Blast Ball, but fortunately not Federation Force), lock-on dodging is intact, and even despite the chibi look, the atmosphere and aesthetics felt dead-on. At one point you're thrust out onto a catwalk in space for some target practice, and it looked great for the 3DS. Like - Kid Icarus: Uprising great. Granted, we know the final game won't have much in the way of Metroidvania exploration and will be more of a linear shooter, but I honestly don't mind that. Corruption was trending in that direction anyway and - while yeah, the whole "explore and find abilities" formula is nice - I'm fine if they just wanna adapt Prime's core gameplay to something a bit more scripted and action-oriented. Now on that note, am I gonna miss the different visors (the D-pad is now voice call-outs for co-op) and morph ball puzzles? Sure, but everything else is completely intact.
In short: I am [i]not[/i] concerned for this game in the slightest anymore. This is a Prime. It's earned the subtitle.
Y'all were bitching over nothing.
I'm bitching about getting a spin off instead of a main Metroid game after 6 years (and let's not forget that the last Metroid game was Other M)
So be it. The core Prime games are technically spin-offs too. Other M was the first "main" Metroid game since Fusion if you wanna get technical, and that's an eight-year gap.
[QUOTE=VinLAURiA;50811791]On a related note, you can access a playable preview of Federation Force in the Blast Ball demo on the eShop after playing a few rounds. It's framed as a quick little "marine certification exam" and is basically a tutorial for the mechanics, but it gives you an idea of how the final game will play.
And like I was saying all this time: [i]don't[/i] doubt Next-Level Games. I was already saying they'd proven their 3DS chops with LM2:DM, but this is indeed a Metroid Prime game. And I don't say that lightly, being that MPT is my favorite game of all time.
Now, I'm not too fond of the Blast Ball mode; I feel like the ball's hard to control and the whole conceit of the mode is ill-suited to Prime gameplay, but Federation Force? It feels spot-on.
My biggest concern was the control scheme, and I think they nailed it as much as they could have. The controls - at least on my regular 3DS - feel like a good mix between the GameCube and Wii Primes. At a core level, they're an exact duplicate of the GameCube control scheme: in the "main" mode, the control stick moves forward/back and turns, with no strafing or vertical aiming. L is your lock-on/strafe modifier, R lets you freely look around, B is jump, A is your beam, and Y is your missile (which in this game is just one of many sub-weapons.) This is all [b]identical[/b] to the GameCube control scheme. No morph ball means X instead cycles through your sub-weapons in lieu of a C-stick, though you can also use the touch screen for that, which also doubles as your map (they're both displayed at the same time, don't worry.)
Where it differs is that it uses the 3DS's motion tech to add a bit of Wii influence to cover the GameCube scheme's deficits. R-look no longer locks you in place so that the control stick can be used to aim; instead you look around with motion while the control stick lets you move and strafe just as in the Wii versions. While the aim reticle remains in the center of the screen during this, using it while locked onto something [i]does[/i] let you free-aim around the screen while your view stays fixed on the lock-on, making it effectively identical to the Wii controls. When using motion, the game will automatically disable 3D to prevent ghosting as you tilt the system, though admittedly the 3D/2D transition is delayed by a few seconds when it really should be instant. The game also has support for the extra controls from a CPP/n3DS, but as I have neither, I can't really say how they affect things. At the very least, I'd expect the 3D to always stay active on the n3DS due to its anti-ghosting screen.
As for the gameplay, it feels like Prime should. That's the best way to describe it. All my old instincts kicked in during the playable preview and worked perfectly. Lock-ons worked just as expected, the firing action felt right (your beam now has a heatbar that cools over time in Blast Ball, but fortunately not Federation Force), and even despite the chibi look, the atmosphere and aesthetics felt dead-on. At one point you're thrust out onto a catwalk in space for some target practice, and it looked great for the 3DS. Like - Kid Icarus: Uprising great. Granted, we know the final game won't have much in the way of Metroidvania exploration and will be more of a linear shooter, but I honestly don't mind that. Corruption was trending in that direction anyway and while yeah, the whole "explore and find abilities" formula is nice, I'm fine if they just wanna adapt Prime's core gameplay to something a bit more scripted and action-oriented. Now on that note, am I gonna miss the different visors (the D-pad is now voice call-outs for co-op) and morph ball puzzles? Sure, but everything else is completely intact.
In short: I am [i]not[/i] concerned for this game in the slightest anymore. This is a Prime. It's earned the subtitle.
Y'all were bitching over nothing.[/QUOTE]
Yeah, no. I tried the demo and it felt nothing like a Metroid Prime game. Luigi's Mansion: Dark Moon was the same way. It was a decent game in its own right, but it had that "I'm a sequel made by a different company with a different vision" kind of vibe. There is always something that didn't make it feel quite like a true Luigi's Mansion game - the music, the atmosphere, the overall tone of the game. All of these things were slightly different in its game philosophy compared to the original, and it becomes clearly evident that a different team made this game and not the original guys. Federation Force is going to inevitably be the same way: it might be a decent game on its own, but it will definitely not feel like a [b]real[/b] Metroid game. And I certainly don't think it deserves the Prime subtitle.
I'll grant you that Dark Moon and Federation Force feel a bit more cartoony than their predecessors, but I'd chalk that up to the 3DS's low power as much as I would NLG's design style. Either way, I really don't have a problem with that.
I would have been fine with a more cartoony-style Metroid game. Metroid Fusion got away with that pretty well, and that was because it still followed the original games philosophy of moody atmosphere, exploration, and overall great immersion. The art style isn't what bothers me.
Federation Force just feels like a cheap knock off, and playing the demo pretty much solidified that position to me.
Like I said, I'm sure FF will be a decent game on its own, but it's just not a Metroid game to me.
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