Tag Archive: 3ds


Kirby and the Beanstalk

Someone at Nintendo sure loves Kirby. Ever since the Pink Puffball first debuted back in 1992 on the original Game Boy (he was white back then because of the system’s limited color palette), if we count collections and spin-offs, the most recognizable figure on Popstar has had 23 games starring him come out over the past 22 years. But what’s even more amazing is that people haven’t gotten tired of him. I believe a large part of this is because the Kirby series always finds a way to make the simple characters shine, and the core gameplay mechanics of sucking up enemies and stealing their powers feel fresh and new each time. Kirby: Triple Deluxe, his 3DS debut, is no different.

Triple Deluxe begins with Kirby resting peacefully at his Dream Land home, when all of a sudden a giant beanstalk (appropriately called the Dreamstalk) erupts from the ground, lifting Kirby’s home and Castle Dedede into the night sky. Assuming King Dedede is up to some new mischief, Kirby floats over to the castle. When he arrives, though, he is shocked by the sight of unconscious Waddle Dees scattered about the place and a new foe, a spider named Taranza, carting King Dedede away in a magical web. Putting past transgressions aside, Kirby knows he has to save King Dedede and stop Taranza.

On the surface, Kirby still has his same classic powers of sucking up enemies and copying some of their abilities. To help him quell this new threat, however, he has several new hats to wear as a result of his copying prowess. Archer allows Kirby to fire arrows in a 360-degree arc; Bell gives Kirby the ability to use a pair of bells as blunt objects as well as to stun enemies with soundwaves; Beetle sees Kirby impale and throw enemies around with a special rhinoceros beetle horn; And Circus has Kirby turn into a clown who can throw flaming bowling pins or balance on a ball to roll over enemies with. The new powers are a lot of fun—and very useful in several situations—but they don’t hold a candle to the single most powerful new skill Kirby can acquire: the Hypernova.

By eating a Miracle Seed, Kirby will gleam like a rainbow in Hypernova form, giving him the ability to eat massive objects in one swallow. From mini-bosses to obstacles like fallen trees, nothing is too big for Kirby to gulp down. The Hypernova form allows Kirby to literally change the terrain around him to fit his needs while continuing on his adventure. This new ability is so powerful, though, Kirby can only use it for the rest of the stage he is on and not carry it with him like his other copy abilities.

Along with these new powers, the 3DS affords Kirby some new gameplay mechanics, especially when it comes to puzzle solving. Taking advantage of the system’s gyroscope, you can manually aim rocket launchers and cannons to destroy enemies and blocked pathways, or slide specially marked blocks around to help Kirby get past traps and the like.

The 3D feature is also a huge boon for Triple Deluxe; Not only does the game look great, with bright pigments punctuating each landscape, but also the 3D is subtle enough most of the time as to not be a distraction. Meanwhile, several puzzles take advantage of the depth of field the 3D provides to create hurdles Kirby has never really had to deal with before. So, by utilizing some 3DS hardware features (and not shoving them down our throats to feel “gimmicky”) and combining them with the classic platforming action the Kirby franchise is known for, Triple Deluxe provides a huge variety of unique challenges for Kirby to tackle.

For all the new things that this game added, there are also a lot of nice little nods to Kirby’s history, scratching that nostalgia itch older fans of the series may have. Not only are there 20 old-school copy abilities this time around—like Wheel and Needle—but also a lot of the bosses are takes on some of Kirby’s most iconic foes. From the return of Kracko to Flowery Woods (a larger, more difficult take on Whispy Woods), many of the bosses, and even a couple of the stages, are nothing but direct nods to what’s come before in the series.

If that’s not enough for you, there is also a new “Keychain” system. In the single player game, you can collect keychains that represent special scenes or characters from Kirby’s entire 22-year history in games. They don’t do anything in particular, but they’re nice to have. If you don’t want to spend time searching for them in the campaign, you can also spend 3DS coins (three at a time) to receive a random pick, or trade unneeded keychains with other players via StreetPass (a great way to get rid of any duplicates).

Not everything is perfect in Dream Land, though. The Kirby games have never really been that difficult, and Triple Deluxe is no different. If it takes you more than eight hours to find every collectible (that isn’t a randomized keychain) and beat the story, I’d be shocked. Also, I never liked the resetting of your lives and powers every time you exit the game. I know, this is something that has gone on for a long time in the series, but it still bothers me as it makes star collecting and 1-ups completely pointless—simply by exiting the game, you’ll be back to having seven lives. I get that it’s one way to get around an issue many other Nintendo platformers run into—the stockpiling of lives—but why not make a game that’s a little harder then?

Of course, Triple Deluxe is named that for a reason: the single-player campaign is just one of three included modes. The first added game mode is Dedede’s Drum Dash, a music rhythm game that has you hit the A button in time with the music as you try to maneuver King Dedede across a bunch of giant bongos. Honestly, this was a bit of a throwaway experience, as neither the interface nor the music are all that good.

The second extra game, Kirby Fighters, is far better—and actually might serve as a nice warm-up to the Smash Bros. games coming later this year. Up to four players can battle it out in the arenas inspired by classic Kirby locales, using special attacks to whittle away opponent’s lifebars while trying to maintain their own by eating food. As a twist, you can select from all of the powers from the single-player campaign to customize your Kirby, opening up possible match-ups such as Ninja Kirby vs. Bell Kirby vs. Beam Kirby vs. Leaf Kirby. This mode is so deep, it even has a single-player arcade ladder system, where you can try to see how fast you can make your way through seven different matches.

In the end, Kirby: Triple Deluxe is another fine addition to the long line of stellar handheld games in the series. A couple of outdated practices and a forgettable mini-game were not enough to stop me from feeling immensely satisfied with my experience after polishing off the final boss. New powers and well-executed use of the 3DS’ peripheral features added just a bit of freshness to keep this old formula working well, giving the Pink Puffball yet another successful debut on another Nintendo console.

Developer: HAL Laboratory, Inc. • Publisher: Nintendo • ESRB: E – Everyone • Release Date: 05.02.14
9.0
Kirby’s debut on the 3DS could not have been better as new powers and puzzles complement classic Kirby gameplay to provide an experience both fresh and familiar to longtime fans.
The Good Inventive puzzles and new powers complement classic Kirby gameplay.
The Bad The resetting of lives and powers each time you exit the game; Dedede’s Drum Dash mini-game.
The Ugly The fact that the main bad guy is based off a spider, but only has six legs, bothers me a lot.
Kirby Triple Deluxe is a 3DS exclusive. Review code was provided by Nintendo for the benefit of this review.

In today’s Super Smash Bros. oriented Nintendo Direct, game director Masahiro Sakurai announced two separate release windows for the 3DS and Wii U versions of Nintendo’s flagship fighter.

The 3DS version of Smash Bros. will see a summer 2014 release, but in a shocking turn, the Wii U version won’t hit store shelves until Winter 2014.

While this could potentially promote consumers to buy both versions of the game and help keep Nintendo from directly competing with itself, it also looks bad for the Wii U, which desperately needs a potential system selling game like this to hit sooner rather later.

Aside from the release dates, specific game modes and new characters were also detailed during the 39-minute video presentation.

The Pokémon Company has announced that Pokémon X/Y have together sold 12 million units worldwide, making them the best-selling 3DS game currently available.

It was revealed at the beginning of 2014 that the game had cracked the 11.6 million mark, so it seems to still be selling decently well considering it’s been on store shelves for six months now.

Pokémon X/Y also set the bar for the fastest selling 3DS game back when it was released in October. It sold four million copies in its first two days available, although this might be attributed partially to it being the first simultaneous global release for the franchise.

It should be noted that while these are impressive numbers, X/Y still only cracks the top five of all-time best-selling Pokémon games as Diamond/Pearl’s 17.63 million units, Ruby/Sapphire’s 16.22 million units, Black/White’s 15.42 million units, and HeartGold/SoulSilver’s 12.67 million units still sit ahead of it.

With these updated numbers, the Pokémon series has sold more than 245 million units worldwide.

To see what I thought of Pokémon X/Y when it came out, check out my review.

This is why dinosaurs are extinct

For many gamers who grew up in the SNES era, Super Mario World 2: Yoshi’s Island was nothing short of extraordinary. Not only did the game look and play great, but no one would’ve figured that playing babysitter with Yoshi—a character himself just introduced in Super Mario World­—would be as charming or as addictive as it was. Since then, we’ve visited Yoshi’s Island a couple more times, but those subsequent sequels and spin-offs never quite lived up to that original outing that featured Baby Mario.

Nintendo never stops trying to improve on past iterations, however, so they brought in Takashi Tezuka—the original Yoshi’s Island creative director—to find a way to finally top his 1995 surprise hit. So, with the help of relatively new developer Arzest, Tezuka, now in a producer role, presents Yoshi’s New Island. But you can’t recapture the magic of Yoshi’s Island without the proper team in place, from top to bottom.

Chronologically, Yoshi’s New Island picks up immediately after Super Mario World 2. That dumb stork that let Baby Luigi get kidnapped in the first game realizes that he delivered the Mario Bros. to the wrong house. Taking flight, bundles in beak, the stork begins to search for the Bros.’ proper parents. Kamek, Baby Bowser’s caregiver and head Magikoopa, sees another opportunity to kidnap the twins. He again snatches Baby Luigi, and again lets Baby Mario slip through his fingers and fall to an island below. Luckily for Baby Mario, this happens to be the Yoshis’ second island—their summer home (kind of like those jackasses from my home state of New Jersey who vacation on Long Island). The Yoshis snatch up the future plumber and quickly realize they must unite the twins, no matter the cost.

At the very least, most of the elements you’d expect to be quality in a Nintendo game shine through here. The music’s great—I found myself sitting on the title screen while writing this review simply because I found the theme song that enjoyable. The game also looks very nice, providing the bright colors and stark contrasts that make enemies and allies alike really pop off the screen with the series’ trademark coloring-book art style. If only the same could be said of the 3D effect, which doesn’t do all that much to the world except provide a little roundness to Yoshi and some of the enemies.

Yoshi’s New Island also controls nicely, and Yoshi can use all the same moves from previous games like his stutter-step float and chowing down on enemies to turn them into eggs. He also gets some new moves that provide a little variety compared to the original game, such as making giant eggs out of giant Shy Guys to destroy the environment, or making giant metal eggs out of—you guessed it—giant metal Shy Guys to help him sink to the ocean floor.

As a fan of Super Mario World 2, I really wanted the game to reinvigorate this spin-off series. Instead, Yoshi’s New Island falls far short of its ambition. On paper, it’s as long—and features as much replayability—as the original. Six worlds, each with eight stages, and each with a bevy of collectibles in the form of stars, red coins, and flowers, could keep completionists busy for hours on end. Here, though, the stages are far shorter than in the original Yoshi’s Island, and I completed the game, with most items found, in fewer than 10 hours. This lack of depth in each stage meant I felt no joy of discovery when I came across a new warp pipe or hidden crevasse, no sense of accomplishment when I found every item on a stage. It all just felt like a cheap—and far easier—rehash of the original.

How easy, you ask? This is possibly the easiest Nintendo game I’ve ever played, and I died only a little more than a dozen times. And that’s after I killed myself several times stupidly in the last few stages because I’d become so disenchanted with the entire experience. Before this game, I don’t remember any Mario game feeling like a grind, no matter how simple it may have been at its core. Here, I found myself running into enemies a few times and letting Baby Mario cry until the timer ran down to zero, just to punish the little brat. That incessant whine served doubly as a personal torture for the fact that I ever got my hopes up in the first place.

While on the subject of torture, the game also features a multiplayer. At first, the six minigames (each unlocked after beating a world), sound like they could be a positive element if they proved worthwhile. Instead, they’re the biggest facepalm moment of all (as EGM’s Andrew Fitch can probably attest to, since he helped me test them out). Instead of versus minigames, they’re all co-op-oriented, so you’re just trying to work with a buddy to beat your own high scores over and over again. How sweet and innocent and not at all what I want from a multiplayer minigame. Could it have been that bad for the two players to face off against one another in competitive enemy-eating, coin-collecting, or balloon-popping?

Even the things Yoshi’s New Island gets right feel watered down compared to the original. I loved the boss battles from the first Yoshi’s Island.  I remember Burt the Bashful, Salvo the Slime, and Naval Piranha like it was yesterday. And while the bosses start off well here, they fall into simple patterns and die in a predictable three-hit fashion, which most of the original Yoshi’s Island bosses never did. Three hits to kill not just the first boss, but every boss, just seems so antiquated now, and it’s shocking games so often still adhere to that rule.

The Yoshi transformations remain a lot of fun but falter for different reasons. Like before, our tongue-happy dinosaur pal can become a helicopter and a submarine, but he can now also change into a bobsled, a jackhammer, a mine cart, or a hot-air balloon. But even this is spoiled by the fact that you’re forced to use the 3DS’ gyroscope to control Yoshi through the special sections, making what could’ve been a saving grace clunky and awkward instead.

You can’t blame Nintendo for trying to capitalize on a character that clearly holds a special place in many gamers’ hearts. In retreading ground most of their audience will be familiar with—and doing it less successfully this time around—it just seems they went about it the wrong way. As a platformer, Yoshi’s New Island works fine, but it’s definitely not up to Nintendo’s usually stellar standards.

Developer: Arzest • Publisher: Nintendo • ESRB: E – Everyone • Release Date: 03.14.2014
6.0
It may say “new” in the title, but there’s simply not enough to get excited about in Yoshi’s New Island. Fans of the original will probably be turned off by this inferior and all-too-familiar retread.
The Good Fun boss battles; new eggs and transformations for Yoshi.
The Bad Relies too heavily on nostalgia to cover up gameplay deficiencies.
The Ugly The return of the most annoying sound in videogames: Baby Mario’s crying.
Yoshi’s New Island is a Nintendo 3DS exclusive and was reviewed using a retail code provided by Nintendo.

More than 16 million Nintendo 3DS games were sold in 2013, marking a 45-percent increase in sales over 2012, Nintendo announced today.

Nintendo also revealed that the 3DS, 3DS XL, and 2DS had a combined 11.5 million unit sales in the United States alone.

“Nintendo 3DS is a powerhouse with games and experiences that appeal to all kinds of players,” Scott Moffitt, Nintendo of America executive vice president of sales and marketing, said in the press release. “We’re not slowing down in 2014. With more games featuring fan-favorite franchises on the way, the best days of Nintendo 3DS are still to come.”

Earlier today, Nintendo announced that Yoshi’s New Island—the sixth installment in the Yoshi‘s platformer series—will arrive at retailers and the 3DS eShop on March 14. Bravely Default, the first 3DS release for 2014, launches February 7. A free demo is currently available for download on the 3DS eShop.

Introduction

There were a lot of good games in 2013. For me, however, there weren’t a lot of great games, ones that were clearly head and shoulders above the pack and got me excited every time I talked about them.Aside from some Nintendo titles, the end of the year was surprisingly dull, due to the less-than-stellar launch lineups of the PS4 and Xbox One. Because of that, half my list is comprised of games that surprisingly came from the first six months of 2013. But when I look back, these are the five games I’d sit down and play again more than any others. Enjoy!

Ray’s Top Five Games for 2013

#05: Fire Emblem: Awakening

Publisher: Nintendo
Developer: Intelligent Systems
Platforms: 3DS

Ray’s Take

Until Marth and Roy made their appearance in Super Smash Bros. Melee, I’d never heard of Fire Emblem, since it had only been released in Japan at that point. I personally didn’t get into the series until Path of Radiance a few years later, but since then, I’ve been hooked. The story and strategy is everything I could ever want from a game, and Awakening miraculously finds a way to raise what was already a high bar. Elements like character customization are also introduced to the States for the first time here, and pairing units adds another nuance that can’t be ignored when playing.

#04: Remember Me

Publisher: Capcom
Developer: Dontnod Entertainment
Platforms: Xbox 360, PS3, PC

Ray’s Take

Some games take you by surprise so much that you can’t help but fall in love with them. Remember Me is one of those games for me. From futuristic high rises that pierce the clouds to the seedy sewers comprising Neo-Paris’ underbelly, Nilin’s world pulled me in, with no small effort from our dear protagonist herself. The unique memory remixes and combo-creation gameplay elements stoked my fire as I spent way too much time exploring every second of people’s pasts or playing with my Pressens in the Combo Lab.

#03: Assassin’s Creed IV: Black Flag

Publisher: Ubisoft
Developer: Ubisoft Montreal
Platforms: Xbox One, PS4, Wii U, Xbox 360, PS3, PC

Ray’s Take

Few games were able to just straight up impress me more than Assassin’s Creed IV did this year. The amount of freedom I felt on the open sea was unparalleled, and I’d lose hours on end just boarding enemy ships or diving beneath the waves to unearth some long-sunken treasure. I’m genuinely amazed at the progress made between this and Assassin’s Creed III, and I’m of the opinion that Black Flag is the best Assassin’s Creed since we first met Ezio back in Assassin’s Creed II.

#02: Injustice: Gods Among Us

Publisher:Warner Bros. Interactive Entertainment
Developer: NetherRealm Studios
Platforms: PS4, Wii U, Xbox 360, PS3, PS Vita, PC

Ray’s Take

I have to play a lot of games over the course of a given year. I’m not complaining, but the only bad thing about this is that I rarely can find the time to go back to the games I truly enjoy. The one game I constantly found myself coming back to when I did find the time, however, was Injustice. I loved the story, I loved the mechanics, and I even loved playing online with other people—an activity that usually has me smashing controllers and living-room furniture left and right.

#01: The Legend of Zelda: A Link Between Worlds

Publisher: Nintendo
Developer: Nintendo
Platforms: 3DS

Ray’s Take

A Link Between Worlds is simply the best handheld Zelda game ever. Sorry, Link’s Awakening, but your 20-year title reign is at an end. The subtle changes to the classic Zelda formula, like having all the items at the beginning of the game, admittedly took some getting used to. But in the end, none of those changes stopped me from enjoying the game—and I couldn’t put my 3DS down until the adventure was over. In regards to the greatest Zelda games ever conversation, I wouldn’t put A Link Between Worlds past A Link to the Past or Ocarina of Time, but it’s not far off either.

Ray’s Off-Topic Awards for 2013

The Razor Ramon Award for Best Bad Guy
Jacob Danik
A lot of games this year tried to offer up some shades of gray to the black-and-white conflicts we normally expect. And while plot twists and grandiose questions about morality are fun, sometimes you just want someone you can hate. A bad guy you love because he’s bad. This year had a few candidates, but in the end, I chose Jacob Danik from Dead Space 3. He was a religious zealot willing to sacrifice the entire human race for what he believed to be salvation, and Simon Templeman played him brilliantly, projecting a cold ruthlessness akin to space itself.
Popsicle’s “The Colors, Duke! The Colors!” Award for Most Colorful Game
Super Mario 3D World
This one’s become sort of a tradition, so I figured I should continue it. It was a close call between several games this year, but I had to go with Super Mario 3D World. This particular Mario outing may have been a bit too easy and a bit too short for my tastes, but there’s no denying how gorgeous it was because of the variety of levels Mario was able to traverse for the first time in full HD. From purple ponds of poison and snowcapped summits down to the shine on the buttons of Mario’s overalls, a Mario game has never looked so good.
The Best Co-Op Gaming with Your Girlfriend Award
BattleBlock Theater
I play a fair amount of games with my girlfriend, but she only ends up happy that she joined in on a few of them. So, I figured I’d give a little recognition to the game she had the most fun co-op marathoning this year: BattleBlock Theater. She still talks about that game to this day, and it remains the only game where it’s OK to tell your significant other to go kill themselves, as we’d often sacrifice one another on floor spikes to serve as makeshift platforms to get across gaps.

A load of Killer Croc

Batman’s seen so many great representations in different mediums over the past couple of decades, whether it’s animation, movies, or videogames—so it absolutely boggles my mind when someone utterly fails to capture the essence of the Dark Knight. Batman: Arkham Origins Blackgate is such an awful depiction of the Caped Crusader, however, that I had to wonder whether Armature had even heard of Batman before being tasked with making this game.

Set several months after the events of the console Arkham Origins, Blackgate sees Batman infiltrating Blackgate Prison—again—in order to quell a riot. Three of Batman’s most notorious foes are at the head of all the chaos, and they’ve divided the prison up into sections that their respective gangs control. Batman must defeat them all if he hopes to save the hostages kept in the prison’s Arkham wing.

Aiding Batman is Catwoman, whom he apprehended a couple of weeks prior to the riot. In exchange for her assistance, Batman will put in a good word for her to be moved to more “accommodating” quarters, since supposedly a fragile thief like her could be torn apart in a place like Blackgate. Batman must unlock new abilities and gadgets to help him traverse the different security systems and hazards of the now-dilapidated prison, often backtracking frequently to do so.

And sure—this sounds like the makings of a decent Batman game. The prologue level that revolves around catching Catwoman at an abandoned construction site gave me high hopes that this would be the Batman game we never knew we wanted on handhelds. But as soon as you set foot on the prison grounds, the game takes a serious nosedive. When I sat down to write this review, two words kept coming into my mind to best describe Blackgate: broken and boring.

The first major flaw? Armature tried to develop the game as a Metroidvania within the confines of the story. As we all know, Batman is never without his gadgets and his utility belt, and he goes to Blackgate of his own volition after being called by Commissioner Gordon. Yet, right from the get-go, all he has are Batarangs. No rhyme or reason—just to stay within the parameters of what defines Metroidvanias as a genre.

Someone who actually knows the character would’ve set up the story so to have Batman kidnapped and dragged to Blackgate against his will. Since we’re talking about a young Batman here, he wouldn’t have all the safeguards in his utility belt to prevent it from being forcibly removed. Batman shouldn’t randomly find a Batclaw in a container—like he does in Blackgate—just because he forgot his other one at home. Breaking the character’s basic traits to fit the genre you want your game to be is not forgivable.

Speaking of breaking character, Catwoman’s always played both sides of the fence in Batman lore, but she fills the role of Oracle/Alfred in this game—again, for no apparent reason. Catwoman doesn’t need Batman to break her out of prison, and she doesn’t really need to help Batman. After what happened in Origins, Batman should know Blackgate like the back of his hand. If he does need help, though, did Batman give Alfred the night off? Were his shows on again? Yes, I could definitely imagine Alfred curling up with a cup of Earl Grey and catching up on Downton Abbey instead of manning the Batcomputer!

The story isn’t the only element that’s broken, though. The game itself, from a technical standpoint, is as glitchy as it gets: items flickering in and out of existence, Batman getting caught on invisible walls, or falling through the floor to oblivion (or a checkpoint reload). At one point, I actually glitched through a wall and into a hidden compartment that had an armor upgrade I shouldn’t have been able to get to at that point. I was lucky I could backtrack with the gadgets I had—otherwise, I might’ve had to start over completely.

And if I had to start over, I might’ve just chalked this game up as a lost cause (more so than I already do). If I had to stare at another gray, bland, repeated prison wall, I’d have broken my Vita. The only good-looking aspect of the game is the comic-style cutscenes.

You can forgive the look of a game to an extent if it’s at least fun to play. But with Blackgate, the combat system that has made the Arkham games great is almost completely nonexistent. You can’t quickfire any gadgets, and you don’t even need to counter most of the time, since you’ll rarely encounter more than three of four guys in a room at once. Sometimes—almost like an early-’90s side-scrolling arcade game—a couple more will crawl out of the background when the first group’s been dispatched, but never will there be more than a few fightable enemies onscreen at any given moment.

Detective mode was also a pain in my cowl. I don’t mind having to tap the touchscreen to turn it on—it actually helped deter me from wanting to stay in Detective mode and served as a unique fix to a persistent problem with the series. But I did mind having to keep my finger on the screen to actually scan or look for things because it prevented me from freely interacting with the environment while I was in the mode. I had to move, enter Detective mode, scan, find I was out of range, turn the mode off, move to a better position, re-scan, turn the mode off, then interact. Just let me scan things automatically—no one wants their thumbs off the sticks for that long!

At least the boss fights provide much-needed variety. New characters to the Arkhamverse like Bronze Tiger actually make you work for your wins, since they’re more or less the only time you need to utilize multiple gadgets or techniques. And even though we’ve seen most of Batman’s gadgets before, the one new addition—an explosive-gel launcher—was something I’d like to see on consoles at some point. It reminded me a lot of a grenade launcher, and it could be used in a lot of ingenious ways in both combat and puzzle-solving.

Some decent boss fights aren’t enough to save this game, though. Never before have I been so disappointed in a Batman-inspired property. Plus, this is also one of the worst examples I’ve ever seen of a Metroidvania, since the backtracking and gadget-finding is kept to a bare minimum. Broken, boring, and just plain bad, everyone should steer clear of this as though you had chiroptophobia (fear of bats).

Developer: Armature Studio • Publisher: Warner Bros. Interactive Entertainment • ESRB: T – Teen • Release Date: 10.25.13
3.0
A waste of potential, Batman: Arkham Origins Blackgate is a broken, boring game and a stain on the Metroidvania genre. Its positives are few and far between, buried under a mountain of glitches, tedious gameplay, and poor level design.
The Good Comic-style cutscenes look great.
The Bad One of the worst Metroidvanias you’ll ever play.
The Ugly All of Blackgate Prison—and its single shade of gray.
Batman: Arkham Origins Blackgate is available on Nintendo 3DS and PS Vita. Primary version reviewed was for PS Vita.

Shiny Pokémon are somewhat of a status symbol amongst hardcore Pokémon players, since they are so difficult to acquire. At least for one trainer, however, that’s no longer the case.

Known as dekuNukem on Reddit, this Pokémon player created a machine to automatically find Shiny Pokémon in Pokémon X/Y, and then give off an alert to come and play.

Noticing there was a slight time difference between how long the bottom screen of the Nintendo 3DS stays dark depending on if it’s going to be a regular Pokémon battle (11.4 seconds) or a shiny one (12.6 seconds), dekuNukem built a microcontroller that was then soldered into the motherboard of the 3DS. When turned on, the controller would repeatedly go through a process known as “chaining,” which requires a user to encounter the same Pokémon species numerous times in the same area before rewarding your diligence with a Shiny encounter. When a Shiny finally pops up, an alarm goes off on the controller signaling dekuNukem to step in and try to capture it.

Shiny Pokémon offer no real benefits in battle, but are known for their usually striking cosmetic differences compared to Pokémon of the same species. The best-known examples of Shiny Pokémon are Red Gyarados (instead of the normal blue) and Black Charizard (instead of the normal orange).

Personally, if it doesn’t help me in battle, I don’t really care what the Pokémon looks like, but I can appreciate dekuNukem’s ingenuity and dedication.

To see the device in action, check out the video below.

It wants to be the very best

I still vividly remember the Pokémon phenomenon first reaching American shores in 1998 in the form of Red and Blue—and how it absolutely took over much of the free time my middle-school friends and I had. We traded, we battled, and we went to events set up at malls in the middle of nowhere. We downright obsessed for a couple of years.

Then Gold and Silver came out in 2000, but we’d gotten a little older. And while we’d grown out of the arguments that would ensue if someone evolved their Eevee before consulting the group, the game was still enjoyable and exciting to play on its own.

But then more time passed, and the excitement and anticipation that came with each subsequent game continued to lessen. Had I simply outgrown something that dominated my early teen years? Or had the game become stagnant and the formula worn thin?

I can tell you now that it was the latter, because a lot of those great memories I had as a kid returned during the 25-plus hours I put into Pokémon X and Y.

Now, this isn’t because I’m in some quarter-life crisis and I’m feeling nostalgic or something. It’s because Pokémon X and Y succeed in adding just enough new elements to make this classic game feel fresh, while leaving its RPG core perfectly intact.

As usual in the series, you’ll start out as a trainer—this time in the brand-new Kalos region—and just like in previous Pokémon games, you set out on a quest to explore the world around you, develop special relationships with the Pokémon you carry, and collect eight Gym Badges in the hopes of proving yourself as the best trainer around. At the very start, you get to choose from one of three new Pokémon: Froakie, a Water type that looks like a frog, Fennekin, a Fire type that looks like a fox, and Chespin, a Grass type that looks like a…um, well, er…a grassy mole thing.

After this, it’s business as usual for Pokémon old-timers. Go out and level up your Pokémon of choice and collect others to set up a balanced team. Players who’ve been with the series from the beginning will be pleasantly surprised that, right from the get-go, you’ll bump into just as many Generation I Pokémon as the new Generation VI ones on your journey. For example, by the time I’d reached the first gym, I had both a Pidgey and a Fletchling in my party. In previous entries, you’d often see a lot more of the new-generation Pokémon so that the game had a chance to show them off; the balance is much better here.

While on the subject of Generation I—and all previous generations, for that matter—Pokémon X and Y does the best job of any game in the series to establish a bit of continuity in the Pokémon world. In every town I went, there were people who spoke of family in the Unova region or had traveled to Kalos on vacation from Sinnoh. Trading for a Farfetch’d and fishing for Magikarp brought me back to my Game Boy days—and there are a lot of nice little nods to the games that came before X and Y that series veterans will particularly enjoy.

But enough living in the past. By the time you get to that first gym, you’ll notice some subtle changes in X and Y that really change how you play a Pokémon game. The most obvious? The visuals. The lowered camera and 3D effect may seem like minor things, but after playing for a while, you realize just how much more immersive the game feels thanks to this slight tweak. Plus, the new roller skates allow for full 360-degree movement and break that traditional grid-based system of the past, which helps your character actually feel and behave like a human would.

And speaking of avatars, that’s another addition you’ll notice very early on: the customization. I didn’t think I’d get into it as much as I did, but making my trainer look like I wanted took up a decent chunk of my time—and my hard-earned money. By the time I was done with the game, I’d bought a half dozen new outfits and gotten a couple of haircuts along the way before settling on a particular look.

Another new element that’s immediately evident comes from leveling up your Pokémon. In previous games, it was a grind to try to level up a weaker Pokémon. You’d have to have the weaker Pokémon at the head of your party, go into a battle or random encounter, and then immediately switch out to a stronger Pokémon and have them split the experience points. Or, later on, you’d have to waste the “Hold Item” spot for one of your Pokémon in your party to carry around an Experience Share.

Pokémon X and Y streamlines the process immensely. First, if you switch Pokémon out—as long as they don’t faint—every Pokémon that participates in the battle gets full XP. And now you don’t need to have a Pokémon hold the Experience Share. Simply carrying it in your items bag will grant all Pokémon who don’t appear in a conflict half the experience points earned in a battle, making it so much easier to get a new Pokémon up to the level of the party without having to sacrifice time.

Admittedly, some purists may find problems with this. Personally, the less grinding I have to do in an RPG, the better. But if you want the “authentic” Pokémon experience, I suppose you could always sell your Experience Share at a Pokémon Center.

For all the love I’m showering on this game, I don’t feel that all the new features in Pokémon X and Y are for the best. Easily the most glaring problem is the highly touted Mega Evolution feature. The idea here is that certain Pokémon who reach their final stage of evolution—or don’t evolve at all—can take on a new form, mid-battle, to change their stats and sometimes even change their Pokémon types. In theory, it’s a fun idea that might add a hint of unpredictability to battles—but in execution, it falls flat in several ways.

The problems start with you having to sacrifice your Hold Item spot if you should happen to have the right rock that causes Mega Evolution. Aesthetically, it’s pretty cool to see familiar Pokémon like Charizard or Mewtwo take on awesome new forms. But aside from the look, the game does a horrible job of informing the player of what the changes actually do. It doesn’t show stat or type changes—and for the Pokémon whose types do change, this can really mess up strategy if your Pokémon knows moves that lose attack bonuses due to the shift. The only way to see if a type change actually occurs is to go into the Pokémon menu and look at the summary of your Pokémon as if you were going to switch them out. And even then, I still didn’t know if I’d gained strength, lost speed, or if anything else with my stats had actually happened. For a strategy-driven game like Pokémon, Mega Evolution throws an unnecessary amount of randomness into the battles.

If you can put Mega Evolutions aside, though, combat is just as fun as ever. New battles with Sky Trainers put your Flying Pokémon to the test, and Horde Battles against wild Pokémon can get intense; your Pokémon will need to withstand multiple attacks in a row if you don’t have an area-of-effect attack like Fire Blast or Surf.

Also, players no longer need to cower in fear at the sight of a Dragon type in battle. The new Fairy type—marking the introduction of many new Pokémon as well retconning several others like Clefairy and Mr. Mime—means that every Pokémon is weak against something, finally giving the game the balance it’s noticeably lacked since the Gold and Silver days.

The real innovation with battling, however, comes through multiplayer. While I wasn’t able to test the full reach of challenging passersby or putting Pokémon out into the ether randomly through Wonder Trade, I was able to get a couple of decent rounds under my belt locally with fellow EGMer Chris Holzworth, who was playing Pokémon Y while I was using X. As soon as he started playing the game on his 3DS, a picture of his avatar appeared on my lower screen. By tapping it and selecting a few options in regards to how the battle would go, I was fighting him in seconds. For competitive Pokémon players, this will make organizing events a breeze compared to years past.

Even if you aren’t competitive, this is still one of the most worthwhile purchases you’re likely to make for your 3DS. Even though I beat the game in 25 hours, if you take your time and explore all the side content—like making PR vids for your trainers, becoming a fanatical Pokémon Daycare user, or face every trainer on the routes—you could easily clock another 10 hours in single-player. This is, by far, the most impressive Pokémon game we’ve gotten in years, and it presents itself beautifully for newcomers and longtime trainers alike. It’s finally fun to try to catch ’em all again.

Developer: Game Freak • Publisher: Nintendo • ESRB: E – Everyone • Release Date: 10.12.13
9.0
The best main Pokémon series entry in years, X and Y sees several new features breathe life into a process that had grown stale and stagnant. Newcomers and longtime trainers alike should be able to find the joy in catching ’em all once again.
The Good New look, new Pokémon, and finally some new life for the series.
The Bad Unclear benefits to Mega Evolutions.
The Ugly Scraping the bottom of the barrel when it comes to inspiration for new Pokémon.
Pokémon X and Y are exclusive to the Nintendo 3DS. Primary version reviewed was Pokémon X.

The Pokémon Bank app will launch on the 3DS eShop on December 27, Nintendo of America announced today on their official Twitter account.

According to the app’s official FAQ, there will be an annual fee of $4.99, meant to help maintain and manage the servers, to use the app. If you sign up before January 31, 2014, however, you’ll be given a free 30-day voucher.

The Pokémon Bank will provide players with 100 different boxes online to store Pokémon in, giving them the potential to store 3,000 different Pokémon on Nintendo’s servers, which can then be accessed at anytime through the Pokémon X/Y software.

If you sign up for the Pokémon Bank, you’ll also get the Pokémon Transporter companion app for free, which allows you to move Pokémon from Pokémon Black and White and Black and White 2 into the bank. Those Pokémon can be transferred into Pokémon X and Y, linking the two most recent generations of Pokémon together. This is only a one-way move, however, so you can’t bring Pokémon in X and Y to Black and White.

For more info on the Pokémon Bank, including a way to theoretically bring Pokémon from as far back as Ruby and Sapphire to X and Y, check out the Pokémon FAQ page here.

Pokémon X and Y launches exclusively for Nintendo 3DS worldwide on October 12. EGM’s full review will go live next week, on Monday, October 7.