Tag Archive: nintendo


The first details of the Fire Emblem game for New 3DS were revealed alongside a new trailer that was shown during today’s Nintendo Direct.

To start off, much like the player character in Fire Emblem: Awakening, the hero of this new game will also be customizable. Unlike Awakening, however, the player character here will be the center of all the attention instead of just supporting the narrative lead.

Set in a world where two feuding nations are on the brink of war, the reason your character is so important is because although you were raised by the royal family of one of these nations, Nohr, a land bent on glory through war, you are actually part of the royal bloodline of the other nation, Hoshido, a more peaceful and honorable place. When this revelation comes to light, you will be forced to choose: blood or loyalty.

Not only will your choice affect the narrative, but also the difficulty. The Hoshido choice provides a more traditional Fire Emblem tale, whereas the Nohr choice will be a more harrowing experience.

This first Fire Emblem for the New 3DS will be released sometime in 2016.

Not thinking outside the box

I pride myself on being able to find enjoyment from a ton of different gaming genres. Whether it’s shooters, fighting games, RPGs, or sports titles, you’ll likely find them somewhere in my collection. Sometimes, though, the genre that really gets me pumped up is a good old-fashioned puzzle-platformer. So, when a little passion project from longtime Nintendo developer HAL Laboratory named BoxBoy! found its way on to my 3DS, I was more than ready to give it a shot.

BoxBoy! stars a walking square named Qbby who must use his ability to make box-shaped extensions of himself to overcome nearly 200 different obstacle courses on the way to repairing his damaged homeworld. Qbby can make bridges to cross gaps, create shields to block lasers or spikes, or build makeshift stairs to reach higher areas.

Unfortunately, especially with the illustrious pedigree of HAL behind the game, I was surprised to find that BoxBoy! feels empty inside. I mean, sure, there’s technically a ton of content crammed in here: hundreds of stages, unlockable challenge levels, and a score-attack mode where you use Qbby’s powers to collect emblems. But by the time I’d reached the fourth world—or after less than an hour of playtime—I’d already grown bored.

You see, BoxBoy! does nothing to innovate on the puzzle-platformer. Admittedly, it’s not the worst thing in the world to use the same traps and gimmicks we’ve seen dozens of times before—teleporters, gravity fields, lasers, and spikes. Disappointingly, though, the game never pushes your cognitive process beyond using the same handful of box creations you learn at the beginning to overcome every situation, so the gameplay starts to feel very monotonous very quickly, even when new obstacles are introduced.

BoxBoy! doesn’t offer any depth-of-field puzzles, since the game isn’t compatible with the 3DS’ 3D feature—it’s a wholly 2D world. The game doesn’t even include any physics-based puzzles. Every time I thought I might be able to use something like momentum to get through a puzzle or place a box where I needed it to be, it would almost immediately sink down in a straight line, like throwing a crumpled-up piece of paper instead of an object that actually had some weight to it.

Eighty percent of the game just feels like HAL got into a “rinse and repeat” mindset with the stage design until they got close to a triple-digit number. Each new level introduces a new impediment, but often instead of combining them with ones seen in previous levels, you only have to bypass the latest one. This fact only compounds the monotony since it feels like you’re you’re playing the same puzzle a handful of times before being allowed to progress to the next one. The stages work, but there’s nothing truly interesting about a single one.

At least until you get close to the end of the game, that is. At that point, there’s a drastic spike in difficulty that makes the last two levels boring and hard. It’s not that I couldn’t overcome them, but after walking through the previous 15 stages like they were nothing, this sudden change of pace was jarring—and not in a good way, considering how ill prepared I felt at first.

And one would think that part of the reason BoxBoy! has such a simple motif—black-and-white settings and characters, with every object in the world including a right angle—that HAL would’ve crafted more inventive puzzles to take advantage of this and defend the decision to keep the look so modest. But everything about BoxBoy! just feels bare bones.

I honestly can’t recommend BoxBoy! even for someone who loves puzzle-platformers. There’s a clear lack of creativity here, whether it’s the art style, story (or lack thereof), gameplay, or level design. I kept wondering when the game would finally start to pick up—and then, before I knew it, it was already over, with the entire experience clocking in at only a few hours. I suppose I should be thankful it only took one sitting to beat and didn’t consume more of my time, because almost from the start, BoxBoy! felt like a waste of it.

Developer: HAL Laboratory • Publisher: Nintendo • ESRB: E – Everyone • Release Date: 04.02.15
4.0
HAL Laboratory fails to innovate at all within the puzzle genre and throws many of the same obstacles at you over and over again—to the point where BoxBoy! is as plain a platformer as its monochromatic motif.
The Good A ton of levels and side content.
The Bad The gameplay is as plain as the design, with a surprisingly sharp spike in difficulty at the very end.
The Ugly BoxBoy! feels like it might’ve had a place on the original Game Boy—not on the 3DS.
BoxBoy! is a Nintendo 3DS exclusive. Review code was provided by Nintendo for the benefit of this review.

Party crashers

Mario Party is no longer the friendship-threatening, free-for-all party game it once was, and I think I miss those days. Mario Party 10 offers several new ideas that attempt to push the franchise forward, but now there’s a more peaceful coexistence among players on the living-room couch. Unfortunately, some of the new concepts don’t deserve a spot on the winners’ podium, and when combined with a clear lack of on-disc content, Mario Party 10 seems to kick off an awful trend for the series.

On the surface, Mario Party 10 should offer more than any Mario Party game to date, since it includes three primary options: the traditional Mario Party mode, a new 4-vs.-1 Bowser Party, and a new Amiibo Party. But once I played through each, I quickly realized that the game splits up and repeats an already limited amount of content among three different styles of play.

The Mario Party mode is the same as in Mario Party 9, with only minor tweaks. Instead of a Monopoly-style board, as in the first eight entries, (where players could go around as many times as they wanted), the boards are more like Chutes and Ladders, with a definitive beginning and end. This style does lends itself to faster games, usually concluding in 30 to 45 minutes. Though I miss the competition encouraged by older Mario Party games, I definitely do not miss the 90-minute marathons that sometimes broke out, and I find these shorter games much more digestible.

The only real difference from Mario Party 9 is that now in Mario Party mode, the Wii U GamePad allows players to keep track of Bowser, who serves as a looming threat on every board. Bowser does a lot more in his own personal mode, but here he shows up and steals stars from whoever unlocks him, which is done when the group, as a whole, lands on every face of the 1-6 die at least once. Whoever rolls the final side needed to unleash him suffers the unfortunate consequences.

While this omni-Bowser does make for an interesting new hazard, it’s really just another way to force every player to come together, like a persistent minigame. No one wants to unleash Bowser, because he can hurt the entire group depending upon how he acts.

It honestly feels like a waste of the GamePad, though. The main Mario Party mode plays out using just Wiimotes (the Pro Controller doesn’t work because of the lack of a gyroscope), and the GamePad is really nothing more than a second screen.

While the main mode doesn’t do a lot to differentiate itself from the previous game in the series, a lack of change in how Mario Party plays isn’t necessarily a bad thing, since I still found myself enjoying each board. My biggest complaint comes from the aforementioned lack of content.

Mario Party 10 offers two fewer boards than Mario Party 9—and nearly 20 fewer minigames. It’s hard to tear the minigames apart because, as always, some will resonate more with a particular player than others. I loved some and absolutely hated others, but the fact that the game offers so few compared to the last game is insulting.

If the main mode encourages players to work together, Bowser Party downright demands it. In this new mode, a fifth player joins the action by grabbing the GamePad and playing as Bowser, already out of his cage and trying to chase down the four-player caravan in a race to the finish. It’s just the latest example in the 4-versus-1 gaming craze, and if Mario Party mode was a light snack, then Bowser mode is just starving itself. Three of Mario Party mode’s five boards repeat here, mildly repurposed to allow for Bowser, who can roll four dice every turn to catch up to the other four players. And while Mario Party mode offers 60-plus minigames in Mario Party mode, Bowser Party offers a whopping seven.

That’s not a typo, folks. You want repetitive, unbalanced gameplay? Jump into Bowser Party, where you have to play the same seven minigames specifically tailored to Bowser’s abilities again and again. What’s more, each board’s minor tweaks are set so that the four normal players are always at a disadvantage. It’s called “Bowser Party” for a reason—he’s usually the only one having any fun.

At the very least, though, the limited content in the Mario Party and Bowser Party modes comes packaged in the game. The same can’t be said of Amiibo Party. Nine amiibo figurines are compatible with Mario Party 9: Mario, Luigi, Bowser, Donkey Kong, Rosalina, Peach, Yoshi, Wario, and Toad. Now, if you already have amiibo from Super Smash Bros., you can just reuse them here for Mario Party. Eight of the nine figures listed have Smash Bros. equivalents.

If you refuse to get any amiibo, however, this mode is locked away. You see, each figurine contains a Mario Party 1-8–style board themed around that character. The more compatible amiibo you have, the more you can mix and match corners of each board to create all kinds of game setups. You could have one with Toad, Mario, Luigi, and Peach corners or just a fully formed Yoshi board.

But, of course, to do this, you’d need to drop the cash to get each amiibo. Nintendo may not do a lot with DLC, but this might actually be worse, since getting all nine amiibo will cost you more than $100. The boards are cute, and longtime fans might appreciate the throwback nature of them, but that’s a lot of money for some extra game boards in a party game that’s so desperately lacking.

I mean, even if you count the minor Bowser Party variations, the game only includes eight non-amiibo boards, and nine potential amiibo boards can be unlocked by buying the figures. Also, since Bowser isn’t a normal character on the roster, if someone uses the Bowser amiibo, you can only play the seven minigames from Bowser Party—and you’re locked out of the other 60-plus in the game.

Mario Party 10 is a decent game at its core, but it sabotages itself to the point where it’s barely worth playing. Mario Party mode is still fun, even if it’s mostly the same as Mario Party 9, and it’s easily the best balanced of the game modes. Bowser Party is an interesting idea, but it needs a lot more work to make the win/loss ratio fair. But I just can’t get behind a game that has half its content locked behind the amiibo figures, not to mention fewer minigames and game boards than the previous entry in the series.

Mario Party 10 is a disappointing debut for the series on the Wii U, and I can’t help but wonder if Nintendo tried to do too much and ended up doing nothing worthwhile instead. The bottom line, though, is that all Mario Party 10 made me do was wish for the days when I got into fights with my friends after every round of mini games.

Developer: Nd Cube • Publisher: Nintendo • ESRB: E – Everyone • Release Date: 03.20.15
5.0
A lack of content and a failure to properly execute on some of the new ideas had me longing for the days when Mario Party games would result in brawls in my living room.
The Good The new game boards are fun and certainly keep players on their toes the first few times around.
The Bad Relying on amiibo to boost the game’s diversity; poor balance to the new Bowser mode; lack of overall content.
The Ugly What would happen if the next Mario Party tried a different style of board game—like Settlers of Catan?
Mario Party 10 is a Wii U exclusive. A retail copy and several Amiibo were provided by Nintendo for the benefit of this review.

Taste the rainbow

Kirby and the Rainbow Curse is the long-awaited follow-up to the offbeat Canvas Curse, which helped sell players on the concept of the Nintendo DS. Like its predecessor, Rainbow Curse begins when a massive portal opens in the skies above Dream Land. Without warning, the otherworldly gateway sucks all the color out of Kirby’s home and uses it to bring life to seven new worlds, themed after the spectrum of a rainbow. Of course, it’s up to Kirby—with a little help from his new friend, Elline, a paintbrush fairy from the other side of the dimensional opening—to conquer these seven worlds, restore the color, and save Dream Land.

Players take on the role of Elline and use the Wii U GamePad’s stylus to act as the paintbrush fairy, drawing paths for Kirby to follow in order to lead him to each respective stage’s goal. You’d think eliminating the buttons would oversimplify the gameplay, but I believe the experience might actually be more difficult in the beginning for seasoned players—it takes some time getting used to the idea that you’re not controlling the game’s main character. Instead, you’re just kind of guiding him along.

Even simple maneuvers, like turning Kirby around, can’t be done with a press on the D-pad. You have to draw a whole new path, and therein lies part of the brilliant challenge of Rainbow Curse: Right from the get-go, it challenges your thinking when it comes to how you’d normally approach a platformer or more traditional Kirby title.

Once you start getting used to the idea of being this sort of “hand of fate” and become accustomed to the controls, the game ramps up the difficulty, introducing new ways to use what you’ve learned. At one point, for example, Kirby will split into two, and you’ll have to guide both parts of him to the end goal. Rainbow Curse also sees Kirby taking on the guise of a submarine, tank, or rocket, and Nintendo’s able to squeeze a surprising amount of depth from a singular game mechanic. I was so engrossed by each new way to use the stylus—blocking lava waterfalls, guiding Kirby through a self-destructing spaceship, and so on—that the absence of his signature copying and floating abilities never even fazed me.

Part of what helps keep each stage fresh might be the fact that the game’s only 28 stages long (seven of which are dedicated solely to boss battles), which is on the short side for Nintendo platformers nowadays, if you’re just looking at the numbers. But it still feels lengthy enough because of what feels like a natural rise in difficulty all the way to the final boss. Add in a half dozen collectibles to each level and 40 extra challenge rooms, and the replayability of each world definitely helps counter the lack of total levels overall.

Another surprising strength lies in Rainbow Curse’s art style. In today’s hyper-realistic gaming world, using clay animation is brave—even for a Nintendo franchise that typically tends toward the cartoony. But the choice works well, since the clay designs give everything in Rainbow Curse a novel texture that really helps this new dimension feel uncanny and very alive. Coupled with Kirby’s typically bright color palette, everything seems to jump off the screen.

The only real downside to Rainbow Curse? As pretty as it looks in HD, I found myself hard pressed to look up from the Wii U GamePad sans the opening and ending cutscenes. In order to more accurately and successfully draw paths for Kirby to complete his adventure, I couldn’t look at the TV and draw at the same time. This forced me to play the entire game on the GamePad—not the worst experience in the world, but I think the dual-screen gimmick would’ve been better served if I’d been able to look at the TV once in a while. The only reason to play on the big screen at all is if you’re in co-op, where a second player controls a Waddle Dee with a Wiimote.

It should also be mentioned that Kirby and the Rainbow Curse features amiibo support, and while this is entirely optional, I found this element tacked on and uninspired. So, if you don’t own a Kirby, King Dedede, or Meta Knight amiibo, I can promise you that you aren’t missing much. All amiibo support does is grant players a single stat boost for one stage, once per day. King Dedede gives a health boost, Meta Knight increases your attack, and Kirby grants unlimited Star Dash special attacks. I found the effort of looking for an amiibo figure far more exhaustive than just playing the game normally.

Kirby and the Rainbow Curse is a fine successor to Canvas Curse—it’s on par or better in many ways and should provide a potent challenge for even the most experienced platform player. It’ll also keep you on your toes as it constantly adds new elements over the course of the game’s seven worlds. And, of course, it does all that in a charming, colorful fashion that can only be decidedly described as staying true to what Kirby’s all about.

Developer: HAL Laboratory • Publisher: Nintendo • ESRB: E – Everyone • Release Date: 02.20.15
9.0
Bright, colorful worlds brought to life by a unique art style, coupled with challenging, diverse gameplay highlights yet another successful Kirby spin-off that is as good or better in many ways than its predecessor.
The Good The stylus-based controls are simple to learn but difficult to master.
The Bad Never looking at the HD graphics besides the opening and ending cutscenes in order to see where you’re drawing on the GamePad.
The Ugly HAL Laboratory has officially run out of naming ideas. The game has seven levels, so they call the world “Seventopia”? Really?
Kirby and the Rainbow Curse is a Wii U exclusive. A retail copy was provided by Nintendo for the benefit of this review.

What? Pokémon Ruby/Sapphire are evolving!

When Pokémon Ruby/Sapphire came out more than a decade ago on the Game Boy Advance, it was one of the more intriguing entries for the franchise. Kicking off what would later be known as Generation III, Ruby/Sapphire introduced players to the Hoenn region, as well as to 135 new types of Pokémon.

It was an odd release, though, because it did away with the day/night cycle introduced in Gold/Silver and no longer encouraged players to try “catch ‘em all”—neither game allowed you to catch all 386 Pokémon known at the time. Still, new Pokémon like Treecko, Mudkip, and Torchic would help these entries find a way into fans’ hearts just the same as previous games had. Because of this, much like how Red/Blue and Gold/Silver were remade several years after their original releases, Nintendo felt it was finally time to do the same to Ruby/Sapphire. Unlike those previous remakes, however, Omega/Alpha feel familiar but also add enough new elements to actually warrant a remake.

Your adventure starts off the same as it did a decade ago, with your family moving to the Hoenn region after your father, Norman, is named Petalburg Gym Leader (the fifth you’ll have to face on your way to the region’s Elite Four). Looking to follow in your father’s footsteps as a Pokémon trainer, and with the help of local Pokémon expert Professor Birch, you decide to become the best Pokémon trainer in the world. As you set out to collect the eight gym badges required to make a run at the Pokémon Champion, however, you stumble upon a plot hatched by a nefarious group of Pokémon trainers (Team Magma in Ruby, Team Aqua in Sapphire). They’re trying to revive the legendary Pokémon of the region (Groudon in Ruby, Kyogre in Sapphire), which would spell doom for human and Pokémon alike if they were to succeed. So, naturally, you strive to become not only the very best, but to save everyone and everything you know along the way.

Coming shortly after the release of Pokémon X and Y proves more advantageous for Omega Ruby/Alpha Sapphire than either of the previous two generations of remakes because of the huge changes X/Y marked for the franchise as a whole. The story of Ruby/Sapphire, however, remains almost exactly the same, beat for beat, which should lessen the learning curve for returning fans but might also deter them from exploring as much as they might with a brand-new adventure.

The only narrative changes you’ll see are minor dialogue rewrites meant to accommodate X/Y features ported over here, like Mega Evolution. Even the “Delta Episode,” which helps explain how Mega Evolution functions, isn’t as new or original as it’s been touted to be.

Meanwhile, what did come over from X/Y goes a long way toward making this familiar adventure feel as fresh as it did 11 years ago. The world of Hoenn looks fantastic, realized in full 3D as you make your way through redesigned gyms, towns, and dungeons. Plus, the Pokémon seem to jump off the screen with the enhanced graphics, and the game, as a whole, easily looks just as good as X/Y.

There’s also the inclusion of Mega Evolutions. Not only are they tied into the story now, but more Pokémon can achieve these new, more powerful forms, including Latios and Latias, one of which will now automatically join you on your journey. Primal Reversions also debut here, but they’re really just new in name only and meant to serve a narrative purpose within the tweaked plot. In reality, they’re simply the Mega Evolutions for the legendary Pokémon Groudon and Kyogre, but instead of needing to activate this power on the Fight menu once already in battle, they’ll transform automatically as soon as they enter the fray.

Curiously, though, some of X/Y’s features didn’t make the trip to Omega Ruby/Alpha Sapphire, like being able to customize your trainer beyond choosing whether they’re male or female at the start. Instead, a new feature called Secret Bases—special holes scattered around Hoenn that you can crawl into and make your own special playroom out of—are meant to scratch your customization itch. It’s a nice idea, especially since you can share different rooms with your friends, but I’d much prefer being able to dress my trainer however I want and let my friends see that in battle, rather than show them whatever new lamp I just bought and stuck in my treehouse.

There’s more to Omega Ruby/Alpha Sapphire than just having some of X/Y’s notable features crammed in, though, as it does some interesting things on its own. In conjunction with X/Y, you can now complete the most recent National Pokédex for the first time, since some Pokémon are only available in Omega Ruby/Alpha Sapphire. That’s right: If you work hard enough, you can get all 719 Pokémon between the two games.

There’s also the exclusive Cosplay Pikachu, a special version of everyone’s favorite electric rodent that you can win by participating in a Pokémon Contest, a side-activity where Pokémon are rated based on the moves they perform on a stage for an audience. Cosplay Pikachu can’t be traded or evolved but instead wears a variety of outfits into battle that allow it to learn unique, off-type moves. For example, Rockstar Pikachu can learn Meteor Mash, a Steel-type move. And while I think it’s a stupid idea to put a Pikachu in an assortment of different outfits and call it a “feature,” I can’t argue with the fact that it’s actually one of the most powerful Pokémon in the game and ended up being in my final six before taking on the Elite Four.

Besides the completionist’s dream (or nightmare) of trying to complete the Pokédex, a new device called DexNav makes it easier to find those rare Pokémon that only appear at certain times of day or in particular areas under unique conditions. This new feature singlehandedly changes the entire mechanic of searching for (and trying to capture) Pokémon, because it lessens how much luck is involved in the process.

The DexNav can easily be turned on via the bottom screen of the 3DS and works by constantly scanning an area with a radar-like system, leading you directly to these rare, more powerful Pokémon. For example, I found a Mightyena that knew Ice Fang, a move that it wouldn’t normally learn over the course of its training outside of a TM (technical machine, which teaches Pokémon moves they wouldn’t learn otherwise). I also found a Sandshrew that was 10 levels above all the other Pokémon in the area. This randomness in regards to strength and move list makes it much more interesting to catch Pokémon again compared to just shuffling through grass and hoping for the right random encounter.

The biggest change to the game, though, probably comes from the new ability to soar. This new ability is exclusive to Latios or Latias, and only when you’re ready to take on the eighth gym in the game and later. It’s not a move that takes up one of your four slots like Fly or Cut, though, and instead requires a special item, much like riding the Bicycle. Instead of riding on roads and through grass, though, you can ride one of the Eon Pokémon like your own personal jet through the never before explored skies of Hoenn. And once you soar, you can try to capture Pokémon that you wouldn’t normally find as you jet through the airways above the entire region.

Special Mirage Spots­—accessible only by soaring—lead you to the legendary Pokémon from other games, which is necessary if you’re to complete the entire Pokédex. I was honestly shocked at how much fun I had soaring. Not only did it make getting to certain areas easier, but also seeing the entire region of Hoenn from a bird’s-eye view was absolutely beautiful.

And speaking of battling, it’s just as easy now to jump into a versus match against another human in Omega Ruby/Alpha Sapphire as it is in X/Y—but now you can choose if you want to do game-exclusive matchups, which limit you to using Pokémon only from those games. For example, you wouldn’t be able to take Rayquaza into an X/Y League match or Xerneas into an Omega/Alpha match. Other options allow you to use whatever Pokémon you like, but I imagine these new rulesets are more for competition’s sake.

Pokémon Omega Ruby/Alpha Sapphire surprised me with how much it was able to add from Pokémon X/Y—yet manage to stay true to the original adventure from more than a decade ago. Not all the new features were as impressive as they were hyped to be, and not everything that should’ve come over from X/Y did in the end, but despite this, Omega Ruby/Alpha Sapphire are more than worthy of the Pokémon name, and they work as either new adventures for newcomers to the series or fun strolls down memory lane for lifelong trainers.

Developer: Game Freak • Publisher: Nintendo, The Pokémon Company • ESRB: E – Everyone • Release Date: 11.21.14
8.5
New features like DexNav and the soar ability add just enough new gameplay elements to the classic Pokémon formula to help make this decade-old adventure feel new again.
The Good New visuals; soar and DexNav add fun new gameplay elements.
The Bad You can’t customize your trainers like in X/Y; Primal Reversions are just glorified Mega Evolutions.
The Ugly Cosplay Pikachu: it reminds me of all those stupid people out there who insist on dressing up their pets.
Pokémon Omega Red/Alpha Sapphire are a Nintendo 3DS exclusive. Primary version of game reviewed was Omega Red. Review code was provided by Nintendo for the benefit of this review.

A magnificent mash-up

Whenever players first hear about a videogame mashup, there are typically two distinct reactions. Some will freak out as their eyeballs gush tears of joy in a manner befitting an anime character and their mind explodes due to the onslaught of unbelievable awesomeness. Others have a more subdued reaction: their face plastered with a look of puzzlement as the world around them slowly shatters due to the immense confusion with which they’re suddenly burdened.

When I first heard about Hyrule Warriors, I admit I fell into the latter category. Don’t get me wrong, I love The Legend of Zelda. I even like Dynasty Warriors, to be honest. But mixing the two together? Please don’t tell Nintendo of America president and COO Reggie Fils-Aimé, but my body was simply not ready. My state of corporeal preparedness aside, the day has come where Hyrule Warriors now sits in my Wii U.

What surprised me right away about Hyrule Warriors was the story. On the surface, sure, we’ve heard it all before. A hero named Link must once again save Hyrule from an unfathomable evil. But this time, he must do it across time and space, visiting Legend of Zelda realms from the past (Ocarina of Time, Twilight Princess, and Skyward Sword specifically) to prevent the four fragments of an eternal evil from reuniting.

Though it sounds simple enough, the story finds a way to stay true to the classic Legend of Zelda formulapaying proper homage when necessarywhile also adding its own wrinkles on how characters came to be and how they aid Link on his quest. Everything’s familiar enough to give welcome pangs of nostalgia, but not quite so unoriginal as to feel brainlessly derivative or lacking in value of its own.

The narrative was also far longer than I expected. The main campaign lasts 18 missions, each about 30 to 40 minutes, and the story takes unexpected twists and turns, thrusting you into the shoes of heroes besides Link to take advantage of the Dynasty Warriors gameplay elements. The only part of the story that disappointed me? The fact that Koei Tecmo couldn’t find a way to work with Nintendo and make this adventure fall somewhere in the convoluted Zelda canon.

If the story makes brilliant use of its Zelda source material, the gameplay is where the Dynasty Warriors part of this mashup comes through. Droves of Bokoblins, Stalfos, and other classic Zelda enemies fill the screen as you hack and slash your way through literally thousands of them during each mission while trying to capture castles, keeps, or forts, and rout the dark forces.

However, it seems like the the development team’s efforts went into trying to fit all those enemies onscreen at once, because the levels that you fight through are some of the most generic, bland locales ever to exist in Hyrule. At least you get something for flaying as many baddies as possible, since Link and the other playable heroes and villains can level up by grinding through those seemingly endless hordes, earning better weapons and crafting materials that provide stat boosts to each character.

To give the gameplay a Legend of Zelda twist, however, each new level often contains a classic dungeon itemsuch as the boomerang, bow and arrow, hookshot, or bomb—which are then used to vanquish familiar bosses like King Dodongo or Gohma.

Unfortunately, even the addition of these classic items can’t prevent the gameplay from getting a bit tedious, even for the most devoted of Zelda fans, since the game quickly devolves into the mindless abuse of a single button. The lack of enemy difficulty is only trumped by the pitiful ally AI that always seems to find a way to get into trouble with these simpleton minions. Even the boss battles quickly become tiresome and simple, with no single creature proving to be a true threat—except when you’re surrounded by the never-ending waves of underlings that often come to their aid.

Fortunately, there’s a lot more waiting to be discovered just beneath Hyrule Warriors’ surface if you can tolerate the somewhat monotonous gameplay. After beating the story, you unlock Hero Mode (an ultra-hard difficulty for all the levels), as well as the ability to go back and replay any level with any hero in Free Play mode. Each level also has hidden gold skulltulas—with a grand total of 100 in the gamethat unlock special art and items as you find more.

The biggest replayability factor, however, might be Adventure mode, which opens up on a 8-bit world map from the original NES Legend of Zelda. Here, you can take on an assortment of challenges, such as killing a certain amount of enemies within a specific time limit, fighting all the bosses in quick succession, or even just answering a quiz based on the game. Each completed challenge unlocks more and more of the map and will sometimes reward you with new items that can be taken back into Story mode. You can also level up the heroes you don’t play with as often, since some sections require specific characters to earn an “A” completion ranking.

Overall, Nintendo and Koei Tecmo did a great job putting a unique spin on one of gaming’s crown-jewel franchises. It’s a mashup that most of us didn’t really want, but we should be happy now that we have it. If you love hack-n-slash games or are just a Legend of Zelda aficionado, then there’s more than enough in Hyrule Warriors to satisfy both those needs.

Developer: Team Ninja, Omega Force • Publisher: Nintendo, Koei Tecmo • ESRB: T – Teen • Release Date: 09.26.14
8.0
If hack-n-slash games are your jamor you can tolerate them but really just love The Legend of Zelda in all its iterations—then Hyrule Warriors is a more-than-worthy warmup for Link on the Wii U.
The Good A unique take on the Legend of Zelda formula that will appeal to fans of the franchise.
The Bad The hack-n-slash gameplay can get repetitive; bosses feel like pushovers.
The Ugly Darunia’s victory dance makes me never want to play with him ever again.
Hyrule Warriors is a Wii U exclusive. Review code was provided by Nintendo for the benefit of this review.

Ray Carsillo discusses upcoming titles for the Nintendo Wii U and 3DS, including Super Smash Bros., Hyrule Warriors and Bayonetta 2 with Nintendo of America Assistant PR Manager Krysta Yang at the 2014 San Diego Comic-Con.

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.

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.