Tag Archive: nintendo


A rumble in the jungle

I absolutely loved Donkey Kong Country Returns when it released on the Wii more than three years ago. It was a long-awaited return to form for Nintendo’s simian supreme. I’ll admit, however, despite the success Retro pulled off with Returns, I was a bit worried when I heard their next game was a direct sequel. Unlike their previously successful resuscitation of a dormant Nintendo franchise with Metroid Prime, platformers like Donkey Kong Country don’t really have an overarching story tying all the games together. I feared that Retro had already pulled out all the stops, and that Tropical Freeze would be a clone with a new coat of paint. Sometimes when I’m wrong, I’m really wrong.

Donkey Kong Country: Tropical Freeze sees our beloved banana-hoarding ape and his family celebrating DK’s birthday when a cold wind comes blowing in from across the sea. Suddenly, Donkey Kong’s tropical paradise has become a winter wonderland. New Viking-like enemies, the Snowmads, have appeared out of nowhere to claim Donkey Kong Island for their own, and they promptly send DK and friends out to sea. The Kong Clan must now band together and work their way back across a variety of new and uncharted locales before taking on the Snowmad leader to reclaim their lost home.

Yes, it’s the same “Someone’s stolen DK’s home/horde” story as always. But, then again, Mario’s almost always rescuing a kidnapped Princess Peach, too. You don’t play a Nintendo platformer for the story. It’s simply an excuse to test your skill with a controller over the course of dozens of specially crafted stages.

It’s these stages that make it clear that Retro is just as talented as Nintendo. For one, the precision required is a notch higher than in Returns, and it’ll push you more than you might expect. By the time I got through the entire game, I’d had a great experience, but I also felt like I’d accomplished something by beating a game that was no pushover—a rare feat among modern platformers. The difficulty ramps up smoothly, and I never once felt smothered by a sudden array of collapsing platforms or other hazards. Sure, a few trial-and-error stages caused me to sacrifice some life balloons, but for the most part, the game informs about the dangers ahead and how to bypass them, leaving it up to the player to input the proper commands. For example, a lone Snowmad walks under a giant plant—and the plant then eats the Snowmad. That enemy’s clearly there to say “stay the f*** away from this thing” without you having to be the victim first.

Should any individual stage start to bring on conniptions, though, you can still find ways to overcome the challenge through purchasing items. By spending the plentiful collectible Banana Coins at Funky Kong’s shop, you can accrue more lives, additional air for the underwater segments, extra armor for mine-carts, Banana Juice for invincibility, and more. Most experienced platform players will probably only visit Funky to try their hand at the gumball machine that spits out randomized 3D character models, but it’s a nice touch to offer these options so that players of all skill levels can enjoy the adventure.

While any level can be cleared with Donkey Kong alone, the areas drastically change if he has Diddy, Dixie, or Cranky Kong on his back. Each partner offers special advantages, and they all feel different from each other. Dixie’s helicopter spin gives Donkey Kong a boosted jump, and her slow hover back to the ground affords the chance to take a little extra care when hopping from platform to platform. Diddy’s rocket barrels help DK glide across long gaps more smoothly as well, but he may prove most useful underwater, where he gives a huge speed boost. Finally, Cranky’s expertise comes in helping DK avoid taking damage from spikes with a move that makes him look like Scrooge McDuck in Capcom’s Ducktales games as he hop alongs on his cane. While you may come to rely on a favorite (mine was Dixie), in order to find all the game’s secrets, you’ll need to learn how best to all utilize their unique skillsets and switch between them when necessary.

What’s more, the variety between stages is astounding. Not content to simply offer traditional mine-cart levels, Tropical Freeze instead includes mine-cart rides that take you through a sawmill and see you racing against runaway buzzsaws. Underwater levels don’t just have you swimming in a lagoon; they have you searching for treasure to find the key to unlock the exit. This diversity continues into the “regular” levels, which see DK running through a burning savannah, leaping through a spiraling tornado, and riding a hot-air balloon through the clouds. I honestly never wanted to put my controller down just because I wanted to see what wacky situation I’d be thrown into next.

There’s also one thing I never really expected from Tropical Freeze, but I got it in spades: replayability. If you blow through the main adventure, the game’s about 12 to 15 hours long, but there’s easily enough content here for three times that. Not only do all levels include collecting all the K-O-N-G letters and five to nine puzzle pieces to unlock some awesome concept art, but they also offer time trials to unlock medals. The time-trial videos can be uploaded to a worldwide leaderboard, or you can download other players’ runs to see how they were able to get Gold in a particular level and make their speed-run tricks your own. This process is so seamless, in fact, that I hope more Nintendo games start using it. On top of all this, some stages have multiple exits to unlock branching paths, and it wouldn’t be a true Donkey Kong Country game if there weren’t some hidden worlds.

Despite my gushing, I’ve got a couple of minor gripes with Tropical Freeze. The chaos that is co-op makes playing this mode almost worthless unless you and your partner are perfectly in sync. So, even though the option’s there, this game shines most when played solo. I also wish we would’ve seen more of Donkey Kong’s animal buddies from the SNES days. The returning water levels especially screamed for Enguarde the Swordfish to return, even with the Kongs now able to defend themselves underwater.

Donkey Kong Country: Tropical Freeze is, otherwise, an absolute blast to play. With stunning audio and visuals, combined with gameplay depth and variety, Tropical Freeze has easily cemented itself as one of the best platformers I’ve ever played.

Developer: Retro Studios • Publisher: Nintendo • ESRB: E – Everyone • Release Date: 02.21.14
9.5
One of the best platformers I’ve ever played, Tropical Freeze finds a way to build on the successful foundation of Donkey Kong Country Returns in new and wonderful ways.
The Good New and creative challenges throughout keep gameplay fresh.
The Bad Co-op leaves something to be desired.
The Ugly Thinking of what could have happened to Enguarde, Expresso, and the rest of DK’s SNES buddies.
Donkey Kong Country: Tropical Freeze is a Wii U exclusive, and was reviewed using a retail copy provided by Nintendo. 

Little Mac is the latest addition to Super Smash Bros. for Wii U and for 3DS’ ever growing roster, Nintendo president Satoru Iwata revealed during today’s Nintendo Direct presentation.

Little Mac, of course, is best known as the main protagonist in all three Punch-Out!! games, first debuting in Mike Tyson’s Punch-Out!!  for NES in October 1987 (originally just called Punch-Out!! in Japan).

The diminutive fighter is portrayed as the stereotypical underdog, overcoming all the odds caused by his smaller stature to become champion of the world. His reveal trailer for Super Smash Bros., which is embedded below, pokes fun at this, also showing that a lot of fight can come in even the tiniest of packages.

Not surprisingly, his powers revolve mostly around him being able to perform a flurry of fast punches. He also has a charge meter that, after absorbing enough damage, allows him to unleash a devastating uppercut to his opponents. The trailer also shows off his Final Smash ability, which sees Little Mac become anything but little, as well as a new stage based around a boxing ring, (obviously tailored to Mac).

The only disappointing thing probably about this latest Smash Bros. announcement is that Nintendo still hasn’t provided a solid release date for the series’ fourth full entry.

EGM Game Over Podcast 061: The “T” in Baseball Stands for Mr. T

The EGM crew brings you the Game Over Podcast, our end-of-the-week conversation where we discuss some of the biggest recent events in gaming.

[Hosts] Andrew Fitch, Ray Carsillo, Josh Harmon, Chris Holzworth, and Eric L. Patterson
[Date] January 17th, 2014

[The Conversation] We talk about Shuhei Yoshida smacking our hands for wanting to turn off the light on the DualShock 4, some ex-EGM folks starting a Kickstarter, the difficulty of marketing Titanfall, RBI Baseball stepping up to the plate once again, Nintendo’s fiscal year estimates just SLIGHTLY missing their mark, your letters, and much more on our second-longest show ever!

Want to send feedback to the show? Drop us a line via email (letters@egmnow.net) or on Twitter (@EGMNOW), and check out the Game Over Podcast’s Facebook page.

[Subscribe via iTunes] http://itunes.apple.com/us/podcast/egm-radio/id538629924
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[Connect on Facebook] https://www.facebook.com/groups/egmgop

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.

China has temporarily lifted their ban on foreign consoles, the BBC reports. Nintendo, Sony, and Microsoft will now be able to build their consoles in a designated free trade zone in Shanghai, where Chinese government officials will then inspect the consoles before they are allowed to finally go on sale.

Back in September 2013, the Chinese government announced its intentions to lift the ban, but no one knows how long its current suspension will last. Many speculate that the announcement and subsequent lift are the byproduct of an economic slowdown in China after years of rapid growth.

Another theory is that this policy change—possibly serving not only as the next step in China’s globalization, falling in line with other, wider economic reforms and liberalization in recent years—could be a response to the illegal gaming trade.

The ban was first instituted in 2000, with Chinese officials growing concerned about the effects of games on young people. Since then, Chinese gamers have had to acquire consoles via black market exchanges, which remains active and thriving despite governmental attempts to hinder it. Even with a gaming black market, most people in China have simply turned to PC gaming, which reportedly comprises two-thirds of the estimated $13 billion dollar market that China represents.

No matter the reason behind it, the question now is how Sony, Nintendo, and Microsoft will take advantage of this lift respectively, and what it means if and when China decides to re-institute it.

“We recognize that China is a promising market,” Sony told the BBC after the news broke. “We will continuously study the possibility, but there is no concrete plan at this stage.”

Carving out a decent slice of a $13 billion dollar market could easily offset any initial losses caused by setting up shop there. But if the ban were to come back down quickly, this potential new branch could prove to be a costly error, something The Big Three are surely considering.

Should one, or all of the big companies decide to make a play here, though, Sony and Nintendo’s proximity to China provides an obvious advantage. Others believe that Microsoft, based on its history outsourcing hardware, could be in the best position. In theory, they could quickly team up with a third-party electronics contractor to set up shop in Shanghai and start producing the consoles. Either way, this could mark a significant day in the gaming industry’s economic history if China decides to keep its shores open.

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.

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.

It should’ve left its mask on

I’ve been reading and obsessing over DC Comics properties for the better part of my entire life. Whenever a new piece of media is released in conjunction with my favorite superheroes, I must ravenously consume it and add it to my near-encyclopedic lexicon of DC lore. So, with the release of Scribblenauts Unmasked: A DC Comics Adventure, it was only fitting that I’d see what kind of an effect Maxwell’s magical notebook could have on the DC Universe. Unfortunately, this was a crossover that I wish could be erased like so many adjectives describing Maxwell’s adversaries.

Here’s the basic story: Maxwell, much like myself, obsesses over DC comic books and superheroes. While pontificating to his sister, Lily, one day about how great life would be if he could live in the DC Universe, the pair come to the conclusion that if Maxwell were to take a piece of paper from his magical notebookwhich allows anything he writes down to be brought into existencewith the word “Gotham” on it and slap it against Lily’s magic globe (which lets her travel anywhere in the world), they might be able to make Maxwell’s dream come true.

While the experiment works, in a drastic turn of events, Maxwell fails to realize that words are also written on the reverse side of that magical piece of paperincluding “Doppelganger,” who now ruthlessly aids the DCU’s villains in wreaking havoc on Gotham, Atlantis, Metropolis, Themyscira, Central City, and other DCU locales with a magical notebook of his own. In order to correct this grievous error, Maxwell promises Batman, Superman, and the rest of the Justice League to clean up Doppelganger’s mess and bring him down.

Anyone familiar with the Scribblenauts games will instantly recognize the basic mechanics of solving puzzles and progressing by writing down objects that would make sense to the situation—for example, writing “lasso” and then tying the rope to a box that you need to pull off a cliff. Of course, more drastic and ridiculous objects could do the same, and players are encouraged to let their imaginations run wild. The major difference now is that you can draw inspiration from the DC Universe. Instead of asking for a gun, you can ask for Mr. Freeze’s freeze gun or Adam Strange’s laser gun. And if you’re not sure how to spell something, the game also provides you with access to the Batcomputer, with thousands of objects and people specific to the DCU that you can call upon by scrolling through and simply tapping on them. After all, it’s not always easy to remember how to spell “Dkrtzy RRR of Sector 188 from the Green Lantern Corps.”

But for as many well-known superhero elements as you’ll find, the game is a bit of a grind. Several levels are locked off until you solve a certain number of minor problems in order to meet a “Superhero Reputation” quota. To do this, though, you have to constantly replay the same levels, never advancing the story, and saving the same old man again and again or beat up a bunch of B-list supervillains who randomly appear for no good reason. And just summoning an army of Batmen can solve most of these minor problems.

It’s a shame, because when the game does progress, there’s some enjoyment to be had. It’s fun taking on the story-related bosses, whose ranks include many of the DCU’s most infamous evildoers. Sadly, there’s only one such encounter per level. That means the game features a dozen inventive boss fights and around 100 uninspired tasks required to access them all.

Because of that curious decision, the pacing of Scribblenauts Unmasked is akin to that one Family Guy joke where Peter hits his knee, and he holds it because he’s in pain, and it’s funny. But then it doesn’t stop, and it’s not funny anymore. Then it goes on so long that it’s funny again because you can’t believe it’s still going. That’s Scribblenauts Unmasked. It starts off as a ton of fun to pull in all these zany DCU objects and use them againstor withyour favorite characters. Then it becomes a grind, because it’s insanely repetitive to get to the next story beat. Then you get to the final boss, and you laugh because you can’t believe they were able to cram six hours’ worth of “content” into the game and decide to charge you 60 bucks.

Developer: 5th Cell • Publisher: Warner Bros. Interactive Entertainment • ESRB: E10+ • Release Date: 09.24.2013
6.0
While certain elements will appeal to DC Comics fans, there simply isn’t enough substance here to make Scribblenauts Unmasked worth a purchasethe gimmick wears off way too quickly.
The Good The expansive amount of DC Comics material on display.
The Bad Grinding through the story with repetitive missions.
The Ugly You can get virtually the same game $20 cheaper on the 3DS.
Scribblenauts Unmasked: A DC Comics Adventure is available on Wii U, 3DS, and PC. Primary version reviewed was for Wii U.