Finally, after 6 long years, A new Smash Bros game is here (for the Nintendo 3DS of course). Does this game live up to the hype? Well let’s see as I review Super Smash Bros. for 3DS.
With 49 characters to choose from, this game has the largest roster to date. With newcomers such as Megaman, Pac-Man, Roslina, Dark Pit, Duckhunt, Bowser JR. And more along with returning characters featuring Mario, fox, Pikachu, Samus and Link and more, this gives you a variety of characters to choose from with many fighting styles they possess.
First, I would like to talk about the graphics and presentation. Although it is highly recommended to play this on the 3DS XL, I have it for the normal 3DS and the only difference is that you can see what is going on more better when you play and everything else is slightly bigger than the normal 3DS. The graphics are actually great and it looks better in 3D. Super Smash Bros. Brawl had the realistic approach but this game’s approach is colorful and a bit cartoonish but that is not a bad thing at all as I think this game looks better than Brawl. The game also runs at 60 FPS (frames per second) and the speed of this game is much faster than Brawl but not as fast as Melee.
The gameplay on the handheld feels as if you are playing on a normal console but everyone’s perspective will be different or the same as mines depending on how they play. The commands are responsive but however, the functions for the circle control pad can take work but try to not overuse it or else it will break. A few gameplay changes from Brawl include removing the “random tripping” mechanic. Many players were turned away when that was included in Brawl so good thing that was taken out. The grabbing of ledges has been changed to prevent edge hogging. What this means is for example, If player 1 Is hanging on the edge for their life before they are knocked off, player 2 would try to hang on the edge but the player cannot because player 1 is already there and would stay there. This has been fixed so when this happens, the players would be bounced off in favor for the other player. The swimming feature from Brawl is also removed and the neutral attacks that previously ended in an indefinite number of weak hits will now always transition into a finishing move. I always had a problem with players spamming neutral attacks like that since Super Smash Bros. Melee so I was glad that was fixed.
One thing I almost forgot to mention is that larger characters such as Bowser, King Dededee, Donkey Kong and more actually look their size compared to past games.
There are 34 stages in the game in their normal form and their final destination form. A few of the stages feature a boss character that you would have to defeat or a character that can assist you. My only problem with the stages is that they brought back too much stages from both Melee and Brawl. Two stages to be brought back would have been find but 9 is way too much.
Now there are a lot of modes in this game to keep you busy for a long time. Those are, Classic Mode, a mode Smash Bros. Veterans know but it changed a bit. Now you can choose your path on which opponent you would like to face and there is a slot reel for rewards for you to choose before a match begins. Other modes include All Star Mode, Multi-Man Smash, Target Blast, Trophy Rust and the Home Run Contest. All of these modes you can win trophies, coins and custom parts in which I will get to. The most disappointing mode of the entire game is the Smash Run. You spend 5 minutes on this mode with 3 other players or CPU collecting power ups on the map by defeating enemies and when the time runs out, the final battle begins in either a match or an event to race to the finish. How would you like to collect power ups for strength and defense to then realize that the finial event (if it is an race to the finish), one player is very faster than everyone else and that is unfair. If the final battle is a match, you will not know if it is a team match or a different rule until it happens.
The customization is new to the series. You can create up to 8 characters using the Mii and their styles you can choose from are gunner, brawler and sword fighter. They all can be customized by appearance and move set and stats. All of the normal characters can be customized too by changing their stats and their special moves. This is great and you can create many possibilities with this. Unlocking the moves and stay power ups take time but it is totally worth it.
My final take on this game is that it is great for everyone to play. Although the smash run is an upset, it is still good for casual playing other than just VS. Matches. The soundtrack to this game was great too and this game fixed a lot of the issues that was in Brawl. The Wii-U version comes out later this year but this is totally worth spending your money on and at least everyone gets their own screen.
Julian cannon back again for a Retro video game review ..this time it is back to the NES era. Zelda II THE ADVENTURE OF LINK.
According to the Zelda timeline released in late 2011.. this game followes the first branch (there are 3 branches) after ocarina of time and it is the final game in the first branch and the sequel to the original legend of Zelda for the NES.. the first timeline is what could happen if link does not defeat ganon in the final battle of ocarina of time.
The first thing you’ll realize when you start an actual game is that your main character, Link, can’t move up or down as he can in the prequel — instead he’s been blessed with the action-game duet of Crouching and Jumping. If you’d played the original Zelda first, you might be wondering, What’s going on here? Then you’d read the instruction booklet… and still wonder, what’s going on here? That’s right kiddies. Zelda II has shifted gameplay focus from the previous overhead view style to a more common side-scrolling style. There’s still the old overhead view, but there is little to no action involved during this view — instead, it acts as your map-traversing view, which I’ll elaborate on later. But for all of your battle needs, you’ll be spending time in the side-scrolling world. While some may be disappointed in the sudden shift of gameplay, I found it to be an added challenge, and got a kick out of it. In the original Zelda, Link could “throw his sword” the entire length of the screen when his life was at full. This time around, however, the sword blast (a) has shrunk to a puny size and (b) travels a much shorter distance, dissipating within two or three of Link’s body lengths horizontally. In addition to the shortened range, you must now learn to be adept with Link’s shield. The shift from overhead to sidescrolling action has left Link’s legs vulnerable to crouching attacks, and you must crouch to prevent Link from having his knees cut up. Of course, crouching leaves his head open, so you can imagine what would happen when you get into an intense sword fight. But that’s part of the fun in Zelda II — the immense tension that builds up when battling dreaded IronKnuckles with shields, capable of fighting at your skill level, hitting high and low in random patterns. While stabbing in the air, trying to hit your mark and get past its shield, you also must keep the warrior from penetrating your defenses, and you end up playing a hectic game of Stand-Crouch-n-Stab. The intensity level of Zelda II’s battles is the source of this game’s addictive fun factor.
However, missing from Zelda II is the vast usable inventory that Link carried in the prequel. In its stead are automatically used items, magic spells and fighting techniques for Link to search and find during his travels. Items such as the Candle and the Power Glove make their returns, but are used in different fashions. The Candle automatically lights up a dimmed area, for example, and obtaining the Power Glove turns Link’s attacks into block-crushing blows. The interesting spells and techniques, however, make the sacrifice of the large usable inventory perhaps justifiable. In addition to stabbing and poking left and right, Link eventually gains the ability to jump and stab both downwards and upwards ( a move that was eventually carried over to the super smash bros. Series)
The graphics are decent, less colorful than the original Zelda but more detailed and larger in general. Link and his enemies now stand taller, at more realistic proportions, as opposed to the old squishy deformed status of old. Enemies sport certain color schemes, indicating their strength, much like the original Zelda. The palaces also have different color schemes, and tend to appear a bit on the monocrhomatic side. However, you’ll see different columns, bricks (for the walls), headpieces portruding from walls, and statues of ironknuckles scattered about. Enemies stand out from backgrounds well enough for you to battle effectively (at least, enemies that aren’t meant to be camoflauged). The overhead map shows very simplistic yet clear definitions of mountains, plains, forests, desert, and roads.
As a result of the high difficulty, the game can take up to 14 hours to beat. Consider: you have seven palaces to conquer. Four life containers to find. Four Magic containers to find. 8 levels to build, in each stat. Tasks to complete, techniques and spells to learn. Unless you’re really good, you’ll find yourself spending somewhere around half an hour to an hour on each palace, an hour or so on Death Mountain, a couple of hours level building, etc. Either that, or this game reviewer is pretty bad with his ninja-gaming skills. It’s a tough game, and if you love a challenge, dust off that NES and get to work on this cartridge
Also new to this game is the debut of dark/shadow link. He is not that hard as he was in ocarina of time,but the battle is worth it considering that he is the final boss of this game
n the end, the completely different system of Zelda II’s gameplay didn’t bother me. I found it a refreshing change and a challenging experience. I did not know that this game existed until the Zelda collection came out in 2003 for the Nintendo gamecube. The ability to jump and defend with more precision is welcome, and all the while the game manages to retain the heavy adventure aspect that we’ve come to expect from any Zelda game released. Zelda II: The Adventures of Link, is a sometimes frustrating but overall very fun experience.
Editors note: This Review by Chris Vint contains a few Spoilers Please if you wish not to be spoiled do not read review wait till after you receive your comic.
The legend of Zelda is a gaming series that has been around for over 25 years and we’ve had Link go on his quests to rescue Zelda ranging from the NES to the Wii. We’ve also been treated to the wonderful music tours and the free CD that came with Zelda Skyward Sword and now we have one of the most successful books relating to video games that I’m aware of. Heck it knocked 50 shades of grey off the top of the amazon charts.
I’ll be going over some pages in the book that stood out to me. Don’t get me wrong its all gorgeous but if I was to go through it all, I’d be here for a while!
There may be spoilers in this so if you’d rather wait for the book to be sitting in your hands then please read this after you’ve read the book….makes sense?
We are treated first of all to the creator of The Legend of Zelda series Shigeru Miyamoto telling us how the naming of the series came about. I’m always fascinated by how naming of a product comes around and this is no different! He knew he wanted to call it the legend of something, but I’ll not go into the rest.
The next glorious feast for your eyes is some designs from Skyward Sword and the main mode of transportation which is Loft wing, the trusty Red bird. We also see a new character called Fi (think Navi but less annoying) and how they used the master sword designs to implement her design.
Sky loft and the islands in the sky is one of the next pieces that we see and this is the town and surrounding areas that we enjoy in the game. The designs of the villages in the Legend of Zelda series are always very memorable and this is no exception. What would a village be without its townsfolk and there is plenty here to enjoy! We also see some characters that were designed but never used. This is always a real plus when looking through any art book is seeing what could have been.
The Kiwi and the Gorons are a vital part of Skyward sword and looking at what they are like in the game and what way they could have been represented is both lovely yet frightening. I love the way the Gorons are and thank goodness that’s how they look.
The dead warriors (think pirates but skeletons) are a prevalent enemy in the Zelda series from the ocarina of time or wind waker and its great to read just a little of how they have evolved to hinder Link.
Moving away from the Skyward Sword, most Zelda fans would tell you what game would come before another and now we have the chronological order in the book. There is evidence that Skyward sword is the first in the order. Its great the way you are shown how to read this section. My favorite part in this section is regarding the four swords. I love this game and its design is terrifically cartoon- y here. Maybe that is why I like it.
There are over 250 pages here and I’ve shared some with you. This book is a MUST HAVE if you are a fan of the legend of Zelda series or even just a fan of video games in general . I’ve put the links (no pun intended) for the USA and uk pages for Amazon. The book is available on the 29th January and thank you to Dark Horse and Rob Base for giving my eyes a visual treat!
‘Pokémon Conquest’ proves that oil and water DO indeed mix. This unlikely mash-up works very well and is loads of fun.
The game-play is nothing unfamiliar to Strategy-RPG fans, in fact it’s been masterfully stripped down to its barest essentials. Collecting Pokémon is as essential (and engrossing) as ever. Moreover, leveling them up can be affected by how well they mesh with your character, adding that extra bit of dimension to the game-play. Graphically, this game is wonderful to look at as the fun artwork pops right off of the screen.
Hardcore ‘Nobunaga’s Ambition’ fans might not find much to enjoy, outside of the visuals. Still, this is a great game for someone looking to get into Strategy-RPG’s, or just looking for a good spin-off of Pokémon.
New Super Mario Bros. 2 delivers the clever twists one expects from each new installment of this series. Speed and gold are the name of the game this time around, with the shorter levels and power-ups urging you forward.
The new ‘Gold Block’ item rewards you with gold coins as you run. Also, the much beloved (and sorely missed) ‘Super Leaf’ makes a comeback, allowing Mario to soar courtesy of the ‘Raccoon Tail’. I’m especially glad to see the ‘Mega Mushroom’ make a return, why jump when you can smash through everything in sight. One can suspect this ‘on-the-go’ style of game-play is a response to the growing competition from other mobile devices; either that or Nintendo may be priming out little plumber for a certain ‘Hedgehog Suit’.
Not much has changed with regards to the world map layout; all the usual midpoint castles and ‘Boo Houses’ are here, along with hidden canons and ‘Mushroom Houses’. The 3D works well considering this a 2D game, and the addition of depth is noticeable. There isn’t much not to like here, unless you’re tired of the Mario formula (but how could you be).