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  2. He may not have played an early build of it, but Sakurai did say that he greatly enjoyed Xenoblade 2. Rex is pretty much a solid lock.
  3. For the sake of playing devil's advocate, Sakurai specifically mentioned that he got early versions of Breath of the Wild and Three Houses, but didn't mention any such sneak peak at Xenoblade 2. Maybe he had to wait for the game to come out like everyone else. I still think it's likely that Rex will be included in Fighters Pass 2, possibly as the first fighter. I'm worried about Shin Megami Tensei V, too. It's been three years since we've heard a thing about it. Talk about announcing it too early. I know there's usually long gaps between main numbered SMT games, but three years later, I'm nervous.
  4. Today
  5. "Luke, a true gentleman does not seek violence, but Jibanyan sure does."
  6. A friend shared this, I thought I would too. Mainly because of the fact Cuphead is in it. Sorry in advance to those who are still upset over Byleth’s inclusion into Smash Ultimate.
  7. I have a huge blob of mucus stuck in the pipeway between my throat and my right nostril and it's been driving me crazy.
  8. I'm calling it now: At least one reveal trailer for fighter's pass 2 will involve a highly-requested character finding the sealed envelope, opening it, reading it for a few seconds, and then throwing it away. Followed by a different character from the same company picking up the discarded envelope, looking at it, and then being confirmed as the new fighter.
  9. 2020 MKRA Schedule: Feb 29 - Luigi’s Mansion Battle Arena - Mushroom Kingdom Mar 7 - Birabuto Grand Prix - Dry Dry Desert Circuit Mar 14 - Australia Grand Prix - Albert Park Circuit Mar 21 - California Grand Prix - Weathertech Raceway Laguna Seca Mar 28 - Yoshi’s Island Grand Prix - Yoshi Circuit Apr 4 - Casino Night Zone Grand Prix - Roulette Road Apr 18 - Wumpa Island Grand Prix - Crash Cove Circuit Apr 25 - Popstar Grand Prix - Air Ride Circuit May 2 - Netherlands Grand Prix - Zandvoort Circuit May 9 - Spain Grand Prix - Circuit de Cataluna May 16 - Mute City Grand Prix - Mute City Circuit May 23 - Kanto Grand Prix - Silph Company Circuit May 30 - Delfino Grand Prix - Delfino City Circuit Jun 6 - Ferox Wall Battle Arena - Ylisse Jun 13 - Canada Grand Prix - Circuit Gilles Villenueve Jun 20 - Michigan Grand Prix - Belle Isle Circuit Jun 27 - France Grand Prix - Circuit Paul Ricard Jul 18 - England Grand Prix - Silverstone Circuit Jul 25 - Star Continent Grand Prix - Moleville Rose Town Circuit Aug 1 - Hyrule Grand Prix - Hyrule Circuit Aug 8 - Darkwater Beach Battle Arena - Timber Island Aug 29 - Toad Highlands Grand Prix - Toad’s Turnpike Circuit Sep 5 - Megaman Grand Prix - Toy Factory Course Circuit Sep 12 - Easton Grand Prix - Daisy Circuit Sep 19 - Kongs Grand Prix - DK Mountain Circuit Sep 26 - Hailfire Peaks Battle Arena - Isle O Hags Oct 3 - Corneria Grand Prix - Pepper Interplanetary Circuit Oct 10 - Japan Grand Prix - Sazuka Circuit Oct 17 - Georgia Grand Prix - Road Atlanta Circuit Oct 24 - Mushroom Kingdom Grand Prix - Royal Raceway Circuit Oct 31 - Mexico Grand Prix - Autodromo Hermanos Rodriguez Nov 7 - Brazil Grand Prix - Circuit do Interlagos Nov 14 - Koopa Valley Grand Prix - Bowser’s Castle Circuit Nov 21 - Mario Galaxy Grand Prix - Rainbow Road
  10. Dark Samus is really sweet in person. Richter not bad but next to Dark Samus pales in comparison.
  11. Developer Playtonic's follow up to their throwback to 3D collectathons takes a step even further back, this time to side-scrolling platformers. Yooka-Laylee and the Impossible Lair draws clear inspiration from the Donkey Kong Country games on the SNES, but like the first Yooka-Laylee the game never feels derivative. A unique final level mechanic and two sides to every level gives The Impossible Lair enough character to stand out in the crowd of side-scrolling platformers on the Switch. In this game Yooka and Laylee are once again fighting against the nefarious Capital B, who has captured Queen Phoebee's Royal Beettalion Guard in order to control the Royal Stingdom. You'll need to rescue Beettalion Guards in each level in order to help you tackle the fiendishly difficult Impossible Lair where Capital B is hiding. Like the first game there is a clear love of puns at work here, which gives The Impossible Lair a classic sense of cartoony charm. The gameplay has a classic appeal as well thanks to traditional side-scrolling platformer mechanics. Yooka serves as the main character while Laylee provides support abilities—Yooka can run, jump, and roll into enemies to defeat them, and with Laylee's help Yooka can also twirl in the air for a little extra distance or ground pound through weak obstacles in the floor. The rolling mechanic in particular has a familiar Donkey Kong Country feel to it, especially when you're rolling off of a ledge to gain a bit more momentum so you can reach a distant cannon. What makes The Impossible Lair unique comes down to how hit points work. If you're hit while Yooka and Laylee are teamed up, Laylee will fly off of Yooka's head and flutter about in a panic, not unlike Baby Mario floating away when hit in Yoshi's Island. If you're able to grab Laylee before she flies off for good, you'll essentially "recover" your HP and, more importantly, retain the aforementioned abilities that Laylee provides—Yooka on his own feels comparatively weak. Trying to catch Laylee when she's flapping about is somewhat obnoxious but if you're good at it you basically have an unending ability to take damage and recover immediately (there are also Laylee bells scattered through each level that allow you to recover your bat friend). It certainly helps keep the action of the gameplay moving more than hunting down a mushroom or a handful of rings, and it doesn't make the game too easy since there are still plenty of ways to die and fall back to the last checkpoint. The main levels of the game are admittedly on the easy side of things though, which is what makes the titular final level, the Impossible Lair, so confounding. The bulk of the game is a pretty forgiving take on platformers with plenty of checkpoints and opportunities to skip levels if you're having trouble, but the final level is an unforgiving gauntlet of precise platforming challenges that quickly grows discouraging. The Impossible Lair throws you into various fast-paced platforming sequences as well as several boss fights against Capital B, all of which has to be completed in one run (dying sends you back to the very beginning). To mitigate the challenge somewhat you need to collect the Beettalion Guards from each level, each of whom acts as a hit point inside the Impossible Lair—instead of losing Laylee when hit you lose a guard, and you'll even lose a guard when falling into a pit instead of dying completely. So to be as well equipped as possible to handle the Impossible Lair, you'll want to rescue all 48 Beettalion Guards, though even with a full roster the final level can be maddeningly difficult. It's surprising to see such a jump in difficulty, especially one that can be so tedious since you'll need to trek through the early parts of the level again and again if you die near the end of the lair. Finally, the overworld actually plays a significant part in The Impossible Lair. Instead of merely a map to connect various levels, the overworld is kind of a level unto itself with various puzzles and challenges that you'll need to overcome in order to fully explore the map. Additionally, each level of the game actually has two paths, and to unlock the second path you'll need to solve some kind of puzzle in the overworld, such as flooding an area to turn a normal level into a water level, or literally turning the level upside down. The changes within the levels are significant, and figuring out how to trigger them in the overworld is a fun challenge that gives a lot more depth to the overworld than a typical platformer hub. Your play time with The Impossible Lair could vary wildly depending on how you play. Like Breath of the Wild you're actually able to jump straight to the final level immediately. It is, like the title suggests, a nearly impossible task to complete without the benefit of the Beettalion Guards, but the challenge is there if you want to test your skills. More likely you'll spend 10 to 12 hours completing every level to collect all Beettalions, and truly dedicated players will take the extra time to collect all coins and tonics in the game. Coins are needed to unlock gates in the overworld so you'll have to grab a percentage of them, but tonics are strictly for the benefit of augmenting the experience with buffs or new challenges. The inclusion of tonics is novel but the limited use of a vast majority of them makes collecting them a fairly underwhelming pursuit. Yooka-Laylee's colorful and cartoony art style translates well to the 2.5D setting of The Impossible Lair. There aren't many truly interesting visual designs in the game, but nor is there anything lackluster about them. Plus the game runs at a nice smooth frame rate, though the trade off seems to be some tediously long load times, especially when you first boot up the game. Still, a bit of waiting is far preferable to choppy graphics. The soundtrack meanwhile is undoubtedly a highlight of the game—not surprising with the likes of David Wise and Grant Kirkhope involved—and certainly does most of the heavy lifting to give The Impossible Lair a charming sense of personality. Yooka-Laylee and the Impossible Lair puts a unique hook on classic side-scrolling platformer gameplay, and even though that hook can be a little tedious thanks to a surprising spike in difficulty, the overall experience still captures the fun and charm of old-school platforming. A small set of abilities for Yooka and Laylee provides a wide variety of platformer challenges, all of which is buoyed by the addictive nature of exploring an in-depth overworld full of secrets to uncover. Even though it's such a change of pace from the first game, The Impossible Lair is a strong continuation of the Yooka-Laylee series. Rating: 7 out of 10 Beettalion Guards
  12. It is kind of a double standard unfortunately, between Rex and his game “coming too soon” and what we just got now. @EH_STEVE There was a Resident Evil spirit event earlier which may have deconfirmed a rep. Was kinda annoyed that Wesker wasn’t a legendary spirit at least, but Jill they did dirty I felt by making her a one star support spirit (conversely, Chris and Leon were two stars).
  13. He's got his greeting, that's now mine.
  14. Why do I get Youngster Joey feels from this so much?
  15. Well shit, I thought they were like the one company that didn't do this...
  16. https://www.gamespot.com/articles/cyberpunk-2077-dev-team-will-work-extra-long-hours/1100-6472839/ As fantastic as their games are, fuck CDPROJEKT
  17. He did say that, but that doesn't change the nature of the Rex quote. I'm not even describing the statement as one made out of malice: it comes off as marketing speak. It sounds better to say, "Oh, we couldn't even consider Rex, as his game wasn't announced when we were making this decision," than "We decided against Rex in favor of a character from a game announced at the same event." It's just, in January 2020, we now know that statement made in November 2018 wasn't true, for whatever reason.
  18. He also said during this "Direct" that when picking a Zelda he had access to unreleased BotW to get a feel for her character, and for Byleth he got unfinished 3 Houses to play around with.
  19. Remember way back when the DLC was announced? Sakurai had this to say: "We decided which fighters to include when we started planning, so we couldn't add characters from titles like Xenoblade Chronicles 2, which was announced after planning was started." Xenoblade Chronciles 2 and Fire Emblem Switch (then unnamed) were announced at the same Switch live event in January 2017. Fire Emblem: Three Houses wasn't given a name until E3 2018. According to Wikipedia, planning for Xenoblade Chronciles 2 started in July 2014, while concept development for Three Houses began in 2015. In hindsight, saying Rex wasn't included because of timing just falls flat. It appears it was a white lie meant to soften the blow of his non-appearance. Let's face it, though. The real question here is what happened to Shin Megami Tensei V, which was announced at that same January 2017 event?
  20. I've awoken in the middle of the past three nights from Ace Attorney-induced stress dreams. This time it was because I'm going into the last day of Case #3 with zero idea of how my client could be anything but completely guilty. But hey, as of 2 AM I think I've actually unraveled every beat of this entire incident. edit: Actually, I'm ragequitting this game for a while. The linearity is killing me. I just got two Game Overs because there was some point where you have to press one specific statement, and then press another which seems to have nothing in common with it, in that order. No indication of what Phoenix might be pressing about, or where statements like "X was the victim" will go. Every time, I have one argument in mind, but choosing that option results in Phoenix making a totally different argument. There's a HUGE disconnect between the player's options and Phoenix's line of thought. I don't actually know what argument "I'm" about to make.
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