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Eliwood8 last won the day on February 1

Eliwood8 had the most liked content!

About Eliwood8

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    Grandmaster Tactician

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  1. I had a fair few VC games on the Wii, more than on my Wii U or 3DS, since it felt more new and novel at the time to be able to replay some of my favorites all on one system. And despite the awkward restrictions on file size there were some great WiiWare games too: World of Goo, the Bit.Trip series, the Lost Winds games, NyxQuest, Swords & Soldiers, Mega Men 9 and 10, Final Fantasy IV: The After Years, And Yet It Moves, etc. Thankfully a lot of them have been ported so they're not going to be lost with the Wii Shop Channel, but for those that haven't it's sad that they're just going to be gone soon.
  2. Yes actually I have two for my SNES Classic. I think it's great. I admit I'm not really an expert on comparing how D-pads/buttons compare between controllers—I know some people can be very particular about them—but the controller feels totally natural to me and is way more convenient than using a corded controller. Good charge length too.
  3. Fang and Bone – N4A Chat Thread, March 2018

    Started playing The Flame in the Flood today and now I'm kind of obsessed with this song: The game has been a lot of fun too. I died once when I came upon a boar and got hit a couple of times and didn't have the supplies to make a comeback, and one time I got really close to dying from sepsis but managed to find penicillin minutes before I would have died. Now I'm pretty well equipped and am really enjoying exploring, looting, and watching out for wolves.
  4. What is your favorite Mario game?

    Really hard to say. Super Mario Bros. 3 is one of my favorite games ever, but Galaxy is just a magical game, and now Odyssey is thrown into the mix as another outstanding game. It's also difficult to even compare the 2D and 3D games at times since they're great in different ways. But if I had to pick one right now, I'd say SMB3.
  5. Mario's New Upcoming Movie

    Hoping for the best, prepared to accept it if the movie ends up being a dud. I've never been interested in Illumination's other movies, and I really don't know if this one will change that. As far as what I'd want to see, I think it'd be nice to see something that isn't the ol' rescue Peach from Bowser scenario. Something more like Super Mario RPG where there's a different kind of threat for Mario and company to overcome. This being the first Super Mario movie in a long time though, I'm guessing they're actually going to stick pretty close to the rescue Peach plotline, even though we've had decades of that in the games.
  6. Fang and Bone – N4A Chat Thread, March 2018

    If you liked Hyrule Warriors you'll like Fire Emblem Warriors too. All Musou games are so similar after all. The combat still has a pretty repetitive feel to it but it's always fun taking out hundreds of enemies in a single special attack. FEW adds a couple of useful features inspired by Fire Emblem too: the weapon triangle, so when you plan it right it's even easier to take down captains and bosses; and pair up, which has useful offensive and defensive bonuses.
  7. The first three months of 2018 have already had an impressive amount of great indie games, and I expect the trend will continue. Off the top of my head I'm looking forward to Flipping Death, War Groove, and Runner3, and I'm definitely excited to see what else will be coming to the eShop.
  8. Mulaka Review

    There are plenty of games based on cultural mythologies—Greek, Roman, Norse, and of course numerous Japanese games draw from Japanese folklore. So why not one based on Native American beliefs and culture? Mulaka from developer Lienzo is one part action/adventure game and one part anthropological study thanks to the authentic details that tell the story of the Tarahumara people, a culture from northern Mexico that still exists today. Don't think this is some dry edutainment game though—Mulaka does a fantastic job of emulating the greats of the action/adventure genre and puts its own spin on exploration and combat. Best of all, you'll learn a thing or two about a culture you probably haven't even heard of. All of the storytelling and world-building details in the game draw from Tarahumara culture, but it's totally possible to play Mulaka as any other adventure game. You begin by learning something is amiss with the land, and as a shaman—or Sukurúame—it's your job to commune with the local demigods and put things right. That broad narrative may not be anything particularly unique in video games, but knowing that all of the details about the gods, people, monsters, and beliefs are authentic reflections of the Tarahumara people gives all of the writing in the game a whole other intriguing dimension. This is definitely the type of game where you'll want to talk to everyone and read every description—you may even want to check out Lienzo's behind the scenes videos detailing their journey to faithfully represent and Tarahumara, they're worth watching. Plus the side characters you meet in Mulaka are pretty dang adorable; the style and tone of the game is very reminiscent of Okami (perhaps appropriately, since Okami draws so heavily from Japanese Shinto mythology). It's even more fitting that both Okami and Mulaka are action/adventure games, though this game relies upon a pretty standard formatting from one region to the next: in each area you explore to find three stones that unlock the gate to the boss. Of course, there's a bit more to it than that since there are different tasks you might need to complete to find a stone, and Mulaka does a great job of making the environments interesting and engaging. Every time you enter a new area you'll be raring to go exploring, especially since the game gives you a sort of radar ability that lets you know where collectibles or items of note are. When you start a level and see all of those icons just enticing you, you'll be ready to run immediately (one of the fun facts you'll learn about the Tarahumara in Mulaka, they are excellent runners). The one downside to exploration is the lack of any kind of map. The regions aren't very big but a map or mini-map still would have gone a long way toward keeping yourself oriented in the game world. And even if each region follows the same "find three keys" pattern the game gives you new tools in each area to mix things up. You can collect herbs to create potions which can heal or grant useful abilities to progress, and when you meet a new demigod you earn a piece of their power and can briefly transform into an animal. Both potions and transformations allow you to explore in new ways, so it's always exciting to see what new nooks and crannies open up to you with each ability. The transformations are a lot of fun, even if it's a bit of a shame that their use is limited by your magic meter, but this just creates more gameplay opportunities to challenge your exploration abilities. Herb-gathering though can be little bit tedious. You need to collect multiple herbs to make a single potion—for example, three aloe plants make one healing potion—and you have to collect plants one at a time. Thankfully they grow together in little batches, but that really just makes the process seem more unnecessary: if three aloe plants almost always grow together anyway, why make the player pick three to make one potion? It's not terribly difficult but it seems like a pointless extra step. More annoying though is the way plants seem to grow randomly. Sometimes I was low on healing potions and could not find aloe anywhere, but then returning to that same level later I found plenty. Thankfully I was never in danger of completely running out or dying from a lack of healing potions, but the inconsistency was still a bit obnoxious. The action half of this action/adventure is the combat system. Mulaka wields a spear and right from the beginning you have a decent set of options for fighting the various monsters and malevolent spirits in the game. The best and worst aspect of combat is how fluid it is—it's easy to strike out at opponents and quickly move or dodge around them, but it's just as easy to overshoot your movements and stab right past them, especially small enemies. Mulaka features a slight auto-aiming system that lets you focus on one enemy but the game desperately needs a more solid lock-on system. Without it combat feels too chaotic half of the time, especially once you encounter trickier enemies like those with ranged attacks. It's a shame too since there are plenty of great monster designs here but the loose combat doesn't give them an opportunity to really shine. On the brightside boss fights manage to be epic and intense even without lock-on, and all of them present a unique, engaging challenge. Additionally, the game features a sort of experience points system. You earn points by defeating enemies and opening treasure chests, and by visiting a helpful old woman in the second region of the game you can upgrade various abilities such as magic regen speed, attack strength, or defense. Don't think that makes this an action RPG though—grinding experience points off of enemies is a painfully slow business so you're better off just gathering them naturally and not worrying too much about it. The upgrades are useful but there's little sense going out of your way for them. As mentioned the controls are in dire need of a lock-on button and the auto-aim can be a little too slippery, but otherwise the controls are pretty easy to pick up. In addition to swinging his spear Mulaka can throw it, and here the awkward aiming can be a bit hard to deal with as well. On one hand you can use motion controls which can be useful for more precise throws, but on the other hand enemies rarely give you a window of opportunity to really aim, so a quick lock-on throw would have been much more preferable. Mulaka's unique low-poly art style helps give the game a visual flair all its own. It's simple, but combined with the sprawling environments and small bursts of color from people, plants, and monsters the art style becomes beautifully eye-catching. The simple design probably helps give the game that sense of fluidity as well, which extends to the charming—sometimes bordering on goofy—animation. The soundtrack is delightful as well, and also draws influence from authentic Tarahumara and regional music. Regardless of the source it adds a perfect backdrop for a great action/adventure: catchy, energetic, at times mysterious, but always driving you forward to keep exploring. All that said, the game could have used another round of polishing just to work out a few kinks—nothing gamebreaking thankfully, but there are various typos found throughout the game, and at one point I fell straight through the ground while attacking (the game eventually corrected itself). Even with the variety of locales to explore though Mulaka isn't a long game, especially if you don't take your time exploring. Each area of the game has a number of hidden collectibles which add to the story of the Tarahumara people, and they're definitely worth finding. Beyond that though there are no real replay incentives. Mulaka is a great experience while it lasts but it'll be over before you know it—the game could have been twice as long and just as engaging. The developers at Lienzo have clearly treated the Tarahumara culture and their mythology with a great deal of love and respect, and in turn their culture has inspired a fantastic game. Mulaka is a delightful and all-too-short action/adventure that leads players through beautiful vistas and introduces them to fascinating bits of lore peppered throughout stylish environments. Not all of the gameplay is perfect, with the floaty combat as a particularly awkward aspect of the game, but the artwork, music, and unique storytelling will easily pull you into the engaging world of Mulaka, and the world of the Tarahumara people. Rating: 8 out of 10 Shamans Mulaka is available now on the Switch eShop for $19.98.
  9. Fang and Bone – N4A Chat Thread, March 2018

    Sounds like you could use some flora. I hear it heals an aching soul.
  10. I'm sure some other people here have been looking forward to the next Bit.Trip Runner game as much as I have, and now the release date is just a couple months away! Choice Provisions has announced that it'll be $30 for a digital copy and $40 for the physical release, but you'll also get a variety of bonus goodies (see above). Check out the game's site for more details.
  11. Archer Appreciation Day

    I do have a soft spot for Wil and Rebecca, just because Blazing Blade was my first Fire Emblem game and when you're still learning the ins and outs of FE archers can be invaluable for turtling up behind stronger characters and slowly wearing down enemies.
  12. Octopath Traveller Demo

    I don't think it's going to be a budget title; it'll probably be a standard $60. Also some stores are taking pre-orders for the special edition at $100. Edit: Oh and the special edition is up on Best Buy now; with Gamers Club Unlocked it's only $80. I'm sold on the game for full price though. The game's style really tickles my nostalgia for SNES RPGs.
  13. Super Smash Bros. Brawl: Ten Years Later

    The Smash Dojo was awesome. I wasn't on NSider at the time but over at GameTrailers we'd pick apart each new bit of info every day. And then when something big like a new character was announced and all of the excitement built up—it was a pretty fun way to maintain hype and interest over such a long period of time. My other favorite memory of Brawl was playing in a pre-release tournament that was open to the public. I remember waiting for what must have been at least three or four hours in dreary, semi-rainy weather with a bunch of fans in an alley outside of the club where the event was held. I used Sheik and got eliminated in the first round. In my defense they only let people play with Classic Controllers and after so many years of Melee on the GameCube I really fumbled things playing with a CC. I was there with my brother and he made it to round two before getting eliminated, but they also had other demo stations to play Brawl outside of the tournament itself and I got a couple of rounds in on that. Totally worth waiting all morning for it.
  14. Kirby Battle Royale Review

    With so many experimental spin-offs under his belt (pinball, racing, touch-screen-platforming) I suppose it's only fitting that Kirby would finally make his way to the mini-game compilation format. Kirby Battle Royale draws from the style of Mario Party but ignores the board game system and instead just focuses on a handful of game modes that offer quick, bite-sized competitions—a decent idea for a Kirby spin-off, but lacking in execution. Although fun in short bursts you'll be left wanting more after only a few rounds of Battle Royale's mini-games. The focus may be in the multiplayer but Battle Royale also features a short story mode. Kirby is invited to King Dedede's castle to compete in a battle royale, with a delicious cake as the prize. Naturally the pink puffball can't turn down that kind of incentive, and you'll need to battle through five competitive leagues to work your way up to the grand prize. It's a cute, brief adventure and serves as a nice introduction to the various mini-games that make up Battle Royale. There are ten battle modes on offer here, from standard modes like Battle Arena where you just fight opponents to more objective-based battles like Crazy Theater, which features a sequence of WarioWare-esque mini-games and the first to a certain number of points wins. Ultimately ten feels like a small selection though, especially since some mini-games feel pretty similar. Every game seems like it could have been taken straight out of Mario Party: matches are just a minute or two long and often include some sort of balancing that allows the losing players to catch up suddenly in the last few seconds (annoying when you're already winning, but satisfying when you manage a come-from-behind victory). There's even an option to award bonus points at the end of a match. Furthermore, there's a clear emphasis on intuitive gameplay—every mode is very easy to pick up quickly, and for the most part any level of player can jump right into the game. It's a perfect system for quickly diving in and just having a quick bit of competitive multiplayer fun in a 3DS game. As an accessible party game, Battle Royale does well. The problem is that the games are also pretty shallow. Many of them feature just one stage to play on, and it quickly feels like you're just going through the same motions over and over. And the combat-oriented games feel too similar to one another, even if the ultimate goal is slightly different in each one. There really isn't a ton of room for strategy in most mini-games, so you'll very quickly feel like you're just doing the same thing in every match. On the brightside, there are a variety of different Kirby abilities you can select from (as well as a few free DLC abilities that are still being added) as well as boost orbs you can equip that make the gameplay feel slightly different, but not quite different enough. It's particularly disappointing that the story mode didn't take better advantage of adding a little more variety. Some of the later story matches add extra objectives or challenges that do a nice job of spicing things up, especially considering how repetitive the game can be while playing solo, but these twists aren't available in multiplayer. Playing for even just half an hour feels like a long time when battle after battle starts to feel the same. Battle Royale's biggest flaw is simply a lack of depth to the gameplay. Of course, playing against other human players adds a bit more variety to the gameplay, and in Battle Royale you can play locally and online. With some caveats. Playing locally works just fine and you can even use Download Play if the other players don't have copies of the game (with some limitations of course). If you can wrangle up three friends this local multiplayer option can be a blast, for a little while at least. Online though, you're limited to playing exclusively without friends. The online mode is limited to Ranked matches, where wins earn you points and, at least theoretically, you compete against players of a similar rank. The fact that you can't link up with friends online though is just plain weird. It feels like a pointless restriction to only offer these anonymous matches and not include any kind of friend room mode. Thankfully at least, in my experience, there's a decent amount of players online. You might end up waiting for a little while to find a match but I always ended up finding one, at various times of day. The downside is that lag, particularly button lag, is an issue at times, which can be killer in the combat-focused game modes, and can easily put you off Ranked matches entirely. The visuals and music are more or less what you'd expect to find in a Kirby game. It's colorful, charming, and really not pushing the style of the franchise forward in any way—which is also a shame since a spin-off would be the ideal time to get experimental. Battle Royale doesn't even feature stereoscopic 3D, though with how uncommon 3D has been in recent 3DS releases it's debatable how significant this really is. The audio is similarly unremarkable. It's cute, and fits right in for a Kirby game, but lacks any real zest. Kirby Battle Royale feels like a side mode that was elevated to separate game status without actually fleshing out the core mechanics of the game. The gameplay is fun for a bit but there just isn't enough depth to keep the game interesting after a few hours, and players might feel a bit burned by the full $40 price tag—the game definitely feels like it should have been a more modestly priced eShop title rather than a full retail game. If you have a few friends to play with locally there's some fun to be had in Battle Royale, just don't expect it to last. Rating: 5 out of 10 Warp Stars (And if you're looking for a second opinion check out Kirbymeister2's video review of Kirby Battle Royale here)
  15. Games you wish they made

    Ooh, yes to that. And in the same vein: Theatrhythm Nintendo.