Is it wrong--or weird--that I'm sad the Wii eShop is about to go kaput?
I mean, the thing has been chugging along since late 2006. A part of me honestly (if also deludedly) thought Nintendo would never shut it down--or at least it wouldn't shut it down for many years to come.
And yet here we are, just a few days away from Nintendo basically pulling the plug on it, once and for all.
I say "basically" because the Wii eShop (or the Wii Shop Channel, if you're a stickler for using official terms) will still function--partially--after March 26. You'll still be able to re-download WiiWare and Virtual Console titles you previously bought. You'll still be able to use Wii Points purchased before March 26 to pick up WiiWare and Virtual Console titles, too.
You won't, however, be able to buy (or otherwise add) Wii Points to your system after that date, which means for most folks the Wii eShop will soon be as dead as the DSi Shop.
With that in mind, I dumped a last chunk of dough into the aforementioned Wii Points over the past couple of weekends. And then I promptly used them to purchase a handful of old games I've long wanted to play.
The games in question:
Kirby 64 (Nintendo 64)--It shouldn't be too much of a surprise to hear I've never played this platformer. I pretty much ignored the Kirby series until Canvas Curse was released in 2005, and since then I've jumped all over the place--from Epic Yarn, to Adventure, to Dream Land, to Planet Robobot. To be honest, I never even considered trying Kirby 64 before a friend brought it up on Twitter. His recommendation was so heartfelt that I decided to get off my butt and give it a go. More than four hours later, I've got to say I'm enjoying the hell out of it. It's one of the slowest side-scrollers I've ever played, but every other component is so pleasing that its lack of pace isn't bothering me at all.
Military Madness (TurboGrafx-16)--I've known since this game was first released in 1989 that it was a turn-based strategy game of the highest order. The thing is, I've only ever liked strategy games that are at least a little bit cute--with Nintendo's Advance Wars series being a good example. For whatever reason, the impending closure of the Wii eShop prompted me to rethink that practice. Now I've just got to get myself to not only start it, but hopefully finish it as well. Here's hoping I do just that--and soon.
Phantasy Star (Sega Master System)--Although I was a huge NES fanboy during the 8-bit era, that didn't keep me from desperately wanting to play Phantasy Star. Unfortunately, it was one of the only Master System games I wanted to play at the time. As such, I never got around to buying a Master System or a copy of Phantasy Star. Thanks to the Virtual Console, I didn't need to waste my money on either. Instead, all I had to do was buy 500 points on the Wii eShop and then download a digital version of the game. I've already put about five hours into that ROM, by the way, and so far I'm loving almost every aspect of it. The only thing that bugs me about Phantasy Star at the moment: there are times when battles pop up so frequently (every step or two) that I want to pull out my hair.
Princess Tomato in Salad Kingdom (NES)--Of all the old games discussed here, this is the only one I've previously played. Even then, though, I only barely played it. In fact, if memory serves, I rented it just once, from a grocery store my parents frequented at the time. (Actually, it's still their go-to grocer, though it not longer rents out video games.) Despite that, I remember liking the little I experienced of Princess Tomato. So why did I wait until Nintendo's announcement that it's pulling the plug on the Wii Shop Channel to return to it? I honestly have no idea. Better late than never, though, wouldn't you agree?
Shining in the Darkness (Genesis)--It's hard for me to believe I've never even booted up this game before now given my love of the Shining Force series. I guess I just wasn't that into dungeon-crawlers until fairly recently; and even after I turned that corner, I wasn't in the mood to give this particular example of the genre a try. Speaking of which, I kind of think I should start Shining in the Darkness as soon as I wrap up my Phantasy Star playthrough. The latter title's first-person dungeons have so enthralled me thus far that I wouldn't be surprised if I continue to be hungry for more after I reach its ending.
Super Mario RPG (SNES)--How many of you gasped or frowned or opened your eyes as wide as possible when you realized I've never played this classic? I can't believe it myself, to tell you the truth. One of the only reasons I can offer up as to why I've ignored it for so long is that it must have come out at a time when my attention was elsewhere. As for all the years that have passed since then, well, would you believe me if I said its visuals haven't aged well in my eyes? That's rarely kept me from spending time with other, lesser games, though, so I'm no longer going to let it keep me from spending time with Super Mario RPG.
See also: 'What kind of idiot buys Final Fantasy IV: The After Years WiiWare episodes in 2018? This kind!'
Showing posts with label wii. Show all posts
Showing posts with label wii. Show all posts
Friday, March 23, 2018
Saturday, February 24, 2018
What kind of idiot buys Final Fantasy IV: The After Years WiiWare episodes in 2018? This kind!
I nearly did something really dumb earlier this week. Yes, even dumber than buying Final Fantasy: The After Years WiiWare episodes in 2018.
The dumb thing in question: I got this close to ordering a Japanese Wii just so I could buy a bunch of that region's Virtual Console releases before Nintendo stops letting people buy Wii Points on March 26.
Actually, the first part of that plan wouldn't have been the dumbest decision in the world. Used Japanese Wiis aren't too expensive at the moment, after all. What would have been pretty dumb, though: dropping a load of cash on a ton of games I already own in physical form.
In the end, I decided picking up a used Japanese Wii wouldn't be the best use of my hard-earned cash.
I still had the Wii eShop on the brain, though, and that prompted me to start thinking about the North American Virtual Console and WiiWare titles I could purchase with some of the money I previously planned to plop down on the aforementioned imports.
My first thought was to grab some of the old games I've stupidly overlooked since they first hit the Wii eShop--like Phantasy Star for the Sega Master System, Monster Lair for the TurboGrafx-16, and Kirby 64 for the Nintendo 64.
I actually bought two of those games--Monster Lair and Kirby 64--yesterday. Along with those titles, I bought all of the Final Fantasy IV: The After Years WiiWare episodes I'd previously passed on.
Thankfully, I only had to buy three of them--for a total of 1,400 Wii Points ($14). I went in thinking I'd have to pay for all but the initial three episodes and maybe Rydia's, so discovering I'd nabbed three others at some point was quite a thrill.
Why did I waste $14 on all this, especially considering I own Final Fantasy IV: The Complete Collection for the PSP, which includes the entirety of The After Years?
The only explanation I can offer up is it didn't feel right to me that my "copy" of the WiiWare version of The After Years would forever be incomplete if I failed to pay for the rest of its optional content.
Also, I'm more likely to boot up my Wii than my PSP at this point in time, strangely enough. And then there's the fact that I've already completed the game's first three chapters (the prologue as well as Ceodore's and Kain's "tales")--not that I can remember anything about them now.
The question is: will I ever work my way through all of these colorfully titled episodes ("The Eidolons Shackled" and "The Vanished Lunar Whale" among them) I just picked up, or will they forever remain unplayed?
Your guess is as good as mine. I'm certainly going to give it my best shot, though. Final Fantasy IV is one of my all-time favorite games, so I'd really like to experience this direct follow-up--and sooner rather than later.
Have any of you played the WiiWare version of Final Fantasy IV: The After Years, or even one of the versions released for the PSP, PC, or mobile? If so, what did you think of it? And based on that experience, do you think I've made a wise move or gone off the deep end?
The dumb thing in question: I got this close to ordering a Japanese Wii just so I could buy a bunch of that region's Virtual Console releases before Nintendo stops letting people buy Wii Points on March 26.
Actually, the first part of that plan wouldn't have been the dumbest decision in the world. Used Japanese Wiis aren't too expensive at the moment, after all. What would have been pretty dumb, though: dropping a load of cash on a ton of games I already own in physical form.
I still had the Wii eShop on the brain, though, and that prompted me to start thinking about the North American Virtual Console and WiiWare titles I could purchase with some of the money I previously planned to plop down on the aforementioned imports.
I actually bought two of those games--Monster Lair and Kirby 64--yesterday. Along with those titles, I bought all of the Final Fantasy IV: The After Years WiiWare episodes I'd previously passed on.
Thankfully, I only had to buy three of them--for a total of 1,400 Wii Points ($14). I went in thinking I'd have to pay for all but the initial three episodes and maybe Rydia's, so discovering I'd nabbed three others at some point was quite a thrill.
Why did I waste $14 on all this, especially considering I own Final Fantasy IV: The Complete Collection for the PSP, which includes the entirety of The After Years?
The only explanation I can offer up is it didn't feel right to me that my "copy" of the WiiWare version of The After Years would forever be incomplete if I failed to pay for the rest of its optional content.
Also, I'm more likely to boot up my Wii than my PSP at this point in time, strangely enough. And then there's the fact that I've already completed the game's first three chapters (the prologue as well as Ceodore's and Kain's "tales")--not that I can remember anything about them now.
The question is: will I ever work my way through all of these colorfully titled episodes ("The Eidolons Shackled" and "The Vanished Lunar Whale" among them) I just picked up, or will they forever remain unplayed?
Your guess is as good as mine. I'm certainly going to give it my best shot, though. Final Fantasy IV is one of my all-time favorite games, so I'd really like to experience this direct follow-up--and sooner rather than later.
Have any of you played the WiiWare version of Final Fantasy IV: The After Years, or even one of the versions released for the PSP, PC, or mobile? If so, what did you think of it? And based on that experience, do you think I've made a wise move or gone off the deep end?
Tuesday, January 02, 2018
How I spent my time (with video games) in 2017
The 2016 version of this post focused entirely on Nintendo 3DS games. There was a good reason for that: aside from a few "retro" titles, I only played 3DS games that year.
That certainly wasn't the case in 2017. Of the 20 titles listed below, only seven are 3DS releases. Five others are Switch games, three are for Vita, and the rest are divided between the Famicom, GameBoy, DS, and Wii.
With that out of the way, here are the games I put the most time into over the last 12 months:

I don't expect the 3DS to lead the way as it did in 2017, though; if I had to guess, I'd say the Switch will move into the pole position this year, followed by the 3DS and then the Vita.
If you know how much time you spent with various games in 2017, please share the details in the comments section that follows.
That certainly wasn't the case in 2017. Of the 20 titles listed below, only seven are 3DS releases. Five others are Switch games, three are for Vita, and the rest are divided between the Famicom, GameBoy, DS, and Wii.
With that out of the way, here are the games I put the most time into over the last 12 months:
- Dragon Quest VII (3DS)--43 hours, 50 minutes
- Mother (Famicom)--23 hours 30 minutes
- Opoona (Wii)--20 hours
- Poochy & Yoshi’s Woolly World (3DS)--17 hours, 45 minutes
- Golf Story (Switch)--17 hours, 15 minutes
- Super Mario Odyssey (Switch)--16 hours, 45 minutes
- Dragon Quest Builders (Vita)--12 hours
- Miitopia (3DS)--10 hours, 45 minutes
- Kirby: Planet Robobot (3DS)--9 hours
- The Legend of Zelda: Breath of the Wild (Switch)--7 hours, 45 minutes

- The Legend of Zelda: Link’s Awakening (GameBoy)--6 hours, 45 minutes
- Yomawari: Night Alone (Vita)--6 hours, 45 minutes
- VA-11 HALL-A (Vita)--4 hours, 30 minutes
- Monster Hunter Stories demo (3DS)--4 hours, 15 minutes
- The Starship Damrey (3DS)--3 hours, 45 minutes
- Boxlife (DS)--3 hours, 15 minutes
- Great Greed (GameBoy)--3 hours
- Project Octopath Traveler demo (Switch)--2 hours, 50 minutes
- Elliot Quest (Switch)--2 hours, 45 minutes
- Witch & Hero III (3DS)--2 hours, 20 minutes
I don't expect the 3DS to lead the way as it did in 2017, though; if I had to guess, I'd say the Switch will move into the pole position this year, followed by the 3DS and then the Vita.
If you know how much time you spent with various games in 2017, please share the details in the comments section that follows.
Labels:
2017 games,
3DS,
ds,
famicom,
gameboy,
play time stats,
Switch,
Vita,
wii
Monday, October 02, 2017
Why, yes, I am still plugging away at Opoona (Wii)
Or at least I was plugging away at it before I became obsessed with the classic Famicom RPG, Mother, and before I got my hands on a Nintendo Switch. (You can read about my experience with the game otherwise known as EarthBound Beginnings in this post, by the way. And you can reach about my recent Switch acquisition here.)
Regardless, during my last Opoona check-in, I crossed the 20-hour threshold.
That may surprise some of you, as I've made no secret of the fact that this ArtePiazza-made RPG has frustrated and annoyed me on a number of occasions since I first booted it up a couple of months ago. In fact, I detailed most of them in a recent blog post, "A few thoughts on Opoona (Wii) now that I've finally played it for a couple of hours."
Despite its shortcomings, I've enjoyed my time with the game overall. Its combination of intriguing battles, a delightful art style and a brilliant soundtrack tend to outweigh its confusing environments and awkward camera angles.
I say "tend to" here because right around the time I hit the 10-hour mark in Opoona, its negative attributes abruptly overtook its positive ones. That's when it dawned on me that I likely got myself stuck due to a bit of miscommunication (which isn't an entirely unusual occurrence while playing this overlooked Wii game, I'm afraid--thanks in large part to its often-iffy localization).
I won't bore you with all of the details, as they'll be little more than gobbledygook to folks who've yet to experience Opoona, but here's the gist: at one point in the game, you're sent to a place called "Blue Desert" to complete a job. (These are kind of like, but not exactly like, fetch quests in other RPGs--although here they sometimes require you to complete mini-games.) Unbeknownst to me, one of that location's many residents helps you unlock additional jobs, although you have to chat him up and do something for him before he'll assist you in that way.
Although I remember talking with him, I don't remember him telling me he'd grant me access to another job. Or maybe he told me, but shortly thereafter I walked away from the game for the night and promptly forgot the conversation. Regardless, I left Blue Desert before taking him up on his offer--which would have been all well and good if weren't for the fact that you're not allowed to return to the area at that point in the story.
As for why leaving Blue Desert before lending the aforementioned guy a hand caused me to get (temporarily) stuck, that would be because you need the job he opens up to advance to one or more other areas of the game's world.
Thankfully, after a lot of stumbling around, just as much awkward Internet sleuthing and somewhere between five and 10 additional hours of gameplay, I got myself unstuck and pushed forward with my sometimes-aggravating Opoona adventure.
In fact, I've since pushed it forward to the point I'm pretty sure I'm nearing its end. For those of you who've played (and finished) Opoona: is that possible?
I honestly hope it is, because although I've enjoyed a fair bit of my Opoona playthrough, I'm not sure I could handle, say, another 10 or 20 hours of annoying camera angles and needlessly confusing text.
Who knows, though; I've certainly put myself through worse over the years. In other words, don't be surprised if I drop yet another blog post in the near or even distant future in which I celebrate the fact that I conquered Opoona and all of its unfortunately irritating components.
Regardless, during my last Opoona check-in, I crossed the 20-hour threshold.
That may surprise some of you, as I've made no secret of the fact that this ArtePiazza-made RPG has frustrated and annoyed me on a number of occasions since I first booted it up a couple of months ago. In fact, I detailed most of them in a recent blog post, "A few thoughts on Opoona (Wii) now that I've finally played it for a couple of hours."
Despite its shortcomings, I've enjoyed my time with the game overall. Its combination of intriguing battles, a delightful art style and a brilliant soundtrack tend to outweigh its confusing environments and awkward camera angles.
I say "tend to" here because right around the time I hit the 10-hour mark in Opoona, its negative attributes abruptly overtook its positive ones. That's when it dawned on me that I likely got myself stuck due to a bit of miscommunication (which isn't an entirely unusual occurrence while playing this overlooked Wii game, I'm afraid--thanks in large part to its often-iffy localization).
Although I remember talking with him, I don't remember him telling me he'd grant me access to another job. Or maybe he told me, but shortly thereafter I walked away from the game for the night and promptly forgot the conversation. Regardless, I left Blue Desert before taking him up on his offer--which would have been all well and good if weren't for the fact that you're not allowed to return to the area at that point in the story.
Thankfully, after a lot of stumbling around, just as much awkward Internet sleuthing and somewhere between five and 10 additional hours of gameplay, I got myself unstuck and pushed forward with my sometimes-aggravating Opoona adventure.
In fact, I've since pushed it forward to the point I'm pretty sure I'm nearing its end. For those of you who've played (and finished) Opoona: is that possible?
I honestly hope it is, because although I've enjoyed a fair bit of my Opoona playthrough, I'm not sure I could handle, say, another 10 or 20 hours of annoying camera angles and needlessly confusing text.
Who knows, though; I've certainly put myself through worse over the years. In other words, don't be surprised if I drop yet another blog post in the near or even distant future in which I celebrate the fact that I conquered Opoona and all of its unfortunately irritating components.
Labels:
ArtePiazza,
impressions,
JRPGs,
Koei,
Opoona,
quirky,
RPGs,
weird games,
wii
Friday, September 29, 2017
Mark your calendars, folks: March 27, 2018, is the last day you'll be able to add or buy Wii Points
I know what some of you are thinking: why the hell should I care if I can't buy Wii Points or add them to my Wii account after March 27, 2018? And, really, maybe you shouldn't care. If you don't own a Wii (or Wii U), or you own one but no longer use it, the fact that you'll no longer be able to buy or add Wii Points to your account after the above-mentioned date shouldn't bother you much.
If you do still own a use a Wii (or Wii U), though, you might appreciate the reminder that the Wii Virtual Console offers a lot of NES, Master System, Genesis, TurboGrafx-16, SNES and Neo Geo gems. (Don't take my word for it, check out this impressive list of North American Wii Virtual Console releases.)
Anyway, this news certainly bothers me. OK, so "bothers" may be too strong of a word, but it definitely saddens me a bit. That's because I still use my Wii fairly regularly. And not only that, but there are still a good number of Wii Virtual Console and WiiWare games I'd like to buy and play.
For instance, I've long meant to purchase Princess Tomato in the Salad Kingdom for the NES and Super Mario RPG for the SNES via the Wii Shop Channel. Also, Shining in the Darkness for the Genesis and Monster Lair for the TurboGrafx-16. (I own an actual copy of that last game, but you just know neither it nor my PC Engine Super CD-ROM2 system will last forever.)
As if that weren't bad enough, there are a ton of Japanese Virtual Console games I'd like to purchase before Nintendo pulls the plug on the Wii Shop Channel. Granted, doing so will require me to pick up a Japanese Wii, and I'm not sure that's in the cards at this point, but the point stands.
I mean, just look at some of the great games that have been made available via the Japanese Wii Virtual Console and nowhere else. Mizubaku Daibouken, Parasol Stars and Star Parodier for the PC Engine. Pepenga Pengo for the Mega Drive. Twinkle Star Sprites for the Neo Geo. Clock Tower, DoReMi Fantasy and Sutte Hakkun for the Super Famicom.
Is it really possible I'll buy a Japanese Wii as well as all of the above-mentioned Virtual Console titles before March 27, 2018? (Technically, I wouldn't have to do the latter until January 31, 2019, but I'd have to purchase Wii Points for them by the earlier date.) Possible, sure, but I wouldn't call it likely. As always, though, I'll give it my best shot.
How about you? Will any of you spend your hard-earned cash on some Wii Points between now and the end of March so you can pick up a few final Wii Virtual Console games?
If you do still own a use a Wii (or Wii U), though, you might appreciate the reminder that the Wii Virtual Console offers a lot of NES, Master System, Genesis, TurboGrafx-16, SNES and Neo Geo gems. (Don't take my word for it, check out this impressive list of North American Wii Virtual Console releases.)
Anyway, this news certainly bothers me. OK, so "bothers" may be too strong of a word, but it definitely saddens me a bit. That's because I still use my Wii fairly regularly. And not only that, but there are still a good number of Wii Virtual Console and WiiWare games I'd like to buy and play.
For instance, I've long meant to purchase Princess Tomato in the Salad Kingdom for the NES and Super Mario RPG for the SNES via the Wii Shop Channel. Also, Shining in the Darkness for the Genesis and Monster Lair for the TurboGrafx-16. (I own an actual copy of that last game, but you just know neither it nor my PC Engine Super CD-ROM2 system will last forever.)
As if that weren't bad enough, there are a ton of Japanese Virtual Console games I'd like to purchase before Nintendo pulls the plug on the Wii Shop Channel. Granted, doing so will require me to pick up a Japanese Wii, and I'm not sure that's in the cards at this point, but the point stands.
I mean, just look at some of the great games that have been made available via the Japanese Wii Virtual Console and nowhere else. Mizubaku Daibouken, Parasol Stars and Star Parodier for the PC Engine. Pepenga Pengo for the Mega Drive. Twinkle Star Sprites for the Neo Geo. Clock Tower, DoReMi Fantasy and Sutte Hakkun for the Super Famicom.
Is it really possible I'll buy a Japanese Wii as well as all of the above-mentioned Virtual Console titles before March 27, 2018? (Technically, I wouldn't have to do the latter until January 31, 2019, but I'd have to purchase Wii Points for them by the earlier date.) Possible, sure, but I wouldn't call it likely. As always, though, I'll give it my best shot.
How about you? Will any of you spend your hard-earned cash on some Wii Points between now and the end of March so you can pick up a few final Wii Virtual Console games?
Labels:
nintendo,
RIP,
virtual console,
wii,
Wii Points,
Wii Shop Channel,
Wii Virtual Console
Saturday, August 05, 2017
A few thoughts on Opoona (Wii) now that I've finally played it for a couple of hours
Although I've owned a copy of this unique RPG for years now, its disc hadn't seen the innards of my Wii until a week ago.
What prompted me to get off my lazy butt and (finally) start playing Opoona? One of the first things I did after getting settled into our new home was hook up my Wii (mainly to see if it still worked), which in turn pushed me to unpack and organize all of my games.
Looking through my collection of Wii titles made me realize just how many of them I'd never even booted up. So, I decided then and there to free a few from their plastic prisons--beginning with this ArtePiazza-made oddity and Namco's similarly weird Tabemon. (Don't worry, I'll share impressions of the latter in an upcoming post.)
Since then, I've put approximately six hours into the former. That's an accomplishment worth crowing about, if you ask me. After all, Opoona's first hour or two are the definition of challenging. Not because its random battles are overly tough, mind you; rather, it's because the game takes its sweet time in telling you the protagonist's backstory and introducing you to the game's world. Also, the first area ("dome," actually) it drops you into is a real bitch to navigate.
Thankfully, things pick up a great deal once you're allowed to do as you please--which in Opoona generally means trying out a number of curious "jobs" and tackling the various quests that are associated with them.
The first job you're given is called "ranger." Sounds intriguing, I know, but in reality the ranger job is similar to the generic "fighter" role offered up by any other JRPG that's ever seen the light of day.
So, early on in Opoona, you accept a few tasks that force you into the forest that surrounds the opening dome (more become available in time) to fight alien-looking baddies using the titular character's "bon-bon."
Speaking of Opoona's bon-bon, it's the game's main claim to fame--and for good reason. For the unaware: the bon-bon is your main weapon while playing Opoona. It's controlled using the analog stick on the Wii nunchuck peripheral. While in battle, you pull back on the stick (or push it forward, or to the side) and then let it flick in the opposite direction to send your bon-bon careening toward one or more of the enemies that stand before you, à la Dragon Quest.
That's related to another of Opoona's selling points, by the way. If you want, you can play it one-handed, using only the Wii nunchuck. Personally, I prefer using the Wii remote as well, but I like that the game's developers included such an accessible control option.
Anyway, back to Opoona's job and quest system. I only have experience with the ranger and attendant jobs so far, but that's enough for me to guess the game is going to take me in some strange directions between now and whenever I'm finished with it.
Why? Take the attendant job. The first few quests or tasks you're given upon accepting that occupation have you filling orders at an intergalactic fast-food joint and delivering room service at a bustling hotel.
Admittedly, tackling those tasks is a lot less enjoyable than taking out baddies with the rubber-ball-esque bon-bon, but it's a nice change of pace nonetheless.
Given the above, it should be pretty clear that Opoona isn't your typical console RPG. For the most part, I've found that to be a good thing during my six-hour playthrough. I like its characters, I like its sci-fi setting, I like its snappy battles, I like its breezy soundtrack, and I like its overall aesthetic.
On the other hand, traversing the game's (unquestionably beautiful) environments veers between semi-tedious and tortuous. The huge domes that serve as its hubs are especially enraging. The game fails to provide you with a useful map, so when an NPC says something like, "go ask Mary in the library about this," you invariably spend a good 10 or 15 minutes (if not more) trying to find said location.
The fields outside Opoona's domes are less aggravating in terms of their layouts, but that doesn't mean they're without fault. My main knock against them at the moment: although you can move the camera while wandering around the game's interior spaces, you lose that freedom while outdoors. As a result, it's not unusual to find yourself in awkward positions that make it difficult to parse exactly where you are or where you're going.
Those gripes currently keep from flat-out recommending Opoona, but they aren't keeping me from continuing through its adventure. The bulk of it interests me to the point that the aforementioned niggles are fairly, but not entirely, easy to ignore.
Who knows if that will hold true until I encounter its credit roll, or until I prematurely walk away from the game--whichever happens first. I hope it will, though, as I'd really like to see Opoona through to the end.
In the meantime, have any of you played this Koei-published Wii title? If so, what's your opinion of it?
What prompted me to get off my lazy butt and (finally) start playing Opoona? One of the first things I did after getting settled into our new home was hook up my Wii (mainly to see if it still worked), which in turn pushed me to unpack and organize all of my games.
Looking through my collection of Wii titles made me realize just how many of them I'd never even booted up. So, I decided then and there to free a few from their plastic prisons--beginning with this ArtePiazza-made oddity and Namco's similarly weird Tabemon. (Don't worry, I'll share impressions of the latter in an upcoming post.)
Since then, I've put approximately six hours into the former. That's an accomplishment worth crowing about, if you ask me. After all, Opoona's first hour or two are the definition of challenging. Not because its random battles are overly tough, mind you; rather, it's because the game takes its sweet time in telling you the protagonist's backstory and introducing you to the game's world. Also, the first area ("dome," actually) it drops you into is a real bitch to navigate.
Thankfully, things pick up a great deal once you're allowed to do as you please--which in Opoona generally means trying out a number of curious "jobs" and tackling the various quests that are associated with them.
The first job you're given is called "ranger." Sounds intriguing, I know, but in reality the ranger job is similar to the generic "fighter" role offered up by any other JRPG that's ever seen the light of day.
So, early on in Opoona, you accept a few tasks that force you into the forest that surrounds the opening dome (more become available in time) to fight alien-looking baddies using the titular character's "bon-bon."
Speaking of Opoona's bon-bon, it's the game's main claim to fame--and for good reason. For the unaware: the bon-bon is your main weapon while playing Opoona. It's controlled using the analog stick on the Wii nunchuck peripheral. While in battle, you pull back on the stick (or push it forward, or to the side) and then let it flick in the opposite direction to send your bon-bon careening toward one or more of the enemies that stand before you, à la Dragon Quest.
That's related to another of Opoona's selling points, by the way. If you want, you can play it one-handed, using only the Wii nunchuck. Personally, I prefer using the Wii remote as well, but I like that the game's developers included such an accessible control option.
Anyway, back to Opoona's job and quest system. I only have experience with the ranger and attendant jobs so far, but that's enough for me to guess the game is going to take me in some strange directions between now and whenever I'm finished with it.
Why? Take the attendant job. The first few quests or tasks you're given upon accepting that occupation have you filling orders at an intergalactic fast-food joint and delivering room service at a bustling hotel.
Admittedly, tackling those tasks is a lot less enjoyable than taking out baddies with the rubber-ball-esque bon-bon, but it's a nice change of pace nonetheless.
Given the above, it should be pretty clear that Opoona isn't your typical console RPG. For the most part, I've found that to be a good thing during my six-hour playthrough. I like its characters, I like its sci-fi setting, I like its snappy battles, I like its breezy soundtrack, and I like its overall aesthetic.
On the other hand, traversing the game's (unquestionably beautiful) environments veers between semi-tedious and tortuous. The huge domes that serve as its hubs are especially enraging. The game fails to provide you with a useful map, so when an NPC says something like, "go ask Mary in the library about this," you invariably spend a good 10 or 15 minutes (if not more) trying to find said location.
The fields outside Opoona's domes are less aggravating in terms of their layouts, but that doesn't mean they're without fault. My main knock against them at the moment: although you can move the camera while wandering around the game's interior spaces, you lose that freedom while outdoors. As a result, it's not unusual to find yourself in awkward positions that make it difficult to parse exactly where you are or where you're going.
Those gripes currently keep from flat-out recommending Opoona, but they aren't keeping me from continuing through its adventure. The bulk of it interests me to the point that the aforementioned niggles are fairly, but not entirely, easy to ignore.
Who knows if that will hold true until I encounter its credit roll, or until I prematurely walk away from the game--whichever happens first. I hope it will, though, as I'd really like to see Opoona through to the end.
In the meantime, have any of you played this Koei-published Wii title? If so, what's your opinion of it?
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Saturday, February 25, 2017
Nice Package! (Tabemon, Wii)
Last week, the Cool Box Art Twitter account wisely highlighted the European cover of Namco's colorful, Pac-Man-esque Wii game, The Munchables.
I say wisely because, in my humble opinion, The Munchables' Euro (as well as North American) box art is top notch.
As much as I like that cover imagery, though, I like its Japanese counterpart--showcased in the photo that follows--even more.
If you can't quite make out all of the wonderful details of the Tabemon (that's what The Munchables was called in Japan) box art in the snapshot above, take a gander at the one below. Or check out this scan.
Seriously, Tabemon's cover illustration and logo are among my favorites produced for a Nintendo Wii game.
Sadly, I can't say I love its gameplay as much as its packaging. Tabemon (or The Munchables, if that's how you prefer to refer to this title) looks great, no question. Its Pac-Man-esque gameplay, though, is just a little too superficial for my liking.
Speaking of which, I can't help but wonder if Tabemon or The Munchables would've benefited from a bit more structure. Think about Pac-Man--or Ms. Pac-Man or even Pac-Man Championship Edition. To me, part of what makes all three of those games so great is that they place limits on what players can do and where they can go.
Anyway, don't take that to mean I think you should avoid Tabemon or The Munchables like the plague. While its gameplay isn't quite as enjoyable as I expected it to be, it's still fun enough to own.
Plus, as you hopefully can see here, its packaging--which includes its box and disc art as well as its instruction manual--is worth the price of admission.
I don't know if you can see it the photo that kicks off this post, but Tabemon's instruction manual is billed as being as recipe book. Cute, right?
The cute continues throughout, too. Seriously, the Tabemon manual is stuffed full of adorable, food-themed art. Sadly, I wasn't able to scan this booklet before I put the bulk of my games collection into storage and left Seattle, so I it won't star in one of my "Manual Stimulation" posts until the end of this year at the earliest.
In the meantime, have any of you played either The Munchables or Tabemon? If so, what did you think of the experience?
See also: previous 'Nice Package!' posts
I say wisely because, in my humble opinion, The Munchables' Euro (as well as North American) box art is top notch.
As much as I like that cover imagery, though, I like its Japanese counterpart--showcased in the photo that follows--even more.
If you can't quite make out all of the wonderful details of the Tabemon (that's what The Munchables was called in Japan) box art in the snapshot above, take a gander at the one below. Or check out this scan.
Seriously, Tabemon's cover illustration and logo are among my favorites produced for a Nintendo Wii game.
Sadly, I can't say I love its gameplay as much as its packaging. Tabemon (or The Munchables, if that's how you prefer to refer to this title) looks great, no question. Its Pac-Man-esque gameplay, though, is just a little too superficial for my liking.
Speaking of which, I can't help but wonder if Tabemon or The Munchables would've benefited from a bit more structure. Think about Pac-Man--or Ms. Pac-Man or even Pac-Man Championship Edition. To me, part of what makes all three of those games so great is that they place limits on what players can do and where they can go.
Anyway, don't take that to mean I think you should avoid Tabemon or The Munchables like the plague. While its gameplay isn't quite as enjoyable as I expected it to be, it's still fun enough to own.
Plus, as you hopefully can see here, its packaging--which includes its box and disc art as well as its instruction manual--is worth the price of admission.
I don't know if you can see it the photo that kicks off this post, but Tabemon's instruction manual is billed as being as recipe book. Cute, right?
The cute continues throughout, too. Seriously, the Tabemon manual is stuffed full of adorable, food-themed art. Sadly, I wasn't able to scan this booklet before I put the bulk of my games collection into storage and left Seattle, so I it won't star in one of my "Manual Stimulation" posts until the end of this year at the earliest.
In the meantime, have any of you played either The Munchables or Tabemon? If so, what did you think of the experience?
See also: previous 'Nice Package!' posts
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Sunday, December 04, 2016
Get your piping hot #HudsonMonth game recommendations here!
In case you weren't already aware, December is "Hudson Month," according to my friend Anne Lee (of the Chic Pixel blog).
What does that mean? Basically, it means you're supposed to play one or more games made by the now-defunct developer and publisher Hudson Soft sometime this month and then blog or tweet about the experience (using #HudsonMonth in the latter scenario)--if you're willing and able, of course.
If Hudson Soft doesn't ring a bell, maybe the names of some of the company's most famous releases will: Adventure Island, Bomberman and Bonk's Adventure.
Although there's nothing wrong with playing through one of those titles or their sequels for this game-along, there are many other--and oftentimes better--options available to you, such as the following:
DoReMi Fantasy: Milon no DokiDoki Daibouken (Super Famicom)--There weren't many side-scolling platformers made for the Super Famicom or SNES that can compete with Nintendo's own Super Mario World or Yoshi's Island. DoReMi Fantasy is one of the few. Greatly helping matters is this cart's gameplay, which is reminiscent of Mizubaku Daibouken's. Physical copies (loose or complete) tend to be absurdly pricey these days, but that's not a problem if you've got a Wii or Wii U, as DoReMi Fantasy can be bought from both of their online shops for just a few bucks.
Hatena Satena (GameBoy Advance)--If you like Picross or even that old standby, Minesweeper, you'll love this 2001 Japan-only GameBoy Advance title. That's because Hatena Satena combines elements of both of those popular puzzlers, and the resulting effort more than stands on its own. Even better, Hatena Satena has a funky aesthetic that puts that of its predecessors to shame. Relevant aside: Compile's Guru Logi Champ will provide you with even more Picross-y thrills should Hatena Satena not fully satisfy your craving.
Kororinpa (Wii)--This is one of those early Wii games that made full use of the system's motion-sensing controller. In fact, Kororinpa is played by twisting and turning the Wii Remote to do the same to the title's labyrinthine levels--with the goal being to roll a ball (or something resembling a ball, at least) from each stage's entrance to its exit. That's harder than it sounds, of course. Thankfully, the game's colorful backdrops and chipper background tunes help take the edge off some of its tension. Bonus: cheap copies of both the first Kororinpa and its sequel can be bought via eBay these days.
Monster Lair (TurboGrafx-16)--If you're a PC Engine aficionado, you likely know this game by its original name, Wonder Boy III: Monster Lair. Whatever you call it, though, it's a great little game that's one part platformer and one part shoot 'em up. There's more to Monster Lair than its intriguing gameplay, though. The game's also a real looker thanks to its liberal use of color and its big, bold sprites. Its soundtrack is pure bliss, too. Relevant aside: I saved up and bought a pricey TurboGrafx-CD add-on as a teen solely because of this game.
Nuts & Milk (Famicom)--This single-screen platformer (don't be fooled, it's nothing like Bubble Bubble) was the first third-party game to be released for the Famicom. Despite that, and despite the fact that Nuts & Milk is just as fun as many classics from the same era, maker Namco never brought it to North America. Thankfully, it's easy enough to play in 2016 and beyond no matter where in the world you live. Actual carts are both abundant and cheap (on eBay and the like), or of course you can go the old "boot up the ROM" route. (If you own a Japanese 3DS, Wii or Wii U, you can buy Nuts & Milk from that region's Virtual Console. Unfortunately, the same can't be said if you own a recent Nintendo system that originates from North America or Europe.)
Princess Tomato in the Salad Kingdom (NES)--All you really need to know about this 1991 release: it's an old-school point-and-click adventure starring anthropomorphic pieces of produce. That alone should make you sit down and play it, in my opinion. If that's not enough, consider its grin-inducing visuals and its jaunty soundtrack. Also, Princess Tomato in the Salad Kingdom can be picked up quickly and cheaply via the Wii eShop if you have that Nintendo console or the Wii U. Why the higher-ups at Konami (which now owns Hudson's intellectual properties) have yet to slip the game onto any region's 3DS eShop is beyond me.
Saturn Bomberman (Saturn)--If you play just one of the games discussed here, let it be this one. In my humble opinion, this is the best, most enjoyable Bomberman game to ever see the light of day. Plus, its graphics are so adroitly drawn and animated they'll make you tear up. As for Saturn Bomberman's music, I can't say it'll make you cry, but it'll definitely help set the mood for a properly thorough play session. If you're without a Sega Saturn and a copy of this game, by the way, you can buy the next best thing, Bomberman '94 for the PC Engine, from the Wii eShop or the PlayStation Store.
Star Parodier (PC Engine)--I fell in love with this overhead, vertical-scrolling shoot 'em up the second I found out one of its selectable ships was a PC Engine system that takes down oncoming enemies with HuCards and CDs and deflects their projectiles using controllers that double as as shields. (You can choose to pilot Bomberman, too, curiously enough.) Sadly, that's about the wackiest thing you can say about Star Parodier. The rest of its content is quite a bit less intriguing than similar games like Parodius and Pop'n TwinBee. Still, this Super CD-ROM2 title is well worth checking out if you're a fan of the shmup genre in particular or cute games in general.
Are you a fan of a Hudson Soft-made or -published game not discussed here? Let me--and others--know about it in the comments section below.
What does that mean? Basically, it means you're supposed to play one or more games made by the now-defunct developer and publisher Hudson Soft sometime this month and then blog or tweet about the experience (using #HudsonMonth in the latter scenario)--if you're willing and able, of course.
If Hudson Soft doesn't ring a bell, maybe the names of some of the company's most famous releases will: Adventure Island, Bomberman and Bonk's Adventure.
Although there's nothing wrong with playing through one of those titles or their sequels for this game-along, there are many other--and oftentimes better--options available to you, such as the following:
DoReMi Fantasy: Milon no DokiDoki Daibouken (Super Famicom)--There weren't many side-scolling platformers made for the Super Famicom or SNES that can compete with Nintendo's own Super Mario World or Yoshi's Island. DoReMi Fantasy is one of the few. Greatly helping matters is this cart's gameplay, which is reminiscent of Mizubaku Daibouken's. Physical copies (loose or complete) tend to be absurdly pricey these days, but that's not a problem if you've got a Wii or Wii U, as DoReMi Fantasy can be bought from both of their online shops for just a few bucks.
Hatena Satena (GameBoy Advance)--If you like Picross or even that old standby, Minesweeper, you'll love this 2001 Japan-only GameBoy Advance title. That's because Hatena Satena combines elements of both of those popular puzzlers, and the resulting effort more than stands on its own. Even better, Hatena Satena has a funky aesthetic that puts that of its predecessors to shame. Relevant aside: Compile's Guru Logi Champ will provide you with even more Picross-y thrills should Hatena Satena not fully satisfy your craving.
Kororinpa (Wii)--This is one of those early Wii games that made full use of the system's motion-sensing controller. In fact, Kororinpa is played by twisting and turning the Wii Remote to do the same to the title's labyrinthine levels--with the goal being to roll a ball (or something resembling a ball, at least) from each stage's entrance to its exit. That's harder than it sounds, of course. Thankfully, the game's colorful backdrops and chipper background tunes help take the edge off some of its tension. Bonus: cheap copies of both the first Kororinpa and its sequel can be bought via eBay these days.
Monster Lair (TurboGrafx-16)--If you're a PC Engine aficionado, you likely know this game by its original name, Wonder Boy III: Monster Lair. Whatever you call it, though, it's a great little game that's one part platformer and one part shoot 'em up. There's more to Monster Lair than its intriguing gameplay, though. The game's also a real looker thanks to its liberal use of color and its big, bold sprites. Its soundtrack is pure bliss, too. Relevant aside: I saved up and bought a pricey TurboGrafx-CD add-on as a teen solely because of this game.
Nuts & Milk (Famicom)--This single-screen platformer (don't be fooled, it's nothing like Bubble Bubble) was the first third-party game to be released for the Famicom. Despite that, and despite the fact that Nuts & Milk is just as fun as many classics from the same era, maker Namco never brought it to North America. Thankfully, it's easy enough to play in 2016 and beyond no matter where in the world you live. Actual carts are both abundant and cheap (on eBay and the like), or of course you can go the old "boot up the ROM" route. (If you own a Japanese 3DS, Wii or Wii U, you can buy Nuts & Milk from that region's Virtual Console. Unfortunately, the same can't be said if you own a recent Nintendo system that originates from North America or Europe.)
Princess Tomato in the Salad Kingdom (NES)--All you really need to know about this 1991 release: it's an old-school point-and-click adventure starring anthropomorphic pieces of produce. That alone should make you sit down and play it, in my opinion. If that's not enough, consider its grin-inducing visuals and its jaunty soundtrack. Also, Princess Tomato in the Salad Kingdom can be picked up quickly and cheaply via the Wii eShop if you have that Nintendo console or the Wii U. Why the higher-ups at Konami (which now owns Hudson's intellectual properties) have yet to slip the game onto any region's 3DS eShop is beyond me.
Saturn Bomberman (Saturn)--If you play just one of the games discussed here, let it be this one. In my humble opinion, this is the best, most enjoyable Bomberman game to ever see the light of day. Plus, its graphics are so adroitly drawn and animated they'll make you tear up. As for Saturn Bomberman's music, I can't say it'll make you cry, but it'll definitely help set the mood for a properly thorough play session. If you're without a Sega Saturn and a copy of this game, by the way, you can buy the next best thing, Bomberman '94 for the PC Engine, from the Wii eShop or the PlayStation Store.
Star Parodier (PC Engine)--I fell in love with this overhead, vertical-scrolling shoot 'em up the second I found out one of its selectable ships was a PC Engine system that takes down oncoming enemies with HuCards and CDs and deflects their projectiles using controllers that double as as shields. (You can choose to pilot Bomberman, too, curiously enough.) Sadly, that's about the wackiest thing you can say about Star Parodier. The rest of its content is quite a bit less intriguing than similar games like Parodius and Pop'n TwinBee. Still, this Super CD-ROM2 title is well worth checking out if you're a fan of the shmup genre in particular or cute games in general.
Are you a fan of a Hudson Soft-made or -published game not discussed here? Let me--and others--know about it in the comments section below.
Monday, November 28, 2016
Aural Gratification #4: 'Snowy Fields' from Kirby's Epic Yarn (Wii)
I was reminded of this wonderfully wintry track when my friend Anne recently sent out a tweet about a similarly seasonal tune from Yoshi's Woolly World.
The reminder was much appreciated, as both "Snowy Fields" and Kirby's Epic Yarn have long had a special place in my heart.
Not only did I declare the latter my favorite Wii game of 2010, but I now work my way through it every year in the run up to the holidays.
Why? The game's "Snow Land" is a major reason, of course, but the rest of Epic Yarn's many worlds play a role, too. After all, each and every one of them look (and sound) like they sprang out of a child's toy chest.
Plus, the whole adventure evokes that same wide-eyed feeling of wonderment and awe that washed over me as a kid after I woke up on Christmas morning and first caught a glimpse of the brightly wrapped presents under our tree.
Do any of you also have fond memories of Kirby's Epic Yarn? If so, please share them in the comments section that follows.
See also: previous 'Aural Gratification' posts
The reminder was much appreciated, as both "Snowy Fields" and Kirby's Epic Yarn have long had a special place in my heart.
Not only did I declare the latter my favorite Wii game of 2010, but I now work my way through it every year in the run up to the holidays.
Why? The game's "Snow Land" is a major reason, of course, but the rest of Epic Yarn's many worlds play a role, too. After all, each and every one of them look (and sound) like they sprang out of a child's toy chest.
Plus, the whole adventure evokes that same wide-eyed feeling of wonderment and awe that washed over me as a kid after I woke up on Christmas morning and first caught a glimpse of the brightly wrapped presents under our tree.
Do any of you also have fond memories of Kirby's Epic Yarn? If so, please share them in the comments section that follows.
See also: previous 'Aural Gratification' posts
Labels:
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Thursday, October 20, 2016
Eight thoughts on the Nintendo Switch
Early this morning (in my neck of the woods, at least), Nintendo unveiled--via a three-minute video that can be viewed below--its "new home gaming console," called Switch.
Previously referred to as the NX, the Switch offers up a whole lot of gaming options in a surprisingly small package. The gist: it's a small tablet with detachable controllers that also can be connected to (and played on) a TV.
As with all things Nintendo, the Switch's reveal provoked reactions that ranged from amazed to aghast. How did I react to it? The rest of this write-up should give you a good idea.
The name is miles better than the Wii U--To be honest, when I first saw it appear in this morning's Nintendo Switch debut trailer, I wasn't all that impressed. As I continued to watch, though, it sunk in that the name's pretty darn fitting given what the system allows people to do. Plus, it ditches both the DS and Wii naming schemes Nintendo has relied on for the last two generations, which was a must. (Connecting this system to the Wii brand, especially, would've been suicide, in my opinion.) Plus, I really like the animated logo that was used throughout today's teaser and I think Nintendo can get a lot of mileage out of it if it plays its cards right.
I'm going to miss the clamshell design of the DS and 3DS--Now that I've seen what Nintendo wanted to accomplish with Switch, I understand why it had to leave the iconic clamshell design of its last two portable game systems in the dust. Still, I can't help but mourn the loss at least a bit, especially since that design helped protect DS and 3DS screens and buttons from scratches and other damage. Oh, well, that's nothing a soft pouch can't help with (in the case of Switch), right?
I'm also going to miss the DS' and 3DS' two screens--I'm having an easier time with this design decision than I am with the one above, as Nintendo effectively killed the most interesting aspects of two-screen gaming when it added 3D to the 3DS' top screen and also made it larger than the bottom one.
Do I have to mourn touch-screen gaming, too?--No part of this first Nintendo Switch video suggested the console's portable component features a touch screen. Still, I have a feeling we'll find out it does, in fact, sport one between now and then it finally hits store shelves next March. It only makes sense given the Switch's form factor and the rumors of Nintendo courting mobile-game developers to bring their wares to the system.
Its hybrid capabilities are even more interesting than I imagined--That the Switch was going to be a system you could play on the go or at home (while connected to a TV) has been a given for eons now. Even the detachable controller parts have been a known quantity for some time. Still, I'd be lying if I said I wasn't shocked by some of what was shown off in this morning's teaser. In particular, I loved seeing that you can detach the above-mentioned parts and hold one in each hand, or you can stick them into an accessory that makes them look and act like a more traditional controller. And then there's the most controversial use of these "Joy-Con" peripherals (I love that name, by the way), which involves turning them sideways and holding them like they're tiny NES or SNES controllers. I can't see myself ever employing that method of play, but I like that it's an option all the same.
It's hard to tell how powerful the Switch is in a three-minute piece of PR fluff, but it looks capable enough to me--Of course, "capable enough to me" means on par with or a smidgen better than the Wii U. I sincerely doubt Nintendo's aiming for this system to be no more powerful than that failed console, though, so the final product should at least equal two Wii Us duct-taped together. (Please tell me you get the joke.) That would be beyond fine with me, especially since I passed on the Wii U and have yet to experience any of Nintendo's wonderful gaming franchises in honest-to-goodness high definition.
I love that Switch uses cartridges rather than discs--Some people find this baffling, I'm sure, but I'm not one of them. I mean, can you imagine a portable device like this having a disc slot? I can't. Plus, I simply prefer carts to CDs or DVDs when it comes to gaming. No disc drive means less noise, fewer loading screens and a smaller console--with the latter being especially important for an on-the-go system like Switch.
The list of third-party partners Nintendo has shown off is promising, but doesn't mean much at the moment--If you've followed Nintendo and its systems for any length of time, you know its relationships with third-party developers and publishers have been strained--to put it mildly--since the Nintendo 64 era. Has everyone kissed and made up thanks to Switch? I'll believe it when I see it. Hopefully, though, Switch will attract at least as much third-party software as the 3DS has, and far more than the Wii U ever did.
So, those are my initial thoughts and opinions on today's Nintendo Switch unveiling. What are yours?
Previously referred to as the NX, the Switch offers up a whole lot of gaming options in a surprisingly small package. The gist: it's a small tablet with detachable controllers that also can be connected to (and played on) a TV.
As with all things Nintendo, the Switch's reveal provoked reactions that ranged from amazed to aghast. How did I react to it? The rest of this write-up should give you a good idea.
The name is miles better than the Wii U--To be honest, when I first saw it appear in this morning's Nintendo Switch debut trailer, I wasn't all that impressed. As I continued to watch, though, it sunk in that the name's pretty darn fitting given what the system allows people to do. Plus, it ditches both the DS and Wii naming schemes Nintendo has relied on for the last two generations, which was a must. (Connecting this system to the Wii brand, especially, would've been suicide, in my opinion.) Plus, I really like the animated logo that was used throughout today's teaser and I think Nintendo can get a lot of mileage out of it if it plays its cards right.
I'm going to miss the clamshell design of the DS and 3DS--Now that I've seen what Nintendo wanted to accomplish with Switch, I understand why it had to leave the iconic clamshell design of its last two portable game systems in the dust. Still, I can't help but mourn the loss at least a bit, especially since that design helped protect DS and 3DS screens and buttons from scratches and other damage. Oh, well, that's nothing a soft pouch can't help with (in the case of Switch), right?
I'm also going to miss the DS' and 3DS' two screens--I'm having an easier time with this design decision than I am with the one above, as Nintendo effectively killed the most interesting aspects of two-screen gaming when it added 3D to the 3DS' top screen and also made it larger than the bottom one.
Do I have to mourn touch-screen gaming, too?--No part of this first Nintendo Switch video suggested the console's portable component features a touch screen. Still, I have a feeling we'll find out it does, in fact, sport one between now and then it finally hits store shelves next March. It only makes sense given the Switch's form factor and the rumors of Nintendo courting mobile-game developers to bring their wares to the system.
Its hybrid capabilities are even more interesting than I imagined--That the Switch was going to be a system you could play on the go or at home (while connected to a TV) has been a given for eons now. Even the detachable controller parts have been a known quantity for some time. Still, I'd be lying if I said I wasn't shocked by some of what was shown off in this morning's teaser. In particular, I loved seeing that you can detach the above-mentioned parts and hold one in each hand, or you can stick them into an accessory that makes them look and act like a more traditional controller. And then there's the most controversial use of these "Joy-Con" peripherals (I love that name, by the way), which involves turning them sideways and holding them like they're tiny NES or SNES controllers. I can't see myself ever employing that method of play, but I like that it's an option all the same.
It's hard to tell how powerful the Switch is in a three-minute piece of PR fluff, but it looks capable enough to me--Of course, "capable enough to me" means on par with or a smidgen better than the Wii U. I sincerely doubt Nintendo's aiming for this system to be no more powerful than that failed console, though, so the final product should at least equal two Wii Us duct-taped together. (Please tell me you get the joke.) That would be beyond fine with me, especially since I passed on the Wii U and have yet to experience any of Nintendo's wonderful gaming franchises in honest-to-goodness high definition.
I love that Switch uses cartridges rather than discs--Some people find this baffling, I'm sure, but I'm not one of them. I mean, can you imagine a portable device like this having a disc slot? I can't. Plus, I simply prefer carts to CDs or DVDs when it comes to gaming. No disc drive means less noise, fewer loading screens and a smaller console--with the latter being especially important for an on-the-go system like Switch.
The list of third-party partners Nintendo has shown off is promising, but doesn't mean much at the moment--If you've followed Nintendo and its systems for any length of time, you know its relationships with third-party developers and publishers have been strained--to put it mildly--since the Nintendo 64 era. Has everyone kissed and made up thanks to Switch? I'll believe it when I see it. Hopefully, though, Switch will attract at least as much third-party software as the 3DS has, and far more than the Wii U ever did.
So, those are my initial thoughts and opinions on today's Nintendo Switch unveiling. What are yours?
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Wednesday, May 18, 2016
Nice Package! (Valkyrie no Densetsu, PC Engine)
I've had kind of an up and down history with Namco's ancient Valkyrie no Densetsu (aka Legend of Valkyrie). Early on, it was the kind of gaming experience that caused me to wrinkle my nose in disgust. In recent months, though, my reaction to this antiquated adventure title, first released as a Japanese quarter-muncher back in 1989, has softened.
As for what prompted this change of heart, well, I'd be lying if I said the 1990 PC Engine port's beautiful packaging--its eye-popping instruction manual, especially--didn't play a role.

Really, though, Valkyrie no Densetsu’s cover art, HuCard label and how-to booklet just gave me that last little nudge needed to get me to buy the game.
Before that, I’d actually come around to its initially off-putting visuals and its limited gameplay. The latter was easier to embrace than the former, despite the fact that it pales in comparison to similar offerings like The Legend of Zelda. (Whereas even the first Zelda effort allows you to wander and explore, Valkyrie limits you to a set path—which at times feels annoyingly restrictive.)
Does all of this drool-covered praise mean I’d suggest other folks add Valkyrie no Densetsu to their collections? I guess you could say that—if you own a PC Engine (or some other device capable of playing that system’s credit card-sized cartridges) and if you’re fine with playing games from an entirely different era.
Even if you can shake your head yes to both of those requirements, though, I’d still recommend playing Valkyrie in some form or fashion (such as through emulation) before handing over your hard-earned cash for it.

Thankfully, you shouldn’t find yourself in the poorhouse if you ignore my advice and purchase it anyway, as copies tend to be reasonably priced.
Plus, even if you end up hating the game—or even if you only play it a few times and then decide you’re done with it—you’ll still be able to enjoy its colorful instruction manual, a couple of pages of which can be ogled in the photos found above and below.

There's a lot more where all of this came from, though, believe me. I guess this means I have to hit the scanner soon and produce another "Manual Stimulation" post, eh?
While I get to that, have any of you played any iteration of Valkyrie no Densetsu? Although the PC Engine port is the focus of this write-up, the original arcade version was included on 1997's Namco Museum Volume 5 and it also made its way onto the (Japanese) Wii Virtual Console in 2009.
See also: 'Second Chances (Valkyrie no Densetsu, PC Engine)' and previous 'Nice Package!' posts
As for what prompted this change of heart, well, I'd be lying if I said the 1990 PC Engine port's beautiful packaging--its eye-popping instruction manual, especially--didn't play a role.

Really, though, Valkyrie no Densetsu’s cover art, HuCard label and how-to booklet just gave me that last little nudge needed to get me to buy the game.
Before that, I’d actually come around to its initially off-putting visuals and its limited gameplay. The latter was easier to embrace than the former, despite the fact that it pales in comparison to similar offerings like The Legend of Zelda. (Whereas even the first Zelda effort allows you to wander and explore, Valkyrie limits you to a set path—which at times feels annoyingly restrictive.)
Even if you can shake your head yes to both of those requirements, though, I’d still recommend playing Valkyrie in some form or fashion (such as through emulation) before handing over your hard-earned cash for it.

Thankfully, you shouldn’t find yourself in the poorhouse if you ignore my advice and purchase it anyway, as copies tend to be reasonably priced.
Plus, even if you end up hating the game—or even if you only play it a few times and then decide you’re done with it—you’ll still be able to enjoy its colorful instruction manual, a couple of pages of which can be ogled in the photos found above and below.

There's a lot more where all of this came from, though, believe me. I guess this means I have to hit the scanner soon and produce another "Manual Stimulation" post, eh?
While I get to that, have any of you played any iteration of Valkyrie no Densetsu? Although the PC Engine port is the focus of this write-up, the original arcade version was included on 1997's Namco Museum Volume 5 and it also made its way onto the (Japanese) Wii Virtual Console in 2009.
See also: 'Second Chances (Valkyrie no Densetsu, PC Engine)' and previous 'Nice Package!' posts
Thursday, January 14, 2016
6 DS, PSP, Wii and Xbox 360 games I'm looking forward to playing at some point in 2016
Unlike the last two of these "six games I'm looking forward to playing at some point in 2016," all of the titles included here have been out for quite some time.
Also, I already own all of them. Well, all but one. Can you guess which game I've yet to buy?
If you guessed Alien: Isolation, pat yourself on the back. Or do something else that makes you feel good.
While you do that, I'll share a few thoughts on why I want to play these DS, PSP, Wii and Xbox 360 titles a little bit more than I want to play other DS, PSP, Wii and Xbox 360 titles between now and the end of the year.
Alien: Isolation (Xbox 360)--Considering I'm a huge fan of the first two Alien films, it's almost criminal that I've yet to pick up a copy of Isolation. Of course, it's been ages since I turned on my poor 360, so I guess my lack of action here can't be considered too shocking. Still, I've heard very good things about this Alien game, which is a shock itself, as nearly every other Alien-inpired game in existence is a complete turd. (Note I said "nearly"--I know a select few of them are worth playing.) I know that doesn't ensure I'll actually enjoy Alien: Isolation, but I'm willing to give it a try anyway.
Captain Rainbow (Wii)--In my defense, I bought this bizarre, skip-made game just a few months ago. In other words, I've barely ignored it compared to the other titles mentioned here. I don't epect it to be neglected for much longer, though, as it looks delightfully weird. (Yes, even for a skip game.) The question is: will the language barrier limit my ability to bask in Rainbow's brilliant glow? I guess we'll find out sometime in the next 12 months.
Hatsune Miku: Project DIVA (PSP)--Although I've kept a curious eye on Sega's Hatsune Miku series of games (even the chibi-fied Project Mirai titles released for the 3DS) for some time, I've yet to actually play one of them. I hope to change all of that this year by picking up one of the PSP games. Why DIVA and not Mirai? As much as I love all things cute, I prefer the aesthetics of the former series to the latter. The thing is, I have no idea which Hatsune Miku: Project DIVA release to get. Any suggestions?
Okaeri! Chibi-Robo! Happy Richie Osoji (DS)--Here's another game that's been on my short list of "games to buy as soon as possible" for a good while now. I haven't gone through with it yet for a few reasons, with one of them being that copies of this Japan-only release can be a bit pricey. Another reason: I have very little experience with Chibi-Robo, and I feel kind of weird jumping into it with the third game. It probably would make for an interesting entry in my #ADecadeofDS series, though, don't you think?
Opoona (Wii)--Full disclosure: I actually played about an hour--or maybe it was just 30 minutes or so--of this unique RPG a couple of years ago before moving on to something else for some reason or other. (It wasn't because I disliked what I'd experienced to that point, I can tell you that much.) Anyway, it popped back into my conscienceness when I bought Captain Rainbow and two other Jpanaese Wii titles last autumn (one was Tabemon, released elsewhere as The Munchables), and now I'm chomping at the bit to give it a second chance.
Z.H.P. Unlosing Ranger vs. Darkdeath Evilman (PSP)--I like pretty much everything about this 2010 Nippon Ichi release--with its overall art style and its gameplay (which is focused on exploring randomly generated dungeons) being the highlights. So why have I dragged my feet on playing it? The only answer I can come up with at the moment is that I don't pull out my pair of PSP systems as much as I did a few years ago, and so a number of enticing games have kind of fallen by the wayside. One of my goals of 2016 is to rectify that situation, though, so hopefully I'll have something to say about Z.H.P. and at least a couple of other choice PSP titles before the year comes to a close.
I don't suppose any of you are looking forward to playing any particular "last gen" games (and, yes, that includes the PS3) at some point in 2016? If so, let me know which ones in the comments section that follows.
Also, I already own all of them. Well, all but one. Can you guess which game I've yet to buy?
If you guessed Alien: Isolation, pat yourself on the back. Or do something else that makes you feel good.
While you do that, I'll share a few thoughts on why I want to play these DS, PSP, Wii and Xbox 360 titles a little bit more than I want to play other DS, PSP, Wii and Xbox 360 titles between now and the end of the year.
Alien: Isolation (Xbox 360)--Considering I'm a huge fan of the first two Alien films, it's almost criminal that I've yet to pick up a copy of Isolation. Of course, it's been ages since I turned on my poor 360, so I guess my lack of action here can't be considered too shocking. Still, I've heard very good things about this Alien game, which is a shock itself, as nearly every other Alien-inpired game in existence is a complete turd. (Note I said "nearly"--I know a select few of them are worth playing.) I know that doesn't ensure I'll actually enjoy Alien: Isolation, but I'm willing to give it a try anyway.
Captain Rainbow (Wii)--In my defense, I bought this bizarre, skip-made game just a few months ago. In other words, I've barely ignored it compared to the other titles mentioned here. I don't epect it to be neglected for much longer, though, as it looks delightfully weird. (Yes, even for a skip game.) The question is: will the language barrier limit my ability to bask in Rainbow's brilliant glow? I guess we'll find out sometime in the next 12 months.
Hatsune Miku: Project DIVA (PSP)--Although I've kept a curious eye on Sega's Hatsune Miku series of games (even the chibi-fied Project Mirai titles released for the 3DS) for some time, I've yet to actually play one of them. I hope to change all of that this year by picking up one of the PSP games. Why DIVA and not Mirai? As much as I love all things cute, I prefer the aesthetics of the former series to the latter. The thing is, I have no idea which Hatsune Miku: Project DIVA release to get. Any suggestions?
Okaeri! Chibi-Robo! Happy Richie Osoji (DS)--Here's another game that's been on my short list of "games to buy as soon as possible" for a good while now. I haven't gone through with it yet for a few reasons, with one of them being that copies of this Japan-only release can be a bit pricey. Another reason: I have very little experience with Chibi-Robo, and I feel kind of weird jumping into it with the third game. It probably would make for an interesting entry in my #ADecadeofDS series, though, don't you think?
Opoona (Wii)--Full disclosure: I actually played about an hour--or maybe it was just 30 minutes or so--of this unique RPG a couple of years ago before moving on to something else for some reason or other. (It wasn't because I disliked what I'd experienced to that point, I can tell you that much.) Anyway, it popped back into my conscienceness when I bought Captain Rainbow and two other Jpanaese Wii titles last autumn (one was Tabemon, released elsewhere as The Munchables), and now I'm chomping at the bit to give it a second chance.
Z.H.P. Unlosing Ranger vs. Darkdeath Evilman (PSP)--I like pretty much everything about this 2010 Nippon Ichi release--with its overall art style and its gameplay (which is focused on exploring randomly generated dungeons) being the highlights. So why have I dragged my feet on playing it? The only answer I can come up with at the moment is that I don't pull out my pair of PSP systems as much as I did a few years ago, and so a number of enticing games have kind of fallen by the wayside. One of my goals of 2016 is to rectify that situation, though, so hopefully I'll have something to say about Z.H.P. and at least a couple of other choice PSP titles before the year comes to a close.
I don't suppose any of you are looking forward to playing any particular "last gen" games (and, yes, that includes the PS3) at some point in 2016? If so, let me know which ones in the comments section that follows.
Wednesday, January 07, 2015
What kind of idiot buys a Wii Virtual Console title in 2015? This kind!
Which Virtual Console game did I buy via my too-long-ignored Wii, you ask? The SNES version of Harvest Moon.
I bought it because I've had the Harvest Moon series on the brain ever since I received a copy of The Lost Valley for Christmas. Specifically, I've been thinking about the trio of Harvest Moon titles I've wanted to play for some time now: the aforementioned original, Harvest Moon 64 and Harvest Moon: Magical Melody for GameCube.
I pulled the trigger on this long-running franchise's first game yesterday because, well, it was a lot easier to trade in $8 worth of "Wii Points" and then download the digital version of that title in a matter of seconds than hunt for physical copies of the Nintendo 64 or GameCube sequels on eBay and then wait a week or two for them to arrive on my doorstep.
(That's not to say I haven't also done some of the latter over the last few days, but let's save that discussion for another day.)
Sadly, but hardly shockingly, I've yet to put more than a few minutes into this delightful-looking farming sim. I'm planning to devote an adequate amount of time to it this weekend, though, so look for a few thoughts on it in the "Shall We Do It?" post that'll be published late next week.
In the meantime, do any of you have any experience with the SNES version of Harvest Moon--or Harvest Moon 64 or Magical Melody? If so, I'd love it if you'd share your opinions of them in the comments section below.
I bought it because I've had the Harvest Moon series on the brain ever since I received a copy of The Lost Valley for Christmas. Specifically, I've been thinking about the trio of Harvest Moon titles I've wanted to play for some time now: the aforementioned original, Harvest Moon 64 and Harvest Moon: Magical Melody for GameCube.
I pulled the trigger on this long-running franchise's first game yesterday because, well, it was a lot easier to trade in $8 worth of "Wii Points" and then download the digital version of that title in a matter of seconds than hunt for physical copies of the Nintendo 64 or GameCube sequels on eBay and then wait a week or two for them to arrive on my doorstep.
(That's not to say I haven't also done some of the latter over the last few days, but let's save that discussion for another day.)
Sadly, but hardly shockingly, I've yet to put more than a few minutes into this delightful-looking farming sim. I'm planning to devote an adequate amount of time to it this weekend, though, so look for a few thoughts on it in the "Shall We Do It?" post that'll be published late next week.
In the meantime, do any of you have any experience with the SNES version of Harvest Moon--or Harvest Moon 64 or Magical Melody? If so, I'd love it if you'd share your opinions of them in the comments section below.
Labels:
16-bit,
Bokujō Monogatari,
farming sims,
Harvest Moon,
life sims,
Natsume,
nintendo,
retro,
SNES,
super famicom,
virtual console,
wii
Monday, December 29, 2014
Nice Package! (Rodea the Sky Soldier)
Maintaining an acknowledgeable level of interest in Rodea the Sky Soldier has been a tough ask the last couple of years.
After all, back when it was first unveiled (in 2010) as a Wii game, it had Sonic the Hedgehog creator Yuji Naka's name attached to it and NiGHTS-esque hype surrounding it. Today, it seems to be more of a Kadokawa Shoten product that was inspired by Naka's earlier, shelved work--which, to be honest, sounds far less appealing to me than the originally announced game.
Still, I'm curious to find out whether or not Rodea the Sky Soldier found a way to survive this painfully drawn out hand-off and wind up a halfway-decent title.
One thing that's already clear to me: Rodea's box art didn't survive that same transition. Don't believe me? Feast your eyes on the following cover mock-up, which apparently was created for the Wii version of the game.
And then check out the two pieces of box art below, which are for Rodea's 3DS and Wii U releases, respectively.
Actually, the 3DS cover illustration above isn't the worst thing ever, but that big, blocky and crude logo does all it can to ruin the experience, in my opinion.
Also, both the 3DS and Wii U box arts serve to reinforce my dislike of Rodea's protagonist. There's just a bit too much going on with his design, don't you think?
The Wii U cover also reiterates for me that the branding that's used on all of the system's cases pales in comparison to the simpler, more elegant branding that appeared on Wii cases. I find that teal-and-yellow "swoop" that appears at the top of every piece of Wii U box art to be visually jarring, and even when it doesn't clash with the art beneath it, it still threatens to pull your eyes away from it.
What do all of you think? Do you find any of these covers appealing? And are you at all interested in the games that are going to be packed inside of their cases?
After all, back when it was first unveiled (in 2010) as a Wii game, it had Sonic the Hedgehog creator Yuji Naka's name attached to it and NiGHTS-esque hype surrounding it. Today, it seems to be more of a Kadokawa Shoten product that was inspired by Naka's earlier, shelved work--which, to be honest, sounds far less appealing to me than the originally announced game.
Still, I'm curious to find out whether or not Rodea the Sky Soldier found a way to survive this painfully drawn out hand-off and wind up a halfway-decent title.
One thing that's already clear to me: Rodea's box art didn't survive that same transition. Don't believe me? Feast your eyes on the following cover mock-up, which apparently was created for the Wii version of the game.
And then check out the two pieces of box art below, which are for Rodea's 3DS and Wii U releases, respectively.
Actually, the 3DS cover illustration above isn't the worst thing ever, but that big, blocky and crude logo does all it can to ruin the experience, in my opinion.
Also, both the 3DS and Wii U box arts serve to reinforce my dislike of Rodea's protagonist. There's just a bit too much going on with his design, don't you think?
The Wii U cover also reiterates for me that the branding that's used on all of the system's cases pales in comparison to the simpler, more elegant branding that appeared on Wii cases. I find that teal-and-yellow "swoop" that appears at the top of every piece of Wii U box art to be visually jarring, and even when it doesn't clash with the art beneath it, it still threatens to pull your eyes away from it.
What do all of you think? Do you find any of these covers appealing? And are you at all interested in the games that are going to be packed inside of their cases?
Labels:
3DS,
box art,
cover art,
imports,
Japanese games,
Kadokawa Games,
Kadokawa Shoten,
Nice Package!,
nintendo,
Prope,
Rodea The Sky Soldier,
wii,
Wii U,
Yuji Naka
Wednesday, November 12, 2014
I'll be pre-ordering the 3DS version of Rodea: The Sky Soldier, too--as soon as somebody allows it
How's this for a blast from the past? A game that first made noise all the way back in 2011, but has barely been heard from since, is roaring back onto the scene courtesy of the latest issue of Japan's Famitsu magazine.
The game in question is Rodea: The Sky Soldier, a unique-looking action game that, a couple of years ago, was being prepped by former Sonic Team-er Yuji Naka and his team at Prope for an eventual release--courtesy of Kadokawa Games--on both 3DS and Wii.
Unsurprisingly, the Wii iteration has been moved to the Wii U. Aside from that, though, it appears that little else has changed in regard to the "NiGHTS into Dreams meets Shadow of the Colossus meets Sonic the Hedgehog" action that was showcased in this old trailer:
The only thing that doesn't thrill me about all of this: I'm still not the biggest fan of the design of Rodea's protagonist.
Still, I'm all set to put some money down on the 3DS title--as soon as somebody allows me to do so. Considering Rodea doesn't yet have a specific release date (it's supposed to be released "next spring"), I have a feeling my pre-ordering is going to have to wait at least a few months.
In the meantime, I'll save up a few bucks, as the 3DS version is set to be released with a 5,800-yen (about $50) price tag attached to it. (The Wii U game will cost 7,200 yen.)
(Via neogaf.com)
The game in question is Rodea: The Sky Soldier, a unique-looking action game that, a couple of years ago, was being prepped by former Sonic Team-er Yuji Naka and his team at Prope for an eventual release--courtesy of Kadokawa Games--on both 3DS and Wii.
Unsurprisingly, the Wii iteration has been moved to the Wii U. Aside from that, though, it appears that little else has changed in regard to the "NiGHTS into Dreams meets Shadow of the Colossus meets Sonic the Hedgehog" action that was showcased in this old trailer:
The only thing that doesn't thrill me about all of this: I'm still not the biggest fan of the design of Rodea's protagonist.
Still, I'm all set to put some money down on the 3DS title--as soon as somebody allows me to do so. Considering Rodea doesn't yet have a specific release date (it's supposed to be released "next spring"), I have a feeling my pre-ordering is going to have to wait at least a few months.
In the meantime, I'll save up a few bucks, as the 3DS version is set to be released with a 5,800-yen (about $50) price tag attached to it. (The Wii U game will cost 7,200 yen.)
(Via neogaf.com)
Thursday, January 23, 2014
What can I say? Guys with bouncy shovels (knights, especially) bring me to my knees...
Especially if they're pixelated. The guys, I mean. Actually, I kind of like pixelated shovels, too.
Anyway, the pixelated guy (and shovel) that's bringing me to my knees at this particular moment is the one showcased in the latest teaser trailer produced for Yacht Club Games' long-awaited, Duck Tales-esque platformer, Shovel Knight:
Shovel Knight is set to hit Steam as well as the Wii U and 3DS eShops on March 31, by the way. How many of you are planning to buy it--and which version(s) are you going to pick up?
Me, I'm going with the 3DS iteration. No question. Of course, I can't imagine you can go wrong with any version of this one.
Anyway, the pixelated guy (and shovel) that's bringing me to my knees at this particular moment is the one showcased in the latest teaser trailer produced for Yacht Club Games' long-awaited, Duck Tales-esque platformer, Shovel Knight:
Shovel Knight is set to hit Steam as well as the Wii U and 3DS eShops on March 31, by the way. How many of you are planning to buy it--and which version(s) are you going to pick up?
Me, I'm going with the 3DS iteration. No question. Of course, I can't imagine you can go wrong with any version of this one.
Labels:
3DS,
8-bit,
digital games,
downloadable games,
Duck Tales,
eShop,
mac,
PC,
pixels,
platformers,
retro,
Shovel Knight,
Steam,
trailers,
wii,
Yacht Club Games
Monday, January 13, 2014
I'd prefer a new Chocobo game, but I'll take a mug
Before I get to the focus of this post, which is the adorable Chocobo mug seen below, I have a question to ask the folks at Square Enix: when are you finally going to produce another console or, preferably, handheld game starring Chocobo?
Final Fantasy Fables: Chocobo's Dungeon was one of my favorite Wii games, and Final Fantasy Fables: Chocobo Tales was pretty darn awesome, too. As such, I'd love to see another game that showcases the fluffy little fellow, especially if the game in question were to be made and released for the 3DS.
In the meantime, I guess I'll have to pacify myself by picking up one of the adorable Chocobo mugs being sold by Internet retailer NCS.
(You've got to love the shop's hilarious description of this item: "Whereas the front of the mug features Chocobo's face, the back sports a trail of Chocobo's claw prints on what we assume to be yellow snow.")
Just in case any of you are considering buying one and you'd like to know a bit more about the product before moving ahead with your purchase, each mug is 7.5 centimeters tall, holds 8 ounces of liquid and costs $16.90. Oh, and they'll ship in early February.
See also: 'Who wouldn't want to wake up to one of these slimy suckers?'
Final Fantasy Fables: Chocobo's Dungeon was one of my favorite Wii games, and Final Fantasy Fables: Chocobo Tales was pretty darn awesome, too. As such, I'd love to see another game that showcases the fluffy little fellow, especially if the game in question were to be made and released for the 3DS.
In the meantime, I guess I'll have to pacify myself by picking up one of the adorable Chocobo mugs being sold by Internet retailer NCS.
(You've got to love the shop's hilarious description of this item: "Whereas the front of the mug features Chocobo's face, the back sports a trail of Chocobo's claw prints on what we assume to be yellow snow.")
Just in case any of you are considering buying one and you'd like to know a bit more about the product before moving ahead with your purchase, each mug is 7.5 centimeters tall, holds 8 ounces of liquid and costs $16.90. Oh, and they'll ship in early February.
See also: 'Who wouldn't want to wake up to one of these slimy suckers?'
Labels:
3DS,
Chocobo,
Chocobo Tales,
Chocobo's Dungeon,
ds,
final fantasy,
Final Fantasy Fables,
mugs,
NCSX,
Square Enix,
wii
Monday, December 30, 2013
Five games I have to get back to (and hopefully finish) in 2014
I started a lot of games in the last year or two (or three) that I've yet to finish, but the five below are the ones I most want to get back to and "beat" in 2014.
Deadly Premonition (Xbox 360)--It's going to be very interesting to see if I actually go back to playing this one. Although I loved the bizarro story when I started playing it many moons ago, I wasn't so enamored with some of the gameplay (anything resembling a battle scene, basically). Still, I'd really like to finish it someday--if only so I can say I did it.
EarthBound (SNES)--I know, I know--it's wronger than wrong that I've yet to "beat" this legendary RPG. (I've tried three times now, if memory serves.) The thing is, I've loved every second I've played of it during each of my attempts--but something's always distracted me before I could complete it. Hopefully I can avoid that when I go back to my most recently created save file in early 2014.
Final Fantasy: The 4 Heroes of Light (DS)--This situation surrounding this game is a bit strange, as the only thing I have to do is beat its final boss. I've actually battled it a number of times already, and even made it as far as its third (and final, I think) form, but I faltered each and every time. So, I'm going to make another run at it next year--probably after bolstering my party a bit (or a lot).
Fire Emblem: Awakening (3DS)--Another crying shame, right? I can't remember how many hours I put into this title before being pulled away by Animal Crossing: New Leaf, but I know it wasn't close to enough. Hopefully I can give it the attention it obviously deserves at some point during 2014.
Opoona (Wii)--I bought this unique, Dragon Quest-esque RPG with the best of intentions earlier this year, but only made it an hour or so in before walking away for some reason or another. I found the first 60 minutes to be pretty enjoyable, though, so I'll definitely do my best to further explore it in the next 12 months.
Are there any games you guys and gals started in 2013 (or before) and would like to finish next year? Let me know which ones in the comments section below.
Deadly Premonition (Xbox 360)--It's going to be very interesting to see if I actually go back to playing this one. Although I loved the bizarro story when I started playing it many moons ago, I wasn't so enamored with some of the gameplay (anything resembling a battle scene, basically). Still, I'd really like to finish it someday--if only so I can say I did it.
EarthBound (SNES)--I know, I know--it's wronger than wrong that I've yet to "beat" this legendary RPG. (I've tried three times now, if memory serves.) The thing is, I've loved every second I've played of it during each of my attempts--but something's always distracted me before I could complete it. Hopefully I can avoid that when I go back to my most recently created save file in early 2014.
Final Fantasy: The 4 Heroes of Light (DS)--This situation surrounding this game is a bit strange, as the only thing I have to do is beat its final boss. I've actually battled it a number of times already, and even made it as far as its third (and final, I think) form, but I faltered each and every time. So, I'm going to make another run at it next year--probably after bolstering my party a bit (or a lot).
Fire Emblem: Awakening (3DS)--Another crying shame, right? I can't remember how many hours I put into this title before being pulled away by Animal Crossing: New Leaf, but I know it wasn't close to enough. Hopefully I can give it the attention it obviously deserves at some point during 2014.
Opoona (Wii)--I bought this unique, Dragon Quest-esque RPG with the best of intentions earlier this year, but only made it an hour or so in before walking away for some reason or another. I found the first 60 minutes to be pretty enjoyable, though, so I'll definitely do my best to further explore it in the next 12 months.
Are there any games you guys and gals started in 2013 (or before) and would like to finish next year? Let me know which ones in the comments section below.
Labels:
2014,
3DS,
Deadly Premonition,
ds,
Earthbound,
final fantasy,
Fire Emblem Awakening,
Opoona,
SNES,
The 4 Heroes of Light,
wii,
Xbox 360
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