Friday, January 13, 2017

A few thoughts on 'Nintendo Switch Presentation 2017'

Before last night's "Nintendo Switch Presentation 2017," I was about 75 percent sure I'd buy Nintendo's next console-handheld hybrid upon release.

Although it pains me to say it, that number steadily plummeted as I watched the presentation in question--to the point that I'm now all but certain I'll wait until late in the year--at the earliest--to pick up a Nintendo Switch.

To help explain why that is, here are some thoughts on various aspects of the system and its launch that were touched on during this event:

The release date--Most rumors suggested the Switch would launch in mid or late March, so March 3 (worldwide, at that) sounded pretty darn good to me. Or it did before I decided against a day-one purchase.

The price--In my dreams, Nintendo would sell the Switch for $199. I knew that was highly unlikely, though, so my hope was that the system would initially sell for $249--without a pack-in game. So imagine my disappointment when company president Tatsumi Kimishima revealed early on during last night's presentation that the system alone (well, along with a dock, two Joy-Cons, an AC adapter and some cords) will cost $299.99. For me, that's too much. Not too much for me to afford, mind you; rather, it's just more than I'm willing to pay right now.



The pack-in games--1, 2 Switch and Arms are pack-in games, right? Wrong? What do you mean? Nintendo isn't including either of these newly revealed (and questionably interesting) Switch titles with the system, you say? That's bizarre, I say--especially when 1, 2 Switch looks like a $5 digital offering at best, in my humble opinion. In reality, it appears Nintendo's going to try to sell it for $49.99. Good luck with that. Oh, and I offer up the same comment as a reaction to Arms' $59.99 asking price.

The launch lineup--The most depressing element of "Nintendo Switch Presentation 2017" for me was that it became increasingly obvious as the event wore on that the hybrid system would hit the streets alongside a meager selection of games. The new Mario title, Super Mario Odyssey, which most expected would be available from the get-go? Actually a "Holiday 2017" release. Mario Kart 8 Deluxe? Late April. Splatoon 2? Sometime this summer. Even Arms won't be out on March 3. That leaves 1, 2 Switch, The Legend of Zelda: Breath of the Wild, the latest Just Dance, Square Enix's I Am Setsuna (now there's a head-scratcher--not that I'm complaining) and a couple of other third-party titles. Admittedly, Breath of the Wild looks astounding, and likely will be enough for most folks (especially outside of Japan), but I personally would've liked a few more first-party options on day one.

The first-party titles--I've got to say, I expected Nintendo to show off a lot more of its own in-development Switch games than it did last night. Most of the ones the company did present to the public--The Legend of Zelda: Breath of the Wild, Splatoon 2, Super Mario Odyssey and Xenoblade Chronicles 2, in particular--looked great, no doubt about it (although I'm not in love with the new Xenoblade's character designs). When you consider that Super Mario Odyssey won't be out until the end of 2017, though, and Xenoblade Chronicles 2 won't be out until who knows when, it's hardly a stunning first-year lineup from the company that's probably going to have to supply the bulk of Switch content.



The third-party presence--This isn't my first time at the Nintendo rodeo, so I went into "Nintendo Switch Presentation 2017" fully aware that third-party developers and publishers once are likely to give the cold shoulder to the company's latest piece of gaming hardware. I saw very little last night that made me think otherwise. That's not to say there weren't pleasant surprises. Square Enix's Project Octopath Traveler (being made by the same team that produced Bravely Default and Bravely Second) looks stunning and could single-handedly push me to buy a Switch if it proves to be an exclusive. Also piquing my interest: a new Shin Megami Tensei, No More Heroes 3 and Dragon Quest Heroes 1 & 2. Sadly, that's pretty much the extent of the third-party efforts that appealed to me aside from the promise of a new Taiko no Tatsujin title and the already announced Dragon Quest XI.

The price of Switch games--This has been one of my biggest worries since it was revealed that the Nintendo Switch would straddle the line between being a handheld and a console. Would its games be priced like 3DS games or Wii U games? At the moment, it seems like they'll lean toward the latter,  given what we know about 1, 2 Switch, ArmsBreath of the Wild and Mario Kart 8 Deluxe. (All but the first title will cost $59.99.) That disappoints me. Still, I hold out hope that easier-to-swallow price tags will be attached to smaller Switch games.

The game cases--No joke: one of the highlights of the last two days has been finding out that Switch game cases look a lot like PSP game cases. I've always loved the slender profile and see-through appearance of the latter, after all. Plus, the few examples of Switch cover art I've seen so far (Breath of the WildMario Kart 8 Deluxe and Splatoon 2) look really nice stuck inside of them.

The accessories--I don't know why, but it kind of surprised me when Nintendo revealed it would sell colored Switch Joy-Cons at launch. Even more surprising to me: the cost of extra Joy-Cons. A single Joy-Con will set you back $50; a pair will cost you $80. Want a second dock? I hope you have $90 burning a hole in your pocket. Oh, and the Pro Controller many Switch owners are sure to want? Each one will carry a $70 price tag. In the immortal words of the amazing Madeline Kahn, "woof!"



The operating system--In hindsight, I can understand why the bigwigs at Nintendo decided to gloss over the Switch's OS during last night's presentation, as it's not really the kind of thing that'll sell people on the company's shiny new console. At the time, though, I was sad to only get a glimpse of it. Thankfully, what was shown of the Switch OS looked clean, uncluttered and modern.

The paid online service--One of the stranger portions of the "Nintendo Switch Presentation 2017" for me saw Kimishima revealing that the company eventually will require paid subscriptions for online play. That in and of itself isn't terrible, as both Microsoft and Sony have done the same for years. Of course, Nintendo's track record when it comes to such things is far from great, so telling future Switch owners they'll need to pay to play on line--without explaining why it'll be worth the cost--seems more than a bit weird to me. Who knows, though, maybe the company has something great, or at least competent, in the works for Switch's online service.

The end of region-locking--Nintendo may have disappointed me in many ways with this latest look at the Switch, but one thing it did that brought a huge smile to my face was make it clear the system will be region-free. That's a huge deal for someone like me who likes to import games and, as such, has suffered (relatively speaking, of course) during the 3DS and Wii U eras.

The Switch's battery life--As rumored, the Switch's battery life--of two-and-a-half to six hours, depending on the game--isn't going to blow anyone away. It also shouldn't horribly disappoint anyone, however, considering the original 3DS and even the New 3DS offer up similarly anemic battery-life stats. Would I have preferred the Switch's battery to be more robust? Of course, but I'm also fine with what we're getting here.



The overall presentation--I had a really good feeling about things before the event actually began. The light show and DJ-sourced music that preceded Kimishima's entrance were cooler than what I've come to expect from Nintendo. Unfortunately, all of that faded into the background--literally and figuratively--when the company president started to speak. He's no Iwata, is he? Neither is Yoshiaki Koizumi, it has to be said, though he's definitely far more engaging than his superior. Their lack of stage presence wasn't responsible for the "Nintendo Switch Presentation 2017" being a bit of a snoozefest, though. No, the responsibility falls on the overall structure of the event, which at best made it seem boring and at worst made it seem like a train wreck.

In the end, although I still consider the Nintendo Switch to be a curious piece of gaming hardware, I'm currently not planning to buy one until either the price of admission comes down or a title is released that I can't live without.

How about you? Did you pre-order a Switch as soon as you were able after last night's presentation, or will you do so shortly? Or maybe you're in the same boat as I am, waiting to see how things pan out for the Switch before committing your hard-earned dollars toward one?

Regardless, let me and others know what you think about those questions as well as all of what I touched on above in the comments section below.

Tuesday, January 10, 2017

Shall We Do It? (Aero Porter, Go! Go! Kokopolo and Ninja Jajamaru-kun 3DS)

Although Dragon Quest VII continues to be the focus of the time I spend with my 3DS systems, that doesn't mean I'm ignoring every other game released for the handheld.

In fact, I put a good number of minutes--and, in some cases, hours--into the trio of 3DS titles named below in the last week. Here are my thoughts on those experiences:


Aero Porter--I've wanted to play this Yoot Saito-made puzzler since it was first revealed to be a part of Level-5's intriguing Guild01 compilation. As is too often the case for yours truly, I failed to buy it upon release and then basically forgot about it until I saw it would be included in a Black Friday sale on the North American 3DS eShop.

That was all I needed to jump in with both feet. (I purchased The Starship Damrey at the same time, though I've yet to even boot up the curious-looking survival-horror title.) With that out of the way, I played Aero Porter throughout my recent three-day move--of sorts--from Seattle to California.

If you've never before heard of Aero Porter, the gist is that you have to manage all of the baggage coming into and going out of an airport. Not the most thrilling of premises, I agree, but it's definitely unique. Also, it produces gameplay that's a lot more compelling than I ever imagined.

Unfortunately, it also produces gameplay that's a bit too frantic for my liking. As such, although I currently love and respect the idea of Aero Porter, I'm not sure that's going to translate to me putting much more time into it, as I'm already feeling stumped.

Don't worry, I haven't completely given up on it, but I may have to do just that if it becomes clear it's not a good fit for my feeble brain. Regardless, I'm glad I finally bought it, and I still think it's worth trying if you tend to like portable puzzle games.


Go! Go! Kokopolo--This indie title was first made available to the gaming masses back in 2011 via Nintendo's DSiWare service. Later, it made the transition to the 3DS eShop--though its developer mysteriously pulled Go! Go! Kokopolo from the European and North American versions of that digital storefront in late 2014.

For whatever reason, Go! Go! Kokopolo can still be found on the Japanese 3DS eShop--which is where I bought my copy after publisher Circle Entertainment reminded me of its existence while promoting the game's upcoming 3DS sequel.

I'm now sad I waited so long to experience this wonderfully weird title, which calls to mind classics like Enix's Door Door and Namco's Pac-Man. Here, you're plopped into the paws of an ever-grinning cat named Kokopolo and then tasked with corralling each stage's creatures into the hungry stomach of what the game's makers describe as a carnivorous plant.

As for how you accomplish that, you do it by waltzing up to one of said creatures, swiping at it with your claws, making it angry and then leading it to the above-mentioned plant when it inevitably gives chase.

It's a lot of fun and doesn't require a huge investment of time or energy. (In other words, it's one of those play-when-you've-got-a-few-spare-minutes games that are so great when you're busy.) Plus, it's a real looker, with pixel-based graphics that remind of Saturday morning cartoons.


Ninja Jajamaru-kun: Sakura-hime to Karyu no Himitsu--I don't have much experience with Jaleco's Ninja Jajamaru-kun series. I've played a bit of the Mario Bros.-esque Famicom game from 1985, but that's it.

Not that Sakura-hime to Karyu no Himitsu plays anything like that antiquated title. This modern sequel is a fairly by-the-numbers platformer--with tossable shurikens, naturally. It attempts to make up for its staid gameplay with colorful backdrops and well-drawn character and enemy sprites, but the latter fall a tad short of the mark due to their annoyingly diminutive size.

Granted, of all the games discussed in this post, I've put the least amount of time into Ninja Jajamaru-kun: Sakura-hime to Karyu no Himitsu. Given that, it's entirely possible its adventure turns a corner at some point down the road and becomes thoroughly thrilling.

Should that prove to be the case, I'll let all of you know in an upcoming write-up (perhaps even in another "Great Gaymathon" review).


**Bonus** Picross 3D: Round 2 (demo)--I also recently downloaded and played through the Picross 3D: Round 2 demo that Nintendo added to the North American 3DS eShop. This despite the fact that I've barely touched the Picross DS cartridge I bought ages ago and have yet to even pick up 2009's much-balyhooed follow-up, Picross 3D.

Still, the original Picross 3D gets so much love on line that I couldn't ignore the chance to experience a bite of its digital-only (in my neck of the woods, at least) sequel. As for my impressions of Round 2's demo: I really, really liked it. It's polished to the hilt, as so many Nintendo-made and -published products are, plus there's plenty of substance below that shiny surface.

That said, I've got to admit I think I prefer the more straightforward rules and gameplay associated with traditional Picross to this three-dimensional offshoot. The former's certainly easier to boot up and zone out to, in my opinion, and that's usually what I want from a puzzle game these days.

Who knows, though, I may change my mind and import a copy of the Japanese version of Picross 3D: Round 2 later this year when it finally dawns on me that the days of the 3DS are nearly over.

Saturday, January 07, 2017

Are we f$%kin' there yet? (or, more thoughts on Dragon Quest VII after spending 40-plus hours with the 3DS remake)

When I last wrote about my on-again, off-again playthrough of Dragon Quest VII, I'd just passed the 20-hour mark of my journey.

In the comments section of that post, I mentioned that I wouldn't publish any additional impressions of the 3DS remake of Square Enix's classic RPG until I hit the 40-hour threshold. Well, I did just that--over a week ago. I'm now a smidge north of 50 hours.

Have I enjoyed Dragon Quest VII more in the last 30 hours than I did during the first 20? I'd say that's a fair assessment. Now, I'm not head over heels in love with this sprawling adventure or anything like that, but I am liking it a lot more than I did previously.


I'm not entirely sure why that is, either. After all, it's not like the never-ending conveyor belt of vignettes that make up Dragon Quest VII has stopped or even slowed down in the last 10 or so hours of my playthrough. And it's not like they've become a lot more interesting than they were earlier. Hell, I still think the first vignette you encounter in the game is its best--and by quite a margin.

That's not to say none of those that follow in its footsteps are memorable. A good handful are surprisingly intriguing, like the one involving a town where its citizens and livestock have switched places, or the one involving a burg that's stuck in a time loop.


Others, though, are little more than variations on a theme--or at least that's how they seem to me. Admittedly, this could be due to the fact that almost every new village or town looks eerily like the last one. Of course, that's what happens when you populate each locale with churches, inns, shops and homes made of the same cookie-cutter designs. (Sadly, the people who live and work in those buildings also barely change from place to place, although there are occasional exceptions.)

All that said, I basically came to peace with all of these niggles in the last 10 or so hours of my Dragon Quest VII playthrough and I now have hope I'll see its end credits sometime soon.


Don't take this to mean I'm going to jump into the soon-to-be-released 3DS port of Dragon Quest VIII as soon as it arrives on my doorstep later this month (or, more likely, sometime next month). Despite my change of heart regarding Dragon Quest VII, I'm feeling pretty burned out on Dragon Quest at the moment. Plus, I'd really like to spend some time in the coming weeks with games that don't take tens of hours to complete, and I'd also really like to play games on other systems--like the Vita, the original PlayStation and even the WonderSwan--in that time.

First, though, I actually have to beat Dragon Quest VII. While I work on that, are any of you still working you way through its extensive adventure? If so, what's your opinion on the experience?

Wednesday, January 04, 2017

Seven 'old' games I'm planning to play at some point in 2017

Late last year, I published a trio of posts about the many Japanese and North American 3DS and Vita games I'm planning to play sometime in 2017.

(This post covers the 3DS games I'm itching to experience, while this post and this post cover the Vita games on my "play as soon as possible in the next 12 months" list.)

Despite my current living situation, I'm also hoping to play a number of "old" games next year. Here are the ones I'd like to tackle first:


Clock Tower (WonderSwan)--Why would I play the WonderSwan port of Human Entertainment's first Clock Tower game when I could play the Super Famicom or PlayStation versions instead? Because I want to show my new-ish WonderSwan Color system some love, for starters. Also, I can't help but think that playing this game in black and white could be kind of cool--not to mention surprisingly atmospheric. If only experiencing Clock Tower on a fairly small screen would make Scissorman's appearances a bit less terrifying.


Last Window (DS)--After ignoring it for ages, I finally played through--and thoroughly enjoyed--Cing's Hotel Dusk in 2015. (You can read some of my thoughts on it in this "A Decade of DS" post.) I have a hard time believing this sequel from 2010 will be anywhere near as captivating as the original, but I'd love for my skepticism to be proven unwarranted. Regardless, it'll be really nice to hold my DS Lite--or, you know, my go-to 3DS--sideways like a book again.


London Seirei Tantei-Dan (PlayStation)--A Japanese RPG set in Victorian England that's full of lovely sprite art and turn-based battles? Where do I sign up? Also, why did it take me until late 2016 to track down a copy of such a game? I've yet to even stick my London Seirei Tantei-Dan disc into my trusty PSone system, of course, but I'm determined to rectify that in the coming months. I'm also determined to publish a post about this game's magnificent packaging, by the way, so be on the lookout for it if that sort of thing is your cup of tea.


Metroid II (GameBoy)--I'm one of those weird folks who loved both Metroid and Super Metroid as a teen but then never played another Metroid game. I'm not kidding here--no Metroid: Fusion, no Metroid: Zero Mission, no Metroid Prime and, yes, no Metroid II. That last game is the most appealing to me, and everyone knows how much I adore the GameBoy, so I'm going to do my best to jump back on the Metroid bandwagon (if such a thing still exists after Nintendo's attempts to kill the series) with it in 2017.


Mother (Famicom)--I actually put a few hours into this game a couple of years ago. For whatever reason, though, I walked away from it after that--despite the fact I was really enjoying its rather antiquated (especially in comparison to follow-up EarthBound) adventure. I'd prefer to give it a second chance by buying and playing EarthBound Beginnings on my 3DS (ahem, Nintendo), but since that's unlikely to be an option, I guess I'll either put the Mother cart I bought ages ago to use or, you know, plug the old EarthBound Zero ROM into my emulator of choice.


Seiken Densetsu 3 (Super Famicom)--You'd think someone who absolutely loves the second Seiken Densetsu game, released in North America as Secret of Mana, would've played the third by now. Well, you'd be wrong. I find Seiken Densetsu 3's graphics mesmerizing, though, so look for me to finally put it through its paces by the end of this year. (I'd like to do the same to the similarly gorgeous Legend of Mana, to be perfectly honest, but that may be a stretch given everything else on my plate.)


Shin Megami Tensei: Devil Summoner: Soul Hackers (3DS)--When Atlus announced this 3DS  port of it Japanese Sega Saturn game from 1997, I told anyone who would listen that I'd buy it as soon as it hit store shelves in my neck of the woods. Nearly four years later, I've still yet to follow through on that affirmation. Copies of Soul Hackers are pretty cheap these days, though, so I'll do what I can to add one to my pile of 3DS cartridges before this time in 2018.

Are you planning to play any particular "old" games this year? If so, which ones?

Sunday, January 01, 2017

My 3DS Play Time stats for 2016

Before I checked my 3DS Play Time stats for 2016--so I could write this post, of course--I was pretty sure I'd spent far less time playing games on Nintendo's current handheld than I had in 2015.

Imagine my surprise, then, when it became clear the reverse was true. In fact, I spent exactly 39 hours with my most-played 3DS game (The Legend of Legacy) last year. This year? I spent nearly 60 hours with my most-played 3DS game--Pocket Card Jockey.

And not only that, but I spent just over 50 hours with Dragon Quest VII and a smidgen under 40 hours with both Nintendo's StreetPass Mii Plaza titles (Monster Manor, mostly) and Yo-Kai Watch.

Will Pokémon Moon, above, make an appearance in the 2017 
version of this post? I have no idea, but I hope so!
Overall, I devoted 253 hours to 3DS games in 2016. Here's a breakdown of how much time I put into the 10 most-played:
  1. Pocket Card Jockey--59:41
  2. Dragon Quest VII--51:23
  3. StreetPass Mii Plaza--39:25
  4. Yo-Kai Watch--38:31
  5. Nintendo Badge Arcade--13:34
  6. Pocket Card Jockey demo--5:41
  7. Witch & Hero II--4:37
  8. Rusty's Real Deal Baseball--3:51
  9. Final Fantasy Explorers--2:58
  10. Bravely Second demo--2:58
If you'd like to see how this year's list stacks up against last year's, check out my "3DS (and DS) Play Time stats for 2015" write-up.

Also, please share your 2016 3DS Play Time stats with me (and others) in the comments section of this post. It'd be fun to compare notes about this sort of thing, don't you think?