Friday, March 23, 2012

Kid Icarus: Uprising (3DS) Launch Trailer

Sorry to keep you waiting with this post, but the launch of Kid Icarus: Uprising is today as already stated on an early entry. Why not have a launch trailer to go with it? That is exactly what Nintendo has done. Showing off the impressive technical feats of the game, the sky and ground gameplay, and the AR card action are just three of the fascinating features of this video. See for yourself!



More Desired Super Smash Bros. 4 Newcomers


Kid Icarus: Uprising releases for the Nintendo 3DS today in North America and Europe. The creator of this game is also the man behind the incredibly popular Super Smash Bros. series. Last week I listed seven hopeful newcomers for the next installment of the franchise. This week I have seven more Nintendo characters that I think would make great additions to the lineup of all-stars.

Little Mac (Punch-Out!!)


The pummeling pugilist Little Mac is due for some spotlight outside of the ring. He's KO'd the best of them: King Hippo, Mr. Sandman, and heck, even Mike Tyson! Little Mac could have an interesting variety of moves. He could obviously punch foes mercilessly, perhaps even use a ring bell to knock some sense into his opponents. For his Final Smash (pending they return in SSB4) he could summon Doc Louis to ride a bike while Little Mac chases, dealing serious damage to whoever is unfortunate (or stupid) enough to get in the way. This character was present as an Assist Trophy in Brawl, but it is time for Little Mac to get his chance to shine.

Starfy (The Legendary Starfy)



You will notice that there are a lot of characters I want in the next Smash Bros. game that were merely Assist Trophies in Brawl. Starfy is yet another one of these characters. The series this star is from is a long running series that only has seen one title released in North America, the fifth installment. It sold adequately, so I look forward to see if the starry hero will return in a new adventure. That said, Starfy's twirl ability gives him and edge over the competition as well as take the form of multiple animals via donning different costumes as seen in his games. Maybe he could even team up with his female counterpart Starly to dish out proper punishment.

Lyn (Fire Emblem)


I am a huge proponent of having more female characters to round out the Smash Bros. roster. Lyn is a young woman who knows how to get things done. Her blade is one force to be reckoned with, allowing her to cleave, carve, cut, and slice any opponent who dares come her way. In Super Smash Bros. Brawl, she was-- you guessed it-- an Assist Trophy. Her entrance into the arena had her drawing her sword for a few moments before speeding across the battlefield, knocking out any unaware victim. My knowledge of the Fire Emblem franchise is limited, so do you think Lyn would be a capable character and addition to the SSB4 lineup? We need some Lynsanity.

Ray MK III (Custom Robo)



Even toys can be fierce fighters as evident by the Custom Robo series. Ray MK III is the newest version of the main robo of the series. If the robust robo appeared as it did in Super Smash Bros. Brawl, it would be too small to actually do battle. It wouldn't be fair, so a larger form of the toy would be more interesting. Custom Robos have a stockade of weaponry at their disposal such as bombs, lasers, missiles, and more. Ray MK III could utilize all of these to add one amazing adversary and addition to the Smash 4 roster.

Isaac (Golden Sun)



A boy from the town of Vale who would journey across the continent of Weyward, lighting the four elemental Lighthouses to save the world, Isaac is the main character of the original Golden Sun. He would appear in its sequel, The Lost Age, and return in older form in the DS' Dark Dawn. Issac's primary direct attacks would be with his sword, but his indirect assaults on foes could use Psynergy, or magic. A Final Smash could be one of many of Golden Sun's unique and intimidating summons. I was surprised and quite frankly disappointed that Isaac was relegated to only Assist Trophy status in Brawl instead of as an active fighter. Here's hoping this changes with Super Smash Bros. 4.

Jill (Drill Dozer)


A young girl who as a baby did not use a carriage but instead her Dozer vehicle, Jill from Game Freak's latest new IP (which was way back in 2006, by the by) punishes punks by driving her drill straight into their chest cavities. When she really gets cooking, her machine produces a whirlwind that can certainly mess adversaries up severely. I don't really know if a person in a vehicle like Jill would really gel with the Smash Bros. setting, but it would never hurt to try, right? Jill has enough maneuvers from her game to establish an interesting moveset.

Zoroark (Pokemon)


The bipedal Pokemon choice for the next Smash Bros. game, Zoroark would take the place of Lucario and Mewtwo before him. Zoroark has the ability to assume the appearance of any Pokemon it meets. It is also a master of Dark-type moves, so there you have a myriad of attacks at this Pokemon's disposal. A Final Smash could have this fox Pokemon using Night Shade on all comers, attacking with a strong intensity. Unlike the legendary Pokemon of Black and White, Zoroark is actually a reasonable-sized creature that could fit in-game.

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Do you like my picks for more wanted Super Smash Bros. 4 newcomers? If you haven't already, specify which Nintendo all-stars you'd like to see in the next Smash Bros. game.

Thursday, March 22, 2012

Rayman 3D (3DS) Review

Next week I will be posting my 300th review (the game being reviewed will actually be recent). I have been touting and pounding the drums for this review for a good while now, so I hope it can live up to the hype. As for now, let us bring the hype in a little with my review of yet another 3DS launch title, Rayman 3D. Do all guts and no limbs mean glory for France's version of Mario?

Why Not? Yet Another Rayman 2 Port


If there are two terms that never quite go together well, they are "quality" and "Ubisoft with handhelds." With their incessant need to put out games that end with the letter "Z" or their quick cash-in attempts, the Ubisoft name on portables is pretty much synonymous with "steer clear." The 3DS launched a year ago, and you can bet that Ubisoft were going to push some of their games for the system's launch. And they did. One of their opening projects was Rayman 3D, a game that is a port of the infinitely ported Rayman 2: The Great Escape. This 3DS port of the Dreamcast title shows that gamers' theories on Ubisoft and handheld titles is an apt one.

Rayman and his dear friend, the lovable Globox, are resting in the Glade of Dreams when they are suddenly and unexpectedly captured by a group of rogue pirates under the order of Admiral Razorbeard. The two heroes wind up in the same cell aboard a flying vessel where Globox gives his limbless friend a Silver Lum (fairy-like creatures), granting Rayman the ability to shoot magical beams from his fists. This allows the two to escape from their imprisonment and leave the ship, albeit through free fall. Separated, Rayman must find the will and strength to oust the evil pirates from his homeland and save the day once more.

Get reacquainted to Rayman, limbs be damned.

Rayman 3D is a platformer of the purest sense. He has the ability to jump and then use the helicopter-like extremities on his head to twirl slowly to the ground, making dangerous leaps all the more easier to pull off. By holding the left shoulder button, he can strafe and then shoot off beams from his fists to attack various enemies and pull switches. Occasionally, he'll need to carry around explosive barrels or mystical orbs in order to open shut doors to advance.

In-game the HUD is actually cleaner.
Most notable info is relegated to the bottom screen.

Swimming is usually a nightmare when it is not pulled off correctly, but thankfully in Rayman 3D, the controls work rather well. One face button acts as a diving button while another serves as a button to resurface. Rayman can grab oxygen-restoring Blue Lums while exploring underwater abysses, ruins, and caverns.

Make Michael Phelps envious with your expert swimming.

Speaking of lums, there are fifty to find in each of the game's 20+ levels. Some are hanging around individually with the most difficult to discover ones being locked away in cages that can be broken with a couple of attacks. A faint cry for help usually gives away when a flurry of lums are hidden in the general vicinity. When all of the lums have been collected in a level and the end of the level has been reached, players enter a bonus game where the goal is to simply outrun, outrace, and reach the goal before the pirate. This is performed by mashing the Y and B buttons one after the other. To this moment, I still have no idea what the prize for winning actually is. Perhaps it's more health for Rayman? Got me.

The levels themselves are rather linear affairs with the occasional ability to be lured off the beaten path. Where the game really shines is during chase sequences where you are either running after a pirate ship while leaping over falling platforms and avoiding attacks, or sequences where you speed down a slide, leaping over chasms and dodging obstacles and hazards. But for every fun part the game gives you, there is annoying one such as riding a rocket-powered enemy through trap-laden corridors. The game can glitch you to your death on multiple instances on pure whims. Thankfully, there are a good amount of checkpoints to be had. Though the last level of the game is an effort in frustration as you must ride a flying barrel with pinpoint precision through tight spaces and hallways, sometimes making right angle turns at the throw of a metaphorical hat.

The chase is on! These levels are some of my favorites.

This level is exacerbated by the problematic camera. It does not just affect these types of levels but all of the levels in the game. In fact, technical problems infest this 3DS port of Rayman 2. The camera can easily get caught on objects, not face the proper direction, makes you fight it just to have it look the way you wish it to, and can lead to many undesired deaths. Then there's the many graphical glitches that come with the game. Don't forget the out of place saving and loading screens that just unceremoniously stop the game between areas to show some artwork by the design team. Rayman 2: The Great Escape was a capable if not outstanding 3D platformer on the Dreamcast and PlayStation 2, and I doubt it is just nostalgia that is making me say this. The team behind the 3DS port severely botched the execution of the game.

Rayman 3D, as stated already, is a port of the Dreamcast version. Since the 3DS has been proven to be able to push a nice amount of polygons and sport impressive technical feats, Ubisoft's launch day port is a mess in comparison. Even the 3D effect isn't that interesting with its numerous instances of ghosting which make your eyes cross and your head ache with how ugly the effect can become. We've seen the effect work abundantly well on other games, but as we all know by now, Ubisoft does not have the magic touch. Then there's the sound and music which is terribly tinny, almost sounding like someone is taking a blow dryer to the 3DS system's speakers. It is just awful to hear if the volume is up. On the positive side, the hoots and hollers of the various characters are pretty charming.

Is it sad when the touched up images
still don't look that good?


Rayman 3D is definitely not worth the original retail asking price of forty dollars. In fact, it is hardly worth what I paid for it which was half of that. Even with the horrid port job done by the team, the game is still playable and enjoyable enough to recommend to those who have never touched the source material. The camera is off, the sound is poor, and the glitches are numerous, but the fun is definitely there. Just don't run to your local game shop wanting to pay full price for Rayman 3D to honor Ubisoft's shoddy handheld offering. The limbless wonder deserves better, and hopefully the upcoming 3DS version of Rayman Origins is it.

[SuperPhillip Says: 5.25/10]

LittleBigPlanet Karting (PS3) First Trailer

This racing game has been announced for months, but now LittleBigPlanet Karting has been officially unveiled to the masses. With promises of open-world environments, battle modes, and numerous unlockable goodies, the world of LittleBigPlanet enters the kart racing genre. Check out almost two minutes of LBP driving goodness.



Wednesday, March 21, 2012

Sonic Generations (3DS) Guest Review

Please note that guest reviews do not count towards my count of reviews, so we're still two reviews or so away from my 300th. That said, we haven't had a guest review for a few months. We rectify this with, you guessed it, a guest review. Coming from the mind of my older brother, he takes you through Sonic's first 3DS foray, Sonic Generations. Speaking of brothers, does it live up to its HD relatives?

A Pair of Speed Freaks Arrive on Nintendo 3DS


Sonic the Hedgehog has made a rather triumphant return to form in the last couple of years with many of his recent efforts. Sonic Colors, the remastered version of Sonic CD, and the recent PS3 and 360 release of Sonic Generations. It’s the last title we’re going to be focusing on here as it also received a handheld counterpart made by Dimps on the 3DS. The two versions are pretty different all things considered in more ways than you’d think. Does that mean you should invest a little more time into Sonic’s recent time travel story?

The game’s story is literally the same as it was in the HD game. A creature’s wreaking havoc on the timeline which sends Sonic into levels from his past. He’s not the only Sonic you have to work with as he’s also joined by his younger and pudgier counterpart from the Genesis days. Now while both Classic and Modern Sonic both have their own gameplay styles, the game is almost entirely a 2D affair. Classic Sonic has the spin dash and the more old school style of levels while Modern Sonic has quite a bit of his tricks, most notably the boost and homing attack. That said, as you progress, both Sonics will learn a new move. Have you ever wanted to see the old school style of Sonic learn the homing attack? Even though purists may be offended by this tactic being forced on them as they progress, it doesn’t really matter all that much in the grand scheme of things as both styles are still different enough to make for a varied experience.


Once again, the game is divided into three time periods although the levels that you’ll be traversing are nearly completely different from the HD version of the game. The Genesis days bring about Green Hill, Casino Night, and Mushroom Hill, the Dreamcast gets Emerald Coast and Radical Highway, and the modern period gives us levels from Sonic’s DS days in Rush and Colors. Now unlike in the HD version that had parts of stages that would feel familiar, certain levels in the 3DS game are literally just graphically enhanced ports. Off the top of my head, Classic Sonic’s first three stages are all the same as they were on the Genesis while Modern Sonic’s Water Palace was a port of the old Rush level. Playing off of nostalgia is fine, but when a fifth of the levels are straight up lifted from other games, that can be a small problem.


The good news is that while there are some ripoff stages, the other hedgehog’s version will generally be a new experience altogether. In Mushroom Hill, I was using Modern Sonic’s ability to fly on the propellers to cross deadly gaps whereas Classic Sonic is forced to run from a giant enemy sub in latter half of his Sonic Rush stage. I’m glad that Dimps took the time to add in different scenarios for levels that we never really dealt with in the old games, and for the most part, these tricks work. Also on the positive side for changes are the boss battles. When you clear an era, you’ll unlock a rival race battle against one of Sonic’s old hedgehog nemeses. Beat that, and you’ll open up the real boss fight for the level against foes like Big Arms from Sonic 3 or Biolizard from Adventure 2. I’ll even give props to the final fight for being much more enjoyable than the HD version’s battle was.


But with all that said, there are still some problems. As mentioned, the game treads familiar ground a bit too much for my liking. This includes the Sonic Heroes-esque special stages that you’ll automatically open up after clearing both Sonics’ acts in a particular level. Not only does this make collecting the emeralds a bit easier than I’d like, but even if you do screw up on an emerald challenge, you’ll be able to simply go and retry over and over again until you get things right. While I found these areas pretty easy in their own right, these tube chases are just a bit too colorful for my eyes on the condensed screen, making things come out to be a mess.

There are also areas in the game that can be a mess, especially when the control style will literally change on the fly. For instance, one section at the very end of Radical Highway will have Sonic hit a spring and then run along the side of the building. While I saw the perspective shift coming, I figured I would be pressing left to run up the wall. Uh-uh. That will kill you. Okay, do I press right then, the button I was holding until I hit the spring? Nope. That kills you, too. Instead, I had to switch to holding up just to keep running forward. It doesn’t help that all you’re doing there is just running forward to hit a ring, but the arbitrary decision to switch up my controls without me knowing in a life or death situation is not something I enjoyed very much.


Of course, there’s also the regular problem that comes with many of Dimps’ recent titles. More often than not, their idea of difficulty will be to keep adding more and more bottomless pits as you advance, and I have never particularly enjoyed that design decision. While I enjoy the fact that they use the same orange warning signs to tell me when I’m about to plummet to my demise, I’d much rather just have them tone down on the pits altogether, especially when you have so little time to react before you fall straight into them.

Finally, there are other modes for you to enjoy which is a rather good thing as the story mode is also fairly short in this title. There are missions*, an online versus mode, and time attack to go through. I will say that I didn’t bother too much with this as I had already had my fill with the game by the time I reached the end. Still, those of you that enjoy going through Sonic’s titles in depth are going to have a couple of hours added on past the finishing point. Those that don’t will probably only need four hours to go through the story, if that.

*SuperPhillip's Note: Missions are unlocked via paying Play Coins or through the 3DS system's StreetPass feature.


Even with my mixed take on this title, I still had more fun with Sonic Generations than I didn’t. While the 3DS game isn’t even close to the level of its HD counterpart, there’s still a decent amount of fun to be had. In all honesty, this title made me wish that Dimps wasn’t working on lesser versions of titles like they have been in recent years and get to try their hands at a wholly original adventure again as they seem to best when they do their own thing like the Advance or Rush titles instead of make efforts trying to play off of the past, and yes, that’s another shot at Sonic 4. Anyway, if you’re looking for a fast-paced trek through Sonic’s timeline, this game is all right. Just realize that the Blue Blur has seen better days.

[Overall: 7.0/10]