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Posts Tagged ‘3DS’

Episode CXLVIII: Gaming Resistance Is Futile!!!

It’s another super-sized Podcast episode. All gaming, some tangents! Plus the Issues Guy joins in on the fun!

This week the B3 Crew and Issues Guy share their most favorite and least-favorite games of 2012 so far. Other discussions include how Call of Duty should better itself in the near-future, what Nintendo needs to do to get gamers to buy the WiiU, and predictions on what the next big game will be for the second half of the year are thrown around.

It’s long, it’s crazy, but it will fill your belly with laughter! It’s Episode 148: Gaming Resistance Is Futile!!!

SEGA’s Racing Series Looking To Get "Transformed"

In the past year SEGA has been on quite the good streak when it comes to listening to fan feedback. They first took note of what people had issue with in Sonic The Hedgehog 4: Episode I, and fixed them in the much-improved Episode II in the series. Now SEGA seems to want to do the same for its Sonic racing series with Sonic & All-Stars Racing Transformed.

Unlike the first game Sonic & All-Stars Racing Transformed not only wants to take you on the road, but also beyond the sea and above the air. Here racers will compete in areas that have terrain both on the ground, around the water, and amongst the clouds. Gone from the game’s title, too, is the “SEGA,” as not only will there be characters from SEGA franchises going head-to-head, but NASCAR driver Danica Patrick will be joining in on the racer. New characters such as Golden Axe‘s Gilius Thunderhead and Skies of Arcadia‘s Vyse also join the roster.

Going head-on with Sonic & All-Stars Racing Transformed I was given the chance to try out two of the tracks that will be featured: Panzer Dragoon (featuring vast watery worlds and caves) and Super Monkey Ball (a non-stop slope that keeps going down until you warp back to the starting line). Playing with Vyse and Beat (of Jet Set Radio fame) I was able to see how the mechanics work in the game. The opposing drivers knew how to give you a proper challenge, as they always seem to be neck-and-neck with you throughout the race. Even as I was driving in first place I had no time to be at ease, as the other racers seemed determined to take the lead from me in a split second. Not since Jimmie Johnson’s Anything With An Engine have I come across a game with a type of challenge curve that had me at the edge of my seat, and that’s the type of thing a racing game should do!

The graphics in Sonic & All-Stars Racing Transformed were very detailed, as you could notice little tidbits here and there in the specific game-based level you were playing that gave nod to said titles. As of this writing the transformation aspects of the game (where the vehicle either turns into a boat or plane) looked okay for the most part, but I did notice a bit of weird rendering while it occurred. Steering and maneuvering through the levels felt pretty well-done, although I still had issue with figuring out how to properly drift on the tracks. Using weapons in the game tend to be a hit-or-miss, both in the literal and metaphorical terms, as they looked to be your run-of-the-mill power-ups and you had to aim at the vehicle you wanted to take out in order to hit them precisely. Hopefully there will be weapons that will be more akin to the SEGA universe, as this aspect of kart-racing is in need of something new.

Although there were a couple flaws found during my time with Sonic & All-Stars Racing Transformed, there was plenty more to like about it compared to its predecessor. The game will be out later this year on Xbox 360, PS3, PC, 3DS, Vita, and the WiiU (with touch-screen control aspects not yet revealed), so keep your eyes on the path ahead for more info on it as these next few months go by.

"DoA: Dimensions" vs. "SSFIV": The 3D Showdown

I’ve always fancied myself a fighting game kind of girl, something about all that button mashing and raging adrenaline just really does it for me, so when I made my switch to 3DS this spring, both the newest Dead or Alive and Street Fighter were pretty high on my priority list. While Street Fighter IV was ready for me on release day like a puppy on Christmas morning, Dead or Alive kept me waiting like the girl whose way too hot to be seen with you but still wants to go to the movies with you.

I launched on into Street Fighter on release day, taking on all sorts of foes with my all-time favorite: Crimson Viper. I was a little sad when I headed on down the single-player trail however, I wasn’t offer very much more than a single cut scene and occasional win statements to provide any sense of purpose to all the fighting, but  I was still kicking butt and therefore happy. The occasional mini-game of beating up cars and busting barrels kept things light and were a welcome break to the routine, but the whole thing got a little stale after not more than a few hours.  The multiplayer gave a bit more interest when I could go up against my friends, but the limited number of others with a  3DS really cut into that experience. Overall, when it came time for Dead or Alive, I was more than happy for something new to try.

So far Dead or Alive: Dimensions has not given me any reason to complain. The single player mode offers you in-depth story lines and character backgrounds through cut scenes and training sequences, making sure you’re getting better as the game gets harder. I did at times wish I was in control of which characters I was playing as, but going through each characters story line has been rather interesting, so I’m okay with it. I still am only halfway through all the chapters, and genuinely want to keep going, to keep learning more and to keep unlocking all the fun outfits and characters to take on my friends with in the multiplayer section.

Keeping on with the comparisons, another main factor in the worth of the games were their ability to fully take advantage of the 3D capabilities of the new system, because really, that’s the whole point of the crossing over. With Street Fighter IV I was presented with the fun over-the-shoulder view for the fighters, adding an interesting layer to the games visuals, but in the most part, I still felt like I was just looking at a flat screen. Dead or Alive, however, added depth into their layers, not so much in the popping out coming to get you way that most envision with 3D, but with making it look like the layouts really kept on going back into the screen. Last but not least, let’s not forget all those characters and their jiggling, which have only gotten worse, or better if that’s how you want to look at it, with the added depth and definition to all the girls’ curves.

All things considered, at the end of the day, I put in my Dead or Alive and take out a bit more in my single player mode, but when I’m out and about, Super Street Fighter IV: 3D Edition seems to be more popular among the masses to battle with. Both games do have their merits, but for me, Dead or Alive: Dimensions was worth the wait and now has my full devotion.


Dead or Alive: Dimensions: 8.0 (out of ten)
Super Street Fighter IV: 3D Edition: 4.6 (out of ten)

Written by Saignement

SEGA Brings Hedgehog’s "Generations" Head-On

At E3’s SEGA booth the majority of the attention was placed on its beloved mascot Sonic The Hedgehog. Surrounding itself with the blue one’s games, toys, comics and cartoons it was clear that SEGA was going to go all out to celebrate Sonic’s 20th anniversary in the gaming world. This year will see Sonic’s latest adventure heading to PS3, Xbox 360 and 3DS in the form of Sonic Generations, where players will be able to play as both the current-gen Sonic and the classic-looking hedgehog.

The game’s actual plot has Sonic and his friends being sent back to the past to defeat the Time Eater, a creature that’s creating holes in the time-space continuum. Showcasing Sonic’s twenty-year run the title will feature levels from his Genesis days to the current console era. For these levels Sonic will have the choice to play in either old-school Classic mode (2D-styled) and the current Modern mode, with either Sonic sharing the appearance of each era. At E3 SEGA had it set so players could try both modes with the first part of the Green Zone.

There was a slight issue with the television I was using to play Sonic Generations, as the audio was off-synch by half a second. (The people running the booth explained that it was a connection error between the TV and PS3, but nevertheless it was still frustrating.) In Classic mode the original Sonic sped through the old-school level, collecting rings and popping off robots that stood in his way. Modern mode, on the other hand, had the current-looking hedgehog battling through the Green Zone, collecting more stuff and battling some of the more current-day robots that are in the recent Sonic titles. While it was far easier (and faster) to beat the Green Zone in Classic mode the Modern version had a fair amount more of goodies.

At the time I couldn’t really tell the difference graphic-wise between the PS3 visuals in Sonic Generations and those found in last year’s brilliant Sonic Colors in the Wii, and while that’s not a bad thing per se I am curious to see how they up the ante in regards to the overall look of the worlds. More detail can be placed into the levels, but one may want to keep Sonic’s cartoonish elements intact instead of trying to go down the realism route. One other issue I had with the demo I played (which is also still in existence in the demo people can download on PS3 and Xbox 360) is the jump lag. I found that you had to pre-prepare yourself for any of the on-coming leaps that were to appear on the road ahead, a task that’s nearly impossible to accomplish in Classic mode. Still with the game’s set release date of November 22nd there will be plenty of time for Sonic Team to fix this small problem.

Sonic has always been close to just about every gamer’s hearts, so it should come as no surprise that SEGA is gearing for one giant celebration for the blue one’s two-decade anniversary. Having new gamers that have never experienced the classic way of playing Sonic is a smart and efficient way to showcase the roots of our high-topped hero with a badass attitude. Sonic Generations seems to be a good step forward after the surprisingly surreal Sonic Colors, and with more levels to be announced soon (including the recently-revealed Casino Night Zone) it would appear that Sonic will end the year with one hell of a birthday party.

"Crush 3D" Brings New Dimensions To E3

Puzzle games need a sort of uniqueness that keeps it standing out from all the other titles out there. The developers at Zoe Mode seemed to have taken that knowledge to heart with the 3DS title Crush 3D, a port of the underappreciated PSP title that takes advantage of Nintendo’s handheld peripheral and gives an interesting twist on the world of side-scrollers. At E3 this year I had the chance to go hands-on with the title, leaving me giving more respect to the less-than-ordinary puzzle genre.

Like its predecessor Crush 3D follows insomniac Danny as he pieces his life together, collecting repressed memories and unlocking secrets to his childhood fears. For this game players also must switch back and forth from a 2D perspective to a 3D one in order to reach the end of each puzzle. Gamers will have to push objects out of their way, collect Danny’s “lost marbles” and find hidden items that will rack up more points in the long-run.

Switching between the two dimensions is known as “crushing,” and it comes in handy for some of the more harder-to-reach places. Say there were a few hidden marbles behind one of the buildings, and you had no way of reaching them. By simply using the technique of “crushing” you can easily get to those marbles in the 3D aspect version of the level. Another example would be if you’ve found yourself between two giant gaps when in 3D mode. By “crushing” that giant gap might just disappear, and you can simply walk across without fearing for your character’s life. “Crushing” will also help gamers discover hard-to-find trophies and notebooks containing lost memories, which will help Danny along regarding finding out more about his past.

The only downside about Crush 3D that I saw was its graphics. It’s definitely not the best-looking title on the 3DS, looking more like a year-one Nintendo 64 title than anything else. Fortunately Crush 3D‘s unique gameplay helps overshadow this flaw, not to mention its good simple control scheme and challenging level layouts. Add on the hidden goodies, coherent storyline and overall replay value to find other solutions to the puzzles and you’ve got yourself a title that will give its players one of the most unique experiences on any handheld system. The 3D in the game is also noteworthy, with its aspects popping out at you notably when you’ve switched from the 2D appearance.

Those looking for a good mind-boggler will have to wait for the leaves to turn color to get their hands on it, as Crush 3D has been announced for an October 25th release date in America. Until then keep your eyes peeled for more info on the title as the date gets closer.

Full BIT.TRIP Series Coming To Wii, 3DS

The complete adventures of CommanderVideo are coming to a retail store nearest you, and he’s bringing a bunch of goodies for its fanbase.

In a recent press release from Aksys Games BIT.TRIP Complete, which will feature all six titles from the BIT.TRIP series (BIT.TRIP BEAT, BIT.TRIP CORE, BIT.TRIP VOID, BIT.TRIP RUNNER, BIT.TRIP FATE, and BIT.TRIP FLUX), will be released on the Wii, and BIT.TRIP Saga will be on the 3DS. Besides the six original games the two BIT.TRIP releases will also include 120 new levels, an audio gallery featured fan-made remixes and other musical goodies, over twenty-five movies telling the story of  CommanderVideo new difficulty modes. Those who buy BIT.TRIP Complete will have one other extra goodie: an original soundtrack featuring music from all six titles.

Both BIT.TRIP Complete and BIT.TRIP Saga are due for release on September 13, giving both old-school gamers and chiptune enthusiasts plenty of time to plan some crazy parties to celebrate the occasion.

Luigi’s Haunted Happenings Return, And The "Mario Kart" Rolls On!

As we left the Nintendo presser there were booths set up outside for audience members to try out some of their upcoming 3DS titles. Before the doors officially opened at E3 I was able to get my hands on two of those titles: Luigi’s Mansion 2 and Mario Kart 3DS.

The sequel to the Gamecube flagship title, Luigi’s Mansion 2 has you taking on various mansions instead of the just-one like in the previous installment. Professor E. Gadd still acts as your advisor, as you take Nintendo’s famous brother around the mansions to exterminate the creatures that haunt it, ranging from the average ghosts to even things of the physical undead.

In the demo I tried I was able to tackle four ghosts that were haunting the vicinity. Like in the first one you use your flashlight to stun the ghosts before you use the vacuum to suck them up. Unlike in the first game there is an option to zap the ghosts in order to suck them up quicker, a peripheral that will most definitely help out when you encounter the boss battles.

The graphics in Luigi’s Mansion 2 were on-par with its Gamecube sibling, and the 3D aspect of the game was put into good use, with ghosts and various objects popping right out at you. Controlling the game was as simple as I can remember, and I had no issue in regards to aiming and moving around. No word yet if Mario will be seen in this game, or if King Boo will be the main antagonist of the game. Whatever the case may be Luigi’s Mansion 2 is looking to be one hell of a sequel.

Mario Kart 3DS, on the other hand, is bringing a whole new twist to the exciting franchise. While the core gameplay is the same there are new and fun aspects that will make your wheels spin. During some of the levels you will be able to fly using the hang-glider peripheral and swim underwater as your vehicle transforms itself into a mini-sub. Also back is the ability to customize your vehicles in any way you’d like, ranging from body-type and engine to how your wheels look.

Mario Kart looks almost as good on the 3DS as it does on the Wii, and its 3D elements are stunning. When you are flying in the air in the game it is almost as if you can just touch the vehicle and the hang-glider. While I’m used to playing the Wii version of Mario Kart it only took a couple seconds to figure out which button does what. I have yet to master the supercharged start, but with a few practice runs I think I will be able to do it.

Both Luigi’s Mansion 2 and Mario Kart 3DS are due later this year, and from the looks of what I’ve played thus far we are in for two wild and fun treats.

Episode XC: X-Patriots of Liberty

Mr. Cuse returns from Costa Rica, and realizes why he should’ve stayed put in paradise!

This week the Bastards chime in on the news of L.A. Noire premiering at the Tribeca Film Festival, and how Rockstar Games could expand on the detective genre on the future. Blueonic shares his thoughts on the 3DS’s release, and King Baby Duck looks at the demo for Rush’n Attack: Ex-Patriot. Blueonic previews Greg Hasting’s Paintball 2, Anvil and Mr. Cuse give their weekly sports report, and King Baby Duck reviews the recent Boston/Cambridge shows of Queens of the Stone Age, The Dough Rollers and Hunter Valentine. Finally Anvil wraps it up with a quick review of the movie Hall Pass. Oh yeah, and more bitching about the MBTA.

It all happens here on Episode 90: X-Patriots of Liberty!

Eyes-On With 3DS At PAX East

This is what I’ve been waiting for the most at PAX East: getting my hands on Nintendo’s latest handheld system. The 3DS is due within the next couple of weeks in America, and the lines to try this baby out are ridiculously long. The last two days I managed to try out three titles on the 3DS system: Resident Evil: The Mercenaries 3D, Kid Icarus: Uprising and Face Raiders.

Taking Resident Evil to a handheld device hasn’t pulled off many good results yet, but with its higher graphics card and better aiming system The Mercenaries 3D is definitely one of the better titles from the Capcom franchise to come out on a portable system. In the demo players have the choice of playing as one of four characters: Chris Redfield, Claire Redfield, HUNK, and Jack Krauser. For this try I chose Chris, seeing as he’s one of the original characters. You then have the option to choose which weapons you wanted to use. Once that’s done the two-minute demo began, in which you blast or slash away those that have been infected. At first it was a little bit tough trying to aim, but after a couple seconds I was going all-out on the “undead” and raising hell. The 3D in this game was more in-depth than eye-popping, however, but it managed to showcase the sort of power that the 3DS is capable of.

The next game I got to try out was Face Raiders, which comes free with the 3DS. Here you take a picture of yourself (or someone you don’t like), and then your face becomes a target that tries to kill you at every turn. To fend them off you literally have to look around the room with the other camera set up on the 3DS, and fire whenever they get in range. The 3D I saw with this game shot out right at me, and the zaniness of this game had me in stitches. I just can’t help but picture someone on a train playing this game, how silly it will look with them spinning around to try and find his/her targets. Still Face Raiders has a lot of crazy fun to behold those who buy the 3DS at the end of the month.

Finally it was time to play Kid Icarus: Uprising. Since being announced at E3 this year I have been so excited to see Pit’s return in his own game. The demo had two abridged levels to try out, both with flying and ground sections, and the 3D imagery was beyond what I was looking for in a Kid Icarus game. I found that aiming while flying was fairly easy, especially when those flying cyclops creatures are coming right at you, and flying itself was a breeze while trying to avoid hinderances. However these are the only two parts of the control scheme that I found likable.

Whoever thought it was a good idea to put the weapon button right above the control stick should seek employment elsewhere. After two minutes of shooting and running with the same hand my thumb and index finger began to cramp up like crazy. Plus doing all that while using the stylus to aim was a major pain. Did the developers think about how someone will be able hold the 3DS while using both hands for these various tasks? There’s no easy way to do it! As this game is not set to be released until later this year I really suggest that the folks at Project Sora rework the control system to make it easier to move, shoot and aim while holding the 3DS in your hands. Otherwise there will be a lot of disappointed gamers, not to mention critics.

After finally getting hands-on with the 3DS I can somewhat see why people are going crazy for the new system, and while the 3D is more in-depth than in your face it’s clear that Nintendo made sure that no corners were cut in order to create it. From what I saw you can expect many gamers and newcomers to really jump onto the 3DS bandwagon, and when March 27 arrives you can count on high sale numbers and many happy players gaming out to Nintendo’s latest innovation.

Episode LI: Life’s a Beach!

For almost a year her name has been spoken of, but no one knew if she truly existed. This week she makes her grand debut, making it the first time ever the five original Bastards are in the same episode.

Pink Taco (FINALLY!!!) joins the B3 crew, as they touch on such topics as Slash’s solo album, the highlights of this year’s E3, an “Oh For Fuck’s Sake!” dealing with the cutting of librarians in the school system and a quick week in sports. Also there’s an ice cream truck playing in the background somewhere.