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Showing posts with label eShop. Show all posts
Showing posts with label eShop. Show all posts
Monday, February 23, 2015
3DS eShop review: Pokémon Shuffle
Pokémon Shuffle follows in the line of Pokémon Trozei and a number of other Nintendo properties that have spawned puzzle game spinoffs over the years. The gameplay is simple enough – line up three of the same Pokémon in order to clear space and allow more blocks to trickle down. Each time a set of three or more Poké-blocks are cleared, it will inflict damage upon the opposing Pokémon accordingly. And yes, Pokémon Shuffle does take typing advantages into account. Optimizing a team’s format to deal greater damage to a Pokémon can lead to faster victories, and any remaining turns that went unused during a match can be factored into a bonus at the end, improving your chances of catching a Pokémon.
What makes Pokémon Shuffle such a distinct release for Nintendo is its role as the company’s first major ‘free-to-play’ release. Players are allowed to tackle five matches at the outset, with each attempt using a single heart, one of Pokémon Shuffle’s in-game currencies. The early stretch of Pokémon Shuffle is quite generous, as NPCs reward you with jewels, another of Pokémon Shuffle’s in-game currencies, which can be exchanged for either more hearts and thus subsequent attempts at puzzles, or for coins, the third and final of Pokémon Shuffle’s in-game currencies.
As the game progresses, overcoming certain hurdles will reward you with more jewels, which is a welcome substitute for the otherwise thirty-minute wait time it takes for a single heart to replenish. It also lessens the pressure from Pokémon Shuffle’s intended ‘pay-to-win’ formula. Coins, meanwhile, are rewarded in small amounts at each successful conclusion of a match, and can be exchanged to earn a few more rounds in a single given match, a slight boost in the experience points earned by your party members, the chance to start out with a mega-evolution bonus, and more. These coin-based rewards are among the game’s most expensive rewards, and gauging just how much your in-game currency is worth can play a major role in strategizing for matches.
Similar to the jewels, coins are sometimes earned at mile markers, or simply by ‘checking in’ with the network servers on a daily basis. Another of Pokémon Shuffle’s online components comes in the form of special matches, which are only available for short periods of time, but pit you against rarer Pokémon that can make strong additions to your team. Finally, the 'EX' missions pit you against higher-level and even legendary Pokémon, but remove the limited number of turns in favor of a timer countdown that can last anywhere from thirty seconds to a few minutes. Often, these higher-level Pokémon will dish out attacks of their own in an attempt to hinder your progress or throw off your combo chains.
Of course, given the ‘pay-to-play’ formula Pokémon Shuffle is designed to experiment with, there is the option to exchange real world money for in-game currency, and while I am no less opposed to this formula on the 3DS than I am on tablets and phones, it may be worth noting that the exchange prices in Pokémon Shuffle are somewhat less costly than their iOS and Android contemporaries. That said, Pokémon Shuffle is a refreshing addition to the microtransaction school of design, in that the application is not so much that you are paying to win, rather that should you choose to pay, you will be extending your playtime with the game immediately as opposed to waiting a half-hour or more before your next possible match. If you are taking to this game as a casual title to play a few bouts at a time in between sessions of other, more meaty 3DS titles, it’s a solid product that provides intuitive entertainment for free. For those willing to pay for more jewels and coins, your mileage with Pokémon Shuffle may vary.
My rating: 7 (out of 10)
Sunday, July 6, 2014
3DS eShop review: Shovel Knight
While early looks at Shovel Knight led fans to draw correlations to the Mega Man franchise due to the title’s 8-bit charm and emphasis on fighting through enemy-infested stages in order to reach wacky stylized boss battles, the final product proves much more than an homage to the blue bomber. At the most basic level, Shovel Knight is Yacht Club Games paying tribute to NES-era titles and franchises that have largely shifted to 3D planes since. But inspirations drawn from Mega Man, The Legend of Zelda, the original Final Fantasy, Castlevania, and more are what allows this light-hearted fantasy platformer to work so well while simultaneously crafting an identity all its own.
The story is that of Shovel Knight, long-since separated from his old partner Shield Knight, questing forth to challenge the evil Enchantress and her Order of No Quarter, comprised of eight key members, each of whom has a unique sprite design and battle tactic specific to their stage. Mole Knight digs into the walls and floor of his stage, springing forth to attack Shovel Knight with quick strikes. Specter Knight flings his rotating scythe around his arena of combat, Treasure Knight shoots his anchor cannon in an underwater environment, and so on.
While a few of these boss encounters add environmental challenges to the mix, the matter of which fight will prove the toughest is largely a matter of what items players have on-hand. Within each major stage lies a new weapon or tool to be added to Shovel Knight’s arsenal, though these are often hidden in rooms that are a little ways off the beaten path. So while the only immediate reward for besting one of the bosses is progression to the next area of the overworld, should you miss any one of these items during your initial run through a stage, a gentleman named Chester who resides in the first town Shovel Knight visits will be willing to part with the Dust Knuckles, Flare Wand, Propeller Dagger, Throwing Anchor, and so on for a decent sum of treasure.
Collectible music sheets can be sold to a bard in the same town, and then can be heard any time from then on. Upgrades can be purchased to boost both Shovel Knight’s health and magic meters, and a few shovel attacks can be added to his skill set as well. Around the midway point of the game, a handful of alternate armor sets will become available, each with its own unique properties, such as less treasure dropped upon dying, an emphasis on conserving magic in exchange for less damage protection, etc. This grants players a greater degree of freedom with how they wish to tackle the late-game challenges, as well as a higher degree of involvement and carefulness in decision-making going forward.
Food items such as turkey and apples can be used to restore Shovel Knight’s health within a stage, but as these become less frequent in later stages, the two chalices available for purchase may prove more desirable additions to the inventory. The chalices are effectively the same as the bottles in The Legend of Zelda games – Shovel Knight need only purchase the chalices for a reasonable sum, then visit the Trouple King (a trout-apple hybrid creature who resides in a forest pond not far from the earliest stages) to fill the containers with one of three different healing/defense-oriented concoctions. Should Shovel Knight lose all his health in a stage, fall off a cliff, or run into spiked flooring, the game will simply place the hero back at the last checkpoint and take away a small sum of treasure. This lost treasure can be retrieved, though depending on where in the stage Shovel Knight last perished, this may prove more of a gamble than some may feel is worth the trouble.
Shovel Knight is not an easy game, per se, and it heavily emphasizes a trial-and-error routine. However, its responsiveness is quite fine-tuned, and the game deals out success and failure in a fair manner. Only at a few junctures do the hurdles feel significantly more so challenging, and even then, most can be more easily overcome with the proper equipment at one’s disposal. Beyond the core routine of tackling major stages and facing down the Order of No Quarter, Shovel Knight can take on extra challenges that emphasize treasure retrieval or square off against player-recorded ghosts in the Streetpass arena. A few wandering individuals, such as The Baz and Reize, offer extra battles that are fast-paced and intense, and may need to be overcome in order to reach the next portion of the overworld map.
The order that events need to be tackled in Shovel Knight is only so concrete - while the main stages cannot be tackled in whatever fashion players see fit ala Mega Man, there is a certain degree of freedom that becomes greater the further along players progress. The soundtrack does well to evoke a classic fantasy adventure sound with peppy and upbeat tunes that harken back to the 8-bit era as much as the brightly-colored pixelated graphics do. Shovel Knight is a rare breed – a game that knows its roots and takes plenty of inspiration from them, without identifying too closely with one or another. The game also does well to pace itself, keeping things interesting by offering up plenty of new challenges with each stage, but never extending itself to unnecessary lengths.
My rating: 8.75 (out of 10)
Sunday, November 25, 2012
3DS eShop review: Liberation Maiden
One hundred years in the future, the entirety of mainland Japan has been transformed into a mechanical dystopia. The humans who resist the antagonistic Dominion forces have set up an aerial base from which they plan to launch the Liberator Kamui - their flying mech suit - and take the fight to the Dominion in order to restore Japan's natural plant life. However, they need a pilot, and so they vote to determine the next president of New Japan. After all the votes have been tallied, the responsibility of being Japan's savior falls upon the shoulders of Shoko Ozora, a young woman who perfectly fits the bill of the heavily anime-inspired plot and artistic direction realized in Liberation Maiden.
The gameplay requires you to stay alert and mobile at all times. There are many enemies scattered about any given level, and they increase in both numbers and strength as the game progresses. The touch screen is used to move the lock-on cursor about the top screen, and releasing it fires missiles from the Kamui. Chaining more attacks in a single strike grants you a higher score. Should you wish to zero in on a specific area or a handful of targets, you can enter a strafing mode by simply holding down the left trigger button. Boss encounters against giant pillars take on a similar format, with Shoko and the Kamui moving left, right, up and down, but not having the ability to free-roam as in the majority of the levels leading up to these.
Enemies are nicely varied, with some tank-like vehicles having very limited range, ships having the capability to launch long-range lock-on missiles, and tall dish-shaped towers that can fire lasers. Attacking multiple targets is simple, though some are capable of taking a much greater beating than others. Should you wish to quickly dispatch all the enemies in the immediate vicinity, chaining enough kills will allot you momentary use of a projectile sword, which will impact with the ground and send out a powerful shockwave. However, when it comes to boss fights, the best strategy is still learning their behavioral patterns/weaknesses before proceeding to spam them with the Kamui's arsenal.
The soundtrack is comprised of a few techno and rock tracks that range from a grungy industrial style to exciting, upbeat, and borderline-J-pop. Graphically, the game might not be the prettiest that the 3DS has to offer, but it certainly looks the part of a traditional mecha title. Exaggerated lighting effects, weather, and environment designs do well to cultivate an atmosphere that combines traditional representation of Japan with hyper-futuristic elements. Shoko's Kamui is sleek, whereas the Dominion forces are blocky and explicitly mechanical in design. Character models are wonderfully drawn for the few brief anime cutscenes they appear in. Completing any stage unlocks it for a challenge mode, and satisfying specific requirements in-game unlocks artwork, cutscenes, and an expanded backstory to the events of Liberation Maiden. The game is short but sweet, requiring only a few hours to complete the story mode. That said, Liberation Maiden is easily one of the most original titles on the 3DS eShop to date.
My rating: 8 (out of 10)
Labels:
3DS,
eShop,
game review,
Level 5,
Liberation Maiden,
mecha,
sci-fi,
Suda 51
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