Category Archives: nintendo 3DS

The Sword of Hope II is srprsngly fntstc and addctng

A few days ago, I treated myself to $10.00 of spending e-bucks for the Nintendo 3DS eshop. Y’know, my favorite place to buy digital videogames. I kid, I kid. Actually, it’s gotten a whole lot better since I last perused the shop with a purpose, and I saw a whole bunch of strong contenders, but sadly, most of those titles costed $7.00 or $8.00, and I’m always trying to get the most for the very least. Yes, I shop at The Dollar Tree quite frequently, and yes, I’m proud of it.

Anyways, here’s what I actually ended up getting, leaving my account with just $0.40 left over:

  • 3,2,1…Words Up!
  • Kirby’s Pinball Land
  • The Sword of Hope II

The first two listed above are perfect for quick gaming on the side. 3,2,1…Words Up! is quite similar to a Facebook game I used to play with family members called Wordtwist, wherein you are given a bunch of letters and a time limit, and have to create as many different words from those letters as you can. Less stressful and more fun than Quarrel, that’s for sure. And pinball is pinball, no matter what character or theme or brand name you slap in front of it.

Most surprising of these purchases has been The Sword of Hope II. It’s a game I’ve never heard of before, and the sequel to another game I never heard of. Both were released long, long ago in the early 1990s for the Nintendo Game Boy, and I was only interested in Mario and Tetris back then, so it’s not shocking that I missed these releases. Chances are, you did too, and so it’s a little strange to see the second game in the franchise get a re-release for 3DSWare, but I’m guessing that, of the two, it is the superior adventure.

Now, I can admit that it is not a superior adventure in the grand scheme of adventures, but it is a lot of fun. It’s old-school RPGness in the style of games like Wizardry and Bard’s Tale, with single-screen rooms and text-based actions like “look,” “hit,” and “open.” You control Prince Theo, who is sent out into the wild to recover the Sword of Hope yet again (um, see the previous game, I guess) to stop some evil wizard guy. Yeah, it’s generic story-stuff and not entirely examined any deeper than that. Since claiming the game’s wiki page on Giant Bomb as my own, I’ve scoured the Internet for more details, but there isn’t much out there. So I’m updating the page as I play in hopes of nailing down who did what to whom and why.

Battles are turn-based. You can attack, use magic, or opt for an item. Some characters learn spells, others attack with melee weapons, like rapiers, swords, and knives. I only have three characters in my company so far, and here’s how they break down: Theo is strong with sword, Mute is magical, and Nina is a waste of space. Winning battles earns money and experience, with the occasional special coin, which you can sell for a smooth 150 gold. It’s been pretty clear when I am supposed to be grinding, too. Y’know, RPG stuff.

The most entertaining part of The Sword of Hope II stems from the character limit problem on the Nintendo Game Boy had. It starts pretty innocently enough, with CAVE BHD WTRFALL:

I get that. Not enough room for all the descriptive text. I can still quickly read that as CAVE BEHIND WATERFALL and move on with the game. But then Prince Theo and company arrive here, and I’m stopped dead in my tracks, mouth agape, completely befuddled:

The…what? Fort TNT? IT’S GONNA BLOOOOW!

Oh, oh. All right.

There’s even more brain-bending names that don’t fit throughout the game, including some humorous items and weapons in shop menus. Like the WDN BMRNG. But I won’t spoil ’em all. I highly recommend you check the game out if you have a 3DS; The Sword of Hope II is only $2.99, and it’s a solid price for some straightforward RPGing that is more addicting than first impressions imply.

Level-5’s Fantasy Life surfaces after too much silence

At long last, some news about Level-5’s Fantasy Life.

Don’t worry if you forgot that a game of this name even existed, as it’s been some time. Years, in fact, when you consider this blog post of mine from August 2009, in which I am excited and jumpy and full of anticipation for what looked like a great life simulator with a retro look to it from Level-5, a company that I hold in high beams of holy light. That Mother 3-esque visual style eventually got scraped, as did the idea of putting the dang thing on the bereaved Nintendo DS, but the game has still been in the works, now brimming with polygons and a plan to hit the Nintendo 3DS. From a gameplay standpoint, everything still looks the same: create an avatar, select one of twenty jobs, and then do whatever you want.

Some new news is that Fantasy Life will mainly take place in a single city called Kulburk, which will serve as a hub. The city is divided into three sections: the main street, the craftsman’s ward, and a downtown area. The main street houses Kulburk Castle, the library, barracks, and various shops. The craftsman’s ward contains different workshops and will likely be a regular location for players with crafting jobs. The downtown area serves as an entertainment district, with a bustling marketplace and hotspot for social gatherings.

But it’s not just all about running fetch quests for neighbors and decking out your sweet abode with green-themed furniture. This YouTube video clearly reveals moments of combat in what looks like a dungeon. So yeah, that’s cool. Doesn’t seem turn-based either. Hmm…I wonder if only certain jobs get to fight though.

And so we got a bunch of Japanese text-laden screenshots this morning, as well as the promise of a release date by early next week. Here’s hoping this slides on in before holiday 2012 is dead and done as I need some kind of life sim–any life, but my own, really–for my 3DS now that I am totally finished with Professor Layton’s London Life, and it definitely doesn’t seem like Animal Crossing is coming out in the states any time soon. Sigh.

Theatrhythm: Final Fantasy is one earworm of a 3DS game

In case you’re not up to snuff with your urban dictionary terms, an earworm is “a song that sticks in your mind, and will not leave no matter how much you try.” This can be either a good or bad thing, depending on who you are. For me and for Theatrhythm: Final Fantasy, it’s a delightful problem to have right now. To hammer home this point, let me inform you that I haven’t missed a single daily Rhythmia bonus–extra points alloted to those that play every consecutive day–since I bought it on release day, way back on July 3, 2012. Mm-hmm.

But what is Theatrhythm: Final Fantasy? It’s a good question, and one nobody should be afraid to ask. The answer is both simple and strange: it is a music rhythm game à la Elite Beat Agents, as well as a “thank you” to fans of the Final Fantasy series.

For the rhythm part, you tap the touchscreen via three different on-screen prompts to the beat of a song: a single tap, a tap and hold, or a directional swipe. Sequences vary in difficulty, and you play them across three different types of scenarios. The most enjoyable for me are Field Music Scenarios (FMS), which has the leader of your party of four strolling across the screen from right to left while you handle all the prompts. The other two are Battle Music Scenarios (BMS) and Event Music Scenarios (EMS), both of which are enjoyable, but can be distracting due to too much happening outside of the button prompts. For the EMS, you’re basically tapping over a movie playing, and it can be hard to not focus on Zidane chasing after Garnet, especially for a fanboy like myself.

Speaking of that, the other half of Theatrhythm: Final Fantasy is all about the fans. Whether you think Final Fantasy IV is the best or still can’t get over your nostalgia and claim that nothing beats Final Fantasy VII or are somehow head over heels with the latest hall-walker Final Fantasy XIII…all the mainstay games from the series are represented here. Each game seems to get three songs (with each song getting three different difficulty ranks), and for your party of four, you can pick some recognizable people, all with their own skill sets. And this is where rhythm game and RPG fuse, letting your team level up, earn items, and unlock spells to cast during events. My team of four–all now around level 50 or so–has been like so since the get-go: Zidane (leader), Squall, Vaan, and Terra.

At first, the game seems to be limited on things to do, but after just a bit you’ll have opened up new levels of difficulty, as well as Dark Notes and CollectaCards and music not tied to a specific game. And those Dark Notes…oh man. They are basically randomly generated levels, each containing a FMS and a BMS, but you won’t know which ones until you try it out. Often, they are extremely tough and really challenge your response time, but clearing them successfully is an exhilarating feeling. When you beat one, you unlock another, which is always a higher difficulty. However, there is plenty of reason to replay Dark Notes as you fight one of three potential bosses, and they all have a chance to drop rare items or colored shards, which you use to unlock new characters. Right now, I’m working my way towards getting Vivi on my team–see ya, Squall! I know, you’re surprised.

So, it’s a surprising game, and might not be for everyone, but I’m enjoying it a lot. Not enough to consider buying DLC at $1.00 a song though, as I think there’s plenty of tunes here for my enjoyment, but yeah. For those curious, my favorite songs to play are “Mambo de Chocobo”, “Terra’s Theme”, and “Over the Hills”. What’s your favorite Final Fantasy song? You are not allowed to answer with “One-Winged Angel” by the way.

All right, back to it. The music, it’s a-calling…

Samus Aran is not the boss of the bosses in Metroid Fusion

I know I previously made the bold claim that Metroid Fusion wasn’t really worthy enough for further musing over, but here I am, eating my typed-up words, writing more about Samus and her attempt to stop the X infection on SR-388. It’s what I’ve been playing since my time of running errands in Little London came to a close, as well as after I realized just how much freaking grinding I’d have to do to get my team of Pokemon up to decent snuff to even attempt the final fight(s) with confidence. If anything, with it being so linear it is nice to have confident direction. Yeaaaah.

Man, I sure do love linking things in my opening paragraphs.

Moving on, I hate the boss fights in Metroid Fusion. I think they are initially unfair and frustrating. I think they are unclearly communicated. After I lose each boss battle, I put the game aside for a few days, just not wanting to deal with it all. Granted, I probably thought–and still do to some extent–the same way about the boss fights in the fantastic Super Metroid. Phantoon and Botwoon proved to be tricky, and I absolutely remember tearing up in frustration when Draygon would constantly pick Samus up and drain her life, with me just watching it happen, helpless and mad. Oh, and Ridley–the second time in Norfair–was no walk through the lava-themed park. But those are that game‘s bosses, and when you defeated them, that was mostly it. You didn’t have to then fight a second enemy immediately after while still low on health and missile ammo and nowhere near a save spot.

See, in Metroid Fusion, the Core X has infested and mimicked different monstrous creatures kept on the station. As you battle Core Xs, they’ll use abilities stolen from Samus against you, and when you defeat them you’ll recover these lost abilities. Makes sense, really. But first you must defeat the monster the Core X is hosted in. Then you must destroy the Core X right after. The problem I keep running into is that I just barely make it through that first portion of the fight, and then have to deal with a zig-zagging Core X blob that is hard to hit, but loves hitting Samus. When she dies, it’s back to your last save spot, wherever that might be. Mine are never that far away, but far enough that it’s annoying.

So, last night, the stupid spider boss Gedo X just slapped Samus away in the above mentioned manner, and that was it for my gaming time. Which is a shame, as I had just stumbled upon not one, but two fantastic nods to Super Metroid that got me smiling and reminiscing all the same. Oh well. I’ll try again. You hear that, Gedo X? Samus will return, and this time, she’ll be planning for victory. Two of ’em.

The missing videogames from E3 2012

Well, E3 2012 has come and gone, and the general reception to it as a whole has been…pretty lackluster. That no one company “won” or really brought out the big guns or even seemed to understand what to focus on. It all felt like padding and skirting around what’s to come and that there’s still no reason anyone should purchase a Nintendo Wii U or feel excited about Internet Explorer becoming available on Xbox 360 for all your non-gaming browsing needs.

A few new games got announced or shown off more, and that’s all good. Truly, many of them look like a whole bag of fun. I’m really interested in Paper Mario: Sticker Star, Scribblenauts Unlimited, Disney Epic Mickey: Power of Illusion, Assassin’s Creed III, LEGO City Undercover, The Last of Us, Dishonored, and Watch Dogs. Now, of course, I probably won’t get all of these games when they come out, especially considering some are for the PS3 or next-gen consoles, but they have at least got me thinking about them. Mostly the ones from Nintendo.

However, some games did not appear in any capacity, and that’s a little saddening. Maddening, too, considering a few are–to me, mind you–crazy big properties that could really have had an impact on an audience the size that E3 2012 draws.

Here’s what got no love this year…

Animal Crossing 3DS

Breaks my animal-loving heart, this one. It’s coming out this fall in Japan, which leads me to believe it’ll arrive in the United States by spring 2013, but man. This should have been a launch title. This should have be a post-launch window title. This should have been more than something kept in the shadows, let out occasionally to eat and breath. It’s a game designed around using your 3DS every single day. Think about that. It’s probably being held back to align with the Wii U–whatever, Nintendo.

Fantasy Life

I am really worried about Fantasy Life. It first surfaced in August 2009 with a really charming art style and the promise of living a typical life in a typical fantasy realm. Baker, merchant, priest…your call. Looking back at it now, I see Professor Layton’s London Life in a lot of those screens; unfortunately, that style was not to last, as the game got reskinned for the 3DS, looking different but still touting great gameplay. Nothing new has been reported on it for a long, long time, and so it might be dead and done. Boo.

Slime Mori Mori Dragon Quest 3/Rocket Slime 3DS

Boats. Boooooats! I’ve not yet completed my copy of Dragon Quest Heroes: Rocket Slime for the Nintendo DS, but the time I spent with it was a great. Light-hearted Zelda-like action full of puns and crazy tense tank battles. It’s a quirky game that truly deserves a sequel like this. Japan is getting it. Will the United States though? The silence is kinda telling…

The Legend of Zelda Wii U

Nintendo showed some demo-like stuff last year for a new Zelda game on the Wii U. You’d think that some 365 days later they’d have more to show or solidify with that project. Um…nope. New consoles from Nintendo live and thrive on new experiences from their constant standbys Mario and Link, and it just doesn’t seem like that’s happening this time around. Which is, obviously, quite worrying.

The Last Guardian

Guess the devs are still working on that pivotal cinematic scene where your birdy companion dies in a tragic way and somber music plays for two minutes while you use up every tissue within arm’s length.

So, yeah. Hopefully more info on these games will pop up in other places this year. It’s just a shame we didn’t get much on ’em from the people working on them at E3 2012.

What were you hoping to see this year that didn’t make an appearance?

Everyone talks in the LEGO Batman 2 demo for the 3DS

Of all the LEGO videogames in my collection, I have to say that LEGO Batman is not my favorite. It was harder to get into due to not following a movie or comic script, as well as dealing with the fact that I’m no hardcore fan of the caped crusader and his many plights. Also, a lack of characters to play as–limited mostly to just Batman and Robin–was not made better by the inclusion of different wearable suits to solve puzzles. I played it, and I played it to completion back in August 2009, but that was the last time I touched it or thought about the black sheep in any great capacity.

Before I go any further, as a non-spoken rule when ever mentioning LEGO Batman, I feel like I must share this l’il comic I did many moons ago, which Tara was, by pure luck, talking about the other day. I think it hits the mark for all LEGO videogames, both past and those to come. Anyways, here:

Right. I mean, every LEGO videogame so far has its own brand of fun and excellent co-op moments, but if I listed them all in a High Fidelity sort of way, LEGO Batman would be at the bottom. If I remember correctly, you got to play as the villains for a bit after completing the game, but by then I was just going for 100% completion, so whatever.

Last night, while watching the Nintendo 3DS live showcase–which, mind you, neglected to give any love to Animal Crossing 3DS, a title able to sell millions and millions and millions–watchers were informed that a free demo for LEGO Batman 2: DC Superheroes was availabe on the Nintendo eShop. Off I went to use up my limited number of blocks.

Hey, true fact time: this is the first LEGO videogame I’ve ever played on a handheld. I know.

Right. The demo begins with a cutscene, and the first thing that jumps out is that all the characters now talk. Gone are the days when LEGO boys and girls would mumble and gesture their way through a scene. It’s a little weird at first, but the silliness is still prevalent in the tone of dialogue and antics of the characters. In short, you’ll quickly forget that they couldn’t talk soon after. There’s an award ceremony happening, and just before what’s-his-name can get some shiny trophy the Joker shows up with his motley crew to ruin the party. Bruce Wayne disappears while the Joker monologues, literally popping back into the room via the Batmobile. Then the game part starts and…it’s a LEGO videogame level. That might sound a little negative to you, quiet reader on the opposite side of this screen, but it’s mostly not. You punch stuff, you collect studs, you flip switches and construct things and switch between characters for different skills. I also had to do battle with Poison Ivy, The Riddler, and The Joker.

However, one aspect really stood out, and not in a great way. Since this is my first LEGO videogame on a handheld, I don’t know if this has been a series staple or if it’s new for LEGO Batman 2: DC Superheroes, but the actual earning of the esteemed SUPERHERO reward, which is given to players that collect a specific amount of studs in the level, is severely underwhelming. On the Xbox 360, it is presented with a nice-sounding boom and a flashing of the title across the screen. On the Nintendo 3DS, the words just quietly appear on the screen with zero pizzazz. All that work…slighted.

So, all in all, LEGO Batman 2: DC Superheroes is certainly serviceable, but I think I’m going to save my blue/purple LEGO studs for LEGO Lord of the Rings, which is more than likely coming out this holiday season to ride The Hobbit‘s curtails.

2012 Game Review Haiku, #17 – Professor Layton’s London Life

Start in Humble Homes
Stop comet from killing all
Crumm wants more Swinefish

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

Back into the wild to remember which Pokemon I liked

I haven’t posted my haiku review of it yet, but I “beat” Professor Layton’s London Life the other night. And, of course, in an Animal Crossing-esque mini-game made up of fetch quests only, beating the thing is not a terribly difficult mountain climb, but rather a nice walk around the park until the sun goes down and it is time to head home lest a shadowcat eviscerate you. And I sure did take my time, as I’ve been chipping away at fixing Little London’s problems since November 2011. But it’s over. Surprisingly major crisis averted, minute problems of every townsperson resolved, happiness earned, and credits scrolled. The actual main plot through and through is a bit silly and confusing, but I’ll save that for another post. Dangerously, after the credits are done and some ineffectual text plays, I am dropped back into London Life to continue doing all the tiny tasks again and again and again, which is fine, really. But I wanted to play something else for a change.

All of this is to say I took out the Professor Layton and the Last Specter cartridge from my Nintendo 3DS…and replaced it with Pokemon White, a game I haven’t touched in over a year. Shocking, I know. I basically got all the way up to the final fight (or series of fights) and couldn’t beat a certain tier, which meant blatant amounts of grinding, something I wasn’t interested in at the time. And I then put the game aside and forgot about it. Obviously.

But I’m back, and boy was my first few minutes disorienting. First of all, I guess I last saved my progress within some shopping mall, but one that also contained trainers ready to fight. Y’know, not exactly a safe zone, like a health center or neighborhood house. Not knowing this, I immediately went to chat with a young woman nearby. Her name was…Waitress Flo, and she wanted to kick my butt; I guess I had forgotten to previously leave her a nice tip. Alas, many of my Pokemon were weak and low on health, so I had to scrape by. As soon as the fight ended, I got the bleep out of there and took some time to re-learn the menus and what items I had, as well as familiarize myself with my team of pocket monsters.

Only three stood out as memorable, the ones I’ve used since the dawn of time, and the other three felt immediately like space-fillers. But anyways, yeah. My trio of attackers included the following:

The problem is that these are my only heavy hitters, and after they fall, I don’t have anyone else strong enough to take their places. So now I am looking around my storage box for three worthy contenders, and then I guess I will grind them up to the mid-forties or low fifties via Victory Road and hope that I can take down the Ferocious Four (or whatever they are called) in one fell swoop. If anything, the time spent grinding will help me get back into the groove of the game, as well as continue to grow Trashy into the biggest, baddest pile of punching trash you ever did see. I told the world I’d beat Pokemon White with garbage, and I plan to see that promise come to fruition.

Building a bland city and not blowing up

Yesterday, someone called in a bomb threat to the building I work at. Not for my company, mind you, but one of the ones we share working space with, and so a little before lunchtime hit we all had to evacuate the building. This was signaled by a blaring fire alarm, and not knowing what I know now, I just grabbed my cell phone and headed outside. I left my lunch in the fridge, as well as my Nintendo 3DS and car keys on my desk. At most, I figured we’d be back inside within fifteen minutes or so. I learned my lesson.

But then fifteen-plus cop cars showed up, and numerous officers of the law asked everyone to move away from the building. Like, not in the parking lot, but maybe in the parking lot across the street. The roadways coming in and leaving the area were closed down, and cars in the parking lot were restricted to remain there. Some people managed to drive out to freedom and a place to eat foodstuff, but others were left standing across the street, huddled like cows, chewing grass and pondering life. Myself included, except I did what I always do, going solo and finding a tree to sit under by myself while I waited this whole “fire alarm” out in general curiosity.

After a while, as we are all wont to do, I began playing around on my phone to help pass time. Or at least distract me from my grumbling stomach. An hour had passed, and no one was still allowed near the building. Flashes of my lunch in the company kitchen tortured me constantly. Now, if you didn’t know, I don’t have an amazing phone–it’s the Verizon Reality–and I’m fine with that. My phone is a device I use in emergencies to call people, as well as text my wife that I made it to work in one piece. I have two full games downloaded on it: Final Fantasy and The Sims 3. So, I played a little more Final Fantasy, grinding my team of four up a whole level, but that eventually became stale. I began looking around the shop for something new, but nothing seemed interesting or worth the price.

Until I saw a game labeled FREE. It’s called Little Big City, and it’s basically the mobile version of CityVille, a game I played diligently for a month or so, but faded away from like all Facebook games. Like FarmVille, you click on things and wait for them to finish doing what they are doing. Every action is accounted for, and when you run out of energy actions, you have to wait until the bar grows again to do more. This doesn’t take terribly long, so one is constantly tapping and seeing results. It’s not the most amazing little game, but it definitely helped distract me from the cop cars zooming back and forth by or trying to listen in on their cryptic radio chatter. I planted a lot of blueberries, built some homes, played a “match two” mini-game after raising a park, and also created some city staples, such as a flower shop and bakery. Gone are the annoying parts of having to bother real-life friends for things like construction beams or lightning bolts, as Little Big City just gives you a handful of AI neighbors to help and poke when the time calls for it.

I do, however, have a major complaint, and yes, I am going to complain about a free game, so if you’re not into that thing, well…see ya. In Little Big City, you always have something to do. A list of missions is clickable on the side, and these exist to give you guidance, as well as reward you for doing big things, like constructing a City Hall. However, if you built a City Hall before you received the mission to build a City Hall…you’re boned. You either have to build a second one–which, as a city planner, makes no sense–or bulldoze the one you already built for a measly amount of cash and rebuild to complete the mission and earn the EXP and monetary reward tied to it. It’s madness, and it happened a lot. Like, I already made six plots for farming and then immediately after was tasked with making six plots. It’s like they knew. But whatever. Not everything can be retroactive, I guess.

That said, Little Big City did the job though and kept me going until we were finally allowed back into the building–somewhen around the 2:30 pm mark–and then I had to monster my lunch in a matter of minutes and get right back to work. Next time someone threatens to blow up the building I’m working in, I’m definitely grabbing my lunch, Nintendo 3DS, and car keys before getting the bleep out of Dodge.

2012 Game Review Haiku, #13 – Find Mii 2

Royal fam is gone
Hire cats and tag friends to
Save them at MoCCA

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.