Tag Archives: Professor Layton and the Miracle Mask

Not defending the use of drones in Professor Layton and the Azran Legacy

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I’d worry that throwaway on-rails action sequences at the beginning of the latest mysterious story are becoming a trend in the new Professor Layton games on the 3DS, but it sounds like Professor Layton and the Azran Legacy is to be his final adventure, and so that nips that theory in the butt. I kind of don’t believe this is the end for our top hat-wearing detective, but then again, Nintendo loves to ignore beloved characters from time to time. Regardless, these over-the-top sequences are jarring and contradictory to the series’ quirky charm–i.e., everything else–but shooting drones was at least more enjoyable and involving than guiding a horse down Monte d’Or’s winding streets.

But before I get to talking about shooting down drones in a child-friendly, cute and colorful Professor Layton videogame, let me first give y’all the setup. Professor Layton and the Azran Legacy is the sixth–and possibly last–adventure. The game opens with our constant prequel trilogy cast of Layton, apprentice Luke, and assistant Emmy Altava heading to the exotic locale of Froenburg, summoned there by Professor Sycamore to assist him in reviving a long-dead civilization. At this point, I’ve played an hour or so, and now know exactly what this Sycamore character wants Layton to help him with, but anything further story details are unknown to me. Unfortunately, some nefarious fellow–who I won’t name–and his goons are also hot on Sycamore’s tail, ready to cause trouble and steal things that aren’t rightfully theirs.

Which leads us to the chase sequence. This time, instead of riding a horse and avoiding barrels, you are piloting the airship Bostonius, in quick pursuit of he-who-will-not-be-named. To slow you down, you-know-who throws out drones to attack your ship, and you must shoot them down. Now, because this is a handheld puzzle game, you’re not pulling left trigger then right trigger to take them out. Instead, you have to figure out which correct drone to shoot through a puzzle, and you shoot them by dragging the cursor over the selected one and tapping on the touchscreen. Some sections ask you to select the one unlike the others, and another might have you tapping them in a specific order. I failed a few parts, too, but the action kept going, so this seems like just fodder, something to do during an action scene instead of simply watching a beautifully animated cutscene. In truth, I’d prefer the latter.

But really now, there’s just something so charming and comforting about these games to me that I can deal with a silly throwaway tapping sequence. The music is bouncy and less like Chrono Cross this time around, and I’ve gotten so used to the 3D models now and Layton and Luke blinking that I don’t even remember how it used to be. I also love the menus and everything in Layton’s trunk and each puzzle, which I never rush through, even if I can guess the answer right away. I guess I’m trying to savor each second.

And just like with Professor Layton and the Miracle Mask, along with all the puzzles found in the main game, you can also connect to the Nintendo Network in order to download additional puzzles. For a whole year. These puzzles are made available weekly for a year following release, with seven puzzles made available each week; there’s some new categories to learn, as well as a few repeats from the previous edition. I am not excited to the see “bounce the ghost light off the mirrors” puzzles back for another swing.

So yeah, I’m excited to see more of the story unfold, so long as there are no more pointless action sequences wedged between intelligent sleuthing and being thorough on every scene for hidden hint coins and special items. I suspect I’ll even be sad to see it all end.

Readying myself for the Elite Four in Pokemon White 2

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If you’ll recall, I finally, after stuffing myself full for the time being from the daily puzzle buffet that is Professor Layton and the Miracle Mask‘s bonus features, removed the cartridge from my Nintendo 3DS and replaced it with…well, at the time, I wasn’t exactly sure. There were many choices. But I can now say I settled on Pokemon White 2, as I was fairly close to the “end” when I last left off, having finished the eight main gyms, but still doing story-related stuff before moving on to the Pokemon League and taking on those dastardly Elite Four.

Well, that story-related stuff, which involved rescuing Hugh’s stolen Purrloin  and and fighting the legendary White Kyurem from threatening the realm and some other points that I kind of glossed over because, well, this is a Pokemon videogame, not the latest and greatest China Miéville novel, is now done, and I’ve crawled through Victory Road, finding myself and my small team of pocket monsters on the Elite Four’s doorstep. However, I don’t believe I’m ready for them just yet. Truth be told, I don’t even remember how I was able to beat them in Pokemon HeartGold. I couldn’t get through them in the previous Pokemon White, where the only solution seems to be grinding, which I won’t do now that I’m on the sequel.

The problem is, as always, I have four very powerful Pokemon on team, one spot-filler, and then an empty spot altogether. Not the most balanced party. For the Elite Four, which you have to fight one after the other with the only chance to heal up and recover taken from items, I need all six Pokemon on my team to be in great shape. Here’s what I’m rocking currently:

Genesect (no nickname) – LV 70

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Munna (nicknamed Mona) – LV 62

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Terrakion (nicknamed Akion) – LV 53

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Emboar (nicknamed Hamstring) – LV 55

emboar pokemans_500

And that’s it. I have a low-leveled bird Pokemon as a spot-filler who I dumped both Fly and Surf on to help get around the map faster, but it’s no fighter. Now, I was able to get Genesect so high at a much faster rate due to two tricks: one, since I got him as a special download from GameStop or whatever, he is considered “traded” and thus gains bonus EXP from each fight and two, I gave him the EXP Share item to hold so that he is constantly gaining the stuff. I’ll probably take that item away from him and put it on either Hamstring or Akion to help get them up into the high 50s or low 60s.

But now I’m not certain who I should get for the final two spots. I have the following types covered from my main four: Fire, Fighting, Rock, Psychic, Bug, and Steel. Some websites suggest a Ghost type, like Chandelure, or creating a special Eevee through evolution. I’m kind of looking for a faster solution, maybe a decently leveled wild Pokemon that I can capture via a Pokeball that can still be useful. If you happen to know of a good one, please let me know. I doubt I can take on the Pokemon League with just the above four, and it seems like you really only gain access to better Pokemon and legendary types once you beat the game, which helps me not.

Hmm…maybe I should look into how to transfer previously caught Pokemon in other games, like Pokemon White, as I’d love to get Garbodor (nicknamed Trashy) into the action, as well as Victini (nicknamed Snape) and Serperior (nicknamed Snape); so far, after thirty-some hours, I’ve only ever come across one or two Garbodor, and they were being used by Trainers so I couldn’t steal them away for myself. The nerve. I love me some trash monsters. Hopefully it’s not a complicated process, but I suspect it just might be. Will report back.

More like Professor Layton and the Unceasing Daily Download Puzzles

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I think I’m nearly ready to take the cartridge for Professor Layton and the Miracle Mask out of my Nintendo 3DS. It’s been in there for…at least over a month, possibly a month and a half. I know that as soon as I finished off Disney Epic Mickey: Power of Illusion I popped that piece of gunk out and dropped in the professor’s latest adventure, and that was some time early in December 2012.  So yeah, a month and a half going by the time of writing. The kicker is that I beat the main game just before the new year hit–so why have I not taken it out of my portable gaming system? Let me tell you, dear readers: daily download puzzles.

That’s right. More puzzles.

Every day since the game’s release, you can connect to WiFi and download a new puzzle. Simple as that. I believe the plan is to do this for one whole year, ending on October 28, 2013. There are twenty puzzle categories, and it seems like you’ll get multiple puzzles within each to ultimately hit a year’s worth. Here’s a list of all the puzzle types and my thoughts for each:

  • The Alchemist’s Lair – Connect different colored flasks a specific number of times without overloading the system. Pretty fun, and the later variants get pretty tricky.
  • Tile – Match four distinctly different tiles to clear the board. Gravity factors in, with tiles falling into place if you clear ones below them. Not terribly difficult.
  • Ghouls and Guards – Similar to The Alchemist’s Lair puzzles, you have to connect light with guards to kill ghosts. Use mirrors to bounce the light around the area. Gets really overwhelming in later difficulty levels.
  • Big Block Box – Have to fit a bunch of Tetris-like blocks into a single area, with special rules and limitations in place. A lot of fun though pretty easy to figure out.
  • Pen Pals – Have to pen in a bunch of giraffes in a non-breaking fence by moving blocks around in different directions. Can easily solve these through constant trial and error.
  • Food Chain – Guide a rabbit to collect all the carrots without getting eaten by the wolf behind it. These are pretty tricky. I used the “undo” button a whole bunch.
  • Bewitching Night – Turn on the correct number of lights to guide the witch’s way. With the memo feature, this one is fairly easy to get through.
  • Kingdoms – Section of a castle and its grounds from other neighboring castles. Simple and easy, but still enjoyable to solve.
  • Vault of the Ancients – Connect one rune to another with a single line, as well as other runes to their respective matches. The larger puzzles are trickier to manage with so many lines everywhere, but one will eventually solve them.
  • Perilous Voyage – Guide a boat from start to finish in one single path. Absolutely hate these puzzles, as the inclusion of “invisible” rocks means a lot of guesswork for guiding the boat around obstacles. Have not solved the last four yet.
  • Whose Tile Is It Anyway – Place tiles on a board in a specific way to reveal the answer. A bit like Big Block Box, but with new rules to abide by.
  • Sweet Truth – Rows and columns of candy must contain only one of each candy type, but no empty spaces next to each other. Nothing terribly mind-breaking to solve.
  • A Dish Too Far – Unstack dishes with touching other stacks you’ve cleared out. Just managing space in the end.
  • Little Lost Ducklings – Strangely, this puzzle type is nearly exactly like A Dish Too Far, only with ducks and obstacles added on the board.
  • St Bronto’s – Lead baby dinosaurs back to mommy dinosaurs. Pretty easy so far, but I suspect later versions will become cluttered and harder to manage.
  • Aerial View – Create a runway for the plane to use for takeoff by rotating tiles. Kind of like Pen Pals, but with a few new rules to mix things up.
  • Trains and Train Spotters – Direct a train as well as a photographer around a map. Really dislike this as it is not explained very well, and I never much liked that train minigame from The Last Specter to begin with.
  • Sun, Sand and Turtles – This one is weird. You have to place water between facing turtles and then also fill in the gaps so the entire board is covered. Not sure if I’m into it or not despite adorable turtles.
  • The Barking Beat – Guide a cop along a single path to arrest…animals. It’s okay, but at this point I’ve only gotten to play one puzzle from this category.
  • Pipework Patch-up – Connect pipe sections with the exact number of pipes to get the fountain working properly. It’s like The Alchemist’s Lair and Vault of the Ancients, but with water and numbers. Not bad.

Whew. I hope you can see why I’ve struggled with taking Professor Layton and the Miracle Mask out. The content–it just never ends. I don’t remember if there were additional downloadable puzzles in Professor Layton and the Last Specter, but the bonus mini-game London Life kept me more than busy. However, I remember there being additional puzzles for Layton’s first adventure in Professor Layton and the Curious Village, as well as some huff-and-puff over the fact that these puzzles were technically already on the cart and were only being “unlocked” by connecting to the Internet. Also, these were not daily puzzles, but rather one a week, and I got through a few of them, but they were not very exciting. Remember several matchsticks puzzles in there, and nothing more.

Alas, I don’t love every puzzle category, and the second set of categories from Whose Tile Is It Anyway to  Pipework Patch-up feel strangely similar. Most use a small nine-by-nine square grid as their play place, which is a bit boring one after the other. Really, the duck and plate puzzles are nearly identical, and maybe that’s showing that the developers have stretched themselves a little too thin and overshot with promises. And since these categories are the ones to get subsequent puzzles for the next few months, I think I can do without my daily fix and just download them all later on when we return to more enjoyable ones, like Kingdoms.

Now, a choice: what to put into my 3DS after Professor Layton and the Miracle Mask has been removed. I have a few candidates. Such as Pokemon White 2, which I’m pretty far along in, but haven’t played since I bought like three 3DS games all at once back in November 2012. Think I’m on my way to the sixth or seventh gym. Also, there’s Paper Mario: Sticker Star still to eat up, especially since I glanced at a walkthrough guide last time I was in GameStop and kind of have a better idea how to knock down those bowling pins. Lastly, there’s Radiant Historia, one of my five games I want to beat in 2013. Decisions, decisions, so stick around and see what game I’m blogging about next for my answer.

2012 Game Review Haiku, #36 – Professor Layton and the Miracle Mask

2012 games completed prof layton Miracle-Mask

A casino town
Plagued by dark, dire miracles
Make way for Layton

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.

Puzzling my way through the City of Miracles

When the time came to buy Professor Layton and the Miracle Mask last Sunday, I literally said the following to the GameStop guy:

“Hi, I need a copy of Sticker Star and the new Layton game, whatever it is called. The newest one.”

He laughed. I laughed in return, and we had a brief comment or two about how it is pretty hard to keep these games in line, seeing as they’ve come out almost yearly since that first magical gem of Curious Village hit the Nintendo DS and kind of blur together in the end. Granted, I still need to experience the other two titles from the original trilogy–Diabolical Box and Unwound Future–but I absolutely loved The Last Specter and its built-in mini-game, and so I was highly interested in seeing how Layton’s first foray into the 3D realm would go. So far, it’s been strange.

First, the song that plays on the main menu screen is pretty dang close to “Time’s Scar” from Chrono Cross. I mean, all it is basically missing is some sharp violin action and a kick to the pants about a minute in, but that soft, slow build sounds the same in both tunes. Pretty weird. Not sure who did the music for Miracle Mask, but either they are the same person from Chrono Cross or just a big fan that doesn’t know the meaning of encroaching.

After that, it’s a lackadaisical climb up as the story starts, with very few puzzles and an odd action element to boot. Professor Layton, Emmy, and Luke have just arrived at the fictional city of Monte d’Or, sometimes referred to as the City of Miracles, driven there by a vague letter requesting their help. They arrive just at the same time a carnival of sorts is happening. Alas, that bit of pomp and parade gets ruined when the Masked Gentlemen shows up and turns people into stone before vanishing. Who is this Masked Gentleman? No idea. Through the usual investigation methods and a dip back in time, Professor Layton and company will try to unravel it all.

The Professor Layton games have always been about two things–story and puzzles–and balancing them properly. That said, the beginning of Miracle Mask fails hard, giving us one puzzle over a stretch of twenty-five to thirty minutes, and then throwing a decidedly odd chase segment at us. Okay, let me gripe about that part. You are chasing after the winged Masked Gentleman, riding horseback below. The game switches from a cutscene to a third-person perspective, with Layton on a horse, charging forward down Monte d’Or’s streets “on rails.” You can select a new path now and then by sliding the stylus left or right, and picking up carrots allows your horse to have the strength to straight up bust through barrels. This goes on for a minute or two, and then it just ends. It’s a bizarre gameplay section that I’ve never seen before, at least not in Curious Village or Last Specter. It felt out of place and rightly so–also, a revealed plot point later makes this whole happening quite disturbing, especially for those of you with horse fetishes.

And lastly, some comments on the part that truly doesn’t matter–but at the same time, totally does: the graphics. We’re on the Nintendo 3DS here, and that means 3D models. More depth and layers and effects to hit you between the eyes, like Layton pointing at you when you do a good job. Though, seeing how nice the diorama look turns out for Paper Mario: Sticker Star, it seems unnecessary for Level 5 to switch everyone over from that wonderful Studio Ghibli 2D art to full polygons. They look creepy, and maybe for reasons I can’t say; it’s possible I’m just not used to seeing these characters defined like so, but something about Luke’s wide-eyed expressions really bothers me. You too, probably. But yeah, it’s a little hard to swallow at first, especially the way some of the characters animate, like the clowns and Nanna Gram.

Otherwise, I’m enjoying it mildly. Tara and I are playing this together slowly as I juggle Sticker Star and Pokemon White 2, and working out puzzle solutions together is fun, and the second brainpower is sometimes needed. The mini-games from the trunk look okay, though I’m not really interested in raising a talking bunny, but the shop and moving robot are good brainteasers. Plus, by hopping onto WiFi, one can download a bonus puzzle a day for the next year, which will definitely keep us busy long after this Masked Gentleman is unmasked. Will report back if there’s any more odd gameplay elements; I really hope not.

This little Sticker Star is gonna go far

My Nintendo 3DS is getting a lot of love as of late, and I blame all these big name games coming out at once. Mostly Pokemon White 2, Professor Layton and the Miracle Mask, Epic Mickey: Power of Illusion, Scribblenauts Unlimited, Crashmo, and Paper Mario: Sticker Star. Y’know…to name a few. Today’s post will be about that last one mentioned, but I am sure to be talking about that bizarre and totally unneeded horseback chase scene from the newest Layton adventure, as well as the overall creepy 3D models. Because somebody needs to tell that world that Luke looks like he’s tripping balls, and I guess it’ll be me.

Anyways, Sticker Star. It’s a game I’ve been really excited for since it was first revealed to be coming to the 3DS. I think back then, when we knew very little about it, many thought it was just a remake of one of the older titles from the franchise, but it turned out to be its own being. Maybe a remake is still on its way though. Who really knows. Nintendo doesn’t like to give us too much information, and one can only look to the missing North American release date for Animal Crossing: New Leaf to confirm this. Regardless, it’s here, and while I waited for it to get here, I picked up and played an hour or two of Super Paper Mario for the Nintendo Wii a month or so back, which has a great look, an interesting, Fez-like mechanic that distorts the way you see a screen, but is horribly paced and far too hand-holdy. I meant to play more before Sticker Star dropped, but alas, that never happened.

Despite how bad I am in real life at peeling stickers off books or DVD cases, I’m really enjoying Sticker Star so far. A seemingly unanimous complaint about the game is that it is a much more simplified RPG, and that since battles don’t grant you much other than coins, you’re better off avoiding than fighting and “wasting” your depletable sticker collection. I haven’t felt that way yet, though there has been a few occasions where I have just jumped over an enemy instead of on it to initiate a fight. Fights consist of using a sticker for every action, and so they disappear fast, but also reappear twice as fast, as they are everywhere. You really can’t walk more than a few steps before finding one behind a bush, stuck to a wall, or within a question block. If you’re really good at timing pressing a button when you attack or block–think Costume Quest‘s battle attacks but without the prompt–you’ll save on stickers and wheel in more coins. I’m liking it all, even the inventory management aspect, which is constantly changing as a new sticker comes in or a larger sticker gets used to free up space.

The story is a story. There’s a Sticker Festival held in the Mushroom Kingdom, but then Bowser shows up and ruins it all by breaking apart the Sticker Comet, which is now scattered across various parts of the map. A magical floating crown called Kersti deems that only Mario can…blah, blah, blah. You know it from there. It exists to serve the gameplay, and that’s all–at least from what I’ve seen. However, the writing of each individual character you come across is fun and light-hearted, with a lot of wink wink and puns, so there’s potential for great story beats, but time will tell on that. Regardless, it gets you out into the world map, collecting stickers, defeating Bowser’s endless army of goons.

Whereas I found Super Paper Mario too hand-holdy from the start, the exact opposite can be said about Sticker Star, and that seems to be where a lot of gamers got frustrated. The lack of button prompts on attacks and defense stances is fine, as it teaches you how to use those stickers correctly, but a lot of sticker/puzzle solutions are hidden in the world, and to find them, you really need to experiment. The game will not tell you what to do, and if you get a hint, it is paper-thin (hey-o!). For example, there’s a part in World 1 where you need to stop water from flowing into a fountain to collect a special item. When you approach the faucet’s knob, there is no button prompt, and previous puzzles like this required the use of a specific item, such as a fan or pair of scissors. I tried paperizing the world to no effect. Then, out of ideas, I jumped on the faucet, totally just trying to hop down to the bottom part of the level, and by jumping on it, the knob turned, slowly shutting off the water. That’s not the best example, as maybe it highlights my slowness more, but it does show that not everything is spelled out for the player, harking back to an age when trial and error was how things got unstuck (hey-o x2!).

Okay, back to it tonight. I’m currently at the fortress in World 1 and trying to figure out how to stop those fans from blowing so much wind and knocking Mario off ledges. I’ll give it everything I got, and if I end up spending more than an hour trying to solve that level–well, I’ll give in and look up an answer online. If one exists, that is. The fun for me in Sticker Star really is in exploring as the colorful, diorama-esque visuals get my eyes dilating every time, but to do that one must constantly be moving forward.

The purchasing forecast of videogames for the remainder of 2012

It’s gotten to the point that this upcoming autumn slash winter, in terms of videogame release dates, is becoming a messy blur, and I can no longer keep things pinned nicely on the bulletin board in my mind. Usually there’s just one or two games I really, really want, but not this time around. Seems like everything is coming to a head to round out the year of our unmaking. Oh boy, oh girl.

And so I come here, to Grinding Down, my e-refrigerator of sorts, to jot everything down next to the grocery list so I can keep track of it all. I’m sure this is not as interesting as me trying out Facebook social games and complaining about the Energy template or writing lame haikus or talking about videogames I traded in when I was young and dumb, but I like staying organized and orderly, and this helps with those two personality aspects immensely.

And we’re off…

Borderlands 2
System: Xbox 360
Release date: September 18, 2012

Already got this one pre-ordered, which means I’ll get early access to the now controversial fifth class. You know, the one with the “girlfriend mode” skill tree, where shooting a gun near an enemy is considered good enough to damage it. Chances are I won’t play as any other class than the trusted soldier with his trusty turret, but we’ll see. Really looking forward to this one, especially since I’ve been dipping back into the original game as a late to clean up some Achievements and missed quests. Does anyone know if you can carry over some guns with saved data? I’ve got this sick acid-based pistol that obliterates armor I want to keep.

Pokemon White/Black 2
System: Nintendo DS
Release date: October 7, 2012

Um, no, I have not yet beaten my copy of Pokemon White, and so I don’t know how the story ends. I’m at the final fight area, but have to do a lot of grinding to get a team up to snuff, and that’s not a lot of fun. The fun, for Pokemon videogames and me, comes from the beginning hours, where you go out into the wild to grab your first few pocket monsters, and then begin to construct a team to your liking. There’s another reason that I now pretty much buy these Pokemon games like a natural reflect, but I’m not ready to talk about that just yet.

Code of Princess
System: Nintendo 3DS
Release date: October 9, 2012

Now, I’m not actually certain I’ll be picking up Code of Princess, but it does have two big points going for it: quirky characters and ATLUS. That might be enough, but I’ll hold back and see what reviews say first. Hopefully Giant Bomb does a Quick Look of it.

Professor Layton and the Miracle Mask
System: Nintendo 3DS
Release date: October 28, 2012

Hey, it’s the professor’s first adventure–on this side of Earth, at least–in the third dimension! Think of the possibilities. Can’t wait to remove match sticks in 3D. This is a no-brainer, really. Wonder if it’ll come with another bonus mini-game like Professor Layton’s London Life. I loved that experience more than the actual game, but it still made for a crazy good package all in all.

Assassin’s Creed III
System: Xbox 360
Release date: October 30, 2012

Some time before this comes out, I’ll have to read a wiki summary for Assassin’s Creed: Revelations as I skipped that one. It seemed, from what I could tell, to be more Brotherhood, with little variation. More Brotherhood isn’t a terrible premise, as that adventure was leaps and bounds ahead of others, but to fall flat and not contain many revelations–for shame. Otherwise, the newest entry looks great, with new types of terrain and weaponry to master. Plus, naval combat. I’m in.

Paper Mario: Sticker Star
System: Nintendo 3DS
Release date: November 11, 2012

Mario, RPG elements, and sticker collecting. Who knew this combo would be so desirable?

Disney Epic Mickey: Power of Illusion
System: Nintendo 3DS
Release date: November 18, 2012

The people that made Monster Tale are making this, using Castle of Illusion for inspiration. I don’t need any more reasoning than that. Please, take my money.

LEGO Lord of the Rings
System: Xbox 360
Release date: Holiday 2012

One has to assume this will come out right around the same time part one of eight-seven for Peter Jackson’s The Hobbit drops. I mean, if I had the mind of a businessman, that’s how I’d plan for it. Symmetry and brand recognition, right? Yeah, that’s it. Over the weekend, Tara and I finished up collecting every noodle and nail in LEGO Harry Potter, Years 5-7, which was exhausting, and so we’ll take a break from the LEGO games until this one comes out. Still not sure how to accept the addition of voices in the newer titles…

THE POOL OF UNCERTAINTY MIGHT STILL CONTAIN SOME OF THESE GAMES FOR 2012 OR MAYBE NOT…

Fantasy Life
System: Nintendo 3DS
Release date: ???

A few weeks ago, new screenshots–mostly in Japanese, mind you–were released for the long-awaited Fantasy Life, and I was excited. This would be the game that could stave off my Animal Crossing withdrawal. Coupled with these screenshots was the promise of a release date shortly thereafter, but that time has come to pass, and not a new word has surfaced since then. That’s…extremely disheartening. C’mon. Let me get this for Christmas.

Bravely Default: Flying Fairy
System: Nintendo 3DS
Release date: ???

A unique battle system, the ability to change jobs, character designs from the character designer behind Final Fantasy: The 4 Heroes, and absolutely stunning graphics. Seriously, this game looks gorgeous, and that’s a word usually saved for things like supermodels and Thanksgiving feasts. Other than that, little else is known, but I’m keeping my eyeballs peeled for this nonetheless.

Oh boy. Also: ugh. There’s more titles here than I previously thought I wanted. Thank goodness a few got delayed to 2013, such as Luigi’s Mansion 2 and BioShock Infinite, because I am going to make a serious attempt to balance gaming time with drawing a lot of comics time, as the latter is actually an important adventure I want to see to the end. There’s not many gaps here; seems like a game comes out every week once the leaves start changing, and my wallet is in for a hurting.

What’s on your to-buy list for the remainder of 2012? Are we getting any of the same games? JINX!