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Showing posts with label Nintendo. Show all posts
Showing posts with label Nintendo. Show all posts

PREVIEW -- No More Heroes III + NMH 1 & NMH 2: Desperate Struggle – Nintendo Direct


Get a first look at some No More Heroes III gameplay before the game launches in 2021. And wait…for real? The first two No More Heroes games are AVAILABLE NOW on Nintendo Switch! 

No More Heroes 2: Desperate Struggle: https://www.nintendo.com/games/detail... 



While I'm glad to see both original No More Heroes games are available for the Nintendo Switch for newcomers won't have to find a Wii to experience those games for the first time, I'm disgusted at the pricing for them. Well, $19.99 each for them is fine if you have never experienced these games before, but I thought they would be going for at least $10 each until I saw how much they are going for online from scalpers. Seriously, it's asinine to see both NMH titles going for over $100 now individually. Makes me glad I hung onto my copy of the original No More Heroes but mad that I never got my copy of NMH2 that I loaned to a friend back.

As for the gameplay shown for this so far, this is EXACTLY what I wanted to see. This game is still over-the-top, bloody awesome as I remember, but with a visual upgrade for the occasion on current generation hardware. I'm glad to see the change against intergalactic "superheroes" instead of the laundry list of assassins like the previous two games. Because c'mon... the UAA should be out of capable top tier assassins after Travis' past two outings. 

REVIEW -- Metroid: Zero Mission



Metroid: Zero Mission is a side-scrolling action-adventure video game published by Nintendo, and developed by its Research & Development 1 (R&D1) division for the Game Boy Advance. It is a remake of the 1986 game Metroid—the first installment in the Metroid video game series, and is designed to retell that entry's story with modernized gameplay. It was initially released in North America in February 2004.

Like the other titles in the series, the player controls space-faring bounty hunter Samus Aran, who travels to planet Zebes after learning that Space Pirates are experimenting with Metroids in an attempt to duplicate them and use them for their own gain. The gameplay focuses on exploration, with the player searching for power-ups that are used to reach previously inaccessible areas. The remake also features new items, additional areas, mini-bosses, difficulty levels, and a rewritten story which explores Samus's past.




Plot:


"Planet Zebes...I called this place home once, in peaceful times, long before evil haunted the caverns below. Now, I shall finally tell the tale of my first battle here.... My so-called Zero Mission." —Samus Aran

Space Pirates attack a Galactic Federation-owned space research vessel and seize samples of Metroid creatures. Dangerous floating organisms, Metroids can latch on to any organism and drain its life energy to kill it. The Space Pirates plan to replicate Metroids by exposing them to beta rays and then using them as biological weapons to destroy all living beings that oppose them. While searching for the stolen Metroids, the Galactic Federation locates the Space Pirates' base of operations on the planet Zebes. The Federation assaults the planet, but the Pirates resist, forcing the Federation to retreat. As a last resort, the Federation decides to send a lone bounty hunter to penetrate the Pirates' base and destroy Mother Brain, the mechanical life-form that controls the Space Pirates' fortress and its defenses. Considered the greatest of all bounty hunters, Samus Aran is chosen for the mission.

Samus lands on the surface of Zebes and explores the planet, traveling through the planet's caverns. She eventually comes across Kraid, an ally of the Space Pirates, and Ridley, the Space Pirates' commander, and defeats them both. Along the way, Samus finds and destroys Mother Brain. However, while Samus leaves the planet in her gunship, it is attacked by Space Pirates, causing it to crash back onto Zebes, near the Space Pirate Mothership. Exploring the Mothership, Samus eventually reaches the Ridley Robot, a robot built in the likeness of Ridley. After defeating it, Samus escapes the planet using one of the Space Pirate's shuttles, while the Mothership self-destructs.




Gameplay:


Metroid (original NES version; left), Metroid: Zero Mission (Game Boy Advance; right)


Metroid: Zero Mission takes place on Planet Zebes, a large, open-ended world with areas connected by doors and elevators. The player controls Samus Aran as she travels through the planet's caverns and environments, hunting Space Pirates. Along the way, the player collects power-ups that enhance Samus's armor and weaponry, as well as grant her special abilities. These abilities allow Samus to access areas that were previously inaccessible, so that the game can be played linearly or non-linearly. For example, the player may come across underground caverns that bypass certain sections, a method termed sequence breaking. To save their progress, players can enter either Save Rooms or Samus's ship on Crateria.



As a remake of Metroid, Metroid: Zero Mission's layout bears a resemblance to the original, and various power-ups and items make reappearances from previous games in the series, with similar uses, effects, and appearances. However, the game adds new items, areas, and mini-bosses, as well as a completely new area named Chozodia.

Zero Mission is the first game in the Metroid series to include a sequence in which the player controls Samus without her Power Suit. In this portion of the game, Samus is more vulnerable to damage, must crawl through ducts on her hands and knees without the help of her Morph Ball mode, and has a weak pistol that briefly stuns enemies as her only weapon. However, Samus retains all energy tanks she acquired previously.

Completion of the game unlocks an emulated version of the original Metroid game. Zero Mission also allows players to unlock the Metroid Fusion picture gallery by linking between Zero Mission and Fusion cartridges via the Game Boy Advance Game Link Cable.




The Verdict: 

Since I have stumbled onto the wonders of Wii Homebrew, I re-discovered this game via emulation and streamed a bit of it on my Twitch channel. So bare with me that my experience with this game is via emulation and not on it's original platform on the Game Boy Advance.



Watch Kraid Boss Attempts from xionzeros on www.twitch.tv

Even though the original Metroid came out on the Nintendo Entertainment System (NES), I honestly never played it or stumbled across a physical copy over the years. The first Metroid game I have ever played was Metroid II: Return of Samus on the original Game Boy, followed by it's sequel on the SNES, Super Metroid, via emulation. Despite enjoying the hell of AM2R (my review of that game can be found via the link) via PC a few years ago, I haven't played a 2D Metroid game since Fusion back when it first released in 2002. I remember that game fondly, beating it several times in study hall that year. I still regard that as the best 2D Metroid outing as while I think Super Metroid is an excellent game, I think it's extremely overrated by the hardcore Metroid fans. Fusion never overstayed it's welcome and despite being VERY linear, it was a great adventure that faithfully explored Samus' past with it's narrative - something that the controversial Metroid: The Other M ATTEMPTS to do, but fails horribly at. Zero Mission, on the other hand, uses story elements from the Japan-exclusive gamebook, Metroid: Zebes Invasion Order, to expand on the lore from the original Metroid. 
This game, much like Fusion that released around the same time frame, has a pretty steep difficulty curve in some sections, but then again, I never played the original Metroid on the NES, so that could be just Nintendo being faithful to the original. The post-game section of navigating through the Space Pirates' Mothership was notoriously difficult since you were stripped of Samus' Power Suit and only armed with a pistol to stun enemies. Enemies in this area can easily wear down your health to nothing with their attacks, even after you regain the Power Suit. This new challenge is turned up another notch in a sense that you are unable to regain/farm these enemies for health/ammunition for your special weapons.


Watch Zero Suit Stealth Section & Chozo Ghost Boss from xionzeros on www.twitch.tv

It felt like a cheap attempt of adding a Metal Gear Solid-esque stealth component to the gameplay but it really doesn't feel fun at all. While I applaud Nintendo for the extra/additional content, the poor stealth mechanics here felt tacked on and took a little of the joy out of what was an otherwise fun adventure. There were plenty of moments where I suffered cheap bursts of random bouts of detection that turn this section of the game into a mad dash to the next room(s) where you can find a safe spot to hide until the Space Pirates can't find you. It's a lot of unnecessary trial and error navigating through this clusterfuck of a maze that is the Space Pirates' Mothership.

Mecha Ridley's weak point is that red spot on his chest, but good luck hitting that since getting anywhere NEAR that either bounces off or you take contact damage from getting too close. 



Watch Mecha Ridley & Mothership Escape + Credits from xionzeros on www.twitch.tv

Once Samus makes her way to the end of this section after regaining her Power Suit and unlocking her full powers, the final boss that you face is Mecha Ridley. Despite the fact that he goes down off at least 8-10 Super Missiles aimed at his core, this fight still felt pretty cheap to me given the fact that it doesn't take much for Mecha Ridley to wipe your E-tanks out to zero between his claw swipes, eye beams, and missile volleys. It wouldn't be that difficult if his core wasn't such a damn tiny target on his body that requires a precisely aimed shot to hit it without bouncing off the rest of his armored body. I thought Mother Brain was just as cheap earlier in the game too, if not more so from the array of Metroids you had to contend with before getting there. That last room where they trap you in there with at least 6 at once is straight up bullshit. I'm just going to put that out there right now.

Whoever conceived of this cruel joke towards the end of the game deserves a stiff kick in the nuts - REPEATEDLY. 


Watch Metroid Hunting from xionzeros on www.twitch.tv

If the original Metroid was as hard as that, then I tip my hat to the folks who finished that with flying colors on the NES. I would've thrown my controller at the TV if it weren't for save states.

In terms of gameplay improvements over the original Metroid, I enjoyed the quality of life improvements over previous entries in the series as the map gave you updates of your next destination instead of sending you wondering throughout the massive game map without the faintest clue of what in the blue hell of what exactly you should be doing or looking for.

I liked that all of your beams "stack" like they did in Super Metroid as well, but I wish you could toggle abilities on/off like that game. That was allegedly a feature that was removed from the game prior to release, but can be activated via hacks/modifying the game's source code. (Sighs) What could have been, I guess. That was a highly beloved feature in Super Metroid, even to this day by the speedrunning folks.

I never knew how bare bones Samus' abilities were in the sequels until I played this entry. She had to acquire the means for ledge hanging  (Power Grip), long range firing (Long Beam), missile usage and capacity (in Metroid II, you start off with 30 missiles), and the ability to crawl into small spaces (Morph Ball) instead of having these abilities right off the bat in Metroid II: Return of Samus.

I know Super Metroid enthusiasts - or rather fanatics - will hit me for this, but I never knew how to perform a ShineSpark (and all of its variations) until I played Metroid: The Other M. That being said, I adored all of the clever uses of this ability coupled with the normal usage of the Speed Booster to collect the various hidden items tucked away on Planet Zebes. If I were to replay this game to collect all of the items for 100% item completion, it would be to explore all of those means with this ability. I had seen some of it from the numerous speedruns of this game and Fusion on GDQ (Games Done Quick) or other noteworthy speedrunners' Twitch channels, but wouldn't mind taking the time to do so myself.

Watch Mother Brain Boss Attempts & Escape from xionzeros on www.twitch.tv

I'm sure someone will correct me otherwise, but one thing that threw me off a little was that I was getting hit out of the Screw Attack in this game. If memory serves, Samus is supposed to be completely invincible during this attack, but during the Space Pirate Mothership section of the game, the Pirates were hitting me out of it left and right. I can understand the black Space Pirates showing some tolerance to it, but that just felt cheap when the normal ones were occasionally hitting me out of the animation. Back in Metroid II: Return of Samus, I vividly remember using that ability to avoid contact damage from Metroids and everything else under the sun. Once again, this was a minor gripe, but I can see why Nintendo possibly removed the i-frames of invincibility on this ability as it was a tad overpowered in that game.

Samus having some of these abilities that weren't seen until her 2nd and 3rd adventures create a bit of an inconsistency with her lore as in one of the later games, she clearly mentions that she wasn't taught how to use particular abilities until AFTER the events of this game, so it comes off as odd as trying to reconnect the events of Capcom's Maverick Hunter X (remake of the original Mega Man X) to the rest of the X series after Keiji Inafune left Capcom. In that regard, it's just best to treat this as a fun "spin" on Samus' initial adventure and not hold it too faithfully to her canonical narrative.

A part of me wished that this game let you bookmark stuff on the map like how Castlevania: Lord of Shadow - Mirror of Fate HD did for further reference to aid you when backtracking with newly acquired abilities, but I had to mentally hit myself as a reminder for when this game was released. Features like that wasn't even considered back at that point in gaming, so we should be grateful that Nintendo even revamped the original Metroid title - period. Speaking of which, the original Metroid from the NES is unlocked on the main menu after you clear the game. In that regard, I found myself playing an emulator within an emulator as this was emulated within Zero Mission's ROM file. I think I played about 5 minutes of it and quickly realized that the difficulty curve on the NES original was much more brutal than what I was treated to playing Metroid II: Return of Samus on the Game Boy first. (Laughs) I definitely got the kid gloves in terms of my formal introduction to the series.

Play It or Don't Bother?

If I actually owned a Game Boy Advance, I totally would have owned this in my gaming library, but if I had a choice between this title or Metroid Fusion, the latter gets my vote any day of the week as the better of the two titles.

If you're a Metroid series fan, then this is a no-brainer to give this game a shot. Over the years, I have come to an understanding that there's a hard division between the Metroid community that either prefers Samus' 3D/first person shooter (FPS) outings with the Metroid: Prime series over her 2D sidescroller adventures, but I think there's something for both sides of the spectrum to enjoy here in terms of enjoying this remake of Samus' initial adventure. While I wasn't too crazy about the spikes in difficulty in certain portions of the game, I ultimately enjoyed playing through majority of the game as a whole. I feel like this is a respectful homage to Samus' original adventure, even though the latter portion of the game gets pretty tedious while exploring the Space Pirates' Mothership. I suppose that could be remedied for newcomers by choosing an easier difficulty setting, but that's to each player's own personal preference, of course. While this isn't one of my favorite 2D outings of Samus Aran's adventures, I still don't regret a moment of playing through this game. 

OPINION -- The Emulation Situation



A few months ago, Nintendo stated that they were going to start aggressively shutting down and punishing ROM sites and other various outlets of "unauthorized" copies of their games floating around the internet. The biggest hit came from the news this week of EmuParadise, one of the biggest and most popular ROM and emulations sites opting to shut their libraries down. This has created a sense of mass paranoia among retro gamers and gamers in general.

I wanted to offer my opinion on this matter as it's something that's going to affect ALL gamers at some point.

I'll start off with a question. What are you going to do when your favorite game is no longer available? Are you going to search countless hours on the Internet, hoping you can snag a deal on a physical copy for your console platform of choice? Or will you simply just pull up the nearest emulation website and just download the desired title at your leisure? Most people are going to go with the later in terms of simplicity and the fact that they don't have to break the bank for one of those rare most-sought-out-after titles.

I would be lying if I said that I have never emulated any video games or downloaded/made any copies of the ones that I own for my own personal enjoyment. At the same time, I'm not going to tell everyone to just scramble out while they can and just buy a Raspberry Pi to preserve the history of the video game industry by downloading every ROM file - old and new - that they can possibly get their hands on.

There's a ton of titles that have eluded me over the years, especially now in retrospect. I regret not buying .hack// Quarantine (Part 4) for PlayStation 2 when it was still at normal retail price instead of the outstanding price it goes for currently online. I can even remember seeing the PlayStation 2 copy of Marvel vs. Capcom 2 being sold at the local Gamestop Used for $300+, sitting on the shelf plain as day. There's a lot of titles that you're going to have to pay top dollar for physical copies on the second hand market, especially for titles that Sony, Sega, nor Nintendo bothered to provide digital remasters or just simply re-releases of.

A friend of mine gave me his copy of MvC2 on PS2 and I still have it to this day. That pricing is ridiculous, especially when there better ports than the PS2 version out there.

Boy, I wish I bought that back when it was $60 on PS2 originally...

Legit pricing going on Ebay right now for these games...



Here's the thing. All the time I hear gamers left and right throw out that preservation excuse to their emulation needs. Let's be real here. Most people care just as much as preserving the rocks and dirt in their backyard than they do about preserving video games. I run across so many poorly kept gaming consoles in my travels that it just flat out disgusts me. The average person isn't going to play every single console release in their lifetime so this idea of preservation eludes me, when in reality, it's just a facade to show off how big their gaming libraries are and add another feather to their caps to their make-believe digital penis that strokes their egos. At the end of the day, it's just more mental masturbation to help them sleep comfortably in their beds at night.


It's the same mindset as those PC gamers who are always talking about "the Master Race" like this is some kind of competition for superiority when gaming is supposed to ALWAYS be about the great experiences first and foremost that they provide and the platform/consoles themselves be secondary.


No, I don't care about how your keyboard projects a hologram into the air and makes more screens to work on that would make Tony Stark blush. I just want to play the damn game.

Emulation isn't even an accurate form of preservation of this medium. Unless you have the original console(s) and setup like how the developers and creator(s) intended then your argument is moot. On top of that, the majority of the ROMs available on the internet aren't "pure" copies of the original game(s) and have been modified with in some way. It's the same as preservation older films and visual media in film theory. If you're not experiencing the medium in it's classic, original - unaltered - format as how the creator of said media intended it, then it's not historically accurate.

Of course, you're going to have that argument from those people who are anal and sticklers for details who will point out that playing these older games in their original formats is next to impossible in a lot of cases, such as a lot of current generation televisions are HDTV and 4K resolutions only. In that regard, I humbly agree that emulation provides a lot of accessibility for both gamers and preservationists. Some of these platforms are unable to be experienced in their original format today. That's a problem that will continue to increase as time wears on.

Guess who's NOT buying that for a dollar? This guy right here...


I'm not going to sugarcoat this when I say that Nintendo are scam artists. At the same time, they are smart when it comes to supply and demand. They always seem to create a shortage of supply when it's something their fan base, especially the nostalgia hungry ones, want to make it a top dollar item on the secondary market, thanks to it's "limited" release (those "rare" Amiibos say hello, especially when those were ranging as low as $1 to $5 when Toys R Us was going out of business a few months ago. Boy, I know the folks who paid the extra dough to import those things for triple or quadruple of their retail value online feel stupid now), only to go reverse the decision a few months to a year later with the same product back in circulation. It's annoying as fuck to their consumers but you can't deny that it works - hook, line, and sinker - EVERY. SINGLE. TIME.





That being said, Nintendo are the biggest culprits when it comes to being stingy about the availability of their consoles' back library. I'm not sure if the Switch has a Virtual Console like the Wii and Wii U before it and even if it did, Nintendo would probably be just as picky and selective on titles for that as they've been in years past. I can't fathom how pissed off their fan base were to find out that they were sitting on a complete working version of Star Fox 2 for the SNES for roughly three decades now, only to pull that magic trick out of their hats when the SNES Classic needed another shot of the cannon to sell more units. That goes without saying that the SNES Classic, much like the NES Classic before it, was going to be a sought after item regardless out of pure nostalgia. It holds a mere faction of the titles that a Raspberry Pi can hold (after hacking the console it can be made to hold and run more titles), but the joy of having the nostalgia of this product simply can't be matched. The feeling of holding a genuine NES/SNES controller in your hands while you fire up the SNES/NES for an afternoon of gaming delight is a welcome memory to a lot of gamers, especially those that have grown up and have children of their own that they would pass that experience down to.

Nintendo cracking down on piracy of their products and infringements of copyright on their media from streamers isn't the first case of this and it definitely won't be the last. You can't even stream nor upload video content from any Nintendo products on YouTube without it getting flagged. Evolution Championship Series, the biggest fighting game annual tournament series, almost got their ENTIRE Smash Bros. tournament shut down a few years ago from even being shown on the tournament live feed until Nintendo execs got involved and reversed the decision from the sheer backlash it was causing in the news. They've mellowed out on that front for the sake of the Smash community, but it hasn't stopped Nintendo sweeping in and laying down the law wherever they see fit. Another instance of this was the fan-made remake to Metroid II: Return of Samus, AM2R (Another Metroid II Remake), was issued a DMCA notice to the sites that were hosting that game (which was free-to-play and completely non-profit from my understanding) and immediately got it taken down a day later. Then don't get me started on how many Let's Play "YouTubers" who stream and upload exclusively Nintendo-based content got their content flagged and their channels suspended. Nintendo's been on this witch hunt for a long time and aren't showing any signs of slowing down.

What's ironic that in the wake of Nintendo cracking down on piracy, they have actually profited off of emulation in the past. Some media outlets have reported that the Wii Virtual Console version of the original Super Mario Bros. (NES) is reportedly an emulator download that Nintendo took liberty to resell for their own profit. I wouldn't be surprised if this wasn't the first time, nor will it be the last time when it comes to stuff like that from not only Nintendo but the gaming industry as a whole.

In the wake of those events, I saw what EmuParadise did as a preventative measure. They wanted to dodge the bullet before it even came out of the chamber. It's similar to what happened to both the original iterations of KickAssTorrents and Pirate Bay a few years ago. They got shut down by the feds cracking down on Internet piracy, only to pop up again stronger than ever. I mean, c'mon let's face facts here. People are ALWAYS going to find a way to get something for free over the Internet. EmuParadise may have stopped providing to the masses, but that's not going to stop anyone else from finding a healthy supply of ROMs floating around on the Internet. If you're that hard-up for emulation, I suggest keeping your eyes out for a few big torrent files that people are going to start dumping online to accommodate for EmuParadise going down to keep the emulation game going strong.

Am I saying that what Nintendo is doing okay? No, but I see the method of their madness so to speak. They want to keep control of preserving their own history instead of leaving it to independent individuals making a profit off their licensed content. Trusting that preservation entirely to Nintendo is a fool's errand though as many developers in Japan and not just former Nintendo employees and/or collaborators have spoken out in interviews over the years stating that it's difficult to preserve their own work when the physical copies just keep disappearing, never to be seen again. That's even harder for mother boards from old arcade machines or the CD-Roms from first generation disk-based games when that physical medium erodes after a few years.

There's a few true preservationists out there, such as Byuu, who created the SNES emulator higan, who was preserving every SNES physical release until he was slowed down by UPS mysteriously lost his package. He's got the package back since the first few reports came out, but Byuu is renown name within the retro gaming community for his efforts to preserve gaming's history and continues to contribute to the emulation end of the spectrum.

Speedrunners, such as TheMexicanRunner, have adopted the standing of being a "purist" to the medium as well. TheMexicanRunner is known for chronicling his journey to complete (or at least play until it's considered "complete" by gamers' standards for some of those titles that recycle/reuse data infinitely) EVERY original NES release by cartridges donated to him and those that he bought under his own accord. Undertaking this chore has inspired him to legitimately own all of those titles and he's almost done with that to my knowledge. That's what I regard being a "purist" to preserving the history of this medium, not downloading a stockpile of ROMs to run on emulators on your suped up PC, only to play them with an USB-powered PlayStation 2 controller or Sega Saturn/Genesis 6-button controller that isn't even native to that console generation then get the fuck outta here with that noise. That's not being a purist, that's your own personal preference to the experience - HUGE difference there.

Preservation of this medium is going to be the key for the years to come. Many are going to see Nintendo's witch hunt as an attack on gamers, but at the same time, some of the gamers up in arms are the ones to blame for the lack of care and delicacy that these consoles and games deserve to continue working for years on end. My parents bought me a NES back in roughly 1987 and it still works perfectly fine without a hitch to this day in 2018. How many of you can say that your original NES is still working and doesn't have discoloring and/or any damage at all? We as gamers are just as responsible for preserving the history of this medium as the companies that manufactured them. The blame here is a two way street and a lot of people seem to be having tunnel vision on that matter. Nintendo aren't innocent in this conversation as well, when there has been time tested proof that Nintendo has gone as far as selling ROMs to their consumers that was plucked off the Internet instead of the original medium, leaving them as guilty as gamers for this emulation crime.

A sensible solution would be some archive hosting somewhere that allows gamers and the companies tied to them to trade, exchange, catalog these snippets of gaming history for the generations of gamers to come. Even I don't want to admit this, but the physical media isn't going to last forever. Somehow, someway, the gaming industry as a whole - along with the support of the gamers that love these beloved games - past, present, and future - need to work together to ensure that these games don't disappear forever.

REVIEW -- AM2R: Another Metroid II Remake - Return of Samus (Fan-Made Game)


Not the REAL NES box art, folks. Cool nonetheless though...


AM2R (also known as Another Metroid 2 Remake or AM2R: Return of Samus) is a fan remake of Metroid II: Return of Samus, developed by Argentinian independent programmer Milton "DoctorM64" Guasti. The game updates the 1991 version with color, a visual style similar to Super Metroid and gameplay similar to Metroid: Zero Mission. After years of development, the game was released for free to Windows-based computers on August 6, 2016, coinciding with the Metroid series' thirtieth anniversary. However, one day later, Nintendo sent DMCA notices to websites hosting the game, including the official blog and the Metroid Database, forcing their removal. The game is still available through torrents.

On June 13, 2017, Nintendo announced an official remake, Metroid: Samus Returns, for Nintendo 3DS. Some fans have speculated that this was the true reason AM2R was shut down by Nintendo. DoctorM64 stated in response: "N won E3 for me, #SamusReturns looks like the Metroid 2 I always wanted to play. Looks like the ANOTHER part of #am2r still makes sense now."


Plot:

"Metroids.
Numerous incidents in the past have brought to light the highly destructive power of these life forms, spreading fear across all known planetary systems.
Hoping to secure peace in the galaxy, the Galactic Federation orders the extermination of the Metroid species. I was the best candidate for the job.
Once again I find myself standing alone against the Metroid menace. What horrors await me within the depths of their homeworld? „
—Samus Aran


The game's plot is largely unchanged from Metroid II. It now features a Super Metroid-style introduction narrated by Samus Aran (narration above), about the nature of her mission on SR388. Over the course of the game, Samus's scanners automatically download Logbook entries similar to the Metroid Prime series that reveal additional lore about areas and bosses. She can uncover optional areas that include the landing sites of the G.F.S. Thoth and an Anhur-class patrol ship carrying the two ill-fated Galactic Federation teams sent to rescue the previous research team. Metroid II did not feature the final resting places of these Federation teams, despite mentioning them in the manual. Samus also encounters surviving Federation Marines battling a Zeta Metroid that metamorphoses into an Omega Metroid before effortlessly killing them. The mysterious earthquakes linked to the deaths of Metroids are insinuated to be caused by the Queen Metroid herself, as her cries can be heard during the last few in the game. The Logbook reveals that the cave system is located between two tectonic plates on SR388. The game ends with Samus killing off the remaining Metroids, the Queen, and discovering an infant Metroid she later calls the baby.

After the credits, Samus speaks the famous introductory phrase from Super Metroid: "The last Metroid is in captivity. The galaxy is at peace." In the best ending, Samus is seen in her Gunship calling the Space Science Academy about the baby, leading into Super Metroid.
EndingsEdit

The endings were conceptualized, drawn and detailed by Azima Khan, an artist who has created several 3D models pertaining to Metroid including the Samus Aran model seen in Rainfall Films' short film Metroid: The Sky Calls. More endings were planned for a future update before development was forced to end. The images below are high definition versions of the endings; ingame, they are pixellated.

The "worst" ending, which depicts a fully-suited Samus and the baby returning to her Gunship. Appears with over 4 hours of play time.

The "middle" ending, where a helmetless Samus observes the baby in her Gunship. Appears with between 2 and 4 hours of play time.

The "best" ending, where Samus sits in the cockpit of her Gunship, clad in an Ending Outfit similar to that from Zero Mission and calling Ceres Space Colony about the baby. Appears with under 2 hours of play time.


Gameplay: 


As stated, the gameplay has been updated in the style of Super Metroid and Zero Mission, and now allows for some Sequence Breaking in the way of hidden paths to skip otherwise required items. A Map system, stacking of beams (thereby removing duplicates from Metroid II), the Power Grip and the previously mentioned logbook have been added, as well as the new abilities to automatically morph into tunnels, autoclimb small ledges, dedicated keys to morph and aim lock, and an Ukemi ability to breakfall an attack that knocks Samus off her feet in similar manner to Super Smash Bros.' teching. Moreover, the remake allows abilities to be toggled on and off at will - a feature formerly exclusive to Super Metroid. The Five-Bomb Drop technique from Super Metroid and Other M returns, and when used in midair, causes a triangle of Bombs to appear and propel Samus far into the air when they explode.

Unlike in the Metroid Prime series, Logbook scans are obtained automatically upon entering new areas, and defeating Metroids and bosses. Items that were not present in Metroid II but later became series staples now appear in AM2R, such as the Gravity Suit, Charge Beam, Speed Booster, Super Missiles and Power Bombs. The "tractor beam" effect from the Prime series is present in AM2R, which allows Samus to use her Charge Beam to draw in nearby pickups.

The game also features two new areas and several new non-Metroid bosses, including Serris and Genesis, creatures that were present on the Biologic Space Laboratories research station orbiting SR388 in Metroid Fusion. Curiously, Blob Throwers and Septoggs are completely absent from AM2R, and were planned for a future update before the game's cancellation. The number of Metroids has been slightly increased from 48 to 55. The Metroid Detector rises up to 1 after the baby hatches, unlike the original game.

Several changes have been made to the Power Beam. In addition to stacking, the Spazer Beam and Plasma Beams are now stackable, a feat not possible in Super Metroid without glitching. However, as a result of stacking, the beam's rate of fire decreases as the more beams are stacked together, for balancing purposes. Also, the Ice Beam has notably undergone a complete revamp, mirroring Metroid: Other M: instead of freezing enemies in place to be used as a suspended platform like in other 2-D games, almost all frozen enemies would fall to the ground and shatter or if frozen on the ground they would simply shatter after a few seconds. This change was made as there was no situation where the platforming feature could be used, and was quickly rendered irrelevant with the Spider Ball and Space Jump being acquired shortly after. As the most powerful weapon in the game, the Ice Beam was moved from Phase 2 to a new area between Phase 7 and Phase 8 as the final suit upgrade.

Missile Batteries and Big Energy Balls were removed; Save Stations will now replenish Samus's energy and ammo while simultaneously saving the game. However, Save Stations will automatically save the game when stepped on without providing any prompt.


The Verdict: 

Speed Booster in action...

What can I say? I freakin' LOVED this game. There's a reason that most hardcore Metroid fans prefer Super Metroid as the best that the series had to offer in it's 2D outings and that is on full display here. Nintendo better hope and pray that their own upcoming Metroid: Samus Returns is even a fraction as good as this title was. Simply put, this game took everything that players loved about the original Metroid II: Return of Samus and added the graphical style of Super Metroid along with those various improvements to the gameplay. 

I know it's hard to see in this darkened cavern, but YES, that's Samus facing TWO Metroids at once!
The gameplay differences were specified above, but I want to sound off on a few things that I really enjoyed about revisiting this game. First of all, I loved the improved AI for the Metroids. That added a new layer of depth to these "mini-boss" encounters, especially with Zeta and Omega Metroids that felt like they were entirely new creatures in this game. The multiple bosses fights throughout Samus' journey through SR388 were a welcome addition which definitely gave the vibe of Super Metroid even more, along with the increased number of Metroids to hunt down on the planet. Every Metroid encounter kept me on my toes, especially those with multiple Metroids at once.

The "tunneling" sewer fast travel chain that you find towards the end of the game was a nice touch as well, especially for completionist who want to explore every corner of SR388 and collect every beam upgrade, missile tank, energy tank, and item power-up available for Samus in this adventure. Speedrunners might detest that as there's a bit in terms of progression through the game where you can't skip over particular events to save time since some of the adventure is linear to an extent, but there's still enough freedom (like the original Metroid II) to hunt down the Metroids in that particular area at your leisure. Much like Castlevania: Lords of Shadow - Mirror of Fate HD (Ironically the same studio, Mercurysteam, is working on the Metroid: Samus Returns revamp for the Nintendo 3DS), I loved the inclusion of an in-game map. That minor addition helps tons while traversing SR388 and helping players figure out where to go next, instead of a lot of the guesswork that the original Metroid II (along with most of Samus' 2D outings) was known for.


If I had one very minor grip about the game, I will admit that I wasn't particularly keen on most of the remixes to the original tracks from Metroid II: Return of Samus. To be fair though, a lot of the music was more than appropriate though. I would have been fine if they didn't change the original music at all.





Play It or Don't Bother?

Go ahead and take a chance at this reimagining of Samus' adventure on SR388... Just don't get carried away like I did here.
I think most players will enjoy the added challenge. 

Definitely go out of your way to play this revamp of Metroid II: Return of Samus. The game is pretty old now in terms of it's release, but you can still manage to find copies pretty easy online despite the DMCA notices from Nintendo. Go out of your way and show your appreciation for DoctorM64 as he responds to his tweets regularly. Nintendo's Metroid: Samus Returns releases on September 15, but this will easily keep Metroid fans busy by the time that drops. On the plus side, you don't have to own a 3DS/2DS to play this adventure. The only downside is that if you're one of the few Metroid fans who detest Samus' 2D outings, then this isn't for you in the least.   



REVIEW -- The Legend of Zelda: Twilight Princess (Wii)




The Legend of Zelda: Twilight Princess is an action-adventure game developed and published by Nintendo for the Wii and GameCube home video game consoles. It is the thirteenth installment in the The Legend of Zelda series. Originally planned for release on the GameCube in November 2005, Twilight Princess was delayed by Nintendo to allow its developers to refine the game, add more content, and port it to the Wii. The Wii version was released alongside the console in North America in November 2006, and in Japan, Europe, and Australia the following month. The GameCube version was also released worldwide in December 2006, and was the final first-party game released for the console.

The story focuses on series protagonist Link, who tries to prevent Hyrule from being engulfed by a corrupted parallel dimension known as the Twilight Realm. To do so, he takes the form of both a Hylian and a wolf, and is assisted by a mysterious creature named Midna. The game takes place hundreds of years after Ocarina of Time and Majora's Mask, in an alternate timeline from The Wind Waker.

At the time of its release, Twilight Princess was critically acclaimed, receiving several Game of the Year awards. As of September 2015, 8.85 million copies of the game have been sold worldwide, making it the best-selling title in the series. In 2011, the Wii version was rereleased under the Nintendo Selects label. A high-definition remaster for the Wii U, The Legend of Zelda: Twilight Princess HD, was released in March 2016.


Plot: 


Twilight Princess takes place several centuries after Ocarina of Time and Majora's Mask. The game begins with a youth named Link, who is working as a ranch hand in Ordon Village. One day, the village is attacked by Bulblins, who carry off the village's children with Link in pursuit before he encounters a wall of Twilight. A Shadow Beast pulls him beyond the wall into the Twilight-shrouded forest, where he is transformed into a wolf and imprisoned. Link is soon freed by an imp-like Twilight creature named Midna, who offers to help him if he obeys her unconditionally. She guides him to Princess Zelda, who explains that Zant, the King of the Twilight, infiltrated Hyrule Castle and forced her to surrender. The conquered kingdom was enveloped in Twilight, rendering all its inhabitants besides Link and Zelda spirits.[] In order to save Hyrule, Link must first revive the Light Spirits by entering the Twilight-covered regions and, as a wolf, recovering the Spirits' light from the Twilight beings that stole it. Once revitalized, each Spirit returns Link to his Hylian form.

During this time, Link also helps Midna acquire the Fused Shadows, fragments of a relic containing powerful dark magic. In return, she aids Link in rescuing Ordon Village's children, and assisting the monkeys of Faron, the Gorons of Eldin and the Zoras of Lanayru. After restoring the Light Spirits and obtaining the Fused Shadows, Link and Midna are ambushed by Zant, who relieves Midna of the fragments. She ridicules him for abusing his tribe's magic, but Zant reveals that his power comes from another source as he uses it to revert Link to his wolf state. Failing to seduce Midna into joining forces with him, Zant leaves her to die from the world's light. Upon bringing a dying Midna to Zelda, Link learns he needs the Master Sword to lift Zant's curse. Zelda sacrifices herself to heal Midna with her power before vanishing mysteriously. Moved by Zelda's selflessness, Midna begins to care more about Link and the fate of the light world.

After gaining the Master Sword, Link is cleansed of the curse that kept him in wolf form. Deep within the Gerudo Desert, Link and Midna locate the Mirror of Twilight, the only known gateway between Hyrule and the Twilight Realm, but discover it is broken. The Sages there explain that Zant tried to destroy it, but merely managed to shatter it into fragments; only the true ruler of the Twili can completely destroy the Mirror of Twilight. They also relate that they once used it to banish Ganondorf, the Gerudo tribe leader who attempted to steal the Triforce, to the Twilight Realm when executing him failed. Link and Midna set out to retrieve the missing shards of the Mirror. Once the portal has been restored, the Sages reveal to Link that Midna is the true ruler of the Twilight Realm, usurped by Zant when he cursed her into her current form. Confronting Zant, Link and Midna learn that Zant's coup was made possible when he forged a pact with Ganondorf, who asked for Zant's assistance in subjugating Hyrule. After Link defeats Zant, Midna recovers the Fused Shadows and destroys Zant after learning that only Ganondorf's death can release her from her curse.

Returning to Hyrule, Link and Midna find Ganondorf in Hyrule Castle, with a lifeless Zelda suspended above his head. Ganondorf fights Link by possessing Zelda's body and by transforming into a massive boar-like beast, but Link defeats him and Midna is able to resuscitate Zelda. Ganondorf then revives, and Midna teleports Link and Zelda outside the castle so she can hold him off with the Fused Shadows. However, as Hyrule Castle collapses, it is revealed that Ganondorf was victorious as he crushes Midna's helmet. Ganondorf engages Link on horseback; assisted by Zelda and the Light Spirits, Link eventually knocks Ganondorf off his horse and they duel on foot before Link strikes down Ganondorf and plunges the Master Sword into his chest. With Ganondorf dead, the Light Spirits revive Midna and restore her to her true form. After bidding farewell to Link and Zelda, Midna returns home and destroys the Mirror of Twilight with a tear to maintain balance between Hyrule and the Twilight Realm. As Hyrule Castle is rebuilt, Link leaves Ordon Village, heading off on his next adventure.

Gameplay: 


The Legend of Zelda: Twilight Princess is an action-adventure game focused on combat, exploration, and puzzle-solving. It uses the basic control scheme introduced in Ocarina of Time, including context-sensitive action buttons and L-targeting (Z-targeting on the Wii), a system that allows the player to keep Link's view focused on an enemy or important object while moving and attacking. Link can walk, run, and attack, and will automatically jump when running off of or reaching for a ledge. Link uses a sword and shield in combat, complemented with secondary weapons and items, including a bow and arrows, a boomerang, and bombs. While L-targeting, projectile-based weapons can be fired at a target without the need for manual aiming.

The context-sensitive button mechanic allows one button to serve a variety of functions, such as talking, opening doors, and pushing, pulling, and throwing objects. The on-screen display shows what action, if any, the button will trigger, determined by the situation. For example, if Link is holding a rock, the context-sensitive button will cause Link to throw the rock if he is moving or targeting an object or enemy, or place the rock on the ground if he is standing still.

The GameCube and Wii versions feature several minor differences in their controls. The Wii version of the game makes use of the motion sensors and built-in speaker of the Wii Remote. The speaker emits the sounds of a bowstring when shooting an arrow, Midna's laugh when she gives advice to Link, and the series' trademark "chime" when discovering secrets. The player controls Link's sword by swinging the Wii Remote. Other attacks are triggered using similar gestures with the Nunchuk. Unique to the GameCube version is the ability for the player to control the camera freely, without entering a special "lookaround" mode required by the Wii; however, in the GameCube version, only two of Link's secondary weapons can be equipped at a time, as opposed to four in the Wii version.

The game features nine dungeons—large, contained areas where Link battles enemies, collects items, and solves puzzles. Link navigates these dungeons and fights a boss at the end in order to obtain an item or otherwise advance the plot. The dungeons are connected by a large overworld, across which Link can travel on foot; on his horse, Epona; or by teleporting with Midna's assistance.

When Link enters the Twilight Realm, the void that corrupts parts of Hyrule, he transforms into a wolf. He is eventually able to transform between his Hylian and wolf forms at will. As a wolf, Link loses the ability to use his sword, shield, or any secondary items; he instead attacks by biting and defends primarily by dodging attacks. However, "Wolf Link" gains several key advantages in return—he moves faster than he does as a human (though riding Epona is still faster) and digs holes to create new passages and uncover buried items, and has improved senses, including the ability to follow scent trails. He also carries Midna, a small imp-like creature who gives him hints, uses an energy field to attack enemies, helps him jump long distances, and eventually allows him to "warp" to any of several preset locations throughout the overworld. Using Link's wolf senses, the player can see and listen to the wandering spirits of those affected by the Twilight, as well as hunt for enemy ghosts named Poes.

The artificial intelligence (AI) of enemies in Twilight Princess is more advanced than that of enemies in The Wind Waker. Enemies react to defeated companions and to arrows or slingshot pellets that pass by, and can detect Link from a greater distance than was possible in previous games.

There is very little voice acting in the game, as is the case in most The Legend of Zelda titles to date. Link remains silent in conversation, but grunts when attacking or injured and gasps when surprised. His emotions and responses are largely indicated visually by nods and facial expressions. Other characters have similar language-independent verbalizations, including laughter, surprised or fearful exclamations, and screams. Midna has the most voice acting—her on-screen dialogue is often accompanied by a babble of pseudo-speech, which was produced by scrambling English phrases sampled by Japanese voice actress Akiko Kōmoto.

The Verdict: 


Anyone who knows me personally know that I think very highly of Ocarina of Time as that was my favorite Zelda game in terms of visuals and controls for a VERY long time. That being said, I haven't had much time nor experience playing any newer Zelda titles since then. Sure, I played Wind Waker, Majora's Mask, and some of the various portable outings off and on briefly, but never flat out and went out of my way to purchase a new(ish) Zelda title until now.

With Breath of the Wild right around the corner as a launch title for the Nintendo Switch console, I figured I would jump on the ball and start knocking out some of these older Zelda titles off my gaming backlog. Twilight Princess was on my backlog for a VERY long time and I'm glad that I finally got the chance to cross this game off the list.


Controls


The motion controls are a cool novelty at first, but after like about 2-3 dungeons in, I was completely over it and switched the controls to manual aiming and camera manipulation. Even then it was better, but I thought it was stupid that the game still inverts the axis no matter what you set in the options settings. This issue is amplified more when you get the double hookshots, where in most occasions you have an limited amount of time to target your next grapple point before your current one drops Link to certain doom or leaves him suspended like a sitting duck since you have no combat options while using that item. I think it was more with the Nunchuck I was using but I also had an issue where Link would get stuck after climbing vines on walls and won't release his grip at times or would go and grab the wall again when I wanted to move away from the wall. I would have a similar issue with Z-Targeting where I would lock onto an enemy it would unlock and I'd have to lock-on again. So I go into the Options and change it to "Hold" the button down. Same issue kept happening over and over so I was just got use to it. It works best when Link is facing an opponent 1-on-1 but seems to screw up when facing multiple foes at once. That seems to be a design flaw as the targeting system always wants to target what's in Link's field of vision and that's not always aligned to what the player what him to lock onto as a primary threat.

While I'm at it... Fuck the combat controls while riding Epona. To this date, Shadow of the Colossus still has the best horseback combat controls I have personally experienced in a video game. I'm really surprised that Nintendo didn't take a few nods from that game here. I was fine with controling Epona for just riding around Hyrule but combat from horseback blows. Shooting arrows was hit or miss, much like the motion controls.

Oh well, I'm currently playing Horizon Zero Dawn on PS4 so let's see if my opinion on horseback controls changes after that game.

I have to mention that even if you turn the motion controls off, you still have to manipulate the Nunchuck and Wiimote for Shield Bashes, Spin Attacks, and Sword Slashes. What annoyed me the most though was that huge delay it felt like between Link doing what I did with the Nunchuck between it actually happening in game. If only there was a way to make all of those inputs manual instead of motion activated it would have been a perfect in terms of combat. If I were to revisit this game again, I would honestly lean more towards the Gamecube version or the HD remake on Wii U if there's a traditional control scheme instead of the motion controls.

To be honest, I can forgive Nintendo for more care about that issue since the majority of the game was a solid experience.


Narrative


The story follows the fall of the Twilight Realm that is linked to Hyrule but became corrupted after Zant cursed Midna and took over with Ganondorf's help. The latter isnt' revealed until near the end of the game and by that point, it just felt like a cop out to me to just make Ganondorf the Dr. Wily/Sigma of this game that we just have to fight at the end of every Zelda title. That being said, Zant ended up being all talk and having little to back up his position of power. To say that he went out of his way to curse Midna and cover Hyrule in shadows, only to be revealed to be yet another Ganondorf pawn was pretty underwhelming. Then again, Zelda fans are rarely here for the story so whatever. Seriously, if you're playing ANY Nintendo first-party title for a great story then you're definitely in the wrong place. I'm sure that's going to change once Breath of the Wild drops, so we'll see.

After establishing Link, Zelda, and Ganon as the "unholy" trinity as I like to call it in Ocarina of Time, I guess Nintendo felt that they have to keep them in their console Zelda games even though this game exists in an alternate reality compared to the other games. This story could have been easily contained to just being about Link and Midna's bond as they work together to save both Hyrule and the Twilight Realm from Zant's reign of power.

If you've seen the ending, Link seemed more happy to see Midna than Princess Zelda for once... Not that
I can blame the man...
That being said, I really liked the bond between Midna and Link. She was definitely what Link needed to balance out his character and why Zelda feels like a third wheel in this story. It was rather stupid to close the door on her story as they could have left the door open for her to return in a future title in some form or fashion.

From what I tell, Midna seems to be a VERY popular character after this game with a lot of fans even campaigning for her to be included into a future Super Smash Bros. title. At least she made it into Hyrule Warriors, so that's at least something.


Overall Experience


I'll be completely honest and say that I REALLY didn't like Wolf Link at first. The concept was cool and all, but the execution fell flat at times. The fact that the charge attack with Midna took a while to charge up, allowing enemies to hit Link and knock him out of it in the process. Plus, I didn't care for the early sections of the game where they forced the Wolf state on you just to move the plot along since the game didn't want you to have all of your skills and weapons that you would in Hylian Link form. I felt that once they gave you that item where Midna allows Link to change from human to wolf freely, that's when the game truly feels fun. From that point on, the game doesn't force using the wolf on you, instead it encourages you to have an open mind about using both forms and it really works out in the long haul after that point, especially towards the endgame phase of the game. By that point, the game already had you jump through enough hoops in both forms so you know what to expect from them both when you have to tackle hairy combat situations throughout the game or need a new angle to approach one of the many in-game puzzles.

As for the puzzles themselves? There weren't nothing too hard to figure out outside of a few optional sidequests/dungeons, but there wasn't a single dungeon that had me stomped on what to do outside of that weight scale puzzle in that one dungeon where you get the Dominion Rod that makes statues follow your commands.

While I loved the huge variety of weapons available, I felt it was a shame that nine times out of ten, the sword and arrows get the job done. You might use the hookshot/dual hookshot, Wind Boomerang, and Bombs occasionally here and there, but the game caters combat heavily towards the sword and arrows. I can't complain about combat too much as the Hidden Skills side quest kept things interesting with a variety of new techniques for Link to acquire and master. I enjoyed the fact that by the end of the game, the enemy AI made sure you had the bulk of these techniques down or you weren't going to best them at all, especially those knights and lizardmen towards the end of the game.

Nintendo knew EXACTLY what they were doing putting big boobed Telma in this game.
I enjoyed that most of the side quests weren't as much of a chore or as time consuming as those in past Zelda games. You know the ones that come to mind, such as that long trading quest back and forth from the portable games that had you fencing different items for multiple NPCs until finally ending this process towards the end of the game. Here, they only serve as minor diversions to the main mission(s), but overall help Link and Midna in the long haul with their rewards, such as increasing Link's item carrying capacity on his various weapons and Rupee wallet. Helping Malo Mart fund their new store in Castle Town allows Link to purchase items in Castle Town at a discounted price, as well as being able to purchase the Magic Armor, which renders Link invincible to all damage as long as he has Rupees to in his wallet to take the damage instead. I thought the bug collecting for Agitha wasn't too demanding and I would have hunted down all of the Poe Souls (they aren't that hard to spot, especially at night) if wasn't in a rush to go ahead and finish the game. Then there was the Great Fairy Hunt/Challenge that I didn't bother with either, which challenges Link to conquer 50 floors of increasing difficulty to acquire the last few Poe Souls and few extra bonuses.

Nintendo definitely didn't disappoint with the bosses here as there wasn't not a single boss that I didn't enjoy facing. Sure, I mentioned earlier that Zant was a bit of a pushover, but I won't deny that his boss battle was still fun even though I was expecting a bit more fight from him than that. In typical Zelda fashion, every boss is a reflection or rather a final exam of the knowledge and strategies you devised in the dungeons that led to them.  The bosses also serve to test the player's mastery over the new item(s) or weapon(s) acquired on their way to said boss. Zant is the perfect example of that; whereas his boss battle is the ultimate test of almost everything you have used throughout the course of the game to get to that point that ultimately leads to a hand-to-hand sword-slashing finale.


Play It or Don't Bother?


I love the promotional art for this game and the huge poster like this that came with the strategy guide.
If you're a Zelda fan, definitely play this one if you haven't already. The motion controls a bit hit or miss but you can't go wrong with this adventure. It's a slow grind a the beginning for the tutorial and the introduction to the Wolf form, but once things get going, it's hard to put this title down. Most players will more likely want to opt for the Wii U version with the updated visuals, additional content, and Amiibo support, but if you only want to to experience the game, you honestly can't go wrong with the standard Wii version I went with.

OPINION -- My Thoughts on the Nintendo Switch Presentation



On January 12, 2017, Nintendo held a presentation to the public revealing the details on their newest console, the Nintendo Switch, to the masses. The entire conference/presentation can be viewed in its entirety below. I'm going to offer my thoughts and reactions to what was shown off here from our friends at Nintendo.



My Thoughts:


On Hardware


For some reason, I thought Nintendo was going to announce a $500 price tag at launch, but after the lukewarm reception of the Wii U, I should have known that they were going to price another console around that range when both the PS4 and XB1 are in the $250-$400 range. The $300 price tag is more than reasonable and affordable for a lot of people with tax return season coming around the corner in the US.

Just looking at the visuals on this console, I have to say that I'm not really impressed in the least. Zelda: Breath of the Wild has to be their most visually appealing title just from the artstyle alone, but Mario Odyssey and ARMS seems to be pushing the hardware as well. I'm skeptical that the performance will maintain a steady output, especially in portable mode away from its main docking station. 

I don't know if people have see the price listings on retailers online, but controllers for the Switch are going to be expensive as a single game for current gen titles on PS4/XB1. The Pro Switch controller retails for $80+, the replacement/extra Joy-Pads will cost you $50 each with an additional $30 to $45 if you buy the docking station and protective casings for them. So yeah, another $80-95 more on that $300 price tag if you want spare controllers. Boy, if you have children that's going to be wrap if they take that thing to school and someone steals the tablet and Joy-Pad(s) or break one. (Whistles) Those things look more fragile than ANYTHING that came with the damn Wii and Wii U. 

That would end quicker than Riley fighting Butch Magnus on The Boondocks if some random bully wanted to take that thing from you.
The online service will be free for the first month and $70 per year for the service. Good grief. That's more than I'm paying for Xbox Live every year.


On Games


Suda51 confirmed that the protagonist of No More Heroes, Travis Touchdown, shall return in an undisclosed title for the Switch. He was rambling about indie gaming, so I don't know what that is going to have to do with anything. Just confirm No More Heroes 3, dammit!

Xenoblade 2 was shown off. I'm surprised that's not a launch title but with that, Fire Emblem, and Shin Migemi Tensin on the Switch it looks like they are trying to lure in the JRPG gamers for sure. Nintendo lost a lot of that fanbase going back as far as the transition from the SNES to the N64 (hence why Final Fantasy VII went to Sony's PlayStation console instead of the N64) and it looks like they are trying to get back into fans' good graces. 

Ultra Street Fighter II was announced by Capcom in post-event feed and confirms that Evil Ryu and Violent Ken (normally only playable in CvS2 if memory serves...) are playable characters. It looks like an update to Street Fighter II HD Remix to me. If so, a lot of old school fans will love this. Capcom might want to be careful as if this has fight stick support then they could see players abandoning Street Fighter V in favor to this since the community isn't exactly crazy about the changes they are implementing in SFV Season 2. 

ARMS looks like Punch-Out!! crossed with One Piece's Monkey D. Luffy. If Luffy isn't a guest fighter or DLC of some kind then I'm going to be disappointed. That game looks pretty damn sweet. I would love to see a tournament of that at EVO next year. Ironically enough, it's one of the poll options for the last spot/fans' choice for EVO this year. 

Splatoon 2 I really didn't get "hype" for. It looks fun but I never really played the original so I really don't care to see a sequel. I'm all for a non-violent FPS for kids to enjoy with their own age group instead of trying to curse at adults on Halo and Call of Duty (laughs)... Still if that's your cup of tea, then by all means enjoy yourself. 

Super Mario Odyssey reminded me of that episode of the Simpsons where 3D Homer was stuck in the real world. I hope this doesn't end up as facepalm-worthy as those 3D Sonic games where they had him interacting with normal humans and such. And what the hell is this with Bowser trying to marry Princess Peach? Thirty years and he's still dead set on trying to take Mario's girl? Regardless of all of that, the game looks simply amazing. Glad to see Mario get another 3D sandbox outing like Super Mario Sunshine and Super Mario 64. 

Nintendo saved the best for last, revealing that The Legend of Zelda: Breath of the Wild will be a launch title for the console. 



As amazing as this trailer was, it's sad that this is the best that Nintendo has to offer in terms of a launch title for the Switch in March. Pretty much it's going to be the ONLY title releasing at launch with little to next to nothing coming out until later in the year. It wasn't revealed until AFTER this announcement that the title will be available on both the Switch AND the Wii U. The Switch version won't have any other extra content over the Wii U version outside of better visual quality. So much for a system seller there...


The Verdict?


For me, I don't think it's worth it. I still have potentially 2-3 more Zelda games to go through before tackling this one so it'll be worth the wait (Currently streaming Twilight Princess with possibly Wind Waker and Skyward Sword to follow afterwards), so I don't have to jump out and buy this one at launch. Besides, if Breath of the Wild is the only thing that is going to be available at launch, then why bother? It would benefit everyone if they just wait later down road when there's a healthy selection of games available for purchase.

At the same time, I feel that Nintendo is going to handle this release the same as the Amiibos, original Wii, and NES Classic and end up having extremely short units available just to create this false sense of high demand for the product. I still don't have a NES Classic that like I would want for the nostalgia and I honestly don't feel like being caught up into that debacle. I stood with friends hunting down Amiibos and the original Wii units like madmen, when years later I got a slightly used Wii for $7 that works like a dream. Yeah, I don't see any rush to jump out to get this console YET. I'm not saying there's not anything good here, but it seems like Nintendo are just trying to jump the gun before E3 this spring/summer with more incentives to get a Scorpio or PlayStation 4 Pro are on the table.