I went and checked, I've spent 6 hours and 46 minutes playing the demo. I'm quite confident drawing all the shapes available, including 'tricky' shapes like the hammer and whip. IGN said they couldn't draw the shapes 25% of the time. And regarding the thumbstick, they found "that option to be unusable for anything other than circles and straight lines" whereas I could use it for everything.
I've got a similar story about the 'learning curve' and the 'visual chaos'. I've played the demo; these things don't matter for me. All the visual signs are there to follow the gameplay.
It's disappointing that for a game that I find to be completely excellent, professional reviewers are stumbling over the basics. It's possible that the game has other flaws (one reviewer mentioned fights getting drawn out, etc). For me it remains an extremely promising title.
So it's frustrating. I'm seeing something in the Wii U games that apparently isn't valued in the gaming press (or wider gaming community). Whereas the titles that are receiving a lot of coverage (ie. the big, high production value, AAA titles) look good, but kinda more of the same.
Kinda proving my point. Do you think the average player would spend over 6 hours playing (aka practicing) the DEMO? You are demonstrably an edge case, how easy or consistent you find a control doesn't map to an average/novice player.
Also just from experience, most games that ask for drawings go into slow mo first (Okami, Reveangeance) or only allow for it when the danger has decreased (Castlevania DS). Does W101 do this? If not, I can sense a problem immediately.
There seems to be a slight slowdown when you draw using the gamepad. Also, I'm finding it a bit hard to draw with the right stick, but that's mostly to me being paranoid about wearing out my gamepad's analog sticks. Nintendo controllers are sturdy, but every stick gets loose eventually, sadly.
Nothing "slight" about the slo-mo when drawing. The whole world nearly stops. Makes it much easier to switch morphs mid-aerial-combo.
Doesn't apply to the multiplayer, tho.
and 6 hours is really overselling it. It's more like 2 or 3 times trying the short segment of story mode in the demo. I figure that'll be akin to the first two levels of the actual game (the first one being mostly tutorial.)
The game slows to nearly a standstill when you draw. You have a bit more leeway if you draw by hand than with a stick. Round two with the demo and you'll be feeling fine.
Also I have trouble going back to Easy after playing Normal. Easy is... well, easy yes, but it doesn't leave you much room for working up combos and such (things die quicker). So I find myself getting hit out of sheer surprise, and even when I don't take hits getting low scores because of the lack of combos.
Kinda proving my point. Do you think the average player would spend over 6 hours playing (aka practicing) the DEMO? You are demonstrably an edge case, how easy or consistent you find a control doesn't map to an average/novice player.
To be fair, he didn't say it took over 6 hours to get used to it, just that he has played it for over 6 hours. Maybe he found it natural after 1.
I went and checked, I've spent 6 hours and 46 minutes playing the demo. I'm quite confident drawing all the shapes available, including 'tricky' shapes like the hammer and whip. IGN said they couldn't draw the shapes 25% of the time. And regarding the thumbstick, they found "that option to be unusable for anything other than circles and straight lines" whereas I could use it for everything.
I've got a similar story about the 'learning curve' and the 'visual chaos'. I've played the demo; these things don't matter for me. All the visual signs are there to follow the gameplay.
It's disappointing that for a game that I find to be completely excellent, professional reviewers are stumbling over the basics. It's possible that the game has other flaws (one reviewer mentioned fights getting drawn out, etc). For me it remains an extremely promising title.
So it's frustrating. I'm seeing something in the Wii U games that apparently isn't valued in the gaming press (or wider gaming community). Whereas the titles that are receiving a lot of coverage (ie. the big, high production value, AAA titles) look good, but kinda more of the same.
Kinda proving my point. Do you think the average player would spend over 6 hours playing (aka practicing) the DEMO? You are demonstrably an edge case, how easy or consistent you find a control doesn't map to an average/novice player.
Also just from experience, most games that ask for drawings go into slow mo first (Okami, Reveangeance) or only allow for it when the danger has decreased (Castlevania DS). Does W101 do this? If not, I can sense a problem immediately.
I understood the original point to be "How dare I question the reviewers when they have played the whole game and compared to the fraction available in the demo...".
My response is that it's a substantial demo which features a good portion of a deep combat system. Especially with the two secret characters (Pink/Whip and Yellow/Hammer), I think I can make a reasonable assessment about claims concerning an unresponsive control system.
OK, now the second point "how easy or consistent you find a control doesn't map to an average/novice player." is valid.
It's not just one reviewer who has complained about the controls; it's several. So maybe the game doesn't explain itself well, maybe it's hard, maybe there's a learning curve. Reading through the various reviews you'll see these things mentioned.
But from my perspective, this doesn't make a bad game. I'm disappointed with reviewers who jump straight to 'unresponsive controls' when really they should be saying 'I need to practice this more'.
Having said that, I've got my 4 year old successfully drawing the symbols. I think the trick is understanding what the system is looking for. Ie. Where right-angles are expected. It's not hard when you get the hang of it.
And just quickly: Re replayability
It scores each section with a ranking on time, combos and damage taken. So it's not crazy talk to replay the demo levels. Replayability is what the game is designed for.
Re drawing and pausing
As others have mentioned, it does slow down. Strange that you mentioned Okami and MGSR. W101 is from the director of Okami and the studio that made MGS:R. They are experienced with these gesture controls (Or maybe you already knew this.)
Re Timeline for understanding the controls
Frankly, I understood the controls immediately. Maybe I have a knack for these gesture-style controls. Maybe Okami had trained me to find reliable symbols. What was harder was following the action on the screen. Identifying enemies and the tells for upcoming attacks took a while to understand.
Why in God's name would they post a video today promoting Assassin's Creed III and Batman: Arkham City, games that were available at launch, one of which was already a year old at that point?
What is up with that video?
There are absolutely no current games mentioned in that video
The newest release mentioned there is Lego City, a March title. Why not show off Pikmin 3? Wonderful 101? Wind Waker HD? Donkey Kong?
Do I have to do your advertising for you, Nintendo? I'll do it! Cheaper than that guy, probably!
We regret to inform you all that the release of the Wii U version of Dungeons & Dragons: Chronicles of Mystara has moved to September. There have been a number of development issues and despite our best efforts, the delay could not be avoided. We realize this is a frustrating situation for everyone out there but we ask for your continued patience and support. Updates will be provided as the situation develops.
We regret to inform you all that the release of the Wii U version of Dungeons & Dragons: Chronicles of Mystara has moved to September. There have been a number of development issues and despite our best efforts, the delay could not be avoided. We realize this is a frustrating situation for everyone out there but we ask for your continued patience and support. Updates will be provided as the situation develops.
We regret to inform you all that the release of the Wii U version of Dungeons & Dragons: Chronicles of Mystara has moved to September. There have been a number of development issues and despite our best efforts, the delay could not be avoided. We realize this is a frustrating situation for everyone out there but we ask for your continued patience and support. Updates will be provided as the situation develops.
We regret to inform you all that the release of the Wii U version of Dungeons & Dragons: Chronicles of Mystara has moved to September. There have been a number of development issues and despite our best efforts, the delay could not be avoided. We realize this is a frustrating situation for everyone out there but we ask for your continued patience and support. Updates will be provided as the situation develops.
And speaking of awol games, whatever happened to Deus Ex? Wasn't that gonna come out in May originally?
You have got to be kidding me.
My understanding is Iron Galaxy dropped the ball majorly with the Wii U net code. I really, really like the old school Capcom arcade games. I would love to see this get releases then have maybe see Captain Commando or other released hit the Wii U.
My understanding is Iron Galaxy dropped the ball majorly with the Wii U net code.
Ya know, I think a lot of other companies, were they having trouble with the Wii U's online, would probably say "fuck it" and ship it without. At least somebody is willing to take their time and make the Wii U version as fully featured as on the other consoles.
My understanding is Iron Galaxy dropped the ball majorly with the Wii U net code.
Ya know, I think a lot of other companies, were they having trouble with the Wii U's online, would probably say "fuck it" and ship it without. At least somebody is willing to take their time and make the Wii U version as fully featured as on the other consoles.
Or the alternative, it's delayed and delayed and delayed until it simply doesn't come out because eff it. See Aliens: Colonial Marines.
A new Pokémon title was teased during Pokémon Game Show with a brief image of Lucario and Blaziken about to face off. The title was not formally announced, but Siliconera believes it may be called Pokkén Fighters or Pokkén Tournament.
Siliconera uncovered trademarks for Pokkén Fighters and Pokkén Tournament filed by The Pokémon Company in the US. Two bipedal Pokémon about to fight? Sounds kind of like a Pokémon fighting game to me and it and there are enough fighting type Pokémon for this game to exist. And that flag in the top right hand corner looks like the logo for fighting Pokémon from the Pokémon Trading Card game. Hmmm…
Siliconera contacted The Pokémon Company and are awaiting a response.
Pokken sounds an awful lot like Tekken, too...
Another anecdote that may or may not be true, apparently one of the devs who worked on Soul Calibur V tweeted about the Pokemon Game Show last week but has since deleted that tweet.
A Pokémon fighting game, an idea I never knew I wanted. It sounds like an interesting spin off to do.
I already had some cool ideas for what you could do.
Take advantage of the "4 moves" thing by allowing players to pick from a TM list before battle. Part of the fun of Pokemon battles is not knowing what moves your opponent has, so bring that to fighting games. You don't know what some of their specials are before they use them, and then you figure out how to counter them as you learn their customized move set.
Of course everybody would have a set of basic fighting game moves and a signature special.
We regret to inform you all that the release of the Wii U version of Dungeons & Dragons: Chronicles of Mystara has moved to September. There have been a number of development issues and despite our best efforts, the delay could not be avoided. We realize this is a frustrating situation for everyone out there but we ask for your continued patience and support. Updates will be provided as the situation develops.
My understanding is Iron Galaxy dropped the ball majorly with the Wii U net code.
Ya know, I think a lot of other companies, were they having trouble with the Wii U's online, would probably say "fuck it" and ship it without. At least somebody is willing to take their time and make the Wii U version as fully featured as on the other consoles.
Or the alternative, it's delayed and delayed and delayed until it simply doesn't come out because eff it. See Aliens: Colonial Marines.
Well, let's just stay positive until it's cancelled. I mean, the game's like 20 years old. A few more months can't hurt.
I've said it before, but: what is this mystical "Mario Universe" people keep talking about? What would it look like? What would its distinctive gameplay features be?
I've said it before, but: what is this mystical "Mario Universe" people keep talking about? What would it look like? What would its distinctive gameplay features be?
Like skeldare said, we don't need Mario Galaxy 3.
Here's the thing - I'll play just about any Mario game you put in front of me. New power-ups for Mario and company to turn into adorable things (Bees, Springs, Cats, etc) are like crack to me. I'm super excited for the upcoming game. With that said...
...Mario Universe to me would be a continuation of Mario Galaxy where the worlds are more rounded and organic with a focus on exploring every nook and cranny. Mario Galaxy and Mario 64 had this feeling that you were in a living breathing world. Mario World feels like a set of levels designed with blocks from the 8/16 bit games. While I still love that feel, I would prefer another game with the less building block feeling like Mario 64 or Mario Galaxy.
The whole level-structure, building block games is something nintendo is doing with lots of games at the moment. And i do agree that i prefer the big worlds of mario stages. Rather than the floaty blocks, don't fall off or you'll die style games.
The level-structure of "level 1-1, 1-2, 1-3" works really great for pick-up and play, but too many games are using it. I felt that, while it allowed replayability in luigis mansion 2, it hindered it a little to me when comparing it to luigis mansion 1 which was this large cohesive mansion. The levels here still ARE but they have set goals. Little missions with repeated dialogue. Fine for handhelds, but sometimes i expect a bit more on console games, yet I feel like this is the direction they're going to be taking with lots of their franchises now. Look forward to metroid with a level-based structure. Back-tracking and exploration a thing of the past!
But I digress. I am honestly super excited for what we have coming out.
NNID: Quical
STEAM: Quical
Check out my youtube channel, maybe subscribe?: NerdAndOrGeek
So, it's mildly hilarious that Sonic Team is essentially making a Mario Galaxy game, more or less. Looks pretty good, mind.
Well, at least someone is making one.
::glares at Nintendo::
Do we really NEED a 3rd Mario Galaxy game? I mean sure I'd buy and enjoy it, but do we NEED it?
We don't need any videogames.
Exactly. That was really a dumb statement.
Do we really NEED a 6th home console from Nintendo? I mean sure I bought it and enjoy it, but do we NEED it?
Do we really NEED another game where you traverse platforms via jumping?
Do we really NEED another game where you defeat enemies who are trying to defeat you?
Posts
Kinda proving my point. Do you think the average player would spend over 6 hours playing (aka practicing) the DEMO? You are demonstrably an edge case, how easy or consistent you find a control doesn't map to an average/novice player.
Also just from experience, most games that ask for drawings go into slow mo first (Okami, Reveangeance) or only allow for it when the danger has decreased (Castlevania DS). Does W101 do this? If not, I can sense a problem immediately.
Doesn't apply to the multiplayer, tho.
and 6 hours is really overselling it. It's more like 2 or 3 times trying the short segment of story mode in the demo. I figure that'll be akin to the first two levels of the actual game (the first one being mostly tutorial.)
Also I have trouble going back to Easy after playing Normal. Easy is... well, easy yes, but it doesn't leave you much room for working up combos and such (things die quicker). So I find myself getting hit out of sheer surprise, and even when I don't take hits getting low scores because of the lack of combos.
We'll see how it goes with the full game.
To be fair, he didn't say it took over 6 hours to get used to it, just that he has played it for over 6 hours. Maybe he found it natural after 1.
I understood the original point to be "How dare I question the reviewers when they have played the whole game and compared to the fraction available in the demo...".
My response is that it's a substantial demo which features a good portion of a deep combat system. Especially with the two secret characters (Pink/Whip and Yellow/Hammer), I think I can make a reasonable assessment about claims concerning an unresponsive control system.
OK, now the second point "how easy or consistent you find a control doesn't map to an average/novice player." is valid.
It's not just one reviewer who has complained about the controls; it's several. So maybe the game doesn't explain itself well, maybe it's hard, maybe there's a learning curve. Reading through the various reviews you'll see these things mentioned.
But from my perspective, this doesn't make a bad game. I'm disappointed with reviewers who jump straight to 'unresponsive controls' when really they should be saying 'I need to practice this more'.
Having said that, I've got my 4 year old successfully drawing the symbols. I think the trick is understanding what the system is looking for. Ie. Where right-angles are expected. It's not hard when you get the hang of it.
And just quickly:
Re replayability
It scores each section with a ranking on time, combos and damage taken. So it's not crazy talk to replay the demo levels. Replayability is what the game is designed for.
Re drawing and pausing
As others have mentioned, it does slow down. Strange that you mentioned Okami and MGSR. W101 is from the director of Okami and the studio that made MGS:R. They are experienced with these gesture controls (Or maybe you already knew this.)
Re Timeline for understanding the controls
Frankly, I understood the controls immediately. Maybe I have a knack for these gesture-style controls. Maybe Okami had trained me to find reliable symbols. What was harder was following the action on the screen. Identifying enemies and the tells for upcoming attacks took a while to understand.
In celebration of rayman which is only a week away!
STEAM: Quical
Check out my youtube channel, maybe subscribe?: NerdAndOrGeek
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
And I'm English.
STEAM: Quical
Check out my youtube channel, maybe subscribe?: NerdAndOrGeek
This post sold me on the game and I now own it. Hope youi're happy.
Me and my daughter will soon put this to the test. Love having the two screens to play on.
What is up with that video?
There are absolutely no current games mentioned in that video
The newest release mentioned there is Lego City, a March title. Why not show off Pikmin 3? Wonderful 101? Wind Waker HD? Donkey Kong?
Do I have to do your advertising for you, Nintendo? I'll do it! Cheaper than that guy, probably!
(source)
I'm still gonna get it.
And speaking of awol games, whatever happened to Deus Ex? Wasn't that gonna come out in May originally?
I don't think they ever said May, but that's when Amazon had it listed
Amazon has it listed now, with what looks like an actual cover, but still no release date
Strange, $50 for the Wii U version but $30 for PS3/360?
You have got to be kidding me.
3DS FC: 2148-8300-8608 WiiU: AgahnimD
My understanding is Iron Galaxy dropped the ball majorly with the Wii U net code. I really, really like the old school Capcom arcade games. I would love to see this get releases then have maybe see Captain Commando or other released hit the Wii U.
I'd pick this up for $30US (~ $40AU), but not more than that. I could get the non-directors cut for like $10 on PS3.
Or the alternative, it's delayed and delayed and delayed until it simply doesn't come out because eff it. See Aliens: Colonial Marines.
---
Anyway, remember this from the other day?
New news, potentially...
http://www.siliconera.com/2013/08/20/pokkn-fighters-might-be-that-mysterious-pokmon-game-with-lucario/
Pokken sounds an awful lot like Tekken, too...
Another anecdote that may or may not be true, apparently one of the devs who worked on Soul Calibur V tweeted about the Pokemon Game Show last week but has since deleted that tweet.
A Pokémon fighting game, an idea I never knew I wanted. It sounds like an interesting spin off to do.
Nintendo Network ID - Brainiac_8
PSN - Brainiac_8
Steam - http://steamcommunity.com/id/BRAINIAC8/
Add me!
I already had some cool ideas for what you could do.
Take advantage of the "4 moves" thing by allowing players to pick from a TM list before battle. Part of the fun of Pokemon battles is not knowing what moves your opponent has, so bring that to fighting games. You don't know what some of their specials are before they use them, and then you figure out how to counter them as you learn their customized move set.
Of course everybody would have a set of basic fighting game moves and a signature special.
And $15 for the non-directors cut on the 360 store.
Have a hard time justifying $50 for a game I already played to death, even with the extras.
So, "Pokkén" sounds like a weird portmanteau meant to make you think "Pokémon Fist" or something.
So, it's mildly hilarious that Sonic Team is essentially making a Mario Galaxy game, more or less. Looks pretty good, mind.
I'll still wait until its <$20 like I ways do, though.
::glares at Nintendo::
Do we really NEED a 3rd Mario Galaxy game? I mean sure I'd buy and enjoy it, but do we NEED it?
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
Maybe they're saving it for early next year?
We don't need any videogames.
Like skeldare said, we don't need Mario Galaxy 3.
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
Here's the thing - I'll play just about any Mario game you put in front of me. New power-ups for Mario and company to turn into adorable things (Bees, Springs, Cats, etc) are like crack to me. I'm super excited for the upcoming game. With that said...
...Mario Universe to me would be a continuation of Mario Galaxy where the worlds are more rounded and organic with a focus on exploring every nook and cranny. Mario Galaxy and Mario 64 had this feeling that you were in a living breathing world. Mario World feels like a set of levels designed with blocks from the 8/16 bit games. While I still love that feel, I would prefer another game with the less building block feeling like Mario 64 or Mario Galaxy.
Wasn't that one of their educational games?
EEEEEWWWWWW
The level-structure of "level 1-1, 1-2, 1-3" works really great for pick-up and play, but too many games are using it. I felt that, while it allowed replayability in luigis mansion 2, it hindered it a little to me when comparing it to luigis mansion 1 which was this large cohesive mansion. The levels here still ARE but they have set goals. Little missions with repeated dialogue. Fine for handhelds, but sometimes i expect a bit more on console games, yet I feel like this is the direction they're going to be taking with lots of their franchises now. Look forward to metroid with a level-based structure. Back-tracking and exploration a thing of the past!
But I digress. I am honestly super excited for what we have coming out.
STEAM: Quical
Check out my youtube channel, maybe subscribe?: NerdAndOrGeek
Do we really NEED a 6th home console from Nintendo? I mean sure I bought it and enjoy it, but do we NEED it?
Do we really NEED another game where you traverse platforms via jumping?
Do we really NEED another game where you defeat enemies who are trying to defeat you?