Articles tagged with nintendo 3ds

Posted by Mark at 14:41
Not ones to shy away from a good cash-in, there's three new Persona-based games on the way from Atlus

The first is a sequel to Etrian Odyssey crossover Persona Q- it's just called Persona Q 2, but looks like it might have the subtitle "Take Your Heart", according to its one-page official site. That's hitting 3DS at an unknown point in time.

The other two games, with their own counterpart website are rhythm games, similar to Dancing All Night, this time based on two different games from earlier in the series: Dancing Moon Night, which is based on Persona 3, and Dancing Star Night, based on the more recent Persona 5.

Trailers for both Moon and Star have been released, and they'll be reaching PS4 and PSVita in the Spring.

I reviewed Q back when it came out in 2014 awarding it eight, while nearly a year later Duane was slightly less impressed with DAN, only giving it a seven.
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Posted by Ben at 17:15
Deep Silver, smashing lads that they are, have confirmed that they'll be bringing the triumvirate of Etrian Odyssey V, Shin Megami Strange Journey Redux, and Radiant Historia Perfect Chronology to Europe

Recently confirmed for a western release by Atlus; Etrian Odyssey V, Shin Megami Strange Journey Redux, and Radiant Historia Perfect Chronology felt a little up in the air given how late in to the 3DS' life we are, and this was especially true of a European release

Also confirmed in this Twitter thread (or just 'thread' as a normal person would say), Deep Silver will be putting out both physical and digital editions of all 3 games, plus, at the very least Etrian Odyssey V will be out before the end of the year ("fall")

More details as and when, I'll be buying, and then never getting around to all 3 of them
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Posted by James at 15:13
Speaking at the Tokyo Sandbox game developer event/mixer today, Inti Creates gave some insight into the development of 3DS and Switch release Blaster Master Zero. The reimagining of NES darling sidescrolling platforming/shooter hybrid Blaster Master took 35 people six months to make before arriving just in time for the Switch's launch day in Japan.

We also heard about the game's sales performance on the eShop; the Switch port of the game has currently racked up 80,000 copies sold. We weren't told whether this met Inti Creates' own expectations, but this is a fairly respectable figure for what was presumably a version of the game bolted on fairly late in development.

There are tell-tale signs that this was indeed the case: The Switch version of the game inherits the 3DS's strange 5:3 aspect ratio, and the game uses non-integer scaling to scale up to both 720p and 1080p resolutions, so it's fairly clear that the game wasn't originally planned to be on Switch.

In any case, 80,000 sales for the Switch version alone should have net Inti Creates a tidy amount of revenue and would have almost certainly justified the cost of the port. Whether the game sold enough for them to have broken even is hard to say, since we lack information about sales of the 3DS version, and we don't know whether the 35 staffers working on the project were solely dedicated to it or were working on other games. The former is more likely there.

Regardless of current sales, Inti clearly plans to make sure Blaster Master Zero has long legs. Last week it released an update to the game which added a new, remixed difficulty setting, and it's currently working on new DLC characters who are more than just a palette swap.
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War Never
Mar 22
Posted by Ben at 17:36

This post kind of leads on to a future post, but I need to write this one first. It's also inspired by a conversation with a 20 year old, so as Mark has already pointed out, it's basically just a man reacting to the encroachment of age.

The 20 year old, for whatever reason because I've never really spoken to him about games before, decided to tell me that he was going to buy a PS2. I asked him why, he said he's always had a soft spot for the PS2 because it was his first console, back when he was 4.

Fuck all 20 year olds.

That started a thought worm tunnelling through my brain, one that resurfaced a few days later on a completely different tangent. All of a sudden I remembered the start of this generation. I know fanboyism is never going away, I know the launch of a console brings out the worst of people, but it was like people had never seen a new console before. I remember the conversations around it, I may even have started (possibly even finished) a God Mode On post about it, that the reason it felt like people's first new console generation is because it was, for many people, their first new console generation. If at 11 years old, rather than the hand me down consoles you've been putting up with/grateful for in the past, you're finally able to pick your console of choice for christmas or your birthday. If you get a 360 at launch, you're then 20 years old before the PS4 launches.

it got me thinking about my console history, and the sheer number of consoles that have come and gone over the years, particularly in the 1990s.Without checking, and sporadically including handhelds to make my point look a bit better, off the top of my head; The Master System 2 (included because it was an important release here in the UK), the Mega Drive, Snes, Neo Geo, Amiga CD 32, Atari Jaguar, Atari Lynx, Game Gear, Mega CD, 32X, CDi, PS1, N64, Saturn, Neo Geo Pocket, and of course, the Sega Dreamcast. Iím missing some, loads probably, but Iím fairly sure all of those came out during the 1990s. If you compare that to the 12 years since the Xbox 360 released; The aforementioned Xbox 360, the PS3, the Wii, the 3DS, the Vita, the WiiU, the PS4, and the Xbox One. You can throw in a couple of forgettable Android machines like the Gamestick, there was also the Gizmondo, OnLive if that counts. Itís no comparison really.

Thereís probably multiple causes for this shrinking of the market, in terms of choice at least. Costs and budgets have risen, I think thatís probably the obvious one, but I think the biggest reason is that the divergent videogame market of the 1980s began to converge in the 1990s. Home computers died out in favour of the unified Windows PC platform, those companies choosing instead to enter the console race, which is fine, both Microsoft and Sony have shown late entrants can succeed, and itís probably worth remembering the PS1, Sonyís entrant in to the console market, prior to launch wasnít initially looked at much differently from the likes of the Atari Jaguar, so many consoles had we seen fall by the wayside.

So when it struck me, and many others, how odd peopleís reaction to the launch of this generation had been, how it seemed like theyíd never experienced a good old-fashioned console war before, itís because they probably hadnít. The 20 year old I mentioned, granted he apparently mainly plays on PC, will have played on his PS2 from the age of 4, then presumably got a 360 for Christmas, aged 10 or 11 (main present of course), then nothing. Heís a kid, or was at least, he was in no position to buy a 2nd or third console, whatever console he had he would have had to stick with.

Itís a phenomenon thatís going to get worse I think. The next few years doesnít seem like it will include a new handheld from Sony, it might, theyíve done stupider stuff, but not many. In fact we might not even see a 3DS successor from Nintendo, they seem to want to keep the 3DS plodding along for as long as they can, the Vita does still get the odd game too, Iím fine with that, I like both handhelds and am not itching for a new one, but I think we will need at least one sooner rather than later. The model for both Sony and Microsoft seems to be giving their current consoles a shot in the arm. Iím not against that model, I like my PS4 Pro, it sort of feels like the console the PS4 should have been in the first place, and I can see many baulking at the thought of buying another one of the same, but it does seem to suggest weíre in for a long generation. Itís feasible that this could be the longest generation yet, and weíll have another generation that doesnít know what theyíre doing when the console war starts again

Header Image: HERE
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Posted by Ben at 15:49
I never got around to Radiant Historia on the Nintendo DS, the few people I knew who had raved about it and told me I'd love it, but it soon became a bit of a nightmare to find for a decent price. Good news then, Atlus have announced that they're going to be brining a remake of Radiant Historia to the 3DS

The remake will be called Radiant Historia Perfect Chronology and, assuming it gets an English translation, should allow people like me who missed the game first time a chance to play it. For those who played the original version, Radiant Historia Perfect Chronology will boast an extra scenario to play through
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Gurumin 3D:
A Monstrous Adventure
Posted by Mark at 17:44

For all the handwaving and suggestion that it isn't the case, there's not a lot of getting around that, now Switch has been announced, the 3DS is approaching the end of its life. So obviously what's going to ease it gently into that good night is a port of a ten-year-old PSP game based on a PC game released two years prior.

Developed by Ys studio Nihon Falcom, Gurumin 3D: A Monstrous Adventure follows Parin, a young girl sent to live with her grandparents while Mum and Dad swan off abroad to do some archeology. The mining town that her grandparents live in is also home to a number of monsters, which are only visible to children.

The monsters themselves are split into two factions, one friendly one in Monster Village, accessible from a portal in the back of the town, and another, which attacks and destroys the village. Conveniently, Parin is able to take control of the Legendary Drill, and sets off to help the monsters rebuild their home.

The world beyond the Village has been shrouded in a thick fog, brought on by the monsters' sadness at losing their homes. The fog can be made to recede by cheering the monsters up, and you do this by getting their stuff back, which has been scattered at the end of a series of dungeons.

In this regard, Gurumin seems like the Zelda to stablemate Ys' Final Fantasy, which isn't entirely inaccurate. When I brought up Ys in a What We're Playing last year, I noted in passing that its combat system made it seem a little simplistic by comparison to other JRPGs, and that continues when compared to Zelda- the dungeons are very light on puzzles and as such this is perhaps better described as a combat platformer than it is an action RPG.

This isn't, however, a bad thing- the Drill is a much more versatile weapon than it initially seems as button-combo special attacks unlock as the game progresses, which goes some way to distracting from the lack of the new toys that Zelda would trickle into your hands and encourages more involved play. Even if you do want toys, there's a range of accessories Parin can wear which come with various buffs and bonuses for any situation.

The story, which doesn't give any middle of the road kids' show writers anything to worry about, at least can pull up a smile on occasion, particularly with Parin's sarcastic streak which is just pitched at the right level to stop the game taking itself too seriously without having her come off as a smartarse.

Your performance in dungeons is also ranked, although the ranking is based mainly on what percentage of the monsters you killed and the random pots you smashed, which threatens to bring the game a little too deep into collectathon territory, but thankfully not so much that getting the best rank becomes the main objective.

What does let the game down are a few technical glitches- for the most part the 3D works well, except for the speechbubble which appears over Parin's head whenever she's in front of something she can interact with, which annoyingly is right at the front of the scene alongside the HUD, which seems like a minor issue, but as it's always right in the middle of the screen directly in front of what you're trying to focus on it can lead to very confused eyes. Additionally all the enemies and NPCs inexplicably seem to be running at half the framerate Parin does, which is just odd.

The jaunty soundtrack and the involved enough combat and levels which put up just enough resistance to pull you out of autopilot without demanding all of your attention, coupled with being on handheld all gather together to help Gurumin fit perfectly into a niche- not quite as much as a console RPG (or for that matter, some of the more bloated 3DS RPGs) but notably more than what passes for RPGs on mobile, this is a very easy game to recommend.
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Posted by Ben at 14:48
Circle do an admirable job of bringing obscure Japanese games to the western 3DS eshop, and this time it's the turn of Ambition of the Slimes, which is, as things go, a great idea for an rpg

Slimes are the fodder of the rpg world. They're the training wheels. Well, what if they decided they were sick of that and took the fight to humans? Jumping in to our mouths and controlling us. A terrifying thought I'm sure you'll agree

Ambition of the Slimes is available in Europe and America on the 11th August priced at Ä5

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Posted by Mark at 18:01
Much like James, I've been at the Zero Time Dilemma. And I have many of the same criticisms. (And some spoilers, be warned)

Whether it's due to a lack of budget or a lack of talent, as James pointed out, the developers haven't been able to achieve what they wanted to with the switch to 'proper' cutscenes. Many animations look suspiciously like motion tweens, with one motion clearly finishing before the next one starting, and some creative use of camerawork to disguise a lack of elaborate or fast motion, giving the effect of posed mannequins coming to life, rather than real people- and they also keep making this one facial expression and I can't tell what it's meant to be.

Also, the less said about the voice acting, the better.

It's also meant that writer Kotaro Uchikoshi hasn't been able to use the Visual Novel format as effectively as in the prior two games- concerns about the player using their imagination aside, it's meant that everything has had to be on show, or at least has to be hidden by the plot, which can only draw more attention to things, not less. Without spoiling too much, both the prior games in the series hid story beats from the player behind being a visual novel- in fact, 999's biggest reveal only worked because of its format which was able to hide it in plain sight.

The game's shift into three independent but related stories, coupled with the time/space-jumping shenanigans inherent to the Zero Escape series also reduces the latter half of the game into some quite dull admin as different timelines need to be wrapped up, particularly in the First Come, First Saved plotline, where you have to go through the same thing three times from all three perspectives.

Much like with James' appraisal in his own WWP, despite seemingly exclusively giving the game a bit of a shoeing, I'm definitely enjoying it, although perhaps more as something that completed the series, rather than in its own right.
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External Rewards
Posted by Mark at 18:57

For as long as the programme's been airing, I thought that doing Big Brother would be really fun, as long as it wasn't on television and I couldn't show myself up in front of the nation. We take that last bit away, this idea of having no contact with the outside world, being locked in with a bunch of strangers and given tasks to do would have been an interesting experience.

Then I moved into a new flat, had no internet for two weeks and I was immediately bouncing off the walls.

This shows how important the internet has become to daily life- without it, save for a few MP3s I had no music, no news unless I picked up a Metro on the way to work and no television until I cracked and bought an aerial lead a few days in, and even then I couldn't just pluck what I wanted off iPlayer, I could only watch what was on at the time, like our predecessors used to have to do in Downton Abbey times (I assume- it wasn't on that night so I wasn't able to check)

But most importantly is what it's done to games. Games was a thing I still had- or at least for the most part what I didn't have didn't bother me- I've always been a single-player gamer primarily so I didn't miss multi, and while many mobile games refuse to work without an internet connection, I basically don't play them so that's not a loss. Yet, I didn't want to set up the xBox because I thought my Achievements might not sync, or at least might have incomplete data, making a mess of my TrueAchievements stats.

I'm not entirely sure what that says about modern games, that not only am I not playing them owing to a lack of rewards external to the gameplay experience, but that I'm also not playing them so I don't have to play them again to get the rewards, but I can't imagine it's good. (And James will definitely be able to explain why)

Thank heavens, then, for the Wii U- this period saw much of Hyrule Warriors fall (Which itself has what is quite explicitly an Achievements system, but not one that ties into anything other than vanity Miiverse posts which I'd switched off when I started the game in the old flat) which I enjoyed much more than I'd expected to.

The return to a public transport-based commute means the 3DS has also seen some action- I'd started Weapon Shop de Omasse, the last of the Guild01 games, which was delayed massively as it's mostly text (the game's story is told through a Twitter-esque news feed, which went some way to reminding me of all that internet I couldn't have) which, while reasonably well-written, is perhaps a little too long to keep its joke running and isn't really carried by the rhythm-based weapon-crafting gameplay (although that does differentiate it enough from the superfically similar Recettear, which was an inital concern going in), and I've been able to dig a bit further into Persona Q.
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Posted by James at 16:08
Surprise! Announcements like this, which completely appear out of nowhere, are the best. Moreso after the dust settles at E3.

But did it really come out of nowhere? A bit of sleuthing suggests that Mastiff have been dangling this version of the game in front of our very eyes, having created a Twitter account with the handle @Gurumin3D back in March, and tweeting that they were off to E3. It all makes sense now...

Anyway...Yes, Falcom's action adventure game, Gurumin, is heading to the 3DS in July courtesy of publisher Mastiff, and this is a release to get excited about. No, seriously.

In fact, I recently picked up the PSP version as part of my effort to revisit those games I missed in the PSP's software library, and I found it to be a charming action adventure title that has its own unique identity, enough to hide some of its shortcomings.

A 3DS version of this makes a lot of sense. Gurumin has a lot of platforming, and some of it can feel quite rote -- at least on a handheld -- due to the lack of visual feedback as to where all the platforms lie in relation to your character, Parin. So hopefully the developers will program in a good 3D effect to make the game's platforming feel natural and confident.

It's currently being developed by Opus Inc, who have done good programming in the past with the PC versions of Half Minute Hero, in conjunction with Falcom and iNPLAS, who, er, previously worked on this.

Please make sure the 3D effect is good, programmers.
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