Nintendo has announced that Mario Kart 8 is getting DLC and many people have already pre-ordered the bundle of two packs that will be available. The first pack of DLC will be launching in November and includes a character from The Legend of Zelda for the first time. Link will be making his racing debut and many people expected him to have some vehicle to come along for the ride. Nintendo could have gone crazy and given people and Epona Cycle, but they did something even crazier. They actually made an Epona Cycle. Well, in reality it’s just a motorcycle with a body sort of shaped like a horse. It’s called the Master Cycle and it looks pretty good, right? It’s horse-like enough in shape to give the feel that Link is riding a horse, but not goofy like the Merry Go Round cart in the game now. I like it. I probably won’t use it much because I don’t like motorcycles in the game, but it looks cool.
I like rhythm games y’all. Games like Rhythm Heaven and Elite Beat Agents are regular entries into my systems. There’s just something about getting into a rhythm (no pun intended) and sort of zoning out on the music. I remember when Kickbeat was first announced and how interested in playing a rhythm game from Zen Studios I was and then disappointed when I found out it was going to be a Playstation exclusive (due to not having a Playstation system at the time). I’ve been a big fan of all the stuff I’ve played from Zen Studios whether it was their numerous pinball tables or their sidescrolling RTS Castlestorm. Now Kickbeat is out on Wii U so I finally get to play the game I was so excited about to begin with. Was it worth the wait?
What You Need to Know
Kickbeat is a rhythm based fighting game. Well, actually it’s mostly rhythm game disguised as a fighting game. Actually, it’s pretty much just a rhythm game that happens to have some fighting in it. Your character stands in the middle of a circle and is surrounded on all sides by enemies. They attack you and you have to fend off their attacks in time to the music by hitting the corresponding face button. The four buttons match up with the position of the face buttons on the controller so it’s easy to keep track of where you’re supposed to be hitting at all times. You play along with the game’s 18 song soundtrack as you try to restore music to its rightful place in the world. There are other modes outside of the main story mode like an endless survival mode where you are not given any of the normal visual cues and you have to survive as long as you can or an equalizer mode that basically plays the game for you so that you can listen to the music and watch the events of the song unfold on screen. (Something more rhythm games should do.
With a lot of the internet’s focus lately on the role of females in games and their portrayal it’s great to see a game like Hyrule Warriors come along and do a really great job in portraying the female members of the cast. Every playable female character in the game, of which there are eight (seven if you don’t consider Fi a female), are fantastic in their own way. They’re strong, they’re unique and they’re a great cast of characters for any female player out there to be proud to use.
It’s one of the marquee moments on any Nintendo platform, and for one platform, the game that will hopefully drive it out of its current lull. Super Smash Bros is almost upon us, and this time around, in two forms – for 3DS and for Wii U. With anticipation building ahead of its release at the end of the year, I got some time with both versions to see just how big a leap this is from Brawl.
Let’s start with the Wii U version. The most obvious difference between this and Brawl are the graphical improvement afforded by HD. The game looks absolutely beautiful, and as shown in the daily screenshots, the range of small details on show in just a few minutes of gameplay is a sight to behold. With the addition of the GameCube adapter, this really does feel like the evolution of Brawl and Melee, and I slipped right back into the groove of playing it.
In terms of gameplay, Super Smash Bros for Wii U falls in between Brawl and Melee – it’s much faster than Brawl, and much punchier than Melee, leading to a weighted feel. Every impact feels like it has something behind it, and there’s a definite thud from the audio as KOs are made. This feels very much like the next step in Smash Bros. Read more…
If there’s one name that is synonymous with creative ideas in the games industry, it’s Shigeru Miyamoto. It’s little wonder then that Nintendo are turning to him in a bid to save their ailing console, looking for fresh ideas with a focus on the GamePad. While E3 gave us a tantalising glimpse of a new Star Fox game, two playable ideas from the mind of Miyamoto were shown; Project Guard and Project Giant Robot.
While both of these are in a playable form, they clearly remain at a tech demo stage, and showcase ideas that could be implemented on the GamePad. As to whether they’ll ever see a retail release, it really is anyone’s guess. Nonetheless, I got a chance to play them, and a rare glimpse at the tech demo process within Nintendo.
Project Guard is Nintendo’s crack at the tower defence genre. Besieged by robots of varying design, your job is to man one of 12 defensive towers to defeat the oncoming horde. It’s a simple principle, but one that is greatly enhanced through use of the GamePad.
While the TV shows video footage from all 12 cameras at once, with focus on a controllable one in the middle, selection of your currently armed camera is done entirely through the GamePad. The result is a split focus – do you focus on the overhead map on the GamePad to select targets, or do you attempt to utilise the displays of all 12 on the TV? It’s a delightful mix of tower defence and tactical thinking, and one that is enhanced with a group of friends helping you to analyse the TV screen.
The gameplay boils down to selecting a camera on the GamePad, bringing it up on the TV, and then taking manual control to defeat in-coming robots. There are a variety of robots to defeat, be it birds that steal the cameras or ball bots that need to be pushed away before they explode, leading to a high level of tactical planning, especially when placing cameras before the match starts. Read more…