Octopath Traveler – Day of the Demo


Neither Simeon or Scott are big RPG players, but how can you resist a game that looks like Project Octopath Traveler? Especially when a free demo is available! This Square Enix title is coming to Nintendo Switch in 2018, but we’re going to take it for a spin and get some initial impressions of the game.
“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Are We Any Good at Star Fox 2?


Star Fox 2 is a divisive game. Media outlets tried scoring it, but that was met with much strife over how a cancelled SNES game should be scored in 2017. Let’s put all that aside and actually play the game, shall we? Scott actually makes it way farther than he expected to in this run. Thoughts on the game? Comment below.

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Next Classic Edition: Gameboy Vs. N64


We were amazed and surprised by the NES Classic Edition. We were relieved and glad for the SNES. Now… what’s next? Gameboy or Nintendo 64? Time will tell, but Two Button Crew is here to stack up the pros and cons of each and determine which is more likely! Agree? Disagree? Let us know in the comments!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Nintendo’s Making Lots of Excuses


Nintendo, supply, and demand. Three words that don’t always mesh together very well. They’re at it again, this time with the SNES Classic Edition. And when the Public Relations dude at Nintendo seems lost for words, well, the situation must not be pretty. Also, Sonic Forces isn’t shaping up too well on Switch. Unfortunately, a bit of a downer this News week. However, we round things out by talking about the awesome Nintendo World Championships!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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So… Let’s try this “Stardew Valley” Thing


Scott’s grandpa just died and left him a farm (Two Button Crew Farm, to be precise) to inherit. After clearing out some dead branches, bushes, and rocks, Scott was ready to plant a few parsnips. But he has no idea what he’s doing, and there’re a bunch of neighbors in the city nearby that he’s yet to meet. Oh, and he hasn’t eaten in 7 days. How will Scott survive? Watch to find out!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Mega Man X – Newb Vs. Pro


In our previous Mega Man Trivia episode, we proved that Simeon is a master of Mega Man knowledge. This video, today, is here to prove that Simeon’s got just as much skill in-game as he does outside. And for your comparison pleasure, we have Scott, who will contrast Simeon’s awesomeness with pure newbishness.

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Maga Man Trivia – Can We Stump the Pro?


Simeon is a bit of a Mega Man whiz. He’s a speedrunner and all-around know-it-all when it comes to the Blue Bomber. But can Scott scour the internet for obscure details about the franchise to take Simeon by surprise? Watch and see!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Future of 2D Metroid, Wii Shop, Mega Man?!


In the first-ever installment of Live Show News, we’ve got our crystal balls out to talk about the ~future~ of video games! Wii Shop Channel? Mega Man? 2D Metroid? It’s all here, and discussed by Simeon and Scott!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Steam-Rolling Through Dig 2!


It’s the first installment of Let’s Play Switch! Simeon and Scott sit down to take SteamWorld Dig 2 for a spin, the newly released digging Metroidvania Nindie title. Is it worth your $20? Yes! Is it worth you watching this entire video? Yes again!

“Escape the Premises” Kevin MacLeod (incompetech.com)
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Will Odyssey Deliver on the Mario Formula?

It’s hard to believe, but this month marks another monumental game release from Nintendo! Joining the ranks of games discussed for decades like Super Mario Bros., Super Mario World, and Super Mario 64 is the newest game we won’t stop talking about for generations: Super Mario Odyssey. Link did a fantastic job carrying Nintendo’s new console through its infancy, but the torch is being passed to the plumber himself. Buckle up folks, this is gonna be big.

There’s no doubt Odyssey will sell millions, even a few tens of millions, or that it will be a hot topic for the entire Switch lifespan and beyond. But that’s not to say it’s a guaranteed hit. What we don’t know yet is: will it be good? Will it be truly great?

The potential is there. The track-record is evident in the series’ preceding entries. All Mario needs to do is avoid a few pitfalls, stick to what has worked, and wow us from time to time. A combination of tried-and-true best practices and fresh experiences will create a masterpiece.

Half of the puzzle has already been completed. The fresh ingredients: totally accounted for. We won’t be left wanting for any wow-factor, as already evidenced by numerous surprising trailer moments: Mario jumping out of a realistic city street’s manhole, Mario’s hat being alive, the game has T-Rexes… just to name a few.

Today, what I’m concerned with is this: Did the developers keep what worked from previous entries in the series? From the short time I’ve played Mario’s new adventure, and from what I’ve seen of others’ gameplay, I’m not so sure. I keep looking for those non-negotiable Super Mario elements, and unfortunately, some of them aren’t evident. Take a look for yourself.

Tight Controls

If we choose to ignore the Arcade Mario Bros. title, we can safely say that the Mario series has always featured tight controls. Whether you were making pixel-perfect adjustments with a D-Pad, or performing aerial cartwheels with an analog stick, the player always had complete and finite control over the mustachioed hero’s movements. However, Nintendo is pushing a control scheme on this game that will prove to be unideal. They say that disconnected Joy-Con with motion controls is the best way to experience Odyssey. However, that leaves us with the Switch’s signature small sticks (or S.S.S.S. for short). The analogue sticks on Switch aren’t very tall, and thus have a reduced range of motion. That’s fine for games like Breath of the Wild, where your character is often traversing in the same direction for long periods. But for intricate platforming, more range is needed.

I would recommend the Pro Controller as an alternative, but we run into further complications with that scheme, just like we do in Handheld mode: motion controls disappear (good), and are replaced with complicated combinations (bad). You would think with all the face- and shoulder-buttons at the Switch’s disposal, simple assignments would suffice, but unfortunately, performing the spinning-Cappy-throw (for example) requires you to physically spin Mario in a circle before hitting the Cappy button.

Another area you will notice the absence of tight controls is in 2D segments—you know—the really cool-looking 8-bit graffiti art portions? As attractive as those look in trailers, it’s really weird and off-putting to play with a modern controller. Imagine trying to navigate the original Super Mario Bros. with an analogue stick, and you’ll get an idea of the sensation. Furthermore, 3D “rules” of Mario still apply during these retro levels, which means running into a Goomba doesn’t make you shrink down, but you lose part of your life meter instead, resulting in a feeling of disconnect.

Level Design

If there’s one thing Super Mario Maker proved, it’s that we all have a long way to go in becoming level designers. The community generated courses simply caused me to appreciate Nintendo’s internal team more, who have proved time and time again that they can carefully craft experiences that will pull newcomers and veterans through to the end. Each level in a Mario game has clear goals, features, and themes. In Super Mario Odyssey, this clear-cut level design might be ditched in favor of an overly-open, sprawling collection of miniature attractions. Places to earn Moons are abundant, which could be a detriment to more meaningful challenges.

Progression Structure

To be perfectly honest, I’m most concerned about this one. We just discussed the plethora of Moons that this game contains, and it doesn’t excite me. 120 Power Stars was a lot to collect in Mario 64, but it was manageable thanks to a cohesive overworld that guides you to specific worlds, and specific tasks within those worlds. The developers of this new Switch title tout the fact that gameplay is returning to a sandbox nature, but that implementation can be taken too far.

In past Mario games, you know if you’re missing something. You know if a world is incomplete, and if a level was too difficult to clear for the time being.

In Odyssey you are provided with a list of Moons collected (with dates), but how will you know where new ones are? How will you know if you got all the Moons in a certain area, except one that you’re missing one in the corner? How much backtracking will be involved, and how many Moons will I pass up simply because I didn’t think to ground-pound a certain summit, or break an inconspicuous box?

You see, I’m a Shrine kind of guy. I love counting down from 120, hearing my Sheikah Slate alert me to a Shrine’s proximity as I enter a new area of the map… but you’ll never catch me trying to collect all the Korok Seeds. And I’m afraid that Moons are more akin to Seeds than Shrines. I hope I’m wrong.

Power-Ups

Gotta love Mario’s power-ups, right? Fire Flowers, Capes, Penguin Suits, Boo Mushrooms, and more! Well, they’re gone, folks. At least, that’s what this quote from the game’s producer heavily implies:
So when we wanted to create Mario games this time around we wanted to focus on the actions Mario can do and in previous Mario games he was able to get power-ups and new abilities. But this time around when we were making many different prototypes and changed our approach that found capturing or “possessing” enemies worked well so we stuck with that. -Mr. Koizumi

It’s unfortunate, to see such a mechanic go. In 2D Mario games, getting a Super Mushroom and earning that feeling of added security and power is iconic. In 3D titles, power-ups haven’t ever been as strongly implemented, but as a result, getting a Fire or Ice Flower felt like a treat. These elements have been discarded in favor of Cappy.

Gimmicks

Speaking of Cappy, he’s the new gimmick! New entries often feature a defining “gimmick,” be it Yoshi, Fludd, or over-the-top new power-ups like the Cat Suit. These open up whole new gameplay opportunities and dictate much of the level design. Odyssey’s most prominent and promising mechanic is Capture, which satisfies this aspect of the Mario formula nicely.
Let’s just hope Cappy doesn’t turn out to be the new Navi, eh?

Music

Mario music typically accomplishes two things. One: it’s catchy, and it gets stuck in your head. Two: it provides strong location associations. You can close your eyes and know exactly when Mario is underwater, in a dessert, or in Bowser’s castle. Did you just hear each of those themes in your head? I haven’t seen enough to know if Odyssey will deliver on this front, but there’s a good chance it will.

Enemies & Bosses

Baddies in the Mushroom Kingdom are always fun to stomp, and they don’t usually get repetitive or bothersome like the creatures in Metroid: Samus Returns. Hopefully, this game’s design will still lend itself to some combat, rather than just Capturing the majority of enemies in sight.

Bosses, while providing a spectacle, are typically an easy three-hit affair. This is an area where the new Switch title could easily improve upon tradition, and make boss encounters more intricate and memorable.

Charm

What would a Mario game be without charm? Character design, animations, music, and polish all create a compound for charm. Mario may be formidable when facing the forces of evil, but he’s equally adorable.

So… what’s this about real tyrannosaurus rexes roaming around? And realistic, proportionate humans walking alongside Mario in New Donk City?

I’m really questioning these design choices, and have been ever since the game was revealed.

Conclusion

Overall, Super Mario Odyssey appears to be a hodge-podge.
That’s the word for it. Just a big stew of locations, art-styles, new and old Mario sensibilities, and certainly a gigantic mix of objectives and tasks.

Will such a recipe, with that many ingredients, actually turn out well? I sure hope so, because I’m a day-one customer and lifetime Mario fan. I do trust Nintendo, but I’m not fully sold on this new direction, and I know I won’t be unless I take the game home and it proves me wrong. If that happens, I’ll update you! Fortunately, I’m entering the experience with low expectations, and that’s the safest posture to take. We’ll find out on October 27th!

TBC 004: Gaming Conventions

Play

If Breath of the Wild was made to BREAK conventions, this podcat is here to CELEBRATE them! Actually, we’re talking about literal gaming conventions, like E3, Gamescom, PAX, and the rest. We’ve got experiences, memories, wish lists, and more. Should Nintendo go back to their stage shows? How bad were their old E3 blunders? Anyone else remember Cammie Dunaway? Let’s reminisce!

Ready for more TBC Podcast? We are an ad-free show, and you can support us on Patreon: http://patreon.com/twobuttoncrew

Get Your Daily Nintendose of Fandom on our YouTube channel: https://www.youtube.com/TwoButtonCrew

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Rise and Fall of Nintendo Power

We’re going to take a break from making NF videos after this one, so make sure to enjoy it and drop a comment!


Before NF, there was NP. Nintendo Power was a long running magazine, originally produced in-house at Nintendo. Over the publication’s many years, it evolved and changed with time as well as with new ownership. Simeon and Scott from Two Button Crew are here today to jog our memories on Nintendo Power’s storied history!

Footage credit: Nestalgia

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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The Final Episode – #600

We don’t want you to overdose on your Nintendose!


#600 – Six hundred episodes later, this chapter of Two Button Crew is coming to a close. It’s been a wonderful ride, and we thank everyone that has supported us over the years. But we’re not going away! No, you can’t get rid of us that easily. Simeon and Scott have a masterful plan to come back with a vengeance. Watch for all the details on why we decided to wind down the daily show, as well as what’s to come. Lastly: thank you for everything.

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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What Nintendo Has Taught Us

Also we’ve learned to dislike money!


#599 – Nintendo has been around our whole lives, and when we take the time to stop and reflect on it, it turns out: we’ve learned quite a lot from the quirky Japanese game publisher. We knew Nintendo was fun and creative, but also a source of life lessons? Why not! Simeon and Scott have a list, as well as some great additions from Two Button Crew patrons. Thanks, Crew!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Underrated Games You Have to Play

You won’t be sorry.


We don’t want you to miss these golden titles! We’ve played all these underrated games, and they deserve a lot more attention than they get. You can find all these on the cheap, so take our word and thank us later!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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PAX 2017 Trip Recap Vlog + Nindies

Got to meet: Peer, Brian, Zach, and even Jose!


#598 – We really had an awesome trip to PAX West 2017. Our patrons funded the trip, and we’re super thankful that you guys made it happen. In this Vlog you’ll get to see us travel, snag some last-minute Sunday passes, meet IGN staff, sneak into the showfloor while it was closed(!), play some Nindie titles, as well as new Mario & Luigi and Fire Emblem Warriors games! Make sure to watch until the end!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Pokken Tournament DX Impressions (PAX 2017)

I think I discovered a pattern… this guy always let me win Round 1 and then spanked me!


#597 – Pokken is back! We played the original on Wii U, but now the Switch is receiving a deluxe inversion that includes all the arcade characters, plus a newcomer! Scott challenges a Nintendo rep in this video, so forgive him if he gets spanked. At least you get to see four playable characters in action that weren’t available on the Wii U version!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Mario Odyssey Gameplay + Impressions (PAX 2017)

Yes, it is great.


#596 – Super Mario Odyssey is Nintendo’s next big hit game coming to Switch. We went hands-on and explored the Sand Kingdom. Included in this demo are a few different 8-bit challenge sections, purple coin locations, and an interesting Capture mechanic that involves a big Tiki Head and sunglasses. Enjoy this sneak-peak at Super Mario Odyssey!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Runner3 Gameplay + Impressions (PAX 2017)

Looking REALLY good for a 2018 title!


#595 – Runner3 is the third installment in the Bit.Trip Runner/Runner series, made by Gaijin Games/Choice Provisions. Commander Video has gone through some changes, including receiving the ability to double jump, wall-jump, and more! We went hands-on with a number of different levels and environments, and we gotta say, development seems pretty far along. It’s a really polished indie game. This is a tough one though, so forgive Scott when he dies!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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