If you ever need your eyebrows slimed, call us first.
It’s popular with the kids and it’s popular with the squids – SLIME! Simeon and Scott are here to play with slime (in a Nintendo-like fashion) for YOUR enjoyment. So play along and see if you can guess the characters that their slimy faces portray.
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
#559 – Splatoon 2 launched last weekend and it’s been a whirlwind of fun! While the sequel isn’t unlike its predecessor, there’s nothing wrong with that. It perfects some of the mechanics while adding extra modes! In this episode, Scott covers some general impressions while playing the first level of campaign mode and then taking it to Turf Wars. Are you team Pearl or Team Marina? (Nevermind, don’t even bother answering that.)
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
If we can accomplish this feat blindfolded, I think that means we’re a CUT above the rest. GET IT?!
Snipperclips is a fairly challenging game! This second-party title, uniquely created for the Switch console, is perfect for two players, but the difficulty does ramp up after only a handful of levels. So we thought… why not make this incredibly more challenging by having a blindfold on one of the players at all times?! I MEAN WHY NOT?!
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
#560 – Retro Studios is home to some of Nintendo’s most talented developers, but it always seems like such a mystery what they’re working on! Each year as E3 approaches, speculation is always bound to circle one topic: What is Retro cooking up in Austin Texas? Some hope for a new Metroid Prime, while others are content with Donkey Kong Country, Returns entries, but what about new IP? We discuss all the possibilities in today’s episode of the Two Button Crew show.
Footage credit: Metroid Prime Sunken Frigate – AuraChannelerChris | Donkey Kong Country Returns Minecart – AlphaAxl | Donkey Kong Country Tropical Freeze – NintenDaan | Mario Kart 8 Deluxe: 3DS DK Jungle – GamerJGB
“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
#561 – As Reggie once said, Nintendo fans are “insatiable.” We really can’t deny it. As soon as we learned the NES Classic Edition was being made, we celebrated alright… but fans quickly turned their focus to the prospect of a Super Nintendo Entertainment System reboot. And now that we’re getting THAT this holiday, what else could we think about besides the Nintendo 64? So many must-plays debuted in 64 bits that the list practically writes itself. Watch us read off our picks for inclusion!
Footage credit: Diddy Kong Racing Wizpig Race – William5000000 | F-Zero X – arronmunroe | Goldeneye 007 – CasaRetro | Paper Mario – NomComms | Pokemon Snap – DazzaBound
“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
#562 – It’s really happening. Dark Simeon makes his return to the Two Button Crew channel and he’s derailing it with non-Nintendo talk! Today we’re discussing all things SEGA, from their confusing console lineup to the mistakes that threatened to put them out of business. Please like this video for the guy-liner that was used for your enjoyment.
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
Did we cross any lines in this episode? Barely not? Okay!
#563 – This video is a little hard to explain… let me try: You’ve been pronouncing everything Nintendo related WRONG. For a long long time. I’m sorry, but you’ve been horribly misled all these years. Your heroes, Simeon and Scott, have gone on a journey to discover the true pronunciations of all things Nintendo and this video contains their findings. Watch, listen, and learn… but most of all, repeat.
“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
Welcome to That Was a Thing! A new series in which I discuss my favorite weird, obscure, or simply underrated pantendo games and media. Think of it as the evil twin to Simeon’s Nintendo Experience series. In this inaugural installment, I’m going to look at one of my favorite—not to mention one of the only—real-time strategy Nintendo series out there: Battalion Wars.
The Battalion Wars duology was a spin-off of the Nintendo Wars franchise and originally had the working title of Advanced Wars: Under Fire. Unlike the other Nintendo Wars games, however, Battalion Wars wasn’t developed by Nintendo or Intelligent Systems, but a British company: Kuju Entertainment. The first game was released for the GameCube on September 19, 2005 and its sequel debuted on the Wii on October 29, two years later.
Overview
The Battalion Wars games are a combination real-time strategy and third-person shooter. Like most R.T.S. games, players are tasked with completing objectives with the units provided for the mission—riflemen, tanks, bombers, etc. Needless to say, each unit type had its own strengths, weaknesses, and abilities and the majority of the strategy revolves around knowing where and when to deploy each unit. The unique selling point of this game is that the player directly controls one of the units the whole time, with the ability to freely switch between units as needed. Think of it as being sort of like Pikmin but with guns…and tanks.
Both games are set in a fictional world filled with global super-powers just itching to find a use for their massive armies. Seeing as the series was developed in England, each of the games’ fictional nations are comically stereotypical counterparts to real-life countries. The United States is represented by the gung-ho Western Frontier, the Tundran Territories are an odd combination of Tsarist/Soviet Russia, likewise Xylvania combines Imperial Germany with Nazi Germany, the Solar Empire is a futuristic tropical Japan, and the Anglo Isles—first introduced in the second game—mirrors the Anglo Isles…I mean the United Kingdom…seriously, they weren’t even trying to be subtle with that one.
As to be expected, each of these nations employ an eccentric and colorful cadre of commanders. Each mission has the player receiving orders from one of their faction’s commanding officers while the enemy commander emotes and responds according to the events of the game. While they don’t offer any special gameplay bonuses like the commanders of the Advance Wars series, the commanders’ typically blasé attitude toward warfare and nonchalant dialogue helps keep the tone light. I would say the only commander that I personally didn’t care for was Empress Lei Qo of the Solar Empire—who left so little of an impression on me, I had to look up her name just to write the previous sentence.
The third-person perspective really is what makes gameplay stand out. Giving orders from the perspective of one of your men while returning fire yourself really makes you feel like you’re an actual part of the conflict, instead of some ghostly observer calling the shots. When your battalion’s under fire, you’re under fire, and having to make tactical decisions in the midst of the chaos of the battlefield can create some really tense moments. Then there are the times when you spot some enemies in the distance or look at the map and have to plan your next move. I’m not sure I can properly express the feeling I would get as my men crowded around me, expectantly waiting for me to formulate a plan of attack.
Being an entity on the battlefield requires the player to look after both himself and and his units.
If quality gameplay wasn’t enough, these games are also overflowing with personality. The games’ humor and cartoonish visuals give the series a lighthearted tone; these aren’t games out to deliver a ham-fisted “war is bad” message but instead revel in the innocent—and perhaps naive—feeling of playing with toy army men. Despite having the depth of a Saturday morning cartoon, almost every character is likable in some way—with my personal favorites being Tsar Gorgi, Kaiser Vlad, and Col. Austin—and I genuinely wanted to know what happened to them next. Each faction’s units are instantly recognizable, and their designs convey a lot of personality, not just for the unit itself, but for the faction it belongs to.
Giving orders from the perspective of one of your men while returning fire yourself really makes you feel like you’re an actual part of the conflict.
Now that we’ve covered the basics, take a closer look at the first game.
Battalion Wars
The cute proportions and solemn color choice of the cover art sums up the game’s unique atmosphere quite well.
I first heard of Battalion Wars from the now defunct Nintendo Power Magazine. That’s not to say I immediately took an interest in it, however. I wouldn’t pay it much mind until my younger brother returned from the now defunct Hasting’s Entertainment with a used copy of the game. Shortly after he inevitably lost interest in it, I took a crack at it and fell for it harder than Tsar Gorgi off a bridge (too soon?).
The game places the player in command of the forces of the Western Frontier—with some exceptions in the form of unlockable bonus missions. The story begins during an uneasy truce between the Western Frontier and their longstanding enemies, the Tundran Territories. War breaks out when Western Frontier troops find a Tundran spy on the Frontier side of the border. As the plot continues, the Tundrans ally themselves with the Xylvanians, the Xylvanians betray the Tundrans, an old man is thrown off a bridge, I think there was a zombie-ghost legion at some point…you get the picture.
While it won’t win any awards, the story has a great sense of progression to it. Plot-wise, mission objectives often tie into something you did in a previous stage. If you saved a spy, you can bet his intel is what will point you toward your next target. The fort you defend in one mission is essential to launching a counter attack in the next and so forth. It’s a small detail, but having your actions contextualized like that goes a long way toward making your input feel meaningful.
While it won’t win any awards, the story has a great sense of progression to it.
While we’re talking about writing, I need to discuss the most important character: the grunts. Throughout the game, the troops under your command are constantly responding to your orders, quipping at the enemy, talking among themselves, or commenting on the situation at hand…and it is freaking adorable! Okay, I know that sounds like it’d get annoying after awhile, but the troops have so many lines that I would sometimes still be discovering new ones on my fourth or fifth play-through of particular missions.
“I’m beat…let’s make camp and whip up some cocoa!”
On to the atmosphere: the visual style is a strange blend of cute, chibi soldiers and vehicles and a muted color palette that gives the environments an oddly grim and gritty feel. This, in conjunction with a great soundtrack that wouldn’t sound out of place in an old WW2 movie, produces a unique atmosphere in which the tone is never too heavy or oppressive but the player is still fully aware that—no matter how cute the enemy’s tanks are—this is still war.
The game isn’t without faults, however. The A.I. for units under the player’s control is a little slow on the uptake, to the point of seemingly lacking a self preservation instinct at times. I found any mission where I had to fight enemy aircraft especially aggravating, as anti-air vets tend to not take initiative, resulting in massive losses from even brief lapses in focus. I didn’t care much for missions where the game expects me to command planes and ground forces at the some time, either. For whatever reason, when given the wait command, planes continuously fly in a straight line instead of staying in proximity to where they were when the order was given. This required me to constantly check back on them to make sure they weren’t about to fly over enemy anti-air embankments.
Battalion Wars 2
More playable factions, more unit types, more color! KA-BOOM!
Battalion Wars 2 starts its story off 200 years in the past by showing the player the final conflict between the Solar Empire and Old Xylvania at the end of the “Lightning Wars”. Bottom line is that the S.E. nukes O.X.’s H.Q. with an orbital death ray and then—fearing that the weapon is too much power for anyone to wield—chucks the controller (a staff) into a glacial ravine…what could possibly go wrong?
Back in present day, it’s been 2 years since the events of B.W. 1 and the nations of the world are at peace…until the Anglo Isles preemptively attack the Solar Empire based on rumors that they are harboring some sort of super weapon. The plot jumps between flashbacks and modern day from there with each campaign focusing on a different faction: a conflict between the Western Frontier and Tundra, the Anglo Islands staving off the Solar Empire’s retaliation, one where the player controls Old Xylvania’s forces, and finally Tundra’s attempts to prevent Xylvania from finding the staff.
The plot sounds a lot more complicated, but it really isn’t. I assume the 200-year-old-artifact-of-doom plot was meant to make the story feel bigger than the last game’s. Unfortunately, I’m not very fond of epics; I much prefer down-to-earth plots as I think they tend to have better focus and require the author to actually make me care about something specific like people or places. Fortunately, most of the characters are still quite likable, including most of the new ones.
Sadly, the narrative’s constantly changing point of view leaves the story unfocused and absolutely kills that sense of progression the first game had. You only play as any one faction for at most five missions (usually less). Between less emphasis being placed on the player’s actions between missions and the fact the player constantly switches sides, that feeling from the first game of being a single commander fighting in a series of much larger conflicts is completely gone.
Did I mention the volume on the player’s soldiers has also been dramatically reduced? They still speak, and I’m sure it’s still adorable, but I for the life of me can’t hear what they’re saying.
The narrative’s constantly changing point of view leaves the story unfocused and absolutely kills that sense of progression the first game had.
Moving on to the visual design of this game: many of the units received redesigns, especially the Tundran Territories’ infantry, most of which I think are improvements. The same can’t be said for Brigadier Betty: her look, not to mention her distinctive voice and a good deal of her peppy can-do attitude, are gone, making this iteration rather bland and forgettable. Speaking of bland, the game’s color palette is much more colorful which, while fitting well with the cartoonish style, demolishes the unique atmosphere of the B.W. 1 and stands out less by comparison.
On the left, a plucky, upbeat, and memorable character; on the right, the uncanny valley.
Okay, so maybe the aesthetics and narrative aren’t on par with the original, but this game fixes many of its predecessor’s failings when it comes to gameplay. The A.I. is much more proactive: there were many times I would be ordering my units to attack a tank or some entrenched enemy infantry and would be surprised by the wreckage of an enemy gunship I didn’t notice suddenly crashing nearby. Oh, and planes finally fly in circles when put on standby!
The motion controls also make targeting enemies and issuing commands a snap. The only place where they really feel out of place is when controlling aircraft, as pointing the Wii remote up or down controls altitude. This feels awkward, especially if the player is trying to target a ground based unit, partially due to the game not making the change in altitude immediately obvious.
The game’s missions do feel a bit more repetitive than before. BWii’s missions follow a pretty predictable formula: defend a location then go on the assault or go on the assault and then defend the capture point. That said, BWii doesn’t have any missions that drag on too long or feel unfair—which the first game was occasionally guilty of, so I guess it more or less balances out.
The game’s missions do feel a bit more repetitive than before. That said, BWii doesn’t have any missions that drag on too long or feel unfair—which the first game was occasionally guilty of.
Of course, Battalion Wars 2 also brought new gameplay elements to the table: naval units and buildings. Naval units basically feel like tanks and artillery, but much more sluggish. That said, the game does a great job of conveying their weight and scale, and their long range means naval missions don’t feel too drawn out. Unfortunately, missions in which the player has to command both land and sea units tend to feel disjointed and tedious, due the two unit types’ inability to travel together and the player not being able to use the “All Units” button to regroup their units without messing up their positioning.
Buildings are a solid addition. Players can’t select their position, instead having to secure predetermined locations. Once under the player’s control, buildings will periodically replace fallen units corresponding to the type of building (e.g. aircraft for airfields). These help take the edge off, as the player doesn’t have to worry about losing essential personnel. That said, the fact that units have to run all the way to the players position, which can be on the other side of the map, means the player can’t rely on reinforcements too much.
Debriefing
Despite all of the flak I just gave Battalion Wars 2, I do think it’s the better game. While I think Battalion Wars has more personality, it can also be much more tiring—and sometimes frustrating—to play. Of course, neither is particularly hard to come by, and they’re both worth your time.
Sadly, Nintendo never commissioned Kuju to make a Battalion Wars 3. I think it’s blend of action and strategy would’ve been a great fit for the Wii U, and the Wii U gamepad would’ve been a great help in micromanaging units, something that neither game made easy. Nintendo still seems to have a fondness for cartoony wars games if the recent 3DS game Tank Heroes is anything to go by, so I haven’t completely given up hope. If the rumors of GameCube games coming to the Switch’s Virtual Console are true, I’d happily double dip on Battalion Wars…and not just because of how utterly unreliable old GameCube memory cards are.
About the Author
Glen Straughn is a lifelong Nintendo fan whose love of video games has inspired him to pursue a career in computer programming. He is currently studying to receive his masters in computer science from Oklahoma State University. He has gotten an S rank on every mission in BWii, and even managed to get an S on the final mission on his first successful play-through…completely by accident.
If you’re old enough to remember printed game manuals, you’ve probably heard gamers joke about how superfluous they were. Ever since the mid 90’s, games have featured in-game tutorials and, even then, most people are smart enough to figure out the basics just by fiddling with the controller for a few seconds. They were utterly redundant. And yet, just about everyone admits that the first thing they did when they bought a new game as a kid was read those blasted booklets cover to cover. I know I did.
Nowadays, print manuals have been phased out in favor of in-game tutorials and digital guides accessible with a few, quick button presses. But just because something’s extinct doesn’t mean it’s not worth studying. Let’s take a look at how game manuals evolved over the years.
These have been gone for eons, and yet every natural history museum has to have at least one.
I’ll be limiting this examination to one mainline Mario title per console generation: Super Mario Bros., Super Mario World, Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy 2. Why? Because contrary to popular belief I actually have a life, and to do this properly is way more work than even I’m willing to put out.
Printing
The most noticeable difference between manuals at first glance is their physical construction. The original Super Mario Bros.‘s manual is approximately 5.2×4 inches, which is considerably smaller the manuals of later generations, which all average to roughly 4.6×7 inches. Of course, size differences pale in comparison to the actual printing. With the exception of the cover and the gold Nintendo Seal of Approval on the first page, Super Mario Bros.‘s manual is entirely in black and white. Later generations would feature full color print for their manuals. Moreover, much more thought was given to how the pages were laid out, with sentences no longer being split between pages and more organic placement of text and illustrations. The last item of note is Super Mario Galaxy 2‘s manual is written in three languages: English, French, and Spanish. As to be expected, this tripled the booklet’s thickness.
Story
Back in the day, the only way to know a game’s plot often times was reading it in the game’s manual. Even after games started to become self-contained by providing opening cinematics, manuals continued to provide brief summaries of the game’s premise.
As to be expected, the plot summary of the first Super Mario Bros. is short and to the point. It describes what happens, without going into much detail as to how or why. Moreover, we don’t get to see things from any character’s point of view. Because of this, the narration has a sense of detachment from the plight of the hero, giving the plot summary a matter-of-fact tone. In short, it’s not so much a story as it is a plot.
In short, it’s not so much a story as it is a plot.
By contrast, Super Mario World‘s story uses a limited third-person narrative, presenting the story from Mario and Luigi’s perspective. The characters are presented as, well, characters: they’re given motives, emotions, and even dialog. Moreover, the story is actually presented as a narrative, with events playing out in sequence. Interestingly, the story (in the North American manual, at least), makes reference to the events of Super Mario Bros. 3, indicating that SMB3 is canonical despite Miyamoto stating it was all a stage-play…
Super Mario 64 continues the increased focus on narrative, notably by spending two whole pages on story! The story starts with a dose of self-awareness by asking, “Is there no end to the constant feuding between Mario and Bowser?” Afterward, the plot is told entirely from Mario’s perspective, with frequent interjections from the man himself. These quips from Mario are actually a bit jarring for anyone used to Mario’s modern portrayal, as they actually communicate some personality. It seems at this point Nintendo wasn’t afraid to let Mario be his own character instead of a stand-in for the player. Other than that, the story unfolds much like Super Mario World’s, which is to say a narrative instead of a plot. Interestingly, Mario 64 and Super Mario World‘s stories both include some overlap with what the player would see during gameplay.
It seems at this point Nintendo wasn’t afraid to let Mario be his own character instead of a stand-in for the player.
Super Mario Sunshine‘s story section is somewhere between the style of Super Mario Bros. and its super Nintendo and N64 predecessors, mostly leaning toward the former. While it attempts to convey the story with the sense of drama of Super Mario World and Mario 64, it only describes things in broad strokes. Like Super Mario Bros., there’s no focus on characters, instead favoring a description of events from an outside perspective. I assume this is in part due to the inclusion of cutscenes in the game itself. Since this was the first Mario game to be almost entirely self-contained when it came to plot, Nintendo probably thought it would be redundant to put information in the manual that the player would receive in-game.
Lastly, Super Mario Galaxy 2 somehow manages to beat even Super Mario Bros. in brevity. It doesn’t even set up the story’s conflict. All we learn from it is that Mario’s been invited to the castle and meets a Luma along the way. That’s it. The Prologue page actually devotes more space to character bios than story, which—given the game’s focus on gameplay over any semblance of plot—is probably appropriate.
Controls and Gameplay
The most important part of a game, and thereby the most important part of a game manual, is the gameplay. Gameplay and controls vary from game to game, even within the same franchise. As such, these sections are going to differ quite a bit on the granular level. Seeing as this is an examination of the evolution of game manuals and not the Mario series, I’m going to look at the big picture: what’s emphasized and how those instructions are written.
So right off the bat, I noticed something peculiar about the way pre-2000’s manuals were written. Often times when explaining controls or specific actions, the manuals often phrase actions in terms of Mario and not the player. For example, when listing the uses for the A-button, the Super Mario World manual says it “Makes Mario jump,” instead of, say, “Makes you jump.” Sunshine and Galaxy 2‘s manuals instead phrase controls and player actions in terms of the player, using terms like “when you touch an enemy” and so on.
This is interesting as conveys the idea that—despite the player controlling him—Mario is his own separate entity, with the player simply giving him instructions rather than Mario being an extension of the player. That said, I would be remiss to not mention that the pre-2000’s manuals were inconsistent in this trend, often alternating between describing actions as being performed in third-person (i.e. Mario) and second-person (i.e. the player). Also interesting is that while Mario Galaxy 2‘s manual exclusively describes the actions Mario can perform in second-person, actions that Yoshi can perform are exclusively third-person, indicating that the player isn’t the character he’s controlling, he is Mario.
This conveys the idea that—despite the player controlling him—Mario is his own separate entity.
Older games take a very different approach to describing gameplay. Both Super Mario Bros. and Super Mario World go into great detail about everything: defeating enemies, items, kicking shells, using the weird pink ramps in Mario World, everything. Super Mario 64‘s manual spends most of its pages explaining analog movement, items, and how to progress through the game, with basic concepts like stomping on enemies being mostly glossed over. Sunshine‘s gameplay section is almost exclusively about all of the different moves and actions Mario can perform, only briefly touching on game progression or items. Lastly, while the Galaxy 2 manual mostly lists moves, it does go into more detail when explaining the mechanics of recurrent items and stage features like checkpoint flags than the previous 3D games.
Early manuals explained every facet of the game.
Personally, seeing how ideas and perspectives have changed over the last 30+ years is fascinating. We’ve seen Nintendo promote Mario as a character, only to make a 180 and make him a simple stand-in for the player. Then there’s getting to see what they thought was important for each game: back when Mario was first introduced, stomping on enemies, kicking shells, and so forth were new ideas, and the manuals tried to explain everything they could. Later games trusted that the player was familiar enough with the series—or video games in general—to figure out how to use their abilities and instead focused on the basic controls and the game’s new ideas, such as Mario 64‘s analog movement.
Unfortunately, this is where the story ends; Nintendo phased out print manuals during the Wii U era in favor of digital manuals, and now with the Switch, we don’t even have those. It’s a shame really, because, as I’ve just shown, even if you don’t need a manual to play a game or understand its plot, you can still learn from it.
We won’t be satisfied until we know about every screw and strip of adhesive in the console! Oh, and, details on digital purchases carrying over would be awesome too.
We Nintendo fans have been described by Reggie as “insatiable” before, and that title still holds true for us today. Less than a week ago, Nintendo spent an entire weekend informing us about their new Switch console and giving press members hands-on time with the system, yet we STILL want to know more. There are still some burning questions that we must have answered before the home/portable hybrid releases on March 3rd!
Shot by Alex Campbell
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
Good luck never thinking of Mexi-tots whenever you hear about the three legendary bird Pokemon.
Sneaky, tricksy Nintendo and their sneaky, tricksy localization Treehouse. We’ve identified a number of meanings that were hidden inside seemingly innocent names… names of Pokemon, names of Nintendo games, and more. Some of these you may have heard before, but we guarantee your mind will be blown at least once during the course of this video!
Shot by Alex Campbell
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
If you’re reading this, and you’re an indie developer, get in touch with us on the Contact page. <3
We love independent video game developers (affectionately referred to as “Nindies”). Why? Because they’re the underdogs – the small studios that are going toe-to-toe with giant corporate competitors. And oftentimes, they’re the ones that innovate and bring us the most interesting experiences, the ones that deserve further pondering and reflection after their completion. And so, going into a new console generation on the Nintendo Switch without stopping to examine the indie offerings would be a big mistake! These are the games to watch for in the coming months – don’t miss them!
Shot by Alex Campbell
“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Thanks again to GameOver Jesse for being our show’s BFF!
Legend of Zelda: Breath of the Wild is the largest game that Nintendo has ever created for us. With it will come hundreds upon hundreds of different variables that will make everyone’s experience with the game different from the next person’s! We’re here today with good friend of the show, GameOver Jesse, to discuss how we intend to play through Nintendo’s newest Open Air Adventure. What will our first destination be? Are we going to abuse amiibo? All that and much more in today’s episode.
It’s nothing personal, Wii U… it’s not you, it’s us.
As we discussed yesterday, with a brand new console coming (expensive in itself), it’s also accompanied by many accessories and other opportunities to spend your hard-earned cash. Well, that money needs to come from somewhere, so what about selling your older games and consoles… say… your Wii U? Will you really be playing it anymore? Does it really have THAT many truly exclusive games? We’ve collected the definitive lists of pros and cons – watch, then make up your mind and proceed with confidence! Shot by Alex Campbell “Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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The Switch is not as expensive as most outlets are making it out to be. Far too many sites are claiming that the Switch has a ton of hidden fees and will end up costing you over $700 which is totally ludicrous and completely untrue.
The Switch is $299.99 (in the US). Period.
Just because the system is launching with a ton of add-ons and accessories does not mean the price of the system is increased. All of the extras are completely optional. Do you want a Pro Controller? Cool! Buy one! Don’t need an extra dock? Okay, don’t get it. It’s not a tacked on price that’s required by Nintendo that you purchase every available accessory at launch. Not to mention you can play 2-player games right out of the box at no additional cost thanks to the versatility of the Joy-Con.
An argument could be made that the system is actually $359.98, because what is the system without any games? That’s an expected cost though, not a hidden cost. I’m sick of gaming journalists trying to get clicks to their content by making up shocking headlines or articles. While all of this info may be painfully obvious to some, I wanted to educate the few that may not know to help save your wallets.
The cost of all your Switch launch day goodies can add up extremely fast, so make sure you need certain accessories before pulling the trigger and getting a bunch of things you’ll never need.
This has been your dose of financial advice from someone who has no business telling you how to manage your finances.
For the low low price of $250, YOU TOO can wait in line at E3 2017!
Two big pieces of news recently exploded on to the scene for Nintendo fans! E3 is being opened to the public?! Zelda Breath of the Wild is getting a season pass for DLC? What world are we living in, anyway? We’re here with our impressions on the news. Is E3 worth paying $250 to attend? Did Nintendo mess up with their announcement of the Zelda DLC by debuting it too early? All these thoughts, and more, inside the video!
Shot by Alex Campbell
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
While Ryan Van Liere was in town for the launch of Nintendo Switch, Simeon and Scott decided to take him out for a night of fun at the local arcade. We played a lot of arcade games, Nintendo and others, and sunk a lot of quarters into the slots. Our skills, you ask? You’ll have to watch and see for yourself.
Shot by Alex Campbell
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
Can you imagine what we’d do if we just beat the game while making this episode… accidentally?!
Can we make it into Ganon’s castle, with only early-game items and armor?! Ryan, Simeon, and Scott take turns with the pair of Joy-Con to see what they can do against the Malice and Guardians. Spoiler disclaimer: We approach the endgame, but do NOT meet the final boss.
Shot by Alex Campbell
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
Needless to say, the weekend the Nintendo Switch debuted, I didn’t get much done. After the setup of the surprisingly small console, I immediately started playing Breath of the Wild. In my opinion, the introduction is the best in the series. I was instantly hooked and ended up playing until around 2 A.M. I have an embarrassing number of hours logged into the game already, and I only have about 1/3 of the map uncovered, and only one dungeon complete. Though I have a ways to go, I can already tell this game is special. A game like this doesn’t come around often, so I plan to cherish it. I could go on and on about my feelings so far for Breath of the Wild, but alas, this is about the Switch.
Looking out into the horizon for the first time is a magical experience
The next day wasn’t very different, with the exception that friends were planning on coming over to try out the system. Of course, I played Zelda all day leading up to that. When people started arriving, it was time to try 1-2-Switch. Let me say that this is probably the most fun I’ve had with a multiplayer game in a long time. The concept is a little strange at first, especially since it encourages you to look your opponent in the eyes (something us introverts can struggle with). This creates a somewhat awkward (yet hilarious) interaction. As we went through the games we realized we were not only having fun with the game, but having fun with one another. It’s clear this is what Nintendo was going for, and once you ease in and feel more comfortable with how the games work, it’s truly a blast.
This game is not only fun, but a great showcase of the Switch technology
After 1-2-Switch, we transitioned over to Snipperclips. Another multiplayer game where two players work cooperatively to solve different puzzles and accomplish different tasks. It’s a lot of fun. I also downloaded Shovel Knight: Treasure Trove, and haven’t even gotten to it because I’ve been so enveloped in the other games.
This console has some magic that the Wii U just didn’t have. I truly believe this is what Nintendo needed in terms of their position in the industry. That is, to not worry about competition, but rely on the best development in the industry and innovation. I’m also looking forward to Mario Kart 8 Deluxe and Splatoon 2 releasing in the coming months. Yes, I may be caught up in the whirlwind of hype and still in the “honeymoon phase” with Zelda, but my hope is fulfilled back in Nintendo. Now excuse me, I need to go play Zelda; it hurts to not be playing it.