The Absurd Nintendo Creators Program


The Nintendo Creators Program is a farce. YouTube content creators have to join this program or face some pretty severe results… the problem is, the program is horrible.

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Should Zelda Go Futuristic?


The Legend of Zelda series has a storied past of—well—doing the same thing over and over again for years. It’s time to shake things up and take Link into the Future, and not keep him in the Past!

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

The Toymaker King A Poem

The King of the Mountains ruled the land
His subjects thrived under his caring hand

The King of the Mountains was full of joy
He loved making toys for every girl and boy

The king’s reign was powerful and long
His years on the throne stretched on and on

The king’s universal acclaim was his boast
But there was one individual who loved him most

This boy grew up in the mountainous kingdom
Enjoying his childhood of toys and freedom

This boy grew up quickly, no longer a child
But his love for the king never became mild

His respect for the king grew as he grew old
And thankfulness kept him warm in the cold

No longer content to be thankful inside
The man would thank the king, he did decide

‘I’ll build a great large monument,’ said he
‘A monument that the whole kingdom will see’

The man dropped everything, his mind made
‘I’ll carve out time to carve every day’

That’s exactly what he did atop a mountain peak
Day after day and long week after long week

Hammer and chisel became his only friends
As he formed a statue out of scraps, odds and ends

It took all he had, his time and all his money
And every single day whether rainy or sunny

He sculpted the monument unto perfection
Only the best would convey his affection

Weeks turned to months with his back bent
Until not only months but three years were spent

The man took a step back and admired his work
‘Wait until the king sees this’ he thought with a smirk

A beautiful likeness of the king returned his smile
A wooden and carefully-crafted lifesize profile

‘I’ll cover up the statue, with a curtain conceal
Then gather up the town for the grand reveal’

The man turned to descend the mountain at last
But what he saw next caused his heart to beat fast

Every peak in the kingdom looked like his own
Monuments all over, paying tribute to the throne

He had been too consumed, too busy to see
That every townsperson had the same idea as he

‘I built a monument, come and see, come and see!
I finished my statue of the king,’ cried he

But his neighbors did not listen, hear or heed
They had monuments, and his they did not need

The man’s eyes fell and he began to plea
‘Just one visit to my statue’ he asked on bent knee

Alone he cried on his mountain, face wet with tears
This wasn’t the outcome he imagined in his worst fears

Hours later, the sun rose and with it a new day
The night had washed the man’s sorrows away

‘I’ll try a different approach, another tactic, something new
I’ll invite the king himself, surely he won’t deny me too’

So he entered the throneroom of the toymaker king
And asked ‘Do you have a moment? I made you something’

The old ruler laughed and shook his head
‘There are bigger monuments all around,’ he said

The man stared blankly and stood in silence
Then walked away like a dog without guidance

‘My hard work wasted, all for nothing, all for nought
My time and efforts were useless’ the man thought

‘To think—I loved that king—how foolish could I be?
There’s no love left for him in my heart, believe you me’

Perhaps the man should have slept on it or waited
But his feet were taking him to the likeness he now hated

‘I’ll unmake the monument he never deserved
Nothing in the king’s image should be preserved!’

He stormed up the mountain and threw his tools aside
Destroying the statue would be the next thing he tried

But something stayed his hand and stopped the blow
A simple thought came into his mind and began to grow

The statue would not stand for the king and his audacity
But it represented his own creativity, talent, and tenacity

Slowly, he realized ‘The king was never the key…’
‘It was the journey itself,’ he urged his heart to agree

‘I became what I wanted to be, what I admired
I became whom I loved, to whom I aspired’

He allowed the pride of his craftsmanship to return
A spark of happiness in his heart began to burn

No longer pleading, the man returned to bent knee
And inscribed below the statue, his initials, TBC

Octodad: Dadliest Catch Review (Switch)

Back when it first came out in 2014, Octodad: Dadliest Catch quickly became one of my favorite indie games of all time.  The goofy premise, inventive gameplay hook, and charming presentation were not only endearing, but felt reminiscent of the creative and experimental cult classics of the GameCube and its contemporaries.  Since its initial release on PC, the game has been ported to just about every system that can run it, including the Nintendo Switch.  So, does the game still measure up on the Switch?

The game follows the story of a clumsy, but well-meaning, father living suburbia.  Despite his best efforts, mayhem and mischief seem to follow him wherever he goes.  Between the strange circumstances and his unwillingness to open up about his mysterious past, his wife, Scarlet, can’t help but suspect something’s amiss.  His past catches up with him, however, as an old enemy attempts to expose his dark secret to his family and the world.

Wait, did I forget to mention the guy’s secretly an octopus in disguise?  Silly me!

Octodad: Dadliest Catch follows the eponymous Octodad as he tries to complete everyday chores without blowing his cover, which is hard for a man with no bones.  As to be expected with a game with such a ludicrous premise, the story is humorous, and sometimes even heartwarming.  The real appeal of the game’s humor, however, is the physics; watching Octodad stumble through the game’s levels, knocking down everything in his path, is sure to bring a smile to anyone fond of slapstick.

The game’s core mechanic is its deliberately awkward controls.  This may sound unappealing at first, but the controls are awkward in a way that feels comfortable, if that makes any sense.  Players control Octodad by manipulating his limbs individually.  This extra layer of abstraction can make even simple tasks like walking not only challenging but amusing as well.  The odd controls do mean this game can get frustrating at points, but not nearly as often as you’d think.

The game’s main campaign is on the short side, with even a leisurely play-through only lasting a few hours.  Fortunately, the game comes with two bonus chapters, which, despite being referred to as “shorts”, are some of the longest levels in the game.  Factor in the three hidden neckties in each level—which are often deviously hard to find—and this game has plenty of replay value.

Unfortunately, the Switch version of this game doesn’t come with any extra bells and whistles.  There’s no support for motion control, which feels like a missed opportunity given the nature of the game.  Instead, the game is played using the analog sticks to position Octodad’s arms and legs.  This is entirely a matter of opinion, but I prefer Octodad with a keyboard and mouse.  The different control schemes both offer a very different feel to the game, with the controller favoring large sweeping movements and the mouse being better at executing small, precise motions.

My biggest issue with this game, however, is the graphics.  While it’s understandable that a few sacrifices would have to be made given the limitations of the Switch’s hardware, the way they cut corners can be downright distracting.  Shadows appear ludicrously pixelated, especially when viewed up close.  It’s so bad at times it looks like the game is censoring parts of the screen.  Other issues are a lack of certain visual effects, such as reflections on mirrors or the absence of rain in one level.  Furthermore, the number of objects and N.P.C.s per level has been reduced, leaving levels overall feeling a bit barren.

Lastly, I should note that this version of the game has crashed on me, but it seems to have been an isolated occurrence.

In the end, Octodad: Dadliest Catch is a great game brimming with charm, and I very much enjoyed having the opportunity to play through it again.  That said, the Switch port isn’t the best version out there due to a lack of control options and scaled-down graphics.  If the Switch is the only system you have that can play it, or if portability is a priority, then it’s definitely still worth getting.  Otherwise, I’d recommend you get it on Steam.

The Man, the Myth, the Mr. N64Josh


N64Josh of Nintendo fandom fame is joining us for this episode! This man is a prolific content creator and collector of Nintendo Switch games. It’s our honor to have him on the show, and we know you’ll become a fan as well!

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Nintendo Quietly Updating Mario Odyssey?


Maybe you are still working through Super Mario Odyssey’s 999 moons! Perhaps you’ve managed to 100% the game… or have you? Who knows! When Nintendo can silently post new Hint Art online without fanfare, all bets are off!

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Racing to the Finish in Mario Kart 8 Deluxe


You’ve seen us play Battle Mode against each other, but you haven’t witnessed a good old race to the death! Simeon and Scott are taking to the racetrack and trying to prove who’s the boss, and who is who’s father.

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

October’s Nintendo Experience

Welcome back to the Nintendo Experience! I’m once again expanding the list of necessary games for every Nintendo fan. We’ve since added Photo Dojo to the list as the essential DSi game, and we’re moving on.

For the past few weeks I’ve really been enjoying the indie title Axiom Verge, and while it won’t be making its appearance on the Nintendo Experience, it is a great game. While trudging through the depths of cyberspace… or the subconscious… or another dimension… whatever that setting is, it got me thinking of the game that inspired it.

Super Metroid for the SNES is a Nintendo classic through and through. Originally marketed as Nintendo’s biggest game yet (see our Watching Old Nintendo Commercials episode), it sure does show. The game’s environments and inhabitants are varied and give an awesome sense of exploration and conquest as you traverse the world of Zebes. from your initial encounter with Ridley to the final showdown with Mother Brain, it is an unforgettable thrill-ride.

One of the clear inspirations that Axiom Verge took from Super Metroid is its use of traversal items. Though the two games’ items differ in specific application, they both serve the purpose of making you feel like you have the freedom to go anywhere and everywhere. You may start out feeling like you don’t have much in the way of mobility, but soon enough you’re getting from point A to point B using methods of which you’d never dreamed. The sense of control you have over your character and freedom to explore the environment is truly a great feeling.

It was also nice to recently revisit Donkey Kong Jungle Beat in a recent episode (man, I’m killing it with these shameless self-promotions!). There is something to be said about the Donkey Konga Bongos. While Donkey Konga and its sequel were alright for rhythm games, Nintendo didn’t leave the peripheral to be used for one game only. They decided to do what no one else had thought of: use a rhythm game controller for another kind of game. That’s genius! Have you seen “Guitar Hero Platformer” or “DDR Fighter”? No! Of course, you haven’t because Nintendo has harvested all of the geniuses in the world to come up with those ideas for them.

As far as how the game actually plays, it’s pretty good (nothing ultra groundbreaking besides the control method). But it’s the fact that one day, someone sat down and said “let’s use a set of drums to control a character,” then made it work that lands it a “must play” sticker for me.

Well, that’s it for the Nintendo Experience for now. It feels good to finally see the shelf start to fill out.

nintendo-experience

The Nintendo Experience: Powerful Portables

Nintendo not only revolutionized the home console market, but time and time again, they’ve proven to be the best in the portable sector of gaming. We’ve already talked about several landmark portable titles for the Nintendo Experience: Pokemon Red and Blue and Pokemon GO. These games shaped the way we game on the go (pun intended), and reached far beyond the game to rock the shape of pop culture. These two games were not an isolated incident, and I would like to showcase two more games that are near and dear to my heart.

The first is one of the first games I ever owned personally: Game Boy Camera. To many, even those who loved it in its time, the Game Boy Camera is a joke. Compared to what we have at our disposal nowadays, it is. The resolution was bad, everything was in grayscale, the editor was primitive, the memory was limited to 30 photos, and, if you were looking for it to be a game, you would be sorely disappointed.

Something I will never forget, however, is reading my brother’s copy of “The Guinness Book of Records 1999” and seeing that this odd-looking Game Boy cart was currently the smallest digital camera in the world! I felt like a spy as a kid! It was a novelty, and there were enough menus in the game to navigate and not use (because I was never able to get my hands on a Game Boy Printer) to keep me occupied for a long time. Also, Miyamoto dancing!

If that’s not revolutionary enough to make it a must-play for Nintendo fans, I don’t know what is.

I think it’s time we talk about the real game-changer: Tetris. Tetris was a system seller, plain and simple. It got everyone who touched it into mobile gaming. It was accessible to people of all walks of life… unless you shun technology… I suppose. It’s simple, easy to pick up, and tough to put down. It is one of the best games ever. That is, until, Nintendo outdid themselves.

Here’s that 8-bit-“ish” art style that worked so well.

Tetris DS is the best game ever. I mean, Tetris was already the best, but they found a way to improve it. It had all of the puzzling proficiency of its previous iterations, but they made it streamlined. The multiplayer was great, the art style was perfect… What more could you ask for? I consider it the best version of the best game hands down, and I urge you: if you haven’t played it, pick it up. Like, right now. Why are you still reading? Oh, you already have it? Good.

The Nintendo Experience: Ōkami and Pokémon Red/Blue

When I introduced the Nintendo Experience, I said that it would include around 70 titles or so. I haven’t changed my mind as far as the number of games go, but Scott brought to my attention that if I were to keep my current pace, it would take me approximately 2 ½ forevers to finish, and that’s not counting any games that might be essential coming out between now and then. I figured it might be easier if I spent some of my blog posts to talk about the Nintendo Experience. I still plan on dedicating a few Crew Cuts to them, but I can cover several games per post, so I can actually someday finish this project.

The Nintendo Experience is a list of games that I believe sum up essential Nintendo adventures for any fan to play through.

It’s not a list of Nintendo’s “best games”, per se, but they showcase what makes Nintendo the best game company in the world. They don’t need to be first-party games, or even exclusive games, but they need to use the Nintendo hardware in a unique way if they’re not.

Case in point, the next game joining the Experience is Capcom’s Ōkami for Wii.
Okami

Ōkami was originally released for the PlayStation 2 in 2006 and was ported to the Wii in 2008. It’s a wonderful cell-shaded adventure that plays quite a bit like a Legend of Zelda game. But the gameplay isn’t the best part of the experience; that would go to the presentation. Graphically, the developers have re-created feudal Japan in the style of traditional Japanese paintings. The world is absolutely incredible, and you’ll find yourself running around fields and forests just taking in the prettiness of it all. The orchestral sound track matches the setting, and helps to transport the player into the world.

Okami 2

Next, the story is fantastic. Without giving very much away, you play as Amaterasu, a reincarnation of the sun god Shiranui. You set out on a quest to restore the nature of Nippon that has been thrown into ruin by the forces of evil by collecting different “Celestial Brush” techniques (more on that in a moment). The premise may sound odd, but believe me when I say that the story will suck you in and move you with every twist of the plot.

The thing that makes the Wii version of Ōkami unique and gives it a spot on the Nintendo Experience is the Celestial Brush. One of the key mechanics of the game entails the player stopping the action and using the Wiimote’s pointer to draw a shape on the screen to activate different powers. Need to cut a tree down that’s blocking your path? There’s a technique for that! Need a lily pad to help you walk on water? There’s a technique for that, too! Need a gust of wind to get rid of fowl-smelling air? You’re in luck! Just scrawl the shape where you need it and presto! Sometimes it takes a few tries to get the shape right, but once you get the hang of it, you’ll be Bob-ing your enemies like a Ross.

If you like adventure games and haven’t played Ōkami yet, then pick up a copy and give it a shot. You won’t regret picking it up.

In honor of the recent release of Pokémon GO, another induction from the franchise into the Experience is Pokémon Red/Blue/Green along with their sequel, Yellow.

Pokemon

It’s hard to think of a world without Pokémon, and often times I forget where it all started. After these games were released, the TV show, trading card game, mangas, toys, and more were everywhere (just like GO is doing now).

Pokemon 2

Up to that point, RPGs usually had a pretty limited cast. You might be able to choose a few different combinations of characters for your party, but your choices were pretty limited. Then these games dropped and flipped the game on its head with 151 unique characters available to play as. As long as you could catch them, you could have whatever combination of six (or less) monsters you wanted. Sure the game was unbalanced, and sure, there were plenty of glitches, but the feeling you got when the professor gave you your first starter, or you traded a Pokémon with a friend, or got your first gym badge far outweighs all of the brokenness. If you haven’t played any of the games in the original trilogy, I highly suggest getting the port for your 3DS. It’s just $10! Give it a shot.

That’s it for the Nintendo Experience for now. Signing out!

NE1

The Boy and the Knight (A Poem)

The fighter breathed in slowly in the darkened locker room.
His eyes drew to the hallway down which the arena loomed.
He’d trained for this very moment for innumerable days.
He let his breath out slowly as he also dropped his gaze.
His past had come to haunt him; or rather, his father’s did.
It was in the old man’s shadow that up ‘til now he hid.
He rose from the wooden bench as he slammed the locker door.
His mind was clear and focused as he slowly crossed the floor.

His father was a great man; one of the best there’d ever been.
He’d proudly held the people’s flag for years and years on end.
The women and children’s love he kept, the men’s respect he’d earned.
But even a champion’s fire burns out; a lesson he finally learned.
And now his boy had come of age, his turn had come at last
To earn the title for himself, to honor his father’s past.
Any time he’d walk the street the people called his name.
They smiled as they recalled his dad and said “You’ll do the same!”

He heard them calling for him as he traveled down the hall.
His pace was slow and steady as cheers echoed off the walls.
But as he plodded down the corridor that led down to the ring,
The distance to his destination got further, so it seemed.
He started to jog faster ‘til he ran as if he fled.
The image of his father was burned into his head.
As he neared the final door that led to the battleground,
He’d realized he could no longer hear the cheering of the crowd.

He swung the door wide open and he stepped into the light.
Instead of the cheering fans expected he saw a very different sight.
The crowd was filled with anger, spitefulness, and scorn.
The faces that used to smile at him now a scowl wore.
The booing increased with every step as he approached the field.
He looked across at his opponent who rose up from his kneel.
The enemy wore full armor and a horned helmet on his head.
He lifted his oddly-shaped sword. “I’ve looked forward to this”, he said.

The warrior that stood before him was the one who’d succeeded his Pa.
The boy took his battle stance, he set his eyes and jaw.
“I’ll prove them wrong,” he determined, “Today’s my day to shine!”
The crowed fell deadly silent ‘til they heard the air horn whine.
The boy immediately charged the knight, his weapon flashed to life.
The knight was ready for the attack and deflected with his knife.
“Is that all you have?” The knight laughed. “I expected more from you.”
The knight lunged with his weapon aloft, the boy’s head which to hew.

The boy quickly dodged the strike with blindingly quick speed.
“One thing you didn’t count on: my Pa wasn’t quick like me!”
He continued to rush around the ring, too fast to keep track,
Until the knight took a well-aimed swing that knocked him on his back.
Light was all that he could see as he lay there on the floor.
The knight drew near and placed his blade upon the boy’s core.
He kneeled down next to him, and with a look of sadness in his eyes,
He said, “I’m… disappointed.” And then began to rise.

The air was still in the Colosseum and the knight just turned and walked.
The seats were slowly emptied. No one dared to talk.
The boy just lay there on the mat. He knew everybody’d left.
One word stuck in his heart, and like a foil it cleft.

“Disappointed”.

Fate of 3DS Determined Scott’s Thoughts

For some time now, fans of Nintendo have debated what should be done about 3DS:

“Just let it die.”

“Leverage the fanbase! Make more exclusives!”

“KILL IT! KILL IT NOW WITH HOLY FIRE!”

In the March 8th Nintendo Direct, the Big N made their intentions clear:

3DS will continue to receive ports and remakes into 2019.

Absolutely perfect for the younger generation who aren’t old enough to have played the originals.

Captain Toad, Sushi Striker, Luigi’s Mansion, Mario & Luigi, not exclusives. All playable elsewhere. It services the install base but doesn’t lock out gamers who have moved on.

Smash Bros. as a Service Scott’s Thoughts

I expected a port of Super Smash Bros. for Wii U in 2018. Smash development cycles are too long, and we would never get new entries this close together… those were my thoughts entering into the March 8th Nintendo Direct.

I was wrong; it’s a brand new game.

There are still skeptics, or fans who are simply being cautious not to jump to conclusions. But Nintendo laid it out plainly for us:

  • The game has a working title (not simply “Super Smash Bros. for Switch” in the Smash 4 branding.)
  • Nintendo chose to forgo the transition used at the beginning of every Smash 4 trailer
  • SmashBros.com has been completely started over from scratch
  • The trailer shows only vague outlines of a cast with fewer than 20 characters, not the entire Smash 4 ensemble waiting to welcome the Inklings

It’s really happening. It’s a new console generation, a new Smash Bros. website, a new series of character reveals (who’s staying, who’s leaving, and who’s arriving?)—friends, it’s a new Super Smash Bros. game.

And the cherry on top? 2018.

It seems impossible. How would Nintendo have time to develop a new title from the ground up? The Wii U and 3DS entries only came out during the tail end of 2014.

The answer: The developers probably didn’t start from scratch. For one thing, this new game could very well use the Smash 4 engine. They finally struck the perfect balanced formula that resonated with casual players and eSports alike (not easy), so Sakurai and his team won’t be quick to abandon the engine.

Smash 5 likely won’t launch with a beefy lineup of 50 characters, either. I think the group of brawlers shown in the trailer was deliberately small.

Super Smash Bros. could easily be sold to us as a service. Think of all the popular games these days that add content gradually—the “Splatoon approach,” if you will.

I wouldn’t be surprised to see Smash launch alongside Nintendo’s paid online service in September to help promote the program. I also would not be surprised if Smash, in September, feels like a half a game.

Sakurai could keep the hype train of character reveals steaming along the tracks for—well—years!

P.S. Why didn’t Nintendo save this bombshell announcement for E3? Because it’s going to be the central theme of their booth, and booth decorations are literally impossible to prevent from leaking. We knew about Breath of the Wild and Odyssey before Nintendo decked out their corner of E3 in previous years, and the same will go for Smash this time. The lid is going to be absolutely blown off this game at E3 2018, only months ahead of launch!

Nintendo’s 10 Worst Games Ever Made


You can’t win ’em all. Even the esteemed House of Mario produces some games that end up at the bottom of the barrel. We’re using Metacritic to take a look at Nintendo’s bottom 10 of all time!

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

March Direct Impressions. Also, SMASH!!!!!!


The March Nintendo Direct dropped on us like a bomb and we’re pretty stoked about it! In fact, Simeon even made the statement “after the Switch, video games can just stop.” He might be on to something! Smash 5 could literally be the best game ever made. –

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Luigi’s Balloon World – Lost Kingdom Hunting


Luigi’s Balloon World is here, and it’s Nintendo’s gift to YouTubers! It was seriously a ton of fun to have viewers submit codes so we could try and hunt down your balloons! Some Crew members had extremely clever hiding spots. We’ll have to do this again sometime soon!

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Death Squared: Try Not to Die


Death Squared is a new indie game that takes GREAT advantage of the Switch hardware and its natural bent toward casual cooperative affairs. In this title, players must work together and employ good communication and a healthy amount of caution to survive and clear test-chamber-like puzzles. Spoiler: it’s a blast!

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/