Nintendojo http://www.nintendojo.com nintendo news, analysis & musings since 1996 Tue, 09 Feb 2016 02:45:12 +0000 en hourly 1 http://wordpress.org/?v=3.1.2 Copyright Nintendojo 2011 wpAdmin@nintendojo.com (Nintendojo) wpAdmin@nintendojo.com (Nintendojo) Podcast 1440 http://nintendojo.com/wp-content/uploads/podpress_temp/nd_podcast144.jpg Nintendojo http://www.nintendojo.com 144 144 Nintendojo's Weekly Podcasts, including Dojo-Show-Go! and Airship Travelogues Nintendojo's weekly podcasts! We talk about the latest games, news and other zany items in the World of Nintendo... and beyond. Nintendo, Wii, GameCube, DS, nintendo, 64, NES, SNES Nintendojo Nintendojo wpAdmin@nintendojo.com no no Return to PopoloCrois: A Story of Seasons Fairytale Gets a Pair of New Trailers and Release Dates http://www.nintendojo.com/news/return-to-popolocrois-a-story-of-seasons-fairytale-gets-a-pair-of-new-trailers-and-release-dates http://www.nintendojo.com/news/return-to-popolocrois-a-story-of-seasons-fairytale-gets-a-pair-of-new-trailers-and-release-dates#comments Tue, 09 Feb 2016 02:45:12 +0000 Marc Deschamps http://www.nintendojo.com/?p=153790

Next month, Xseed Games and Marvelous will release Return to PopoloCrois: A Story of Seasons Fairytale. The title is both the latest game in the Story of Seasons franchise, and a game based on a popular manga series. Check out the game’s latest trailers, which we’ve embedded below!

The trailers certainly show that the emphasis on JRPG staples continues to grow in the Story of Seasons franchise. The game’s cut scenes also seem to be where the “fairytale” aspect comes into play, with some very vibrant character designs and imagery. Additionally, the Harvest Moon franchise’s farming roots are still present in the title, as is the ability to choose between different wives.

Return to PopoloCrois: A Story of Seasons Fairytale will release in North America in stores and on the eShop March 1. Gamers in Europe and Australia will get a chance to play it a bit earlier on February 18. For more information on the title, check out our own Robert Marrujo’s impressions, which can be found here!

Source: Nintendo Everything

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“Nindies Love You” Sale Coming to eShop This Week http://www.nintendojo.com/news/nindies-love-you-sale-coming-to-eshop-this-week http://www.nintendojo.com/news/nindies-love-you-sale-coming-to-eshop-this-week#comments Tue, 09 Feb 2016 01:45:21 +0000 Marc Deschamps http://www.nintendojo.com/?p=153788 Wario bathing in treasure

Over the last few weeks, Nintendo has offered a number of discounts on the eShop through their Winter Warm-Up sales. This week, the focus will shift entirely to indie gaming, as the “Nindies Love You” sale kicks off on February 11.

The sale will take place in North America, Europe and Australia, with each territory receiving some variation in the titles offered. The Valentine’s Day-inspired sale will offer discounts on the following titles:

North America

  • Blok Drop X Twisted Fusion ($1.50)
  • Chariot ($7.49)
  • Chasing Aurora ($3.99)
  • PING 1.5+ ($2.49)
  • psyscrolr ($1.99)
  • Sportsball ($4.99)
  • Tengami ($4.99)
  • Teslagrad ($7.49)
  • Turtle Tale ($1.49)
  • ZaciSa’s Last Stand ($1.99)

Europe

  • Blok Drop X Twisted Fusion (£1.34 / €1.49)
  • Chariot (£6.74 / €7.49)
  • Chasing Aurora (£2.99 / €3.49)
  • Race the Sun (£3.49 / €4.99)
  • Tengami (£3.49 / €3.99)
  • Teslagrad (£6.99 / €7.49)
  • Turtle Tale (£2.49 / €2.99)
  • ZaciSa: Defense of the Crayon Dimension! (£1.14 / €1.49)

Australia

  • Chariot ($9.75)
  • Chasing Aurora ($3.99)
  • Tengami ($4.99)
  • Teslagrad ($9.99)
  • Turtle Tale ($1.99)
  • ZaciSa: Defense of the Crayon Dimension! ($2.15)

Are you planning on taking advantage of any of these deals? Let us know in the comments below!

Source: Nintendo

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Retrospective: The Legend of Zelda (1986-2000) http://www.nintendojo.com/features/retrospective-the-legend-of-zelda-1986-2000 http://www.nintendojo.com/features/retrospective-the-legend-of-zelda-1986-2000#comments Mon, 08 Feb 2016 17:00:52 +0000 Robert Marrujo http://www.nintendojo.com/?p=151444

Robert Marrujo turns thirty years old this year. What was that? You’re here to read about Zelda? Oh, sorry– what I meant to say was that The Legend of Zelda turns thirty years old this year (we’re the same age!). Three decades of games, memories, and milestone achievements have passed in what feels like the blink of an eye since that inaugural release. Zelda has come to mean a lot of different things to a lot of different people over the course of that time. For many, the franchise represents exploration of the unknown, ingenious puzzles, cunning boss battles, thrilling narratives, incredible graphics, and more besides, gaining one of the largest and most devout fan followings as a result. In celebration of the Legend of Zelda series, let’s take a look at the franchise from its humble beginnings to what it has transformed into today!


To begin our trek through the history of Zelda, we’re going back to the official first gasp of air that the series ever took, which was not on NES, but the Famicom Disk System, a Japan-only add-on device for Nintendo’s Family Computer that allowed the console to play games straight from floppy disks! The Legend of Zelda set a new standard for video games, taking some of the concepts of exploration that were introduced in the 1979 Atari 2600 title Adventure and expanding upon them exponentially. This game established much of the series as fans know it today, including the trio of Link, Zelda, and Ganon, Hyrule, the Triforce, and much more. This original version of the The Legend of Zelda is actually slightly different from the one that would hit NES in 1987; the music alone has multiple departures to take note of. Check out Clyde Mandelin’s Legends of Localization Book 1: The Legend of Zelda for a thorough breakdown of all the differences between this iteration of the game and the one released on NES!


Much like how the Western version of Super Mario Bros. 2 was radically different from the first game, this sequel to The Legend of Zelda marked a shocking shift away from what had come before. Zelda II did feature the top-down perspective of its predecessor, but only for exploration of the overworld map. The bulk of the title’s gameplay instead took place from a 2D platformer viewpoint and introduced some light RPG mechanics like character leveling that have been absent from the series ever since. It’s generally beloved by most fans of the franchise, but Nintendo has never opted to revisit its play style. Regardless, that hasn’t stopped the developer from utilizing some of the other features it introduced here, such as towns with characters to interact with, Dark Link, and more.


Fans had to wait four years to play the next Zelda game, but it was worth every minute. A Link to the Past wasn’t just a return to the play style of the original, but a milestone of video game development that cemented Zelda as a vanguard of the industry. The environment was huge, with a second, warped version of Hyrule to traverse called the Dark Realm that made exploring the overworld a puzzle unto itself. More mainstays of the series were introduced in A Link to the Past, including Death Mountain and Kakariko Village, as well as themes that Nintendo would return to repeatedly over the years, such as the duality of human nature. It also functioned as an evolutionary leap over the visuals of the two previous titles, establishing something of the cartoony aesthetic that would be further expanded upon in later series entries like The Wind Waker. SNES would only see one Zelda game in the West (Japan was treated to the Satellaview service’s downloadable BS The Legend of Zelda trilogy), but it was enough to hook an entire generation of players, even inspiring many of the greatest minds working in the industry today.


Other than lacking color, it would be easy to mistake Link’s Awakening as a home console installment of the series. After all, its visuals were easily some of the best to ever appear on Game Boy, mimicking the style of A Link to the Past while establishing its own, unique identity (and frankly a better design for Link than on SNES, in this writer’s opinion!). It also came boasting a robust world to explore in the form of Koholint Island and its eight dungeons filled with fiendish puzzles to solve– no small feat for a handheld game released in 1993! Link’s Awakening also came packing an engrossing narrative, one which revolved around the mystery of Koholint and the enigmatic Wind Fish, as well as the budding friendship/maybe-romance between Link and Marin (seriously, Link, when are you going to not be in the friend-zone?). Few portable games of this era could claim to come close to the quality of the titles being released for a home system, but Link’s Awakening was in a league of its own– and arguably still is.


Five years passed before fans would be able to experience another Zelda game, but the title’s infamously long development cycle was necessary to produce such a true masterpiece. Still considered by many to be the pinnacle of the franchise, Ocarina of Time, like The Legend of Zelda before it, is without question a watershed moment in video game development history. Where Super Mario 64 wrote the rules about how to make a 3D adventure game, Ocarina of Time refined and perfected them. Innovations like the title’s lock-on Z-Targeting system provided an elegant solution for camera placement during combat and other activities, one which is recycled and mimicked by developers to this day. Ocarina of Time also made bold strides with storytelling, using its in-game graphics engine to tell a gripping tale of the transformation of a small boy into a young man who would go on to save an entire kingdom. Zelda and Impa were fleshed out in ways that they had never previously been, portrayed as strong characters who would prove invaluable to Link in completing his quest. These and a thousand other reasons besides are why Ocarina of Time is considered to be one of the greatest games ever made, Zelda or otherwise.


Nintendo gave fans a second tour of Koholint Island with the release of Link’s Awakening DX, and as the company is wont to do, it was a faithful recreation of the original, but with one very important addition: color! Remastered to take advantage of Game Boy Color’s gorgeous chromatic graphics, Link’s Awakening DX provided the same thrills as it did in 1993, but the color overhaul allowed for an even better experience. The game also took advantage of the Game Boy Printer by incorporating a new mouse photographer who would appear for picture opportunities throughout Link’s quest. The photographs were stored in the mouse’s studio in an album, from which players could print them. Along with the Color Dungeon, which could only be accessed if the game was inserted into a Game Boy Color and awarded Link with one of two colored tunics, Link’s Awakening DX was a showpiece of Nintendo’s new handheld and a winning reinvigoration of an already superb title.


Though there’s a two year gap between when Ocarina of Time and Majora’s Mask were released, the development time for the latter was in reality much closer to only being about a year long. Nintendo was anxious to capitalize on the gargantuan success of Ocarina of Time with a sequel, so in order to help speed things along, the development team would utilize its game engine and much of the same assets to build Majora’s Mask as quickly as possible. Eiji Aonuma stepped into the director’s role for the first time, and under his guidance Nintendo was able to craft one of the most memorable Zelda games ever made. In a bold move, Majora’s Mask employed a 72-hour in-game day/night cycle, with Link using the Ocarina of Time to travel through time and relive the same three days over and over in order to complete his quest. With its implementation of ability-imbuing masks, the exploration of more mature themes, and a darker tone, Majora’s Mask left many players convinced that they’d played the equivalent (if not better) of Ocarina of Time in terms of quality. It might not be as industry-redefining as its predecessor, but Majora’s Mask is an incredible game in its own right.


That concludes part one of our retrospective on the Legend of Zelda series! What thoughts do you have about the games we’ve looked at so far? Sound off in the comments, and come back tomorrow for part two!

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Pre-Order Bayonetta 2 Single Release, get a $15 Gift Card http://www.nintendojo.com/news/pre-order-bayonetta-2-single-release-get-a-15-gift-card http://www.nintendojo.com/news/pre-order-bayonetta-2-single-release-get-a-15-gift-card#comments Mon, 08 Feb 2016 15:30:04 +0000 Marc Deschamps http://www.nintendojo.com/?p=153760

In late 2014, Bayonetta 2 released on Wii U to rave reviews. Since then, however, copies of the title have become a bit scarce. Luckily for fans that missed out on the game’s initial release, the title will be available again later this month.

Notably, this release of Bayonetta 2 will not be accompanied by the original Bayonetta game. While that might be a bit disappointing, the trade-off is that the title will only cost $30, but those who choose to purchase the game through Dell will find an even better deal. The retailer is offering a $15 gift card for those who pre-order the title! With a Bayonetta Amiibo on the way soon, those who take the plunge could snag the Amiibo and the game for less than $30. That’s a total steal!

Bayonetta has gotten a lot of attention recently, as her character was added to the Super Smash Bros. roster just last week. The character received a very high number of fan votes in the open polls for character entry, apparently taking the number one spot in Europe.

The single release of Bayonetta 2 will arrive in stores February 19.

Source: Siliconera

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Comic Scope: Letters to an Absent Father http://www.nintendojo.com/features/columns/comic-scope/ce-comic-scope-letters-to-an-absent-father http://www.nintendojo.com/features/columns/comic-scope/ce-comic-scope-letters-to-an-absent-father#comments Fri, 05 Feb 2016 18:00:08 +0000 Robert Marrujo http://www.nintendojo.com/?p=153255

I’m a little late in discovering Maré Odomo’s wonderful comic strip Letters to an Absent Father, but there was no way I could let it slip by without shining the spotlight on the series. Letters to an Absent Father is a sobering look at the world of Pokémon games and how the trainer, whether a boy or girl, largely goes through the journey of becoming a master without the guidance of his or her father. Though the mother/child relationship is usually established, the dichotomy between father and child is rarely touched upon. Odomo’s Letters to an Absent Father is an attempt to peel back the curtain and give readers some insight into this regularly omitted relationship.

Rather than focus on Red or Blue or any of the other video game trainers, Odomo instead uses Ash from the Pokémon anime as the lead for his comics. It’s a clever shift; Ash has a sort of universal appeal from all the years that the show has been on, and more personality to play with than any of the silent ciphers of the games. The comics have their origin in a video game art and culture magazine called EXP; Odomo also ran the series on his website (which is down as of this writing) and eventually collected them into a single, printed volume.

The print version is how I came across Letters to an Absent Father. I bought it on a whim from Fangamer.com, a website that specializes in video game-themed merchandise and books. When it arrived in the mail, I had no idea how tiny it would be. The comic is a roughly three inch square, bound with staples and only four total pages of reading material. Patterned after a daily comic strip, there are only a total of twelve stories to read (one of which is a bonus exclusive to this collection), and as one might imagine, it doesn’t take more than a handful of minutes to get through reading all of them.

At face value, that might not sound like a book worth anyone’s time, but Letters to an Absent Father’s brevity is in no way a mark against it. The few minutes that it will take to read through the collection quickly multiplied into over a half an hour, for me. I couldn’t stop re-reading it, soaking in each panel over and over. Odomo’s work here is phenomenal because it shows so much restraint. The art is simple yet communicates a complex array of emotions and thoughts, perfectly complimenting the story of each strip.

The main thrust of the series is that one of the reasons why Ash is compelled to become a Pokémon Master is because he wants to impress his father, who is supposedly also a Pokémon trainer. Each of the comics in this collection represents a single letter from Ash to his dad. Again, Odomo works magic here by saying so much, and conveying so much emotion, using very little page real estate. Each letter is only a handful of words, but it’s evident on every panel how much of an impact not seeing his father has had on Ash, and how much it drives him to do what he does.

Letters to an Absent Father is a genuinely special piece of video game fiction. It’s a deep, rich, and emotional examination of Pokémon that, despite not being any sort of official part of the storyline, has an air of validity and realism that fits perfectly within the constraints of the world of the anime. I found Letters to an Absent Father to be very genuine and heartwarming, not to mention food for thought. It would be incredibly easy for an artist to veer off course with a project like this, but Odomo is able to deftly interject mature concepts and themes without breaking the decorum of the Pokémon universe. It’s brief and it’s tiny, but Letters to an Absent Father is nonetheless moving and memorable, and deserves to be read by any Pokémon fan.

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Rumor: Mother 3 Translation Possibly on the Way? http://www.nintendojo.com/news/rumors/rumor-mother-3-translation-possibly-on-the-way http://www.nintendojo.com/news/rumors/rumor-mother-3-translation-possibly-on-the-way#comments Fri, 05 Feb 2016 01:00:55 +0000 Craig Harnett http://www.nintendojo.com/?p=153682

The Mother series is a bit of an oddball, to say the least. From its beginnings as a Japanese-only release in 1989 for Famicom, its 1994 sequel was given a Western release on SNES and renamed EarthBound. Critics in the US panned it at the time, only for the game to then develop a cult following. In 2006, Mother 3, the final game in the series, was released on Game Boy Advance, but again, only in Japan.

However, over the years, dedicated fans have put pressure on Nintendo to have the series translated and made available worldwide. It was only last year that this persistence paid off, with EarthBound Beginnings (the original Mother for NES) having its well-deserved Western debut on Wii U.

With two games in the bag and one to go, surely it goes without saying that the excellent Mother 3 would see the light of day on US shores? Well, if today’s rumors are anything to go by, then we shouldn’t have to wait too long to find out.

Emily Rogers, a well-connected gaming journalist, recently posted comments on Twitter that suggested Mother 3 is apparently undergoing localization. Emily has proved herself to be a reliable source in the past, and logically, one would hope that this rumor is true, not only because it’s the last in the Mother series to have its Western release, but also that it’s the games tenth anniversary this year.

Since Emily’s little outburst, Nintendo Life contributor, Liam Robertson, also took to Twitter, pretty much confirming the rumor whilst also poking fun at Emily. Check out the tweet below:

So what do you think? Is Mother 3 finally inbound for its US release? Let us know in your comments.

Source: Nintendo Life

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Nintendo Download: 02.04.2016 http://www.nintendojo.com/news/now-playing/nintendo-download-02-04-2016 http://www.nintendojo.com/news/now-playing/nintendo-download-02-04-2016#comments Fri, 05 Feb 2016 01:00:08 +0000 Craig Harnett http://www.nintendojo.com/?p=153674

It’s a big (and slightly sad) week for Smash fans, with the last DLC for Super Smash Bros. finally becoming available. In fact, Wii U owners are spoilt for choice this week, with arguably one of  Capcom’s greatest survival horror games for Wii now available from the Virtual Console, a number of download only titles to choose from, and a humongous list of discounts to take advantage of. You lucky people!


Releases

Wii U eShop

  • Shütshimi – $9.99
  • FreezeME - $9.99
  • PEG SOLITAIRE – $1.49

Wii U Virtual Console

  • Resident Evil 4: Wii Edition - $19.99

Wii U DLC

All of the below DLC is available for Wii U and 3DS versions of Super Smash Bros. both as single purchase or cross buy.

  • Bayonetta & Umbra Clock Tower Set – $5.99 for one platform, $6.99 for both
  • [Fighter] Corrin – $4.99 for one platform, $5.99 for both
  • [Mii Fighter Costume] Bionic Set – $0.75 for one platform, $1.15 for both
  • [Mii Fighter Costume] Takamaru Set – $0.75 for one platform, $1.15 for both
  • [Mii Fighter Costume] Ashley Set$0.75 for one platform, $1.15 for both
  • [Mii Fighter Costume] Gil Set – $0.75 for one platform, $1.15 for both
  • [Mii Fighter Costume] Tails Set$0.75 for one platform, $1.15 for both
  • [Mii Fighter Costume] Knuckles Set -$0.75 for one platform, $1.15 for both
  • [Bundle] All-in-One Fighter Bundle – $34.93 for one platform, $41.93 for both
  • [Bundle] Stage Bundle – $8.46 on 3DS, $10.45 for Wii U, $14.45 for both

Wii U Demos

  • Typoman – free

3DS eShop

  • Alphadia – $9.99

Discounts

Wii U eShop

  • Typoman -$11.89 until February 18, normally $13.99
  • Trine Enchanted Edition – on discount until 3rd March
  • Trine 2: Director’s Cut – on discount until 3rd March
  • Ascent of Kings – $1.49 from February 5 to February 15, normally $1.99
  • Color Zen – on discount until 29th February
  • Angry Bunnies: Colossal Carrot Crusade - on discount until 29th February
  • KEYTARI: 8-bit Music Maker – $4.99 until February 13, normally $7.99
  • Hold Your Fire: A Game About Responsibility – $1.49 until  February 18, normally $1.99
  • Super Destronaut – $1.59 until February18, normally $1.99
  • BLOK DROP U – $0.70 until March 30, normally $2.99
  • TABLETOP GALLERY – $0.70 until March 30, normally $2.99
  • PIXEL SLIME U – $0.70 until March 30, normally $2.99
  • POKER DICE SOLITAIRE FUTURE – $0.35 until March 30, normally $1.49
  • SHUT THE BOX - $0.35 until March 30, normally $1.49
  • SPIKEY WALLS - $0.35 until March 30, normally $1.49
  • TOSS N GO – $0.35 until March 30, normally $1.49
  • DON’T CRASH – $0.35 until March 30, normally $1.49
  • COLOR BOMBS – $0.35 until March 30, normally $1.49
  • AVOIDER – $0.35 until March 30, normally $1.49
  • PENTAPUZZLE – $1.05 until March 30, normally $4.49
  • Baila Latino – $12.90 until February 29, normally $29.90

3DS eShop

  • Snow Moto Racing 3D – $3.99 until February 11, normally $7.99

Source: Nintendo

 

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Retro Scope: Metroid Prime http://www.nintendojo.com/features/columns/retro-scope/retro-scope-metroid-prime http://www.nintendojo.com/features/columns/retro-scope/retro-scope-metroid-prime#comments Thu, 04 Feb 2016 18:00:35 +0000 Robert Marrujo http://www.nintendojo.com/?p=152308

I couldn’t stop shooting into the sky the first time I played Metroid Prime.

It was after I’d escaped from the Space Pirate frigate Orpheon after the game’s opening. Samus gets a distress call leading her to a Space Pirate lab floating in orbit above the planet Tallon IV, where she discovers that the ruthless fools have been using a new radioactive substance called Phazon to experiment on different lifeforms. One of said creatures was a Parasite Queen that turned into a monstrous killing machine as a result, and after defeating the beast, the entire facility begins to self-destruct and goes crashing down to the surface of the planet.

When Samus arrives on Tallon IV, just barely surviving the encounter after her armor takes some serious damage, the game once again plants the player back firmly behind her visor, where the bounty hunter finds herself in the middle of a large, forested meadow. The first thing that I noticed, beyond how stunningly realistic everything looked, was that as I leaned Samus’s head back to stare up into the sky, the light rainfall coming from above was leaving actual drops on her visor. As I stared up at the clouds, I fired off a shot from her arm cannon, just fooling around. The orb of energy kept going. And going. And still going. Then it faded away.

I was stunned. I’d never seen anything like it before in a game. Not only did Tallon IV look like a bonafide alien forest, and not only was the rain leaving droplets on Samus’s visor, but beams fired into the sky traveled into the distance as though they were real. As though there was an actual atmosphere for her shots to try and reach and escape. Like I said above… I couldn’t stop shooting. For me, the first video game that made me feel like I’d been plopped into a living, breathing world was Ocarina of Time. Kokiri Forest was of course impressive, but when leaving it for the first time and stepping out onto Hyrule Field, I was amazed at how vast it felt. Metroid Prime was that feeling multiplied by a hundred.

GameCube was right up there with PlayStation 2 in terms of graphical power, and it felt like an evolutionary leap compared to Nintendo 64. It wasn’t HD, but it was crisp and clear in ways that no one had ever experienced on a home console, and to say that Metroid Prime looked unreal would be an understatement. Retro Studios, the game’s developer, pulled out all the stops when crafting Tallon IV. The design work was cutting edge at the time, but given how contemporary and fresh Metroid Prime still feels when played today, other than lacking a high definition sheen, it’s clear that it’s still at the forefront of what can be done in the industry.

Before Metroid Prime, I’d never had any experience with the series. No Super Metroid or Metroid until I started college; this was my first exposure to Samus and her world. As a result, I didn’t have the trepidations that longtime fans did about seeing Metroid transition to first-person, and I couldn’t have cared less that it was breaking with tradition. All I knew from the months of Nintendo Power teases was that this game reminded me of Ocarina of Time before it came out, in that I couldn’t stop poring over its screenshots. No video game was supposed to look this good. As it turned out, though, not only did Metroid Prime have incredible production values, but it was also impossible to put down.

I’d never felt so isolated when playing a video game as I did with Metroid Prime. The sense of being alone was unsettling; Tallon IV is a hostile place, and Samus’s ship is never portrayed as a means of escape. It was just me versus hordes of freaky monsters and aliens, and at the start of the game Samus’s armor feels woefully underpowered after it’s stripped of so much functionality following the intro on Orpheon. Yet, I always felt compelled to push ahead, to ignore the doubt creeping in around the edges of my mind and explore every inch of the planet’s surface. Part of it was ingenious game design; every new discovery is rewarding, either providing a helpful powerup that makes it possible to reach previously impassable locations, or unveiling some new chunk of the game’s plot to keep the player invested in forging ahead.

The other part was anticipation. Ridley, or Meta Ridley, as the mechanically-modified monster is known in Metroid Prime, can be seen throughout the adventure. He first rears his head on Orpheon as the facility is crumbling to pieces, but then can be seen here and there throughout the rest of the adventure, soaring overhead and casting his enormous shadow on the ground, a constant threat shrouded in mystery. There’s never a hint of when Ridley will appear, but when I finally did encounter him, I felt a mix of relief (I can stop worrying!) and dread (oh shoot, he’s right in front of me!). It was pitch-perfect direction. Ridley is never shown any more than he has to be, with just enough glimpses to build him up perfectly in the player’s mind, and when he eventually does make his grand entrance, it’s epic and powerful, and doesn’t disappoint.

Frankly, nothing about Metroid Prime disappoints, other than the fact that it ends. Scanning everything that my visor would let me, finding every energy tank and missile expansion that I could, and soaking in the sights of the snowy peaks of Phendrana Drifts, the oppressive corridors of the Phazon Mines, and the wonder of seeing Orpheon transformed into an underwater graveyard all had me glued to my chair. In those days when the game was new, I could only play games at my grandma’s house, where my aunt had a GameCube for my sister and cousins to play. I looked forward to every visit for months, slowly chipping through the game until I eventually came across the enormous, nominal Metroid Prime lurking beneath the surface of the planet. There are few games that felt so rewarding to beat, but then, there are few games like Metroid Prime. A true classic in every sense of the word.

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Rumor: Nintendo’s Sleep Sensor May Be Cancelled http://www.nintendojo.com/news/rumors/rumor-nintendos-sleep-sensor-may-be-cancelled http://www.nintendojo.com/news/rumors/rumor-nintendos-sleep-sensor-may-be-cancelled#comments Thu, 04 Feb 2016 03:00:20 +0000 Jon Stevens http://www.nintendojo.com/?p=153634

Nintendo previously announced a new health-based platform back in 2014 as part of a new “Quality of Life” pillar for the company, but its future is now uncertain.

According to the Japanese newspaper, Asahi, this platform may be either be abandoned or, at the very least, no longer a priority for Nintendo. The paper reports that Nintendo president Tatsumi Kimishima told investors regarding the device:

“It’s not yet at the level of a Nintendo product. If we can release it, we’ll release it. If we can’t, then we’ll examine things further.”

As part of this platform, Nintendo had previously announced that it was developing a sleep sensor that could monitor people’s lifestyles and analyze data, helping people to exercise and eat right.

The Asahi newspaper was in fact originally one of the first outlets that reported on the sleep sensor, featuring an interview with the late former president of Nintendo, Satoru Iwata. At the time, Mr. Iwata had promoted the quality of life initiative as a key pillar for the company.

While any such plans may disappoint some fans who were looking forward to seeing what Nintendo was working on, it hasn’t come as too much of a surprise. Indeed, analysts predicted as far back as August of last year that Nintendo was shifting its focus away form this area.

Will you be losing sleep over the loss of Nintendo’s sleep monitor? Let us know in the comments.

Source: Kotaku

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New “My Nintendo” Details Revealed http://www.nintendojo.com/news/new-my-nintendo-details-revealed http://www.nintendojo.com/news/new-my-nintendo-details-revealed#comments Thu, 04 Feb 2016 01:00:22 +0000 Jon Stevens http://www.nintendojo.com/?p=153625

During a recent investor meeting, Nintendo shared new details about its upcoming My Nintendo service, which will replace the recently ended Club Nintendo.

The service is launching alongside the new Miitomo app, which can be pre-registered from February 17 in 16 countries across the globe and which will be available in Japan in March.

When the service launches, it will feature a points program that rewards players in a number of different ways. Platinum points can be acquired by using apps on smartphone and by logging into the eShop, although not from playing Wii U or 3DS games. These can be used to get digital content and original goods. Gold points, meanwhile, are acquired by buying content on the eShop and can be exchanged for discount coupons on Wii U or 3DS games.

This reiterates what Nintendo President Tatsumi Kimishima outlined back in October of last year. It is worth mentioning, however, that while it was previously stated that users could earn points by playing games, Nintendo does not appear to have mentioned anything further in this regard.

The My Nintend’ service will debut this March in 39 countries and Nintendo aims for it to have at least 100 million users.

Do you like the sound of the new points systems and does this seem like a suitable replacement for Club Nintendo? Share your thoughts below.

Source: Siliconera

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