Nintendo Enthusiast http://nintendoenthusiast.com Nintendo Wii U, 3DS News, Reviews, Games Wed, 01 Apr 2015 19:14:33 +0000 en-US hourly 1 http://wordpress.org/?v=4.1.1 Nintendo Announced More Golden Amiibo http://nintendoenthusiast.com/article/nintendo-announced-more-golden-amiibo/ http://nintendoenthusiast.com/article/nintendo-announced-more-golden-amiibo/#comments Wed, 01 Apr 2015 19:08:51 +0000 http://nintendoenthusiast.com/?post_type=article&p=75019

There is no doubt that amiibo figurines are a big success for Nintendo. Fans don’t only want these NFC toys to play with in their Wii…

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There is no doubt that amiibo figurines are a big success for Nintendo. Fans don’t only want these NFC toys to play with in their Wii U and Nintendo 3DS games, but also for collecting. Because the company is aware of this situation, Nintendo has elected to begin making special editions of all their amiibo. The first one to be released was the golden Mario from the Super Mario series, which you can see below:

mario

You can see the image on a bigger resolution by clicking on it.

Will this be the only golden amiibo, then? No; Nintendo has just confirmed that each character will have its own limited edition gold version, and more details will be given after today’s Nintendo Direct, such as the price, release date and where you can pre-order. You can see the official comparisons below.

From the Super Mario Series:

luigi2 peach2 toad yoshi2 bowser2

From the Super Smash Bros. Series:

toonlink sonic shulk sheik samus rosalina robin pit pikachu peach pacman ness MetaKnight megaman Marth mario luigi lucina lucario littlemac Link kirby kingdedede ike fox donkeykong Diddykong charizard captainfalcon bowser zelda yoshi2 yoshi wiifittrainer wario villagerA NEW CHALLENGER APPROACHES?

But it didn’t end here, because a new character was revealed for the amiibo roster; although it wasn’t confirmed if it will be a new Super Smash Bros. character or for a new game.

shrek

HAPPY APRIL FOOL’S DAY!

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Club Nintendo Elite Rewards Announced; Causes Heavy Site Traffic http://nintendoenthusiast.com/news/club-nintendo-elite-rewards-announced-causes-heavy-site-traffic/ http://nintendoenthusiast.com/news/club-nintendo-elite-rewards-announced-causes-heavy-site-traffic/#comments Wed, 01 Apr 2015 16:02:00 +0000 http://nintendoenthusiast.com/?post_type=news&p=75016

We all know that Club Nintendo is ending, but what we didn’t know was what the final rewards would be for those who have hit…

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We all know that Club Nintendo is ending, but what we didn’t know was what the final rewards would be for those who have hit Platinum and Gold members. Well today, Nintendo announced that the final rewards are now up and available to redeem for Club Nintendo Elite members.

Highlights for Platinum members include Mario Kart 7 for the 3DS, Donkey Kong Country: Tropical Freeze for Wii U, and many more. Gold members can pick up some solid titles as well, such as Pushmo and Crashmo for the 3DS, and various Virtual Console titles on the Wii U. Check out the main graphic above to see all the rewards.

As usual, this announcement has caused heavy delays in accessing Club Nintendo’s website, but fear not: you have until April 3oth to redeem your reward. What will you be getting? Let us know in the comments below.

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BOXBOY! Review for 3DS – Simplistic But Challenging http://nintendoenthusiast.com/review/boxboy-review-for-3ds/ http://nintendoenthusiast.com/review/boxboy-review-for-3ds/#comments Wed, 01 Apr 2015 15:16:08 +0000 http://nintendoenthusiast.com/?post_type=review&p=74955

HAL Laboratory is most well known for the Kirby series, but has been creating games for various consoles (especially Nintendo ones) since the 1980s. Obviously…

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HAL Laboratory is most well known for the Kirby series, but has been creating games for various consoles (especially Nintendo ones) since the 1980s. Obviously a fan of retro style titles, BOXBOY! is a throwback to games of the past. While 8-Bit inspired experiences are popular now days, BOXBOY! actually goes further back than that with it’s visual style. So is BOXBOY! a welcome addition in 2015, or does it belong in the early 80s?

BOXBOY! is a puzzle game with light platforming elements. You play as a Box, and use other boxes to make your way through levels. The amount of boxes you can use per level varies and the way you use the boxes varies as well. Sometimes a box will be a used simply as a platform, while other times you have to use boxes to protect yourself from environmental hazards.

The blocks actually come from inside you. You create the blocks — which is kind of odd, considering you are a block. The amount of blocks you use varies from level to level, with more rewards for using less blocks. There are also crowns to collect in the levels, which will also increase your score, and you will want a high score.

boxboy2

The higher your score is, the more goodies you acquire from the game’s Shop. You can outfit your Box with new costumes (I, of course, chose the rapper persona), Time Trials, and additional Challenges. The game is pretty meaty content-wise without the additional content, so this is a nice touch to extend the life of the game if you find yourself enjoying it.

The game starts out slowly, but quickly manages to ramp up the difficulty of how to get through the current level. If you are ever stuck, there is a handy hint feature that is readily available on the touch screen, which is a nice addition for younger gamers. Seasoned gamers may find themselves using this feature as well, as some of the later levels get rather complex with the puzzles and strategies.

BOXBOY! has a simple visual style, with black lines and white backgrounds, but it suits the mood of the game, although it is a bit too simplistic at times. The soundtrack of the game is pretty catchy, and you can purchase the tunes in the Shop menu if you find yourself really enjoying them.

BOXBOY! is a solid puzzle game with touches of platforming mixed in that puzzle game fans should check out. It doesn’t reinvent the wheel of the genre or leave a lasting impression, but it’s a fun way to tease your brain and enjoy some clever puzzle designs. If you don’t find yourself enjoying puzzle games, BOXBOY! will probably be a pass for you, but for those of us who enjoy a good challenge, BOXBOY! is a worthy addition to your 3DS eShop library.

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The Binding of Isaac Rebirth Officially Confirmed for Wii U and 3DS http://nintendoenthusiast.com/news/the-binding-of-isaac-rebirth-officially-confirmed-for-wii-u-and-3ds/ http://nintendoenthusiast.com/news/the-binding-of-isaac-rebirth-officially-confirmed-for-wii-u-and-3ds/#comments Wed, 01 Apr 2015 14:07:28 +0000 http://nintendoenthusiast.com/?post_type=news&p=75012

Nintendo has a long history of removing offensive images from video games dating back to the NES days. While Nintendo has obviously relaxed their policies…

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Nintendo has a long history of removing offensive images from video games dating back to the NES days. While Nintendo has obviously relaxed their policies with most things, one thing still remained: religion. That made the game The Binding of Isaac Rebirth a bit of a long shot to be a Nintendo system, as it’s deeply rooted in religious themes. But, in what many consider a miracle, The Binding of Isaac Rebirth has now been confirmed for both the Wii U and 3DS. How could this have happened though? The developer of the game broke down all the details.

That’s right, in only a few more months each and everyone of you will be playing rebirth on all 3 systems.. at once maybe? who knows.

“but how did we do it?” you say. “didn’t Nintendo say no due to the games religious themes and content?”

well you are correct.. but after a long hard battle we won over the big N and the binding of Isaac: rebirth is now headed to WiiU as well as the new 3ds!… with some slight edits.

now you know how i am about artistic integrity and trust me when i say id never compromise my art to make a quick buck.. but after thinking outside the box a bit i came up with a few minor edits to the game that got more than a few suits on my side when it came to getting the green light. ill list out the edits below and i think you’ll agree they are so minor none of you will even notice.

 


————-
1. the nudity issue:

this one is simple, a fig leaf… i mean the bible depicts Adam and Eve in this way, and the game uses biblical themes.. so why not stick to the bible and cover up any questionable underage dingle dangle.
————-

2. the use of the word God:

this was a big one, but i came up with an amusing play on words that actually spices up the games story a bit more. see by simply flipping the word around the offensive “God” simply becomes Dog. see it was Isaac’s dog (max from the classic game) that was speaking to Isaac’s mother instructing her to kill.. son of sam anyone? a perfect fit if i dont say so myself.
————-

3. Christian imagery:

another hard one.. how was i to change every instance of christian imagery as to not offend christian and non-christian alike? well what i proposed was a no brainier.. i simply changed the religious sect to a more publicly ridiculed religion.. Scientology! IE, the Celtic cross is now, the E-meter, the angel baby, now a caged thetan and the list goes on.

by switching out one mainstream belief system with a smaller one that’s more socially acceptable to mock in the media i turned the tides and created a game that is more socially acceptable but still brings home the strong message the game always had.
————-
And that’s essentially it, a few easy changes to get the game into the hands of Nintendo fans around the globe! an easy compromise that took us longer than a year to do… but was well worth it, artistic integrity intact.

no release date has been set yet, but i hear its soon and since ill be updating every Monday again with Isaac: afterbirth updates im sure you will know as soon as i do

Are you looking forward to The Binding of Isaac Rebirth on your Nintendo console of choice? Let us know in the comments below.

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Indie Interview: Talking About Izle With Area Effect http://nintendoenthusiast.com/interview/indie-interview-talking-about-izle-with-area-effect/ http://nintendoenthusiast.com/interview/indie-interview-talking-about-izle-with-area-effect/#comments Wed, 01 Apr 2015 09:31:33 +0000 http://nintendoenthusiast.com/?post_type=interview&p=74892

Izle is one of those ambitious indie games that’s in development, being a 3D procedural action-adventure RPG where the player needs to recreate the world of Light.…

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Izle is one of those ambitious indie games that’s in development, being a 3D procedural action-adventure RPG where the player needs to recreate the world of Light. Each island created is randomly generated, where each of them can have dungeons, mountains and castles. Your work won’t be just protect those islands, but also explore them.

Now, the project is reaching an important event of its development: their Kickstarter campaign, which will start April 2nd. Don’t worry for missing it, we will cover once it started.

Since a picture is better than 100 words, and better if it’s a video, you can see the latest trailer of the game below:

We have to thanks Alexis Bacot, founder and CEO of Area Effect, who heartily replied to our questions via email. You can see a gallery of screenshots at the end of the interview.

NE: Thanks you very much for giving us the opportunity to speak with you. Before starting, can you tell us a little about you?

Alexis: Welcome Nintendo Enthusiasts! First let me tell you we’re very excited to share some news about Izle to the Nintendo community. Area Effect was founded by myself Alexis Bacot in 2011 after several years at Ubisoft where I worked as a Lead Gameplay Engineer and Producer. I’m very much in the Nintendo spirit with gameplay and controls first in mind, so it’s just a huge pleasure to have the opportunity to have my studio work on Izle right now, because it’s just that. At Area Effect we created some mobile games, and a serious game for Ubisoft before starting Izle, which is our second large project as an independent studio. Izle is funded by our previous games, and we’re hoping to complete financing the game with a Kickstarter that will launch on April 2nd.

NE: When did you start to develop Izle?

Alexis: Izle started being developed in early 2013. It’s been 2 years already! During these 2 years we didn’t just created Izle. We first went on and prototyped a multiplayer MMORPG that was completely different from what Izle is now. We decided to scale back the game to single player so that it could be realistically finished by our small studio in a reasonable amount of time. The development of Izle was incremental: we added the island environment after a bit, the elements, the item system, and then the voxel engine, and finally the procedural aspect. And there are still a lot of things to design and test out, we feel we’re still early in the development of the game, even if it’s been 2 years already!

ShardOfLight

NE: Izle is described as a “3D procedural action-adventure RPG”. Can you tell us a little more about the game’s mechanics?

Alexis: In Izle you role is to help recreate the last world of the Light. As you progress into the game you acquire terraforming powers and use them to create islands and expand your world. Each island is completely random but has a strong theme and a purpose, and is made of voxels so that we can create procedural dungeons, mountains and castles, and have you build on this terrain, dig, and do all the kind of things you can do in Minecraft. On each island you will have a quest, also randomly generated, and you will have to complete it in order to expand your kingdom and unlock more terraforming powers. The quest can be about exploration, combat, crafting, building, or any other procedural event we have planned :) but the main quest is only one part of Izle, because the game will also be about curiosity, and it’s up to you to spend more time on a particular island, each of them will be designed to give you multiple things to do.

NE: Did you have any inspiration for this game?

Alexis: I think I always loved procedural games, adventure games, and online games, so that’s where my inspiration comes from. My main inspiration definitely comes from Everquest, Zelda, Diablo, DotA and ton of small indie games like Dwarf Fortress and Minecraft, Spelunky, Rogue Legacy, Dungeons of Dreadmor, Binding of Isaac, Knitt… I also love games with a strong atmosphere, Fez, Love, Ori, Ico, Journey, these are true creative inspiration for the style, even if our gameplay is very different.

NE: An interesting aspect about Izle is that the player can design its own class using an item-ability system. How does this actually work?

Alexis: Basically you acquire items during the game, and most items have an ability attached to it. You find a pair of boots that make you jump, or that allow you to walk on lava, or that makes you sprint, and then you’re free to equip anything you want onto one of 8 item / ability slot. You can equip multiple boots for example, there is no restriction. In gameplay term that essentially gives you 8 abilities that you can use. Each item belongs to an element based on its role, and since you can only have 8 abilities equipped at any moment you have to make choices: do you go for earth items with high armor and life values? Or do you prefer wind items that give you speed and mobility? We’re giving you this huge gameplay toolbox and then it’s up to you to decide which item you go for, and which you equip depending on the situation. If you equip only items from fire you’re going to be creating a very offensive build, but then you can mix that with light or ice items to create something more balanced that give you more survivability, or specific tools against the shadows. I really want players to create their own builds, find the synergies between items, abilities and elements, and use that to have fun!

Stonehenge

NE: Will helping and protecting the islands be the only objective or will there be a story included?

Alexis: Oh yes there will be a story, but it will mostly be told by your own actions, rather than by cinematic cut scenes. We want the world to tell the story itself, and that’s why we have the shadows destroying your world: it’s not about a bad guy kidnapping a princess you don’t know, it’s about Shadow monsters destroying the world you’re building and really reshaping it, removing pieces of land, killing trees and sheeps and grass. It will be a procedural way of telling a story and it’s already quite fun to watch things unravel.

NE: Why do you think Izle will be a unique experience?

Alexis: Izle is about the world you create, we want to make you feel responsible for this place and making you fall in love with your unique world, that only you will have and make you feel the consequences of some hard choices. You really have two characters that you’re controlling: your hero with his abilities and the world with its islands and hidden secrets. You will have to make tough choices to keep both alive, and if you fail you will lose both. On top of that we have our innovative item system, our stylish atmosphere, I really think that all that will make Izle very unique.

NE: Why did you choose the Wii U as one of the release’s platforms?

Alexis: I think Izle fits the Wii U platform very very well. We will have the Strategic World Map on the main controller. It’s a 2D map that will be perfect for the additional screen. Each tile of this map can have bonuses that will modify the island that you terraform there. For example if you create a volcano island on a tile with a weapon bonus there will be a chest with an epic weapon hidden somewhere inside your newly created island. Of course a lot of Wii U owners love Zelda (that’s why I bought mine!), and I think it’s an audience very keen of the Minecraft gameplay too. Finally our visual and gameplay style is Nintendo at heart, so I wouldn’t be surprise if it’s the platform that gets the most love for Izle.

MeteorImpact

NE: If for some reason the Kickstarter campaign isn’t a success, will you continue working on this game?

If the Kickstarter fails a lot of things can happen or not happen depending on how bad it fails. In any case it will come out on Wii U because as I said I think it fits the platform and its audience very well.

NE: Do you have planned a release window and a possible price on its release? Also, are you planning to translate Izle into different languages?

I don’t want to speak about a precise release date yet, or possible translation languages, because a lot of that will depend on the Kickstarter. Translation is high on our priority list and we’re hoping to release in 2016, but we will take the time it takes to make it awesome instead of releasing fast, that’s why we’re independent.

NE: Before giving an end to this interview, is there anything you would like to say to the Nintendo’s community?

I think we’ve got a lot in common, I got into gaming with Rock & Roll Racing, Secret of Mana, Zelda, Chrono Trigger and Mario Kart, and you know when I design Izle I think of exotic items that could bring back the gameplay and experience of some of these titles, but most importantly I keep in mind the many lessons Nintendo give us all in the video game industry, and I’m sure this will be seen when you’ll play Izle. Finally, to all those waiting for Zelda (and suffering the delays which are probably a good thing!) I invite you to check out our Kickstarter campaign and come take part into the design of Izle, because all things being said this is what matter most to us, to hear your voices and your ideas. Oh yeah and the grass in that Zelda video? Wow, we need something like that in Izle too for sure. Hugs :)

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Mario Party 10: Amiibo Used In The Wrong Way http://nintendoenthusiast.com/article/mario-party-10-amiibo-used-in-the-wrong-way/ http://nintendoenthusiast.com/article/mario-party-10-amiibo-used-in-the-wrong-way/#comments Wed, 01 Apr 2015 09:07:17 +0000 http://nintendoenthusiast.com/?post_type=article&p=74211

When Nintendo entered the toys-to-life market, nobody expected the amiibo to sell like crazy, let alone that some of the figurines would be so hard to find. By the…

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When Nintendo entered the toys-to-life market, nobody expected the amiibo to sell like crazy, let alone that some of the figurines would be so hard to find. By the end of the year, Nintendo sold a total of 5.7 million of amiibo worldwide: an impressive amount considering a lot of people expected them to fail. That quantity is even higher than the best selling Wii U game New Super Mario Bros. U, which sold 4.6 millions of copies – even including bundles.

It is never late to start your collection...

It is never late to start your collection…

After Super Smash Bros. for Nintendo 3DS and Wii U was released, it was confirmed that each character would receive their own amiibo figurine, and as was previously announced, most of them could be used in a variety of other games. Now, Super Smash Bros. can be used to train your own CPU characters, Mario Kart 8 allowed you to unlock suits for your Mii characters, you can get a few bonuses and an exclusive weapon in Hyrule Warriors, you can unlock three Fire Emblem characters in Code Name: S.T.E.A.M., you can find a hidden Pixel Toad in every level in Captain Toad, etc.

Mario Party 10 is the latest game to support amiibo, including its own series of figurines. At the moment, there are six (seven if we count Gold Mario) figures, but there is a problem with how they are used. Using any amiibo not related to the Mario universe will grant you an Amiibo Bonus, which unlocks points to buy stuff in the game. That’s fine. Using a Super Mario amiibo or a Super Smash Bros. amiibo related to the Mario universe will unlock a board in a mode called Amiibo Party, and here lies the problem.

Unlike the main mode of the game, these small boards use the traditional gameplay from previous Mario Party games instead of the car mechanic, something that fans asked for. So, is Amiibo Party a bonus that can be accessed only through amiibo figurines really a bonus or is it actually locked content in the game? Locked content that, instead of DLC, uses NFC figurines?

Each board is $12.99

Each board is $12.99

Maybe you are thinking I’m making a big deal about this, but we are talking about a game mode here, not some small extra bonuses you can get. Not only that, it forces the old Mario Party players to buy an amiibo if they want to play in the old fashioned way, which is not a good way to represent a bonus.

Imagine you own Super Mario 3D World and you want to play with friends, but the multiplayer is an amiibo bonus, so each player would need a Mario, Luigi, Peach, Toad or Rosalina & Luma amiibo in order to play. Or you have Mario Party 8 and you can’t play one of the cups since it is also an amiibo bonus. That is locking content away, not giving you a fun bonus.

I think Nintendo’s idea to make the amiibo compatible with different games is a great way to add value to the figurines, but if it means that they will remove or lock away content from games, they should just call it what it is: launch day DLC that can only be accessed through physical figures.

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Don’t Touch Anything Red for Wii U Review – Don’t Touch It! http://nintendoenthusiast.com/review/dont-touch-anything-red-for-wii-u-review-dont-touch-it/ http://nintendoenthusiast.com/review/dont-touch-anything-red-for-wii-u-review-dont-touch-it/#comments Tue, 31 Mar 2015 23:57:32 +0000 http://nintendoenthusiast.com/?post_type=review&p=74829

Announced long ago, Don’t Touch Anything Red is a simple horizontal auto-runner which gives you a single objective: don’t touch anything red. In simple terms, you have…

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Announced long ago, Don’t Touch Anything Red is a simple horizontal auto-runner which gives you a single objective: don’t touch anything red. In simple terms, you have control of a small square that is moving horizontally between two never-ending platforms. You need to avoid red floors and red squares that will randomly appear by either jumping or changing the gravity. You can also find squares that will give you bonus points and a 2x multiplier.

The game offers two modes for single player and two for multiplayer:

  • Arcade Mode: It plays like I mentioned above.
  • Gravity Mode: The only difference is that you can’t jump, so your only option is to change the gravity.
  • Co-op mode: It is exactly like arcade mode, but up to four players can play together. The objective is to help each other get the highest score possible.
  • Versus mode: Instead of working together, each player will race to see who survives the longest. But there’s a twist: the Gamepad player, instead of controlling a square, will place the red squares trying to stop the others.

The graphics are really simple for this title. It’s presentation is strongly lacking, and instead of feeling like a purposefully minimalistic design, it just feels like you are playing a low quality mobile game which you can find for free.

It also seems like the developers didn’t know how to change the size of the text, as most of the text in the game is stretched. It is not a big deal on the Gamepad but it looks awful on a TV. Below you can see a comparison between the game’s trailer and a screenshot I took when playing:

Released game in the left, trailer in the right

Released game in the left, trailer in the right.

(You can click the image to make it bigger)

The soundtrack is what I liked most about this game. It has two electronic chiptune songs: one is played during the main title and the other during gameplay. It isn’t perfect by any means, but it is catchy and I absolutely loved the main title theme.

Aside from the audiovisual aspects of the title, the presentation – in addition to generally being lacking – has many flaws. For example, if you go to the credits screen and then back to the main menu, the “A” button no longer works; you need to instead touch an option to continue. The game also has a leaderboard with the top 5 scores, but rather than having one for each mode, they are all combined with no indication from what mode the score comes from.

In Co-Op mode, having four players on screen forces a noticeable frame rate drop, but playing in versus mode the game runs smoothly… with five players. Speaking of versus mode, it also presents its own problems. First, the players are located in order, giving player four quite an advantage over the others. Second, the Gamepad player can place red squares before the game starts, allowing them to kill the other players before they are even able to move.

dont-touch-any-red-01

Conclusion:

Don’t Touch Anything Red presents a nice idea but it has a terrible execution, and despite of the cheap price, the game is not worth it. It is one of those games you play for a bit and never see it again, and if you want a multiplayer game, there are many other offerings on the eShop that may interest you instead.

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You Are The Winner! Go You! is WayForward’s Newest Game – April Fools from WayForward http://nintendoenthusiast.com/news/you-are-the-winner-go-you-is-wayforwards-newest-game/ http://nintendoenthusiast.com/news/you-are-the-winner-go-you-is-wayforwards-newest-game/#comments Tue, 31 Mar 2015 22:54:25 +0000 http://nintendoenthusiast.com/?post_type=news&p=74949

WayForward Studios knows their way around Nintendo hardware. With 25 years in the business, WayForward has had countless great titles including the Shantae series. WayForward…

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WayForward Studios knows their way around Nintendo hardware. With 25 years in the business, WayForward has had countless great titles including the Shantae series. WayForward is working a new project though, with possibly one of the most interesting titles ever in a game: “You Are The Winner! Go You!”

You Are The Winner! Go You! looks to be a Contra or Metal Slug like experience from the one screenshot seen above, but WayForward is actually trying something different. Using a new technology called “PlayForMe”, gamers of any skill level can enjoy this game. The game will literally almost play itself, from collecting coins to defeating enemies. More than likely there will be an option to disable this feature, as WayForward’s games are notorious for a solid difficulty level. The game is set to release in the Fall of 2015 for all major platforms.

Obviously WayForward was just pulling our legs with this one! April Fool’s!

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New Temple of Yog Trailer Showcases Dual Screen Wii U GamePlay http://nintendoenthusiast.com/news/new-temple-of-yog-trailer-showcases-dual-screen-wii-u-gameplay/ http://nintendoenthusiast.com/news/new-temple-of-yog-trailer-showcases-dual-screen-wii-u-gameplay/#comments Tue, 31 Mar 2015 22:37:50 +0000 http://nintendoenthusiast.com/?post_type=news&p=74946

The Wii U is home to some of the most interesting indie games on the market right now, from big name developers to small new…

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The Wii U is home to some of the most interesting indie games on the market right now, from big name developers to small new teams. Temple of Yog is an indie game that we have had our eye on here at Nintendo Enthusiast, and a new trailer released today showcases some of the unique gameplay available only on the Wii U.

A rouge-like dungeon crawler, Temple of Yog uses the Wii U GamePad in a unique way. On the TV is the light world, on the GamePad screen is the dark world, which you go through at the same time. You have to use both worlds to your advantage in order to progress through the game. The game is looking pretty nice as seen in the trailer below, which shows off how the game looks on both the TV and GamePad. Let us know what you think of the game in the comments below.

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Steamworld Heist Gameplay Shows Robot Shootouts in new Video http://nintendoenthusiast.com/news/steamworld-heist-gameplay/ http://nintendoenthusiast.com/news/steamworld-heist-gameplay/#comments Tue, 31 Mar 2015 20:37:10 +0000 http://nintendoenthusiast.com/?post_type=news&p=74942

A new video from Image and Form released on Youtube show off gameplay for the upcoming Steamworld Heist. The video shows turn based combat shown…

The post Steamworld Heist Gameplay Shows Robot Shootouts in new Video appeared first on Nintendo Enthusiast.

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A new video from Image and Form released on Youtube show off gameplay for the upcoming Steamworld Heist. The video shows turn based combat shown from a side cutout view. The game is based in a universe where robots where bandanas and cowboy hats while wielding revolvers.

In Steamworld Heist, the player takes control of a team of robots who aim to scavenge a world of scrap metal and derelict spaceships. Steamworld Heist comes after both Steamworld Tower Defense and Steamworld Dig. Both explore the same robot-western settings using other game genres.

According to the game’s website, Steamworld is being released on “Nintendo 3DS, Steam, PlayStation 4, PlayStation Vita, Xbox One, Wii U and mobile platforms starting fall 2015.”

Check out out the video below!

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