While SteamWorld Dig is the second entry in a versatile series of steampunk video games, it was the first that caught my attention. In part, because it has appeared on every major platform since in debuted on the Nintendo 3DS in August 2013; and for good reason, it turns out. The mining gameplay bears a resemblance to the classic Namco games Dig Dug and Mr. Driller, but Gothenburg, Sweden-based Image & Form Games were able to carve out a unique identity for SteamWorld Dig by elaborating upon the basic gameplay foundations introduced in those games. Continue reading SteamWorld Dig [Nintendo 3DS] – Review→
The demise of Club Nintendo, the decade-old loyalty program, was a sad moment for fans of the Big N. It’s made worse by the fact that the successor program, My Nintendo, offers chintzy rewards and a distinct lack of physical products. Well, save for one. As Stephen Totilo highlighted in a recent Kotaku article, My Nintendo Picross: The Legend of Zelda: Twilight Princess, a digital 3DS game, is available to those who have accrued 1,000 Platinum Points through My Nintendo. In his story, he articulated the simple, yet tedious process, of earning these points. Seeing as I’m such a big sucker for both Nintendo and Picross, I followed his lead and got the “free” game. Continue reading My Nintendo Picross: The Legend of Zelda: Twilight Princess [Nintendo 3DS] – Review→
I had my first hands-on experience with mahjong a few months ago with Shanghaion the Sega Master System. Having enjoyed it, I scoured my collection for another mahjong game and came across Mahjong Cub3d for the Nintendo 3DS. Developed by Sunsoft and published in the United States by Atlus on October 11, 2011, it’s a Picross 3D styled adaptation of solitaire mahjong. I enjoyed clearing 3D mahjong piles despite a perplexing lack of touch screen controls. When I wanted something more traditional I attempted to solve deviously difficult standard mahjong puzzles. Now that I’ve played this a while, I believe my hunger for mahjong has been filled. Continue reading Mahjong Cub3d [Nintendo 3DS] – Review→
Gunman Clive has been installed on my 3DS since acquiring it in the first Nintendo Humble Bundle back in May 2015. It released on the eShop in December 2012 and I remember thinking it looked promising then, especially for the couple of dollars Hörberg Productions was asking for it. Nonetheless, I skipped over it every time I turned on my 3DS until yesterday. Searching for something I hadn’t played and preferably a game I’d be able to complete in a brief amount of time, Gunman Clive immediately came to mind. It satisfied both objectives and was a distinctive platformer in the vein of the NES-era Mega Man games. Continue reading Gunman Clive [3DS eShop] – Review→
When Nintendo of America announced they had localized and released Picross 3D: Round 2 a year after its Japanese debut, I was over the moon. The Picross series has been a stable time sink for me ever since I first played Picross DS. However, I was a little dismayed that it wasn’t destined to receive a physical release in the west. No, it was only available digitally and I’m one of those weirdos who’s reticent to purchase nonphysical copies of games, convenience be damned. Seeing as I didn’t have a reasonable option for a physical purchase, I willingly plunked in my credit card information and made the purchase. I’m glad I did.
After spending three hours with Pokémon Dream Radar, I can thoroughly report that it more closely resembles a tech demo than a video game. And if spending that much time with a glorified tech demo doesn’t sound appealing, hopefully the prospect of receiving a handful of legendary Pokémon does, because that’s the true purpose of this product. It plays almost entirely with the Nintendo 3DS’ augmented reality functions, tasking players with collecting orbs and catching Pokémon using the forward-facing camera of the handheld. It’s a novel prospect for the first few rounds but it quickly becomes clear that’s all it is: a novelty. Regardless of my Pokémon fandom, the hours I spent playing this purchasable object resulted in little more than a dreadfully boring grind… and legendary Pokémon. Continue reading Pokemon Dream Radar [3DS eShop] – Review→
Roaming Pokémon are the worst. I’ve been nearing the end of my Pokémon Y playthrough and just gained access to one of the few available legendary Pokémon. Unlike the few others that are located in caves, this particular one roams the region. It’s such a pain in the ass to catch though I don’t know that I’ll even put in the time to obtain it. This isn’t a new concept for the series but it is one rarely utilized. I’m generally not one to play armchair quarterback but as my frustration grew Sunday morning, I thought about what I’d do to improve upon the concept. It’s one I theoretically like, especially applied to the Pokémon games, I just wish it was implemented differently in this instance.
In the Pokémon games, beating the Elite Four and champion is one of the core goals; doing so signals that you’re the strongest trainer in the region. Afterwards, there’s additional content that becomes available. It’s generally not much but in Pokémon X and Y, it seems especially barren. Regarding X and Y, every player’s first encounter with a wild Pokémon in the post-game will always be with one of the legendary birds. It’s different based on which starter Pokémon was picked at the beginning of the game. Since I picked Froakie, the legendary Pokémon available to me was Moltres.
This first encounter is just a tease as the Pokémon immediately flees. Now however, the Pokémon’s entry has been somewhat completed in the Pokédex, at least enough to track it and see where it’s currently located. At this point, there’s primarily two ways to tackle this capture: passively try to catch it as the post-game content is naturally completed or while focusing on other objectives, or actively try to pursue it. Since there’s not a ton of post-game content and I’m merely “passing through” this game on my way to Omega Ruby, I actively tried catching it.
The method of actively pursuing a roaming Pokémon I’m most familiar with entails going back and forth between two routes or a route and a town in the hopes that it will appear in the desired route. This becomes a tedious task quickly as the player buttons through layers of menus to get to the Pokédex to locate if the Pokémon is nearby. If it isn’t, cross that border and back into the desired route and check again. Luck is a factor in the sense that it’s rarely on the player’s side when tracking roaming Pokémon. And, something as simple as flying to where the roaming Pokémon is won’t work as it will be somewhere else by the time the player touches down.
If that Pokémon is on the current route, the player can still mess up their opportunity to encounter it. For instance, if the first Pokémon of the player’s party is of a higher level, the roaming Pokémon won’t appear. In fact, if you encounter another Pokémon, say a wild Flabébé 70 levels the junior to the first Pokémon in the player’s party, that roaming Pokémon is now somewhere else. The so-called legendary is afraid to fight something a piddly wild Pokémon will gladly step up to. WHAT!? Even if a weak Pokémon is in the first spot of the party and the roaming Pokémon is in the current route, there’s still no guarantee that it’ll be encountered. And if a wild Pokémon is encountered instead, that roaming Pokémon is likely somewhere else.
It can be frustrating and at the very least, time consuming. The roaming Pokémon in X and Y eventually settles down in a cave after ten encounters. But still, that’s ten encounters when I’ve had trouble getting a second! So, what would I do differently? One implementation stuck out to me immediately and it’s primarily what I’ll posit. There’s plenty of ways to alter this concept too but it’s only now that I’m shifting gears towards constructive criticism that I realize I really just wanted to rant. Still, I’ll elaborate on a different method of including roaming Pokémon that may be less frustrating than the current one.
First off, instead of introducing the roaming Pokémon after the game’s been beaten, I’d instead introduce it during the lead up. I’m of two minds on how to: randomly or through a predetermined encounter. Introducing it through a random encounter would mean a different experience for every player. For some, it may be the first wild Pokémon they encounter; others may not see it at all during their playthrough. This randomness would make the encounter more impactful, like running across a shiny Pokémon, although I’d want the chance of seeing it much higher than seeing a shiny Pokémon (roughly 1/4096 for the current generation). Perhaps the best method would be through a predetermined encounter, with future appearances requiring the hunt; basically just changing the timing of the Pokémon’s initial availability.
The legendary Pokémon almost always appear at a preset level which could break the game’s difficulty if one was encountered early on and somehow caught. They could instead have a scalable level based on when they’re encountered. I’d scale it such that it can still wallop the player’s party but a skilled player may be able to inflict a status condition or throw a Poké Ball. That would entail allowing the player to get a move off whereas currently, the Pokémon flees before the menus on the touch screen even appear. I’ve caught legendary Pokémon by throwing a Poké Ball out as my first move and let me tell you, it’s pretty satisfying!
As I thought, I wound up wanting to rant more than to offer constructive advice. At least, offering detailed constructive advice because really, simply introducing the roaming Pokémon sooner would alleviate a lot of my grief. With my current chase, I feel like actively pursuing Moltres is the only option since there’s so little post-game content. If I was sticking with this game longer, this whole topic would be a moot point. I’ve already got Omega Ruby queued up and if I’m going to spend dozens of hours with a game to complete the Pokédex, it’ll likely be that one since it’s the most recent release. As it stands, tracking this Pokémon down and attempting to catch it is a pain in my ass and likely one I won’t continue to endure.