Showing posts with label 3DS eShop. Show all posts
Showing posts with label 3DS eShop. Show all posts

Sunday, February 20, 2022

10 overlooked Nintendo 3DS games you need to play as soon as possible

The Nintendo 3DS is about to celebrate its 11th birthday and its eShop is set to close in March 2023. Neither piece of news is likely to mean much to many gaming fans. After all, most folks who had even a passing interest in Nintendo's second dual-screened handheld moved on to other systems some time ago. 

As you might imagine based on what I write here and what I share on Twitter, I am not one of them. I still regularly boot up my trusty "flame red" 3DS, in fact.

Are you in the same boat and keen to check out one of more of this portable's overlooked offerings? Or maybe you're returning to the 3DS to buy some of its hidden gems before they become difficult or even impossible to find? Either way, I'd strongly recommend that you consider the 10 titles highlighted below.


The Alliance Alive

OK, so an HD remaster of this JRPG is now available for PC, PS4, Switch, and even mobile, but I'm the kind of nerd who prefers to play the original version of a game whenever possible. As for why you should give The Alliance Alive a try (any version, not just the 3DS one), the main reason I'll offer up is that its turn-based battles are deliciously SaGa-esque. Specifically, you regularly, thrillingly, and randomly "awaken" special moves during tussles with this title's enemies. Its at-first-confounding "guild" system ramps up the excitement even more, as towers that dot the surrounding landscape aid your efforts by doing things like stunning all baddies for a turn or weakening their defenses.


Attack of the Friday Monsters!

If you've ever wanted to play one of those Boku no Natsuyasumi games dorks like me have been blabbing about for ages but you don't own a PS1, PS2, PS3, or PSP, here's your chance. Admittedly, Attack of the Friday Monsters! isn't a "real" Boku no Natsuyasumi game, but it was made by the same company and has a similar vibe. One of this game's strengths, in my humble opinion, is how it makes you feel nostalgic for a time and place you likely never experienced. Another feather in its cap: the rock-paper-scissors-esque card battles it has you play on occasion. Not only do they imbue the game with a welcome sense of tension, but they're pretty fun, too. As for negatives, the only one that comes to mind is that Attack of the Friday Monsters! is woefully short. Just think of it as allowing you to replay the game as often as your heart desires.


The 'DENPA' Men: They Came By Wave

This game first made headlines for being developed by the folks at Genius Sonority, chiefly known for working on various Dragon Quest and Pokemon spin-offs. That pedigree is well reflected in The 'DENPA' Men, though this game is more of a dungeon-crawler than either of the aforementioned RPGs. The main draw here is that you "catch" all of your multi-colored party members (who look a bit like spacemen) by scanning your real-life environment using the 3DS' AR capabilities. Each one can use a single skill--from "heal" and "revive" to "ice missile" and "rising flames"--or they can simply bash foes with their shapely noggins. The cherry on top of this quirky role-player: it's a deliciously streamlined affair that keeps the focus squarely on having fun.


Crimson Shroud

I love role-playing games. Always have--or at least I have ever since I played my first (Dragon Warrior for the NES). Although I still enjoy RPGs that are sticklers for tradition, I prefer ones that try something new. Crimson Shroud sits squarely in the latter camp. Chiefly, it changes things up by adding elements of tabletop games, like rolling dice, to the tried-and-true JRPG genre. Crimson Shroud even looks the part, with party members and enemies alike resembling board-game pieces. Beyond that, Crimson Shroud offers players an intriguing story and an impressive soundtrack composed by Hitoshi Sakimoto of Final Fantasy XII and Final Fantasy Tactics fame. It needs to be noted that the game can be annoyingly obtuse at times, to the point where you'll probably need to consult Google or an FAQ, but those experiences shouldn't overshadow the rest of its positive moments.


Fantasy Life

Truth be told, I've never been the biggest fan of the action RPG genre of games. Role-players with turn-based battles are much more my cup of tea. Still, I gave Fantasy Life a chance upon its release because it looked too charming to pass up. Charming is the perfect word to describe it, too. In particular, filling the shoes of the game's 12 "lives" (jobs) is a blast. Some, like angler and woodcutter, are more delightful than others, of course, but even the relative duds are fun for a while. As you also might expect, Fantasy Life doesn't entirely follow through on its promises--playing as a cook won't mean running a restaurant a la Order Up! or the like--but that shouldn't keep you from enjoying the overall experience.


Hey! Pikmin

Nintendo disappointed a lot of people when it revealed this game and showed it to be a side-scroller rather than the proper sequel they were expecting. Most of those folks probably passed on Hey! Pikmin as a result, and that's a shame. They're right that it's not the Pikmin 4 they wanted, but it's still a lot of fun--and quite intriguing, too. Hey! Pikmin feels like a mash-up of a Kirby, Yoshi, and Pikmin game, if that makes any sense. It's slower and more methodical or thoughtful than your typical Yoshi or Kirby title, though, and all the better for it, in my opinion.


Pocket Card Jockey

I've exalted the virtues of this Game Freak-made eShop title since day one, and for good reason. For starters, Pocket Card Jockey is thrillingly unique, combining horse racing (and breeding, to an extent) and quick rounds of golf solitaire in an adorably addictive package. It also features a Go Ichinose-composed soundtrack that's catchier than it has any right to be. Finally, it includes a colorful cast of characters, each of whom reveal surprisingly and increasingly intriguing backstories the deeper you delve into the game.


Rhythm Heaven Megamix

The best Rhythm Heaven game is the first, a Japan-only GameBoy Advance title called Rhythm Tengoku. This 3DS offering is a solid second choice, however. A few reasons for this: 1) it combines most of the series' best mini-games with a few all-new ones, and 2) it eschews the control gimmicks of the previous two releases and lets players use buttons. Rhythm Heaven Megamix also is among the most accessible options for folks who want to give this rhythm game a try.


Rusty's Real Deal Baseball

Although I think this eShop-only 3DS game was destined to fail, I'm glad Nintendo made and released it. Not only is Rusty's Real Deal Baseball a secret Rhythm Tengoku/Heaven game, but it also offers up one of the oddest--and maybe darkest--stories in a Nintendo-published release. I don't want to completely spoil the "fun," but expect to read about divorce, single-parenting struggles, small-business woes, and more.


Sushi Striker

Sushi Striker would deserve a look even if all it offered players was a puzzle game focused on furiously slinging plates of sushi at an onslaught of oddball opponents. Although these food-themed tussles are the centerpiece of this indieszero-made game, and for good reason, there's far more to the experience. Sushi Striker also features tons of quirky side characters, a silly story that will regularly bring a smile to your face, and a soundtrack that gets and keeps you in the mood for the hours upon hours of sushi-tossing needed to finish it. (Seriously, I put more than 50 hours into Sushi Striker in 2018.)

Honorable mentions: Ever Oasis, HarmoKnight, Kirby: Planet Robobot, Miitopia, The Starship DamreyTheatrhythm Final Fantasy: Curtain Call, Woah Dave!, and Yoshi's New Island

Monday, August 27, 2018

Sushi Striker's retail release makes me wish Nintendo had done the same with some of the 3DS system's digital-only gems

When Sushi Striker was unveiled last summer, I was sure it would be an eShop-only offering.

After all, that's how Nintendo has treated this kind of game for the majority of the 3DS' lifetime.

So imagine my surprise when the company made it clear Sushi Striker was getting a retail as well as a digital release.


Naturally I went with the physical option--and then proceeded to enjoy the hell out of it over the course of 50-plus hours. (Seriously, if you tend to like action-puzzle games and you've still got a 3DS, pick up a copy as soon as possible. For more information, see my recent "five reasons I've fallen head over heels in love with Sushi Striker" write-up.)

Something I couldn't help but think while working my way through Sushi Striker's considerably beefy story mode (basically its only mode, if I'm to be honest): why didn't Nintendo sell boxed versions of some of its other 3DS eShop titles?

Which 3DS eShop titles am I talking about here? Pocket Card Jockey is one example. So is Rusty's Real Deal Baseball. And then there are the Pushmo, Dillon's Rolling Western, and BoxBoy! games, too. (Don't worry, I'm well aware of last year's physical BoxBoy! collection, but it only saw the light of day in Japan.)


Arguments could be made for retail releases of all these titles, if you ask me. For example, the folks at Game Freak--of Pokémon fame--made Pocket Card Jockey. That alone should have been enough for it to hit store shelves along with the eShop. (Something else that should've helped matters: the fact that Pocket Card Jockey is an absolute gem. I'd go so far as to say it's one of the 3DS' best games, in fact. To learn why I feel so strongly about it, read this post of mine: "If you own a 3DS, you need to buy and play Pocket Card Jockey right now.")

I thought a compilation of the three Mallo-centric puzzlers--Pushmo, Crashmo, and Stretchmo in my neck of the woods--was a sure thing, too, but obviously I was wrong. And I was wrong about Nintendo plopping to the first two Dillon's Rolling Western titles on a cartridge, too.


Of all the digital-only gems mentioned here so far, the one I can most understand not getting a boxed version is Rusty's Real Deal Baseball. Yes, such a product could've gathered all of its in-game purchases (which aren't insubstantial) into one package. Doing so would've required at least a little jiggering, though, and Nintendo probably decided that extra work wasn't worth it, especially given Rusty's undeniably limited appeal.

In the end, I know all of my moaning and hand-wringing here is beyond pointless. The ship's basically sailed on the 3DS, and there's no way Nintendo is going to pump out retail releases of Rusty's Real Deal Baseball, Pocket Card Jockey, Dillon's Rolling Western, or any other "old" digital game this late in the system's life.


Still, I can't help but harp on those missed opportunities a bit. As things stand, each of the games mentioned above eventually may be lost to time because they were never embedded on a cart.

I guess this just means I have to buy a few used 3DS systems and then fill them with these gems before Nintendo shutters the eShop. (I'd need a few to ensure there are plenty of backups, of course.)

Do any of you wish you could've bought physical copies of some of the 3DS' eShop-only treasures? If so, which ones?

Sunday, July 15, 2018

If you own a 3DS, you need to buy and play Pocket Card Jockey right now

And if you don't own a 3DS, you need to get one as soon as possible and then use it to play Pocket Card Jockey.

I know everyone's moved on to the Switch. So have I, for the most part. I also know this game hit the North American, European, and Australian 3DS eShop eons ago--in May 2016, to be exact. (It hit the Japanese 3DS eShop all the way back in July 2013.)

Given all of the above, I understand why Pocket Card Jockey isn't exactly trending on Twitter right now. The thing is, I doubt Pocket Card Jockey ever trended on Twitter, or lit up the sales charts--even when it first came out and garnered a good amount of praise.

So why am I writing about it now, more than two years after it made a splash (or maybe I should say plop, given the lack of hype surrounding its launch)? And why am I using yet another blog post to push people to give the game a try? Because I started playing it again last weekend while visiting my husband's family in Ohio and it reminded me of Pocket Card Jockey's brilliance.


I'd intended to play something else (Shin Megami Tensei: Strange Journey Redux, for the curious), but when I finally opened my trusty "flame red" 3DS I returned to my long-ignored Pocket Card Jockey save file instead.

At first, I stuck with the game's "training" mode, which basically allows you to play quick rounds of golf solitaire. Within a few hours, though, I cautiously moved over to the main mode. I didn't fare too well early on, to be honest, but a quick look at the "How to Succeed in Pocket Card Jockey Without Really Trying" guide I published a couple of years ago turned things around pretty quickly.

I'm currently 20 hours into my latest obsessive stint with Pocket Card Jockey. The first such stint began in 2013 immediately after the Japanese version's release and lasted for more than 60 hours. The second started in 2016 following the North American version's release and lasted an additional 60-plus hours.

In other words, I've now devoted somewhere north of 140 hours to this $6.99 game over the course of five years.


What's the pull for me? The main attraction (or maybe I should say mane attraction?) is that it's a whole lot of fun. For some reason, I find the combination of solitaire, horse racing, adorable graphics, a top-tier soundtrack, and surprisingly intriguing--and at times shockingly dark--interactions with the game's curious cast of characters to be a winning one.

And then, of course, there's the fact that this Game Freak-developed title is beyond addictive. You know how it's impossible to walk away from Tetris until you've completed about 100 levels? Well, Pocket Card Jockey is imbued with a similar quality. But instead of telling yourself, "just one more round," you're more likely to mutter, "just one more horse"--as it's entirely possible to take a steed from colt or filly to retirement in an hour or so.

Still not convinced to give this hidden gem a try? Maybe my Pocket Card Jockey review will do the trick. Or the fact that I declared it to be my favorite game of 2016 might sway you.

Whatever you need to do to convince yourself to buy Pocket Card Jockey, do it. And do it now. You never know when Nintendo's going to pull the plug on the 3DS eShop, and believe me when I say you don't want to go through life without experiencing this delightfully odd game.

Sunday, January 14, 2018

A few thoughts on Witch & Hero III now that I've put about four hours into it

The Witch & Hero series and I go way back (see this old post and this one, too, for proof), so of course I bought Witch & Hero III as soon as it hit the Japanese 3DS eShop late last month.

Since then, I've devoted just under four hours to the game's globe-trotting, witch-protecting adventure. For the curious, that's taken me through around 32 of its single-screen stages. Sadly, I have no idea how many the game contains. If I had to guess, I'd go with 50 or so. Even if it ends up being just 40, though, I'll walk away feeling like Witch & Hero III was worth the 400 Yen (about $4) I spent on it.

That doesn't mean I've found Witch & Hero III to be a perfect game thus far. As is the case with its predecessors, it has its flaws. Overall, though, I'm having a lot of fun with it--to the point I'd say it's my second-favorite of the series' three releases.

What do I like about Witch & Hero III and what do I dislike about it? Here are a few examples of both:

Finally, the action takes place on the 3DS' top screen--I've always found it strange that developer Flyhigh Works put the action of the first two Witch & Hero games on the 3DS' bottom screen. Someone there must've agreed with me, as the action in Witch & Hero III takes place on the 3DS' top screen where it belongs. To be honest, I can't say the game feels all that different as a result, but I'm glad its devs made the switch all the same.



The new enemies and environments are a welcome change of pace--If you thought the enemies and environments in the first two Witch & Hero games seemed a bit samey, you'll love all the new ones that pop up in part three. I especially get a kick out of the humongous boss creatures that appear at the end of certain stages. The series' previous entries occasionally tossed larger-than-usual baddies at you, but they were just blown-up versions of regular enemy sprites. Here, they're completely unique--and beautiful--creations that command your attention by taking up a surprisingly large portion of the screen.

That said, the handful of ice stages can die in a fire--I usually enjoy ice stages in games. Not here. That's mainly because Witch & Hero III's ice stages often feel like you're on a pinball table and stuck between 20 or more bumpers. It's funny the first few times you tackle a stage, but after that it's just annoying. The good news is Witch & Hero III features only a handful of ice stages, so my advice is to grit your teeth and get through them as quickly as you can.



I don't enjoy Witch & Hero III's soundtrack as much as I enjoyed the ones featured in earlier entries--This isn't to suggest the backing tunes that play throughout each Witch & Hero III stage suck. Some of them are pretty darn good, but many others are forgettable at best. I don't consider that to be a huge deal, and I don't think you should either, but I thought it was worth mentioning here anyway.

Thank goodness you don't have to control your partner this time around--At first, being able to move both the hero and the witch at the same time while playing Witch & Hero II was a thrilling change of pace from the series' first release. After a while, though, it seemed more cumbersome than anything else. My biggest fear going into Witch & Hero III was that it would double down on this back-of-the-box bullet point. (All of the game's promotional materials show two heroes, as well as the eponymous witch, on each screen.) Thankfully, it doesn't. Although you're fully able to control both heroes (one using the 3DS' circle pad, the other using its face buttons), you also can hand over control of the second hero to the computer. For me, the latter has been far preferable to the former so far.



These games are more strategic than they initially seem, I swear--If you only play the first 10 or so stages of Witch & Hero III, or the first 10 or so stages of the other two Witch & Hero titles, you'll likely wonder why I like them so much. To understand my fascination with them, you really have to go further than that. Eventually, it becomes pretty clear that to master these games, you have to balance a number of components: the witch's health meter, the health meters of the two heroes, the magic (or "blood") meters of all three characters, the "Holy Power" meter, and more. It all sounds a lot easier in theory than it is in practice, and it's one of the main reasons every new Witch & Hero release excites me a bit more than the last.

Get ready to deal with a lot of slowdown--On the one hand, it's cool that many of Witch & Hero III's stages feature more enemy sprites than ever. On the other hand, all of those slowly creeping sprites cause a lot of slowdown. Bizarrely, it hasn't bothered me much to date, but I have a feeling it will bother many who play the game. So, if slowdown is a deal-breaker for you, think long and hard before you plop down $4 on Witch & Hero III when it makes its way onto your region's 3DS eShop in the coming months.

See also: my Witch & Hero review and my Witch & Hero II review

Wednesday, December 27, 2017

Witch & Hero III hits the Japanese 3DS eShop just in time to be a GOTY 2017 contender

In late October, Circle Entertainment announced that not only was a third Witch & Hero game in the works for the Nintendo 3DS but it would be released by the end of the year.

Well, it just hit the system's eShop--but only in Japan.

Given my love of this odd little series of action-y tower-defense (or witch-defense, to be more accurate) titles, I bought this latest entry as soon as I was able last night.

I've only put about an hour into Witch & Hero III so far, which means I've conquered about six or seven of its stages, but that's been enough for me to know I'll continue to plug away at it over the coming days and weeks until I either beat it or burn out on it.

Curiously, this Witch & Hero game begins much like the first. At the moment, I control only the eponymous hero, racing around each level using the 3DS' circle pad and bumping enemies to death, Ys style, as they dare to approach and even attempt to kill the witch, who sits, petrified (literally, not figuratively), in the middle of the screen.

Based on the game's logo, as well as its teaser trailer, I know it won't ape the original release's gameplay for much longer. Or at least I hope it won't do so for much longer; I'm really itching to see how the developers at Flyhigh Works change things up this time around. (In Witch & Hero II, you can move the witch around the screen using the 3DS' face buttons, which admittedly makes things a bit more hectic than I'd like.)

Anyway, if you own a Japanese 3DS, you could do far worse than buy Witch & Hero III. It's only 350 Yen right now--after Jan. 10, it'll jump to 400 Yen--and it's already proving to be a lot of fun.

If you'd rather not jump right in to the series' third entry, pick up the first one. It's also only 400 Yen ($4 in North America), and until Witch & Hero III proves otherwise, I still think it's the best of the bunch.

Need to know more about it, and maybe Witch & Hero II as well, before handing over your hard-earned cash? Read my Witch & Hero review. Or read by Witch & Hero II review.

Don't fret if you lack a Japanese 3DS. Witch & Hero III is supposed to hit other regions' eShops sometime in early 2018. Keep an eye on publisher Circle Entertainment's Twitter account for news of its release.

Saturday, October 28, 2017

A late 'Game of the Year' contender approaches: Witch & Hero III is coming to 3DS

A bit of news you may have missed late last month: Circle Entertainment slipped into its flurry of Tokyo Game Show 2017 tweets the fact that Witch & Hero 3 is in the works for the Nintendo 3DS.

That announcement made me happier than any other dropped during the formerly illustrious Japanese gaming event. If you're wondering why, consider that I named the first Witch & Hero one of my favorite games of 2013, and I did the same with Witch & Hero II last year.

Sadly, the only things known about Witch & Hero III at the moment are its title and Circle's goal to release the game before the end of the year.

A few other details can be gleaned--or at least guessed--from the tiny screenshots included in the above-mentioned tweet, thankfully. One is it looks like more than one "hero" will join the titular witch on the battlefield this time around. Another is the game may include a second witch as well, if the shadowy figure that's positioned second from the left on the game's logo is any indication.

Should that first assumption prove to be true, I can't say I'll be thrilled, to be perfectly honest.


Despite enjoying Witch & Hero II overall (as per my review), I preferred the original to it in the end because I found controlling both the witch and the hero cumbersome. Controlling a witch and two heroes--or, gulp, two witches and two heroes--in Witch & Hero III may push me over the edge.

I'll buy it regardless, of course. Hell, I'll likely buy it twice--once on my main North American 3DS, and once on my main Japanese one.

The real question in my mind at this point: will Circle bring the game to the Switch, too? If so, I suppose I'll have to buy it a third time.

You know what I'd like even more, though? A Switch port of the original Witch & Hero. The game doesn't need to be displayed across two screens, plus this would put one of my favorite 3DS eShop titles (check out this recent-ish post for nine more of them) on my current go-to games console.

If you're curious to read more about why I'm such a fan of the series' first effor, by the way, you can do so in my Witch & Hero review.

Other than that, are any of you also excited about the impending release of Witch & Hero III?

Sunday, June 25, 2017

Shall We Do It? (Ever Oasis demo, Kid Icarus: Of Myths and Monsters, Metroid II and Miitopia demo)

Sorry it's been so long (over a week!) since I last published a post. I can't even give you an explanation--or at least I can't give you a good one.

Of course, I was on the road for three days early in the week (my husband, cat and I made our way from Austin, Texas, to Madison, Wisconsin), but I've hardly run myself ragged in the last four or five.

Something I've managed to fit into my currently far-from-busy schedule: a bit of quality time with my trusty 3DS. Specifically, I've put a good number of minutes, if not hours, into the following demos and games:


Ever Oasis demo (3DS)--Of the four 3DS demos and games I'll discuss here, this is the one I've enjoyed the least. Which is a shame, as every aspect of the Ever Oasis demo is at least "nice."

I especially like the art style, although the character-switching gameplay is pretty appealing, too. The thing is, I didn't find the latter to be as appealing as I expected it to be before I started my way through the (disappointingly short) demo.

If I were forced to describe Ever Oasis' gameplay with a single word or phrase, I'd probably go with "by the numbers" as far as Secret of Mana-ish titles are concerned. Which is too bad, as I thought that component of the game would help set it apart from other action RPGs that've been released for the 3DS.

On a more positive note, I've read that after a slow start, Ever Oasis eventually hits its stride in impressive fashion, so my current plan is to find a way to pick up a copy of it by the end of the year.


Kid Icarus: Of Myths and Monsters (GameBoy)--Although I've been a fan of the original Kid Icarus since it was first released in North America back in 1987 (I even included it in my "10 Most Influential Games" series of blog posts), I've long avoided this 1991 sequel.

Why? The main reason is that it never looked very appealing to me. Playing a Kid Icarus game in black and white just seemed wrong to me after basking in the beautifully colorful--and weird--landscapes of the NES title. Plus, Pit's sprite here has always looked a little off to me.

After a Twitter friend recently heaped praise on Of Myths and Monsters, though, I decided to finally give it a go. And you know what? I've had a blast with it so far. I can't say I prefer this GameBoy game's sprawling stages to the comparably straightforward ones found in the NES offering, but I'm enjoying them all the same. A similar comment could be made about Of Myths and Monsters' soundtrack, which is acceptable but never approaches the brilliance of the Hirokazu Tanaka tracks that fill the original.

Still, I'm loving this handheld Kid Icarus overall--to the point where I'm now hitting myself for giving it the cold shoulder for so long.


Metroid II (GameBoy)--Here's another portable sequel to a console classic I'm only now playing for the first time. Again, that fact boggles my mind as much as it probably does yours. After all, I was obsessed with both the original Metroid and Super Metroid for the SNES as a youngster (beating both multiple times, I should add).

Unlike Kid Icarus: Of Myths and Monsters, I can't say I've avoided Metroid II because of what I considered to be below-par graphics. In fact, I've always thought Metroid II looked pretty awesome. Regardless, I dragged my feet on playing it until late last week.

So far, I think it's a better game than Of Myths and Monsters. Although Metroid II is a black-and-white affair, it still feels like a visual upgrade to its NES-based predecessor--something that can't be said of Kid Icarus' GameBoy follow-up. Also, I love the way Metroid II twists the gameplay of the first Metroid and Super Metroid just enough to make it feel unique. (I'm talking about this game's "track down and kill X number of Metroids" focus, of course.)

Despite the above, I'm not entirely convinced I'll stick with Metroid II until its end credits, but I'll certainly do my best to finish it.


Miitopia demo (3DS)--After reading a few impressions of the Japanese version of Miitopia, I fully expected to dislike this Tomodachi Life-esque RPG--to the point that I canceled my pre-order for the North American release. After putting nearly three hours into the demo that just hit my region's eShop, though, I'm back aboard the Miitopia hype train.

Chiefly responsible for that change of heart: the aspects I thought I'd hate--no real overworld to explore, battles that are mostly hands-off--don't bother me at all. Hell, I actually find these tweaks refreshing after playing a number of overly traditional RPGs in the last year or so. On top of that, Miitopia sports a surprisingly bold art style, a soundtrack that's more charming than it has any right to be and a gloriously subtle sense of humor. I've heard the full game isn't overly long, but that's OK with me--especially if it ends up being a short-but-sweet experience.

Have you played any of these games or demos? If so, share your thoughts on them in the comments section below.

See also: previous 'Shall We Do It?' posts

Friday, June 16, 2017

I'm stoked about the unveiling of Sushi Striker (3DS), and not simply because some of its characters are beefy studs

What's Sushi Striker, you ask? A sushi-themed puzzler that's being developed for the 3DS by indieszero (of Electroplankton, Retro Game Challenge and Theatrhythm: Final Fantasy fame).

Nintendo revealed it a couple of days ago during E3 2017 and at the same time mentioned it will release sometime in 2018.

Unfortunately, it's not yet known if Sushi Striker (full title--Sushi Striker: The Way of Sushido) will be sold via retail or if it'll be relegated to the 3DS eShop.

What is known, beyond the aforementioned facts, about this "conveyor belt sushi puzzle action" game (that's Nintendo's official description of it) is that it's stuffed to the gills with musclebound studs.

Don't believe me? Feast your thirsty eyes on the following:




I don't know about you, but the last guy is the most visually appealing to yours truly.

Not into men? No worries. The game also features a bevy of attractive women--as is made abundantly clear in Sushi Striker's first trailer.

Does any of the above have you salivating over the 2018 release of this yummy-looking (in more ways than one) puzzle game? Chat about it with me and others in the comments section of this post.

See also: 'The best 3DS eShop games you've never played (or, 10 overlooked 3DS eShop games you need to try as soon as possible)'

Wednesday, June 07, 2017

The best 3DS eShop games you've never played (or, 10 overlooked 3DS eShop games you need to try as soon as possible)

Now that the Nintendo Switch is out and the company's previous portable game system is slowly heading to the grave, I thought I'd finally publish a post about the 3DS eShop titles I think have been most depressingly overlooked during that handheld's lifetime.


Attack of the Friday Monsters!--Originally intended for Level-5's aborted second Guild series compilation, this game eventually saw the light of day as an individual eShop release. That's a big deal because it means you can access it for just a few bucks ($7.99, to be exact) rather than $30 or $40. And believe me, $8 for this little slice of faux nostalgia is a real bargain. I say "faux nostalgia" because, well, I doubt many Western gamers who play Attack of the Friday Monsters! will have experienced 1970s Japan--this game's probable setting. The gameplay embedded within that setting, by the way, is divided between exploration and card battles. Although the latter aspect is enjoyable enough, the former--which involves running around the fictitious town of Fuji no Hana and chatting with its many inhabitants--is the highlight here.


Crimson Shroud--Oh, hey, another 3DS eShop game that began life on one of Level-5's Guild series compilations. This one, however, is Yasumi Matsuno's take on a digital tabletop RPG. (Matsuno is best known for acting as the director of Tactics Ogre, Final Fantasy Tactics and Final Fantasy XII.) Don't worry, you needn't be a fan of tabletop or pen-and-paper role-playing games (like Dungeons & Dragons) to enjoy Crimson Shroud, which first hit 3DS eShops around the globe in late 2012. An interest in the RPG genre in general wouldn't be a bad idea, though, especially since Crimson Shroud will set you back around $8 for what'll likely end up being a five- to 10-hour playthrough (longer if you decide to tackle the "new game plus" that unlocks after beating its main campaign).


The 'DENPA' Men 3--Before I say anything else about this eShop title, let me say this: I actually like the first 'DENPA' Men game more than the pair of sequels that followed in its wake. (Here's my review of The 'DENPA' Men.) I have a feeling most people will prefer the second and, especially, third 'DENPA' Men games to the original, though, which is why I'm recommending the most recent one here. For the uninitiated, The 'DENPA' Men 3, like its predecessors, is a unique turn-based RPG that has players use their 3DS systems' AR functionality to find and capture the titular characters from the world around them. Once you've nabbed enough to form a party (up to eight, eventually), you wander an overworld, explore dungeons and battle enemies just as you would in pretty much every other RPG in existence. The difference in The 'DENPA' Men 3 (as well as in the earlier 'DENPA' games): the bulk of its battles involve your colorful band of big-headed party members running toward and slamming their noggins into opposing baddies. OK, so most of them can hurl magic spells at foes, too, but head-butting is the big differentiator here. Still skeptical? All three of the DENPA' Men titles can be taken for a spin via free-to-download demos. Should you like that experience, I'd strongly recommend handing over $9.99 to buy either the first or third of the series' releases.


Gotta Protectors--To be completely honest, I haven't put as much time into this portable sequel to Ancient Corp's stellar Protect Me Knight: Mamotte Kishi (for Xbox 360) as I'd like. I say that because the hour or two I've spent with Gotta Protectors (known as Minna de Mamotte Knight in Japan) were thrilling. Of course, I've long liked these real-time tower-defense games, so keep that in mind as I slobber all over this particular one. As for what's so great about Gotta Protectors, the fast-paced, responsive, princess-protecting action that serves as its backbone is the first reason I'll toss at you. Also, both its 8-bit-ish graphics and soundtrack are right out of my teenage dreams (that's a good thing). The only negative associated with this digital title, in my opinion, is that it's $12.99 price tag is a bit steep if you're not a fan of the genre or if you're not entirely sure this example will be your cup of tea.


HarmoKnight--I've got to be honest here: I wanted to like this Game Freak product more than I did. And, really, who could blame me for getting pumped up about a digital title that's equal parts platformer and rhythm game and that was made by the company behind the world-conquering Pokémon series? As for what keeps HarmoKnight from being as perfect as I imagined it'd be, the main criticism I'll offer up is that it often feels "cheap"--with enemies and obstacles flying at you from all directions, often without warning. So why am I recommending it here? Because it's not a total clunker. It art style is captivating, and its soundtrack is, by and large, scintillating.  Plus, there aren't many games out there that combine these two genres, so I can't help but feel like the few in existence need to be supported--even those that are less-than-perfect.

Friday, February 17, 2017

The Great Gaymathon Review #75: The Starship Damrey (3DS)


Game: The Starship Damrey
Genre: Adventure
Developer: Level-5
Publisher: Level-5
System: 3DS (eShop)
Release date: 2013

If you've heard anything about The Starship Damrey, it's probably that it doesn't last long. And it doesn't--my playthrough ended just short of the four-hour mark, while I've heard others have reached the game's credit roll just two-and-a-half hours after they started it.

Some people will tell you The Starship Damrey isn't worth buying because of its brevity. I'm not one of them. In fact, I think that in a world of 100-hour behemoths like Dragon Quest VII, this game's curtness should be looked at as a major selling point.

It helps, of course, that I purchased The Starship Damrey for a measly $2.99. (It's usually $7.99.) Still, considering this Level-5 release is at least as long as, and easily as compelling as, your average popcorn flick, I'd say it's well worth eight bucks, if that's what you have to pay to get it.

As for what makes The Starship Damrey so compelling, well, its setting--a derelict spaceship that calls to mind those depicted in the Alien and Aliens films--has a lot to do with it. Even better, the game begins with you waking up trapped inside a "Cold Sleep" capsule within the above-mentioned ship. And on top of that, it offers no explanation as to why you're there or what you're supposed to do to escape it.

From that point on, it's up to you to solve those mysteries by making use of the handful of "Assist Robots" situated throughout the craft and having them prowl its nearly silent interiors in your stead.


Thankfully, exploring Damrey's halls--from a first-person perspective, if the screens here don't make it clear--is both easy and intuitive. Your 3DS' directional pad controls movement (press up to go forward, right to turn in that direction, etc.), while its circle pad controls the camera. A press of the system's face buttons lets you interact with or investigate items in your path or field of view, like doors, bodies or other objects of interest.

It has to be noted, by the way, that you do all of the above while basically fumbling around in the dark. You also do it in almost complete silence. Some ambient noise, as opposed to an actual soundtrack, accompanies your journey through the Starship Damrey's claustrophobic innards, but only a smidgen.

Both aspects are sure to cause a certain percentage of players to wrinkle their noses in disgust--or at least annoyance. Although I'd understand such a reaction (to a point), I personally thought those design decisions helped solidify the sense of desolation and even dread that permeated my Starship Damrey playthrough.

In the end, I'd highly recommend this title, made by text-based-adventure pioneers Kazuya Asano and Takemaru Abiko, to anyone who doesn't consider first-person games set it dark, quiet and semi-claustrophobic environments to be deal-breaking turnoffs.

Just do your best to overcome any stumbling blocks without turning to a guide or an FAQ for assistance. After all, if you're only going to spend a couple of hours with a game, you may as well beat it on your own, right?


See also: previous 'Great Gaymathon' reviews

Tuesday, January 10, 2017

Shall We Do It? (Aero Porter, Go! Go! Kokopolo and Ninja Jajamaru-kun 3DS)

Although Dragon Quest VII continues to be the focus of the time I spend with my 3DS systems, that doesn't mean I'm ignoring every other game released for the handheld.

In fact, I put a good number of minutes--and, in some cases, hours--into the trio of 3DS titles named below in the last week. Here are my thoughts on those experiences:


Aero Porter--I've wanted to play this Yoot Saito-made puzzler since it was first revealed to be a part of Level-5's intriguing Guild01 compilation. As is too often the case for yours truly, I failed to buy it upon release and then basically forgot about it until I saw it would be included in a Black Friday sale on the North American 3DS eShop.

That was all I needed to jump in with both feet. (I purchased The Starship Damrey at the same time, though I've yet to even boot up the curious-looking survival-horror title.) With that out of the way, I played Aero Porter throughout my recent three-day move--of sorts--from Seattle to California.

If you've never before heard of Aero Porter, the gist is that you have to manage all of the baggage coming into and going out of an airport. Not the most thrilling of premises, I agree, but it's definitely unique. Also, it produces gameplay that's a lot more compelling than I ever imagined.

Unfortunately, it also produces gameplay that's a bit too frantic for my liking. As such, although I currently love and respect the idea of Aero Porter, I'm not sure that's going to translate to me putting much more time into it, as I'm already feeling stumped.

Don't worry, I haven't completely given up on it, but I may have to do just that if it becomes clear it's not a good fit for my feeble brain. Regardless, I'm glad I finally bought it, and I still think it's worth trying if you tend to like portable puzzle games.


Go! Go! Kokopolo--This indie title was first made available to the gaming masses back in 2011 via Nintendo's DSiWare service. Later, it made the transition to the 3DS eShop--though its developer mysteriously pulled Go! Go! Kokopolo from the European and North American versions of that digital storefront in late 2014.

For whatever reason, Go! Go! Kokopolo can still be found on the Japanese 3DS eShop--which is where I bought my copy after publisher Circle Entertainment reminded me of its existence while promoting the game's upcoming 3DS sequel.

I'm now sad I waited so long to experience this wonderfully weird title, which calls to mind classics like Enix's Door Door and Namco's Pac-Man. Here, you're plopped into the paws of an ever-grinning cat named Kokopolo and then tasked with corralling each stage's creatures into the hungry stomach of what the game's makers describe as a carnivorous plant.

As for how you accomplish that, you do it by waltzing up to one of said creatures, swiping at it with your claws, making it angry and then leading it to the above-mentioned plant when it inevitably gives chase.

It's a lot of fun and doesn't require a huge investment of time or energy. (In other words, it's one of those play-when-you've-got-a-few-spare-minutes games that are so great when you're busy.) Plus, it's a real looker, with pixel-based graphics that remind of Saturday morning cartoons.


Ninja Jajamaru-kun: Sakura-hime to Karyu no Himitsu--I don't have much experience with Jaleco's Ninja Jajamaru-kun series. I've played a bit of the Mario Bros.-esque Famicom game from 1985, but that's it.

Not that Sakura-hime to Karyu no Himitsu plays anything like that antiquated title. This modern sequel is a fairly by-the-numbers platformer--with tossable shurikens, naturally. It attempts to make up for its staid gameplay with colorful backdrops and well-drawn character and enemy sprites, but the latter fall a tad short of the mark due to their annoyingly diminutive size.

Granted, of all the games discussed in this post, I've put the least amount of time into Ninja Jajamaru-kun: Sakura-hime to Karyu no Himitsu. Given that, it's entirely possible its adventure turns a corner at some point down the road and becomes thoroughly thrilling.

Should that prove to be the case, I'll let all of you know in an upcoming write-up (perhaps even in another "Great Gaymathon" review).


**Bonus** Picross 3D: Round 2 (demo)--I also recently downloaded and played through the Picross 3D: Round 2 demo that Nintendo added to the North American 3DS eShop. This despite the fact that I've barely touched the Picross DS cartridge I bought ages ago and have yet to even pick up 2009's much-balyhooed follow-up, Picross 3D.

Still, the original Picross 3D gets so much love on line that I couldn't ignore the chance to experience a bite of its digital-only (in my neck of the woods, at least) sequel. As for my impressions of Round 2's demo: I really, really liked it. It's polished to the hilt, as so many Nintendo-made and -published products are, plus there's plenty of substance below that shiny surface.

That said, I've got to admit I think I prefer the more straightforward rules and gameplay associated with traditional Picross to this three-dimensional offshoot. The former's certainly easier to boot up and zone out to, in my opinion, and that's usually what I want from a puzzle game these days.

Who knows, though, I may change my mind and import a copy of the Japanese version of Picross 3D: Round 2 later this year when it finally dawns on me that the days of the 3DS are nearly over.

Friday, December 16, 2016

My favorite game of 2016: Pocket Card Jockey

How on earth could I name Game Freak's Pocket Card Jockey my favorite game of the year?

It was a pretty easy decision to make, actually. After all, I played this 3DS eShop game more than I played any other in 2016. Just as importantly, I enjoyed playing it more than I enjoyed playing any other game over the last 12 months.

As for what prompted me to play and enjoy Pocket Card Jockey so much in that time, that's not so easy to explain. Why? A lot of praiseworthy components are packed into the game, so summarizing them requires more than a quippy sentence or two. Still, I should be able to do it in a handful of paragraphs.

For starters, the best thing about Pocket Card Jockey--and the aspect that caused me to devote more than 60 hours to it in 2016 (and put just as many hours into the Japanese version, Solitiba, in 2015)--is its addictive nature.

Meaning, of course, it's one of those games--like, say, Tetris or solitaire or mahjong--that you pick up when you have a few free minutes, and before you know it you've sunk an hour or two (or more) into it.

Granted, Pocket Card Jockey is one part solitaire (golf solitaire, to be more specific) and one part horse breeding and racing, so I guess its addictiveness probably shouldn't have come as such a surprise. (To learn more about how this game plays, read my Pocket Card Jockey review from a few months ago.)

Another reason this title is so marvelously compelling: its soundtrack. I fully understand if you assumed a digital 3DS game filled with cards and thoroughbreds would feature subpar music, but that's far from the reality of the situation. You can thank composer Go Ichinose (of Pokémon fame) for that. The jazzy, catchy tunes he created for Pocket Card Jockey not only get you in the mood to play as long as your eyes--or, in my case, your husband--will allow, but they also worm their way into your brain to the point you'll likely find yourself humming them at the most random times.

Does Pocket Card Jockey look great, and is that also partially responsible for why I'm declaring it to be my favorite game of 2016? Obviously. The same can be said of its controls, by the way, which work well and put the 3DS' many input methods to good use.

At the end of the day, though, it's how developer Game Freak deftly combined all of the above-mentioned elements that made me choose Pocket Card Jockey as my favorite game released this year. Everything meshes so well you revel in the overall experience while playing it rather than obsess about--or even notice--individual components like graphics and music.

With all that out of the way, do yourself a favor and grab your 3DS, buy this game from the eShop (current price: $6.99--believe me, it's worth every penny) and give it a whirl. Oh, and read through my Pocket Card Jockey guide if you want to fill your trophy case.

Tuesday, November 15, 2016

A somewhat gay review of Chase: Cold Case Investigations ~Distant Memories~ (3DS)


Game: Chase: Cold Case Investigations ~Distant Memories~
Genre: Visual novel
Developer: Arc System Works
Publisher: Aksys Games
System: 3DS
Release date: 2016

I had such high hopes for Chase: Cold Case Investigations. The main reason for that: some (but not all) of the folks who made Hotel Dusk--as well as Trace Memory and Little King's Story--also made this digital 3DS game.

Unfortunately, Chase: Cold Case Investigations--or at least the minuscule portion of it that's presented in "Distant Memories" (more on what that means in a few paragraphs)--is no Hotel Dusk.

Hotel Dusk, despite its flaws, was a fully realized and surprisingly engaging, not to mention cinematic, product that showed just how marvelously dynamic a "visual novel" could be.

Unlike most of visual novels I've played--including Hakuoki and Sweet Fuse for PSP--to date, Hotel Dusk was more than a simple "Choose Your Own Adventure" story accompanied by static (and admittedly pretty) illustrations and enjoyable, if not altogether memorable, soundtracks. That 2007 title one-upped its fairly staid genremates by allowing players to freely move around within and otherwise explore three-dimensional spaces. It also let them solve puzzles and take notes using the DS' touch screen--all while holding the system on its side, "book-style."

And then there were satisfyingly superficial flourishes like the rotoscoped character portraits and the superbly low-key (and jazzy) backing tunes.

Sadly, you won't experience any of the above while working your way through Chase: Cold Case Investigations. What will you experience instead? A depressingly small cast (of six, if memory serves). Art that isn't completely terrible but is a far cry from what's showcased in the developer's previous titles. Scenes that feature such little animation they may as well be motionless. No exploration whatsoever. Disappointingly straightforward interactions with the game's characters. Oh, and the writing has little of the verve that drips from Hotel Dusk's text.

To be blunt, Chase: Cold Case Investigations feels half-baked. Worse, it feels like the half-baked introduction to what should be a much larger and longer game.

In its defense, it seems pretty obvious "Distant Memories" is just one part of what will wind up as a multi-part release. Still, this opening salvo is so underwhelming--and so relatively expensive, at $6 for less then two hours of content--that it's currently hard for me to imagine picking up any future installments unless it's clear from the word go they offer a lot more than this initial entry.


See also: previous 'somewhat gay' and 'Great Gaymathon' reviews

Friday, September 02, 2016

Could Tank Troopers (3DS) be Nintendo's next Splatoon?

There was a lot to "ooh" and "ahh" about while watching the trio of 3DS-focused Nintendo Directs that were broadcast in Japan, Europe, and North America yesterday.

Some of the many announcements that elicited those responses from yours truly: the out-of-nowhere Super Mario Maker and Yoshi's Woolly World 3DS ports (both of which will hit store shelves around the world within the next few months), the Pikmin side-scroller (also for 3DS and due out sometime in 2017) and the mysterious retail 3DS title known as Miitopia that'll at least see the light of day in Japan by the end of this year.

The announcement that excited me the most, though, was for the upcoming 3DS title called Tank Troopers. Here's its Japanese logo:



Want to see it in action? Skip to the 36:30 mark of the North American Nintendo Direct.

Admittedly, the video footage above doesn't offer up a ton of details about the game. Still, it's clear it focuses on crazy tank battles and a colorful cast of characters that look as though they were conjured up by the same artists who worked on Splatoon, and that's enough for me (at least for the moment).

My only concerns right now: will Tank Troopers be a digital-only release or both a digital and retail one? (At least one piece of PR associated with the title says it'll be both, but I can't help but think someone made a mistake in saying a boxed version is in the cards.) Also, no online mode was mentioned in any of the Nintendo Direct descriptions of the game, which is worrisome.



Would I pass on Tank Troopers if it's digital-only and doesn't allow for Internet play? Not necessarily. After all, it looks like a lot of fun and also sports the kind of pizazz and sass that always appeals to me. Still, I'd prefer a boxed release and the ability to compete on line.

Am I alone in feeling stoked about Tank Troopers? And am I alone in thinking Nintendo could have another Splatoon-like hit on its hands--especially if it somehow includes an online mode that's yet to be discussed? Share your thoughts in the comments section that follows.

Monday, August 15, 2016

So, is Ambition of the Slimes (3DS) worth its $5 price tag?

Now that I've put a few hours into the just-released 3DS version of Circle Entertainment's strategy RPG, Ambition of the Slimes, I thought I'd share some thoughts on the experience.

Before I get to those musings, though, I have to mention that I've never played any other iteration of this game. (Developer altairworks first made it available to iOS and PlayStation Mobile users early last year.) So, I can't say how the 3DS port compares to those releases.

With that out of the way, here are some impressions of Ambition of the Slimes for 3DS:


* First, I like that this Final Fantasy Tactics-esque SRPG gets things rolling in the right direction with a tutorial. Even better, it's a short tutorial--just three quick battles.

* Why do I like that it includes a tutorial? Because as is the case with many of Circle Entertainment's games--no offense intended by this next statement, mind you--Ambition of the Slimes' text is only somewhat understandable. Also, it just doesn't feature much text, period. Combine those truths and you have a situation that screams for some sort of tutorial.

* Surprisingly, the third stage of this 3DS title's tutorial had me stumped for a bit. Specifically, the enemy kicked my butt two or three times before I finally figured out what I had to do to beat it. That's not a knock on the game, by the way; I'm pretty sure I was just being dense. Still, it was nice to learn so quickly that Ambition of the Slimes probably wouldn't be a pushover.


* Did those pleasant reactions continue to pop up after I began the game's main campaign? I'd say so. Early on, at least, the story is minimal, the battle stages are fairly small, the challenge increases at an acceptable rate and the soundtrack is surprisingly pleasant. (Regarding that last point, though, I can't be alone in thinking the music here sounds awfully similar to that of the Witch & Hero games, right?)

* Speaking of Ambition of the Slimes' story, at the moment I'd almost describe it as non-existent.  Now, I'd consider that a negative in many cases (especially when talking about RPGs), but in this one it doesn't bother me at all. I didn't buy this from the 3DS eShop because I wanted a deep adventure; I bought it because I wanted a "lite" SRPG to play during my daily commute and during whatever free time I can muster up at home. That's exactly what it's given me so far.


* Control-wise, Ambition of the Slimes is perfectly serviceable. Or maybe I should say it controls as expected. In other words, the 3DS' shoulder buttons rotate the playfields, à la Final Fantasy Tactics and most other modern SRPGs, while its circle and directional pads move characters and its A and B buttons confirm battle orders. Oh, and each of these actions work smoothly and feel good.

* Finally, my favorite aspect of Ambition of the Slimes: its graphics. I'm not just talking about its main battle aesthetics--you know, the ones that can be seen while moving about on the game's three-dimensional, isometric fields. Those are great--thanks in large part to the pixelated characters that populate them. Even better, as far as I'm concerned, are the graphics that come into play after you've decided to confront a specific enemy. (Check out the red-tinged screenshot above for an example of what I'm talking about here.) The sprite-based art used in these moments almost looks like it was created by Pokémon designer Ken Sugimori (even though I know he had nothing to do with it).


Sounds good, right? If you agree, go ahead and give it a try. It'll only set you back five bucks. Just keep in mind that Ambition of the Slimes is a lot like a couple of other Circle Entertainment 3DS titles, namely Witch & Hero and Witch & Hero II.

Much like those games are bite-sized tower-defense titles, Ambition of the Slimes is a bite-sized strategy RPG. In other words, expect something that rivals the great Final Fantasy Tactics and you're going to be sorely disappointed.

See also: Ambition of the Slimes' latest trailer