Got a bit delayed in getting my previews posted this year, but it’s worth the wait! Let’s start off with Nintendo. While the Wii U was, obviously, the star of the show at Nintendo’s booth this year, the company also had a strong focus on the 3DS software lineup. For those who were worried that the new Nintendo handheld would be suffering from a lack of quality games, this year’s showing by the big N was a positive one. Nintendo came out swinging this year, with new entries in some of their long-established and much-beloved franchises, as well some intriguing new games for the 3D handheld.
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Star Fox 64 3DS
I only had the opportunity to play the single-player demo of Star Fox 64 3DS, so unfortunately I’m not able to give any impressions on the video chat, but from what I played of the single-player portion I’m pretty impressed. The gameplay is, well, exactly like it was in Star Fox 64. Although, if you liked that game like I did, this isn’t necessarily a bad thing.
The demo took place on Solar, the lava level from the original game. The rolling waves of lava you have to avoid and the fireballs raining down on you did a good job of showcasing the 3D effects in the game. The developers are seemingly focusing on building depth, rather than having things pop out, so seeing the lava waves rolling towards you, or a fireball streaking down from the sky, was really impressive as you could see them coming in from far off in the distance. Other than the addition of 3D, the graphics weren’t much to write home about. It’s basically what you’d expect, a cleaned up version of the 64 title.
Controls on the game felt surprisingly solid, with the 3DS’ thumbstick proving to be easy to navigate around the game world with. I briefly tried the motion controls, where you move around the 3DS to move Starfox’s ship, although I found that this control method made it nearly impossible to keep in the sweet spot for the 3D effect. This leaves you choosing whether to go with a fun, albeit less responsive control scheme, and lose the 3D, or stick with the more traditional route and enjoy the 3D effect. The game definitely seems like it has promise, although I don’t see it as a must-buy unless the multiplayer delivers something original and fun or you were just a huge fan of the original.
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Mario Kart 3DS
Mario Kart 3DS is, without a doubt, one of the more enjoyable games that I was able to get my hands on at the expo this year. Having not been a huge fan of the double-dash entries in the franchise, I was hoping that Mario Kart 3DS would be more of a return to the series’ roots. Luckily, this seems to be the case, although the addition of the hang glider provides some interesting new depth to the racing.
I played through one full circuit, in what looked to be the Donkey Kong-themed area of the game. The levels looked surprisingly good compared to some of the early 3DS titles, and had a very distinctive cartoon-y look that worked really well in 3D. I’d say that, in terms of visual fidelity, Mario Kart 3DS is about on par with the most recent Wii Mario Kart game. The 3D was a fun addition, although not necessarily a game-changer. The most impressive use of the effect was when you would get hit by an oil slick or similar attack, and the “splatter” would stick to your screen and cover your field of view, popping out from the rest of the background.
Mario Kart 3DS controlled very well with the thumb stick, and I found myself quickly getting comfortable with the control scheme and being able to pull off moves like powerslides that had given me some trouble in the previous entries in the series. The biggest thing that stood out to me about the game, though, was the addition of the hang gliders. Now when you drive off a large cliff or ramp in the game, you’ll deploy a hang glider that lets you fly over the racetrack. This added a surprising amount of depth to the racing, as there were multiple times when I had to choose between angling myself down to get back on the track as quickly as possible, or trying to fly over areas of the track to try to get a bit of shortcut. These shortcuts aren’t without risk, however, as in the levels I played there were obstacles sticking out above the racetrack that you would have to maneuver through if you chose to skip over the track, with the constant threat of crashing into one and losing valuable seconds. Mario Kart 3DS seems like it should be a big seller, and it will definitely appeal to fans of the previous entries in the series.
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Luigi’s Mansion 2
I think I may be one of a handful of people who actually really enjoyed the first Luigi’s Mansion game, so I was stoked when they announced a new entry at the Nintendo press conference this year. When I finally got to get my hands on the game, I was glad to see that they didn’t try to change up the formula too much when it came to gameplay.
Like in the original Luigi’s Mansion, you play as Luigi as he tries to clear out pesky ghosts from a haunted mansion. Armed only with a vacuum cleaner and a strobe light, at least in the demo level, you have to stun the ghosts with your strobe light before attempting to vacuum them up. The thing that really stood out with this game was the graphics. It is easily one of the best-looking titles I’ve seen on the 3DS to date. The ghosts had some very impressive transparency effects for a handheld title, and the lighting in the game was really impressive. Having a lightning flash knock out all the lights in a room, only to see ghosts start materializing all around you in 3D, was really cool.
My one gripe with Luigi’s Mansion is that, like in the original title, controlling the vacuum can be an exercise in frustration. Without a second analog stick to move the vacuum around with, you’re stuck having to hold down a shoulder button, and then aim your vacuum up or down using the left analog. While it was a passable control scheme, there were definitely times when I found myself fighting against the controls to try to aim my vacuum in the right direction to capture the ghosts. I imagine that the control scheme will become easier to manage the more you play, but as it stands it stuck out as one of the only glaring negatives about the game.
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Kid Icarus
Let me get this out of the way first; Kid Icarus is the best-looking game I’ve seen to date on the 3DS. Seriously, this game is gorgeous. The art direction is remarkably well done, the character models are very detailed, and the effects from the attacks of both you and your enemies put more action on screen than in any 3DS title to date. But what really matters is the gameplay, right?
Well, in my experience, Kid Icarus seems to have taken the “screw you” hard difficulty of the original NES title to heart. I played the demo level on the hardest difficulty setting and had my ass repeatedly handed to me. The level I played started off with you flying through the sky, taking out multiple waves of enemies that rushed towards you without ever letting up. The 3D effect was put to good use in these segments, with the enemies really popping out against the background and the various attacks you unleashed filling up the screen with impressive effects.
The gameplay in this segment was reminiscent of games like Sin & Punishment, with your character being able to move around in a 2D “square” as you shot the enemies that flew towards you. When you reached the boss, in this case a 3-headed dragon, the game became more like a gun hell title, forcing you to avoid numerous projectiles thrown at you by the 3 heads while trying to land attacks of your own.
Sounds like fun, right? It is, but only if you’re right-handed apparently. The default attack button was mapped to the left shoulder button, with the left analog stick serving to move you around the screen and the touchscreen allowing you to move your aiming reticule. As a southpaw, this made it almost impossible for me to play, as I was unable to find a way to comfortably hold the 3DS while being able to maneuver both thumbs on the analog and touch screen and fire with my pointer finger. This left me having to choose whether to stay in one place while flying and move my reticule around to try to shoot enemies as they came towards me, which left me vulnerable to most attacks since I was unable to dodge, or to move Pit around but only be able to fire on enemies directly in front of me.
Needless to say, neither control scheme was ideal, and the end experience left me praying for the ability to re-map your controls in the final version. Complaints about controls aside, Kid Icarus looks to be one of the first real AAA titles for the system, so I’m really looking forward to seeing how the final product comes out.
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Super Mario
Not really too much to say on this one. I played one of the 4 (iirc) levels available in the demo and had a great time with it. The use of 3D made some of the platforming sequences feel less stale than they otherwise might have, and having a sense of depth when trying to run across a bunch of rapidly flipping tiles made judging my jumps a lot easier than in previous Mario games. I didn’t see any “OMG revolutionary!” use of the 3D, but I have no doubt Nintendo will find some interesting ways to make use of the new avenues made available to them with the tech. Basically, it’s a Mario platformer. In 3D. If you liked the previous games, you’ll most likely enjoy this one. If you didn’t, there’s little here to make you into a convert.
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Legend of Zelda: Ocarina Of Time 3D
Much like with Starfox and Super Mario, the OOT remake for the 3DS doesn’t deliver anything new and revolutionary, and is more just a refinement of the previous title. The graphics looked noticeably cleaner than the 64 version, with the backgrounds and characters making the transition to 3D without a hitch. The gameplay itself is exactly like it was on the 64, although the touch screen and motion controls did allow the developers to add some new tweaks to the gameplay. The most useful of these is having access to your inventory on the bottom screen of the 3DS. This came in handy on the Water Temple demo level I played, where being able to equip and un-equip your Iron Boots with a simple touch on the bottom screen eliminated the tedium of having to pause the game, switch to your inventory screen, and do so. While it may not have added anything “new” to the game, per say, it definitely allowed for a streamlining of the gameplay at least in the demo level shown.
The only other notable new feature present in the game was the ability to aim your hookshot, arrows, etc., using the gyroscopic sensor in the 3DS. Moving around the 3DS to try to line up a shot was definitely fun, in a gee-whiz sort of way, although it still seemed more cumbersome than simply using the analog stick to aim. Just like with Mario and Starfox, if you enjoyed the previous OOT you’ll likely enjoy this one.
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Resident Evil: Revelations 3DS
Out of all of the 3DS games I was able to play, I had the least time on Resident Evil: Revelations. I walked away impressed, though, even with only a few minutes of hands-on time with the title. Revelations is a new story in the RE universe, set between RE4 and RE5, with Jill Valentine as the protagonist this time around. The demo started with Jill waking up in an unfamiliar room, unsure of how she got there. After obtaining a pistol, and being startled by a rather grotesque-looking monster bursting into the room, you leave to continue exploring the strange surroundings in which you find yourself.
The graphics were pretty impressive for a handheld title, with visual fidelity on par with RE4, if not slightly surpassing it. The use of 3D was well-done, although it felt somewhat superfluous at least in the level shown and did little to add to the fun factor of the game. When it comes to the controls, however, the tank-walk of the earlier entries in the franchise has returned and is as awful as ever. Combined with the over-the-shoulder camera view from RE4 and RE5, the tank-walk makes navigating around the game an exercise in tedium, especially when trying to quickly turn to face an enemy shambling up behind you. Fortunately, actually dispatching the enemies felt much better, mainly due to being able to aim from a first-person view using the left analog. This made targeting specific points on the enemies a breeze, and looked cool in 3D to boot! Walking away from my brief time with the demo, my interest was definitely piqued, as Revelations looks to be a good fix for the survival-horror fans who happen to own a 3DS.