So yesterday, Pokkén Tournament was released for the WiiU. We picked up our copy around dinnertime. My older son and I played a couple of matches before either of us knew what we were doing, and then my older son went through a bunch of the single player material to get an understanding of the battle system. Here's the character roster, with a few comments here and there where applicable.
Blaziken - Blaziken is a tall, powerful fire/fighting type Pokemon. He reminds me of a big furry rooster. He is able to break through an opponent's defenses with normal moves, but he has a few moves that cause recoil damage (damage to your own character) if they miss.
Braixen - Braixen is a fire type who looks like a fox carrying around a flaming cotton swab. Braixen has a lot of projectiles, but not as many as the next character.
Chandelure - Chandelure is a ghost/fire type that looks like a chandelier, and a lot of people's early choice in this game because of its ridiculous ability to churn out projectile after projectile. (My older son says he's "spammy".) Tekken games didn't involve projectiles very often, and some of the ones that did were very slow startup. It should prove confusing at first for most opponents in Pokkén to deal with all of these projectiles until more of the metagame is developed.
Charizard - A lot of people probably know Charizard because of his inclusion in Smash Bros. While he looks like a big orange dragon, so far his strength in Pokken has more to do with shutting down his opponent's attacks than being directly aggressive.
Garchomp - Garchomp is literally a land shark.
Gardevoir - We haven't played as this fairy/psychic character yet, but we can say that the computer is not that good at living up to the name. It wasn't guarding nearly enough of our attacks in the single player mode.
Gengar - Gengar has some creepy attacks. What do you expect? He's a ghost type.
Lucario - Another fan favorite from the Smash games series, Lucario seems well-balanced, but I only used him once.
Machamp - Machamp is a large four-armed fighting type. He only has a few ranged attacks, but is able to power through his opponent's ranged attacks easily to get in close where he can do more damage.
Mewtwo - Mewtwo needs unlocking first.
Pikachu - Pikachu is another popular choice in this game, both because of pure popularity and because he seems to genuinely be a solid character with a balanced moveset.
Pikachu Libre - At first I though this was a pretty silly choice, but my Pokémon knowledge is not quite as deep as my older son's. There are hundreds of Pokémon, and while Pikachu is rather popular, I wasn't sure why they had to build a second character variation, when it seemed like they could just have additional costumes for the characters to pick from. I mean, wasn't there Pikachu cosplay in Omega Ruby/Alpha Sapphire? Then, when you go and look it up, it turns out that Cosplay Pikachu is a different subspecies, and is only female. The tip of the tail is black and heart-shaped, unlike a male Pikachu's pointy yellow-only tail, and a female Pikachu's yellow heart-shaped tail. My older son also reminded me that if they specifically wanted a luchador, in keeping with Tekken's inclusion of King, they could have picked the somewhat less popular Hawlucha. Pikachu Libre has a very strong (cheap?) "Double Team" move that makes it temporarily unhittable.
Sceptile - Sceptile is a grass type that looks like a tall lizard with a plant for a tail. We haven't quite figured out exactly what he's good at.
Shadow Mewtwo - Shadow Mewtwo is the character that you can unlock early with the amiibo card, but is also unlockable normally if you complete all of the Ferrum League. He's the boss of the game.
Suicune -Suicune, a dog-like creature with two tails, seems to have a lot of ranged moves which may prove difficult to get past.
Weavile - A dark/ice character, Weavile is fast and grumpy looking. Don't get clawed!
We haven't played everybody yet, but a few things seem pretty clear. The Tekken system of the buttons corresponding to limbs does not apply at all here. The only thing that seems to be the same as Tekken is the round fixed size arena and the sidestep and throw commands.
We were worried that two-player was going to be somewhat choppy, because of the system having to render two instances of the game but we didn't really feel it.
There are still a lot of other Pokémon in the game as support characters, but we don't have all of them unlocked yet, so maybe we will have to save that for another time. I'm sure that we will discover even more about the game after playing it for a while.
Also - there's a Splatoon Splatfest today, so if you're not busy playing Pokkén, get out there and ink some stuff! (Don't let my older son catch you standing around at the spawn AFK, either!)
I don't think I've quite managed to completely straighten out my living room from all of the Christmas chaos yet. My kids haven't noticed, though. They're too busy being Batman and Bumblebee. The two biggest hits of Christmas so far have been Batman: Arkham Knight, which has been out since the summer, and Transformers:Devastation, which was released in October.
Batman:Arkham Knight is another pitch-perfect Batman game from the team at Rocksteady games, and they even brought Kevin Conroy (Batman) and Mark Hamil (The Joker) back in to do some voice acting after having given them the last game (Arkham Origins) off. It's all of the things that you liked from the previous Arkham games plus a substantial amout of driving the Batmobile. Nightwing, Robin, the Riddler, Catwoman, the Penguin, Two-Face, and a few surprise bad guys show up for the fun.
Transformers:Devastation is strangely like Bayonetta. Not strange because it's Platinum Games at the helm, but strange that the Transformers fit so easily into the formula of a stylish beat-em-up game. There's more playable characters than Bayonetta, there's a lot more weapon modification than Bayonetta, but it's no mistake that my nine-year-old refers to the Focus attack as Witch Time. The focus attack, triggered by dodging out of the way at the last second (exactly how Witch Time is triggered in Bayonetta), allows for a few seconds of moving faster than everything else on the board and dishing out a rather serious beatdown. Some barriers to parts of a level have to be opened like this as well. Of what we've seen, the formula for the game is Giant Robots + Stylish Action = Awesomesauce! The only thing that my younger son hasn't liked about the game so far is that Grimlock is a bit sluggish and you need to repeatedly press the circle button to make him go faster. Bumblebee is his favorite character so far, as he easily outperforms his smaller size.
The other thing that is probably happening now is that a lot of people are playing Splatoon on WiiU for the first time. While we have made some suggestions before, here's a few reminders.
1. Regular mode is just making sure you have inked
more territory than the other team. Use your map (it's on the GamePad!) to find out if there are places that
really need ink.
2. In the Ranked mode Splat Zone mode on maps that
have two splat zones, have two people cover each one.
3. In the Ranked mode Tower Control, it doesn’t do
much good to just run around and paint stuff without a plan.Get the tower, hold the tower, make a path
for the tower. Use the dotted line to figure out where the tower is headed. You
can’t just run around the tower shooting at it – at some point someone on your
team has to get on the tower.
4. If you’re using any of the Nozzlenose weapons in
Tower Control, you may find it rather difficult unless you’re extremely
accurate. If you’re used to that weapon
in regular mode, you may find it easier to use one of the Sloshers for Tower
Control.
5. In Rainmaker mode – have the Rainmaker before
you push forward through the map, and make sure the person with the Rainmaker
is safe. If you have the Rainmaker and no teammates nearby, use the “C’mon” call
by pressing up on the D-Pad to call them.
6. In Rainmaker mode – No lounging around! You can
only use the weapon for a limited time.
7. It's a team game, play it like one. Nobody cares how many frags you get if your team loses.
Let's be careful out there and play nice, and I hope everybody had a great Christmas.
If you go to McDonalds in the next few weeks, and connect to the Wifi using a Nintendo 3DS and Pokémon X, Y, Omega Ruby, or Alpha Sapphire, you can get the Mystical Pokémon Hoopa. It shows up as a Mystery Gift on the main menu of the game, and then you have to collect him at a Pokémon Center. Once you have Hoopa, you can go to a Pokémon Mart, and get a Prison Bottle that allows you to transform Hoopa
into the more powerful Hoopa Unbound
for three days.
However, don't forget that connecting a 3DS to store WiFi can often be non-intuitive. Make a new WiFi connection like usual, let it autodetect the settings, but then open the Internet Browser and let the McDonald's splash screen come up - click on the icon that says "Connect to WiFi" and then everything will work correctly and you can go back to the Pokémon game and collect your mystery gift. If you don't use your browser to complete the connection, it won't work.
The newest Pokémon game is not a main game in the series, but the new Pokémon Super Mystery Dungeon.
Unlike the main Pokémon games where you play as a trainer, in the Mystery Dungeon games you play as a Pokémon, sometimes with one or two teammates. You and your friends are trying to unravel the presence of Dark Matter at the Tree of Life. You learn moves, explore big areas, and try to piece the puzzle together before the Dark Matter uproots the Tree of Life and sends the planet into the Sun!
While the Pokémon are the same from the other games, the gameplay is somewhat different. Without the guidance of a trainer, some Pokémon's moves tend to put their teammates at risk - for example Earthquake affects the entire room including doing damage to your teammates.
And, last of all, tonight's new weapon for Nintendo WiiU paint shooter Splatoon? The sloshing machine!
Is it normal that gamer parents have to have "the talk" with their kids as early as 8? No, I don't mean the birds and the bees. I mean spawncamping, client side cheats, how lag affects multiplayer games, and how to pronounce a word that only has the letters "p", "w", and "n" in it? (And if you're wondering, it sounds like "pone", rhymes with "cone".)
I played first person shooters on PC a long time ago. (Hey - I'm not kidding - 1993 was more than 20 years ago!) My father showed me the demo of id software's "Doom" on his Gateway, and I had played through parts of it at his house. It was so long ago that it was before people customarily used the mouse to aim with. I played through most Doom and Doom II and still hadn't played any multiplayer. I even had the scary blood red Doom cartridge for SNES. When Quake came out, we played the heck out of that demo as well before getting the actual game, and then someone in my office where I worked at the time bought the full version. Not only was the original Trent Reznor soundtrack amazingly spooky, but we realized that you could look around at will (what we now call "freelook") but it was still hard to do. At some point the realization was made that the mouse was essential, because nobody could turn around fast enough with just the keyboard. If you take enough rockets to the back, you'll switch to using a mouse. This was also the same time that we learned how to set up multiplayer. At first, we connected using IPX/SPX because our office wasn't using TCP/IP yet, and once we did start using TCP/IP I would often use Quake's robust command line to help with network troubleshooting after hours. I got a better computer at home, and a better 3D video card. (I want to say that it was a Voodoo card, but that might not have been until Quake 2.) I was still playing over dialup. It was a big deal to go somewhere on the weekend that had ISDN to play against people online. My biggest annoyance in the game was people using a character skin that was painted completely black, as many of the maps in the original quake were rather shadowy. Once I figured out that those files lived on my computer, I could fix them so that they were at least regular, but some players made me mad enough that I changed the player skin to something like this:
I had to convert this from .pcx to even be able to post it.
Spawncamping - the practice of waiting at a spot near where players spawn so you can shoot them before they can get any armor or weapons - was prevalent on certain maps, just because of the geometry of the board. The other odd tactic that arose was luring a group of other players into the water, only to discharge the lightning gun and kill everyone. Sure, you died, but if you did it right you would get more kills than it cost you.
Quake 2 came out in 1997. I was not a fan of the railgun which allowed for instant long-distance sniping, and I was disappointed that they had really nerfed the grenade launcher. I liked the single player game better since the enemies were smarter and there was a tiny bit more story to it, but I didn't really like the multiplayer maps or the weapon selection for the most part. I ended up spending more time playing 4-player local Goldeneye 64 multiplayer instead. I found it more fun to play against people who were actually in the room.
I waited for Quake 3 to come out, and I liked that a lot better even though the railgun was still there, but by then it was rather apparent that my skills had waned - or everyone else had just gotten better. While I still come back to Quake 3 once in a while since I can play it against my kids and still have fun, for the most part I have that "been there, done that" attitude about FPS games.
It took a long time for a game to even get my attention at all - I briefly toyed with Bulletstorm once the price plummeted to nothing only because I hear that it had an interesting whip mechanic. As it turns out it was a weapon that allows you to grab things from a distance, and while it did make for interesting "grab the bad guy from behind cover and shoot him" mechanics, I found myself getting headaches while playing the game.
Considering all of this history, I was really surprised that my older son wanted to pick up the new team shooter "Splatoon" - until I realized that this was a lot different from the standard issue shooter games. One, it's a third person shooter - the camera is behind you like in the Ratchet and Clank games or Resident Evil 4/5/6. Even though it's really only a multiplayer game where two teams of four battle it out, the game is about capturing territory instead of just racking up kills. Since you only spawn at your own team's base, there isn't a lot of spawncamping - and even if there was it wouldn't be very productive.
The game came out Friday May 29. There was an update that weekend that added a map (Port Mackerel), a Ranked mode, and a Zapper weapon. After that they added the Ink Brush, and then more weapons and maps have followed after that. These were free updates, and it seemed like a good use of the internet on a game like this - it gave them a chance to get game data back from players on the weapons already being used, and they could slowly add in weapons as players got better at the game. This game also makes use of the amiibo characters, but at this point it's just the three specifically for this game - a girl player, a boy player, and a squid. They unlock specific single player challenges, which seems like a little bit mean for amiibos that aren't ever going to make it to the store and are already fetching quite a premium just on rareness. Nintendo, can't we just play the game without buying more plastic toys?
That reminds me of two more things - today is the first Splatfest day, and I'm going to have to have the other "talk" with my kids. No, not that - I need to explain to them about scalping on eBay.