Back in 1998, a small portable called Pokemon hit the gaming scene and ignited a phenomenon. Who knew catching, trading, and fighting adorable pocket monsters would become and stay popular among children and young adults for over 15 years? Many titles have tried their hand at usurping Pokemon off of its throne, but most have failed. Well, until recently.
Yo-Kai Watch, a multimedia franchise similar to Pokemon just replace monsters with ghosts, has blown up in Japan. Created by the well-respected Japanese game developer Level-5, Yo-Kai Watch has gone on the spawn games, toys, manga, anime, other forms of merchandise. Considering Yo-Kai Watch is such a hit in their home country of Japan, Nintendo and Level-5 are looking to recreate that success here in North America with the simultaneous launch of the toys, anime, and game.
To entice gamers to pick up the Yo-Kai Watch game upon release, Nintendo has a demo up on the eShop for all to enjoy. Funny enough, it had the adverse effect on me.
The demo gives the player one quest to complete: defeat three mischievous yo-kai and report back to the quest giver. Spoiler alert: turns out the quest giver is a yo-kai as well, and it's up to you to beat it or fight until the demo ending cutscene triggers. Outside of the quest, you are given a small section of Springdale to explore where you can talk to NPCs, find and fight wild yo-kai, and pick up random items (even though the demo doesn't allow you to use them).
Coming out of Fan Expo, I had a few reservations with Yo-Kai Watch, but was mostly pleased with the 10 minutes I played. The game has some unique systems in place when it comes to tracking down and fighting wild yo-kai that differentiate it from Pokemon, although not enough to stop comparisons from being made. After playing through the demo twice now, Yo-Kai Watch feels too shallow for my liking. While it may be easy to get into the game, there isn't anything beyond the surface. Simply, it lacks depth.
My problems with Yo-Kai Watch's lack of depth stems from its combat. Fights take place in real time, which means you have no direct control over what your party does. You only have control over switching your party mid-battle, who they target, and whether to unleash a special move or cure an afflicted party member. Using special moves and curing party members triggers one of three touch screen minigames: tapping the screen, rubbing the screen, or tracing lines. Thanks to the touch controls and minigames, I spent the majority of fights staring bottom screen. There were times I wouldn't even notice that a battle ended until I was booted back to the overworld.
This lack of agency during battles soured my impression of Yo-Kai Watch as a whole. I'm not going to spend 20 to 40 hours with a game, especially a RPG, if it's combat is this shallow. I might be wrong and Yo-Kai Watch adds plenty of depth the farther you get in the game, but I'm not spending 50 dollars just to find that out.
Showing posts with label Yo-Kai Watch. Show all posts
Showing posts with label Yo-Kai Watch. Show all posts
Monday, November 2, 2015
Sunday, October 4, 2015
First Byte: Fan Expo 2015 Gauntlet
Early September, I went to Fan Expo Canada for a day. Aside from exploring the massive show floor and buying a few cool items on sale, I spent the majority of my time playing upcoming games. Actually, it was more like standing in line to play said games. Much like last year. there were well over 30 games at Fan Expo for all to play from big AAA titles such as Assassin's Creed: Syndicate to smaller titles like Cuphead. I always go in dreaming to play every game on the show floor, but I can only get in a quarter at best. This year, I played 10 games in total.
This time around I'm changing up the structure of the Fan Expo Gauntlet. Instead of taking two parts to outline every game I played, I'm going to highlight three titles. These are the titles that I got more time to play and can dissect for your pleasure. With how poorly some demos were managed by volunteers, I just couldn't extract enough from them to fill a paragraph. For example, I played Transformers: Devastation for only enough time to say the combat is exactly the same as Bayonetta just with some third-person gunplay thrown in the mix.
Yo-Kai Watch
To my surprise, Nintendo had a lot more games at their booth than the three games advertised (Splatoon, Super Mario Maker and Yoshi's Wooly World). One of the titles available to play on 3DS was the newest sensation out of Japan, Yo-Kai Watch. The demo I played gave me a good impression on the game's combat system, which is pretty different from most JRPGs on the market.
There are no random encounters in Yo-Kai Watch, you literally chase down wild yo-kai by keeping your cursor over them. Once the yo-kai are caught, you engage in combat. Combat consists of spinning a wheel on the touch screen to alternate between the six yo-kai on your team and activating special touch screen specific activities in order to unleash special attacks. Outside of lining up the correct elements to maximize damage and special attacks, normal attacks automatically occur at regular intervals.
For the 15 to 20 minute demo, I found the combat really fun and engaging alternative to the traditional RPG combat systems, but I can see it getting tedious over the course of a 40 hour playthrough if this is all Yo-Kai Watch offers.
Star Wars Battlefront
Ever since EA and DICE released the first slew of information on the new Star Wars Battlefront at Star Wars Celebration Anaheim, people have been tirelessly debating over the game's content or lack thereof and its similarities to Battlefield. The gameplay footage revealed at E3 did quite a bit to fan the flames, but there were still some doubters. I will say this: you will have no doubts when you get your hands on the game. My friends and I walked away from the demo at Fan Expo astounded at how amazing it was.
The only mode available to play was Survival. It is Battlefront's version of Horde mode as you and a teammate are tasked with battling through waves upon waves of Imperial forces on Tatooine. The first few waves consist of just Stormtroopers, but as the waves go on, the difficulty goes up at a gradual yet challenging pace by throwing AT-ATs and shocktroopers your way. For somebody who can't hold their own in contemporary shooters, Battlefront made me feel like an all-star. The controls felt perfectly tuned to deal with everything that was being thrown my way. There were a couple waves where I was the last man standing and the tight controls were the only thing that allowed me to pull through.
Although the demo consisted of only one mode, the superb controls and the game's ability to accurately emulate the world of Star Wars has me highly anticipating playing Battlefront later this year.
Star Fox Zero
Most games I played at Fan Expo left me feeling optimistic about their final release. Sadly, I can't say the same for Star Fox Zero. While I will still buy this game early next year, I have a bad feeling that the game is going to alienate a lot of people because of its unique control scheme, much like Kid Icarus: Uprising before it.
Star Fox Zero has you using the analog sticks to control the Arwing and the motion controls in the Wii U gamepad to aim your weapons. This control set-up works during the on-rail segments. but completely falls apart when you enter all-range mode. The reason for this occurrence comes from the all-range mode's reliance on pinpoint accuracy to dispatch enemies. If you played Splatoon, you would already know that this control scheme is no where near accurate and Star Fox's focus on it feels counter-productive. Transforming into the walker did alleviate some of the targeting problems with particular enemies, but the walker's controls felt rough around the edges as will.
After playing Star Fox Zero, I am happy that Nintendo delayed the game until early 2016 because it gives Nintendo more time to refine the controls for the game. While Star Fox Zero has the potential to breathe new life into this struggling franchise, a polarizing control scheme might just ground the Star Fox team for good.
This time around I'm changing up the structure of the Fan Expo Gauntlet. Instead of taking two parts to outline every game I played, I'm going to highlight three titles. These are the titles that I got more time to play and can dissect for your pleasure. With how poorly some demos were managed by volunteers, I just couldn't extract enough from them to fill a paragraph. For example, I played Transformers: Devastation for only enough time to say the combat is exactly the same as Bayonetta just with some third-person gunplay thrown in the mix.
Yo-Kai Watch
To my surprise, Nintendo had a lot more games at their booth than the three games advertised (Splatoon, Super Mario Maker and Yoshi's Wooly World). One of the titles available to play on 3DS was the newest sensation out of Japan, Yo-Kai Watch. The demo I played gave me a good impression on the game's combat system, which is pretty different from most JRPGs on the market.
There are no random encounters in Yo-Kai Watch, you literally chase down wild yo-kai by keeping your cursor over them. Once the yo-kai are caught, you engage in combat. Combat consists of spinning a wheel on the touch screen to alternate between the six yo-kai on your team and activating special touch screen specific activities in order to unleash special attacks. Outside of lining up the correct elements to maximize damage and special attacks, normal attacks automatically occur at regular intervals.
For the 15 to 20 minute demo, I found the combat really fun and engaging alternative to the traditional RPG combat systems, but I can see it getting tedious over the course of a 40 hour playthrough if this is all Yo-Kai Watch offers.
Star Wars Battlefront
Ever since EA and DICE released the first slew of information on the new Star Wars Battlefront at Star Wars Celebration Anaheim, people have been tirelessly debating over the game's content or lack thereof and its similarities to Battlefield. The gameplay footage revealed at E3 did quite a bit to fan the flames, but there were still some doubters. I will say this: you will have no doubts when you get your hands on the game. My friends and I walked away from the demo at Fan Expo astounded at how amazing it was.
The only mode available to play was Survival. It is Battlefront's version of Horde mode as you and a teammate are tasked with battling through waves upon waves of Imperial forces on Tatooine. The first few waves consist of just Stormtroopers, but as the waves go on, the difficulty goes up at a gradual yet challenging pace by throwing AT-ATs and shocktroopers your way. For somebody who can't hold their own in contemporary shooters, Battlefront made me feel like an all-star. The controls felt perfectly tuned to deal with everything that was being thrown my way. There were a couple waves where I was the last man standing and the tight controls were the only thing that allowed me to pull through.
Although the demo consisted of only one mode, the superb controls and the game's ability to accurately emulate the world of Star Wars has me highly anticipating playing Battlefront later this year.
Star Fox Zero
Most games I played at Fan Expo left me feeling optimistic about their final release. Sadly, I can't say the same for Star Fox Zero. While I will still buy this game early next year, I have a bad feeling that the game is going to alienate a lot of people because of its unique control scheme, much like Kid Icarus: Uprising before it.
Star Fox Zero has you using the analog sticks to control the Arwing and the motion controls in the Wii U gamepad to aim your weapons. This control set-up works during the on-rail segments. but completely falls apart when you enter all-range mode. The reason for this occurrence comes from the all-range mode's reliance on pinpoint accuracy to dispatch enemies. If you played Splatoon, you would already know that this control scheme is no where near accurate and Star Fox's focus on it feels counter-productive. Transforming into the walker did alleviate some of the targeting problems with particular enemies, but the walker's controls felt rough around the edges as will.
After playing Star Fox Zero, I am happy that Nintendo delayed the game until early 2016 because it gives Nintendo more time to refine the controls for the game. While Star Fox Zero has the potential to breathe new life into this struggling franchise, a polarizing control scheme might just ground the Star Fox team for good.
Tuesday, June 16, 2015
E3 2015: Nintendo Digital Event Impresions
In recent years, Nintendo has pulled back from the traditional E3 presence. Instead of the tried-and-true press conference and booth combination, Nintendo has opted to provided a constant stream of content from the Nintendo World Championships to the daily Treehouse Live stream. The crown jewel of Nintendo's week is their Digital Event, a special one hour video that highlights their biggest titles for the upcoming year. With the Wii U Legend of Zelda skipping the show, could Nintendo announce some titles to fill that void this holiday season?
Nintendo didn't have one single answer to that question as they went for a sheer numbers approach. Starting with Super Mario Maker, there will be eight titles across Wii U and 3DS, including Star Fox Zero, Xenoblade Chronicles X and Yoshi's Woolly World, releasing this Fall. While there may not be a single title that will move tons 3DS and Wii U units, this is one of the most robust lineups Nintendo has had for the holidays in a long time.
Looking at the Digital Event as a whole, its content was good, but the video was completely underwhelming and disjointed. Nintendo tried so hard to be charming and wacky with the puppet skits, but it came off as embarrassing awkward. Also the announcement of certain games felt out of place.
Although I am not as upset about the Metroid Prime 3DS games as others, the way Nintendo just unceremoniously dumped it on us was a little insulting, especially for longtime fans. Federation Force and Blast Ball are two refreshing new takes on the franchise that I look forward to seeing more of, but these titles shouldn't have been the only Metroid announcement of the show. Plus the huge focus on Super Mario Maker and Mario's 30th Anniversary was a little lackluster considering the Nintendo World Championships did such an incredible job promoting that game. I will admit, revealing that the Mario transitions were actually the Amiibo support for Super Mario Maker was awesome.
While Nintendo's Digital Event felt lackluster as a whole, there were some titles that really impressed me. Legend of Zelda: Triforce Heroes looks to be the Four Swords sequel/co-op Zelda I've been craving for a long time. The ability to play core Zelda dungeons with others both on and offline is great. The proper return of Mario Tennis with Ultra Smash for Wii U was exciting to see. If Nintendo adds in robust online multiplayer to the game, it could be up there with Mario Kart, Smash Bros. and Splatoon as another great multiplayer game for Wii U. Last but not least, Level 5's Yo-Kai Watch was impressive as it had a great amount of charm and some unique RPG elements that looks to appeal to all ages.
The easiest way to describe Nintendo's Digital Event is a mixed bag. All the games showed off looked to be a lot of fun and it gave perfect picture of Nintendo's holiday lineup, which looks to be their best in a long time. The show just didn't have the cohesion or a big punch to keep fans from felling a little disappointed. Plus where on Earth is Retro Studios!?
Grade: C+
Nintendo didn't have one single answer to that question as they went for a sheer numbers approach. Starting with Super Mario Maker, there will be eight titles across Wii U and 3DS, including Star Fox Zero, Xenoblade Chronicles X and Yoshi's Woolly World, releasing this Fall. While there may not be a single title that will move tons 3DS and Wii U units, this is one of the most robust lineups Nintendo has had for the holidays in a long time.
Looking at the Digital Event as a whole, its content was good, but the video was completely underwhelming and disjointed. Nintendo tried so hard to be charming and wacky with the puppet skits, but it came off as embarrassing awkward. Also the announcement of certain games felt out of place.
Although I am not as upset about the Metroid Prime 3DS games as others, the way Nintendo just unceremoniously dumped it on us was a little insulting, especially for longtime fans. Federation Force and Blast Ball are two refreshing new takes on the franchise that I look forward to seeing more of, but these titles shouldn't have been the only Metroid announcement of the show. Plus the huge focus on Super Mario Maker and Mario's 30th Anniversary was a little lackluster considering the Nintendo World Championships did such an incredible job promoting that game. I will admit, revealing that the Mario transitions were actually the Amiibo support for Super Mario Maker was awesome.
While Nintendo's Digital Event felt lackluster as a whole, there were some titles that really impressed me. Legend of Zelda: Triforce Heroes looks to be the Four Swords sequel/co-op Zelda I've been craving for a long time. The ability to play core Zelda dungeons with others both on and offline is great. The proper return of Mario Tennis with Ultra Smash for Wii U was exciting to see. If Nintendo adds in robust online multiplayer to the game, it could be up there with Mario Kart, Smash Bros. and Splatoon as another great multiplayer game for Wii U. Last but not least, Level 5's Yo-Kai Watch was impressive as it had a great amount of charm and some unique RPG elements that looks to appeal to all ages.
The easiest way to describe Nintendo's Digital Event is a mixed bag. All the games showed off looked to be a lot of fun and it gave perfect picture of Nintendo's holiday lineup, which looks to be their best in a long time. The show just didn't have the cohesion or a big punch to keep fans from felling a little disappointed. Plus where on Earth is Retro Studios!?
Grade: C+
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