The post Zero Time Dilemma review appeared first on Game News.
]]>Zero Time Dilemma is the third game in the Zero Escape series, which includes 999 and Virtue’s Last Reward. Strictly speaking, you don’t have to have played them to jump into ZTD, but you’ll have a far better experience if you do. Zero Time Dilemma makes ample references to its predecessors, Virtue’s Last Reward in particular, and events from both games play a part in ZTD’s overall narrative. They’ll also help you immediately comprehend ZTD’s highly unusual game structure, which hops between visual novel info dumps and multilayered puzzles with little consideration for linearity. You’ll find yourself switching between three teams of characters experiencing different events at the same points in the time stream throughout different histories…it makes sense in context, I promise, but it certainly helps to have gone through it before.
Masked villain Zero (a new one) is tormenting a fresh allotment of nine victims, locking them in different wings of a bomb shelter 50 meters underground. There’s only one door out, and it will only open after at least six people have died. So, everyone can sit around and get to know each other really well over the next several decades, or they can betray each other, commit a bunch of murders and see daylight again. You do have to make choices in Zero Time Dilemma, but you’re also encouraged to explore each and every option. In fact, sometimes you have to go down routes you’d otherwise avoid in order to unlock new rooms to explore. You can be trustworthy or devious, kind or vicious, safe in the knowledge that the game isn’t judging you or expecting you to behave a certain way. These are paths meant to be travelled, so go ahead and hack up that girl with an axe. It’s all good.
Deaths will absolutely happen and they are brutal, by the way, including being trapped under showers of hydrofluoric acid, gutted with a chainsaw, and several different varieties of gunshot. That said, Zero Time Dilemma is not a gory game at all. Deaths typically happen off screen, and the violence that is visible is cartoonish. There’s some horrifying stuff going on in that bunker, but most of it is left up to your imagination.
The puzzles of Zero Time Dilemma are marvelous, requiring lateral thinking but never demanding outside research. Everything you need is right there in front of you, so long as you know how to use it. There are a few old chestnuts like tile flipping and block sliding, but by and large the challenges make clever use of their locations, like a biolab, trash incinerator, and locker room. The one drawback is that you can’t jump between puzzles if you’re stuck; you must finish the story fragment that you’re currently in before you can begin a new one, so if you’re stumped, you have to abandon it and start from scratch later or tough it out. The game makes it as easy as possible to hop around, though, letting you fast forward through cinematics even if you haven’t seen them yet and allowing you to select any available game fragment individually. If you just want to jump back to a decision point to choose “yes” instead of “no” and see what happens, you can, without having to re-do everything that led up to it.

Zero Time Dilemma’s story is very convoluted and a bit repetitious (you hear about a snail a LOT), but the game’s biggest downfall are its visuals, which are blocky and poorly animated. It’s painful to watch how much the lips don’t synch with the speech that’s coming out, and the gouts of blood that erupt from an injury more serious than a stubbed toe were apparently designed by a toddler with a red crayon. The long hair on the girls flaps around like it’s a living thing, and everyone has apparently had way too much caffeine based on how much their eyeballs twitch. It’s not an ugly game at all, but it’s super awkward.
But does it really matter that the graphics are a bit naff when there’s a guy in a plague doctor mask running around drugging people because of the butterfly effect? It does not. Zero Time Dilemma is for Professor Layton fans who watch Hannibal, those who don’t mind wondering how a head ended up in the freezer. If you’ve already bought into the Zero Escape series’ charming kind of malice, there’s simply no question that you’ll enjoy this, too. If you find yourself curious about rescuing people from certain doom by solving puzzles, I strongly encourage you to at least start with Virtue’s Last Reward, and preferably go back to 999 and enjoy the entire blood-soaked journey.
The Verdict
4
4 out of 5
Zero Time Dilemma review
Professor Layton for people who watch Hannibal.
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]]>The post 15 3D Classics we want to see on 3DS appeared first on Game News.
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Ever since Nintendo announced its 3D Classics initiative for the 3DS eShop, our imaginations have been working in overdrive dreaming of the many ways our favorite games could benefit from a three-dimensional facelift. Now, nearly one year since its launch, we’re still… well… waiting.
With just a handful of downloads to choose from, the selection of 3D Classics is slim to say the least. Sure, we dig how Nintendo made Excitebike exciting again, or how it gave Kirby a little girth, but we thought by now our 3DS hard drives would be replete with classic NES, Game Boy, and Sega games in glorious 3DS-O-Vision.
Suffice to say, Nintendo has a long way to go before 3D Classics becomes the shop it was born to be. Thankfully, it also has hundreds of so-called classics to work with. So where should it begin on its road to digital salvation? We have some ideas…

Rare’s answer to the Teenage Mutant Ninja Turtles proved there was room for another gang of sass-talking amphibious brawlers, and sometimes it was way more fun to smack around our friends than actually pay attention to the game. Blending side-scrolling levels with technically advanced (at the time) faux-3D sequences, the co-op beat-em-up headbutted the platforming genre into the future and still holds up after all these years.
Re-jigged as a 3D classic, climbing the Dark Queen’s tower would take on a whole new depth, as would riding waves in Surf City, rappelling down the Wookie Hole, or spelunking into Volkmire’s Inferno. And yes, adding an extra dimension might actually help us get through the notorious Speeder Bike level without kicking a puppy. I’s unlikely Rare will dust off Rash, Zitz, and Pimple for a new sequel anytime soon, so a Battletoads entry in the 3D Classics library might be our only chance to chill out with the other green heroes from our past.

Few games are as a ripe for 3DS controls as Marble Madness. Atari’s arcade skill game was all about manipulating a sphere through a 2.5D maze using exacting controls and the patience of a monk. Minus the monk part, the 3DS is more than equipped to improve upon the core mechanics, sporting motion controls and 3D imaging that would tranform Marble Madness into the experience it was designed to be back in the mid-80s.
Nintendo’s already tinkered with Marble Madness remakes and sequels on the DS and Wii. So while the concept of controlling the marble with something other than a directional pad has been done, a makeover for the 3DS would pair those updated controls with bona fide 3D courses, making for one addictive download.

Paperboy’s been ported many times since its debut in 1984, but there’s still room in our hearts and bank accounts for an extra-dimensional version of Atari’s arcade action game. What better way to pay tribute to the paper-chucking classic than by bringing a new visual depth the game’s rolling suburban landscape? With a new home on the 3DS, Nintendo could lift Paperboy from its 2D cabinet perspective, and really make those houses, mailboxes, and house cats feel like actual objects and obstacles. Given the skill-based nature of Paperboy’s gameplay, Nintendo could also bring classic gamers into the fold with an online leaderboard or score attack challenges.
On a technical level, it would take some skill to add a field of depth to Paperboy’s constantly scrolling environments. But then, if Nintendo is willing to put in the extra effort, we’ll be happy to leave a tip.

Drill Dozer was an innovative action puzzler for Game Boy Advance that’s been all but forgotten despite winning over critics and gamers alike back in 2005. Offering more than your cut-and-paste platformer, Game Freak (of Pokemon fame) and its drill-centric adventure challenged players with combating enemies and navigating maze-like levels with a drill that could be upgraded and tweaked for various effects. Mastering the art of the drill was essential to solving the game’s puzzles and besting end-level bosses. It was a game for thinkers and twitch gamers alike, and more than deserving of a second shot at greatness. As a plus, new 3D visuals could help distinguish the game’s interactive elements from the background, better define Jill’s playground, or at the very least bring a cult classic back with some nifty new tricks.

Xevious is a decent shooter in a pinch, but if we could pick one golden oldie to represent the shooter genre in the 3D Classics library, it would be Gradius all the way. Konami ushered in one of the strongest shooter series on Nintendo’s debut console, and introduced the world to the Konami code; two strong reasons why Vip Viper deserves to be recommissioned for Ninty’s newest handheld.
Fanboy fawning aside, where Xevious’s top-down perspective looks plenty fine with a three-dimensional tweak, the effect would be put to better use on Gradius’s side-scrolling missions. It would add a new perspective the hectic action, and affect gameplay in a meaningful (albeit, largely superficial) way. Xevious is a solid fighter, but now it’s time to call up the big boys.

Modern day Snake fans already got their Metal Gear fix with this year’s Solid Snake Eater 3D (read our review (opens in new tab)), so it’s only fair that retro-3DS gamers get a crack at one of the spy’s original missions. Bringing Metal Gear’s debut title back into play would fill in Snake’s handheld resume, and the inclusion of 3D visuals would spice up the straightfoward top-down action sequences. Nintendo wouldn’t even need to lift a finger to fit the new look with Metal Gear Solid’s gameplay; except for possibly enhancing the stealth elements by programming AI to recognize Snake’s height and position. It’s a long shot, we know.
Frankly, we’re surprised Metal Gear Solid hasn’t been released for the 3DS eShop, considering all the hype it generated for Konami’s Metal Gear Solid 3: Snake Eater remake. We predict it’ll infiltrate Nintendo’s digital warehouse eventually, so why not use the franchise’s popularity to raise a few alarms in the 3D Classics section?

With Mickey Mouse slated to return in two new flavors this fall (Epic Mickey 2: The Power of Two for Wii and Epic Mickey 2: Power of Illusion for the 3DS) you can bet Disney is polishing off at least one of its classic Castle of Illusion games for re-release. Instead of rehashing the Sega series for Wii’s Virtual Console, it would be in Disney’s best interest to bring the fetchingly animated platformer to Nintendo’s 3D Classics as a way to promote the lackluster library and give 3DS Mousekateers an opportunity to enjoy one of Mickey’s earliest adventure with a little added flair.
So what makes Mickey great for 3D? Castle of Illusion was already one of the prettiest games for the Sega Genesis when it bounced out in 1990, so we’d love to see those themed “rooms” in the titular Castle of Illusion come alive through the separation of the lovingly rendered backgrounds and the equally pleasing character animations. With only a few touch ups, this would be a visual treat on the 3DS.

The 3DS is hurting for a solid Metroidvania experience, and while Konami has hinted we might see Castlevania: The Adventure arrive for the regular NES section somewhere down the road, we’d prefer to see the vampire slaying series represented by one of its stronger chapters, Aria of Sorrow. The third Castlevania game for the Game Boy Advance, this sequel carried the series into the year 2035, and re-coated the gothic series in a colorful and futuristic sheen that would stand out on the 3DS’s screen. We can see the 3D effect used to create a multi-dimensional map, and the duel screens coming in handy for on-the-fly equipment changes. What’s more, porting the sequel to Nintendo’s newest handheld would also let players make use of the Tactical Souls feature without having to fumble around with a transfer cord.
Arguably, there are a handful of Castlevania games that would equate to great 3D adventuring; each requiring only the separation of the gaming planes to compliment the already tight gameplay. Ideally, we’d love for all Castlevania games to be resurrected in glorious 3D, but we don’t want to seem too greedy.

Because Nintendo is an equal opportunity employer (and non-Nintendo mascots deserve a little love too), we see no reason why Sega’s own Ristar can’t be selected for a 3D upgrade. Produced in 1995, Ristar was a well-received platforming title that made up for its underwhelming character design through the innovative use of Ristar’s stretchable arm mechanic that was used to grapple, swing, and propel players through the game’s twelve levels. This is another video gaming classic that would need very little retooling to be fitted with a 3D body, and one in which an extra dimension would make Ristar’s colorful foregrounds and multi-layered background truly shine.
Ristar never came close to rivaling Sonic’s popularity, despite cribbing the hedgehog’s general feel and vibrant aesthetics. Regardless, Ristar’s entries for the Sega Genesis and Game Gear were close to as enjoyable. That’s why Ristar has already been invited to Wii’s Virtual Console, and why we’re rooting for this B-grade mascot on the 3DS.
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Currently on GameStop’s website (opens in new tab) you can buy a new 3DS system for $149.99, $20 less than the current price elsewhere. It’s listed like a sale price by Stop, but GameStop basically NEVER cuts prices on new hardware, and Nintendo stuff besides. More often this type of thing happens as part of an industry wide price drop. Is this the case?
Our brief research has proven that competing mega-retailers like Amazon, Best Buy and Wal-Mart are still charging $169.99 for a new unit. Recently Nintendo has given GameStop US-exclusive retail items, like the 3DS Circle Pad Pro (opens in new tab) and Xenoblade Chronicles (opens in new tab). It’s possible that this is another Nintendo favor, but it’d be a pretty big one.
In the US Nintendo is launching a new pink unbundled 3DS system in three days, which would be a great time to reveal a shocking, last minute price cut. Perhaps The N is letting Stop in on the new MSRP a little early, but we bet it’s only a matter of time before every US store will reflect that price. Nintendo is playing hardball with Sony and this clearly appears to be a big move to overshadow the Vita’s upcoming launch that begins with early bundles on 2/15 and a full launch on 2/22.
How long before Nintendo makes this price cut official for everyone? Will UK/EU/Japan get similar reductions? And will this move allow Nintendo to dominate in the US like it does in Japan? We’ll keep you posted.
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First we were introduced to two tech-nerd type characters, Keith Lumley and Quint Cetcham, and their Bioscanner. With this item, you can scan enemies and the environment to gather information – the heroes were forced to whip out the gadget to get a bead on a new invisible enemy, the Hunter. These hulking monsters fade from vision only to reappear just before they attack. Looking through the Bioscanner highlights the Hunter’s outline, enabling the player to pull out a gun and fire on the enemy’s location.
Campaign details are always nice, but the most surprising and interesting part of our hands-on time was the brand new multiplayer feature, Raid. In this challenge mode, players choose their characters, loadout and stage, then tackle levels alone or with a friend via Nintendo WiFi or internet connection. Don’t jump to conclusions and assume this is merely Mercenaries tacked on to another Resident Evil, as Raid unexpectedly adds significant RPG elements. Characters can be leveled up to increase damage, health and resistances; loot is dropped in the form of weapons and weapon parts; and enemies have levels, attributes and resistances. The goal of Raid is to move from point A to point B, kill all of the enemies to get keys, and break a giant floating coin at the end. Performance determines the ranking at the end of the level and completing more difficult challenges nets better loot.
The variety of environments, satisfying weapons and intimidating high-level enemy encounters was impressive, but we are concerned with how Raid will fare in replay value. Stages – at least the ones we experienced – are short and don’t require much effort to memorize enemy locations. The RPG staple of grinding may also rear its ugly head, negating the horror elements with overpowered characters.
During our Resident Evil: Revelations demo, we also tried out the game with the 3DS’s Circle Pad Pro. When attached, the peripheral enables a fourth control option with the right control pad controlling the camera and aiming. The dual stick option felt very natural and the added bulk even made the 3DS more comfortable to hold. Anyone accustomed to playing the console Resident Evil games should feel right at home. The standard control scheme with gyro enabled aiming also felt fantastic and was the most precise, so you don’t necessarily have to plan on forking over the dough for a Circle Pad Pro.

Resident Evil: Revelations is scheduled to release next February in the US, and next January in Europe and Japan.
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]]>The post Super Mario 3D Land preview: We clear World 1 and kick Bowsers butt appeared first on Game News.
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Above: The long question blocks are like the regular question blocks except they’re… longer
It’s not because of the controls, and it’s not even really because of the presentation. Mario looks and feels a lot like he has in the past 3D games, with most of his movement involving either jumping or jumping, spinning around and landing hard. The only new trick up his red sleeve was the ability to roll, letting him tumble through hard-to-reach spaces and smash blocks that he otherwise would need a shell to destroy. It’s not an offensive attack – more of a slow, leisurely tumble that allows for more navigational options.
No, the way 3D Land manages to grab the classic feel is with its level design. There’s no hub world, and no over-world to explore. When we beat a level we pressed right on the d-pad, watched Mario walk a few feet, and then hit A to jump in. And once we jumped in, the levels themselves offered throwbacks to different eras in Mario’s career. First up was World 1-2, which was most traditional, playing like a classic side-scroller (though we were able to move back and forth in the environment to dodge obstacles). It still controlled like a typical 3D level, but 3D Land’s 3D-ness was kept in check, maintaining experience more reminiscent of Super Mario Bros. 3 than anything else. But when the third dimension did come into play with moderation, 3D land used it well. New enemies and obstacles still came into our path – like a black piranha plant that took advantage of the camera angle by breaking the fourth wall and shooting ink that stuck to screen – making the familiar feel fresh.

Above: Good news! You don’t need to blow into the microphone to get the ink off your screen
The next level couldn’t have been more different. It started Mario off near binoculars, which utilized the 3DS’s gyroscope to look around. Here, we were given a look at the level ahead, filled with large drops and multiple paths. We also saw a Toad, who tossed a collectible coin into the middle of the level. Once we stepped back and started traversing the level we got our first Super Leaf, transforming Mario into Raccoon Mario. The return of this fan favorite has been wildly publicized, but what surprised us most, was how useful it was, again, thanks to the level design.
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]]>The post TGS 2011: Nintendo reveals Fire Emblem 3DS appeared first on Game News.
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Shortly after revealing Mario Tennis 3DS, Nintendo showed a few seconds of footage from another popular series we too frequently forget exists: Fire Emblem. The new game looks much like the others, with 2D tactical combat on a grid-based map, but this time, it’s going to pop out of the screen in 3D. Well, we assume, we don’t technically have confirmation on that point.
What we do know is that it’s going to be an original game, and it will supposedly be out on 2012—at least in Japan. It’s also going to feature two-play cooperative play, though we’re not exactly sure how that will work. Beyond that we don’t have much beyond the brief footage they showed. Hopefully our team on the show floor at Tokyo Game Show will be able to gather more information, though we wouldn’t be all that surprised if the footage we got is all we’ll see for a few months.
Sep 12, 2011
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