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sb:recommended:3ds [2017/11/19 07:28]
the_blueberry_hill Changed header 'Recommended 3DS Retail Games' to 'Recommended 3DS Games'
sb:recommended:3ds [2018/08/21 17:26]
gatotsu2501
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     * Wall of Beef: [It's] a nice bite sized experience that feels like a satisfying meal, but you aren't stuffed.     * Wall of Beef: [It's] a nice bite sized experience that feels like a satisfying meal, but you aren't stuffed.
     * Sykel: VERY DELIGHTFUL despite not being much of a game outside of a card game. Lots of heart, really makes you feel like a kid again. I really like the confusion between reality and fiction, something I'm sure we had a lot of as kids.     * Sykel: VERY DELIGHTFUL despite not being much of a game outside of a card game. Lots of heart, really makes you feel like a kid again. I really like the confusion between reality and fiction, something I'm sure we had a lot of as kids.
-    * nickperson: //Attack of the Friday Monsters// is by [[person:​Kaz Ayabe]], who made the //​[[game:​boku_no_natsuyasumi_series|Boku no natsuyasumi]]//​ games. It's a cute adventure/​item-collecting game. I don't go for these kinds of things, but Ayabe is definitely an artist/​genius/​craftsman and this game (like the //Boku no natsuyasumi//​ games) is miles ahead of anything like it. You will play it exactly once and be done with it forever. 
  
   ***//​Blaster Master Zero//** (also on: Switch)   ***//​Blaster Master Zero//** (also on: Switch)
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     * remote: Yeah, it's kind of like imagining //​[[game:​final_fantasy_ix|FF9]]//​ had set the tone for the direction of the series and //​[[game:​final_fantasy_x|FF10]]//​ never happened.\\ Instead, we get a really polished [[genre:​RPG]] hearkening back to //​[[game:​final_fantasy_v|FF5]]//​.     * remote: Yeah, it's kind of like imagining //​[[game:​final_fantasy_ix|FF9]]//​ had set the tone for the direction of the series and //​[[game:​final_fantasy_x|FF10]]//​ never happened.\\ Instead, we get a really polished [[genre:​RPG]] hearkening back to //​[[game:​final_fantasy_v|FF5]]//​.
     * CONSUME_PRODUCTS:​ //Bravely Default// is essentially //​[[game:​final_fantasy_four_heroes_of_light|Four Heroes of Light]]// + //​[[game:​final_fantasy_v|FFV]]//​.     * CONSUME_PRODUCTS:​ //Bravely Default// is essentially //​[[game:​final_fantasy_four_heroes_of_light|Four Heroes of Light]]// + //​[[game:​final_fantasy_v|FFV]]//​.
-    * Ni Go Zero IchiDisappointing relative to its potential. The adjustable encounter-rate slider initially seems like brilliant innovation, but turns out to be mostly there to paper over a general lack of thoughtful dungeon design or balance and a shameful excess of padding. The scriptfor which a scenario writer from the respected visual novel developer [[http://en.m.wikipedia.org/​wiki/​5pb.|5pb]] was brought on, ranges from forgettably generic to creepily sexist, and is overwrought ​(and dubiously acted out in both Japanese and English) regardless. All this is a shame, because the game features the best interpretation of the //Final Fantasy// Job system since //FF Tactics//neat and strategic new battle system to go with it, and a very pretty art style that looks wondrous in 3D and recalls ​//FF IX// in the very best of waysSquare Enix's good-faith (albeit outsourced) effort ​is noted, but the already-announced sequel has its work cut out for it if it means to reach the level of the classic games it's sort-of attempting to emulate.+    * 2501It’s ​big fat waste. The visuals are gorgeous, the soundtrack is catchy and the battle system has some genuine tactical depthEverything else though is painfully uninspiringThe story is overwrought ​tripe even by JRPG standards with some creepy otaku fetish sexuality/misogyny that was decidedly ​//not// in the actual retro //​FF// ​games it superficially mimics. Character progression becomes ​relentless grind. Level design ​and exploration are just nonexistent. There are like 50 different totally unintuitivegrindy ​and extraneous Numbers Go Up systems, exactly the kind of excess ​that retro JRPGs //didn’t// haveDid I mention character progression ​is a vicious grind?
  
   ***//​Bust-a-Move Universe (NA) / Puzzle Bobble Universe (PAL) / Tobidasu! Puzzle Bobble 3D (JP)//**   ***//​Bust-a-Move Universe (NA) / Puzzle Bobble Universe (PAL) / Tobidasu! Puzzle Bobble 3D (JP)//**
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   ***//Etrian Odyssey Untold: The Millenium Girl//**   ***//Etrian Odyssey Untold: The Millenium Girl//**
 +
 +  ***//Ever Oasis//**
 +    * 2501: Just a really chill, pleasant ARPG with light //Secret of Mana// and //Zelda// vibes (because it is a Koichi Ishii game) and a fantasy village sim metagame. It’s pretty and straightforward and it always mellows me out when I need it, which is exactly the kind of thing I miss in JRPGs nowadays. Hell of a lot more enjoyable and evocative of vintage Square than //Bravely Default//.
  
   ***//​Fantasy Life//**   ***//​Fantasy Life//**
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   ***//Gotta Protectors / Protect Me Knight 2 (JP)//**   ***//Gotta Protectors / Protect Me Knight 2 (JP)//**
-    * nickperson: You're defending a princess in this game but you're directly controlling one character and it plays like an action game. Again, name-dropping old japanese dudes: it's [[people:​Yuzo Koshiro]]. I'm really tired of retro pixel anything but the fact that his company [[company:​ancient|Ancient]] is making games like this tells me that those guys really just know their limitations,​ and their audience. I think it's cool. 
  
   ***//Gunman Clive//** (also on: Android, iOS, Win)   ***//Gunman Clive//** (also on: Android, iOS, Win)
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     * Bacon&​Onions:​ When I first played //Kokuga// I was confused by their choice of art style, why was everything so crudely blocky with simple plain textures? It looked like the game was put under serious size constraints for reasons I couldn'​t understand until last week, when I tried playing the game with my girlfriend'​s 9 year old brother. The entire game(27mbs?​) downloaded wirelessly to his cart in a few seconds and we tackled every stage together. It was amazing. I now think //Kokuga// has the best multiplayer co-op of any smup. The sharing of cards and the deliberate slow shots means we were communicating and working together constantly splitting up enemies. Using your sole revival card to bring your teammate back to life so you can fight the boss together is awesome. I'm convinced the game was designed around co-op and much of the design choices were made to make a better co-op smup.     * Bacon&​Onions:​ When I first played //Kokuga// I was confused by their choice of art style, why was everything so crudely blocky with simple plain textures? It looked like the game was put under serious size constraints for reasons I couldn'​t understand until last week, when I tried playing the game with my girlfriend'​s 9 year old brother. The entire game(27mbs?​) downloaded wirelessly to his cart in a few seconds and we tackled every stage together. It was amazing. I now think //Kokuga// has the best multiplayer co-op of any smup. The sharing of cards and the deliberate slow shots means we were communicating and working together constantly splitting up enemies. Using your sole revival card to bring your teammate back to life so you can fight the boss together is awesome. I'm convinced the game was designed around co-op and much of the design choices were made to make a better co-op smup.
     * Isfet: [...] This game is pretty much the very definition of slow burn. it feels like it's always teetering on the edge of becoming "​boring"​ but it never reaches that point and so it's consistently brilliant.\\ hard as hell, though! it requires a part of my brain/​game-playing abilities that most developers don't really aim for any more.     * Isfet: [...] This game is pretty much the very definition of slow burn. it feels like it's always teetering on the edge of becoming "​boring"​ but it never reaches that point and so it's consistently brilliant.\\ hard as hell, though! it requires a part of my brain/​game-playing abilities that most developers don't really aim for any more.
-    * nickperson: //Kokuga// is by [[person:​Hiroshi Iuchi]], who made //​[[game:​Radiant Silvergun]]//​ and //​[[game:​Ikaruga]]//​. If you don't like 2D shooters, it's not! It's more like an action game. You just clear levels and don't die, time and scoring don't mean anything. In terms of vibes, pacing, enemy placement, and turning/​shooting/​camera speed it is flawless. I play it all the time and never get bored. 
  
   ***//​Liberation Maiden//** (part of //Guild 01// in Japan; also on: iOS)   ***//​Liberation Maiden//** (part of //Guild 01// in Japan; also on: iOS)
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   ***//Shin Megami Tensei: Devil Survivor Overclocked//​** (also on: DS)   ***//Shin Megami Tensei: Devil Survivor Overclocked//​** (also on: DS)
     * Ni Go Zero Ichi: Basically a straight port of the DS //Devil Survivor// - most of the game doesn'​t even utilize 3D - but with the addition of new demons, a new postgame scenario, and a bunch of unnecessary and largely unremarkable voice acting. Personally, //Devil Survivor// is the only //SMT// game I've played so far that pretty much fell flat with me, but evidently at least a few SBers feel differently.     * Ni Go Zero Ichi: Basically a straight port of the DS //Devil Survivor// - most of the game doesn'​t even utilize 3D - but with the addition of new demons, a new postgame scenario, and a bunch of unnecessary and largely unremarkable voice acting. Personally, //Devil Survivor// is the only //SMT// game I've played so far that pretty much fell flat with me, but evidently at least a few SBers feel differently.
 +
 +  ***//Star Fox 64 3D//** (original game on N64, Wii, Wii U)
 +    * 2501: Overpriced, but if you want to play a better-looking,​ easier, portable version of //Star Fox 64//, here you go! It even has the janky multiplayer mode.
  
   ***//​SteamWorld Dig//**   ***//​SteamWorld Dig//**
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   ***//​Unchained Blades//**   ***//​Unchained Blades//**
     * Booter: Everyone should play Unchained Blades. I greatly prefer it to //​[[game:​etrian_odyssey_series|Etrian Odyssey]]//​.     * Booter: Everyone should play Unchained Blades. I greatly prefer it to //​[[game:​etrian_odyssey_series|Etrian Odyssey]]//​.
 +
 +  ***//​WarioWare Gold//**
 +    * 2501: Quick rant on //​WarioWare//​ - back in the day, I recall certain high-profile SBers trashed the //WW// series as being conceptually akin to “glorified ‘Simon Says’”. This critique isn’t totally off-base but it always bothered me and I think I’ve figured out why: “SS” wants players to rapidly //mimic// a series of simple actions. //WW// wants players to rapidly //intuit// the rules of a constantly-changing series of games, which are //​performed//​ with simple actions. That seems like a subtle distinction but it represents a huge step up in terms of design complexity and skill ceiling. Like many Nintendo games, the real satisfying play modes (the high-speed remixes, played for score) are withheld until you’ve already beaten everything on “For Toddlers” difficulty. Anyway. If you haven’t played most or all of the previous games on the GBA, DS and Wii/Wii U, //Gold// is a great intro! If you have, well, it’s a Greatest Hits album (with a few new notes, remixes and gimmicks).
  
   ***//Zero Escape: Virtue'​s Last Reward//** (also on: Vita)   ***//Zero Escape: Virtue'​s Last Reward//** (also on: Vita)
 
 sb/recommended/3ds.txt · Last modified: 2018/08/21 17:26 by gatotsu2501
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