Yoshi’s Unused Woolly World – Fluffy Daydreams

poochy

What’s that, Poochy? *sniff sniff* Wow! It’s a treasure trove of brand new music! Composer of Yoshi’s Woolly World, Tomoya Tomita, has uploaded some songs to his Youtube account. Included in this playlist are 6 original compositions for Yoshi’s Woolly World that were not included in the final game. It really makes you think, Poochy. What could these songs have been made for? What if there were brand new levels to accompany them, and we never got to see them? Could they still be hiding, somewhere in Woolly World? Let’s use our imaginations and go through the unused tracks one by one!

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Matto’s Mario Madness [Part 1 – Super Mario Bros.]

It’s time for another Durpthrough, but this time it is something I wanted to do for a long time. I like Mario games, enough to do in-depth reviews of them years ago, so I thought to myself “hey, why don’t you do video playthroughs of them?”

Granted, it isn’t the most original idea on the planet, almost everyone has done a video playthrough of every damn mainline Mario title. My idea isn’t original, but hey, at least I am not e-begging for Nintendo advertising money. So, without further ado, here is the Super Mario All-Stars version of Super Mario Bros., the Mario game that started it all and celebrated it’s 30th anniversary last year. Continue reading “Matto’s Mario Madness [Part 1 – Super Mario Bros.]”

Be very quiet, we’re huntin’ MONSTERS…

So with Capcom finally wising up and allowing Americans to play with Europeans/Australians, we can finally make Monster Hunter an official Pietriot co-op game.  Unfortunately the update for region-free online won’t be up until next month, but until then, Pro and I have been having a little fun on our own.  Enjoy our antics, and if you like what you see, get the game!

Hey U – Give Me Real Controls

The Wii Remote & Nunchuk was last generation’s innovation in violence – still strong today, still better than the competition. This was the method of controlling the last true console Resident Evil experience the world would know: The Umbrella Chronicles.

For the previous console cycle, there’s a seldom-stated lesson Capcom briefly learned (see RE4:Wii) then immediately forgot (see their “HD” games): if you’re pretending to KILL in a video game, do it properly. It’s just a shame we don’t have to pretend anymore: modern games, such as Capcom’s premiere action series, have gotten so smart that they play themselves (step aside Super Guide). The games don’t hesitate to handle much of the excitement on their own, and work hard to convince us that quick-button-context-flashback-retrospection-cutscene was an artistic achievement (“Best QTE of 2012,” is there such a thing?). Opponents of violent gaming love to point out how video games “teach kids how to kill”, but I know that’s rubbish cuz most games suck at that, especially as more games suck at being games. It’s supposed to be like watching a movie, right? Why not an effing GAME? Thru these last couple generations of analog masturbation, popular shooters have more or less surpassed “REALISTIC EVERYTHING” – nevermind the gameplay. And in a (not really) fun twist, “more realism” cheerfully graduated to “more Hollywood”; new gameplay became movies that look like gameplay. “Wow, it’s like playing a game,” – thanks, my confidence in the new generation is at an all-time high.

Before proceeding, I want to be clear that the major ideas in the blocks of text below don’t necessarily apply to every genre or gameplay mechanic. Many of our favorites are derived from things like tennis, team sports, board games, gambling, mazes, vehicles, boxing puppets, and Donkey Kong – there’s no reason to mess with certain core elements. However, TANGIBLE VIRTUAL VIOLENCE has a raw, engrossing quality that the majority of the Industry has not been interested in embracing for some time; fluid human movements seek the spillage of human fluid, yet they insist gamers don’t like movement and just seek Mountain Dew. Trapped in the game industry’s electronic erection contest, the prestigious computing “arms race”, we continue enduring their fake war: fake gameplay and fake value. Cash and companies continue to perish in the high-priced struggle to show violence; rarely do we see genuine imagination towards playing violence. It doesn’t have to be this way; we can still search for decency. Aim off-screen and raise your real arms to rediscover what’s in front of you: the gameplay in your hands.

/wii joke

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Reggie Play: Motion – Videos

The REGGIE SERIES is BACK, barely ahead of some JRPG that a handful of psychos cried for. NOA REGGIE ignored their grievances, spending his time more wisely by Wii-Playing with himself.

It’s been more than a year since Wii Play: Motion arrived, and like it or not, it offered a few glimpses of near-future gameplay elements Nintendo demonstrated in 2011 via 3DS and the upcoming Wii U. It explored additional curiosities beyond Wii Sports Resort, bringing another variety of “basic” motion concepts to life with effective results. Shamefully, the MotionPlus possibilities were hardly revisited in the context of more “complete” products by other game makers (aside from disastrous gimmicks on other systems) until the release of Skyward Sword. Wii Play: Motion is not robust – this 12-mini-game demo pack was never priced to be – but it is somewhat diverse, and some mini-games surprisingly have a lot more content than others (the very term “mini-game” is a bit misleading, making it sound like a one-shot deal worth only a minute before moving on to something new; each activity has a varying number of single and/or multiplayer modes, stages, and difficulty like its predecessor), but you can’t really count on journalists like GI-GN’s Gerstmasamassina to share useful information, can you. To top it off, these itty-bitty games actually work – no privacy-invading webcams and neon balls to calibrate.

Anyway, I have some inappropriate video and gameplay to observe. Reggie demonstrates.

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