Average User Score: 8.2Apr 20, 2014This game is pretty hard, but in a way that feels totally fair. When you screw up, it's your own fault. The physics feel good, and very consistent. The music is wonderful even on the tiny speakers of a 3DS XL. I never played the Wii version, so I don't know how it compares really, but this is a very solid 3DS experience.… Expand
Average User Score: 8.6Jan 19, 2014It's a pretty normal pokemon game overall. The 5th generation has scaled EXP so that you can't easily out-level your opponents, which is great for keeping the challenge even, though it's never super hard. There's not too much variety to the post game content, but they did add a pokemon world tourment thing in addition to black/white's battle subway. The story isn't really interesting or anything. You can get more pokemon in-game than you could with the first black/white, but they still expect you to use the stupid dream world for the rest of them, which is an online flash minigame thing that's mostly dumb. It's all sorta just average and "what you'd expect" sort of stuff.… Expand
Average User Score: 9.0Jan 11, 2014An amazing new direction for zelda games to move in, but with some hiccups that naturally result from being rather different. The game feels very crisp in terms of movement and fighting, and the special items feel good to use.
In terms of the dungeons, because you don't get the special items in any particular order, instead of each dungeon sometimes having you use a previous dungeon's item as a way of adding complexity to a puzzle, each dungeon simply relies on just one particular special item and ignores the rest. I think it's a loss there, and they should have done more multi-item rooms and puzzles. As it is though, each dungeon feels sufficiently complex because of the wall-melding mechanic, and each dungeon gets you to think for a moment or two. Not too hard, but not too easy. Most of the dungeons require you to walk back over your own path at several points instead of simply clearing the whole dungeon room by room, which some folks might like or not like depending on their own style. Dungeon bosses aren't quite too hard to fight, but they do feel somewhat tense and it's pretty satisfying when you win and get that heart container.
Hyrule is almost an exact copy of the LTTP world. Lorule is almost a copy of the Dark World. It gives them a feeling of being already explored, even if you've never seen a particular area yet. Probably not a good route for them to have gone on that one. The map itself keeps a solid flow in terms of letting you get around from place to place without too much trouble. There's also weather vanes spread everywhere which are both the save points of the game and also the warp points.
The story is really standard for a zelda game, and kinda a shame at that. They use a blending of Ocarina of Time and Link to the Past's story, and you even end up in the Temple of Light after you save each princess. Natural perhaps, since it's supposed to be a sequel, but they probably could have come up with something better if they'd tried at all (I'm looking at Link's Awakening and Majora's Mask here).
Overall, it's a strong showing, and a good direction for Zelda games to turn towards. If future zelda games keep heading in this more open world metroidy direction instead of leading you by the nose all the time the series could be improved by a whole lot.… Expand
Average User Score: 9.4Jan 2, 2014This game has among the best story/setting among video games. There's a great amount of attention given to setting details, and strong characterization from all of the party NPCs. Not everything gets explained to you all the time, and it leaves you with the feeling that you're one person in a larger world that's moving along with or without you.
The downsides of the game are that, considering that the game is largely about dialog options and how you talk to people and so forth, the game itself won't tell you most of the time when your stats have given you a special dialog option, or your lack of stats have prevented you from picking an option. You have to read a guide to know any of that. Special dialog options being labeled didn't really become popular until some later RPGs that came after this one.
Also, the game is an Infinity Engine game, so naturally you have to vaguely understand the 2nd edition ADnD rules to get what's going on some of the time (same as Baldur's Gate or Icewind Dale). Ehhhh. I know how the combat system works from playing the table-top game and Baldur's Gate, so it doesn't bother me too much, but I could easily see how it might hold back someone who was otherwise unfamiliar with it and just wanted to play an RPG with a strong story element.
If you like RPGs that go in the direction of grinding for levels and stat building and so on, then this game isn't gonna be your thing. A few fights are hard, but most of the time if you just fight things that show up then you can just get through everything that's a fight without much trouble. The game doesn't even have much in the way of fights compared to most other RPGs. There's a lot of talking and doing stuff "in town" instead of "in dungeons".
If you like character based RPGs with lots of story, this game is exactly what you're looking for. A party full of interesting characters, and nice setting and quests that are a little unusual for fantasy, but not so unusual that you can't follow along with what's happening.… Expand
Average User Score: 8.7Jan 2, 2014This is a European Nobility and Feudalism Simulator. You play as a Noble of some rank or another (Count, Duke, King, or Emperor), and you must manage your realm and dynasty to see it through from 1066 (or 867 with DLC) until 1453. The game makes an effort to be historical in terms of starting points, but once you begin playing the game things can quickly become very ahistorical.
Now the pros of the game are that it's got interesting mechanics for most things. Combats only take place at the strategic level, it's not a game about battles really. Instead, it's a game about all the tings you do outside of battles. Fabricating claims so that you can declare wars, improving your holdings so that you can train more troops and collect more tax, plotting to kill those that have become troublesome, and so on.
The game is very time intensive to learn. There's a lot of things going on, and small details are important. It can take hours of attempted gameplay to really begin to get a grasp of what's going on. You'll play a bit and start to get the hang of it and then everything will explode and you'll have to start over. Most of the time the game labels where numbers are coming from with clear tool-tips, and there's several nice wikis and youtube vids on the various concepts of the game to keep things clear. I wouldn't even say that the game is hard to learn, it just takes time and persistence.
Now, all that said, this game will totally draw you in once you begin to get what's going on. The potential complexity of situations are exactly what make it great to me. The stories that you can tell about wild events are what make this game so charming. If you're the kind of person that can play strategy games in the first place, this game has dozens of hours of gameplay waiting for you.… Expand
Average User Score: 8.5Jan 2, 2014You drive your car around the track and try to get the best time you can. Very simple, no frills. The game didn't do anything to amaze me and it didn't do anything that annoyed me. This is the kind of game you can just zone out and play for a while while you listen to a podcast or audiobook.… Expand
Average User Score: 8.4Dec 25, 2013For a game that's supposed to have the customization as a fun new feature, there's not too many options to pick from. Since they're all aesthetic anyway, they should have had like 10 times as many things to pick form in every category. I don't have any helpful advice to add to this point, they just needed to put in more content.
The game doesn't have too much in the way of systems or simulation; it's not any more intricate than the first harvest moon. Considering that this is like the 17th game in the series, it's really a disappointment. The people don't have much to them at all, you just give each one a specific thing each day until a number fills up. Not really any jobs or interactions there. The economy has fixed prices for buying and selling everything, it doesn't shift from year to year or adjust based on how much you sell of a particular thing or anything like that. It's all very static sort of stuff.
Starting a new game is video game agony, the first month prevents you from doing most of the things until you go through a tutorial on each thing, and each tutorial doesn't show up until a specific day. It seems like designers should be aware by now that some players know what they're doing, particularly anyone that's played a harvest moon game before, and they should have tutorials that you can skip over. They even provide the info in a help menu in case you forget later on, so there's no reason at all to not have all the slow opening stuff be skippable.
I thought that this game would be a great purchase, but it turns out that it's probably gonna be the worst 3ds game I'll have ever bought.… Expand
Average User Score: 8.6Dec 17, 2013For being the fourth entry in the series, the game hasn't advanced much since the first one. You're the mayor of town in this one, which lets you setup Public Works Projects. They're decorations for your town, and they let you customize how your town is. Except you can only make 30 of them, even though there's space for tons and tons of them. Also, the selection of public projects is mostly limited to things like lamps and benches and statues. You can build up to three bridges across your town's river, but you can't divert the river, you can't add a pond or fill in a pond, you can't add or remove a ramp down to the beach. When villagers move in, they just move in any old place that fits, you can't declare where house lots should go. What I'm saying is that, for a game that tries to sell you on the point of being able to customize your town, you don't get access to a lot of very obvious customization options.
Houses are about the same as before. You can change the outside of your house some, and you can get several rooms inside of your house. All rooms start off at 4x4, then have a 6x6 and 8x8 upgrade you can buy. Always a central room, a room left, back, and right, and an upstairs and downstairs. You can't re-arrange the orientation of your house's rooms, like having it be a long ranch-style house or a tower house where you just stack it five floors high. Even if the exterior didn't change to match it, it would have been nice for your house's rooms to be arrangable.
Of course there's a ton of goodies to put inside of your house, wallpapers, floors, beds, chairs, etc, etc. Once you've picked up an item once, it goes into your catalog, so you can buy it again from Nook's if you sell or lose it. Except some items are "special event" items, so you can't re-purcahse them from your catalog. It'll show the item, and then not let you buy it. Not being able to just buy anything in your catalog is pretty poop.
There's a "Mall" section, behind your main town, and you can upgrade it a bit. Re-Tail is in the main area, but all the rest of the stores, and the Museum and Post Office, are in the Mall area. Behind the Mall is the Happy Home section, where the houses of people you Street Pass are displayed, and you can order items that you see in their home. It follows the same rules as the catalog though, so if they have a limited item then you can't order it. Which is, again, poop.
The villagers in town are kinda alright, some of them are fun characters that I really like (Ken and Bruce). Except they're a little shallow. You interact with them or not, and based on that they'll usually stay in town. If they decide to move, you can tell them to stay, and they'll stay if you've interacted with them a lot. I say "interact" instead of "be nice to" because it doesn't matter what your interaction is. You can talk to them, send them letters, hit them with a net, push them into pit-falls, whatever. It's all the same to them.
They each start off with a house customized to them when they move into town, but they don't have any sort of style as to what things get replaced with what, so they'll just use anything you give them and anything they see in Re-Tail. Their houses end up looking like weird mish-mashes of all sorts of styles at once. The villagers aren't very distinct in how they act in general. Internally, the game itself has like 6 general personality types, and it kinda shows through even without knowing that. There's apparently 110 or so villagers in the game, but you can only have up to 10 in your town at once. It'd probably have been better for them to make fewer villagers that are each more distinct.
I guess what I'm getting at in general is that the game has stuff in it, but most of the options are kinda shallow or surface or whatever you wanna call it. There's not many systems driven interactions going on, and the game regularly feels like a disappointment and an "if only they had" sort of a game.… Expand
Average User Score: 8.8Dec 8, 2013Ocarina of Time is a solid game, and this this is a good remake of it. Higher resolution everything, nice controls, master quest included. A person could hardly ask for more. The 3D stuff even looks pretty good most of the time, if you care about that. I think my favorite part of the remake is that first-person aiming has (optional) motion controls, which makes things way cool.
If you've got a 3DS, you should pick up this game.… Expand