Operation Backlog Completion 2026
Jul 202020
 

Table of Contents

Indie Live Expo 2020
The Escapist Indie Showcase
PlayStation 5 Showcase
Guerrilla Collective
PC Gaming
Future Games Show
EA
New Game+ Expo
MonsterVine Hot Games Summer Showcase
Nacon Connect
Limited Run Games
Devolver Direct
Ubisoft
Nintendo
Microsoft

Nintendo Direct Mini: Partner Showcase

I debated about whether or not I should count today’s Nintendo Direct Mini among the E3 replacements, since it’s a “partner showcase” rather than a regular Direct and the first in a series, but since we’ve counted similar things and I referenced it last time, I decided to include it.

The Nintendo Direct Mini began with the announcement of DLC for Cadence of Hyrule, the Legend of Zelda/Crypt of the Necrodancer crossover collaboration.

Then they showed a game called Rogue Company and WWE 2K Battlegrounds, neither of which interests me.

Hearing the next announcement would be the last in the Nintendo Direct Mini was a little disheartening (although since the presentation wasn’t live, I knew it was almost over), but it turned out to be a remaster of Shin Megami Tensei III: Nocturne!

A new trailer for Shin Megami Tensei V followed (with a simultaneous release in 2021), to truly close out the Direct. It’s been quite a while since SMT V was first announced, and all it had at the time was a quick teaser trailer, so I know fans are relieved to finally get some news about it.

I’ve never played a Shin Megami Tensei game, but both of those trailers were pretty interesting. I’ll need to consider giving the series a try.

But wait, we’re not actually done yet!

That was it for the Nintendo Direct Mini, but the Japanese Nintendo Direct Mini actually showed a few more games… two of which are coming out in English, so I’m not sure why they were excluded from ours.

The first was a new trailer and release date for Sakuna: Of Rice and Ruin. It’ll be out in November.

After that came the official trailer for a game that would have been a surprise if the name hadn’t leaked last week, Atelier Ryza 2: Lost Legends and the Secret Fairy. It’s due out this winter worldwide.

The Japanese Direct had a few other games that I’m not sure what are, but those are the major ones.

So while it wasn’t the most exciting Nintendo Direct Mini we’ve seen, it ended with a bang and the addition of Sakuna and Ryza make it even better. What interest me the most is that more of these Partner Showcases are planned for this year, so here’s hoping we’ll see some exciting news from them!

(Although by then, Not-E3 will be over.)

What did you think of today’s Nintendo Direct Mini?

Jul 172020
 

Paper Mario: The Origami King is out today… although I didn’t get it yet.

When it was first announced, I considered getting it at launch, but after finally playing Color Splash and learning that Origami King is still definitely not an RPG, I decided to wait. I’ve heard enough interesting things to make me curious about it, but not enough to buy it at launch.

Anyway, with Origami King being another iteration of the “new” Paper Mario series and potentially another step toward having a solid Paper Mario story again, fans have continued to question if Paper Mario will ever return to its roots.

That answer is no, judging by a recent interview the producers and director had with VGC. The fan response to this interview has mainly involved complaints, arguments, and a lot of confusion, so let’s take a look at this strange and perplexing discussion of the Paper Mario series.

First, the interview addresses how gameplay continues to change with each game, and producer Risa Tabata explains how they want to change it every time to surprise players. Then she discusses the paper aspect:

The idea for origami came out of this process of challenging myself to try something new. The theme running through the Paper Mario series is paper, so I was working with Intelligent Systems to think up paper-based ideas that hadn’t yet been used. Intelligent Systems suggested the idea of confetti, and I suggested the idea of origami.”

So if you’re tired of the paper obsession in recent entries, it’s probably not going away. In fact, that sounds an awful lot like the first step in coming up with a new Paper Mario game nowadays is to think of a new paper theme. The emphasis on Mario’s paper world full of paper people who know they’re paper is here to stay.

Next up was the question of RPG elements, although the interviewer framed it as “hardcore” fans wanting RPG elements and “casual” fans wanting it to be “approachable.”

This view is flawed from the start, because there’s nothing about basic RPG elements that makes a game unapproachable. The original Paper Mario games were already “approachable” and playable by kids. Pokémon is another example of an RPG that is perfectly accessible.

Who is looking at the original Paper Mario as some hardcore, unapproachable game?

Producer Kensuke Tanabe handles that question by saying they don’t want to ignore casual fans, and that the puzzles are there for the hardcore fans. He goes on to say:

This is an adventure game after all, so it wouldn’t be right if the battles didn’t also have some kind of puzzle solving element! (Of course, we’ve also added in a system for casual players where they can use coins in battles to get help from the spectating Toads.)

“However, I do think it’s difficult to satisfy certain fans with the adventure game direction if they think of Paper Mario games as simply being RPGs. I hope that everyone will play this game with an open mind.”

In other words, Paper Mario will never be an RPG again. We can stop waiting for experience points and leveling up to return. It’s a puzzle-solving adventure series that for some reason kept turn-based combat and keeps trying to find new incentives for battling without bringing back exp.

(And from what I’ve read online about Origami King, some of the combat puzzles can get pretty difficult and complicated, so why is this considered more casual than if Mario leveled up?)

After some questions about the origami character models and comedy elements, they ask about creating Paper Mario stories… and Tanabe’s basic answer is that he likes games with stories, but Super Paper Mario’s story distanced it too much from the Mario universe, so they’ve avoided complicated stories since then. Instead, they aim for “memorable events.”

But it’s the next question that really stirred people up, as the interviewer asks about King Olly and character design, and Tanabe explains:

Since Paper Mario: Sticker Star, it’s no longer possible to modify Mario characters or to create original characters that touch on the Mario universe. That means that if we aren’t using Mario characters for bosses, we need to create original characters with designs that don’t involve the Mario universe at all, like we’ve done with Olly and the stationery bosses.”

What?

Really, what?

Yes, it’s an extension of what we already knew led to Sticker Star being… the way it was… and it’s once again spurred arguments about whether the blame lies with Miyamoto’s instruction to “complete it with only characters from the Super Mario world” or with Tanabe’s rigid interpretation of that instruction, but either way, it appears the Paper Mario team is under a mandate leading to the generic character designs of the modern games.

And that’s caused a lot of confusion, since you have entirely new characters like Olivia and King Olly.

Here’s my understanding of what they said in this interview: they can create wholly new characters, but they can’t alter established designs or create unique characters related to the Mario universe. In other words, Olly is fine because there are no existing origami people in the Mario world. Kammy Koopa would be unacceptable nowadays because she’s a uniquely-designed Magikoopa.

This seems to tie directly to my biggest complaint about the character designs in Color Splash – not that they were mostly Toads, but that they were all generic Toads in different colors, with no distinguishing features except maybe a hat. Origami King looks a little better in that regard, but still seems to go with the basic design + accessories.

It might even explain why Toadsworth hasn’t appeared in the newer Paper Mario games, because elderly Toads (along with visibly female Toads) are one of the things we’ve lost.

The rest of the interview just discusses hardware and the Samus helmet at the end of the first trailer, so the points mentioned above are the biggest things to take away from this perplexing interview.

Reading this was disheartening and confusing. I don’t know why they’ve made some of the decisions they have regarding Paper Mario. Some of them make no sense to me at all. I really don’t know what to think… except that we’ll probably never see a Paper Mario game that truly returns to its roots.

What did you think of the VGC Paper Mario interview?

Jul 152020
 

(But not by me.)

Tales of Crestoria, the new mobile Tales game set to be released this year, is now available to be installed on iOS and Android devices ahead of its release.

Although it was originally planned for a June launch, it was delayed. There’s still no official release date, but Bandai Namco says it will be out in “the near future.” Since it’s currently undergoing maintenance for its launch, it should be coming soon.

Some players’ pre-loads reportedly say it will be available July 22, but there’s conflicting reports. Since July 22 is Bandai Namco’s upcoming showcase, they might announce its release there.

Update: It turns out the answer was July 16. Tales of Crestoria is out now!

I’m not a big fan of mobile games, but since Tales of Arise has been delayed and Tales of Crestoria has its own original story, I was going to check it out. Unfortunately, when I went to the App Store to pre-load it, I was greeted by the message that it isn’t compatible with my tablet.

So no Tales of Crestoria for me, at least not anytime soon.

If you’ve got a compatible device, though, you can pre-load the game now. Are you planning to play Tales of Crestoria?