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Re(7): Revival stuff
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[QUOTE]Since the retailer was sold out of Kid Icarus, I went with Super Mario 3D, which is quite fun, but I was wondering what else the 3DS-enabled here would suggest I try. Kid Icarus is a given, but I'm on the fence about a ton of games, like Tales of the Abyss, Resident Evil Revelations, Shinobi, and so on. Any suggestions? [/QUOTE] Resident Evil Revelations would be the most reasonable choice for now. Although if you like platformers more SMLand 3D would be preferable. Anyways, I wanted to bring back to topic the idea of "franchise revival". Castlevania recently had one, and I hear it's getting a followup(?). There's also Splatterhouse which seemed to take forever to come out, then there's the whole thing about Bionic Commando we talked about. It's funny, because I was also wondering where Maximo would fit under, but from the impressions I got it was a rather humorous take on Ghosts N' Goblins. What's weird is that Kid Icarus Uprising doesn't itself feel like a reboot, but neither does it really fit the soles of a sequel, yet the game treats itself as such. Sure, [URL=http://www.siliconera.com/2010/06/29/sakurai-also-considered-making-a-star-fox-game-for-3ds/]it might have something to do with Sakurai not initially thinking of developing the game as a Kid Icarus installment[/URL], but a lot of the essence seems to translate really well for a modernization of an action shooting flying/platformer. In contrast to Bionic Commando '09 which focused on the swinging, Uprising seems to pick on bits and pieces of the original/GB sequel and reconstructing them into Sakurai equivalents. The Eggplant Wizard, for instance, no longer affects your status permanently until you get healed by a Nurse; it's now a timed status effect that disabled you as much as the previous games. To counterbalance this, the game introduces Tempura Wizards with not only disables you but could also initiate an instant kill while in this state. There's also the concept of video game death having penalties: In Uprising, you can tune up the difficulty for the play session by betting hearts, with the results having better equipment and access to certain segments in the level. The flip-side being upon death, you lose your bet (hearts) and the difficulty gets decreased, meaning the segments that you had access to in higher difficulties are walled off. One thing I really appreciate about this design is how it actually keeps the pace of the game moving forward despite having deaths, but still urges you to keep up with playing at harder difficulties by decreasing your bonuses upon death. The original simply had you continued from the same level, but the diffculty itself was standardized but can be brutal.
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