Tag Archives: video games

Pokemon Let’s Go: First Hands-On Impressions

Over the past week, Tony and Sheldon had the chance to try out the new Pokemon game; Pokemon Let’s Go Pikachu/Eevee.

Sheldon’s Take

I got to try out Let’s Go Pikachu and it was an amazing experience. First off getting to talk to the Nintendo reps was awesome, and checking out the Nintendo kiosk was really cool. On to the game.

I got to play the game with the new Pokeball controller. The controller fits well in your hand and is comfortable to use. The controller has two buttons and the control stick. One of the buttons is the control stick, the other is on the top of the Pokeball. They have simplified the gameplay in a smart way as to bring in more players especially those who have been playing Pokemon Go on their smartphones. The encounters are no longer random as you can see all the pokemon in the environment around you, which I appreciate, especially when searching for a certain pokemon. Also, encounters are set up in the same way as they work in Pokemon Go, you don’t battle the Pokemon down, but instead, use berries to increase your chance of catching them. 

pokeball plus
Pokeball Plus Controller

The motion control works very well, and it’s much easier to aim then on smartphones. Out of all my throws, I managed two excellent throws and three great throws. The battles are very familiar and work the way they have in past games. You still encounter people to battle with and receive items and money when you defeat your opponent. One feature that has changed is the exp share. Instead of receiving it along the story, you now start with it. You can still turn it off and on as you please though. Overall I’m excited to dig into this game and can’t wait to see what else Nintendo has in store for us in the new Pokemon game.

Tony’s Take

My experience with the demo of Pokemon Lets Go probably differed from Sheldon’s quite a bit. See I don’t have as much knowledge going in as to what a Pokemon game should feel like. I don’t know the ins and outs like some other gamers do. The only core game in the series I have ever played was Pokemon Yellow when it was released a few years ago on the 3DS and of course, I have dabbled in Pokemon GO (along with everyone else in the world) on mobile.

pokemon lets go


The first thing that jumped out at me was the visuals. The game environments and characters were very bright and vibrant. Much more so than the trailers let on. It really looks like a cartoon. This is the first time seeing the full world of Pokemon in HD and it looks good.

The demo was very limited as to where we could go, basically allowing us to walk through the first grassy area of Kanto. You’ll now see Pokemon before entering encounters with them, it won’t be random anymore. Which I do appreciate. it was still difficult at times to avoid some encounters with pokemon in congested areas despite being able to see them ahead of time. Some of those little pocket monsters are quick I tell ya’.

pokeball plus
Shake It!

During the demo, we had the opportunity to try out the Pokeball Plus and I have to say this is where I was really impressed. First of all the device is much smaller than it looks in videos. But it does feel comfortable in the hands. The motion control for catching Pokemon seems much more refined than in Pokemon Go. It seemed to register the motion properly 95% of the time. I will have to test it thoroughly in a controlled environment. There is a technique to it but it shouldn’t be difficult to master.

Overall I was very delighted with the quality of the game. It will be the perfect entry point for many people including this veteran gamer and his 5-year-old daughter. My one concern is because of the simplicity of the game with it keep my attention for more than a short time. We won’t have to wait long to find out though because Pokemon Let’s Go Eevee and Pokemon Let’s Go Pikachu release Nov 16, 2018, on the Nintendo Switch.

**Thanks to everyone at the Nintendo kiosk in West Edmonton Mall!**

Quest 4 Pixels: Conversations Season 2 Ep 5

https://www.podbean.com/media/share/pb-ftd7c-9d94ce

Oct 20, 2018

 

Tony, Sheldon, and Joel talk Mobile Legends and Starlink Impressions and Q & A 

 

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Ep.2 (Nintendo Direct Shenanigans)

https://www.podbean.com/media/share/pb-idy4d-99d922

Animal Crossing is finally making its way onto the Nintendo Switch! This week the boys are back and talking about the recent Nintendo Direct that aired on 9/13/19. They go through each announcement one by one and discuss their feelings on each of them.

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And Catch us live for the 24-hour live stream event on November 3rd live from Edmonton!

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Video Kid: 80s Edition Nintendo Switch Review

Throwback Thursday, Every day!

Do you remember the days of VHS ?? How about pop culture references from the 80s? Pixel Trip Studios do too and they’re bringing all that sweet sweet nostalgia straight to the Nintendo Switch with their game Video Kid: 80s edition. Ever wonder what a world populated by Big Bird, Pee Wee Herman, the Terminator, and the Teenage Mutant Ninja Turtles would be like? Well, Video Kid has you covered plus you’re going to see tons more of your favorite characters. You can even buy new characters in the in-game store with the currency you collect in each run. It’s a throwback Thursday in every run.

VKscreen04

Radical Special Delivery

The gameplay loop is a simple but addictive one. You ride down the street on your bicycle and throw videotapes into people’s mailboxes. (Perhaps this would have been how Netflix worked if it was around in the 80s. 🤔) All while collecting coins, hoverboards and avoiding obstacles like vehicles and 80s pop culture characters. Oh, and you look like Marty Mcfly. Heavy! Sound a bit like PaperBoy for the NES? Well, it should because Video kid is clearly heavily inspired by it but still has its own charm.

Simple and Addicting, Heavy!

Like I mentioned above the gameplay is surprisingly addictive. Each run goes fairly quickly and it keeps you wanting to best your high score. Whenever you throw a tape you can hit a window, mailbox or characters to earn points. Each part of the environment acts differently depending on what is hit. The pop culture characters even throw in the famous catchphrases or familiar noises when passed by or hit. Jumping and grinding on vehicles can be incredibly satisfying and pop cultural items like the power glove, high top kicks, and cola act as power-ups for a limited time.

vkSS_4inch_03

A Few Missed Deliveries

A couple of things that I have issue with is some vehicles you can jump and some just end your run with a death that feels like you’ve been a bit cheated. I’m not sure if that because some are just obstacles to end your run or if this is something going on with the hitbox detection in the game. Also, I really wish Video Kid: 80s Edition had online leaderboards,  it’s the type of game you could really get competitive with a friend with seeing who can best whom.

The Bottom Line

Video Kid: 80s Edition on the Nintendo Switch satisfies that arcady itch for high scores. It’s pick up and play game style works so well on the Switch. It really surprised me with its nostalgic charm and 80s pop culture references make this so much more than just a PaperBoy clone and at $ 4.99 USD it makes it a perfect impulse buy.

 

PLAY OR PASS??

PLAY

 

 

-Tony

Want more reviews? Look HERE!!

** This game was provided to us by Pixel Trip Studios for review. Images provided from press kit **

News Roundup Week of July 1

https://www.podbean.com/media/share/pb-uwn38-945d1e

This week my guest is Marty Estes from Nintendo Dads! We discuss OPSkins getting the ban hammer, the upcoming Halo tv series, Sony’s *yawn* inability to play well with others, and is Google working on the next big gaming console? Also, is it just us, or did Waluigi get snubbed in the Smash fanfare? We’ll also tell you what gaming franchise we want to see more of, and what we wouldn’t cry any tears over seeing go away! 

Save the Ninja Clan Review

by Sodamancer

Save the Ninja Clan is one of the latest releases from recently prolific publisher, Sometimes You. They publish and port many games developed by other studios in addition to their own games. At the very least, they offer up a wide variety of experiences and Save the Ninja Clan is their take on the brutally difficult sub-genre of platformer games made famous by “I Wanna be the Guy” and “Super Meat Boy.”

What do I do?

You will die… a lot. That’s how these nails-hard platformers are designed and it’s no different here. The basic idea is that they present you with the tools necessary to overcome any obstacle from the beginning, but you need to learn to master the physics, controls, and timing to pull it all off. Every failure is a learning opportunity. You either recognize why or how you died and learn to do it better next time, or die repeatedly until you do figure it out. Thankfully, this means that you are responsible for your own deaths and they never feel cheap. Unfortunately, this also means that all of the punishment you have to endure has to be balanced out by fun or a sense of accomplishment.

Can I even progress, bro?

Save the Ninja Clan fails to provide you much of a sense of accomplishment. This is actually found primarily by the ability to access almost every level from the start of the game. You can boot the game up and choose whatever door it is that you want and this will lead to a new challenge. If you fail too much at any given level, you can just move to a different level and try it again. This sounds all well and good, but the game suffers for it.

Most games use their level progression as a clever tutorial. Every action, obstacle, and pit is a means of getting you familiar with the controls and physics, while also helping you to develop the skills necessary to overcome even greater obstacles further in the game. The lack of a feel of progression brought on by the ability to just choose a level at will makes it seem as though the devs sat back and just slapped together levels based on a dartboard.

“This level will feature…levers that…
fling you into…
whirling saw blades that are turning around…
moving spring boards….
above water”

Instead of introducing each of those elements to you in the earlier stages, and then slowly adding in one more element and a clever use or variation of that element.

Does it at least control well?

So, when it comes to platformers, especially those of the intentionally difficult variety, controls are essential. Save the Ninja Clan comes through with flying colors here. The jump is a little floaty at first, but you get used to it fairly quickly. Most importantly, the floaty jump is consistent. When you press the A button to jump, you know exactly how far in any given direction that you’re going to move, and you can adjust that with momentum. The biggest drawback of the control scheme is that you are restricted to only using the analog stick. While the Nintendo Switch might be among the worst Nintendo dpads in existence, even the direction buttons on the joycon would have been preferable to using the analog stick in a 2d platformer.

Is there anything interesting or new?

You can speed up or slow down the level’s speed. This is like a difficulty slider, as it just does exactly what it sounds like it does. Obviously, the faster you make it, the more you have to adjust your controls to overcome the speed difference. It actually starts you off at 115% instead of 100%, and 100% is the lowest that you can go.

Save the Ninja Clan – worth the journey?

I’d say that if you are into hard platformers, this is right up your alley. However, it is definitely more worth waiting for a sale than it is an immediate must buy. If you like your platformers to be well-designed and rich with clever level layouts and a sense of pride at your accomplishments, look elsewhere.

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