Rodea the Sky Soldier |Import OT| Tenkuu no Kishi Rodea: NiGHTS & Punishment

Jul 1, 2014
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#1


Original Wii game (天空の機士ロデア - Tenkuu no Kishi Rodea) developed by: Prope
Wii U & Nintendo 3DS versions (Rodea the Sky Soldier) developed by: Kadokawa Games
Published by: Kadokawa Shoten (Japan) / NIS America (NA/PAL)
Platform: Wii, Wii U, Nintendo 3DS
Release Dates: April 2, 2015 (JP) / November 10, 2015 (NA) / November 13, 2015 (EU)
Genre: Aerial Combat Action (Adventure) Game
Multiplayer: No (3DS), No (Wii U), Yes, up to 4 players (Wii) (Footage here)
StreetPass: Yes (unlocking bonus islands)
New Nintendo 3DS enhanced: No
Off-TV Play on Wii U: Yes
Supported controllers on Wii U: Wii U GamePad, Wii U Pro Controller, Wii Classic Controller (Pro)
Supported controllers on Wii: Wii Remote
eShop download file size in blocks: Wii U (JP): 2715 MB (2.7GB) / 3DS (JP): ???
eShop demo available: In Japan, yes (3DS-only)


~~~~[ IMPORTANT ]~~~~
Many still don't know so I think it's worth highlighting: the Wii version is actually a very different game from the Wii U and 3DS version. Yuji Naka and Prope's original vision is captured and realized in the Wii game. This was actually completed in 2011 but publisher Kadokawa wanted a 3DS port, too and held off on releasing the Wii game. The 3DS port was developed not by the original developers at Prope but by Kadokawa themselves and, due to the very different control interface, ended up as a heavily redesigned game that only resembles the original on a basic level.


I still don't get it. So the Wii U game is not just the Wii game in HD?
- The Wii game is the original, how Yuji Naka envisioned it, played with the IR pointer of the Wii Remote (no Nunchuk, you play with JUST the Wii Remote). A more straightforward, arcade-y action game. There are even 2D bonus rooms. And, more importantly, the Wii version is the only one that includes a multiplayer mode for up to four players!
- The Wii U and 3DS game are different from the Wii version, played with sticks and buttons, more leaning towards action adventure-y exploratory gameplay. They both lack the multiplayer mode from the Wii original.
- The Wii U version is a port of the 3DS version. They're the same game.
- Story, characters and setting are the same across all versions​
How can I get my hands on the Wii version then?
The Wii version is only available with first print physical copies of the Wii U game. No other way of getting your hands on it. It's not on the eShop. You won't get it with a digital Wii U eShop purchase of the Wii U version.
I'm in. So this will get localized, right?
Yes, thankfully NIS America announced in February that they're releasing this game worldwide in all three versions. And in the same way as in Japan, meaning the first print physical copies of the Wii U game in the West will also come with a copy of the Wii game. This will also be the only way to acquire a copy of the Wii game.

For North America, you can already pre-order the fancy pants edition at NISA's store here.​
Does the Wii game come in its own case?
Yes, at least in Japan. Case, manual, disc. We don't know how they will package the Western version yet. Stay tuned, I guess. In the meantime, watch this Japanese Rodea Wii U unboxing: (click the image)


(I love that he's wearing a mask and a hat)​


I've collected some impressions from other threads since I've dropped the ball with getting the Import OT up in time for launch.

All thanks to based ImportHawk. Behold:
i've played the 3ds version extensively by now (got to the end of the game). i've also had a little bit of time with the wii game and the wii u game (just the first two levels). what sort of surprised me was that the level design was somewhat the same but the structure between the two versions is actually pretty different. it would be more accurate to say the 3ds version is a sort of remake of the wii version in a way the 2010 goldeneye game was a remake of the 1997 goldeneye game.
Does the final release of the 3DS version run any better than the demo? Cuz the demo ran so poorly it had me puking. It was capped at 20 fps and often dropped well below that.
i can't say for sure. i never played the demo and i haven't seen any videos of it for comparison. also, i am a graphics caveman and don't know much about framerates and resolution (which i know is not being discussed here).
the wii u version supports the gamepad, classic controller pro (and i think standard classic controller if that's the case?), and the pro controller. the structure of the game is such that you are encouraged to explore the levels and find different places in the level for power ups and collectible coins. the wii version is only controlled by the wii remote. by that i mean no nunchuck controls. you point at the screen and hold b and that's where rodea will start walking. you make him fly by pressing a. because of the way it controls, the levels are a lot more narrow, and the point of the game is more along the lines of getting through a level right. coins in this version are locked in secret 2d rooms that can only be unlocked if you have enough gravitons (those yellow bits), and aren't hidden around on the actual level.
yeah the wii game plays more like a mario game or a sonic game. rodea's tail indicates the amount of damage he can take while in the 3ds/wii u game he has a health meter. little power ups are found around the levels and they're what let him zoom around. guns and other upgrades are per-level and disappear when the level's done. i assume this encourages the player to keep abilities for better paths forward, in the 3ds/wii u version, the extra abilities are always selectable from the touch screen or the d-pad and don't disappear after a level is done. i think this is to encourage replayability of previous levels.


Wii Screenshots
And a gif:

Nintendo 3DS Screenshots
Wii U Screenshots


Here's some gameplay of the Wii version, exploring the controls:
https://www.youtube.com/watch?v=pYVPeJtq88g

Here is more gameplay of the Wii version, this time of Chapter 2, playing for real:
https://www.youtube.com/watch?v=5nJC6kHmh1U

48min of Wii gameplay with 60fps playback! (the game is 60fps! :O)
https://www.youtube.com/watch?v=1ETGI-vRRnA

NEW: Multiplayer footage of the Wii version!
http://kotaku.com/rodeas-multiplayer-is-kinda-like-sonic-adventure-2s-bat-1700540196

Here is gameplay of the Wii U version:
https://www.youtube.com/watch?v=Wmdc4jIbJNA


/////// I'll update the OT with info as needed or if anyone has any suggestions. ///////
 
Feb 5, 2009
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#5
i wonder if there would have been any benefits marketing this game for the home market as a dual release? To taget a wider user base. As it is now, it seems like a Wii U game with a bonus inside.

Here's hoping for some more impressions. Anihawks ones are very neutral so far.

Also thanks Themoon for taking the time to create the topic.
 
Aug 3, 2012
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#8
Oh hey, this comes out on my birthday. Maybe I'll ask for it as a gift!

First print physical copies of the Wii U game in the West will also come with a copy of the Wii game. This will also be the only way to acquire a copy of the Wii game.
or maybe i'll just go pre-order it now
 
Jun 13, 2011
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#11
Well damn, i am just super confused now... do i REALLY want the regular Wii version or rather the Wii U one which may not be as originally intended BUT seems to feature more of that world collecting stuff etc. which i adore compared to get that stuff ONLY in closed off levels hmm

Plus, i think it sucks that i can't wait for more impressions of the finished games only to then find out afterwards i'd rather have wanted the Wii one but too bad it's too late now with no way to get it anymore then :(
 
Jun 23, 2010
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#12
Maybe I missed it in the OT but are the 3DS and Wii U versions the same? I am getting the US ver. of the game, my 3DS is EU region, is owning the 3DS ver. worth it?
 

Vena

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Sep 2, 2014
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#15
I'll hopefully have a friend's opinion from Japan in the next few days. I'll post it up for them as they aren't GAFers but don't mind writing up a short blurb on the gameplay of the Wii/WiiU versions.
 
Jun 7, 2004
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i've played quite a lot of the game. i haven't explored every single level to their fullest, and the 3ds/wii u games do encourage you to do that.

so i actually like this game a bit. it was hard to really form an opinion because i sort of marathoned it over the weekend and as a result, kind of got tired of it after several hours of playing. but then i would go somewhere and think about it some more and feel the itch to pick it up and give it another go. that's always a sign that a game's done something right.

my very first impression of rodea (this is the 3ds version by the way) was 'oh my god sweet jesus no.' i don't understand more than a few words of japanese and so being put into a prologue tutorial level, i thought the controls were immediately restrictive and the level design was poor. the prologue gently gives the player more abilities until they are able to do everything they can in the game except for the powerups. after that is a very tame and easy first level. this is there to really let the player get used to moving around with the controls. considering that by the second level i was zooming around, chaining attacks, and killing enemies like a pro, i would say my final verdict on the controls are that it's actually pretty easy to control, but there's a learning curve of about 5-10 minutes. there really isn't another game out there with flying mechanics, so there's no point of reference. for example, if you picked up rayman legends, you can kind of understand that it's very similar to mario if you'd played that before. if you never played a platformer, then it might take a few minutes to get going. that's sort of what rodea feels like to me.

so the way it works is, you can move around with the slide pad, or the left analog stick (for the wii u), and rodea will walk around on the ground. here, you can also dodge by pressing b, i think. this is something that really only comes in handy in boss fights. in fact, a lot of ground stuff is rarely used and flight is largely encouraged. you press the a button to jump in the air and press it again to have rodea start spinning in place. when he is like this, you can move a reticle around the screen until you find something you want to fly towards. the neat thing about this is that it can be anything with mass - enemies, gravitons (those yellow bits), the ground, and even the geometry of the level. from here, you will slowly coast towards that goal. if you hit the first graviton, you will collect all of them in a chain, similar to sonic in sonic adventure after getting that one upgrade. it's just flashy and neat looking. you can also chain together how many gravitons you collect in a row, which only affects the score at the end of a level. while you are in coasting mode, you are free to move the reticle around the screen and select a different target. you can also reselect the same target, which is something that comes in handy when attacking enemies.

the easiest way to kill enemies is by boosting. if you hold down the b button while not moving, rodea will start zooming straight ahead. this happens even while standing still or not moving towards a particular target, and i've seen gameplay where some people do this and get frustrated. really, it's there to accelerate towards your goal, and it feels pretty good. boosting into most enemies will also damage them. some enemies will need to be hit more than once, and this is where b -> a -> b moves so that you are constantly reselecting and boosting into them helps. it also started to get me into a rhythm of constantly boosting towards my next goal, which really felt like 'flying' and was a lot of fun.

in the 3ds/wii u version, there's a flight meter around rodea. over time this depletes to nothing, and rodea will fall to the ground. if there is no ground beneath him, rodea will fall into nothing and you will lose a life. the flight meter can be replenished by collecting gravitons while in flight, landing on the ground, or even kicking off a wall or some part of geometry. your graviton collection also serves as a reserve flight meter. once yours is through, you will start burning through gravitons for a few extra seconds of flight. it's a spare tire of sorts.

one move i really grew to like was pushing the x button, which gave rodea a super high jump. this lets you survey the level and figure out where to go more easily. it also cuts out the middle man of having to press the a button twice to figure out where to go, even though it eats into your flight meter slightly more. you can also hold down and push b to have rodea slam into the ground. this is a nice move for when you know you're running low on flight juice and need to replenish without the game have you slowly fall to the ground.

other equipment comes in the way of a gun, which i honestly rarely ever used and is mostly good against specific enemies who need you to use it, some speed shoes which kind of force you along a predetermined path in some levels (one had enemies in the way so i didn't get the point of them), and the last is the most useful, and allows you to select multiple targets and have rodea fly into them all in the order they were selected.

rodea's broken into five worlds with five levels in each world, each ending in a shadow of the colossus style boss fight. each world has rodea face off against another robot like himself eventually, so the game does try to mix things up a bit. overall, i enjoyed the level design. it never wowed me, but i was rarely bored. the worst parts of the game are when you have to kill a certain amount of enemies to proceed. i don't like that in any game though, so i guess your mileage may vary. each level is fairly long- about 10-15 minutes (and sometimes more), but it keeps the player engaged with new objectives and different architecture. unlike say, sonic lost world, which had different objectives and different architecture, it feels like there's a sense of progression. being able to look back on where you were and how far you've come, or how much you've climbed up a level is really great. it's really hard to pin this game down to a specific genre, but i think it plays similar to an action adventure game with some platforming sensibilities. other objectives are 'find the five plane parts!' or 'set these 3 bombs!' but thankfully, they aren't that annoying, mostly since the game will guide you to where you need to go, and throws in some obstacles along the way to keep things interesting.

there are only two elements of the game i feel are simply not good, and one is a specific moment from late in the game - a wind will blow, pushing rodea around, and there's very little to do against it, unfortunately. this might be due to me not understanding japanese, so there might actually be something i was supposed to do but couldn't figure out. this only occurs at the end of one level, but it kind of sucks because that level also has a really neat little puzzle around the same area, and constantly having to redo it lessened its impact. the other thing is the camera. i played the 3ds version of the game and you are given the ability to control the camera with the l and r buttons. for the most part, the camera will follow behind rodea. it's more of a problem in enclosed spaces where you might want to see behind you and have to walk rodea around the space a little until the camera's in the place you want it to be. it also tends to freak out if you're attacking a moving object with the homing attack. because the b boost will always go towards the target, it doesn't matter if the target is in midair and zooming around too. unfortunately, this makes the camera really go crazy as it has a hard time finding where 'behind rodea' is. from what i played, this is 80% a presentation issue, and only 20% a gameplay issue. most of the time, rodea will actually attack the thing you wanted him to attack. if he doesn't, you're left with a low flight meter and you might find yourself disoriented and where your target went. this is especially annoying in boss fights with the four robot masters, who are the fastest enemies of the game and usually fight in enclosed spaces.

while those issues, especially the latter, are fairly significant, they're not game-ruining. most of the time, the camera does stay behind rodea since most of the time, the player is flying through some neat wide open spaces. plus, i found myself interested in finding more things around the level to try and unlock secrets. in the 3ds/wii u version, there are bronze, silver, and gold coins hidden around each level (except for ones with boss fights). collect enough, and you can do things like unlock different skins for rodea (to look like other characters), and other things i don't know because i can't read japanese. there are a lot of little bonuses though, so i'm interested in seeing what shakes out when i find everything. the fun thing here is that the coins are hidden generally pretty well, so what you might think of as background texture to a level design is actually a far-off hiding place for a coin. i've found them hidden in alcoves the game would otherwise have you fly on by, behind you at the start of a level, and even below the landmass somewhere. some also require the completion of optional challenges within the level. other upgrades have more practical uses. when you defeat enemies, you get cards that can be used to upgrade rodea, i know that it makes him stronger with his boost attack, and that you can upgrade his gun, but i also think it affects his health meter and his flight time, making it easier to take down harder enemies and reach places that seem far away (i haven't tested the flight thing yet because again, language barrier).

finally, one of the things that surprised me was just the amount of voiced text in this game, which is essentially everything outside of menus. yeah, there's the cgi cutscenes, but there are also bust-up cutscenes before and after each level. ion, who i thought was the most fun and interesting character in the game, is fortunately with rodea the entire way. what i haven't figured out is how annoying she'll be in english, because she does have banter with rodea in the levels too, and seems to occasionally help point out where there's a goal or reacts to him getting hurt or doing something cool. i know that she can be toned down in the wii u version, but i didn't actually look for it in the 3ds version because i didn't mind the interaction. the story itself is harmless and a little silly, but also tries to be serious and i'm not sure it does so successfully. however i did find the characters endearing, but i'll wait for the english version before making a final judgment.

there's also a streetpass function to this game which apparently lets the player unlock different islands, but i haven't actually done this, so i have nothing to say about it. however, this feature seems exclusive to the 3ds version of the game, so there's that.

overall, i enjoyed my time with it. considering i could actually play through to the end of the game (i haven't beat the final boss yet because it's really hard), even though i don't understand the language says some good things about the level design and presentation of the objectives, and even how the game controls that i could not only pick it up and get used to it, but also get good at it. while using an unimpressive amount of polygons, i found myself really enjoying the scale of the world and how cool flying felt through something that felt deliberately made. the music was mostly upbeat and ambient in a sort of platformer way. there was nothing that really stood out to me as incredible, but nothing that made me mute the game either. if anything, it enhanced this 2000-era feeling of the game. and actually, that might be the best thing i can say about it. it feels like a dreamcast game in really all the right ways, warts and all.
 
Jun 23, 2012
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#17
here's another video of the wii version. playing for real and not just explaining the controls.

looks like a lot of fun, hopefully mine will be here tomorrow.
You can tell just from this footage that the Wii version is the version we were supposed to get. It's so much faster and livelier than the 3DS/Wii U version, and the courses are laid out in a way that actually makes sense with respect to the flight mechanics. Playing the 3DS demo felt so slow and clunky in comparison, and whenever I had to stop to slowly move around or change my flight path in the demo, I got an overwhelming sense that I was not playing the game the way it was intended to be played. When I first saw the Wii version footage, however, it immediately clicked in my head that THAT was how the game was supposed to work..
 
Jun 7, 2004
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i've also played just a little of the wii version of the game so i'll post my impressions here too.

first off, i was expecting that the wii version was 'the original' and that the others were different to be kind of an exaggeration. it really isn't. for one, the game is only controlled with the wii remote (no nunchuk, or ability to control the game any other way), and by pointing at the screen. you hold b to make rodea walk towards a target, and push a to have him fly towards it. push b while he's flying and he'll boost towards it.

this game doesn't have a health meter or a flight meter. you can stay in the air indefinitely, but the trade off is that you can't fly to wherever you want. this makes the levels far more linear and action-focused. it felt more like clawshotting from place to place in twilight princess's city in the sky once i got the hang of it.

replacing the health bar is a sort of mario mushroom power up system. normal rodea can only fly. power him up once and he gets the ability to zoom. power him up again and he has super saiyan hair and getting hit only reverts him to the previous form. there are a lot of these power ups scattered throughout the level. the gun power up was treated the same way, and seems to vanish after the level is done.

gravitons are now there to unlock secret doors with 2d puzzles inside. the prize in these segments is a bronze/silver/gold coin. i don't know what collecting enough of these does, as i couldn't find anything to spend them on - it may just be for the sake of being really awesome at the game.

the wii version has a multiplayer mode too, which lets up to four people race through one of five levels to the end. it's not going to replace mario party, but it's a fun little extra.

in the late 90s, sega had come up with a concept for a game called air nights, which would have used a motion controller. i can't help but feel that this game is as close to that as we'll get.
 
Jul 1, 2014
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#19
Maybe I missed it in the OT but are the 3DS and Wii U versions the same? I am getting the US ver. of the game, my 3DS is EU region, is owning the 3DS ver. worth it?
They're the same. It was indeed mentioned in the OP.

So, I'll still be able to get a first print copy if I wait to get it from the NISA site, right?
The game isn't out in the West yet. First print is first print. It has nothing to do with what came out in another region. The first print in North America is the first print in North America. Same for Europe. First print does not mean "Japan's copies because they came out first." Otherwise it would say that.
 
Jun 7, 2004
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#20
i wonder if there would have been any benefits marketing this game for the home market as a dual release? To taget a wider user base. As it is now, it seems like a Wii U game with a bonus inside.

Here's hoping for some more impressions. Anihawks ones are very neutral so far.

Also thanks Themoon for taking the time to create the topic.
regarding whether or not it's good... well, it feels like a game lost in time. so, for example, imagine you had a favorite tv show growing up, and you discovered only recently that there was an episode you missed and now get to experience it a decade or more later as though it was brand new. that's basically my impression of the game. there's a sort of nostalgia for me in this game with this kind of design sensibility that doesn't exist on consoles in the retail space much anymore, especially from third parties. the little i played of the wii version in particular felt like a first party sega game. the 3ds game also has some of that feeling, but maybe a little less old, like a third-party gamecube or ps2 game.

for what it's worth, I don't anticipate this having rave reviews, but i think there are other people out there like me who are interested in playing something like this.
 
Sep 11, 2012
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The game isn't out in the West yet. First print is first print. It has nothing to do with what came out in another region. The first print in North America is the first print in North America. Same for Europe. First print does not mean "Japan's copies because they came out first." Otherwise it would say that.
I know that. I was just asking if NISA will have enough copies on their site or if they'll just let third parties handle the LE.
 
Sep 16, 2013
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#23
this game doesn't have a health meter or a flight meter. you can stay in the air indefinitely, but the trade off is that you can't fly to wherever you want. this makes the levels far more linear and action-focused.
Nice. Definitely in for the Wii version.
 
Jun 7, 2011
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#26
The 3DS version has a gyro camera option, I guess it's off by default. It still doesn't have the vertical control of the second analogue stick, though, so it's not as helpful as it could be.
 
Jul 1, 2014
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#27
I forgot to say it before so I'll say it now: Huge thanks AniHawk for your very detailed and thorough impressions!

I know that. I was just asking if NISA will have enough copies on their site or if they'll just let third parties handle the LE.
I would think whatever you buy at launch is a first print copy because why would they make more until they sold those, given the nature of the game + the platform it's on. The only advice I would give you is do buy it at launch and don't wait. Just do be safe. Where you buy it should not matter.

Thanks, though I guess I was off a bit since you don't seem to be shooting that much, going by AniHawks impressions. Makes the Sin & Punishment reference a bit wonky. :D
 
Jun 23, 2012
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Thanks, though I guess I was off a bit since you don't seem to be shooting that much, going by AniHawks impressions. Makes the Sin & Punishment reference a bit wonky. :D
The flight mechanic actually reminds me of Gravity Rush more than anything. Come to think of it, I would have liked the demo a lot more (in spite of the poor framerate) if you could control your aim with gyro rather than the joystick.

EDIT:
The 3DS version has a gyro camera option, I guess it's off by default. It still doesn't have the vertical control of the second analogue stick, though, so it's not as helpful as it could be.
Really? Maybe I'll give the demo another shot and try to find the gyro option. (If I can stomach the low 20 fps framerate again)
 
Jun 7, 2004
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#29
Well damn, i am just super confused now... do i REALLY want the regular Wii version or rather the Wii U one which may not be as originally intended BUT seems to feature more of that world collecting stuff etc. which i adore compared to get that stuff ONLY in closed off levels hmm

Plus, i think it sucks that i can't wait for more impressions of the finished games only to then find out afterwards i'd rather have wanted the Wii one but too bad it's too late now with no way to get it anymore then :(
you can still see what impressions of the japanese are like and decide if you want the western versions since the wii game is also included in the wii u over here.
 
Jun 23, 2012
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#30
I don't see the gyro control option in the demo. On the title screen you can only select new game, and when you pause the tutorial mission the only option is resume. After passing the tutorial the pause menu adds a second option, but this simply resets the mission. I may have missed something since I find it hard to believe they would lock you out from trying the alternate control options in the demo, but I don't feel like continuing the demo to see if you ever get to change the controls.
 
Nov 17, 2012
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#31
regarding whether or not it's good... well, it feels like a game lost in time. so, for example, imagine you had a favorite tv show growing up, and you discovered only recently that there was an episode you missed and now get to experience it a decade or more later as though it was brand new. that's basically my impression of the game. there's a sort of nostalgia for me in this game with this kind of design sensibility that doesn't exist on consoles in the retail space much anymore, especially from third parties. the little i played of the wii version in particular felt like a first party sega game. the 3ds game also has some of that feeling, but maybe a little less old, like a third-party gamecube or ps2 game.

for what it's worth, I don't anticipate this having rave reviews, but i think there are other people out there like me who are interested in playing something like this.
So are the games like 8/10 so far?
 
Jun 7, 2004
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#32
So are the games like 8/10 so far?
that would probably be generous, but that's because an 8 is game of the year quality. i think it is a good game, generally well crafted and pretty original in execution. it isn't super pretty, but i've never been on to ding a game for looking like a wii game. maybe because i think of it like a dreamcast game.
 
Sep 18, 2006
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#33
Cannot wait to try this. Just to add a little context to your impressions Ani, are you by default a NiGHTS fan? Or would I be barking up the wrong tree in regards to that comparison for the wii game anyway? (I hope I'm not!)

*edit* sorry, just seen your air NiGHTS comment! I think that answers that! And thank you very much for your impressions.

Also, prefect OP. Loads of info id only been partially able to peice together until now.
 
Nov 17, 2012
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#34
that would probably be generous, but that's because an 8 is game of the year quality. i think it is a good game, generally well crafted and pretty original in execution. it isn't super pretty, but i've never been on to ding a game for looking like a wii game. maybe because i think of it like a dreamcast game.
Hmm...I see that it is a difficult game to rate. If you don't mind, what would you say be a good game to compare it to in regards of quality?
 
Jun 7, 2004
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#35
Cannot wait to try this. Just to add a little context to your impressions Ani, are you by default a NiGHTS fan? Or would I be barking up the wrong tree in regards to that comparison for the wii game anyway? (I hope I'm not!)
i really like nights. this game has similarity in that they're both about flying, but this is far less an arcadey experience.
 

Eila

Member
Feb 22, 2015
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#36
I'm far more interested in the Wii version, but since it comes with the Wii U version you might as well try it and see if it's good.
It will probably end up looking better than the Wii U game in Dolphin, too. Anyone tried it yet to see if it works?
 
Feb 5, 2007
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#37
Maybe I'll pick the 3DS version. There's something about this game like it...doesn't belong in this age, maybe. It's like someone grew up with playing the good mascot platformers and dreamt of making one, then actually made it even though the era has passed by.

Plus I really like the character design.
 

efyu_lemonardo

May I have a cookie?
Jun 19, 2011
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#38
here's another video of the wii version. playing for real and not just explaining the controls.

looks like a lot of fun, hopefully mine will be here tomorrow.
i MUST have this game!
Who'd have thought it'd only take 9 years from the console's release for it to finally get a vibrant and colorful 3rd party original IP with innovative arcade gameplay built around the wiimote that plays as well as it looks? :D

this is EXACTLY the sort of game I bought a Wii for all those years ago.

Thanks, though I guess I was off a bit since you don't seem to be shooting that much, going by AniHawks impressions. Makes the Sin & Punishment reference a bit wonky. :D
I think it perfectly sums up the second Wii gameplay video
 
Jun 23, 2012
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#39
i MUST have this game!
Who'd have thought it'd only take 9 years from the console's release for it to finally get a vibrant and colorful 3rd party original IP with innovative arcade gameplay built around the wiimote that plays as well as it looks? :D
9 years? Kororinpa was a launch game in Japan.
 

efyu_lemonardo

May I have a cookie?
Jun 19, 2011
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#40
9 years? Kororinpa was a launch game in Japan.
Kororinpa is a fine game, as is Elebits, but you have to admit there are precious few in this category.

edit: Also Kororinpa is far from an original idea with innovative gameplay. Trauma Center and Endless Ocean are more like that. NiGHTS could have been good if Sega hadn't cheaped out. And there's Sin & Punishment 2 of course.
 
Jun 23, 2012
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Kororinpa is a fine game, as is Elebits, but you have to admit there are precious few in this category.
There are precious few games that meet those requirements on ANY system since the start of the last generation. The Wii probably has more such games than any console since the PS2.

edit: Kororinpa is plenty innovative. What other marble rolling game requires you tilt the stage 90 degrees to roll up walls?
 
Jun 7, 2004
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Hmm...I see that it is a difficult game to rate. If you don't mind, what would you say be a good game to compare it to in regards of quality?
it's hard because there really isn't anything else quite like it... but if i could compare the feelings i got with this from other games... chibi-robo and excite truck were games i also felt were a bit rough around the edges, but contained a well-made game despite some issues.

this isn't really an endorsement of 'go buy this!' but just my feelings on the game. i do like it, but i'm not sure where my feelings of the game will fall compared to other people.
 
Jun 7, 2004
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Hey Ani, thanks for the impressions. Dunno if you saw my other post--is the violence level similarly tame as in Kid Icarus: Uprising? (Is the game in generally similar at all to that?) Thanks!
the violence is basically blowing up robots. you boost into them or shoot them and they explode. not sure if this game will even get a t rating.

i can confidently say i did not enjoy kid icarus as much as rodea the sky soldier. but that's because i don't think kid icarus is much fun. the on-rail segments are great, but the on-foot parts are generally poorly designed and have some pretty bad controls from what i experienced. the act of splitting the game into two segments didn't work for me either. i would have been good with a 3rd person action game that was more fleshed out or a shorter on-rails game with more replayability. i felt like we got half of a good game and half an unfinished one. rodea's controls work the same way through the entire game and the levels are designed around them. i found it far more cohesive and enjoyable as a result.

i know there are people who love kid icarus though. i'm not trying to say that if you like kid icarus, then you'll love rodea. i'm just saying i didn't like one game and i liked another.
 

luka

Loves Robotech S1
Jan 15, 2009
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thanks for the impressions anihawk. in the wii version what kind of limits are there on flight? like a maximum distance for targeting and movement. i'm guessing you can't just click on any piece of scenery in the distance and fly directly to it.
 
Jun 7, 2004
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thanks for the impressions anihawk. in the wii version what kind of limits are there on flight? like a maximum distance for targeting and movement. i'm guessing you can't just click on any piece of scenery in the distance and fly directly to it.
right. the wii version has some sort of limit and since the flight meter is nonexistent, you don't need to actually kick off parts of the level. it's more of a game of finding out where you can click to keep moving forward. i remember the original trailer from four years back and there were these rocks shooting up out of lava. my assumption is that the levels are more like that, where it's based a bit more on reflexes. in the wii u version, those are more like obstacles to avoid.

it's really strange playing both. it's like two kids were given an assignment and they came up with similar but different ideas. kind of like sonic cd/sonic 2, smb3/smw, and goldeneye 1997/goldeneye 2010.
 
Feb 5, 2009
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regarding whether or not it's good... well, it feels like a game lost in time. so, for example, imagine you had a favorite tv show growing up, and you discovered only recently that there was an episode you missed and now get to experience it a decade or more later as though it was brand new. that's basically my impression of the game. there's a sort of nostalgia for me in this game with this kind of design sensibility that doesn't exist on consoles in the retail space much anymore, especially from third parties. the little i played of the wii version in particular felt like a first party sega game. the 3ds game also has some of that feeling, but maybe a little less old, like a third-party gamecube or ps2 game.

for what it's worth, I don't anticipate this having rave reviews, but i think there are other people out there like me who are interested in playing something like this.
i understand where you coming from here. This will only be amplified as time goes by as development resources are poured into mobile games, that particular flavor you associate with gaming will slowly fade away.

In what 3DS did you play this? i ask because it would be interesting to hear your impressions about the 3D effect and if it uses the C stick for camera control or the circle pad pro.
 
Jun 7, 2004
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i understand where you coming from here. This will only be amplified as time goes by as development resources are poured into mobile games, that particular flavor you associate with gaming will slowly fade away.

In what 3DS did you play this? i ask because it would be interesting to hear your impressions about the 3D effect and if it uses the C stick for camera control or the circle pad pro.
there is no second stick control for the 3ds version of the game. the camera is on the l or r buttons.