The Binding of Isaac Rebirth

Animal Crossing: Happy Home Designer - more details

The following details come from a NintendoLife article...

- action takes place in a hub plaza, where your office is located

- public facilities like restaurants, shops and hospitals can also be built here over time

- these are managed by Isabelle

- this game is all about doing that one job, which is being a realtor-designer

- you are in charge of planning, designing and decorating homes for the numerous animals who demand your services

- animals are dictated at random, and are found wandering around the central hub

-approaching them and accepting their request is how you initiate the project

- you will set up a meeting in your office

- first step is to chose a section of the map, each with their own terrain and characteristics

- may choose to give your customer a lovely beachside home or one that sits on the edge of a river bank

- the season can be chosen too

- designing the house involves picking from an ever increasing selection of wall materials, roof types, doors and fences

- combinations and styles are almost endless, and picking the right styles can be tricky

- when the exterior is done, you can decorate the in- and outside with various items

- choosing from features such as swimming pools or sand pit

- styles are limited at the beginning of the game

- upon taking a request from a critter, the relevant set for the request becomes available

- clients will also have a number of items awaiting unboxing when you begin a redesign that must be incorporated into the overall design, because animals can be sentimental too

- you can study couses at the back of your desk

- these are exchanged for play coins, and can teach you the ability to add more forms of decorations to your home designs

- an example is ceiling decorations, another all new form of adornment

- Happy Home Designer also does away with the real-time clock system, the game simply gives you a working day

- once your tasks are complete, day turns to night and while certain facilities may become closed or unavailable

- there is no pressure to end the working day until you choose to do so

- players now have greater control over their own appearance from the get go, allowing them to truly create an avatar of themselves

- addition of choices for skin colour

- animal's clothes can be chosen and roles can be assigned

- certain animals can be chosen to teach in the nearby school, or work behind the counter in the café

- another feature is to arrange these many homes and public buildings into miniature diorama like scenes

- Happy Home Designer is like a little dolls house simulator, allowing you to position the items, animals and various other features however you see fit

- animals will accept any design created for them, making the specific request almost entirely redundant

- it has no consequence, and the animal will be satisfied with the result

- by owning a specific animal in amiibo card form they can be scanned into your Nintendo 3DS, making them instantly available for a home re-model

- cards also act as a gateway to invite animals into other animals homes or public facilities

Devil's Third - more impressions

More impressions for Devil's Third. Here's an excerpt from Nintendo World Report's hands on preview:

Devil's Third has honest intentions and tries to deliver on all the action goodness you would ever want. Tomonobu Itagaki and his team at Valhalla did put effort in their product, but everything about it feels unfulfilling. The gameplay focuses on shooting down the same enemies over and over and making any sort of progression can prove difficult. Add to that the drab presentation and you have a campaign that lets you down at very step. Let us hope that the multiplayer can save this game.

Check it out here

Devil's Third - impressions

A portion from a NintendoLife preview...

We still have a little way to go in the campaign, but so far it's been a messy, frustrating experience. There's a place in the world for dumb and linear action games that try to recreate an '80s action movie vibe - our complaints aren't about the superficiality of the experience. We enjoy some mindless fun, but it still needs to be well designed, polished and a pleasure to play. We don't feel like a modern day bad-ass Dolph Lundgren when playing Devil's Third - it doesn't draw us in. We feel like an irritated gamer who realises they could do something more productive with their time.

Read more here

GoNintendo 'End of Day' thought - Mario Tennis: Ultra Smash impressions from NintenDaan

Daan has finally had some time to recover from his E3 trip and now he's ready to share some hands-on impressions with us! He's put together his thoughts on Mario Tennis: Ultra Smash, which you can read below. You enjoy that and I'm going to call it a night! See you in a few, short hours.

Mario Tennis has brought enjoyable sports action to various Nintendo platforms for ages now. While the Nintendo 3DS version could have been better, it was still the enjoyable venture that I play every so often. Now it is time for a Wii U version of this madness and it's looking to deliver something special yet again. Did the E3 demo make me a believer?

The demo for Mario Tennis: Ultra Smash was incredibly simple. You could play a quick match alone, with two players or four players and experience the action right away. This roster included Mario, Bowser, Toad and Peach. All of the characters had a good weight to them and each performed slightly different from one another. You use the left stick of the Wii U GamePad or Pro Controller to move about and used face buttons for various shots. These range from lobs, top-spins and drop shots.

This is what Mario Tennis is already well known for and this doesn't change in Ultra Smash. Sadly, not every single thing was sound in the experience, starting with charge attacks. Previously the characters did special moves and tricks to keep the experience lively, but they were completely gone in this demo. The only thing to make it different from regular tennis were the Mega Mushrooms, which were thrown onto the court at certain intervals. They add little to the overall excitement and only make your character grow somewhat in size.

Also worth noting, the court used in the demo was way too standard. There were no random events and the focus was, once again, solely on classic tennis. This is only a piece of the full game mind you, but as far as first impressions are concerned, this felt like standard fair. The game was lovely to look at though, even if it all felt a bit safe.

Mario Tennis: Ultra Smash left me with many questions and I really hope that Nintendo can answer them. What exciting stuff will be included in the final product? Where are the special attacks? Will this Wii U version be unique in some fashion? Let us hope that all will be discussed and that an interesting product is waiting for us when all is said and done.