Released in 1990 on the Famicom, this Ape Inc.-developed puzzle game never found its way to the West. Which is sad, because it’s pretty fun! Here’s an unboxing and a gameplay video I recorded.
After watching the Castlevania Netflix series, I’ve been eager to revisit various games in the series. Two games on the top of my list were Super Castlevania IV and Circle of the Moon, both of which released at or near the launch of their respective consoles. Super CV IV and and CotM were well-received when they released, but don’t seem to get as much love these days.
In recent months I’ve heard Super CV IV referred to as “a tech demo” and “evolutionary dead-end.” Not the cruelest criticism I’ve heard of a game, but probably not the legacy its creators were hoping for. Time has been less kind to CotM, which has been characterized as “ugly,” “broken,” “too dark,” “uninspired,” and one of the most loaded phrases in gaming, “a launch title.” One-time series steward Koji Igarashi even went so far as to have the game erased from the Castlevania canon.
I have a fondness for both of these games, but I still approached revisiting them on the Wii U Virtual Console with an open mind. Check out the videos below to see my experiences with the games here in 2017.
Next month marks the 5-year anniversary of NFC (whoa). In those (almost) 5 years, we’ve covered quite a few Nintendo Directs. <cue dramatic music> but never <striking image> ~like this~.
Yeah so we did a video thing.
In lieu of a proper podcast episode, Lindsey and I instead hung out on a couch, watched and discussed the Direct, and then gave some final thoughts immediately after. All on video!
Then, I tried to put it all together.
As a video novice trying this for the first time, there was naturally some good and bad.
It exists. I mean, the goal was to record a video of us watching and discussing the Direct, and that’s what this is.
The biggest, and most noticeable issue is the gradual audio delay. Around the halfway point, our audio begins desyncing (or something) and not aligned with our lip movement. It’s dreadful to look at, but even after some research I still have no idea how to fix it, so I didn’t want to just sit on this video until a solution came to me in a vision or something.
Most of the issues related to the content itself to me stemmed from our relative inexperience with this stuff and the one-take improvisational nature of the production.
Hope you can enjoy the video despite these issues! Check it out below:
Ryan here. I guess I’m into making “Let’s Plays” now??
Face it: if you’re making “LPs” (as the kids call ’em), you gotta have a cool name for them. Something catchy that represents your bran… I mean, personality. When we started all of this almost 5 years ago, we wanted to make a “punk rock Nintendo podcast.” We’re still figuring out what that means, but I hope you see and hear it in not just the music we have on the shows, but also in the positive and unified scene we try to foster.
On a more surface level, you can see the punk rock inspiration in our logo:
This is based on the logo that The Misfits used for their fan club back in the day:
When coming up with a name for the LP series, I went back to the Misfits well again, basing it off of their 1984 single “Die, Die My Darling.”
So, what should you expect from these LPs? Not too much, I hope. I’m still learning video recording and editing, and I don’t exactly have a golden voice. Right now, recording these videos feels a bit like when I make awkward small talk with someone I don’t really know at a party, which usually consists of uncomfortable silences and oft-putting rambling.
That said, I’m legitimately enjoying learning and making these. Hopefully people find them entertaining, informative, or at the very least, not totally insufferable.
Regardless of the audience, I’m going to keep making them and putting them out there, because hey, this is punk rock.
While the Splatoon Global Testfire exists primarily as a way for Nintendo to get data and feedback on balance, server strength, etc., I had my own agenda. Outside of simply wanting to see the new stages and how the game ran on Switch, I was also excited to get a feel for the different play modes that the Switch offered.
In the video below, I played one match with the Pro Controller, motion controls on, using the ink roller. In the second match, I played with the Joy-Cons detached, Wii Remote and Nunchuck style, using the new Splat Dualies.
I recorded some footage of the Sunsoft-developed Neo Geo Arcade Archive title Waku Waku 7 on Switch! WARNING: includes my voice and my face.
Ryan here, I captured some Neo Geo Arcade Archives footage on Switch with my cool new Elgato Game Capture HD!
King of Fighters ’98 (no talking)
Neo Turf Masters (with commentary)