11/16- 12:00PM EST
Welcome! I've been playing lots of Halo
4, Ragnarok Odyssey, and Paper
Mario this week, which turns out to be
a fun combination of gameplay. Looks like
only Persona 4 Vita remains
of the big RPG releases of 2012. It has been
an interesting year for our favorite genre.
Now for a bit of Q&A business. I'll be
doing a brief Q&A next week even though
it's a holiday week here in the states, then
one the final week of November before
handing off Q&A to Alex Fuller aka
SeverinMira for the first few weeks of
December. Why you ask? Well, I don't usually
go into my personal life but my wife and I
have a baby on the way due December 8th (yes
you may call him Training Wheels)! So
obviously I'll have more pressing things for
a bit. I'll have contact info for Alex as we
get closer to December so stay tuned!
Now let's get this show on the road...
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Have you heard any news of more tales games
for the 3DS like Tales of Abyss?
Maybe something that wasn't released in the
US like the Destiny remakes?
-Bluegemini
Wheels
I
haven't heard anything, the only
new portable entry announced
recently was an updated port of
Tales of Hearts for the
Vita. Given that the first Vita
port, Tales of Innocence R,
didn't make its way over here I
think our chances for it are
limited but there's still a
chance. Tales of Hearts is
by far the best portable main
entry in the Tales series
so it would be huge if that got
localized. Going back to 3DS,
with that market increasing in
Japan and the Vita market
seemingly not doing so well, I
would be absolutely shocked if
we didn't see another Tales
game on the 3DS. Now the
question is, will it be another
port? Perhaps an entry not
previously brought to the US,
such as Destiny, which
may lead the way to it being
released here? Who knows. It's
probably just as likely that
they would make a brand new
entry on the 3DS, or they might
just port these Vita remakes. As
always with the Tales series
we'll just have to keep hoping
and for now just focus on
the coming release of Xillia.
Come on Namco, gives us Tales
of Hearts for the Vita!
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Dear Wheels,
My 3DS has been collecting a fair amount of
dust lately. Which Nintendo DS or Nintendo
3DS RPGs would you recommend me playing to
get the most out of it?
You're friend from the Great North,
Trent Seely
Wheels
Well
I'm not sure what you already
have so I'm just going to cover
as much as possible. Now, the
3DS isn't overflowing with RPGs
but there are still a bunch of
them that should not be missed.
I would start with Tales of
the Abyss 3D. It remains
my favorite entry in the Tales
series and it actually plays
even better on the 3DS than it
did on PS2 thanks to reduced
loading times. Devil
Survivor would be my
favorite RPG on the system, but
it is little more than an
enhanced port of the original DS
game. Still, if you haven't
already played the original this
version is much preferred.
Maybe you prefer new RPGs
though, not ports? In that case
I say try Kingdom Hearts 3D.
Not containing the issues many
of the past portable side
entries have contained, this one
is a blast to play and feels
much closer to a main entry in
the series. Playing with the
circle pad pro it will even feel
like you're playing it on a
console. The story is nuts, but
that's par for the course with
this series.
So far Paper Mario on
the 3DS has been a blast, though
I've heard some troubling things
from those farther on in the
game. Still, if you enjoy that
particular series I'm sure it'll
be worth a look. Staying with
Mario for a second, Mario 3D
Land is an absolute must
play even if it's not an RPG.
Don't miss it! New Super
Mario Bros. 2 is also a
good time, just don't go into it
expecting anything new or
revolutionary.
Both Harvest Moon: A Tale of
Two Towns and Harvest
Moon: A New Beginning are
great relaxing games on the go
if you're looking for nice
combat-free RPGs. You'd probably
want to try A New Beginning
first because it's newer and
has some cool new features, but
Tale of Two Towns served
quite well as my introduction to
the series after jumping from Rune
Factory.
Heroes of Ruin is a
decent little dungeon crawling
RPG as
you can see from my review.
It has some issues but is far
from bad. There is full online
multiplayer, various interesting
classes, and plenty of loot to
collect. It suffers from some
repetition but it actually has a
pretty decent story which isn't
usually the case for these kinds
of games.
Finally, Code of Princess is
a fun little brawler with RPG
elements from many of the same
developers that brought us Guardian
Heroes. Not lengthy or
anything but it also has full
online play and lots of
different ways to replay levels
as different characters. Worth a
look!
That's about it, I could name
some other non-RPGs but I will
spend some time on that another
time if you want some
recommendations in that area. I
hope this helps!
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Hi, Mr. Wheels!
Has your week been treating you well?
(There's only Thanksgiving week and then 2
weeks of classes left, as far as this
semester is concerned. I can't wait for it
to end!)
Wheels
It
has been a pretty good week! Got
some new games in this week and
I've been enjoying quite a lot
of Ragnarok Odyssey and
Halo 4 multiplayer.
Thankfully I'm done with school
but I understand the joy of a
semester nearing its end!
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I saw that you had picked up Paper Mario
Sticker Star and that you were
enjoying it. So, it seemed like a pretty
good reason/excuse to present some Paper
Mario questions to you for this week's
Ask Wheels! (And, a certain somebody told me
it would be a good idea to ask Paper
Mario questions... That somebody may
or may not have been you, but you didn't
hear that from me... or you?)
Wheels
Who
could have prodded you for such
questions? I'm always up for
talking the Mario RPG
games. I've been a fan of them
since Super Mario RPG.
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Personally, I find Paper Mario
really intriguing as a series. Whereas the Mario
and Luigi series has consistent and
strong role-playing mechanics while changing
its gameflow to create variety, it would
appear that Paper Mario values its
aesthetic as the strong point and (well,
factoring in what I know of Super
and Sticker Star) aims to create
variety through substantial changes in
gamestyle. Err, do you know what I'm trying
to say?
Wheels
I
know exactly what you're saying.
The Paper Mario series
really takes that whole paper
aesthetic to heart and often
uses it to add to the gameplay
in lots of interesting ways.
While the first two you could
say had mostly traditional
turn-based combat, they still
had twists that kept a
platforming feel and brought
"paper" elements to the combat.
That's not even getting into the
great paper-related humor.
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Well... hmm... maybe you can help me work
through this? I know some RPG fans who
really loved the way Paper Mario: The
Thousand Year Crane evolved, well,
EVERYTHING that the original Paper Mario
put forth, but were then disappointed by
what Super Paper Mario changed
(again, EVERYTHING ^^;) regarding how it
played. And, after what they've heard from
both Nintendo and previewers, they're really
apprehensive about what Sticker Star seems
to be bringing to the table.
...I'm gonna have to try and form individual
questions for this to work, aren't I?
Wheels
I
understand the issues people had
with Super Paper Mario
despite loving it myself. That
said, I think they're way too
hard on it. It did something
different, but there's nothing
wrong with that. I know it
wasn't as good as Thousand
Year Door but that game is
really hard to top. It still had
the great humor the series is
known for, some interesting
paper-based gameplay ideas, and
even the traditional optional
100 floor dungeon. Different
isn't always bad people! I feel
like some people never even gave
it a chance. Now moving onto Sticker
Star, it plays like the
earlier Paper Mario
games even though you don't have
extra party members this time.
So even if Sticker Star
does turn out to have some
issues I think fans of the first
two Paper Marios will
enjoy it.
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(Here goes!) It might be bad of me to
presume... but, you *have* played the
earlier Paper Marios, yes? Well,
what are some of your favorite things about
them?
Wheels
I
have played all the Paper
Mario games though I have
not completed the first one. I
loved the goofiness of the
games, and the way the
paperiness of everything works
into the humor. Thousand
Year Door found ways to
keep classic turn-based combat
quick and fun with few dull
moments. I loved the way Super
Paper Mario applied
elements of the first two games
to a classic platformer. The
flipping to 3D could be annoying
at times but it was still
enjoyable. Mostly I just love
how the games took everything
that makes Mario games
fun and applied them to my
favorite genre. Unlike Super
Mario RPG, which at times
could feel like a game from a
completely different series, the
Paper Mario games are
truly Mario titles morphed into
RPGs, even if they don't even
all play the same. Sticker
Star does this in a few
new ways, but we'll get to that
in a bit.
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OK, also in this train of thought, what are
some of your favorite things about Sticker
Star so far?
Wheels
I
love how quick and fun combat is
even when it's very easy. It has
those classic timing elements
which vary based on the sticker
attacks you're using and the
attacks enemies are using
against you. I'm only through
World One and I already find the
variety of sticker attacks to be
staggering. The game does a good
job providing you with new
stickers as you explore so you
never feel like you're running
low (except perhaps against some
tough bosses).
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So, one of the concerns I've heard is that
there's a lot less customization and/or
sense of power progression in Sticker
Star. How would you say character
progression is handled in Sticker Star?
Wheels
Character
progression is mostly absent.
You gain health updates but
that's about it. Progression
happens in the way you gain
access to more powerful stickers
as the game progresses, both
through expansion to the store
in town and the ones you find in
locations. There's no
customization to be found. It's
just not that kind of game.
There are rare and shiny
stickers to find of course, so
completionists will have fun
finding every last sticker in
the game.
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In turn, how does this streamlining affect
gameplay (in and out of combat, if
applicable)? Do you have any examples (of
classic games?) that might paint a clearer
picture (in the form of comparison, I mean)
of this type of character progression and/or
gameplay challenge?
Wheels
I
think the best comparison would
be to Mario & Luigi Partners
in Time. In that game all
your special attacks were
handled by using various items
that corresponded to coordinated
attacks between the brothers.
The attacks in this game are
much simpler but it has that
same kind of feel, using simpler
sticker attacks on random
enemies when possible and saving
the best ones for bosses. The
combat is mostly easy, and
challenge comes from bosses,
solving puzzles, figuring out
where to go next, and of course
managing stickers as not to run
out.
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Another concern, Paper Mario/TTYC had
SOOOO much loveability (yes, like
"likeability" but BETTER) in the
stories/personalities of Mario's companion
characters, whereas Super Paper Mario
only had developed story/personality for
Tippi (basically). How does Sticker Star
fit into this equation? (There's not really
an equation... ^^;)
Wheels
Mario
just has the one companion again
in this one, so you'll find a
similar level of character
development as Super Paper
Mario (unless he meets new
companions later on that I'm not
aware of). In this one, the
enemies and toads in towns seem
to have a lot more personality.
This means despite there not
being as much individual
characterization, it is still
there. Hopefully this aspect
continues as I progress further.
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Alternatively, I've heard that Sticker
Star ups the ante on exploration in
the world by (in what may be considered
backwards by RPG lovers) separating it into
stages (non-contiguous world) AND by
including multiple ways to exit/clear the
stages, producing new paths on the world map
(a la Super Mario World). How do you
feel this benefits / takes away from the
game?
Wheels
I
feel like this successfully
captures the feel of classic Mario
games while at the same time
making traveling in the game
extremely easy. You'll never be
too far from the world map so if
you get stuck in a bind and need
to go back to town or just
remember a place where you can
use a special sticker it's very
easy to do so. While it may seem
like it makes the game more
linear and less of an RPG, based
on a quick glance at the world
map this turns out to not be the
case at all. There are secret
exits as you say, along with
what appears to be secret areas
in some levels (I keep seeing
tantalizing doors drawn on walls
I can't do anything to yet) that
I can't access yet. Make no
doubt about it, this isn't the
linear progression that they
used in Super Paper Mario.
You do have to do a lot of
exploring to figure out how to
progress and I have heard
worrying things about how
difficult and frustrating this
may get for some later in the
game. Sounds like something I'll
actually enjoy but we'll have to
see.
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Putting these things together... What things
in Sticker Star do you think that
lovers of the older entries will continue to
love? And, if they keep an open mind, what
are some of the new things you think will
find their way into their hearts?
Wheels
I
think if lovers of the older
entries can get over the fact
that you have no companions and
all attacks are stickers, they
will absolutely adore the combat
in this one. It really is a lot
of fun even against easy
enemies! The game even copies EarthBound
a bit and easier enemies will be
instantly killed on the map when
you jump on or hammer them as
you progress. If they keep their
minds open, I think the way the
game resembles an adventure game
in its exploration will be
something fans really enjoy.
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...And, as a personal question, if you've
played enough to be able to answer it... One
of my favorite things in Super Mario
World is being able to make it to
Bowser's Castle in, what is it, 21 stages
(23 stages?). So, even though Sticker
Star has its roots in RPGs (which are
generally linear / fraught with flagged
events), how greatly can secret exits in
stages affect gameflow? I mean, like...
could I legitimately devise AWESOME
challenge runs of the game, or does it seem
linear enough that you can't sequence/path
break too much?
Wheels
I
was actually pondering if
sequence breaking was possible
quite recently. The game
actually lets you got to 1-1,
2-1, 3-1, and 4-1 right from the
start. I tried going to 2-1 and
you need a bunch of stickers to
open an initial door but you can
get all the ones you need before
completing World One. Perhaps my
faithful sticker companion would
just tell me "no Mario, not yet"
but who knows. I may have to go
back and try this out. More
details on this coming soon when
I figure it out!
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.........Wow. Well, thank you for taking the
time each week to do this Q&A! Although
I've only found out about it fairly
recently, I'm under the impression that
you've been doing it long enough that you
and your long-running fans might find it a
natural part of the week? As such, I'd like
to point out that interaction between people
is always something unique, always worth the
time, and (in contrast) that time is always
a limited resource! So, again, thank you for
taking the time to do this Q&A. :)
I hope the next week treats you well, Mr.
Wheels!
See you on Twitter,
wwreyes
Wheels
No
problem! I've been doing Q&A
for two years now so writing
this has become a regular part
of my week, and I hope reading
it has become a regular part of
yours and many others' weeks! I
have a blast doing this. Thank
you for the great questions!
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P.S. Yes! I did in fact figure out the true
back story of the second Paper Mario!
You see, the (generally) titular Thousand
Year Door was in fact built by a
thousand year old crane! And, as it turns
out, the 100-floor challenge dungeon is
actually the culmination of the construction
skills that the Thousand Year Crane has
developed in the past thousand years! A true
final challenge for Mario if there could be
one in the game. *mm-hmm*
...Err...uhh...yeah... So, now you know!
And, knowing is half the battle?
Wheels
Oh
cool, I was wondering what that
crane reference was all about.
That's cool! Now I really have
the urge to go back and play Thousand
Year Door...
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Spooky Scary Spiderguy askks: RPGs come up
with weird fantasy races pretty often, did
any of these ever strike you as particularly
unique in culture, design, or other aspects?
I feel like a lot of them usually end up as
humans but better/worse depending on how
douchebaggey the writer decides to depict
the whole of the human race.
Wheels
Yeah most of them just seem to end
up being various elements of
humanity. There are some that I did
find striking in some regard. I
always enjoyed the Goblins in World
of Warcraft, for example, for
their absolute craziness and
ridiculous gadgets, even though they
aren't exactly original. There was
just a goofiness about them and the
similar Gnomes that I always
enjoyed. I mean come on, you can get
a rocket as a flying mount! As for
more serious races there are a few
that grabbed me. I always liked the
Geth in Mass Effect. Not
those affected by the Reapers, but
the actual collective. Imagining a
race with one united conscious,
trying to figure out its own
existence is a classic sci-fi thing
but done very well here. Mass
Effect 3 especially has some
touching moments involving the race
and their creators. Finally I'll go
with Amalor's Elf-like race
as I found the whole storyteller
element of their culture to be
interesting and unique. I mean they
still had the typical elements for
Elf-like races but the way their
culture worked made them unique.
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See you all next week!
-Wheels
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What I can't wait for:
1. Persona
4 Vita
2. Etrian
Odyssey IV
3. Monster
Hunter 3 Ultimate
4. Atelier
Totori Vita
5. Paper
Mario 3D
On my Playlist:
1. Green Day
2. Reel Big Fish
3. Less Than Jake
Hot Topics:
1. What is the Dragon Quest spin-off?
2. Will we ever see a 7th Dragon game in
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3. What is the best Tales game?
4. If THQ goes under will anyone save
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5. What RPG series would you like to see a
non-RPG made out of?
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