6/5/2018

Spectrobes Origins Wii Iso Ntsc Game

Spectrobes Origins Wii Iso Ntsc GameSpectrobes Origins Wii Iso Ntsc Game

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Believe it or not, Disney has just done console Pokemon better than Nintendo. Go ahead rub your eyes, F5 this screen a couple times, get your hate mail ready if you must, and then read on. It's impossible to talk about Disney's Spectrobes franchise without bringing up a few obvious inspirations (which Disney itself has mentioned) to the series. Take a boy and a girl, mix them up in a classic Japanese anime world, give them a cute and cuddly quadruped animal a la Pikachu, and send them on a quest to find and collect monsters. Spectrobes is an insanely deep game, filled with more customization and options than most of its target audience will ever fully understand, but amidst the fossil excavation, online connectivity, action-RPG system, well presented story snippets and 'gotta catch em all' attitude is a game that surprisingly strong, and one that takes inspiration from just about every major monster battle game out there from Pokemon to Dino King, Monster Rancher and Dragon Quest Monsters.

On a system with little to no RPG's, Spectrobes is a welcomed addition. The style is obviously aimed at yong anime fans, but its gameplay, polish, and depth are all impressive.

First off, let's talk style for a minute. I've got no problem stating that the bland character designs, obviously kid-directed world, and somewhat sloppy visual offerings in Spectrobes is a downer, and one that could easily keep this from being a hardcore RPG fan's type of game. The camera can be a mess when inside labyrinths, the game follows a lot of anime formula style tactics (such as catch phrases for the lead characters), and if I had to give a straight-up 'take it' or 'leave it' decision on the overall world of Spectrobes it'd be a 'leave it' in the end. Yes there are some great concepts, the collection aspects are there, and in the end – as you'll see – gameplay and depth win out, but unless you're a eight – 14 year old kid I don't see many people going nuts for the Spectrobes world/style in general. It's just a bit too 'every anime' for its own good. The age-old philosophy of not judging a book by its cover speaks volumes here though, as this obvious 'me too' franchise has trumped just about every recent collection and battle game out there; Pokemon included. On handhelds Pokemon has become a repetitious offering that –while still undeniably awesome – isn't evolving much from game to game.

That's fine though; Pokemon is still fun. What we haven't seen yet as Nintendo fans, however, is a Pokemon branded game on consoles that resembles any of the depth or expansion that a move to the big leagues could do for the series, and that's where Spectrobes comes in. Disney literally beat Nintendo to the punch, even though we've had a decade of potential in the Big N's monster collection series. The comparison between the franchises isn't direct, but if you're anything like me you'll soon be pulled in by a design that by all means could have been done so much sooner. Remove any Pokemon vs.

Spectrobes mentality to it all, however, and you're left with the bottom line, which is that Spectrobes is fun to play. Pure and simple. And in the end, it all comes down to gameplay. Spectrobes mixes monster battling with a real-time action RPG experience, so you'll not only be managing which critter is out on the field and attacking, but also running your main character around and participating in combat the feels like a mix between classic action battle mechanics and something like Monster Hunter lite. Different weapons allow the human leads to change up styles and elemental attacks, so you can have a leaf-based blade, an electric gauntlet, ranged cannon weapons and heavier bashing melee attacks. As you progress through the game not only will your Spectrobes gain levels, but your humans will as well.

It's a constant balance of progressing not only your main character, but also all of your monsters too. Tie in a search and excavate system for finding new fossils with new Spectrobes and you've got a mechanic that is addicting enough to keep the experience moving; even if the levels themselves aren't always the most inspired areas to trek through. Combat is as simple as hitting A to attack, and then shaking vertically to send your otherwise-AI Spectrobe in to attack, A swipe vertically recalls them back to your current position, the C button brings up a cursor-based targeting system that lets you specifiy which enemy your critter should be attacking at all times, Z lets you switch Spectrobes on the fly (making battles hectic), and combos can be chained between Spectrobe and human lead characters. Kick enough butt and you'll charge up special attacks which can either be used immediately with motion-based charge and release – and it works great, by the way – or banked for later. It's actually possible to save up charge attacks for every Spectrobe on your team, and then swap them in one-by-one and unleash stacked supers for insane combos. There's a lot to manage as you play, but it's also a battle mechanic that actually had me wishing for less story, less exploration, and less towns battling is fun enough on its own, and that means you're headed in the right direction. Just look at Pokemon as evidence of that.