Back in Episode 255 we discovered that Blake Grundman doesn't know the ins and outs of the canonical Mega Man storyline and how the classic series ties into the Mega Man X series and beyond. Obviously, this could not stand, so we invited David Oxford of The Mega Man Network and author of The Robot Master Field Guide to join us and lead Blake step by step through the series and explain the plot points that tie the whole thing together. How is Dr. Wily related to Zero? What happened to Dr. Cossack? Who is the mysterious Mr. X? All will be revealed in this week's episode. Download this week's episode directly from PTB, listen with the player below, find us on Stitcher, subscribe via iTunes and Google Play, toss this RSS feed into your podcast aggregation software of choice, and be sure to catch up on past episodes if you're joining us late. Remember that you can reach us via , you can leave a message on the Power Button hotline by calling (720) 722-2781, and you can even follow us on Twitter at @PressTheButtons and @GrundyTheMan, or for just podcast updates, @ThePowerButton. We also have a tip jar if you'd like to kick a dollar or two of support our way.
Once again we're turning our attention towards a movie for this week's Power Button podcast as Blake Grundman saw Avengers: Infinity War this past weekend and has feelings he needs to express about it. We have a spoiler-packed hour for you as we discuss the film with our friend Keri Honea of the Yelling About Comics podcast, PlayStation LifeStyle, and Strategy Guide Reviews. Download this week's episode directly from PTB, listen with the player below, find us on Stitcher, subscribe via iTunes and Google Play, toss this RSS feed into your podcast aggregation software of choice, and be sure to catch up on past episodes if you're joining us late. Remember that you can reach us via , you can leave a message on the Power Button hotline by calling (720) 722-2781, and you can even follow us on Twitter at @PressTheButtons and @GrundyTheMan, or for just podcast updates, @ThePowerButton. We also have a tip jar if you'd like to kick a dollar or two of support our way.
Earlier this month the Internet lit up in a flurry of excitement regarding a report that Sony was close to launching the PlayStation 5 earlier than most people expected with development kits (as if that term implies a single, fixed form for that type of hardware) for the new console supposedly already in the hands of noted studios preparing for a launch this year or next. Kotaku's Jason Schreier put those rumors to rest and tried to calm the community down, but the clamor is real.
Most of the developers I spoke to, via phone and email and text, said they had not heard anything about plans for a new PlayStation. Even employees at Sony’s first-party studios said they have not yet been briefed on the existence of a PlayStation 5. People across all the disciplines (design, art, engineering, etc.) at major studios working on games scheduled for 2019 and beyond have told me that if there is information about the PS5 at their companies, they haven’t heard about it. (Those people said they haven’t heard about a new Xbox, either.)
I really don't understand the rush to move on to the PS5 and even the next generation of Xbox when the current consoles are just now finally showing us what they truly have to offer. Highly anticipated games like God of War and the upcoming Spider-Man are showcasing development studios who are firmly in the groove and showing off their increasing mastery of developing for the PS4. Why would players want to move on to the PS5 and have to wait several years for studios to fully understand new hardware? Why would players be so eager to have to invest in a new console ecosystem already when many are still upgrading to the PS4 Pro or buying their first PS4? Eat what's on your plate before ordering your next meal! I'm perfectly happy to wait until 2020 or 2021 for the next generation of PlayStation. My PS4 is meeting all of my PlayStation needs and I'm in no hurry to move it down a spot on the shelf just to make room for the PS5 and start all over again.
There are so many great games coming out lately and so many more games that you missed out on go on sale each week, so of course what you need now is some books to read. You still have a few days to check out the Retro Wonder Game Bundle over at StoryBundle where you can pick up eleven books spanning the world of the Atari VCS to the Famicom Disk System all the way up to the withdrawn P.T. demo from just a few years ago. It's a great deal. Here's the overall description:
Some of the biggest highlights for this bundle include exclusive ebooks on Hideo Kojima's 'lost classic' horror title P.T., on the Doom franchise's amazing start and triumphant 2016 return, and on unlikely gems for the Atari 2600/VCS (including, yes, E.T the Extra Terrestrial!)
We also have a truly wonderful book on the history of the Xbox, a complete look at the rare Famicom Disk System and its games, and a trilogy of Douglas Adams-style novellas about a retro computer/game collector, as well as rare games revealed from the Unseen64 crew and a look at the historical heroines that come in game protagonist form.
I was given early access to two of the books in the bundle, 21 Unexpected Games to Love on the Atari VCS by John Harris and P.T. - A Video Game Ghost Story by Joel Couture. Both are great reading. The Atari volume focuses on old classics that many modern gamers would deride as ancient trash that, nonetheless, hold up in various ways and are a worthwhile opportunity to look back in time at how some of today's modern genres took their first steps out of the primordial gaming ooze. On the other end of the spectrum, P.T. chronicles Konami's withdrawn demo for the canceled Silent Hills project and examines what makes it so scary and why the publisher pulled the plug on it. Make time for both of these and the other books in the bundle. After all, you can't play video games all of the time, so you need to be ready to read about them, too.
After two months of illness and injuries, Power Button is back on track! This week Blake Grundman and I spend an hour catching up on some of the noteworthy gaming events that we missed during our time away including our new iPhones, dipping to Batman: The Enemy Within, exploring Kirby Star Allies, and much more. Join us as we gear up the podcasting machine after hiatus. Download this week's episode directly from PTB, listen with the player below, find us on Stitcher, subscribe via iTunes and Google Play, toss this RSS feed into your podcast aggregation software of choice, and be sure to catch up on past episodes if you're joining us late. Remember that you can reach us via , you can leave a message on the Power Button hotline by calling (720) 722-2781, and you can even follow us on Twitter at @PressTheButtons and @GrundyTheMan, or for just podcast updates, @ThePowerButton. We also have a tip jar if you'd like to kick a dollar or two of support our way.
There's more news stirring around the Nintendo/Universal partnership that would bring several Nintendo-themed attractions to the Universal Orlando Resort. WFTV out of Orlando reports that plans for new Nintendo-themed rides are supposedly planned for multiple properties at the Orlando, FL park with rides planned for Mario Kart, Donkey Kong, and Pokémon spreading between the existing flagship Universal Studios park and an upcoming new fourth park much like the company split Harry Potter attractions between the Studios and Islands of Adventure. The downside is that the Orlando attractions aren't slated to open until 2023.
Along with Josh Young, a blogger with Theme Park University, Holmes spoke to numerous sources inside Universal who say Pokémon is indeed coming to Universal Orlando. The incredibly popular video game and franchise will be added to the KidZone section of Universal, where Woody Woodpecker and Barney are located now.
Originally, that area was slated to be home to Mario Kart and a Donkey Kong roller coaster, but now we've learned those rides will be moving across the street to the 400 acres Universal recently bought near Kirkman Avenue.
The KidZone area of Universal has to be aging poorly by now since it's headlined by characters that are unfamiliar to today's children. I can understand replacing it with Pikachu and friends, particularly if the new area encourages trading Pokémon in games. As for the new unbuilt park across the street, Floridians have heard many different plans for that plot of land over the past few years and while I'll believe it when I see it, building Nintendo attractions there makes a lot of sense and would allow Universal to spread out more than trying to shoehorn, say, Princess Peach's castle into an existing park. And just think: by 2023 we'll all be enjoying the Super Nintendo Switch or Switch U or whatever the company's next console is called.
Video game fans talk a lot about remasters and definitive editions these days, but for every Burnout Paradise and Spyro Reignited Trilogy, there are other games that have been updated and expanded several times quietly under the radar. One of those games, Hyrule Warriors, started out as an enjoyable "Dynasty Warriors but Zelda" adventure for the Nintendo Wii U before being ported to the New Nintendo 3DS with additional content in an attempt to get the game in front of an audience sizable enough to check it out. Now the game is coming back around for a third time as an even larger Nintendo Switch edition. With two earlier versions under its belt, how much larger is the new iteration? If you played the Wii U version but skipped the 3DS update, how much new content can you expect? And if you devoured the 3DS version, is the Switch version worth your time? Thankfully, Reddit's Thopterthallid has done the homework for you and has written a guide to explain how the new content impacts players of both previous versions. Here's a taste:
How much more content are you getting overall?
For the 3DS version: Some, but not a ton. Especially if you already bought all the HW:L DLC. The main selling point here is going to be the multiplayer, and better performance. There are a couple small modes you missed out on, but more on that shortly.
For the Wii U version: A lot. It nearly doubles the size of the story mode, and offers a lot of DLC characters and adventure maps you might have missed out on.
It's quite an exhaustive guide covering new characters, weapons, modes, maps, items, and much more. If you're not sure if you ought to double or triple dip on the new Switch version of Hyrule Warriors, this would be the way to line up all the content and see if you're interested. As for me, I loved the original Wii U release and found it to be absolutely crammed full of content. I rented the 3DS version and felt overwhelmed with all of the additional material to unlock and play, so if that version felt like too much, I can't imagine I'd be able to put the time or energy into playing through even more game on the Switch. It's just too daunting a task at this point in my life. If you've never played it in a prior incarnation though, it's definitely worth a look.
We are finally back in the podcasting saddle after two months off due to illness and injury. More on that in a later episode though because this installment is one of our recordings from the can in which we take up the second half of our discussion about failed video game reboots and relaunches. Catch up on the first half in Episode 256 and then join us for an hour of kicking around failed titles such as Bomberman: Act Zero, Conker: Live and Reloaded, Splatterhouse, Turok, a fun story about Sonic the Hedgehog at E3, and much more. Also, Blake received something special in the mail recently. Download this week's episode directly from PTB, listen with the player below, find us on Stitcher, subscribe via iTunes and Google Play, toss this RSS feed into your podcast aggregation software of choice, and be sure to catch up on past episodes if you're joining us late. Remember that you can reach us via , you can leave a message on the Power Button hotline by calling (720) 722-2781, and you can even follow us on Twitter at @PressTheButtons and @GrundyTheMan, or for just podcast updates, @ThePowerButton. We also have a tip jar if you'd like to kick a dollar or two of support our way.
I love live performances of video game music. I've been to the Legend of Zelda: Symphony of the Goddess concerts twice and seen the western pioneer of the genre, Video Games Live, three times over the years in Los Angeles at various E3s, but last week the traveling show made stops in Florida, so obviously my girlfriend and I had to go. This was her first VGL show and she's a second-generation gamer, so I wanted to make it special. We had front row center seats that I had to secure a year ago to an amazing evening of gaming's greatest hits past and present.
Sure, sitting that close means that the big screen displaying gaming clips and other fun programming is slightly blocked by the performers, but you just can't beat being right up close to the action. VGL founder, host, and performer Tommy Tallarico has a manic energy that you can best see sitting right up front, and when he calls out for responses or requests, it's the front row that he's going to hear. My girlfriend badly wanted a Borderlands suite, but that wasn't meant to be this time (hey Tommy, add that one to your to-do list!).
Sometimes I wish that Insomniac Games and Sony would reteam for new Ratchet And Clank sequels more often than they currently do, but then I remind myself that part of the reason the series is still innovative and entertaining is that the developers don't drain the creative lake by overfishing it. At GDC 2018, some of Insomniac's current and former key people including writer T.J. Fixman recounted the history of everyone's favorite Lombax and robot duo in which they detailed the creative process behind so many important elements of the series. From weapon design to cheeky subtitles to stacking crates, there's a lot of work that goes into this futuristic world. GamesRadar has the story.
The Ratchet and Clank series spans 14 games, with some unusual highs and lows. “After about six years, we’d seen a number of changes to the development team, and a lot of the new designers didn’t really know how to design a stack of crates”, said director Brian Allgeier. This led chief creative officer Brian Hastings to draft a four-page document on the art of stacking crates. Unusual as it sounds, smashing up crates to release a shower of collectible bolts is one of the game’s small joys that benefits from a set of design rules. For example, they created guidelines for the shape of the stack, the number of the crates, when to include exploding boxes (to encourage use of your wrench as a projectile)… each little detail contributing to the game’s feel.
They're on to something about the crates. One of the little joys of the Ratchet games, particularly near the end of the story when multipliers are active, is to toss the wrench at a large stack of crates, see them smashed to bits, and watch as what feels like thousands upon thousands of bolts come flying at Ratchet and somehow land in his pocket as spending money. It's such a little thing, but the series wouldn't be the same without it. Knowing that, I'm not surprised that there are pages of guidelines on how to stack crates properly for maximum enjoyment and fulfillment. With all the care that goes into Insomniac products, why should the crates be any different?