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Changed line(s) 3 (click to see context) from:
* PortingDisaster: A strange case in that it's the ports that were released with the original as a bonus game. Nonetheless, the 3DS version has washed out colors, game mechanics changed for seemingly no reason (instead of taking a Mario-like approach to damage where you lose powerups as you get hit, you get a standard health meter, powerups become permanent inventory items, and a limited flight meter, whereas in the Wii version you can go through an entire level without touching the ground if skilled enough), and awkward controls. The Wii U version suffers the same issues due to being a port of the 3DS version. [[https://www.eurogamer.net/articles/2015-11-10-yuji-naka-recommends-playing-rodea-the-sky-soldiers-wii-version Yuji Naka even asked people to "please play the Wii version" on Twitter.]]
to:
* PortingDisaster: A strange case in that it's The 3DS and Wii U versions (the latter strangely being a port of the ports that were released with former, rather than the original as a bonus game. Nonetheless, the 3DS version has Wii version). In addition to washed out colors, the game mechanics were changed for seemingly no reason (instead reason: instead of taking a Mario-like approach to damage where you lose powerups as you get hit, you get a standard health meter, powerups become permanent inventory items, and you have a limited flight meter, whereas meter (whereas in the Wii version you can go through an entire level without touching the ground if skilled enough), and the controls are just awkward controls. The Wii U version suffers the same issues due to being a port of the 3DS version.overall. [[https://www.eurogamer.net/articles/2015-11-10-yuji-naka-recommends-playing-rodea-the-sky-soldiers-wii-version Yuji Naka even asked people to "please play the Wii version" on Twitter.]]Twitter]], which comes as a bonus with all copies of the Wii U version.
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Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process
Deleted line(s) 4,5 (click to see context) :
* UncannyValley: The {{Animesque}} art style looks...rather odd in the pre-rendered cutscenes.
** [[http://cdn.shopify.com/s/files/1/0541/9049/products/cd_rodea_317da5c5-a235-4668-b345-86dcf230aa91.jpg?v=1447662241 This piece of artwork]]. Reminding you that Rodea ''is'' a robot in a really creepy manner.
** [[http://cdn.shopify.com/s/files/1/0541/9049/products/cd_rodea_317da5c5-a235-4668-b345-86dcf230aa91.jpg?v=1447662241 This piece of artwork]]. Reminding you that Rodea ''is'' a robot in a really creepy manner.
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Deleted line(s) 3 (click to see context) :
* EarWorm: The music in the trailer.
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* SugarWiki/AwesomeMusic: True to the game's arcade influence, the soundtrack is composed by Takayuki Nakamura of VideoGame/VirtuaFighter fame.
to:
* SugarWiki/AwesomeMusic: True to the game's arcade influence, the soundtrack is composed by Takayuki Nakamura of VideoGame/VirtuaFighter ''VideoGame/VirtuaFighter'' fame.
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Changed line(s) 1 (click to see context) from:
* AwesomeMusic: True to the game's arcade influence, the soundtrack is composed by Takayuki Nakamura of VideoGame/VirtuaFighter fame.
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* AwesomeMusic: SugarWiki/AwesomeMusic: True to the game's arcade influence, the soundtrack is composed by Takayuki Nakamura of VideoGame/VirtuaFighter fame.
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** [[http://cdn.shopify.com/s/files/1/0541/9049/products/cd_rodea_317da5c5-a235-4668-b345-86dcf230aa91.jpg?v=1447662241 This piece of artwork]]. Reminding you that Rodea ''is'' a robot in a really creepy manner.
to:
** [[http://cdn.shopify.com/s/files/1/0541/9049/products/cd_rodea_317da5c5-a235-4668-b345-86dcf230aa91.jpg?v=1447662241 This piece of artwork]]. Reminding you that Rodea ''is'' a robot in a really creepy manner.manner.
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Changed line(s) 4 (click to see context) from:
* PortingDisaster: A strange case in that it's the ports that were released with the original as a bonus game. Nonetheless, the 3DS version has washed out colors, game mechanics changed for seemingly no reason (instead of taking a Mario-like approach to damage where you lose powerups as you get hit, you get a standard health meter, powerups become permanent inventory items, and a limited flight meter, whereas in the Wii version you can go through an entire level without touching the ground if skilled enough), and awkward controls. The Wii U version suffers the same issues due to being a port of the 3DS version. Yuji Naka even asked people to "please play the Wii version" on Twitter.
to:
* PortingDisaster: A strange case in that it's the ports that were released with the original as a bonus game. Nonetheless, the 3DS version has washed out colors, game mechanics changed for seemingly no reason (instead of taking a Mario-like approach to damage where you lose powerups as you get hit, you get a standard health meter, powerups become permanent inventory items, and a limited flight meter, whereas in the Wii version you can go through an entire level without touching the ground if skilled enough), and awkward controls. The Wii U version suffers the same issues due to being a port of the 3DS version. [[https://www.eurogamer.net/articles/2015-11-10-yuji-naka-recommends-playing-rodea-the-sky-soldiers-wii-version Yuji Naka even asked people to "please play the Wii version" on Twitter.]]
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* UncannyValley: The {{Animesque}} art style looks...rather odd in the pre-rendered cutscenes.
to:
* UncannyValley: The {{Animesque}} art style looks...rather odd in the pre-rendered cutscenes.cutscenes.
** [[http://cdn.shopify.com/s/files/1/0541/9049/products/cd_rodea_317da5c5-a235-4668-b345-86dcf230aa91.jpg?v=1447662241 This piece of artwork]]. Reminding you that Rodea ''is'' a robot in a really creepy manner.
** [[http://cdn.shopify.com/s/files/1/0541/9049/products/cd_rodea_317da5c5-a235-4668-b345-86dcf230aa91.jpg?v=1447662241 This piece of artwork]]. Reminding you that Rodea ''is'' a robot in a really creepy manner.
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None
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* AwesomeMusic
to:
* AwesomeMusicAwesomeMusic: True to the game's arcade influence, the soundtrack is composed by Takayuki Nakamura of VideoGame/VirtuaFighter fame.
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Added DiffLines:
* CargoShip: Wherever you ship Cecilia or Ion with Rodea does it end up like this as he's a robot.
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Changed line(s) 2 (click to see context) from:
* PortingDisaster: A strange case in that it's the ports that were released with the original as a bonus game. Nonetheless, the 3DS version has washed out colors, game mechanics changed for seemingly no reason (instead of taking a Mario-like approach to damage where you lose powerups as you get hit, you get a standard health meter, powerups become permanent inventory items, and a limited flight meter, whereas in the Wii version you can go through an entire level without touching the ground if skilled enough), and awkward controls. The Wii U version suffers the same issues due to being a port of the 3DS version. Yuji Naka even asked people to "please play the Wii version" on Twitter.
to:
* PortingDisaster: A strange case in that it's the ports that were released with the original as a bonus game. Nonetheless, the 3DS version has washed out colors, game mechanics changed for seemingly no reason (instead of taking a Mario-like approach to damage where you lose powerups as you get hit, you get a standard health meter, powerups become permanent inventory items, and a limited flight meter, whereas in the Wii version you can go through an entire level without touching the ground if skilled enough), and awkward controls. The Wii U version suffers the same issues due to being a port of the 3DS version. Yuji Naka even asked people to "please play the Wii version" on Twitter.Twitter.
* UncannyValley: The {{Animesque}} art style looks...rather odd in the pre-rendered cutscenes.
* UncannyValley: The {{Animesque}} art style looks...rather odd in the pre-rendered cutscenes.
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None
Changed line(s) 2 (click to see context) from:
* PortingDisaster: A strange case in that it's the ports that were released with the original as a bonus game. Nonetheless, the 3DS version has washed out colors, game mechanics changed for seemingly no reason (instead of taking a Mario-like approach to damage where you lose powerups as you get hit, you get a standard health meter, powerups become permanent inventory items, and a limited flight meter, whereas in the Wii version you can go through an entire level without touching the ground if skilled enough), and awkward controls. The Wii U version suffers the same issues due to being a port of the 3DS version. Even Yuji Naka asked on Twitter to play the Wii version instead of the 3DS or Wii U ports.
to:
* PortingDisaster: A strange case in that it's the ports that were released with the original as a bonus game. Nonetheless, the 3DS version has washed out colors, game mechanics changed for seemingly no reason (instead of taking a Mario-like approach to damage where you lose powerups as you get hit, you get a standard health meter, powerups become permanent inventory items, and a limited flight meter, whereas in the Wii version you can go through an entire level without touching the ground if skilled enough), and awkward controls. The Wii U version suffers the same issues due to being a port of the 3DS version. Even Yuji Naka even asked on Twitter people to "please play the Wii version instead of the 3DS or Wii U ports.version" on Twitter.
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Changed line(s) 2 (click to see context) from:
* PortingDisaster: A strange case in that it's the ports that were released with the original as a bonus game. Nonetheless, the 3DS version has washed out colors, game mechanics changed for seemingly no reason (instead of taking a Mario-like approach to damage where you lose powerups as you get hit, you get a standard health meter, and powerups become permanent inventory items), and awkward controls. The Wii U version suffers the same issues due to being a port of the 3DS version. Even Yuji Naka asked on Twitter to play the Wii version instead of the 3DS or Wii U ports.
to:
* PortingDisaster: A strange case in that it's the ports that were released with the original as a bonus game. Nonetheless, the 3DS version has washed out colors, game mechanics changed for seemingly no reason (instead of taking a Mario-like approach to damage where you lose powerups as you get hit, you get a standard health meter, and powerups become permanent inventory items), items, and a limited flight meter, whereas in the Wii version you can go through an entire level without touching the ground if skilled enough), and awkward controls. The Wii U version suffers the same issues due to being a port of the 3DS version. Even Yuji Naka asked on Twitter to play the Wii version instead of the 3DS or Wii U ports.
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Changed line(s) 1 (click to see context) from:
* EarWorm: The music in the trailer.
to:
* EarWorm: The music in the trailer.trailer.
* PortingDisaster: A strange case in that it's the ports that were released with the original as a bonus game. Nonetheless, the 3DS version has washed out colors, game mechanics changed for seemingly no reason (instead of taking a Mario-like approach to damage where you lose powerups as you get hit, you get a standard health meter, and powerups become permanent inventory items), and awkward controls. The Wii U version suffers the same issues due to being a port of the 3DS version. Even Yuji Naka asked on Twitter to play the Wii version instead of the 3DS or Wii U ports.
* PortingDisaster: A strange case in that it's the ports that were released with the original as a bonus game. Nonetheless, the 3DS version has washed out colors, game mechanics changed for seemingly no reason (instead of taking a Mario-like approach to damage where you lose powerups as you get hit, you get a standard health meter, and powerups become permanent inventory items), and awkward controls. The Wii U version suffers the same issues due to being a port of the 3DS version. Even Yuji Naka asked on Twitter to play the Wii version instead of the 3DS or Wii U ports.