Zen Studios has come a long way from its initial Pinball FX offering for Xbox LIVE Arcade back in 2007. Pinball FX2 (XBLA), Zen Pinball (PS3/PSN), and Marvel Pinball (XBLA/PSN) have gradually shown improvement in terms of ball physics, table design, and general appeal. Zen Studios continues to support Pinball FX2 and Marvel Pinball with new tables regularly, and Zen Pinball is slated to receive a makeover a bit later this year. I’ve easily spent dozens of hours playing these games, and that time has been enjoyable.
Now 3DS owners can take the pinball experience on the go with Zen Pinball, which is available now via the eShop for $6.99. Four tables await players; two are formerly Zen Pinball exclusives for the PlayStation 3 and the other two may be familiar to some as add-on tables for Pinball FX. The overall package is enhanced with some 3D graphics effects and active online leaderboards. The transition from console to portable isn’t quite perfect, but Zen Pinball maintains its identity as a solid pinball simulation that will keep both new and experienced pinball fans flipping for hours.
The four tables are all markedly different experiences. The Shaman table has a tribal theme with unique challenges like a ramp-accessible upper playfield with flippers and drop targets, as well as a cascading ball drop called the Volcano. The El Dorado table has a bit of an Indiana Jones or Uncharted feel to it, sporting an expanding totem pole shot and a “U-Turn” ramp in the lower playfield. The Earth Defense table is a sci-fi table with plenty of ramps and orbits to traverse as players attempt to thwart an alien invasion. Finally, the Excalibur table is a nod to medieval times and requires accurate flipper shots to take uncover all of the challenges that it offers. The Earth Defense and Excalibur tables are better overall experiences than Shaman and El Dorado, but none of the tables are bad and all of the tables are worth playing at least a little bit.
The control scheme is easy to learn. The analog disc (or the A Button) launches the ball into play. Flippers are controlled either via the L and R triggers at the top of the 3DS or via the directional pad (for the left flipper) and the B Button (for the right flipper). Several different camera views can be accessed via the X Button. It’s a little surprising that the 3DS accelerometer wasn’t used for nudging the table, but the analog disc handles the task just fine. Table nudging isn’t as vital in virtual pinball games as it is when playing a real table, but it can come in handy when a ball is heading towards an outlane. The controls are responsive, which is important in a pinball game as accurate shots are needed for the best success and highest table scores.
The biggest difference in the Zen Pinball experience for the 3DS versus its console-based relatives is the frame rate. The Xbox 360 and PlayStation 3 versions run at a smooth 60 frames per second, but the 3DS version runs at half that speed. It’s similar to Pinball Hall of Fame for the 3DS; console players will have to adjust to the frame rate difference as it does change the overall experience. The difference forces players to alter shot timing to ensure accuracy. It’s not an impossible or problematic adjustment, but some trial and error will be necessary to find the right flipper window for certain ramp shots that were second-nature on consoles after lots of practice. Aside from the frame rate difference, the visuals are identical to the console versions with the exception of the addition of some 3D effects. The 3D isn’t overdone and it doesn’t make a ton of difference, but it does make the graphics pop just a little bit more than normal. The music and sound effects are also pulled right from the console versions, for better or for worse.
Zen Pinball boasts online leaderboard support, which is something that Pinball Hall of Fame sorely lacked. There are several different leaderboards, tracking all-time high scores, weekly high scores, Pro Scores, and Team Scores. The first two boards are self-explanatory, but are still key to replay value. The odds are that there’s going to be someone who has posted a better score than you have, so having a mark to shoot for aside from your own personal best is something that promotes regular play. The Pro Score is the sum of your scores on all tables; for example, if you’ve amassed 70 million points combined, your Pro Score would be 70. The Team Score is the sum of the Pro Scores of all of the people on your Friends List. This promotes building Friends Lists and exchanging Friend Codes with other players. (Speaking of which, I’ll plug my Friend Code, which is 1719-3185-8983.) Each table also has a few “achievements” that can be unlocked by accomplishing certain table feats.
Zen Pinball for the 3DS delivers a fun pinball experience with lots of replay value and the promise of new tables via downloadable content later this year. Fans of Zen Studios’ console pinball experiences will feel right at home after adjusting to the lower frame rate, while newer pinball wizards-to-be will have no problem picking up the controls and learning the ins and outs of each table. This game sets the bar for portable pinball, and I happily recommend this game for your 3DS downloadable library.
Pinball Hall of Fame: The Williams Collection has been one title in my collection that’s seen a lot of playing time– for both the Xbox 360 and PlayStation 3 platforms. Farsight Studios made key improvements from its earlier Pinball Hall of Fame title (The Gottlieb Collection) in terms of ball physics and the inclusion of online leaderboards and the addictive qualities of Achievements and/or Trophies were important. The licensed tables were all great choices and were certainly improvements over many of the Gottlieb tables. The Williams Collection is, arguably, the best version of virtual pinball around… so I was naturally excited to learn that a portable version for the 3DS was coming. The port had seen its fair share of delays, but the Xbox 360 and PlayStation 3 versions were also subject to numerous delays. I had some concerns before release about how the frame rate would be affected, moving from console to portable and with the inclusion of 3D support, but I remained positive about what Farsight Studios would accomplish.
After spending some time with The Williams Collection on the 3DS, I have mixed feelings about it. The tables still look great, two sets of objectives (or goals) for each table were carried over from the console versions, and having playable versions of great tables like Pinbot and Whirlwind on the go is nice. There are, unfortunately, several tables that didn’t make the cut for this version, though, including the popular Medieval Madness, No Good Gofers, and Firepower. There’s also an inexplicable lack of online leaderboards. In fact, the game doesn’t take advantage of any of the 3DS’ communication abilities such as StreetPass or SpotPass.
Let’s back up, though, and look at The Williams Collection in more detail.
What The Williams Collection does offer on the 3DS is a total of seven tables to choose from: Gorgar, Black Knight, Pinbot, Space Shuttle, Taxi, Funhouse, and Whirlwind. There aren’t any extra tables to unlock in this version. The level of detail for each table is about on par with the console versions, which means that they’re very close to the original arcade tables. The 3D screen is the playfield screen and the touch screen becomes the scoreboard. Unlike the console versions, the scoreboard is the full marquee for each table, which is a nice touch for purists. Each of the seven tables plays as expected, with bonuses, multiball opportunities, and key scoring shots. Each table also has two sets of goals to accomplish. The first set of goals, called Table Goals, will “unlock” a table for Free Play when the goals are all completed. Free Play means not having to use virtual credits to play certain restricted machines. The second set of goals, called Wizard Goals, will unlock a small set of additional options when completed. These options include using a custom ball for that table or turning the Tilt Penalty off.
The controls are pretty straightforward. The analog disc launches the ball, and the L and R buttons are for the left and right flippers. The accelerometer inside of the 3DS allows players to shake the device to nudge the table, rather than pressing a button or using a stick to achieve a similar effect. The accelerometer is a bit sensitive, though, and too much shaking will lead to a Tilt Penalty and immediate loss of turn. While the flipper controls are fine, expect some cramping of the wrists after playing for extended periods. There’s no way to avoid this as your wrists must be bent to play using the L and R buttons. It may be a minor complaint and it may not bother some players, but it did affect my time with the game.
If you’ve played the console versions, you’ll almost immediately notice the severe drop in frame rate in this version. The console versions run at a smooth 60 frames per second, even in multiball situations. The 3DS version runs at half of that rate, and sometimes less in multiball situations. This leads to the need for quicker reflexes and recalculated timing for certain shots. The frame rate does improve somewhat when the 3D slider is set to OFF, but it’s still a jarring adjustment from other versions of the game. The lower frame rate doesn’t make this port of The Williams Collection unplayable, but it does make for a less than optimal experience. There are also delays and hiccups with the sounds in the game, but this isn’t as major a problem. Most of the sounds are faithful and the quality is rather good.
A couple of additional gameplay modes add to the replay value in The Williams Collection. The Williams Challenge sends players through a gauntlet of all seven tables, as certain minimum score levels must be achieved in order to move on from table to table. The Tournament mode is similar, although it can be customized and multiple players can participate. These are nice features, but without online leaderboards or some kind of StreetPass functionality to update high scores, competing against your own scores eventually becomes tedious. This decision may stem from Nintendo‘s lack of online focus or it may have been a publisher or developer move, but when you consider that the 3DS is capable of internet and wireless communication, it seems like a wasted opportunity.
Pinball Hall of Fame: The Williams Collection for the 3DS isn’t a bad game. It’s a functional port of the console versions of the game and, after some adjustment to the lower frame rate, it plays fine. The asking price of $30 seems a bit much, though, when you factor in the missing tables, missing leaderboards, and that the superior console versions can be had for much less money. You’ll be competing with yourself more often than competing with friends or other skilled players. It’s nice that we can play these tables on the go, but the appeal fades far too quickly.
Wouldn’t you know it… the night after I post about Nintendo‘s woes with the 3DS, the company announces a huge price drop which will kick in less than five months after the launch of the platform. As of August 12th, 3DS units will drop to $169.99, which is a 33% price cut. This is likely going to work out well for Nintendo as price drops are usually the best course of action to take when a platform’s sales numbers are weak, but this same move also leaves those who bought the 3DS before the price drop looking pretty silly– and leaves Nintendo looking pretty bad.
Early adopters are getting a gift of apology– errr… “loyalty” from Nintendo by way of 20 Virtual Console downloads. 10 of the downloads will be NES games, including Super Mario Bros., Donkey Kong Jr., Balloon Fight, Ice Climber, and The Legend of Zelda. The other 10 will be Game Boy Advance games, which is a platform that had not yet been announced for the Virtual Console program. Some of those titles include Yoshi’s Island: Super Mario Advance 3, Mario Kart: Super Circuit, Metroid Fusion, WarioWare Inc., and Mario vs. Donkey Kong. The kicker about the GBA games is that Nintendo alleges that there are “no plans” to release these games to the general public, so if you bought the 3DS early, you get some unique games. (Honestly, I don’t buy the “no plans” line. I expect at least some of these to be available in 2012.)
That’s a nice gesture, but the damage is already done. Nintendo has done the unthinkable and not only dropped the price of one of its platforms within the first year (again, FIVE MONTHS), but the price drop is pretty severe. $80 is a lot of cash to have overpaid and have your purchase depreciate in value so soon. It’s hard not to argue that early adopters look pretty foolish, given these new developments. (And yes, I am one of those fools.) As it was, early adopters arguably overpaid by some $50 at launch; dropping the price another $30 below that just pours salt in the wound. Sure, free games are a convenient way of trying to make nice with consumers, but they don’t necessarily repair bad faith or shaken confidence in the company.
That’s really the potential disaster here. The Wii U is not too far away, and now there’s a precedent out there that buying early can come back to bite consumers. Why buy the Wii U for $350 when weak launch sales can force Nintendo’s hand and generate a price drop for that platform after a few months? Considering that many believe launch software lineups to be weak anyway, these events now add another reason to stick to common sense and wait for a price drop before committing to new hardware.
That’s not what Nintendo wants or needs. The company needs to duplicate the lightning in a bottle that it caught with Wii back in 2006. Stock prices are down, sales of the Wii are way down, and Nintendo has consistently fallen behind Microsoft in terms of domestic sales from month to month. Shareholders expect Nintendo to right the ship with Wii U, but if consumers choose the wait and see approach, it’s possible that another 3DS-like situation will develop. Third-party publishers will begin to lose interest, affecting available software. Slow sales will alarm retailers. The cycle would begin again, and then an unwanted price drop would be necessitated.
It’s unfortunate that the 3DS situation was dire enough to require a price drop of this magnitude to try and right the ship. The good news for Nintendo is that chances are good that this drop– as well as much-needed games that will finally be arriving for the 3DS in Q4– should lead to markedly improved hardware sales numbers in Q3/Q4. It also puts the 3DS in a much better position to defend against the PlayStation Vita, which now will look much more expensive to the average retail consumer.
What Nintendo must hope for now is a short memory for early adopters. Nintendo must now also commit itself to making sure that the Wii U launch does not suffer from the same lack of judgment and questionable planning and decisions that caused the 3DS to look as bad as it did. While this price cut may pay off in the short term and save the 3DS, the long-term effects of such a hasty and potentially desperate decision may hurt Nintendo more when Wii U lands.
The lesson to be learned here is that the early bird may catch the worm, but he also pays an unnecessary premium for it. I will remember this lesson well next year when Wii U arrives.
Looking at the calendar, we’re less than two weeks away from what will be one of the most important E3 events in recent memory when it comes to what I call the Hardware Trinity– that is Nintendo, Sony, and Microsoft. Each of the three companies have issues to address. Nintendo is facing lackluster 3DS hardware sales and the lame-duck status of the Wii until its new platform is launched. Sony has to deal with the aftereffects of one of the largest online security breaches in history and major losses in the last year. Microsoft may seem bulletproof, but the stagnant nature of the Kinect sensor and a slow trickle of software for it call into question the viability of the technology.
Here are some expectations as to what each company will deliver in their press events in order for each to bring its “A” game (in order of occurrence):
At first glance, Microsoft should be able to break out of the gate at 9am on the morning of June 6th with guns blazing. I’m fairly certain that Call of Duty: Modern Warfare 3 will be one of the first things shown. Microsoft is going to work with Activision to push Modern Warfare 3 very hard for the next 5 months, and Activision should be more than happy to take the stage for the company that’s currently got all of the sales momentum going for it. Obviously, Gears of War 3 will play a major role in the press event as well. There will be other “core” games shown; I believe that Microsoft learned its lesson after last year’s event skewed almost exclusively away from the “core” crowd and felt eerily similar to Nintendo’s 2008 E3 presser that felt almost one-sided (Vitality Sensor, anyone?). No Halo presence at E3, despite the importance of the IP to Microsoft, doesn’t seem likely. The question is… in what form will we hear about it? New game? HD remake of the original? We will see.
The one thing that Microsoft must do is to re-ignite interest in the Kinect sensor. More games are needed– and more quality games are needed, to be more specific. Games that come off as Wii ports are not going to hold anyone’s interest, especially when you consider that the Wii is almost at the end of its lifespan. More original software, including games that are going to interest more than just the passing game player, has to not only be announced… but shown and available for demonstration. It’s true that Microsoft wisely marketed the Kinect and it sold a ton of units; however, what was the last genuine killer app for it? Dance Central is now 6 months old, as is Kinect Sports. As time marches on and new games continue to appear at a snail’s pace, the relevance of Kinect will gradually ebb. Consumer confidence and excitement in the Kinect peripheral must be restored, and quickly.
One last thing to be on the lookout for is some kind of new hardware announcement. Rumors have been flying lately, ranging from a full-on successor to the Xbox 360 to another Xbox 360 hardware revision that adds 3D support. While the exact nature of the rumors has been scattered, the theme has been the same. The other thing that has me leaning in the direction of some sort of new hardware announcement is the extremely limited attendance list for the press event. This makes me think that something big is going to go down that Monday morning, and it wouldn’t shock me at all if it was hardware-related. Stay tuned.
To say that Sony has had a rough past six weeks or so is an understatement. Granted, PlayStation 3 hardware sales for April were promising– thanks to Mortal Kombat, Portal 2, and SOCOM 4– but having no online network for nearly a month and still being without the PlayStation Store (and its associated revenue) is damaging on many levels. Sony has become an easy target for the press and has spawned doubt from its userbase. Sony is hoping that its showing at E3 will wipe the slate clean and set focus on games. There will almost certainly be a segment of the press event that serves as an apology for what happened, but will quickly move forward from that… and it’s the right move.
I’m still expecting a $50 price drop for at least the 160GB PlayStation 3 SKU. Some believe that Sony can’t afford it after recent events, but I think it’s a necessity. The PS3 platform– despite its quality software exclusives and free-to-play online service– needs a kickstart to renew consumer confidence and enthusiasm. I’m not sure that other SKUs will follow suit, but I’ve been calling for this drop over the last few months and E3 is the perfect backdrop for price cut announcements.
The press event should revolve around three main topics: PSN, PS3 software (especially exclusives), and NGP. I’m not sure of the order, but all three of these are major facets of Sony’s business plan for the rest of 2011 and beyond. Sony will rally behind the re-opening of the PlayStation Store with news of some kind of exclusives there. PlayStation 3 retail software exclusives, like Twisted Metal, Uncharted 3, Resistance 3, and others, will be talked up and demonstrated or shown. As for NGP, there are lots of variables at play. Release date, pricing, and launch software are all likely to be covered. Price is the variable that concerns me the most; if the 3DS is struggling at $250, it stands to reason that a $300 NGP will do the same in a challenging economy… even if the software lineup is good. Despite my concerns, I think that $300 to as much as $350 is where the NGP will launch. Timing is less certain to me. Will Sony have enough software in the chute to realistically launch this year? I’m not sure. My gut is leaning towards an NGP launch in 2012, but I will not be shocked if a late November/early December launch window is announced.
After the incredible runs of success that the Wii and legacy DS platforms had, saying that Nintendo is “in trouble” is a silly statement; however, Nintendo is now facing a period of uncertainty that hasn’t been seen in some time. The Wii lovefest is over, even in the face of price cuts for hardware and software. The 3DS has stumbled after a quick start. As we await the unveiling of Nintendo’s next platform, what the company announces for the next 6 months will be very important. Will more titles be added to Nintendo’s budget line of Wii software? Will Nintendo announce price drops for the DSi platforms? Where are the 3DS games that will convince consumers to part with $250, which amounts to being the most expensive Nintendo portable in the company’s history?
What Nintendo announces for specifics when it comes to its new console will be incredibly important. At this point, I am predicting that the price will be at least $300. In fact, my prediction is $349.99 for the hardware. This would be a gamble in several respects. For starters, it would be the most expensive hardware that Nintendo has ever released. It would also, despite being the newest console on the block, be the most expensive one on the market. Perhaps the power of the hardware will justify the price, but anything over $300 is unprecedented for Nintendo. As for the launch date, 2011 doesn’t seem likely at this point. March 2012 seems to be the earliest launch date for the hardware, but that’s atypical of Nintendo’s console launch strategy. Many of Nintendo’s consoles have launched either late Q3 or sometime in Q4. If Nintendo sticks to that schedule, 2012 could be far too late given that the Wii continues to sink in hardware sales with each passing month. Even a title like The Legend of Zelda: Skyward Sword isn’t a definite system-seller for a console that’s clearly on its way out… but more on that shortly. As with the NGP, I won’t be shocked if Nintendo’s new console hits this November… but I don’t see it happening. Launch software is anyone’s guess.
While it’s certainly way too early to dismiss the 3DS platform, it’s painfully obvious that Nintendo is going to need to take a fair amount of time during its press event to show the audience that new software is coming– and soon. Yes, Ocarina of Time is coming in a few short weeks. More remakes are following, too. And then? Aside from the Resident Evil and Metal Gear Solid IPs, what else do we have? A new Mario game is certainly important, and Kid Icarus will likely wow the crowd (again), but the real problem is consistency. The conveyor belt of new releases needs to be running more consistently to fire interest. I think that this will happen, but Nintendo must hammer this point home and show a stronger commitment to the platform than it has so far.
That leaves the future of the Wii, and honestly, there shouldn’t be much of an expectation. Whether it’s due to market saturation or the expiration of a fad, the Wii seems to have run its course at retail… at least in terms of hardware sales. The result of price cuts to $150 remains to be seen, but there were cuts in April and yet the Wii finished behind the Xbox 360 and PlayStation 3. This indicates to me that sales will continue to be flat. Wii Play Motion may sell well, but won’t move hardware. The release of Skyward Sword is still very much up in the air; in fact, I still believe that there’s a better than even chance that the game won’t make it to the Wii at all. Nintendo has promised some Wii news, and absolutely must deliver that news by way of compelling software and not trumpeting more movie-licensed games since that’s about all that can be seen on Coming Soon lists for the platform. If Nintendo isn’t launching its new console this year, the company is in danger of losing consumers to Sony or Microsoft without good reasons to buy or keep the Wii.
The E3 press events set the stage for the actual show. They’re where most of the news and announcements come from. They set the expectation level and get people and press buzzing. Microsoft, Sony, and Nintendo will each have a chance to bring their “A” games. The time for preparation is almost over. Starting on June 6th, we’ll all be keeping score.
Namco’s Ridge Racer series and I have a long history.
Nearly 16 years ago, I played Ridge Racer for the first time on an import PlayStation unit at an independent game store. I was hooked almost instantly. It’s not that Ridge Racer necessarily did anything different than other racing games that I’d played before, but it was colorful, fast, and the music stayed in my head long after my play session came to an end. I knew from that night on that I would be spending $300 on a PlayStation come September 9th, 1995… and that was only the beginning.
I’ve played almost every Ridge Racer game since. Ridge Racer Revolution was decent but felt more like an extension of the original when it debuted in 1996. Rage Racer followed in 1997, and it was a stark contrast to the earlier games as earning money for winning races and choosing the right car for each race were much different than the straight arcade style that the Ridge Racer games were known for previously. Ridge Racer Type 4 made tweaks yet again with the Real Racing Roots ’99 campaign, improved visuals (like taillight streaks), and a jazz-infused soundtrack that still rates as one of the best around. I still own all of these, save for the original Ridge Racer, which I’m hoping makes its way onto the PlayStation Store at some point.
When I bought my PlayStation 2 in 2001, Ridge Racer V was one of the games I got at the same time, along with NHL 2001, SSX, and Swing Away Golf. Ridge Racer V was a big jump in terms of graphics for the series, and the return of the original Ridge Racer course with a new coat of visual paint was amazing to behold. The lighting effects blew me away and the framerate had been greatly improved over the 30fps from the original PlayStation title. These visual improvements didn’t get in the way of classic Ridge Racer gameplay, which was very important. The interesting story mode was gone, in favor of a return to a more arcade-style feel, but Ridge Racer V felt like a return home for a franchise that had undergone changes for the previous two installments– and that was fine by me.
Getting an Xbox 360 and a PlayStation 3 over the course of this console generation, I bought Ridge Racer 6 and Ridge Racer 7, respectively. I wasn’t initially a fan of the new focus on drifting and gaining nitrous boosts, but it grew on me. The visuals were improved once again, and seeing Ridge City in high definition was– and still is– jaw-dropping. I still own all three of these games, as well. As with Ridge Racer V, there were nostalgic nods to previous games in the series. Music tracks from past games were available for download. The infamous Ridge Racer helicopter looked better than ever, as did the original Ridge Racer course– which was beautiful in its familiarity. Ridge Racer 6‘s World Explorer mode was an interesting way to approach single-player racing and the accent on collecting cars was reminiscent of Ridge Racer Type 4. I prefer Ridge Racer 7, if only because it feels like a more complete version of Ridge Racer 6 and the ability to adjust and tune vehicle parts was welcome.
When I found out that Ridge Racer 3D was going to be a launch title for the Nintendo 3DS, I knew that I had to have it… even though I really didn’t know what to expect from it. Screenshots weren’t exactly promising,, but I was still excited. The prospect of Ridge Racer in 3D was admittedly pretty cool, and I had faith that we wouldn’t see a disastrous effort like we’d seen with Ridge Racer DS… which was a sloppy port of an already-weak game in Ridge Racer 64. In a sea of average launch titles, I had hope that I could count on Ridge Racer 3D to be a good complement to Super Street Fighter IV.
Then… I played it. A lot.
Ridge Racer 3D won’t win any awards for technical achievement. The frame rate returns to the the PlayStation’s familiar 30fps and lots of visual touches that we’ve been accustomed to seem to be missing. The game really doesn’t do much to break the mold that was set by the others in the series, but it’s still a fantastic experience and was meant for me, the Ridge Racer fanatic. It’s all about fan service, and Namco delivers it in spades with this game. Bits and pieces of many of the games that I mentioned earlier are here: classic race circuits, classic music, and classic gameplay. Car models aren’t all that detailed, but seeing them approach (or blow by you) in 3D is pretty amazing. Seeing tracks from Ridge Racer Revolution, Rage Racer, and even variations of tracks from Ridge Racer 6 makes me smile. Music tracks from older games join with new creations to fill the soundtrack, and the built-in psuedo-surround effect from the 3DS’ speakers adds to the quality. The Grand Prix progression is a cross between Rage Racer and Ridge Racer 7 as points are used to buy new vehicles and upgrades. The gameplay is pure Ridge Racer, no matter whether you use the D-pad or the analog disc, as you tear around the track and deftly drift through corners and hammer the gas to straighten out. There is an option to drift “on demand” with a button press, similar to Tokyo Highway Battle, but series veterans not only won’t need this… but they won’t want it.
The formula feels similar to what Namco did with its Ridge Racer release for the PSP, but with a 3D coating. The experience is pretty long; a couple of hours into the game, I’m only just now unlocking the second tier of cars with more power and speed. I’m aiming to turn in a review for Gaming Nexus, but may do one here as well. What I can say, even at this early stage, is that Ridge Racer 3D is already my favorite 3DS game and looks to stay that way for at least a few more weeks.
Thank you, Namco, for giving me the game that I didn’t know I wanted.