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Get in the Game With ‘Super Mario Party Jamboree – Nintendo Switch 2 Edition + Jamboree TV'
Get in the Game With ‘Super Mario Party Jamboree – Nintendo Switch 2 Edition + Jamboree TV'

Geek Dad

time2 days ago

  • Entertainment
  • Geek Dad

Get in the Game With ‘Super Mario Party Jamboree – Nintendo Switch 2 Edition + Jamboree TV'

When it launched last October, Super Mario Party Jamboree quickly became my family's go-to for competitive multiplayer, not to mention a series favorite for Mario Party 's special brand of digital boardgame tomfoolery. Fast forward nine months, and Jamboree is back with fresh features, new mini-game types, and a much longer name. Super Mario Party Jamboree – Nintendo Switch 2 Edition + Jamboree TV launches this Thursday, both as an exclusive Nintendo Switch 2 release (MSRP $79.99) and as a Switch 2 upgrade pack (priced $19.99) for those who already own the original game. While the Switch 2 Edition + Jamboree TV doesn't exactly reinvent the wheel, it does nicely leverage the Switch 2 hardware capabilities to further enhance an already stellar title. This includes improved visuals (1440p resolution in TV mode and Full HD in handheld/tabletop), sound-based gameplay using the Switch 2's integrated microphone, and a suite of new Joy-Con 2 mini-games that really showcase the precision of its mouse controls. A decent chunk of the Switch 2 Edition + Jamboree experience also relies on the presence of a compatible USB-C camera. New rulesets and camera support in classic Mario Party mode offer a nice little upgrade. image: NOA This is especially true in the new Bowser Live mode, a wonderfully ridiculous send-up of the traditional television game show where the new CameraPlay feature tracks player movement, enabling full-body motion controls. This finally gave me a proper chance to put my Nintendo Switch 2 Camera through its paces, and I was impressed with how well it performed. Even in low light—we prefer to keep the overhead lighting off when we're gaming in the living room—the camera did a solid job of tracking both me and my daughter (who's a good six inches shorter than me) as we hopped and flailed around at the direction of King Koopa. All the jumping aside, though, Bowser Live isn't exactly the kind of activity you should undertake with, say, someone sleeping in the next room, as the game also requires regular hollering to hype up the various Yoshis and Shy Guys in the crowd. Bowser Live is a fun, fast, physical affair. image: NOA As noisy and frenetic as it is, it's an enjoyable experience and something that nicely ties the Switch 2 of today back to Nintendo's proud Wii Remote-waggling legacy. Without a camera, though, you're limited to the new microphone-controlled content, so keep that in mind. That being said, Bowser Live isn't the only new bell and/or whistle available in this updated offering. In fact, as much as we enjoyed punching question blocks, jumping out of green pipes, and screaming at the top of our lungs, that mode actually represents a fairly small slice of our overall playtime. We are much more enamored with Carnival Coaster. Safety first! image: NOA In this mode, players hop aboard one of five themed roller coasters for some co-op carnage as they shoot down flying enemies and participate in Joy-Con 2 mouse-based minigames to put valuable seconds on the clock, doing their best to make it to the end of the line before time runs out. The variety of new mini-games we encountered was impressive—we spray painted Bob-ombs, scooped ice cream, stacked toys, and arranged dominoes, just to name a few—and even the ones we weren't particularly good at (like navigating pull-back racers across dangerous terrain) were still entertaining enough to keep us coming back. Carnival Coaster, too, employs CameraPlay functionality, though to a lesser degree than Bowser Live. Camera tracking puts the players into the game so you can watch everyone's reactions as the coaster weaves and bobs, and you can also bank a few extra seconds by raising your hands above your head when the coaster goes downhill. In addition to some new rulesets (Tag-Team and Frenzy Rules), the updated Mario Party experience can use the USB-C camera to put your mug in the game, which is a fun new addition to an already beloved family pastime. I will admit, though, that readjusting our camera so that we could sit comfortably on the sofa while we made our way around the game board did reveal a little quirk. Specifically, Super Mario Party Jamboree – Nintendo Switch 2 Edition + Jamboree TV kept confusing me, a tattooed middle-aged man, with a tatty rack of coats about eight or so feet behind me. Which is, y'know, a little hurtful, though it didn't really detract from the actual gameplay. I do wish there were an easier way to fine-tune my Switch 2 Camera for individual participants, but overall, I have nothing but praise for the way in which the camera, microphone, and Joy-Con 2 controllers perform in tandem to make Mario Party an even weirder, wilder, and more wonderful ride. As cool as the other content is, my heart belongs to Carnival Coaster. image: NOA Admittedly, I've spent a lot of time with my Switch 2 in solo pursuits, smashing rocks as Donkey Kong or cruising through the mean streets of Night City in handheld mode. For me, this is where the hardware excels; I'm able to explore beautiful, fully realized game worlds even on the go. But Nintendo's motto—All Together, Anytime, Anywhere—reminds me that there's more to the Switch 2 than just that. Super Mario Party Jamboree – Nintendo Switch 2 Edition + Jamboree TV , with its classic couch co-op and robust online and GameShare support, further serves to make this a perfect example of how my shiny new gaming system can also serve as a family entertainment hub, just like the consoles of old. Albeit with a host of interesting new features that further redefine the modern gameplay experience. Review materials provided by Nintendo of America. This post contains affiliate links. If professional Carnival Coaster ever becomes a thing, I think my youngest kid and I could be real power players in the regional scene. Liked it? Take a second to support GeekDad and GeekMom on Patreon!

Review – Absolute Wonder Woman #10: Secrets of the Labyrinth
Review – Absolute Wonder Woman #10: Secrets of the Labyrinth

Geek Dad

time2 days ago

  • Entertainment
  • Geek Dad

Review – Absolute Wonder Woman #10: Secrets of the Labyrinth

Absolute Wonder Woman #10 cover, via DC Comics. Ray: After a first arc full of kaijus and dark fantasy, Kelly Thompson and Hayden Sherman have plunged us into one of the best set pieces in all of classic fiction – the minotaur. As Diana makes her way through the massive underground maze, she encounters new enemies – the mad queen Clea and her army of Fish-men who look straight out of the world of Lovecraft. But she also meets some unexpected new allies – the hulking but gentle minotaur Ferdinand, who has been trapped there for eons, and the seemingly mute young siren Petra. The issue opens with a dramatic fight scene, as Clea unleashes her army. As Ferdinand makes an unexpected sacrifice, Diana dedicates herself to protecting the young girl in her care – but then pulls a classic Diana move of her own, getting to the exit but turning back. No man left behind, even if they have a giant bull's head. Monsters of the deep. Via DC Comics. One of my favorite parts about this book has been how well it sews together its present day plot-driven segments with the flashbacks to Diana's youth. This issue finds Diana in her younger years, first beginning her training as a warrior with the secret guidance of the Gods. She doesn't want to hurt anyone, and she sticks to this when a massive demonic cat-monster arrives in hell, refusing to take its bait – until it tries to harm an innocent creature under her protection, and it discovers just how far she's willing to go. That drive is what brings her back to the labyrinth to rescue Ferdinand. As this issue comes to a close, though, Diana might need to be more concerned with her own safety – the Fish-Men have a unique hallucinogenic property that turns the maze into a kaleidoscope of surreal visuals that allow Hayden Sherman's art to really lean into the brilliantly surreal. Another excellent issue of one of the best books on the stands. To find reviews of all the DC issues, visit DC This Week. GeekDad received this comic for review purposes. Liked it? Take a second to support GeekDad and GeekMom on Patreon!

Review – Justice League Unlimited #9: Battle for Time
Review – Justice League Unlimited #9: Battle for Time

Geek Dad

time2 days ago

  • Entertainment
  • Geek Dad

Review – Justice League Unlimited #9: Battle for Time

Justice League Unlimited #9 cover, via DC Comics. Ray: It's the aftermath of 'We Are Yesterday', and the big threat is resolved – but it's created a few dozen new perils for the League. Grodd has been captured, but his machinations have created a ripple that have left countless timelost heroes stranded in the present including Batman Beyond, Jonah Hex, and even the deceased Abin Sur. Additionally, new characters keep popping in and out – including a chaotic Harley Quinn who still loves her 'Mistah J'. The timeline is increasingly unstable, the anomalies are increasing, Air Wave is still missing and possibly dead, and everyone is worried about time paradoxes – except Mister Terrific, who has holed up in his lab with his past self as they try to figure out how to get Air Wave back to the present. Michael Holt once again proves that he's one of the DCU's best characters, but the past Terrific blinks out of existence just before he can reveal his findings. Mistah J. Via DC Comics. And as the chaos escalates, the heroes get an unexpected helping hand – from the Time Trapper, aka Doomsday, who has become an unlikely ally of Superman. He's brought with him the World Forger, a cosmic being who was linked to Perpetua and the Monitor. They both want to set things right – but they might need to claim Grodd's life to pull it off. Grodd wastes no time manipulating things in his favor, and it nearly sets off a war between the present-day heroes and the time-displaced ones. There is a lot going on in this issue, with a bunch of fantastic easter eggs and cameos through the issue, but the story is at its best as Holt tries to solve this puzzle and bring Air Wave back to the land of the living. The story of this abandoned kid who was manipulated by Grodd has been the emotional core of this run in many ways, and this issue brings the whole story full circle with style. To find reviews of all the DC issues, visit DC This Week. GeekDad received this comic for review purposes. Liked it? Take a second to support GeekDad and GeekMom on Patreon!

Review – Green Arrow #26: Drugged
Review – Green Arrow #26: Drugged

Geek Dad

time2 days ago

  • Entertainment
  • Geek Dad

Review – Green Arrow #26: Drugged

Green Arrow #26 cover, via DC Comics. Ray: Chris Condon's second arc dials back the clock to one of the darkest chapters of Green Arrow's history – Roy Harper's addiction, and the horrible way Ollie reacted when he found him shooting up in that infamous issue. Now, Roy's seemingly relapsed – being found unconscious in an alley, in a coma, after a massive overdose that also claimed the life of the man found with him. When Ollie finds out, he's immediately overcome with rage and disbelief, insisting that Roy wouldn't slip up like that. Of course, we know that's absolutely the truth – Roy was targeted, like countless other ex-addicts, by the Crimson Archer, a twisted new vigilante who seems to be targeting what he deems the dregs of society. Similar to the first arc, it's a villain with an MO that's all too relevant if you're watching the news. Unlike the first arc's villain, there's nothing sympathetic or tragic about this monster. Partners. Via DC Comics. Of course, Ollie isn't the only one who's invested in Roy's fate – Lian is over as soon as she hears, and Ollie is forced to step up to protect his granddaughter. I'm glad to see this character being pulled into the story – she's only been used fitfully since she returned from the dead a few years back, and Josh Williamson used her really well in his run. But now, Ollie has a new case to investigate – and this one is even more deeply personal. Along with the help of the detective he partnered with last arc, he starts digging into what turns out to be a massive streak of serial killings targeting those vulnerable to addiction and overdoses – of which Roy might be the only survivor. But as the end of the issue indicates, the Crimson Archer may not be done with Arsenal just yet. This is one of the tensest issues of the run, with a deeply personal look at the long reach of addiction that you rarely see in comics. To find reviews of all the DC issues, visit DC This Week. GeekDad received this comic for review purposes. Liked it? Take a second to support GeekDad and GeekMom on Patreon!

Review – Absolute Martian Manhunter #5: Rage of the City
Review – Absolute Martian Manhunter #5: Rage of the City

Geek Dad

time2 days ago

  • Entertainment
  • Geek Dad

Review – Absolute Martian Manhunter #5: Rage of the City

Absolute Martian Manhunter #5 cover, via DC Comics. Ray: This is the only one of the original Absolute books that wasn't intended to be an ongoing series – it was greenlit for six issues, and the rapturous critical and audience response immediately got it greenlit for an extended run. That means it'll be taking a hiatus for a few months after next issue as the second arc gets prepped – but it also means that this book feels very separate from the rest of the line. While it definitely feels like a darker reinvention of Martian Manhunter, it also has an off-kilter edge to it that feels like it could have come out of vintage Vertigo. And as Detective John Jones' life falls apart around him, the city falls with it. Something called the Final Night is descending, seemingly driven by whatever has followed John's hitchhiker over from Mars – and it's taken what already lurks in the heart of man and driven it overdrive with acts of practiced cruelty. The hunters. Via DC Comics. Each issue has escalated this threat more and more, but this issue takes it to an extreme level. What started out as acts of violence driven by minor provocations has descended into acts of planned murder. A serial dog killer stalks the streets. A disgruntled diner waitress grounds up glass into her patrons' burgers. A band of fake paramedics stalks the streets, planning to do twisted surgeries on the injured. And let's just say you'll never look at J'onn's beloved Chocos the same way again after this issue. As John runs himself ragged, trying to follow the trails of psychic hate and stop crimes in their tracks, the threat comes home in a terrifying way that isn't resolved by the end of the issue. There's a claustrophobic sense of all-too-familiar horror that pervades this series from the beginning, and this issue dials the tension up to an almost unbearable level as we get to next issue's climax. To find reviews of all the DC issues, visit DC This Week. GeekDad received this comic for review purposes. Liked it? Take a second to support GeekDad and GeekMom on Patreon!

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