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Messages - Yoshidious

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626
TalkBack / Wii Fit and Mario Kart Wii to Launch Across Europe in April
« on: February 20, 2008, 02:07:21 PM »
Two of Nintendo's biggest 2008 titles will launch within two weeks of each other for PAL gamers; the wait for Brawl goes on without a date.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=15376

 Nintendo has announced that Mario Kart Wii will be coming to Europe on April 11th, to be followed by the release of Wii Fit just two weeks later on April 25th.    


Widely considered to be two of the most crucial first party Wii titles launching in Western territories during 2008, both games will ship with additional hardware. Mario Kart Wii, with its packed-in Wii Wheel, has been given an estimated retail price of £38/€50. Wii Fit has yet to be assigned a price point, but the package is expected to retail for significantly more than €50 due to the sophistication of the Wii Balance Board peripheral around which the game is based.    


In the midst of these major announcements, reports of a June 6th release date for Super Smash Bros. Brawl have been refuted by Nintendo UK. Speaking to CVG, Nintendo dismissed that date as the product of "pure rumour and speculation", emphasising again that no announcement regarding a European launch for Brawl has been made.


627
TalkBack / Two More for the Virtual Console
« on: February 19, 2008, 04:04:28 AM »
Phantasy Star II and Ninja Gaiden III make up another good week for the VC.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=15358

 Two New Classic Games Added To Wii Shop Channel    


Feb. 18, 2008
   


Some gamers get skeptical when Roman numerals populate the title of a game. But make no mistake - this week's offerings are no mere sequels. They are some of the most highly regarded classic games around. So stock up on some Wii Points™ to battle the Dark Force or complete an action-packed trilogy.    


Nintendo adds new games to the Wii™ Shop Channel at 9 a.m. Pacific time every Monday. Wii owners with a high-speed Internet connection can redeem Wii Points to download the games. Wii Points can be purchased in the Wii Shop Channel or at retail outlets. This week's new games are:    


Ninja Gaiden™ III: The Ancient Ship of Doom: (NES®, 1 player, Rated E for Everyone - Mild Violence, 500 Wii Points): Join master ninja Ryu Hayabusa, last member of the famous Dragon Clan, in the third and final chapter of the legendary Ninja Gaiden saga. Ryu is framed for FBI agent Irene Lew's murder, and it's up to him to clear his name. Defeating superior life-forms created out of "life energy" called BIO-NOIDs and avoiding enemy ambushes are among the many obstacles which Ryu faces in this unpredictable adventure of mystery, deceit and destruction. Noticeable changes to the game-play mechanics include Ryu's ability to grab on to horizontal surfaces, his reduced falling speed and altered jumping maneuvers, and visible power-ups. Help Ryu defeat the forces of evil once more and discover the real culprit behind Irene's death as one of the most loved trilogies in video-game history comes to a close.    


Phantasy Star™ II: (Sega Genesis, 1 player, Rated E for Everyone - Mild Animated Violence, 800 Wii Points): Hailed as one of the greatest games of all time by fans and media alike, Phantasy Star II is an RPG that features an epic story line and turn-based battles. Play as Rolf, Nei, Rudo or several other characters as you navigate through the Algol star system battling the evil Dark Force. Build your characters, select the right weapons and armor, and take on the forces of evil through various missions as you find the right combination of characters to complete each objective. Experience the magic once again in this great sequel.    


For more information about Wii, please visit wii.com.


628
TalkBack / Re: PODCAST: Radio Free Nintendo: Episode 86
« on: February 18, 2008, 06:47:04 PM »
I played it during the recording session.  I almost made their reaction the stinger.  There was a split second you could FEEL disbelief and confusion.

He's not exaggerating.

629
TalkBack / Re: PODCAST: Radio Trivia: Podcast Edition - Episode 25
« on: February 18, 2008, 02:34:00 AM »
Quite possibly the greatest podcast in history, and it's only a snippet of what Brawl has to offer! Thanks for giving us a taste of what's to come, Brawl's soundtrack is now by far my most anticipated aspect of the game.

630
TalkBack / Nintendo Calls for Aid in Fighting Global Piracy
« on: February 17, 2008, 08:15:24 AM »
NoA singles out national governments that need to take tougher action against hardware and software piracy, turns to U.S. Trade Representative for help.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=15337

 NINTENDO ASKS U.S. TO ADDRESS VIDEO GAME PIRACY PROBLEMS WORLDWIDE    


Nintendo Calls Out China, Korea, Brazil, Hong Kong, Paraguay, Mexico
   


REDMOND, Wash., Feb. 14, 2008 - Nintendo of America Inc. has asked the U.S. Trade Representative to encourage specific governments around the world to take a more aggressive stance to combat piracy of Nintendo video games and systems. Nintendo filed its comments under a "Special 301" process, in which the U.S. Trade Representative solicits input from the public to underscore specific areas of concern.    


While China remains the primary source of manufacturing pirated Nintendo DS™ and Wii™ games, Korea has emerged as the leader in distributing illegal game files via the Internet. Despite aggressive anti-piracy actions taken by Nintendo, Brazil and Mexico remain saturated with counterfeit Nintendo software. Meanwhile, Paraguay and Hong Kong continue to serve as major transshipment points for global distribution of illegal goods.    


"The unprecedented momentum enjoyed by Nintendo DS and Wii makes Nintendo an attractive target for counterfeiters," said Jodi Daugherty, Nintendo of America's senior director of anti-piracy. "We estimate that in 2007, Nintendo, together with its publishers and developers, suffered nearly $975 million USD worldwide in lost sales as a result of piracy. Nintendo will continue to work with governments around the world to aggressively curtail this illegal activity."    


Below is a summary of Nintendo's filing:    


OVERALL: Nintendo recommends stronger laws in all countries against the circumvention of technological security measures. Video game pirates have developed DS game-copying devices and modification chips to target the security found in Nintendo's hardware systems and allow the play of counterfeit software or games illegally downloaded via the Internet.    


CHINA: China must pursue criminal prosecutions against people involved in large-scale piracy operations. Nintendo works with Chinese authorities, who seized more than 1 million fake Nintendo products in China during the past year. But not one counterfeiter has been prosecuted.    


KOREA: Nintendo supports the Korea-U.S. Free Trade Agreement, but suggests that it must be ratified immediately to address service providers who are profiting from the uploading and downloading of illegal Nintendo content. Korea is an important market for Nintendo, and Internet piracy is seriously affecting the growth of the video game industry in the country.    


CENTRAL AND SOUTH AMERICA: Latin America remains a haven for piracy. Evidence supporting this claim includes escalated violence in Mexico against police conducting anti-piracy raids, extraordinarily high tariffs and taxes placed on the sale of authentic video games in Brazil and widespread corruption in Paraguay. During the past year, Nintendo assisted local authorities with more than 65 actions that resulted in the seizure of approximately 230,000 counterfeit Nintendo games in Brazil, Mexico and Paraguay alone. Despite Nintendo's efforts, the piracy levels continued to rise. Nintendo is calling for significant changes to laws and to the enforcement regimes in those countries.


631
TalkBack / Re: REVIEWS: Miami Nights: Singles in the City
« on: February 15, 2008, 11:49:22 PM »
The game's existence has been redeemed for me by how much the title screen music made me laugh. Seriously, I haven't laughed that much since..well, since the Pats lost the Super Bowl, but if that hadn't happened it would have been a long time, anyway.

Of course, I didn't have to sacrifice any money or time to hear the music, so I can only thank James for turning his suffering into my amusement. If only others were so willing....

632
Nintendo Gaming / Re: Professor Layton is the new hotness?
« on: February 14, 2008, 11:26:03 PM »
I feel disgraced and abused by the NWR establishment. I believe it's time for change in leadership.

Sounds like someone's trying to incite bloody revolution. The punishment for sedition is...

633
TalkBack / UK Government to Propose Legally Enforceable Ratings System
« on: February 10, 2008, 05:21:54 AM »
Ministers are preparing a new classification scheme that would make it illegal for retailers to sell games to underage consumers.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=15253

 The Guardian has learned that the British government will propose a new, legally enforceable system for the classification of video games. Retailers will be held responsible under the scheme, as the sale of games to consumers below the specified age group would become illegal.    


Such a system would widen the scope of legal enforcement beyond just material considered appropriate for "adults only”, covering instead the full spectrum of content produced by the video game industry.    


Currently, the vast majority of video games released in the UK are rated by the Pan-European Game Information (PEGI) body, which is part of a voluntary system that functions without provisions for legal sanctions. Only games that contain sexual content or "gross" violence against humans or animals are referred to the British Board of Film Classification, to be given a statutory rating consistent with those attached to works of cinema.    


This suggested change to video game ratings comes ahead of next month’s Byron report on the risks posed to children by the internet and video games. The Byron review was commissioned to address concerns that children are unduly exposed to unsuitable content through new technology, and its report is said to include an examination of evidence collected from studies on the effect of video games on children.    


It is expected that the report will prompt further recommendations by government ministers, including advice to keep consoles out of children's bedrooms as much as possible, in order to facilitate greater monitoring of content by parents and carers.


634
TalkBack / REVIEWS: Mario & Sonic at the Olympic Games
« on: February 05, 2008, 11:54:41 PM »
The long-running dispute finally ends the only way it ever could…with hostile canoeing.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=15233

 Uniting two once-warring stables of characters, Mario and Sonic at the Olympic Games is the product of a Nintendo-Sega collaboration that, years ago, would have seemed so infeasible that it could only be announced on April 1st.  In the reality of 2008 on Nintendo DS, Mario and Sonic's face-off evokes button-mashing athletics games of the past, with logical touch screen implementation injecting some much-needed variety to the format. However, limited multiplayer modes hold the game back from becoming anything more than a brief, mild entertainment.    


Sixteen characters have been assembled for this meeting of the mascots (eight from each of the two franchises). These familiar faces are nicely conveyed by good character models and trademark voice work, though their repeated exclamations in some events will inevitably grate given time.  Characters are grouped into four attribute classes: Power, Speed, All-Around and Skill.    


With twenty-four gradually unlocked events of various types from which to choose, the contestants are more naturally suited to some events than others. Consequently, only a particular subset of the roster is really viable for use in each Single Match competition. Where character selection becomes more than a no-brainer (or a popularity contest) is in Circuit mode. Here, four contestants (someone has to finish off the podium, right?) compete in a sequence of events that typically mixes up which skill sets are most valuable.    


This balancing within a circuit brings the all-around characters into play, as reasonable finishes in each event can be enough to win the competition overall. On the other hand, the "Circuit chance"—an option to choose an event where the points you earn are doubled—can favour specialist characters that maximise points in their preferred event, and hold on to win by performing respectably elsewhere.    


However, the early circuit competitions are so short and unchallenging that they render any such strategic thinking completely irrelevant. Sadly, playing through these is mandatory to unlock higher-difficulty content and new sports outside of the circuits. Furthermore, while the Advanced Class circuits feature tougher AI opponents and more events, it remains true that neither a great deal of thought, nor skill, is required to take the Gold.    


Outside of the structured circuit play, Mission mode tries to induce players to try out all the different characters by giving each one specific challenges, some of which deliberately work against the character's skill set. Single matches are simply a chance to get acquainted with a particular event, or set records. While the game is balanced such that Olympic and World records can be broken without difficulty, those who can go online with Nintendo Wi-Fi Connection can upload their personal bests to worldwide leaderboards. This is a good inclusion - especially for the ultra-competitive players out there - but the obvious lack of depth in the game's challenges is unlikely to inspire many to perfect their sprinting or javelin-throwing abilities.    


The core gameplay across the various modes is primarily a matter of timing, alongside frenzied touch screen rubbing/button mashing. Rubbing to run is the most prominent input amongst the many combinations of stylus and button use employed, and will surely place a severe strain on the arms (and the touch screens) of highly committed players. The most basic games, such as the 100m sprint, are purely a function of how rapidly you can rub after you burst off the starting line. Other events avoid merely rewarding uninterrupted rubbing to the finish, but rather elaborate on the simpler events by placing a greater emphasis on timing, adding stamina bars and obstacles, and are mostly more successful for it.    


Aside from rubbing, the touch screen implementation is largely functional and quite intuitive. Tracing your stylus along the touch screen can direct a reticule on the top screen for archery and shooting; swipes dictate the angle of jumps or throws, and tapping in patterns performs feats of gymnastics. This functionality makes the events more varied, and indeed more satisfying, than if they were executed purely with buttons.  In spite of this, the inclusion of button-controlled games is probably for the best, both for expanding the game's variety somewhat, and for giving beleaguered touch screens a break every now and then.    


The stylus-button combo control schemes featured in a few sports can be rather unwieldy, and seem to run counter to the rest of the game's uncomplicated control methods.  Fencing is a prime example. While swiping the touch screen might seem theoretically well-matched to side-on swordplay, the actual result is basic, clunky, and simply not much fun.    


This is doubly unfortunate as fencing makes up two of the game’s twenty-four events, due to it being repeated as one of the "Dream" events that put a Mario spin on Olympic competition. These events owe much to the design of existing Mario-branded games, with Dream table tennis borrowing from Mario Power Tennis for the GameCube, and a quite bizarre canoeing event resembling Mario Kart’s battle mode.  Perhaps the most unsettling Dream event is boxing, which involves pummelling your opponent from a first-person perspective on the top screen. For some franchise fans, such up close and personal aggression against a character like Peach could evoke feelings of guilt, while knocking Shadow the Hedgehog senseless might prove cathartic for others.        


Great depth or emphasis on skill cannot be realistically expected from this kind of game.  Rather, its merit can be judged on its functionality, and the ability to inject enough variety into the proceedings to make it a fun experience (especially with friends) that can endure beyond just a few hours. The line-up of events is fairly good in this regard, if a little repetitious and mixed in quality. The Dream events add a Mario sports veneer with limited success on the gameplay side, but certainly offer the most complicated gameplay available with their inclusion of power-ups and special moves.      


Where Mario and Sonic really falls short is with its multiplayer component.  Firstly, though the game supports download play for single-card multiplayer, the options are so scant as to render this offering practically nonexistent. Only six of the game's events are available to play, and there is no opportunity to set up a circuit competition (which would likely be the only way for the game to hold your interest for any significant period of time). Playing a few one-shot games with friends is highly unlikely to convince them to purchase a copy of the game so that you can enjoy the full range of options available in multi-card multiplayer.    


There are also major limitations as to how much fun can be had in multiplayer with all options available. All events are played simultaneously, even when they are completely solo games such as the hammer throw, the trampoline, or archery. While this might speed matches along, it also removes any tension from the proceedings, as you have no idea what marks your opponents have set, and therefore what you need to accomplish. The absence of pressure from multiplayer competitions really does rob them of much of their entertainment value; individually performing fairly mechanical tasks is only made fun by the anticipation of everyone watching and waiting to see whether you will deliver in the clutch or choke.    


This problem could be regarded as an unhappy consequence of the handheld medium, or indeed the nature of the Olympic Games themselves to some extent. However, multiplayer modes could have at least been set up with the option to take turns, and thus players could watch their opponents' efforts on their own screens while they wait for their moment. Such an option would have gone a long way towards recreating the feeling of people gathering around the same TV set while playing on a console. What we have instead is a very disconnected experience for many of the events, and while the omission of online multiplayer is in itself a shame, under these circumstances the experience would have been so impersonal as to be almost completely redundant.    


While Mario and Sonic at the Olympic Games' design takes some notable missteps, it does many things quite well. But the singular failure to execute multiplayer effectively means that the game's merits are not capitalised upon, and therefore it struggles to provide any lasting impact. Franchise fans may get a kick out of seeing some of their favourites out of their element (I for one have longed to see Yoshi cross swords with Dr.Eggman, honestly!), but in the end, that kind of amusement is only slightly more shallow than the game itself.

Pros:
       

  • Good character models
  •  
  • Sensible stylus gestures
  •  
  • Acceptable event variety


  •        Cons:
           
  • Some sports poorly executed
  •  
  • Inadequate multiplayer
  •  
  • Unlocking content by winning easy circuits can be tedious


  •                Graphics:  7.5
           Good character models and animation bring the Mario and Sonic families to expressive life, and hold up reasonably well in close-up events such as Dream boxing. The recreations of Olympic venues are solid, but don’t add much overall.

                   Sound:  6.5
           Voice acting is present and accurate for the sixteen contestants. The Mario characters remain fascinated with the sound of their own names, and their commitment to letting everyone know how much they're exerting themselves can get irksome rather quickly. Music is largely forgettable, focusing more on (weakly) attempting to evoke the grandeur of the Olympics than franchise motifs.

                   Control:  6.5
           Running the gamut of the DS' input mechanisms, the various control schemes generate some variety in a series of fundamentally similar mini-games. While many of the stylus gestures are logical and functional, some of the stylus-button combo schemes are awkward.  The stylus rubbing also may not endear itself to those wishing to protect their touch screens.

                          Gameplay:  6.0
           The vast majority of events are heavily leveraged on good timing, but there is some diversity in gameplay across the twenty-four events available. Shooting and Vault emphasise the speed of your reactions, while Archery (one of the game's standouts) manages to bring some judgment into play. Ultimately, the game aspires to be highly accessible above all else, and as a result lacks any real depth. Where matters are complicated (such as in the Dream events), it is generally not beneficial.

     


           Lastability:  5.0
           The extent to which players are forced to trudge through very easy circuits to unlock the game's content feels excessive. While this may extend the life of the game, it does so with tedium. The inclusion of online leaderboards is wise, but the shortcomings of the multiplayer modes severely limit how much playtime there is to be enjoyed in the long run.

     


           Final:  6.0
           With a core design that does more right than it does wrong, Mario and Sonic at the Olympic Games could have been an entertaining experience to revisit from time to time with friends. However, its lack of well-implemented multiplayer modes exposes its shallowness, robbing it of any lasting appeal.      


    635
    Nintendo will distribute a new entry in Tecmo's survival horror series co-directed by Suda 51.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15211

     Tecmo have officially announced that Fatal Frame: Mark of the Lunar Eclipse, a new instalment in its renowned survival horror series, will be launching on Wii in 2008.    


    Marking the series' debut on a Nintendo platform, this instalment will be the product of a partnership between Tecmo, Nintendo, and Grasshopper Manufacture. The project will be co-directed by Grasshopper head Goichi Suda, the creator of Killer 7 and No More Heroes, alongside Tecmo's Makoto Shibata. Nintendo will also be involved in the game's development, in addition to serving as its distributor.    


    Given the widely held perception that its highly successful console suffers from a dearth of software targeting adult audiences, it is notable that Nintendo is taking an active role in bringing Fatal Frame to Wii. Nintendo's cooperation in development (alongside a studio with a track record of developing adult-oriented content for GameCube and Wii) appears to have convinced Tecmo of the viability of its IP on the booming platform.    


    Stating that the deal was struck with the global market in mind, it would appear that Tecmo will also be able to utilise Nintendo's considerable distribution resources in regions outside of Japan.


    636
    TalkBack / RE:PODCAST: Radio Free Nintendo: Episode 84
    « on: January 31, 2008, 09:22:47 AM »
    Quote

    Originally posted by: NeoThunder
    yes....this story of playing the beta version of magic the gathering was told on a podcast before



    I triumph for now, but proceed in the knowledge that (if I take part in enough episodes) it'll assuredly happen to me one day.

    However, when it does, it won't be about Magic the Gathering ...god willing.  
     

    637
    TalkBack / RE:Radio Free Nintendo: Episode 83
    « on: January 25, 2008, 07:08:30 AM »
    Quote

    Originally posted by: Crimm
    Quote

    Originally posted by: ShyGuy
    Greg turned into a robot a fe.w times.




    Hah, yes.  The funny thing was live he didn't sound like that, at least not as noticiably.


    Apart from when I mentioned that my favourite conversational icebreaker is YOU HAVE TWENTY SECONDS TO COMPLY

    638
    TalkBack / Nintendo's Unprecedented European Success Continues
    « on: January 24, 2008, 12:38:20 PM »
    New figures illustrate Nintendo's rapidly improving position in historically difficult market: dominant hardware sales complemented by strong showings for casual and traditional games.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15170

     Nintendo Europe has divulged sales figures spotlighting the company's very strong performance across both of its platforms. Six million Wii consoles have been sold since launch, surpassing the GameCube's lifetime sales by a significant margin in some countries, setting records in the process. Nintendo DS has also radically expanded Nintendo's handheld market, racking up twenty million units sold since its launch in March 2005.      


    In terms of market share, Nintendo has made huge inroads into the console market compared to the GameCube. In Spain, Wiis account for 51% of all consoles sold since the Xbox 360's launch. Even in friendlier territory for Microsoft, such as the UK, Wii has surpassed its user base in half the time.    


    Nintendo's Touch Generations line of software has been a runaway success in Europe. Dr. Kawashima's Brain Training has sold in excess of five million copies across the region; adding in the sales of More Brain Training brings the figure to 7.8 million. Even so, Nintendo's quest to keep minds sharp has been bested by the desire to warm hearts, as the combined sales of Nintendogs have surpassed the eight million mark.    


    While the dominance of Touch Generations software for the Nintendo DS closely mirrors the Japanese market, traditional software for Wii has performed appreciably better in Europe. Super Mario Galaxy has sold 1.3 million copies, whereas in Japan it continues to struggle towards 900k. Considering that Nintendo's past console sales are far less than those of Japan, it is impressive that a core franchise should be more successful. While there are now one million more Wii owners in Europe than  Japan, in proportional terms Galaxy has still sold better in Europe, where more than 21% of Wii owners have purchased the game as opposed to around 18%.    


    A more stark contrast becomes visible with reference to another Nintendo million-seller, Mario Party 8. In Europe, Galaxy has outsold the party game by 300k, in Japan it trails by a similar amount. Also, The Legend of Zelda: Twilight Princess has managed to reach 1.3 million copies sold, much different from its moribund showing in Japan. While not as impressive as Mario's more immediate impact, Zelda's European success perhaps better highlights the sales strength of traditional, core games for Wii in Europe.    


    Inevitably, Wii Play constitutes Nintendo's biggest "software" success to date on Wii, delivering 2.3 million extra remotes to European Wii owners over the console's life to date. At a million units clear of the next highest seller, Wii Play does much to inflate the Wii's modest European software attachment rate of 5.6. It is clear, however, that first party games are faring well in both the casual and core categories as phenomenal hardware sales continue to expand the market.


    639
    TalkBack / Advance Wars: Days of Ruin Launches
    « on: January 22, 2008, 04:35:13 AM »
    Post-apocalypse Now! Nintendo delivers a grittier brand of warfare to your DS.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15154

     NINTENDO BREAKS THE MILITARY MOLD WITH ADVANCE WARS: DAYS OF RUIN    


    New Look, Storyline and Online Battles Reinvent Award-Winning Strategy Game Series
       


    REDMOND, Wash., Jan. 22, 2008 - Forget everything you know about hand-held combat strategy games. With this week's release of Advance Wars®: Days of Ruin for Nintendo DS™, Nintendo is calling on strategy buffs of all stripes to save the planet with a new set of combat-ready characters, captivating visuals and extraordinary wireless features. For new recruits and Advance Wars veterans alike, Nintendo wants you!    


    "Days of Ruin is much more than just a new chapter in the Advance Wars series," says Cammie Dunaway, Nintendo of America's executive vice president of sales & marketing. "Our core gamers continue to buzz about the game's post-apocalyptic storyline, new characters and stylized graphics that bring a totally fresh experience to the series. The focus on strategy beyond raw firepower makes it more rewarding than typical war games."    


    Kicking off a bold new story in the series, Advance Wars: Days of Ruin imagines a dark future in which a devastating meteor strike has transformed the planet into a perilous battleground, fraught with disease and barbaric enemy forces. Players must use sharp turn-based strategy to lead their own heroic unit on a mission to restore humanity, rendered in an exciting new dual-screen graphics scheme.    


    Players can use local networking or Nintendo® Wi-Fi Connection to enjoy limitless replay by designing and sharing their own maps or facing opponents in faraway places. Solo players can command their troops in a series of tactical skirmishes, while the Free Battle mode allows up to four players to challenge one another using one Nintendo DS system.    


    Advance Wars: Days of Ruin is one of two games Nintendo is releasing this week that demonstrate the way the company has something for all types of gamers. While Advance Wars: Days of Ruin for Nintendo DS is a classic battle strategy game, Endless Ocean™ for Wii™ invents a new genre of video games as it takes users on a remarkable underwater journey of exploration. For more information about Advance Wars: Days of Ruin, visit www.AdvanceWars.com


    640
    TalkBack / RE:Radio Free Nintendo: Episode 82
    « on: January 18, 2008, 09:32:26 AM »
    Someone wants me to talk more?! Unprecedented!

    641
    TalkBack / Pre-Christmas Search for Wii Finds UK Consumers Caught in Scam
    « on: January 13, 2008, 05:26:03 AM »
    Ozone Electronics believed to have taken payment for up to thousands of orders before closing their website and selling off their premises.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15108

     The BBC's consumer rights team Watchdog has detailed a scam exploiting up to 2,500 people among the many thousands who were part of the pre-Christmas scramble for scarce Wii supply in the UK.    


    Ozone Electronics, an Oldham-based company, appealed to desperate prospective Wii buyers by guaranteeing delivery of consoles by the middle of December, while taking payment upfront. As dissatisfied shoppers watched the month pass by without receiving their orders, those contacting the company by phone were greeted by a recorded message, and visitors to the company website found it disused except for a notice to the effect that orders would not be fulfilled.    


    The Watchdog report notes payments by customers of £400 for an order of two consoles, and £258 for a single Wii. It is not clear whether these orders originally included additional software or accessories, or that Ozone Electronics was further exploiting its customers by charging in excess of the Wii's £179.99 retail price – a clear possibility given the widespread reporting of exorbitant prices associated with Wii auctions on eBay.    


    With the company's premises up for auction by the end of this month, neither Watchdog nor the local Trading Standards Institute has been able to track down the company's owners, and so customers seeking a refund have been left with their card providers as their only recourse. While credit card providers are legally required to reimburse their clients in this situation, customers who used debit cards will need to apply to their card issuer for a refund and are in no way guaranteed to get one.


    642
    TalkBack / RE:Radio Trivia – Podcast Edition: Episode 21
    « on: December 28, 2007, 05:44:16 PM »
    Quote

    Originally posted by: TheYoungerPlumber
    you...you know you can jump ahead if you really want....right?


    Doesn't that read just like one of Sakurai's Dojo screen captions?

    Thanks to Caliban for suggesting Game 3 and to TYP for including it. It was one of the last NES games I played before my console ceased functioning; not having the opportunity to replay the game at all since 1990 meant the nostalgia upon hearing the familiar music was pretty intense.      

    643
    TalkBack / New Virtual Console Games
    « on: December 24, 2007, 04:15:45 AM »
    Blades of Steel, Donkey Kong Country 3 and Rolling Thunder 2 arrive in time for Christmas.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15032

     Wii-kly Update: Three New Classic Games Added To Wii Shop Channel    


    If you hear a rumbling on the roof tonight, don't assume that it's reindeer when there are gorillas on the loose. Yes, this week's merry Wii™ Shop Channel lineup includes a classic adventure title to entertain every reveler in your household, from the nicest to the naughtiest. Plus, you'll find a wicked-cool dose of ice hockey action and a thrilling secret-agent sequel to help keep spirits bright all winter long. You were expecting lumps of coal? Sorry-maybe next year.    


    Three new classic games go live at 9 a.m. Pacific time. Nintendo adds new games to the Wii Shop Channel every Monday. Wii™ owners with a high-speed Internet connection can redeem Wii Points™ to download the games. Wii Points can be purchased in the Wii Shop Channel or at retail outlets. This week's new games are:    


    BLADES OF STEEL™ (NES®, 1-2 players, Rated E for Everyone-Mild Violence, 500 Wii Points): With stick in hand and confidence brimming, you are looking to bring home the cup, win the MVP award, get on the covers of major sports magazines and date a beautiful model (not necessarily in that order). But soon you will learn that, in this league, nothing is ever given to you, and before you can reach your goals, you'll have to put the puck in the net and score some. You'll need both the artful skills of a finesse player and the bone-crushing brutality of an enforcer. Defend your own goal against unrelenting power plays, or put the pressure on your opponent's goalie and try a slap shot of your own. Don't forget to defend yourself when anger flares because the gloves come off and fists start flying. So strap on blades of steel and prepare to either make a name for yourself or be put on ice.    


    Donkey Kong Country 3: Dixie Kong's Double Trouble™ (Super NES®, 1-2 players, Rated E for Everyone, 800 Wii Points): Revisit Donkey Kong Island and join the Kong family for their latest adventure. The Kremlings have a mysterious new leader named KAOS and are up to their usual mischief, even capturing Donkey Kong and Diddy Kong. Now it's up to Dixie Kong and the newest Kong, a giant infant named Kiddy, to rescue the two missing apes. They'll travel across previously unseen parts of the island in their search, and even take to the skies in a rocket at one point. Lucky for them, Dixie and Kiddy's powers complement each other (including Kiddy's talent for rolling like a barrel), so they form a powerful team capable of major Kremling damage. They're not completely on their own, either, since returning favorites like Funky Kong and Enguarde the swordfish provide help along the way. And in a series known for its abundance of secrets and high replay value, this entry doesn't disappoint, with enough hours of game play to satisfy Donkey Kong himself. Anyone else have a sudden urge for some bananas?    


    Rolling Thunder™ 2 (Genesis, 1-2 players, Rated E for Everyone-Violence, 800 Wii Points): In this follow-up to the original classic, you are once again a member of Interpol's Rolling Thunder task force, and it's up to you to stop the return of the evil Geldra organization. Now known as Neo-Geldra and led by a newcomer named Gimdo, the bad guys are bent on destroying several valuable outer-space satellites. In this one- or two-player game, you can play as Leila or Albatross-both characters from the original-as you venture through several different levels, trying to put a stop to the nefarious efforts of Gimdo and the rest of Neo-Geldra. Use your bullets wisely and make Rolling Thunder proud.    


    For more information about Wii, please visit wii.com.


    644
    TalkBack / REVIEWS: Need for Speed ProStreet
    « on: December 20, 2007, 07:00:40 PM »
    Who knew drummers made the best drivers?
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=15028

     ProStreet marks the third iteration of EA's Need for Speed franchise on the Nintendo DS, and in most respects it exudes the polish and fine tuning of a series already well-travelled on the platform. An impressive graphics engine, tight controls and robust multiplayer options make for an admirable package. However, there are some questionable design choices that seem to curiously neglect the nature of handheld gaming, and these are very much to ProStreet's detriment.    


    ProStreet's core graphics and gameplay make for good racing. The game's engine runs at a solid framerate, a feat that becomes more laudable as the environments shift from the desolate beginners' raceways to circuits winding though wooded hillsides or a Tokyo harbour complete with cranes and tall buildings.  The sense of speed provided is satisfying for a portable game, but most importantly the races proceed smoothly even with multiple computer opponents jockeying around you. Displayed on the lower screen is a simple circuit map that is useful in gauging how sharp upcoming turns are going to be, as the camera views tend to stick fairly close to the cars. Based on a nice range of licensed vehicles, the car models are of good form but lack detailed textures, rendering them somewhat unnatural-looking in their simplistic glossiness.    


    The game's controls are intuitive and work well, with one minor annoyance. Steering is handled with the D-pad, but unlike some of its competition on the DS, ProStreet employs the diagonals as a way of executing degrees of turning without analogue control. Holding up on the D-pad and rolling your thumb left or right will enact soft steering in the desired direction, while holding down instead results in a hard turn. The aforementioned annoyance occurs when you inadvertently double-tap down on the D-pad, triggering a look-back function that shifts the camera to a rear view. This can easily be done when utilising hard steering around sharp turns—a most inopportune to time to lose sight of where you're going—so the ability to deactivate this command would have been welcome.    


    Alongside manual transmission for gear shifting (mapped to the shoulder buttons) and the car variety, this more nuanced steering control really differentiates ProStreet from more casual racing games on the system. Cornering is not simply a matter of breaking or letting off the gas pedal but rather a more complicated choreography that varies according to different types of cars and turns. Players that would prefer to keep the experience simple can select automatic gear shifting.    


    ProStreet offers two game modes from the get-go: Quick Race allows for a custom challenge against computer opponents and Career mode is the primary single player experience that serves to unlock further content. But across all of the game modes there is a variety of events to participate in, emphasising different elements of race driving and providing some variety from the core gameplay. Grip events are standard races around a circuit, while Drift and Drag focuses on sliding around corners and accelerating respectively. Time Attack and Sector Shootout encourage players to race strategically as they attempt to set the best time for a single lap or in a given section of the overall circuit rather than focusing on who is first to the finish line.    


    The diversity the events provide is welcome, if ultimately a bit limited. For example, time-based events feel only slightly different from standard races: opening laps become rolling starts and you may handle certain corners more recklessly in an effort to beat a sector record. On the other hand, the drag racing event is akin to a mini-game, though admittedly one that dovetails nicely with the racing theme. In this mode you simply heat up your tires at the starting line by mashing the accelerator, then time the start of your acceleration without jumping the signal and (as long as your car's performance stats compare favourably with your opponent's) shift gears appropriately to claim victory.    


    The Hydraulics event certainly does qualify as a separate mini-game, and a most incongruous one at that. This is in fact a rhythm game making use of EA's obligatory "Trax" for the game, which can be oddly challenging, considering what a seemingly frivolous addition to the game it is. Perhaps most confounding of all for a mini-game shoehorned into a DS game, it doesn't even use the microphone or touch screen! All that being said, Hydraulics can be an amusing diversion for those not turned off by EA's taste in licensed music, but it feels very awkward amongst the other events in Career mode.    


    Lone players will likely spend much of their time in Career mode, which puts you in the role of Ryan Cooper. This identity is largely meaningless as R. Cooper is simply a name that will appear next to your times and scores during Career mode, and nothing more. The non-descript Mr Cooper's career involves participating in Race Days, which consist of a number of events (usually six) that must all be won in order to successfully "dominate" the day. Winning individual events and days overall unlocks further sets of challenges and earns Mr. Cooper money to spend on repairs, new cars, parts, and aesthetic customisation in the garage between race days. Getting behind the wheel of a higher-performing machine is essential to keep pace in later events not grouped by vehicle class.    


    The essential effect of this structure is to limit players' ability to jump from event to event, as once a race day is entered it must at least be completed (achieved by winning 50% or more of the events in most cases) before the player can leave that day to tackle other challenges or visit the garage. Perhaps this restriction is intended to encourage players to take care not to damage their cars, as once they are wrecked they will remain out of commission for the rest of that race day. However, the drop in performance and financial cost associated with sustaining damage would seem to be incentive enough to avoid routinely totalling cars, and thus the trade-off made on restricting the players' choice does not seem justified.    


    As a handheld game, ProStreet is often at its best when you can quickly dip in to take on a quick event or two, but the restrictive career format often interferes with this. When you realise that you either need to do that extraneous Hydraulics challenge to complete a race day, or retire from it entirely (eradicating the victories that had been registered so far) in order to see what another set of events has to offer, it can be rather frustrating. While it is commendable for a handheld game to aspire to be challenging, the nature of portable gaming shouldn't be ignored and this simply is not a very intelligent or rewarding way of achieving that end.    


    Outside of the ups and downs of Ryan Cooper's whirlwind journey to crush all before him by tapping along to Junkie XL, ProStreet's multiplayer options are pleasingly comprehensive. Single-card multiplayer is predictably limited in car and track options but is, as always, a welcome addition for readily accessible fun with up to eight fellow DS owners. Multi-card play opens up the range of courses and cars on offer, including the ability to take your upgraded racing machines from career mode onto the track against your friends. (Please note that I was unable to test multi-card play personally for the purposes of this review.) ProStreet also supports online play with a nice complement of options, including custom vehicles, but online play limits the number of racers to four. In general the wireless mode runs fairly well, but online play seems to suffer from frequent glitching amongst competitor vehicles—shifting position spontaneously when in close proximity to your car—which spoils the feeling of racing side-by-side. Times recorded online are automatically listed on leader boards (and you can also upload your best Hydraulics scores), adding another competitive facet to the game.    


    Overall, Need for Speed ProStreet DS offers a substantial package with much merit to be found within, but it is not without its shortcomings. The core gameplay is well crafted and the different kinds of challenges and customisation can be thoroughly explored alone, offering a sophisticated complement to the instant fun of racers such as Mario Kart DS. Ultimately, though, the competitive edge of multiplayer will likely be the driving force in keeping players coming back for more. A few tweaks here and there could have made the experience more accessible and would have cemented ProStreet as a high quality DS game in its own right instead of a handheld derivative of its console cousins. As it is, Need for Speed stands a little awkwardly on the DS platform, but for those in search of a weighty, customisable driving experience on the go, ProStreet is a recommended purchase.

    Pros:
           

  • Graphics engine runs solidly with impressive trackside scenery and detail
  •  
  • Controls are tight and intuitive
  •  
  • Diverse, deep gameplay due to different challenges and vehicle handling


  •        Cons:
           
  • Restrictive Race Day format
  •  
  • Significant load times hurt the portable experience
  •  
  • Superfluous rhythm mini-game


  •                Graphics:  8.0
           With some interesting trackside environments, the solid graphics engine provides a nice sensation of speed that remains smooth even when the action becomes quite hectic. On the downside, the vehicles don't exude much realism due to glossy texture work lacking in detail.

                   Sound:  7.0
           EA Trax on the DS is the same love-it-or-hate-it proposition as ever. Sound fidelity is inevitably inferior to that of its console counterparts but is by no means unacceptable. The sound effects are merely passable.

                   Control:  8.5
           Sensible button mapping and a nice attempt at incorporating the nuance of analogue steering make for a highly functional and intuitive setup, marred only by the sometimes undesired use of the look-back command while pressing down on the D-pad.

                          Gameplay:  7.5
           The various types of challenges emphasise different elements of race driving, revealing the depth of the game's controls and a roster of differentially able vehicles. The Hydraulics mini-game plays much better than it fits into the game as a whole, but is ultimately an inconsequential aside except for when it impedes progress in Career mode.

     


           Lastability:  8.0
           With an ample number of racing challenges, extensive customisation and a robust set of multiplayer options, ProStreet has the potential to endure for a long time. Toiling to improve your cars in career mode and then competing with friends off- and online is the most likely avenue for extending the game's life span; for single-player focused gamers the game's admirable variety will wear out rather more quickly.

     


           Final:  7.0
           ProStreet is for the most part a well crafted racing game of pleasing depth amongst its handheld rivals, but it falls short due to irksome loading times, lag-ridden online play,  and career mode's restrictive race day format. As a game striving to maintain the essence of its console cousins, Need for Speed lacks any significant crossover appeal to those unenthused by race driving games, and yet it may leave genre fans that demand a fully-fledged racing experience unsatisfied, also. For those that sit in the niche between these two positions, ProStreet is well worth a look.      


    645
    TalkBack / RE:Wii Chess Announced and Dated for Europe
    « on: December 19, 2007, 06:11:28 PM »
    Quote

    Originally posted by: TheYoungerPlumber
    T-Thirty Euros for a friggin CHESS GAME? Wow.  ...Then again, I got stiffed 6 Euro for a "litre" of mineral water at a restaurant. I know the US dollar sucks and all right now, but both of these prices are still absurd.


    Agreed, the price quoted in the release exceeds the level that you can commonly find budget titles like Endless Ocean and Big Brain Academy at retail, which while not the most substantial games must surely constitute better value than a chess programme.


    646
    TalkBack / Wii Surpasses Xbox 360 User Base in the UK
    « on: December 19, 2007, 05:44:58 PM »
    Nintendo's global dominance asserts itself in Britain as Wii overtakes the 360 despite a year head start; DS smashes its own single week hardware sales record.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15018

     The latest Chart Track data on UK hardware sales has revealed that, with the sale of 100,000 units last week, Wii has exceeded the installed user base of the Xbox 360. In spite of globally constrained supply limiting hardware allocations to the UK, Wii has attained this position in only half the time that Microsoft's console has sat on store shelves.    


    The hardware statistics also reveal that Nintendo DS has once again broken the single week hardware sales record in the UK, setting the bar at 212,584 units during the week ending December 1.  That is a more than 11% improvement on the previous mark set immediately beforehand by Nintendo's handheld sales juggernaut.    


    These are the latest amongst several UK sales milestones for Nintendo this year, which saw Wii become the fastest console to sell a million units in addition to eclipsing the  GameCube's lifetime sales.


    647
    TalkBack / Wii Chess Announced and Dated for Europe
    « on: December 19, 2007, 10:11:32 AM »
    Coming early in the new year with regional online play.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15012

     Wii Chess comes to Wii    


    13 December, 2007- Make sure your mind is sharp and you’re ready for battle as Wii Chess comes to Wii. Whether you are pitting your wits against the computer, or taking on a friend, strategic thinking and planning ahead are the order of the day, so make sure you’ve drawn up your battle plan as Wii Chess launches across Europe on 18 January 2008, only on Wii!    


    Following the rules of a traditional game of chess, Wii Chess is a must for any fan of the original board game. Players will play on an 8x8 chequered board, with the usual 16 pieces each, and must aim to ‘checkmate’ their opponent. Wii Chess emphasises long-term strategy and requires both players to have a good understanding of their opponent’s potential movements, whether playing against the Wii console or a friend.    


    Featuring one of the best chess-dedicated Artificial Intelligences on the market, Wii Chess allows players the ultimate opponent in chess. The Artificial Intelligence can be adjusted from a low to high level allowing players to match their skills to their opponent. The game also allows players to record their games, which they can then watch back, or even jump into at any point and play a move differently. Effectively players can re-play a saved match, correcting an error and reversing the course of history! Alternatively, gamers can play a friend using the two-player function, or take on other Wii Chess owners using Nintendo Wi-Fi Connection. With so many options to choose from you’ll never be stuck for an opponent!    


    The interactive elements of Wii Chess allow users to customise the look of the game they are playing. Whenever they wish, players can change the style of their pieces and background to create a different atmosphere. There is also a visual aid to help beginners which can be turned on or off at any point. In addition to this, the status window displays data such as the player’s name, enemy pieces captured so far and a summary of players’ moves in the game. At any point in the game, players can press the B Button, which will display an extensive menu offering the players options such as reconfiguring the game, changing options or even quitting the game.    


    Make sure you are ready to play your pawns as Wii Chess launches across Europe on 18 January 2008 for the estimated retail price of £21 / €30.


    648
    TalkBack / RE:Radio Free Nintendo: Episode 80
    « on: December 15, 2007, 10:54:58 AM »
    Quote

    Originally posted by: ViewtifulGamer
    I talked to Stan, and he's going to come on and riff a little bit. That segment's only going to be in the Special Edition, though (iTunes feed ONLY), so you'll have to be subscribed to hear it.


    Awesome, one more voyage for Nintendo Pirate Radio.

    649
    TalkBack / Grasshopper behind Decision to Tone-down European No More Heroes
    « on: December 12, 2007, 06:00:30 AM »
    Suda 51 notes the "broadly growing Wii market" in choosing to deliver the bloodless Japanese version of the Wii exclusive to PAL territories.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14974

     The developers behind the forthcoming Wii exclusive No More Heroes have declared that it was their decision to present the game to European audiences in a form significantly toned-down from its planned North American release.    


    Grasshopper CEO Goichi Suda and Marvelous Digital Contents Company president Yashiro Wada issued the following joint statement: "The sales point of the game is action. Both I and Wada san have concentrated on making the best possible action game for the Nintendo Wii. We have chosen to release in Europe the same version as has shipped in Japan considering the broadly growing Wii market."    


    Though the statement specifies No More Heroes’ European release, it is likely that the game will appear in the same form across all PAL territories where the game will be published by Rising Star Games and its distribution partners.    


     Asked by Games Radar (prior to Suda’s statement) if the decision to go with the Japanese cut was influenced by the difficulties experienced by Manhunt 2 in being classified by the BBFC, Rising Star answered “maybe." It therefore appears possible that Goichi Suda (widely known as Suda 51), having promised to attempt to make No More Heroes more violent than Rockstar’s aforementioned horror sequel, has continued to use Manhunt 2 as a benchmark for tuning his game’s content - notwithstanding significant stylistic differences – for different regional audiences.


    650
    TalkBack / RE:Rockstar’s Appeal of British Manhunt 2 Ban Succeeds
    « on: December 10, 2007, 11:07:50 AM »
    Quote

    Originally posted by: Crimm
    Quote

    Originally posted by: NewsBot

    The publisher did respond to the decision with the following statement: "We are committed to making great interactive entertainment..."


    When are they gonna start?


    Ba-zing!

    I continue to have no interest in purchasing this game.  

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