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TalkBack / REVIEWS: Endless Ocean
« on: January 30, 2008, 10:47:08 AM »
Literally and figuratively, a game that delivers on Nintendo's "blue ocean" strategy.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=15194

 Full disclosure:  I'm a pretty big "fan" of the ocean.  I've got the Blue Planet DVDs, I eat shrimp as often as financially possible, and I live minutes away from the lovely Carolina coast.  So I guess as an aficionado of marine life, I'm predisposed to fall in love with Endless Ocean.  More of an interactive learning experience than a traditional game, Endless Ocean attempts to engage the player through serene, consequence-free exploration in a vast underwater playground.  There is no danger and only the barest of storylines, which could quickly bore restless action lovers; but for those players open to a different experience, Endless Ocean delivers a spellbinding tour through the fascinating alien world that exists beneath the water's surface.    


You begin your deep-sea diving career aboard a boat that acts as a hub world.  This vessel is where you discover and plan for the game’s different objectives, which range from photographing exotic fish to guiding other divers and searching for buried treasure.  Most decision-making is done in the Captain's Room, but you’re also free to roam the deck and interact with the people and animals that occasionally populate it.    


Once you dive into the water, the game transforms into an elegant example of how great a nontraditional game can be.  Forget the typical “save the princess” or “solve the puzzle” or “kill all the bad guys” stuff.  There are no bad guys in Endless Ocean.  The sharks don't even bite.  But there are plenty of "whoa" moments, like when you encounter a giant whale or descend upon a mangled shipwreck in the dark depths.  After a few of these experiences, you'll feel compelled to seek out more of them.  The game slowly becomes a peaceful, mysterious addiction.    


As you fill in your map and discover new marine species, more customization options open up.  While unlocking these extras is fun, none of them are game-changing, and there’s really nothing driving you forward save your own curiosity about what creatures reside beneath that blank spot on your map.  Featuring miles of wildly varying landscapes and hundreds of creatures to identify, Endless Ocean gives you all the tools you need in the first thirty minutes of the game and sets you free to do whatever you want.    


Control is done completely with the Wii Remote by simply pointing in the direction you want to swim and holding B to paddle.  The camera becomes a little wonky in tight spaces (especially when using the default third-person view), but for the most part it's intuitive enough to engage gamers of any skill level.    


The underwater ambiance is positively trance-inducing.  Graphics are vibrant and realistic, and the animals in particular look fantastic.  From tiny squid to massive beasts, the details are right and the animation is buttery smooth.  Environmental textures can be on the bland side, but the geometry and lighting make up for it.  Unfortunately, the same can’t be said for the visuals above water.  The boat area is poorly executed; character movement is laughably unrealistic, control is awkward, and the surrounding above-water vistas are downright ugly.    


Sound is sparse but extremely atmospheric, dominated by the Vader-like breathing of your diver.  The default soundtrack is straight from the "typical Japanese MIDI loops" playlist.  Luckily, mp3s are supported via the SD card slot, and choosing the right dive music really takes the experience up a notch (allow me to recommend Sigur Ros's "Ageatis Byrjun" or Brian Eno's "Apollo Atmospheres & Soundtracks").  The downside is that you can only play one song at a time and songs can only be changed on the boat, meaning playlists are out of the question.  Nonetheless, it's encouraging to see developer Arika taking advantage of the Wii's many capabilities.    


Another example of Arika going the extra mile is their inclusion of co-op diving using Wii's Wi-Fi internet connection.  It may sound silly at first, but co-op scuba diving is a scenario that has never happened in gaming before.  It has its weaknesses - the lack of voice chat really hurts (divers are forced to choose from preset phrases like "Look over here" or draw shapes in the water to communicate), and it doesn't add any new gameplay elements – but none of the negatives are enough to ruin the singular experience of a lag-free co-op dive in Endless Ocean.  Simply put, the newness of it makes it compelling.  Following your friend into a dark, unexplored maze of underwater caves, while haunting music plays in the background, is positively goosebump-inducing.    


Another cool extra allows you to customize a giant aquarium with any of the creatures you've come across in your adventuring.  It's a small touch, but swapping out different fish and swimming with them is really cool to anybody who's ever been intrigued by marine life.    


Endless Ocean is a charmer.  The overall design, from the controls to the gameplay, takes full advantage of the Wii's many features to create an experience unlike any other.  Those in need of twitchy action to enjoy themselves should steer clear, as it might take an adjustment period for you to slow your pulse enough to match the game's zen-like pacing.  However, if you're an animal lover, Discovery Channel-watcher, or just a person in the mood for an odd game that actually relieves stress, Endless Ocean won't disappoint.  It’s a no-brainer for open-minded gamers looking to diversify their collection.  Dive in.

Pros:
       

  • Serene atmosphere draws you in
  •  
  • Huge selection of accurate marine life means you'll actually learn something
  •  
  • Lots of bang for the buck


  •        Cons:
           
  • Simple story does little to add drama or motivation
  •  
  • Out-of-water character movement is terribly unrealistic
  •  
  • Lack of underwater danger could bore restless gamers


  •                Graphics:  8.5
           Gorgeous underwater environments populated by realistic marine life anchor a solid visual effort.  Scenes on the deck of the boat are less detailed, but most of the game takes place below the surface and is gorgeous.

                   Sound:  8.0
           Minimal sound effects are appropriate and effective for creating the atmosphere of a scuba dive.  Granted, there isn't much sound going on underwater, but what is here sounds great.  Music is lackluster but easily remedied with an SD card full of your own mp3s.

                   Control:  9.0
           Simple use of the IR pointer to steer your diver around the ocean makes the game accessible to anybody while still sophisticated enough to keep seasoned gamers interested.  Walking around the boat deck is a different story, as your character moves with the fluidity of a crippled penguin.

                          Gameplay:  8.5
           A simple story does nothing to prescribe any deep meaningfulness to anything you're doing, but your activities are compelling nonetheless.  Discovering new species and filling your virtual aquarium becomes surprisingly addicting.  There are plenty of extras too, like training dolphins to do tricks, filling up your scrapbook with photographs, and seeing different animals by diving at night.

     


           Lastability:  8.0
           With hundreds of fish and miles of water, there’s no shortage of things to do.  Online co-op diving is fun, even if it doesn't add anything new to gameplay.  Regardless, there is more than enough game here to keep you busy for a while.

     


           Final:  8.5
           The previous titleholder of "Most Awesome Game for Ocean Lovers" was “Ecco the Dolphin” for Sega’s Dreamcast.  Consider it officially usurped by Arika's curious little experiment.  While not without its frustrations and flaws, Endless Ocean is a stirring example of how taking a creative, nontraditional approach to game design can pay off in unexpected ways.      


    2
    TalkBack / REVIEWS: MX vs ATV Untamed
    « on: January 18, 2008, 05:58:30 AM »
    The DS version of THQ's racing franchise falls a few Mountain Dews short of "Extreme".
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=15143

     Now in its fourth year of existence, the DS has slowly accrued some pretty decent racing games.  On top of the pile is, of course, the venerable Mario Kart DS.  Race Driver: Create & Race is no slouch either.  After those two, the list quickly drops in quality to average-yet-entertaining games like Need for Speed ProStreet.  MX vs. ATV Untamed probably fits somewhere in the lower half of this category.  It's functional and even fun for a few hours, but ultimately, it still feels shallow and incomplete (especially compared to its console brethren).        


    The core racing experience on which the game is built is pretty compelling.  Speeding through a series of indoor tracks on either a bike or an ATV is as close to a visceral thrill as possible on the tiny screens of the DS.  Vehicles and riders animate well and react appropriately to the shifting terrain of various hills and bumps.  There is a certain rhythm to the changing topography, and after a few laps, you'll be timing jumps and sticking landings like a pro.  The lack of analog steering has been the downfall of many a racer, but Untamed side-steps that hurdle thanks to a healthy amount of sensitivity and some well designed tracks.  It isn't necessarily realistic, but it is fun.  The problem is that there isn't much else to do.  Players progress through a series of tournaments and stunt challenges, all of which take place over the same basic indoor tracks.  There are only four racers competing at once, and only eight total in the game (four MX, four ATV).  So, you can see almost everything the game has to offer in one sitting.  There are multiple difficulty settings, but that's about it in terms of variety.  Even though the core gameplay works, it is surrounded by a game that could best be described as a skeletal work-in-progress.  Developer Endgame Studios, making their first attempt at a DS version of the franchise, must have run out of time before being able to put any character or finishing touches into the game.  It lacks the polish and personality that fuel the console versions of MX vs. ATV.  Those versions of the franchise have had more years of development and refinement, though, so a certain amount of roughness in the DS iteration can be forgiven.      


    The multiplayer options are similarly sparse; it only supports multi-card, local wireless play for four people.  No single-card or online play means that enjoying MX vs. ATV with friends requires a significant investment.  Luckily, the entire game is playable in multiplayer, so at least you can get your money's worth out of the deal.  Maybe not your full money's worth, as this game is overpriced as anything other than a used budget title, but some of your money nonetheless.      


    The question I keep coming back to is, what is the target audience for MX vs. ATV Untamed?  It's not regular gamers; the bare-bones setup and options suggest a no-frills experience geared towards somebody already in love with this kind of racing.  And yet the target audience can't be serious racing aficionados either; the gameplay is decidedly arcade-style, limited in its scope, and only marginally realistic in its representation of the sport.  So we're left with a game stranded somewhere in between, satisfying neither group.  It's an arcade racer without any of the over-the-top personality that makes arcade racers so fun.  That might have been enough ten years ago on the N64, but games (and expectations) have evolved since then.    


    There are some promising elements to MX vs. ATV.  Graded on the "it's only a DS game" scale, it's not a bad effort.  But where is the track editor?  Where is the online play?  Why is the main single-player game so repetitive and soulless?  Are we supposed to pretend like it isn't 2008?  Gamers expect and deserve more.  With any luck, the inevitable sequel will bring more game to the table and capitalize on the strengths of its predecessor.

    Pros:
           

  • The mechanics of driving the vehicles are fun
  •  
  • Local multiplayer incorporates the entire game


  •        Cons:
           
  • Lots of driving around alone thanks to only four racers on the track
  •  
  • No online play or track editor means boredom comes quickly
  •  
  • Thoroughly unremarkable presentation pervades the whole experience


  •                Graphics:  7.0
           It might be rudimentary and bland, but what is there looks good and moves smoothly.  Driver animations are particularly well done.

                   Sound:  5.0
           Both sound and music are annoying and unremarkable, with the notable exception of engine noises, which are still annoying but awesome at the same time.

                   Control:  7.0
           In any driving game, the lack of analog steering is a liability.  MX vs. ATV makes the best of it with sensitivity and a "feel" all its own.  For the most part, it succeeds.

                          Gameplay:  6.5
           The mechanics of driving the vehicles and navigating the courses are well done.  Unfortunately, there isn't anything more to the game than that.  With little motivation to dig deeper, the gameplay quickly stagnates.

     


           Lastability:  5.0
           Local, multi-card multiplayer provides a temporary relief from all that stagnation, but it's not fleshed out enough to make the game feel fulfilling.  Including ample time spent exploring the multiplayer component and finding the handful of meaningless unlockables, this game probably won't hold your attention for more than five hours or so.

     


           Final:  6.0
           MX vs. ATV is a decent first effort from Endgame Studios.  The core gameplay is there; it just needs to be fleshed out and supplemented by all the modes and extras that gamers have come to expect from modern racing games.   In its current incarnation, MX vs. ATV feels like little more than a thoroughly entertaining demo.      


    3
    TalkBack / REVIEWS: Cooking Mama 2: Dinner with Friends
    « on: December 19, 2007, 04:34:37 AM »
    A fun sequel that doesn't quite go far enough.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=15006

     I've recently learned something interesting about myself:  I don't really care how most things are created.  I don't care what makes my car engine work, I'm not interested in how to fix a leaky sink, and I don't mind if a beautiful actress's body was assisted in its attempt at perfection by surgery.  I just want the finished product.  Needless to say, I don't enjoy cooking.  I leave the creation of the food I eat to the experts (and by experts, I mean my microwave, my freezer, and a certain local burrito shrine).  But this is how much I love videogames:  take something I could care less about, make it a game, and suddenly I'm riveted.  Well, maybe not riveted, but at least interested enough to keep coming back to Cooking Mama 2: Dinner With Friends.    


    Majesco stumbled onto a fun little recipe with the first Cooking Mama game, and this sequel doesn't stray far from it.  Through a series of mini-games played with the stylus, you prepare both familiar and exotic dishes.  You must pound out burger patties by tapping the screen a certain way.  Sautéing vegetables involves stirring the pan while keeping an eye on the temperature knob.   If you were pushing buttons to accomplish these actions, the game would fall flat.  But thanks to the unique interface of the DS, simulated food preparation turns into some surprisingly compelling gameplay.  Through successful creations, you earn medals and unlock more recipes and extras.  It's a simple formula that lends itself to quick bursts of play, making the DS a perfect home for the franchise.      


    You'll start off in the "Cooking with Mama" mode, in which the titular domestic goddess helps you through all of the steps in making the various dishes.  Once you've gotten a basic understanding of the game mechanics and recipes, it's on to "Let's Cook", where you're left to figure out for yourself how to make a dish and Mama (or one of her friends) judges the finished product.  This is a faster, less forgiving version of the same gameplay: you complete the same types of recipe steps, only without instructions.  Cooking Mama 2, like its predecessor, is a budget title.  The lack of diversity in game modes hurts, but the sting quickly goes away when you remember that this is an impulse buy.  Played in quick bursts, the shallowness of the title turns into a plus:  you can easily jump into a recipe and satiate the gaming itch within minutes.  It's fast food gameplay, lacking any real nutrition but still being pretty dang tasty.      


    It's not without its share of faults, though; some mini-games are thoroughly confusing in that it is not clear what action is required.  For example, at one point I knew I was supposed to do something to that fish in front of me, but the instructions weren't particularly detailed, leaving me to stab at the screen in blind hope.  And this highlights a downside of such a fast-paced game:  when you mess up, the mini-game is over almost instantly.   Before you can figure out what you did wrong or what you were supposed to do, the game whisks you away to the next item on your to-do list.  It's no big deal when you're cooking with Mama, because she fixes all of your screw-ups.  When you're preparing dishes on your own, it can be frustrating.    


    Multiplayer is a mixed bag as well--it's fun to have a cook-off with friends, but you can only play one mini-game at a time before you're taken back to the dish selection menu.  A single mini-game is only one step of a recipe, leaving the multiplayer mode with no cumulative win-loss tallying.  Including complete recipies in multiplayer would have added more depth and momentum to Cooking Mama 2's multiplayer gameplay.  A mode where players can could create dishes from scratch choosing their own ingredients would also have extended the game's appeal, but that would require much more care, forethought, and built-in food science than this game received. Hopefully Majesco will take it up a notch with the next iteration of Cooking Mama.    


    Ultimately, Cooking Mama 2: Dinner With Friends is a pretty likeable game.  The presentation and gameplay are both simple and charming, and the budget price makes the shallow premise and minor faults completely forgivable.  It isn't particularly meaningful, but not every game needs to be.  This one will briefly steal your attention and keep you begrudgingly coming back for one more session.  That's more than I can say for many full-priced DS games.

    Pros:
           

  • Diverse collection of recipes
  •  
  • Stylus gameplay is quirky and fun
  •  
  • Dirt cheap


  •        Cons:
           
  • Some mini-games are confusing
  •  
  • Not much improved from the first Cooking Mama
  •  
  • Multiplayer feels unfinished


  •                Graphics:  6.0
           The visuals aren't anything special, but the simple shapes and bright colors do pop off of the tiny DS screen.

                   Sound:  5.0
           There's nothing wrong with the sound effects of this game, but since you can't turn the annoying music off, it's best played with the volume all the way down.

                   Control:  8.0
           The tactile edge that the stylus adds to gameplay is what makes the whole thing work.  Navigating menus and chopping onions never felt so good.

                          Gameplay:  7.0
           The food preparation is so oddly compelling you might even consider applying for a job at your local prison cafeteria.  There isn't much variety in gameplay modes, but there is plenty in the recipes.

     


           Lastability:  6.5
           Cooking Mama 2 is like a box of Little Debbies: in moderation, they're delicious, but if you gorge yourself on them, you won't be able to look at the box for weeks without feeling nauseous.  Short bursts of play will keep the formula fresh for a good while.

     


           Final:  7.0
           As long as you don't mind games in the adorable category, and you keep your expectations realistic for a budget title, Cooking Mama 2 will not disappoint.  It might be shallow and occasionally frustrating, and it is essentially the same game as its predecessor, but it's still a fun time.      


    4
    TalkBack / REVIEWS: Fishing Master
    « on: December 14, 2007, 09:12:44 AM »
    How far can a boring mini-game be stretched?
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=14987

     This is a review I've been dreading, because writing it means I have to once again experience, vicariously in my memory, the sad waste of time that is Fishing Master.  Like a bad Dreamcast game that fell through a wormhole and got retrofitted with Wii controls, Fishing Master will make you wonder what year it is.  It's not that it's broken in any specific way; it's just an archaic, monotonous, Japan-centric wagglefest that never rises above the status of a mildly entertaining Flash game.      


    You play as a young lad or lass burdened by your grandfather with the quest of becoming the FIshing Master of Japan.  You will go to all of the provinces, seek out their lakes and oceans, and relieve them of their natural aquatic wildlife via your trusty pole.  Catch enough fish and you can upgrade your pole, buy more bait and lures, and enter tournaments to put your fishing domination on full display.  Developer Hudson Soft isn't reinventing the wheel here; they're recycling it.  There isn't anything original about the setup or execution of Fishing Master.    


    The actual fishing mechanics are similarly pedestrian.  Cast your line with the Wii Remote, flick it left or right depending on which directional arrows are currently blinking, and reel with the Nunchuk.  You have to watch the gauge at the top of the screen, though; reel too slow and the fish will escape, reel too fast and you'll break the line.  Sounds familiar, right?  For the most part, it works.  It's even pretty fun for about twenty minutes.  Unfortunately, you can't see the fish you're fighting, so there's no connection between you and the scene in front of you.  Once you've hooked a fish (which happens pretty much every time you throw your line out), you'll find yourself just watching the gauges and waiting for the arrows to tell you to flick right or left.  Oddly enough, this made me feel embarrassed.  Is this all there really is to playing videogames when you take away the context and pretty window dressing?  Am I really just watching gauges and reacting?  It's depressing to think about games that way, and it's depressing to play a game that makes you ponder such things while you're playing it.      


    Contrast that with the fishing mini-game in Legend of Zelda: Twilight Princess.  In a gorgeous natural setting with waterfalls and rain showers and sunrises, you paddle out in a canoe and cast into the tranquil waters. Engaging the fish in a courtly dance, you watch them chase the lure, react, and fight realistically.  The experience is downright spiritual at times.  That is how videogames are supposed to make you feel.  It makes all the difference in the world in how willing you are to invest yourself in an experience.      


    Fishing Master doesn't have the gravitas to inspire such emotions, and the presentation is equally at fault for that.  The graphics would have been considered below average on the Dreamcast.  Water looks terribly unrealistic, fish are only clearly seen once you've already caught them, and the main character animates like a wooden puppet.  There is 480p but no widescreen.  The sound is equally underwhelming, with MIDI music snippets that loop every ten seconds for maximum annoyance.  Generic water effects make it sound like the fish you're currently reeling in is splashing its way to shore on the surface of the water.  The whole thing is as budget as budget games can get.    


    The real question is, what is this experience worth to you?  Luckily it's not a full-priced game, but even at a reduced price, I still think Hudson Soft is grossly overcharging its customers.  This game is worth ten bucks at the most.  If you pay any more than that, you're doing a disservice to developers striving to provide above-average experiences to gamers.  As for me, the next time I have a hankering to get my fish on, I'll head back to the fishing hole at Upper Zora's River.  It might not be a whole game unto itself, but what is there is more substantial and immersive than Fishing Master ever comes close to achieving.

    Pros:
           

  • Fishing mechanics are sound


  •        Cons:
           
  • Presentation is old-school in a bad way
  •  
  • Gameplay is generic and quickly tiresome
  •  
  • Skeletal storyline does nothing to draw players into the quest


  •                Graphics:  3.0
           I could make something up about the well implemented use of primary colors, but really there's nothing good to say here.  This game is visually pathetic.

                   Sound:  3.0
           Some of the most annoying music loops I've ever heard in a game combine with lackluster effects to create an aural disaster.  Just play it with the TV on mute and take my word for it.

                   Control:  5.5
           Fishing controls are adequately responsive and appropriate.  You won't get frustrated at your gestures not being recognized, but you won't feel any real immersion taking place either.  Put these controls in a game where every other aspect is dramatically improved and you might have yourself a decent fishing game.

                          Gameplay:  4.0
           What is here works fine.  It just isn't anything at all interesting.  This could be a good Flash game to waste time with.  Otherwise, Fishing Master is completely unremarkable and a chore to play through.

     


           Lastability:  4.0
           A basic multiplayer component only adds a small amount of longevity.  This game is short, and even so you'll probably lose interest before making it to the end.

     


           Final:  3.5
           The only reason you should play Fishing Master is if you're trying to distract yourself from something even worse that is happening to you at the same time (like being bored at work, or having a root canal, or counting the days until the end of your prison sentence).  Otherwise, don't bother.  Even fishing enthusiasts will find most aspects of this game thoroughly bankrupt.      


    5
    TalkBack / RE: REVIEWS: Medal of Honor Heroes 2
    « on: December 03, 2007, 02:11:33 AM »
    You are correct, no bots.  Which is unfortunate; I feel like ever since Perfect Dark, companies are regressing in this area.  Bots help fill up a battlefield, train noobz, allow you to play co-op with a friend and extend the life of the product.  

    It's still a great game though.

    6
    TalkBack / REVIEWS: Medal of Honor Heroes 2
    « on: December 02, 2007, 04:59:25 PM »
    EA delivers a WWII shooter like you've never played before.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=14921

     At this point, finding somebody who can approach a World War II first person shooter with a fresh perspective is like finding objective jury members for the upcoming O. J. Simpson trial; everybody's been there, done that.  We know too much.  I've stormed more beaches than David Hasselhoff.  I've destroyed anti-aircraft guns, freed POWs, blown up bridges, captured villages, shot cattle just to see if they'd fall over, and pretty much every other thing you can do in the WWII theatre.  So every time a new WWII FPS comes out, it has to work that much harder to capture my attention.  I'm happy to say that Medal of Honor Heroes 2 has reignited my zeal for Nazi extermination.  While the game content is merely serviceable, the controls are the best of any console FPS I've ever played, and they singlehandedly turn an average experience into a special one.    


    The main campaign mode hearkens back to the earlier Medal of Honor games, when you were a lone soldier moving through a linear battlefield.  Here you play as OSS Operative John Berg, tasked with infiltrating Normandy and wreaking havoc on Hitler's secret plans.  In its set up and execution, MoHH2 doesn't even try to be original.  You go through the same waypoint-driven hurdle-jumping as all the WWII games of yore.  The difference is that in Heroes 2, every action feels new and more accurate than ever before.  The controls are similar to this season's previous FPS standard-bearer, Metroid Prime 3: Corruption.  Use the thumbstick to move, the pointer to aim and turn, and gestures to accomplish certain in-game tasks, like setting a timer or aiming a mortar.  Everything is responsive; this is the first Wii game I've played where my gestures were always recognized correctly.  It makes for such an immersive experience that accomplishing objectives I've already overplayed in previous games feels fresh and fun again.  Best of all, the developers at Team Fusion included options for customization that allow for players to set the sensitivity and range of movement to their exact preferences.  Every shooter on Wii should have this set of options.      


    If only the rest of the game were designed with the same sophistication.  Clearly, despite it being one of the better looking Wii games, design decisions were made with the PSP in mind, as the game was developed for both platforms simultaneously.  Don't expect any screen-shattering, scripted events or vast, chaotic battlefields.  The spaces are small, and the battles are mostly skirmishes, providing ample CPU power for the game engine to do its thing at a steady 60 frames per second. But it's missing the gritty realism you've come to expect from today's war games.  Enemies are particularly unrealistic; their movement is too fast, like a Charlie Chaplin movie, and they take copious amounts of damage before dying.  When they do finally die, they dissolve instantly and disappear.  I don't have any real problem with disappearing bodies, but give me a few seconds to admire the work I just did.  The whole thing feels kind of outdated in what it's trying to accomplish, but what it does, it does very well.  It's like a fantastic game from a previous era.    


    One thing not at all outdated is the stellar audio.  Nearly all of EA's Wii releases have shined in this area, and Heroes might be the best sounding yet.  I actually found myself looking forward to walking onto different types of surfaces because i wanted to hear what my footsteps sounded like.  More music during gameplay would have been nice too, but what is there is appropriately solemn and intense.  The graphics, while not up to the lofty standards of the audio, are still quite good.  MoHH2 is definitely the prettiest WWII shooter on Wii.  Textures are sharp, and lots of bloom lighting and distance blur keep everything soft and smooth.  It runs in 480p, but there are small black bars on both sides of the screen if you're using an HDTV and playing in widescreen.  It's unfortunate, but you don't really notice it once you start playing.      


    While the campaign is a tad on the short side, there's much more game to be had.  32-player online battles are indeed a reality on the Wii.  The graphics are simplified a little, but otherwise it looks and plays just like the single player mode.  Needless to say, with FPS controls these good, all the developers really needed to do was create some basic levels and game types for fun to be had.  Well, that's pretty much all you get: deathmatch, team deathmatch, and capture the flag.  It's simple, solid, and surprisingly addictive.  The lack of chat, which is Nintendo's fault more than EA's, is inexcusable in this day and age.  Team-based gameplay is dependent on communication for success.  But for casual and lapsed FPS gamers, the no-frills multiplayer is actually less intimidating with its options so limited.    


    And if that's not enticing enough for the casual gamer, there is an Arcade mode as well.  Players are taken through the campaign levels in a camera-controlled, light gun experience closer to something like Ghost Squad.  It's a great value as an extra way to extend the life of the game, but it's not involved enough to be considered a full game in and of itself, like Resident Evil: Umbrella Chronicles.  No, the Arcade mode of MoHH2 is more like a guided tour through the campaign levels for those family members who can't grasp the concept of moving and aiming independently.  It seems obvious that this would have made a great party game by allowing four players to play along cooperatively, but for some reason there are no multiplayer options in Arcade mode.    


    As with all game types in Heroes 2, Arcade mode can be played with the Wii Zapper.  For a more detailed look at this accessory, be sure to check out our hardware review.  Someday we're going to look back on the Wii as representative of a time when Nintendo, flush with blue ocean success, indulged their plastic accessory fetish to an unnecessary degree.  The Zapper, a shell that holds the Remote and Nunchuk in a clunky, vaguely gun-like manner, detracts from gameplay more than it adds.      


    If I had to pick one game to compare this one to, it actually wouldn't be another WWII shooter.  It would be Goldeneye 007 on the N64.  From the shooting gallery feel of the campaign AI to the simple but addictive multiplayer mode, the similarities are undeniable.  Goldeneye was a great game, and Medal of Honor Heroes 2 stands shoulder to shoulder with it in nearly every way.  But a game released in 2007 really shouldn't be making me feel like it's 1998 all over again.  When a developer is able to marry the perfect controls of this game with content and gameplay that are equally polished, we'll really have something.  And judging by Team Fusion's admirable first effort on Wii, they might just be the developers to do it.

    Pros:
           

  • Audio is incredible
  •  
  • Controls are customizable to perfection
  •  
  • There's a decent online component (finally)


  •        Cons:
           
  • Multiplayer options are limited
  •  
  • Enemies animate and die unrealistically
  •  
  • Campaign mode is pretty short


  •                Graphics:  8.0
           The design goals are modest, so Team Fusion is able to pack lots of detail and enemies on screen while retaining a solid frame rate.  A lack of true 16:9 ratio is disconcerting, but it's still the prettiest FPS on Wii next to Metroid Prime 3.

                   Sound:  9.5
           Everything is crisp and accurate, from explosions to the sound of boots on a creaky hardwood floor.  Outside of a few repetitive phrases, this is as good as sound gets in videogames.

                   Control:  9.5
           A new standard is set in console FPS gaming.  Responsive, intuitive, and customizable, Heroes 2 controls like a dream.  If you're planning on playing with the Zapper, good luck.

                          Gameplay:  7.0
           The fresh controls inform every moment of the game, but outside of that, this is stale, well-trod territory.  A linear and objective-driven campaign mode anchors a conservative, last-gen gameplay experience.  It's well done, and packed with extra content like the amusing Arcade mode, but nothing you haven't done ad nauseum before.

     


           Lastability:  8.0
           The campaign is a few levels short of satisfying, but Arcade mode and some simple yet addicting online multiplayer ensure that you'll get your money's worth and then some.

     


           Final:  8.5
           It warms the heart to see such accomplished third party support for a Nintendo console.  If you've never played a WWII FPS before, there is no better introductory experience for you than Medal of Honor Heroes 2.  It might seem a little archaic in some aspects, but with smooth controls, high production values, and a fully functioning online component, there are hours of frustration-free gameplay to be had.  If you've already been down this road, I still think it's worth a look, especially if yours is a single-console household.      


    7
    TalkBack / Nintendo Releases DS TV in Japan
    « on: November 23, 2007, 06:47:59 AM »
    Website crashes under the weight of overwhelming demand.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14855

     In Japan this past Tuesday, Nintendo released their long-awaited TV tuner attachment for the Nintendo DS.  Compatible with the original DS and the DS Lite, the tuner is a simple cartridge that picks up certain over-the-air broadcasts and displays them on the top screen of the handheld.  The bottom screen is used to change channels and make notes.  The same basic technology, called "1seg telecasting," is already available in over 15 million mobile phones in Japan.      


    As they have at times in the past, Nintendo seems to have underestimated demand for this new product.  The company began taking pre-orders at 1 p.m. on November 8, and by 3 p.m. the website was down.      


    "As it was television (not game), we intended to begin accepting the orders quietly without prior announcement," said a Nintendo representative (as translated from Japanese).  "We had not expected so many accesses [to the web page] would be made."    


    According to a survey by Famitsu, 18.5% of DS owners in Japan plan on buying the TV attachment.  That equates to nearly four million people.  Part of the demand can be attributed to Nintendo adding fun little extras to the service, like a map of Japan that shows where the TV pictures are taking place, or "tsubo TV", which shows viewers massage points for tired eyes.    


    DS TV currently sells at a price of 6,800 yen.  There are no plans to release it in any other territory.


    8
    TalkBack / Unreal Engine 3 in Development for Wii
    « on: November 23, 2007, 06:38:49 AM »
    Not by Epic, but still.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14854

     In an interview with games site Kikizo, Epic Games VP Mark Rein was asked about the possibility of getting some form of Unreal Engine 3 running on Nintendo Wii.  According to Rein, one of the engine's licensees is already attempting it.      


    "I know one of our licensees who's giving it a shot; it's their own port, in the same way Ubisoft brought Unreal Engine 2 to the Wii," says Rein.  He alludes to Ubisoft multiple times in his answer to the question, but never says outright that they are the licensee responsible for porting Unreal Engine 3.      


    As for Epic themselves working on it, Rein says not to hold your breath.  "I just don't see a big market there to bring this big hulking memory intensive engine over to a much smaller system."  Rein seems open to the technical possibility of some version of the engine running on Wii, but he remains uninterested in the commercial benefits for Epic.  "We won't don't do it ourselves.  Look, there's so many things we can do, and are already doing, to improve our engine on the platforms we're aiming it at, that going back and working on that [for Wii] just doesn't make sense."      


    But Wii-owning Epic fans take heart: at the end of his answer, Rein mentions the possibility of creating a graphics engine geared specifically for Wii.  Said Rein: "The engine is getting optimized and we're improving it all the time; there's too much low hanging fruit that we already have on the engine side, and new improvements and things we can do to try and make an engine for the Wii - it wouldn't be smart business for us [to port the existing UE3 to Wii]."


    9
    TalkBack / RE: REVIEWS: Bee Movie Game
    « on: November 15, 2007, 07:53:22 AM »
    I feel like we are joined in brotherhood for having both suffered at the hands of the Bee Movie license.  Well done.

    10
    TalkBack / REVIEWS: Bee Movie Game
    « on: November 12, 2007, 01:56:54 AM »
    It's the game that'll have you screaming "Serenity Now!!!"
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=14783

     In Bee Movie Game for Wii, the main story mode is told in an interview where a Connie Chung-esque journalist (cleverly named Jeannette Chung) questions the main character (voiced by Jerry Seinfeld) about his fantastic adventure.  Each level is a flashback in Barry the Bee's tale.  So, in keeping with this precedent set by the game, and because it would otherwise be a monotonous pro/con listing of yet another mediocre licensed game for the Wii, I'm going to do this review in a Q & A format.  If this is too confusing for you, please click over to page two of the review, where I spell out the score for you in traditional game review-speak.  Now then, on with the ludicrous process of interviewing myself and pretending that Connie Chung is doing it.    


    Connie Chung:  Michael, thanks for taking the time to do this interview.  I know you're a very busy, very important person.      


    Michael Flynn: Please.  It's the least I could do.  If I could have done less, BELIEVE me...    


    CC: I'm pretty sure you just insulted me.  Anyway, you were charged by your NWR superiors with reviewing the Wii game based on the newly-released Bee Movie, correct?    


    MF: Yes.    


    CC: Lovely, give me the setup.    


    MF:  You play as Barry B. Benson, Seinfeld's main character from the animated movie currently cleaning up at the box office.  The plot involves Barry's venture into the outside world, where he makes friends and enemies of various humans while investigating their propensity for "stealing" honey from bees.  All the while you still live in a hive, where you can run around doing various menial jobs, collecting bee money, and accidentally bumping into things.    


    CC:  Sounds intriguing.  Should I buy this game?    


    MF:  Hell no.      


    CC:  Oh.  Why not?    


    MF:  Hopefully, you have some self-respect, Connie, so let's start with that.  You're a grown woman.  The idea of you sitting around waggling the Wii Remote and playing a game clearly intended for children is laughable.  And also sad.    


    CC:  Fair enough.  But I liked Chibi Robo on the GameCube.  Isn't this kind of similar, another game where you're a small creature making things right in a human's world?    


    MF:  Stop the comparisons right there, Chung.  Bee Movie couldn't hold Chibi Robo's jock.  For starters, just getting around the game world in Bee Movie is a laborious exercise in frustration and sadness.  As you make your way through the adventure, you are basically guided and forced into a series of boring mini-games and levels involving the collection of honey, the pollination of flowers, the dog fighting of wasps, and the annoyance of the human species.  Flight controls are touchy yet still imprecise.  There's no option for inverting the Y-axis, so if you've ever played any other flying game with that setup, you're doomed. Or rather, you would be doomed if there was any level of difficulty to Bee Movie.  Which there is not.  Some of the levels are almost fun.  Mostly you spend your time fighting the game to do the thing you're supposed to be doing, which wasn't that fun a thing to begin with.    


    CC: Sounds like you're not that big a fan of the gameplay.  What about the graphics?    


    MF:  Once upon a time, Connie Chung, you were considered moderately attractive.  That time has passed.  It's the same with this game; had it come out five years ago we could maybe call it colorful and full of cute details.  In today's world, it falls somewhere on the spectrum of graphical greatness between bland and mildly repulsive.  It is in 480p and widescreen, which is nice.  But, thankfully, we've finally reached a point where pretty much all Wii games do that, so... not good enough.    


    CC:  Ouch.  Does the audio fare any better?    


    MF:  I'm happy to say that it does.  The music is generally great, fully orchestrated in some spots and always heightening the immersion of that particular moment.  The voiceover work by everybody is also well done, especially Seinfeld.  The material isn't always great, but he delivers punch lines with the exact same inflection as he did on his sitcom, so you sometimes find yourself laughing out of habit if nothing else.  He's a funny guy.    


    CC: He sure is.  I spent a weekend in the Cayman Islands with Jerry in 1992, it was--    


    MF:  Please stop talking.    


    CC: I'll just say he's a very affectionate--    


    MF:  Please stop.    


    CC: Anyway, is there a multiplayer component to Bee Movie Game?    


    MF:  Let me guess-- when he's not crushing lives on his daytime talk show, you and husband Maury Povich like to get out the bean bag chairs and do a little gaming?    


    CC:  The couple that plays together stays together, Michael.    


    MF:  Not the couple that plays Bee Movie together, Connie.  There are some hastily thrown together mini-games that don't do anything particularly well, be it a shooting gallery or racing.  The couple that plays Bee Movie together gets frustrated, angry, and disappointed.  They take it out on each other.  She starts acting distant and going out with her friends more.  Pretty soon, the relationship is over.    


    CC: So there's not much added value in the multiplayer.  Is the story mode a lengthy quest at least?    


    MF:  If you do everything in it, it could take you upwards of eight-to-ten hours to complete.    


    CC:  Yikes.    


    MF:  Yeah, I know.  I haven't even talked about how buggy the game is, or how there are levels missing that exist in other versions of the game, or the repetitive sounds Barry makes when taking damage...    


    CC:  Well it sounds like you're not too pleased with Bee Movie Game.  Is there any scenario in which you would recommend someone purchase it?    


    MF:  Hmm.  If you need to distract a rich kid for thirty seconds while you rummage through his backpack for money.  If you're a nurse caring for an incontinent who is captivated by the color yellow.  Maybe if you're stalking somebody on the development team.  In those instances, perhaps a rental is justified.  Otherwise, steer clear.    


    CC: There you have it, folks.  Michael, again, thanks for taking the time to talk about Bee Movie Game.  Your luminous insights are both educational and thrilling.  And I hope you don't mind me also adding that you are an extraordinarily handsome man.  You know, I have a place in the Cayman Islands--    


    MF:  Please stop talking.

    Pros:
           

  • Jerry Seinfeld leads stellar voiceover cast
  •  
  • Some levels/mini-games aren't so bad


  •        Cons:
           
  • Controls are frustrating
  •  
  • Graphics are extremely simple
  •  
  • Story mode is oh so short


  •                Graphics:  4.0
           This isn't the prettiest of Wii games.  Simple geometry and textures fill the screen, and the bright colors aren't enough to distract from all of the game's visual shortcomings.  Remember Buck Bumble for the N64?  It's like that game but with more foliage and less fog.  There is 480p and widescreen, though.

                   Sound:  8.0
           Great voice work from Seinfeld, Patrick Warburton, John Goodman, and many other actors from the movie lends the audio portion of the game lots of mojo.  A wonderful soundtrack helps as well.

                   Control:  3.5
           I wish we were allowed to use expletives in reviews.  That's the only way I could accurately convey to you how frustrating and broken the controls of this game are.  From getting stuck while flying around objects to controlling the simplest of mini-games, Bee Movie is occasionally functional, often unplayable, and never extraordinary.

                          Gameplay:  3.0
           Flying around pollinating flowers and dog fighting wasps is sort of fun, once you get over the controls.  But without the plot of the movie to prop up the gameplay, you would lose interest fast.  Some mini-games are enjoyable for ten minutes or so.  Most aren't.

     


           Lastability:  4.0
           The single player game is pretty short; you could burn through all of the missions in less than five hours if you wanted to.  The multiplayer component adds a little, but unless you're really young or easily pleased or incredibly patient, you'll get frustrated fast.

     


           Final:  4.0
           Following the plot of the movie closely, this is a game for people who want to relive the movie's best parts.  Consider it a vaguely interactive CliffsNotes version of the film.  If that is worth full price to you, then get this game.  I dare you.  But your money would be better spent going to see the movie five times and reliving it that way.      


    11
    TalkBack / Capcom Bringing Apollo Justice to North America
    « on: November 09, 2007, 06:57:07 AM »
    Phoenix Wright less than pleased, trying to be cool about it.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14770

     CAPCOM® BRINGS APOLLO JUSTICETM: ACE ATTORNEYTM TO NORTH AMERICA    


    A Fresh Member of the Bar is Sworn In for the Popular Nintendo DSTM Legal Adventure Series
       


    SAN MATEO, Calif. — November 9, 2007 - Capcom® Entertainment, a leading worldwide developer and publisher of video games, today announced that the latest installment of its highly popular courtroom drama series, Apollo Justice™: Ace Attorney™ is scheduled for release in North America in early 2008. This is the fourth game in the series and the first developed specifically for Nintendo DS™ and sees a change of direction for the story line with the introduction of new defense attorney Apollo Justice and a host of new characters. Apollo Justice: Ace Attorney has been rated T for Teen by the ESRB.    


    Players star as rookie defense attorney Apollo Justice as he visits crime scenes, questions key witnesses and collects vital evidence before stepping into the courtroom to prove his clients’ innocence. Facing Apollo across the courtroom is the highly talented and flamboyant prosecutor Klavier Gavin who, in addition to being a legal genius, is also lead singer with Gavinners, a highly successful rock band with a string of hits to their name.    


    He may be young and inexperienced but Apollo’s confident manner and passion, coupled with his unique ability to uncover witnesses’ lies by studying their body language, will prove invaluable assets in the courtroom as he pleads the case for the defense. Thankfully, Apollo is not alone and is aided both in and out of the courtroom by his assistant Trucy, a mysterious female magician. Apollo also receives invaluable advice from his mentor the ultra-cool Kristoph Gavin, elder brother of Klavier, whose perfect logic and natural instincts have won him numerous cases and the respect of his colleagues.    


    For more information, please visit www.ace-attorney.com    


    Apollo Justice: Ace Attorney Features:  • 1st fully new title to be developed specifically for the Nintendo DS.  • Touch screen interface progresses players through the game  • Microphone can be used to yell “Objection!" and “Hold it!" as you cross examine witnesses  • All new “Crime Recreation Mode" that allows players to reveal hidden clues by re-creating the scene of the crime  • Two distinct gameplay segments:  o Investigation phase – survey crime scenes, interview witnesses and gather evidence that will be used in court  o Court phase – present findings from the investigation to support your case, listen to testimonies and examine witnesses  • Diverse cast of characters  Apollo Justice: the new main character who leads the series into a new chapter  Klavier Gavin: in addition to being a top prosecutor, Klavier is also the lead singer in a highly successful rock band who brings his star qualities into the courtroom  Kristoph Gavin: the coolest character on the judicial circuit, and Apollo’s mentor. His cool headed thinking means he always provides his clients with the best defense  Trucy : The mysterious magician Trucy started working with Apollo after a chance encounter.


    12
    TalkBack / Ubisoft CEO praises Nintendo
    « on: November 08, 2007, 09:19:16 AM »
    French publisher striving for "Nintendo-like quality" in future releases.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14763

     At the BMO Capital Markets' Annual Interactive Entertainment Conference in New York City on Tuesday, Ubisoft CEO Yves Guillemot delivered a presentation that was not short on praise for Nintendo.  He was particularly enamored with Nintendo's success in both the handheld and console markets, as well as their strategy of attracting casual gamers outside of the usual hardcore gaming market.    


    "[Nintendo's mass market strategy] is very profitable for Nintendo, and very profitable for all third-party publishers," he said.  "...Because [the strategy] is working, we create more product [for Nintendo platforms] and this will actually bring more people into the industry.  The Wii is going to continue to do extremely well with no limit to growth."    


    Ubisoft is actively funneling resources into Wii development, with 400-500 people currently working for the France-based publisher on various Nintendo projects.  Guillemot believes that by next year, Ubisoft will be achieving "Nintendo-like quality" with their Wii games.    


    He also revealed some figures on the current costs of development, stating that DS games only need to sell around 100,000 units to become profitable.  By comparison, a game developed for PlayStation 3 or Xbox 360 has to sell upwards of 1.3 million units to achieve profitability.      


    Ubisoft's upcoming Wii releases include multiple games in the Petz franchise, as well as a sequel to last year's party game hit Rayman: Raving Rabbids.


    13
    TalkBack / RE: REVIEWS: Thrillville: Off the Rails
    « on: November 02, 2007, 08:19:22 AM »
    It IS a fun game, especially if you add some friends into the mini-game mix.  But I'm tired of games that should be better getting a free pass on inexcusable things like terrible graphics.  The limitations of the console are there but still... I'd like to think they can do better than this.  

    I can't remember Dino Park but I remember enjoying the Jurassic Park themepark sim that came out long ago.

    14
    TalkBack / REVIEWS: Thrillville: Off the Rails
    « on: November 01, 2007, 06:47:53 AM »
    The Chuck E. Cheese of videogames is here.  Is that a good thing?
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=14723

     Man, I wish I was still six years old.  Life was so easy and uncomplicated.  I believed in imaginary things like the Great Pumpkin and Santa Claus and professional wrestling.  I played with stray dogs and cats without fear.  I slept well and let my parents worry about the big stuff.  My job in any given situation was just to have fun and avoid crying or soiling myself.  If Thrillville:  Off the Rails had come out then, I probably would have hailed it as the greatest game EVAR.  Unfortunately, I'm pretty far removed from being six years old, and Thrillville isn't so thrilling for fully-formed human beings.  It's not broken by any means; in fact it does a few things reasonably well.  But unless you're a six year old boy (or have significant developmental issues that keep you trapped in the mindset of a six year old boy), you might want to skip this game.    


    Thrillville:  Off the Rails is a theme park management sim, mini game collection, and roller coaster creator, all in one.  These elements are tied together by a thin plot involving you, intrepid park builder, thwarting the evil competition GloboJoy while creating a successful, functioning theme park.  The park design/management system is a shallow but fun way for first-timers to learn the basics of business and management while placing rides and mini-games in predetermined spaces around the various parks. You set the prices, choose your favorite colors, hire some mechanics and groundskeepers, and let the people enjoy themselves.  When I say this part of the game is easy, I mean as far as I can tell you can't screw it up.  If you neglect your managerial duties, nothing bad happens.  You can talk to the parkgoers to get hints and missions that move the game forward (but be prepared for lots of repetitive, meaningless dialogue, too).  If you want to run around and not talk to anybody, no problem.  This is consequence-free sandbox gameplay for kids who still occasionally play in real sandboxes.    


    The roller-coaster building is perhaps the most elegant part of the game.  Players are able to assemble tracks in whatever crazy design they choose, piece by piece.  Through clever use of the Wii Remote's accelerometer, players are able to manipulate the piece of track they're placing by moving their hands.  If they want the piece to curve to the left and down, they point to the left and down, and the piece follows suit.  The system works well and adds a level of intuitiveness not found in the PS2 and 360 versions of Thrillville.  Once you've built your coaster you can ride it, which is also gratifying (although the graphics are so lackluster that the ride is far from the exhilarating first-person experience you were hoping it would be).  New to this iteration of the Thrillville franchise are "WHOA" track pieces, which can be anything from a TNT alley to a jump in the track or any other outlandish turn of events.  From a design standpoint, they're fun; actually experiencing them while riding your coaster is usually anticlimactic.  Still, for creative types, the track design is a nice little diversion.  You couldn't build your whole game around it, though.  This might help explain the presence of mini-games, which on the surface have no relation to theme parks or roller coasters whatsoever.    


    And if you're wondering what a mini-game collection is doing in cahoots with the more closely related theme park management and roller coaster building, good luck finding an intelligent reason.  The best that I can come up with is that Thrillville treats mini-games the same as carnival rides, in that you walk up to a kiosk in the park and press a button to do either.  Luckily, this sequel to the PlayStation 2 original is right at home on the mini-game-friendly Wii, so the juxtaposition is less jarring.  And some of the mini-games are actually pretty good:  highlights include Stunt Rider (an Excitebike rip-off with fun, floaty physics), Autosprint 2 (a top-down racing Super Sprint rip-off), and Luftwaffe 2 (so faithful a 1942 rip-off, it almost replicates the first level exactly).  See a pattern here?  There are Gauntlet, R-Type, and Double Dragon copycats as well.  Some of these are lovingly crafted homages to the originals, while others are just there to fill space.  Other games are tailored to the Wii, like shooting galleries and mechanical bull-riding.  Either way, there is enough here (34 games in all, plus variations) to give the player plenty of choices.  Most of the games are multiplayer as well, and a party mode adds some much needed longevity to the proceedings.    


    I say "much needed" because the single-player game quickly grows repetitive and tiresome.  Thanks to the risk-free environment and the lack of clear goals, the park management game that ties everything else together just doesn't have enough drama to motivate the player to make any progress.  As you build and build, you gain experience points, which gets you access to new games and coaster track pieces.  But by the time you get all the pieces unlocked, you're so tired of building stuff that you don't really care.      


    The sound design is one of the better parts of the game.  Frontier Developments crammed in lots of songs and dialogue to populate the aural landscape and give the park a rich, lived-in feel (note that I'm speaking to the sound quality, not the quality of the songs themselves; this faceless mix of Hannah Montana and Huey Lewis stadium pop is my idea of what the waiting room music must be like in Hell).  Great roller coaster sounds and in-game effects round out an admirable effort.  The effort in the graphics department is less impressive.  These are PS2-level visuals circa 2002, at best.  It does run in 480p and widescreen, which is nice, but all that does is give you a great view of how little is actually going on graphically.  I realize this is a kid's game, but you could say the same thing about Zak & Wiki, and that game is absolutely gorgeous.  Thrillville: Off the Rails is visually serviceable, but that's about it.    


    And that's about all there is to this game.  It's serviceable. It accomplishes its job of providing enough decent content to distract the average kid for several hours.  Add in the multiplayer and the slightly cheaper price point, and Thrillville: Off the Rails is a hard game to stay mad at.  Unfortunately, if you're outside the targeted demographic, the game will most likely make you feel old, or at least bored, or probably both.

    Pros:
           

  • Some mini-games are fun
  •  
  • Coaster design uses the remote nicely
  •  
  • Lots to do


  •        Cons:
           
  • Graphics are early PS2 quality
  •  
  • Game gets repetitive fast
  •  
  • Some mini-games are basically shallow flash games.


  •                Graphics:  4.0
           This is one of the ugliest Wii games I've seen, even if its open-world style and giant moving coaster parts are partially to blame.  Some of the mini-games are kind of pretty in the same way that some flash games are kind of pretty.  Otherwise, Thrillville is visually repugnant.  It won't matter to some people, but that doesn't make it less true.

                   Sound:  8.0
           The best technical aspect of the game brings together songs, dialogue, and effects in a nice clear package.  And being able to turn down anything you don't want to hear (like the tween-friendly tunes) is a much appreciated feature.

                   Control:  6.0
           Though running around the park is kind of wonky, and the pointer function of the Wii Remote has some lag issues, the controls for the most part work well.  Mini-games either use the remote for inconsistent waggling or stick to the control scheme of whatever classic games they're stealing from.

                          Gameplay:  5.0
           Some mini-games work, some don't, and the rest of the package is unremarkable in every way (except in building roller coaster tracks with the Wii Remote).  It all evens out to mediocrity.  Children, bless their precious hearts, are too stupid to know mediocrity when they see it.  This game is for them.

     


           Lastability:  5.0
           A party mode keeps the mini-games fresh by adding friends to the mix, but the single player adventure quickly becomes repetitive.

     


           Final:  5.5
           If you're a grown-up, keep moving, there's nothing for you to see here.  If you have a child who likes to eat chocolate and run around in circles, this game might please him or her.  The slightly lower price point helps you out, too.  If you ARE a child, you probably didn't understand earlier when I used big words like "juxtaposed" and "repugnant", and you could care less about the price point.  Oh how I wish I were you, you clueless, lucky little devil.      


    15
    TalkBack / Nintendo Shares Rise (Again)
    « on: October 24, 2007, 12:29:54 PM »
    The money printing continues for Japan's hottest company.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14665

     Nintendo's stock on the Osaka Securities Exchange shot up a staggering 7.8 percent today on the expectation that Nintendo could raise its profit forecasts Thursday.  The continued global sales dominance of Wii and DS consoles is credited with pushing the stock to its current high of 68,800 yen (roughly $74.90).  To put this in perspective, at the launch of the DS Lite in Japan just 20 months ago, Nintendo's stock was worth around $18 a share.  Today's gain was the biggest single-day increase for the Kyoto-based company since July 26, 2007.  As previously reported here on NWR, Nintendo is now the second most valuable company in Japan behind Toyota.    


    "An upward revision of full-year earnings targets is likely,'' suggests Hiroshi Kamide, analyst at KBC Securities Japan. "It's natural that expectations are high ahead of the year-end shopping season.''  Kamide gives the stock a "buy" rating.    


    According to analyst estimates compiled by Bloomberg, net income could exceed the company's current forecast by as much as 12 percent, with sales exceeding average estimates by 5.8 percent.  We'll find out the exact numbers Thursday when Nintendo reports their year-to-date earnings.


    16
    TalkBack / PREVIEWS: Thrillville: Off the Rails
    « on: October 08, 2007, 02:39:34 AM »
    Coaster building, theme park managing, and mini gaming await.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=14538

     According to LucasArts, the original Thrillville on PlayStation 2 was the best-selling original children's property of 2006.  It doesn't take a genius to see what's coming down the track:  Thrillville:  Off the Rails, a sequel on the family-friendly Wii, set to launch later this month.  Part theme park manager, roller coaster designer, and mini game collection, Thrillville:  Off the Rails picks up where the first game left off with a lighthearted story tying all of the disparate elements together.    


    The plot revolves around building a great theme park and outsmarting the evil competing corporation GloboJoy.  This is advanced through 100 missions and by talking to the people walking around.  Thrillville is divided up into themed worlds like Winterville, Spaceville, and Aeroville.  Each world is populated with appropriately themed rides and mini games.    


    The theme park management part of the game is not as thorough as something like Roller Coaster Tycoon, but players are able to create and customize an entire park, creating rides and strategically placing them to appease the crowds.  Through conversations with parkgoers, the player learns better ways to manage things.  It's all handled in a casual way that teaches younger players some basic rules of business without weighing down the game with sim-like features.    


    Developer Frontier Studios has incorporated the Wii remote into track-building in a clever way-- by tilting the remote, the track piece currently being laid is similarly tilted.  So if the player wants to make the track turn left, he or she simply tilts the remote to the left and presses the A button to lay down that piece of track.  Additionally, over-the-top pieces can be placed sporadically throughout the track.  These "Whoa" moments could include things like passing through a ring of fire, leaping a gap in the track, or turning into a vicious corkscrew.  Like the rest of the game, the track editor is designed to be user-friendly to gamers of all ages, so there is always an option of having the computer finish the track for you.    


    There are 34 mini-games included to keep players busy; 14 brand new ones and 20 from the first Thrillville (with new levels).  These vary greatly, from traditional theme park fare, like bumper cars, to side scrolling platformers and robot boxing.  All of them are playable in the main game or on their own as multiplayer party games and most of them incorporate the unique attributes of the Wii remote in some way.    


    Thrillville:  Off the Rails is slated for release October 16.


    17
    TalkBack / The Iwata/Itoi Conversation
    « on: September 21, 2007, 10:52:10 AM »
    This and more revealed in an interesting conversation between Nintendo's president and Earthbound's developer.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14447

     Earlier this year, Nintendo President Satoru Iwata and famous Japanese essayist/game designer Shigesato Itoi sat down for dinner.  Itoi recorded the conversation, and has recently posted it on his website in 11 installments.  While the talk mainly centered on the philosophical, there were some topics discussed that might interest Nintendo fans.  Here are some highlights:    


    -- The two discuss Shigeru Miyamoto and praise his philosophy on game design and team management.  According to Iwata, there are many problems that arise when working on a project.  Miyamoto's style as a designer revolves around finding a single ingenious solution that solves multiple problems at once.  He looks for "one single inspiration that makes so many things work. That's what you call a 'great idea', and finding that moves things forward, moves it towards the goal. Mr. Miyamoto thinks that it's the game director's task to find those."    


    -- Iwata, again on Miyamoto:  "The majority of people think he's the person of art, full of inspiration, with a natural talent coming up with ideas one after another, as if he was guided by God."  However, in reality, "he's extremely logical, but that's not all. He creates a mixture of left-prefrontal-oriented elaborate logic, and dramatic ideas that people are blown away by.  To be honest, I have to say I envy this."    


    -- Itoi, on developing the Earthbound series:  "When the MOTHER 2 (EarthBound) project was about to fall apart, you (Iwata) came in to help, and this is what you said to us:  'It will take two years to fix this keeping what you have built up. If we start from scratch, it will take only a year. What do you say?'  We decided to start from scratch."    


    -- Iwata says there are no immediate plans for a WiiSports 2, as making it would be doing the obvious, easy thing.  He feels his mission is to surprise people in a good way.  Of course the luxury of success allows Nintendo to operate this way.  "Realistically, I think we can say 'we won't do the easy' because we are currently making profit," said Iwata.    


    The entire chat between Iwata and Itoi can be found here.


    18
    TalkBack / REVIEWS: Tiger Woods PGA Tour '08
    « on: September 21, 2007, 03:33:29 AM »
    The best handheld golf game available hits an approach shot straight into our hearts.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=14445

     In case you weren't aware, Tiger Woods is kicking life's ass.  He's got the championships.  He's got the hot Swedish model wife.  He's got enough money to buy anybody as his personal slave, including your mom.  The man is on fire.  You can now add another accomplishment atop his already mountainous pile of accomplishments:  he's got the best golf game available on Nintendo DS.      


    Tiger Woods PGA Tour 08 is the first new Tiger game on DS in a few years, as EA decided to take some time to reimagine the series after the lackluster '05 version.  Good idea (if only EA could be similarly patient with all of their games!).  The new version of this long-running series obliterates EA's past efforts and those of its competitors as well.  Development was moved over to Exient, who are new to the series but longtime veterans of developing EA Sports games for portable systems.  It easily proves to be their finest effort yet and something that all golf fans can get into.    


    It starts with the new swing mechanic.  Tiger 05 had a strange setup where you had to trace the arc of a golf swing that took up the whole bottom screen.  This time the swing seems modeled after the much-lauded True Swing Golf mechanic, wherein you pull straight back and flick forward to swing.  It works well and is much more in line with the console versions of Tiger that involve pulling back and flicking the analog stick.  For those who would prefer to kick it old school, there is also the option of using a timed button press system similar to the golf games of generations past.  It's less elegant than the new system, but having the choice is only a good thing.  Sticking with the stylus makes sense, though, because the whole game is designed around it.  Navigating drop-down menus for club selection and swing type, putting spin on the ball after it's been hit, moving the camera around to get the best view of where you're aiming-- it's all effortless and intuitive.    


    As with most of the EA Sports offerings on DS this year, there is no shortage of options and game modes to keep you busy.  You've got Play Now, Create-A-Golfer, Tiger Challenge, mini-games like 333 (where you can only choose 3 clubs to play with), and even a PGA Championship that realistically plays out over a calendar year as you earn money and upgrade your golfer's abilities.  It all adds up to several dozen hours of playtime.  Multiply that by roughly a billion when factoring in multiplayer, which gives you single cart-play, local wireless, and a perfectly smooth online mode.  There's even a Pass Play option for passing your DS back and forth with a friend.  While there are only eight courses, a low total by console standards, what is here is well designed and enjoyable.  It's all presented with full 3D graphics running on both screens, a pretty impressive feat.  The overall level of detail takes a hit by maxing out the DS's horsepower in this way, but the game still looks as good as any other DS golf game and runs without a hitch.    


    The game is not without its minor annoyances.  Putting is generally well done, but be prepared to hold your breath as your ball approaches the hole, as unreliable physics might keep a great shot from going in.  Sometimes your ball will glide right over the hole without any change to its trajectory, or it will sit precariously on the edge of the cup when the vast majority of the surface area of the ball is over the hole.  Gravity should pull it down into the cup.  Sometimes it just doesn't (this becomes less of a problem as you upgrade your putting skills).  Also, there are no chat options in multiplayer-- the integrated PictoChat of True Swing Golf would be so cool in an online scenario, but there's nothing of the sort here.  Finally, and this is nit-picking a little, the sound effects are extremely minimal.  There'll be absolute silence and then birds chirping out of nowhere, then silence again.  It can be kind of jarring without a bed of ambient sound to connect the louder moments.    


    Overall, this game is outstanding.  I would even recommend it above some of the console versions of Tiger Woods PGA Tour Golf, for the simple fact that it's tailored so perfectly for a handheld system.  You can pick it up and play a few holes or dive in deep with the PGA Championship mode.  Unfortunately, no matter how much experience I add to my in-game avatar, I have yet to unlock the hot Swedish model wife.  I guess there's always next year.

    Pros:
           

  • New swing mechanic
  •  
  • 3D view on both screens
  •  
  • Extensive multiplayer options


  •        Cons:
           
  • No chat in online multiplayer
  •  
  • Questionable physics around the hole when putting
  •  
  • Minimal sound effects are jarring


  •                Graphics:  8.0
           Not the prettiest game on DS for sure, but full 3D on both screens with no slowdown is nothing to sneeze at.

                   Sound:  6.5
           Minimal but adequate.  More ambient sounds to give the louder sound effects context would be nice.

                   Control:  9.0
           Awesome use of the stylus and a fantastic swing mechanic enhance the fun and keep the frustration to a minimum.

                          Gameplay:  9.0
           So much to do, and all of it is done so well.  From menu navigation to gripping and ripping, this game is a love affair between the stylus and the touch screen.

     


           Lastability: 10.0
           Single player will run you 30-40 hours at least.  Multiplayer doubles that.  How much lastability do you need, people?  You'll never want to trade this one in.

     


           Final:  9.0
           Once upon a time I swore that no handheld golf game could ever surpass the mighty Mario Golf for the Game Boy Color.  Tiger Woods PGA Tour 08 has me seriously reconsidering.  If you like golf games and own a DS, this is a no-brainer.  Get it.      


    19
    TalkBack / Sonic Rush Adventure Ships to Retailers
    « on: September 18, 2007, 11:37:02 AM »
    Insert speed-related pun here.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14423

     SEGA’s SONIC RUSH ADVENTURE for Nintendo DS Speeds Into Stores    


         


    DS Gamers are invited on a high-seas adventure on September 18
       


         


    SAN FRANCISCO (September 18, 2007) – SEGA® of America, Inc. today announced that Sonic Rush Adventure™, created exclusively for the Nintendo DS™, has shipped to stores across North America. Sonic Rush Adventure takes Sonic fans on an exciting high-speed island-hopping adventure filled with action-packed gameplay and all-new vehicles. Taking full advantage of the DS Touch Screen, players can perform amazing tricks to avoid treacherous waters and dangerous enemies – all while keeping an eye on both screens thanks to the much-loved DS dual screen action.    


         


    Sonic Rush Adventure delivers the fast-paced adrenaline rush that DS players crave. Players clash with ruthless pirates along irresistibly fun 2D tracks packed with rings and power-ups to gather along the way. Gamers will set out from Windmill Village and scour islands to find raw materials to allow Tails to create high-powered water vehicles.  Exploring further and further out to sea, battle epic 3D bosses and finally come face-to-face with the ultimate pirate foe – Captain Whisker. Along the way, the finely-tuned DS Touch Screen is used to control to fight battles at sea and rack up points. Amazing aerial flips and turns are possible using the water-based vehicles that are all-new to the Sonic world. Lush green lands, eerily haunted pirate ships, and icy cold snowy mountains are just a few of the environments players will explore while they discover enemy-filled islands that will offer even the most experienced Sonic fan a challenge.    


         


    While in single-player action mode, players will be able to snowboard down avalanches, springboard off giant mushrooms, swing from vines, and hang glide across massive gaps. For players who like a little bit of competition, Sonic Rush Adventure also features two battle modes utilizing the DS wireless capabilities. Players can face-off in non-stop dual screen races or see who is the fastest collector of hidden treasures spread all over the map.    


         


    Sonic Rush Adventure for the DS is rated “E" for everyone by the Entertainment Software Review Board and has an MSRP of $29.95.


    20
    TalkBack / Worms: A Space Oddity Announced for Wii
    « on: August 30, 2007, 04:16:01 AM »
    Online multiplayer, unique controls await fans of the classic franchise.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14315

     Battle Through Space in THQ’s Worms: A Space Oddity for the Wii™    


    Challenge Up to Four Friends Anywhere in the World with New, Intuitive Controls Designed Specifically for the Wii Remote™
       


    AGOURA HILLS, Calif.--(BUSINESS WIRE)--THQ Inc. (NASDAQ:THQI) today announced Worms: A Space Oddity, the newest iteration of the popular turn-based strategy game, is scheduled for release in spring 2008. Retaining the humor synonymous with the Worms brand, Worms: A Space Oddity marks the franchise debut on the Wii™ with a fresh visual style, new environmental settings, intuitive controls and even more customization options. Players will be closer to the action than ever before, launching attacks through a wide range of gesture-based maneuvers only possible with the Wii Remote™.    


    In Worms: A Space Oddity, players will enjoy the ultimate blend of classic Worms game modes and re-invented single-player missions, as well as multiplayer modes that include a host of all-new party games and even more customization options. The game takes advantage of the Wii’s intuitive controls, on-screen hints and the redesigned interface with an in-game help system. Worms: A Space Oddity demonstrates significant visual, technical and design advancement over its predecessors with a new visual style that abandons the traditional drawn approach and replaces it with a distinctive style inspired by classic Sci-Fi looks. The Worms battles take place across six planets, each with its own, unique environments and global events. The online multiplayer experience pits up to four Worms fiends from all over the world against each other.    


    Worms: A Space Oddity is being developed by Team17 Software Ltd out of West Yorkshire, UK. Along with this title, two additional titles in the Worms series, Worms: Open Warfare 2 for the Nintendo DS™ and PSP® (PlayStation®Portable) system and Worms 2007 for wireless handsets, are scheduled for release this fall.


    21
    TalkBack / RE:REVIEWS: Madden NFL '08
    « on: August 26, 2007, 07:09:19 AM »
    a-thank you.  I was scared I would offend the sensitive dog lovers but oh well.  So far nobody is protesting outside of NWR headquarters.

    22
    TalkBack / REVIEWS: Madden NFL '08
    « on: August 25, 2007, 01:13:12 PM »
    This year's portable Madden finally gets into the red zone.  Does it score?
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=14294

     There's nothing quite as hilarious and heartbreaking as watching a pass bounce off the helmet of an oblivious-yet-wide-open receiver.  At first you laugh because it does look pretty funny.  Then you feel sorry for the receiver, because he's now facing a lifetime of sports blooper reels and mockery from random tough guys in bars.  But the more you think about it, you actually feel sorriest for yourself, because you had to witness such awfulness.  He might be a fantastic receiver.  It doesn't matter.  He has scarred you with his incompetence, and he deserves your scorn.      


    This happens several times per game in Madden NFL 08 on DS, and it's not the only frustrating moment you'll have.  But it is a good metaphor for the Madden DS experience:  great setup, lots of hope and promise, ultimately denied true greatness by some boneheaded mistakes.    


    This year's iteration of the venerable franchise easily outclasses its forbearers on the DS.  Gone is last year's horrible kicking game, replaced by the old reliable power meter/timed button presses.  The blocky character models have been touched up with a cool sheen to the uniforms, and animations are now a little smoother.  Touch screen implementation is subtle and intelligent, particularly in the clean menus that guide you through the endless play options available.  Another neat new control addition is the ability to select players on defense by simply touching them.  This is the kind of intuitive gameplay addition that makes the DS such a user-friendly platform.    


    The number of modes that the game offers is downright staggering.  Be prepared to check everything off of the usual Madden to-do list:  Season, Franchise, Situation, Practice, Custom League, Mini Camp, Two Minute Drill, Create-A-Team, Create-A-Player, Create-A-Play, and, for the wildly impulsive, Play Now.  Most of these are customizable, and many are multiplayer-friendly (usually through local multi-card wireless).  Also, this year's Madden offers up a rendition of that tabletop classic, paper football.  It might be a little on the gimmicky side of touch screen gameplay, but it retains the same simple charm that made paper football fun to play at school when the teacher had her back turned.      


    The multiplayer options in Madden NFL 08 DS are pretty substantial as well.  As stated above, many of the game's modes are playable with a friend.  Some, like Play Now and Paper Football, only require one game card for multiplayer.  And if you fear the physical contact of others, you don't even have to leave your home to compete online through Nintendo Wi-Fi Connection.  Surprisingly, the Madden DS online experience is quite smooth and contains practically no lag whatsoever, something that can't be said about its big brother on the Wii.      


    But before we go pouring Gatorade on ourselves in celebration, we have to talk about the actual gameplay.  Sadly, it doesn't live up to the standards set by the presentation, offering a serviceable game of football that apes the "real" (console) Madden experience without actually capturing any of its greatness.  The motions and controls are basically the same (you'll try the new touch screen controls but quickly revert back to the good old d-pad and buttons), but their effect on the game world is unreliable and unrealistic.  Frankly, this game has more bugs than a week-old dog carcass in Michael Vick's backyard.  Helmets disappear and reappear at random.   Players run through each other or fall down at the slightest whiff of a tackle.  Sideline runs in either direction are nearly always good for a first down.  A pass could result in all kinds of unrealistic outcomes:  it could fall to the ground suddenly, disappear from the sky and reappear in the receiver's arms, cause a traffic jam of players running in place around each other as the ball sails overhead, or my personal favorite, it could bounce off of the receiver's helmet and into the hands of the pursuing cornerback.  D’oh!  Thankfully, the incredible presentation comes to the rescue again with customizable AI menus, so with a little work, some of the balance issues can be corrected.  But there are far too many broken, frustrating moments that can't be fixed with AI sliders.  Perfectionists, beware.    


    Assuming you've got the patience to work through these infrequent but recurring gameplay issues, Madden 08 DS is a tough deal to ignore.  There's a lot of game packed into that tiny cartridge.  If the DS is the only way you can experience Madden, or if the portability of it is an essential requirement for your football needs, then go ahead and pick it up.  For those of you who are lucky enough to exist without such restrictions, any of the console versions would be a safer choice.

    Pros:
           

  • Incredible selection of modes and options
  •  
  • All kinds of multiplayer goodness
  •  
  • Paper football!


  •        Cons:
           
  • Buggy, frustrating gameplay
  •  
  • Underwhelming graphics and sound


  •                Graphics:  6.5
           This is the kind of game that doesn't match up well with the strengths of the DS hardware, and it shows.  Characters are blocky and animate poorly.  The frame rate is unstable.  It's serviceable, but just barely.  You could say it's a pretty football game for such an underpowered system.  But that is the ONLY sentence in which you would describe Madden NFL 08 DS as "pretty".

                   Sound:  6.5
           The sound is on the same level as the graphics:  underwhelming but good enough to get the idea across.  EA Trax, sparse commentary, and well-implemented effects add to the experience but don't take it anywhere special.

                   Control:  7.0
           Navigating the menus is easy and enjoyable.  Navigating the football field is decidedly less so.  For every cool addition only possible on DS (choosing players with the touch screen), there is a negative only present on DS (glitchy running with the d-pad).  Still, as with so much of this game, the good (slightly) outweighs the bad.

                          Gameplay:  7.5
           The quality of the action on the field is uneven at best by today's standards.  But thanks to the sheer volume and variety of stuff to do, the overall package is pretty satisfying.  However, gamers who get really annoyed by buggy gameplay should think long and hard about committing to this game.

     


           Lastability:  9.5
           For those able to make the commitment, Madden NFL 08 DS has enough content to keep you plenty busy until next year's installment.  With all of the different modes and options, as well as the extensive multiplayer, this game could literally go on forever.

     


           Final:  7.5
           I've always thought that if the core element of a game is broken, there's really no way the game can redeem itself regardless of what else it does right.  Yet here I am, begrudgingly giving Madden NFL 08 DS a higher score than I want to, because the breadth and variety of gameplay are so extraordinary that they actually do outweigh the poor on-field mechanics and elevate the experience to a higher level.  With all of the pieces in place and another year of refinement to come, I find myself saying what every football fan says at some point:  "just wait until next year."      


    23
    TalkBack / Luminous Arc Ships to Retailers
    « on: August 14, 2007, 08:43:53 AM »
    Strategy RPG brings isometric questing to a village near you.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14226

     LUMINOUS ARC NOW SHIPPING TO STORES ACROSS NORTH AMERICA!
     Protect the Light. Condemn the Dark. Fight for peace!

     
        IRVINE, CALIFORNIA — AUGUST 14th, 2007 — Atlus U.S.A., Inc., a leading publisher of interactive entertainment,   today announced that Luminous Arc, the much anticipated strategy RPG for the Nintendo DSTM, is now shipping to   stores across North America!  While Luminous Arc offers gamers a tried-and-true strategy RPG experience, what   sets the game apart from its competition is an involving storyline, versatile controls, professional voice acting, an   inspired score, and multiplayer for both local wireless and online connections!
       
     For more information about Luminous Arc, please visit the official website at http://www.atlus.com/luminousarc/
     
     Luminous Arc has been rated “T" for Teen for Mild Fantasy Violence, Language, Alcohol Reference, and   Suggestive Themes.
     
     About Luminous Arc:
     One thousand years ago, dragons and Witches warred against God for the fate of the world. God's power was   triumphant, but it was a difficult struggle, and the deity sent Himself into a deep sleep to recover from the terrible   wounds he suffered in the battle. Ten years ago, the Church has proclaimed that a great event will soon occur: God   will be reborn, and the world will be led into a new golden age under His guidance. However, this news is coupled   with a grave warning: the Witches will soon reappear to begin the millennia-old conflict once again.
     
     Take control of the Garden Children, a group of fighters and mages trained since childhood and dedicated to   eradicating the Witch threat, and discover the mysteries behind their return, their motives, and their history!
     
     Key Features:
     • An isometric strategy RPG on the Nintendo DSTM!
     • Create new weapons and equipment with the Vitae Imbuing system!
     • Strengthen your friendship with comrades and improve your attacks on the battlefield!
      • Compare your friends' strategic prowess against your own with Wi-Fi multiplayer!
     • A variety of unique characters drive an epic story featuring voiced dialogue!


    24
    TalkBack / Tom Brady Named Cover Boy For Backyard Football 08
    « on: August 09, 2007, 04:34:52 AM »
    MVP attempts to break the dreaded 'Backyard Football Curse.'
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14201

     2X SUPERBOWL MVP TOM BRADY NAMED COVER PLAYER  FOR #1 KIDS FOOTBALL VIDEO GAME    


    Backyard Football '08 Set to Release this Fall
       


    August 8, 2007, New York - Humongous, Inc. announced today that Tom Brady, New England Patriots all-star quarterback and two-time Super Bowl MVP, will be the cover athlete for Backyard Football '08, the newest iteration of the best-selling kid's football game franchise. Brady was overwhelmingly voted "favorite NFL player" in a poll of Backyard Sports fans conducted late last year on backyardsports.com.    


    "I am very excited to be part of the Backyard Football team," said Brady.  "Working with kids is always great and representing Backyard Football is a fantastic way to introduce the fun of the game to the next generation of fans.  I especially like seeing myself and other pro players as kids in the game-it's really funny and brings back great memories of playing football as a child."    


    One of the premier players in the history of football, Tom Brady has led the New England Patriots to three Super Bowl victories and twice been named the Super Bowl MVP.  In only his second year in the league, Brady and the Patriots scored an upset victory over the St. Louis Rams making Brady the youngest starting quarterback ever to win the Super Bowl.


    25
    TalkBack / PREVIEWS: Madden NFL '08
    « on: August 08, 2007, 05:34:37 AM »
    Paper football and wi-fi support headline the upgrades to this year's DS installment.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=14193

     The Nintendo DS, despite its versatile library of games, has yet to host very many great sports games.  EA Tiburon is hoping to change that with the upcoming Madden 08.      


    Foremost among the upgrades this year is a newly revamped touch screen interface that better employs the strengths of Nintendo's handheld.  From a brand new kicking mechanic to selecting players on defense or choosing which receivers to throw to, the touch screen connects gamers directly with the on-field action (the top screen shows a zoomed-out, top-down, 2D view of the field).  According to EA there are also new player models and animations to spruce things up.      


    The most surprising addition to this year's game is a paper football mode.  That's right, the game you played across the lunchroom tables of your youth is coming back with a new, mysterious 'ultimate mode' that promises to take the paper football experience over the top.    


    Of course the usual modes of play are all here for a standard game of pigskin:  exhibition, season, franchise, create-a-team, custom leagues, mini-camp, and more.      


    Finally, EA has gone all out with the multiplayer modes this year, including something that fans have long been clamoring for:  true online support.  Via the Nintendo Wi-Fi Connection, friends can game it up from anywhere in the world.  For the less physically isolated there is 8 player local wireless play as well.      


    Madden 08 comes out August 14.  Check NWR for our full review.


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