Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Pryopizm

Pages: 1 2 [3] 4 5 ... 34
51
NWR Forums Discord / Re: LOL
« on: May 23, 2008, 10:20:29 PM »
I insist that Karl is lying.

52
NWR Forums Discord / Re: My brain hurts...
« on: May 23, 2008, 10:16:49 PM »
If you're going to watch it, you should do it with the Rifftrax version.  Much better.

53
NWR Forums Discord / Re: LOL
« on: May 23, 2008, 10:05:43 PM »
Hahaha, I still have the Staff rank.  I'm just part of the unwashed masses now.

54
NWR Forums Discord / LOL
« on: May 23, 2008, 10:02:40 PM »
I'm back.  What happened to Mafia?

55
TalkBack / RE: REVIEWS: Super Swing Golf PANGYA
« on: April 10, 2007, 05:13:45 PM »
Dude, even for anime, they were hydrocephalic.

56
TalkBack / RE:REVIEWS: Super Swing Golf PANGYA
« on: April 10, 2007, 04:23:35 PM »
Wow, didn't know anyone would care.  Yeah, sorry that this game sucked.  If you like it, though,  well...  One man's trash is another's treasure.

57
TalkBack / REVIEWS: Super Swing Golf PANGYA
« on: April 10, 2007, 11:25:08 AM »
Sinner’s Swing!
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=13300

 Welcome to the most incomprehensible golf course in the world.  It’s a mixture of real world physics and fantastic environments.  Japanese characters mesh seamlessly with an ancient Scottish sport using ridiculous items such as bombs for golf balls and baseball bats for clubs.  Logic is thrown out the window and so is the fun.  Welcome to Pangya, home of Super Swing Golf.    


Yes, there’s no fun to be found in the golf courses of Pangya.  Fun left town and was replaced with a user-hateful interface; a control system that’s so far beyond wonky that there’s no more wonk to be found, only despair; and hydrocephalic characters who are so super-deformed that bad little boys and girls everywhere who are punished with this game will suffer nightmares well into their adult life.    


However, to its credit, the game actively believes it’s fun.  Right down to its insipid story, characters, dialogue, overwrought emotions (repeated ad nauseum due to lack of animation variety), and heartfelt belief that you will give a damn about Scout, not to mention the assortment of freaks he meets along the way.  And the courses would be pretty amazing if Mario Golf’s fantastic environments weren’t so incredibly lush in comparison.  The game dilutes its own attempt at charm by being far too straightforward at golf.      


Hope you enjoy ciphers, this game is full of them.  In fact, you’ll be playing as one for a good long while as Scout.  Scout is the protagonist of Super Swing Golf’s main single-player mode.  He’s a generic anime design that works as your primary avatar.  He has no personality, lacks style (unless you change his hair color and clothes) and zero charisma.  Ah, but this is a golf game, who cares about all that?  Apparently someone does, or anime golf games wouldn’t exist at all.    


In fact, I’m going to digress for a moment here and ponder the existence of this game.  Is it made with the solo player in mind or as a multiplayer game?  This question is due, in part, to one of Super Swing’s major problems.  You have one whole character to choose from in the beginning, and the others are available through a tediously slow unlocking process. Right out of the box, the only way to tell the difference between two avatars is the "1P" and "2P" hovering over their heads.    


So this game is primarily for single player, right?  I couldn’t tell you.  In fact, it raises a number of unanswerable questions.  Why can’t I make my own character?  Why is there a golf genre smack in the middle of Mario Golf games and Tiger Woods losing all the strengths of either game and suffering every weakness?  What if Mario Golf wasn’t fast paced, silly, and charming?  What if Tiger Woods had no variety or choice?  The answer, friends, is Super Swing Golf.    


Touching back on the controls for a moment, no matter how the controller is tilted, the club is pulled back.  That’s realism, folks.  One would think that in order to hit the ball straight, the controller is swung down straight.  Truth is, only the developers know.  It’s impossible to gauge what was done either consistently or inconsistently from any other shot.  Since the movement isn’t 1:1, correction is painfully difficult.    


The best part, however, is fighting the interface.  The Wii was made to simplify.  Super Swing complicates.  Sometimes the controller is a club; other times it’s a mouse.  In itself it’s slightly cumbersome, but possibly a necessary evil since other factors such as club selection and positioning are involved.  However, not everything is available on the screen.  For example, how do you access the map?  There’s no mini-map to click on the screen to enlarge.  Hit the number one button on the bottom of the controller instead.  Make sure it’s hit twice, or else the game will simply move to free camera mode.  Okay, now that we’re on the map screen, let’s play "Find the cup."  Don’t see it?  Well, hit the B button and wave the pointer around to move the camera wildly up and down the course until you get lucky and find the flag.  Now this is a game!    


No need to ponder the target audience anymore.  The answer is obvious: no one.  Super Swing Golf is obnoxious, gimmicky, featureless, and, despite its best attempts otherwise, humorless.

Pros:
       

  • It's the only anime golf simulation on the Wii so far.


  •        Cons:
           
  • Terrible controls.
  •  
  • One playable character out of the box.
  •  
  • Unable to create a character.
  •  
  • I could go on and on.


  •                Graphics:  5.0
           The art design is generic and seems to ape Mario Golf and anime themes equally.  In neither aspect is it particularly successful.  There are no glaring graphical difficulties; however, there’s nothing particularly appealing or eye popping.

                   Sound:  2.0
           The sound effects are serviceable, but the music is gratingly bad and cheesy.  I’m sure the cheese was intentional, but it didn’t need to be so terrible.

                   Control:  3.0
           At best it works in the abstract.  At worst it’s incomprehensible and frustrating.  And neither aspect, either using the pointer through the menus or swinging the controller like a club, works well.  On top of that, correction is difficult since there’s little way to distinguish what was done from one swing to the next.

                          Gameplay:  3.0
           Assuming you have grasped the control scheme, unlocked all the different characters, and mastered all the courses, you have only succeeded in winning a battle of attrition.  And those are never fun.

     


           Lastability:  2.0
           Technically, there’s enough to do here to last you several hours.  But, in the same vein, you could spend several hours watching Bill http://www.imdb.com/title/tt0099654/">Cosby http://www.imdb.com/title/tt0396592/">movies.  Neither is recommended.

     


           Final:  3.5
           This game makes a bad first impression with your choice of only one character, and it only goes downhill from there.  Don’t bother.      


    58
    TalkBack / RE: Radio Free Nintendo - Episode 35
    « on: January 20, 2007, 03:26:28 AM »
    Yeah, so I've heard.  My apologies, but they sounded pretty much the same on my laptop--however that only means the laptop has trouble playing things loud.  Won't happen again!

    59
    TalkBack / Radio Free Nintendo - Episode 35
    « on: January 19, 2007, 05:54:08 AM »
    Karl, Jonny, and Dan discuss reader mail, news, and whether multi-platform games will work on the Wii.

    This podcast costs less than a PS3.    


       


    Episode 35:  The Maybe of Multi-platform    


    AAC Format    


    MP3 Format    


       


    For your listening pleasure we bring to you a special edition of Radio Free Nintendo.  What makes this particular episode so special?  Simple, the return of Daniel Bloodworth.    


    Otherwise it's the same great tasting show that we bring to you every week.  Reliable, hearty, and delicious.  This week's episode is fortified with 11 essential nutrients including listener mail, news, and a fascinating discussion about multi-platform porting on the Wii.    


    Feed your brain with us.    


    Credits:    


    This podcast was edited by Stan Ferguson.  Radio Free Nintendo theme song  by Jonathan Metts, commercials by Stan Ferguson and Karl Castaneda    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store.


    60
    TalkBack / RE: Nintendo Wins an Emmy
    « on: January 12, 2007, 07:07:27 PM »
    This is kinda like getting a trophy for "Everybody gets a trophy day."

    61
    TalkBack / RE: Radio Free Nintendo - Episode 34
    « on: January 12, 2007, 04:14:05 PM »
    no new commercials, Ceric.  I'm sorry.  

    62
    TalkBack / RE: December Spells Money for Nintendo
    « on: January 12, 2007, 02:38:38 AM »
    Don't bother.  I went to one store and they had one last Wii available.  He said since they would get so few shipments (about three at a time) he would tell anyone who called to ask for availability that there were none and sell only to people who walked in.

    63
    NWR Forums Discord / RE: Nintendo World Mafia - Day 5 - Infighting
    « on: January 12, 2007, 02:33:07 AM »
    Vote Vudu for suggesting everyone kill Pale.  

    64
    NWR Forums Discord / RE: Nintendo World Mafia - Day 4 - Majority Rule
    « on: January 11, 2007, 06:21:47 PM »
    You're so dead, Vudu.   Good job exposing yourself.

    65
    TalkBack / RE: December Spells Money for Nintendo
    « on: January 11, 2007, 05:56:40 PM »
    You should spend more time responding to our podcasts!

    66
    NWR Forums Discord / RE: Nintendo World Mafia - Day 4 - Majority Rule
    « on: January 11, 2007, 04:23:27 PM »
    Someone wants me to vote pale.  if pale is a good guy, I will vote for the guy who told me to vote for him.

    67
    TalkBack / RE:Radio Free Nintendo - Episode 34
    « on: January 11, 2007, 08:58:09 AM »
    We're ovehauling the entire podcast hub.  It's my responsibilty, I want to be able to have it up by the weekend.  But it's going to take a while.  Thank TYP when it's done for being the brilliant coder he is.

    68
    TalkBack / RE: Radio Free Nintendo - Episode 34
    « on: January 11, 2007, 01:43:38 AM »
    Actually we have a worldwide fanbase, so English doesn't need to be a native language in order to write to us.  However, if English is the writer's native language, we just ask that he or she reread the email before sending it or it's going to sound weird when read over the air.  

    69
    TalkBack / Arthur and the Invisibles Shipped
    « on: January 10, 2007, 06:23:13 PM »
    From the man that brought you Leon:  The Professional, comes a game based on his movie about invisible people getting the beat down.

    Atari Ships 'Arthur and the Invisibles'    


    - Video Game Based on Luc Besson's Animated Feature Film Available Now -
       


    NEW YORK, Jan. 9 /PRNewswire-FirstCall/ -- Atari, Inc. (NASDAQ:ATAR), one of   the world's most recognized brands and third-party video game publisher,   today announced that Arthur and the Invisibles is now in stores nationwide.   Available for PlayStation(R)2 computer entertainment system, Windows, Game   Boy(R) Advance and Nintendo DS (TM), Arthur and the Invisibles is directly   inspired by the CGI animated film of the same name by world famous film   director and writer Luc Besson and features the film's storyline,   eye-popping graphics and technical innovations.  The film, distributed by   MGM/The Weinstein Company, opens nationwide on January 12th.    


    Arthur and the Invisibles invites players to relive the fantastic adventure   of young Arthur and his two pals, princess Selenia and her brother   Betameche, in their mission to save the Land of the Invisibles and its   inhabitants from destruction.  As they move through the Land of the   Invisibles, players will encounter extraordinary adventures, menacing   enemies, rich environments and varying gameplay elements including driving,   fighting, flying and puzzle solving.   The game offers an intense enactment   of Besson's magnificent adventure while incorporating all of the richness   and extraordinary visuals of the film.    


    "Arthur and the Invisibles is a brilliant adventure game that not only   showcases Luc Besson's fantastic universe but further extends it by bringing   the on-screen charm and action to an interactive medium that is eye-popping,   engaging and extremely fun," said Rick Mehler, Director, Marketing, Atari,   Inc. "Arthur and the Invisibles is a rare gem of a game that outshines other   titles based on movies."    


    Arthur and the Invisibles' unique and innovative game structure revolves   around the supportive co-op teamwork of the three characters, Arthur,   Selenia and Betameche.  Players can only progress by cleverly combining the   three characters' skills -- Arthur is an acrobat, Selenia a warrior and   Betameche a marksman.  In solving mysteries and overcoming obstacles,   players will realize that anything is possible when you work together.


    70
    TalkBack / Yu-Gi-Oh! GX Spirit Caller Shipped
    « on: January 10, 2007, 06:19:25 PM »
    Online Yu-Gi-Oh for the DS?  Now you can play card games with other people!

    KONAMI SHIPS YU-GI-OH! GX SPIRIT CALLER TO  RETAIL STORES NATIONWIDE    


    First Handheld Yu-Gi-Oh! Game to Feature Full Online Play, Character Customization and Original Library of New and Classic Cards
       


       


      REDWOOD CITY, Calif. – January 9, 2007 – Konami Digital Entertainment, Inc., today announced that Yu-Gi-Oh! GX Spirit Caller for the Nintendo DS™ has shipped to retail stores throughout North America. The first handheld Yu-Gi-Oh! game to feature full online head-to-head play, Spirit Caller also includes new character customization features and an updated card library consisting of more than 1,400 classic and new cards. Each copy of Yu-Gi-Oh! GX Spirit Caller includes the limited edition Brain Crusher, Hunter Owl and Masked Chopper trading cards.     Based on the hit Yu-Gi-Oh! GX television series from Cartoon Network, Yu-Gi-Oh! GX Spirit Caller immerses players in the Duel Academy, an elite school for gifted young duelists, as they start a new school year with the low ranking Slifer Red dormitory. Once classes are underway, strange things start to happen around campus and many duelists fear that the school itself has become haunted. With the help of top duelist Jaden, players learn that the school has come in contact with Duel Spirits, helpful apparitions that impart wisdom and help them to solve the mysteries behind the Duel Academy once and for all.     Introducing new gameplay elements to the series, Yu-Gi-Oh! GX Spirit Caller lets players duel with the aid of a Duel Spirit, which will provide guidance to help players reach the top of the Duel Academy. Players can now create their own custom avatars to use in the single player and multiplayer games, selecting from a number of body, face and clothing types to create an original personalized look. Yu-Gi-Oh! GX Spirit Caller features a new library of over 1,400 cards consisting of new cards and older hard to find classics, allowing for new strategic possibilities. Building upon the legendary head-to-head pedigree of the Yu-Gi-Oh! series, Yu-Gi-Oh! GX Spirit Caller features full online play for two gamers via the Nintendo® Wi-Fi Connection service.


    71
    Vote Garnee because I did yesterday and he didn't die and he wasn't a townie.  Therefore, bad logic.

    72
    NWR Forums Discord / RE: Nintendo World Mafia - Day 2 - First Blood
    « on: January 09, 2007, 02:24:23 AM »
    I can get behind Voting Garnee if the sole reason is because he wasn't originally planning to play.  Also, I should vote because I totally missed out on yesterday (aside from being asked to lock the thread in the late afternoon).

    73
    TalkBack / RE: Radio Free Nintendo - Episode 33
    « on: January 05, 2007, 03:05:07 PM »
    THREE COMMENTS?!  I slave for 5 hours editing these things and I get three comments!?  I'm going to start handing out beatdowns.  Where is Ceric and his weird reactions?

    74
    TalkBack / RE: SPECIALS: The 2006 NWR Awards
    « on: January 03, 2007, 04:58:02 PM »
    Awesome.  The competition is dead.  Thanks, Karl!

    75
    NWR Forums Discord / RE: MAFIA XIII: Nintendo World Mafia - Signup
    « on: December 30, 2006, 04:27:52 PM »
    Stan is in.

    Pages: 1 2 [3] 4 5 ... 34