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Messages - Les Thomas

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26
Greenpeace dissected the current generation of home video game consoles in search of toxic chemicals, Nintendo was unimpressed.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=16041

 Greenpeace recently announced a new study showing toxic chemicals inside each of this generation's home consoles.  Techradar called it a "Playing Dirty" report and was first to provide Nintendo's response which outlined their position on Greenpeace as a whole.    


The Greenpeace "Guide to Greener Electronics" first included video game consoles in November of 2007 and awarded Nintendo the distinction of being the first company to receive a score of 0 out of 10.  The next quarterly Greenpeace guide gave the Nintendo Wii system some credit for energy efficiency and awarded Nintendo 0.3 out of 10.      


Between the two "Greener Electronics" reports, Greenpeace launched their "Clash of the Consoles" website which caricatured Nintendo, Sony, and Microsoft's mascots and used creative prose to trash claimed toxic policies.  Here is an example of Greenpeace rhetoric from the site: "Mario might be super but he's no hero when it comes to avoiding toxic chemicals. He gets zero recycling credits."    


This May, the Greenpeace study used scientists at their research facility and two independent labs to literally dissect the current generation of systems: Wii, PlayStation 3, and Xbox 360.  Their examination found traces of bromine and phthalates in all systems, as well as beryllium in the PlayStation 3 and Xbox 360.  Interestingly, bromine is used for safety as a fire retardant and phthalates are present in plastics to make them more easily recyclable.  None of the consoles contained toxins that exceeded legal limits for toys by EU guidelines.  Nintendo has pledged to remove phthalates from their products in place of more efficient plastic softeners.    


Greenpeace was quick to add the consoles are not dangerous to have in the home, but their afterlife as e-waste will have devastating effects on the environment.  Zeina Al-Hajj, Greenpeace International Toxic Campaign coordinator stated: "Nintendo doesn't have any environmental policies."    


Nintendo was quick to respond to the allegations of toxic culpability:    


"Nintendo has not been badly rated by Greenpeace. Greenpeace chose to conduct a survey and produce a report, which graded companies upon the voluntary submission of information.    


"Nintendo decided not to take part in the survey and were therefore 'ungraded' in the resulting report. Nintendo provides detailed information regarding our compliance to EU Directives via the Consumer Section of our website and therefore we felt it unnecessary to take part in the Greenpeace survey.    


"Furthermore, we fully comply with all the necessary EU Directives on the Restriction of Hazardous Substances aimed at environmental protection and consumer health and safety. Furthermore, in order to ensure our products are safe for use by young children we also take into consideration the standards applicable to toys."


27
Gameinvest develops family adventure title to encourage ocean conservation awareness.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=16040

 Little is known about this music puzzle game from Portugal based developer Gameinvest.  Gameplay will consist of safely guiding your fish friends through the Amazon River; solving puzzles, joining in sing-a-longs, and learning about ocean conservation.  Aquatic Tales touts an original soundtrack, intuitive controls and cooperative gameplay perfect for family participation.    


The game is set for worldwide release for the Holidays.


28
TalkBack / Sega Teams with Platinum Games for Wii and DS Exclusives
« on: May 18, 2008, 06:00:37 PM »
New development partnership announces MADWORLD and Infinite Line as Nintendo exclusives.
 http://nintendoworldreport.com/newsArt.cfm?artid=15983

 The creepy-looking MADWORLD for Wii and sci-fi RPG Infinite Line for the Nintendo DS will be the first Nintendo console releases from the new worldwide partnership between Sega and Platinum Games, the development team made up of key members from the disbanded Clover Studio.  They are also developing an action game Bayonetta for the Xbox 360 and PlayStation 3.  A fourth, as of yet unnamed title will be helmed by icon and creator of the Resident Evil series Shinji Mikami.    


"These new titles will contribute meaningfully to Sega’s brand," added Tatsuya Minami, president of Platinum Games.    


MADWORLD is a third-person action game with black-and-white graphics.  Gameplay will provide time to break out a chainsaw and wreak havoc.  All the while sports-style commentary highlights your savage bloodlust.  For the DS, Infinite Line (working title) is an RPG set in outer space where you build and customize your own spacecrafts.    


Both titles are set for release in early 2009.    


  SEGA ANNOUNCES A PLATINUM PARTNERSHIP    


Famed Developers Confirm Exclusive Four-Game Deal with SEGA
   


LONDON & SAN FRANCISCO (May 15, 2008) – SEGA Europe Ltd. and SEGA® of America, Inc. today announced a worldwide partnership with PlatinumGames Inc., the development studio recently formed by the team behind some of the most successful franchises in the video game industry. Under the agreement, PlatinumGames will develop three ground-breaking new SEGA titles - MADWORLD™, Infinite Line™ and Bayonetta™ – covering a variety of game genres with innovative design concepts that explore the depths of today’s best-selling platforms. A soon-to-be-announced fourth title, being directed by legendary gaming icon Shinji Mikami, is also part of the agreement.    


"The creative forces at PlatinumGames bring a new level of imagination into the SEGA family at a pivotal time in the video game industry when the demand for quality, originality and fun has never been greater," said Tatsuya Minami, President and CEO, PlatinumGames. "These new titles will contribute meaningfully to SEGA’s brand, while adding a new level of depth to the strategic portfolio of games in our library."    


"We are thrilled to have forged this new relationship with such a talented team of individuals and we are understandably excited about the titles that they are producing for us," commented Mike Hayes President of SEGA Europe Ltd. "SEGA continually strives to release games for all consumers that are of the highest quality, working with Platinum Games further enhances that strategy."    


MADWORLD, the first title set for release in Q1 2009, is an inventive third-person action game exclusively for Wii™. Produced by Atsushi Inaba, MADWORLD has a unique black and white style, depicting an incredibly sharp backdrop that straddles graphic novels and 3D worlds. As players battle opponents, they must master the use of various weapons and items found within their environment, such as chainsaws and street signs, while entertaining sports commentary adds to the third-person gameplay. With its irreverent humor and over-the-top violence, MADWORLD will deliver a unique core gaming experience currently missing on the Wii system.    


Infinite Line (working title), a role playing game exclusively for the Nintendo DS™ portable handheld system, takes place in outer space and gives players the ability to control, build, outfit and customize more than 150 spaceships. Infinite Line stretches the DS hardware to the limit, offering over 200 characters and the ability to control multiple spaceships at any one time. Releasing in 2009 and currently being produced by Atsushi Inaba and directed by Hifumi Kouno (from developer Nude Maker), Infinite Line is one of the most complex RPG titles developed for the DS to date.    


Bayonetta is a stylish and cinematic action game, directed by creator Hideki Kamiya and set for release in 2009 on the Xbox 360® video game and entertainment system from Microsoft and PLAYSTATION®3 computer entertainment system. A witch with powers beyond the comprehension of mere mortals, Bayonetta faces-off against countless angelic enemies, many reaching epic proportions, in a game of 100% pure, unadulterated all-out action. Outlandish finishing moves are performed with balletic grace as Bayonetta flows from one fight to another. With magnificent over-the-top action taking place in stages that are a veritable theme park of exciting attractions, Bayonetta pushes the limits of the action genre, bringing to life its fast-paced, dynamic climax combat.


29
TalkBack / Touch Darts for DS to Hit Stateside
« on: May 17, 2008, 05:11:35 PM »
Agetec will publish this "hardcore" dart game for a June release in the U.S.
 http://nintendoworldreport.com/newsArt.cfm?artid=15981

 With a year between the British and U.S. release of Full Fat's fast-paced dart game, Agetec's Mark Johnson says Touch Darts is the still the most realistic dart game out there.   "This is not just your ordinary dart video game; Touch Darts really takes advantage of Nintendo DS’s unique touch screen and allows players to accurately simulate throwing darts with a simple flick of the stylus."    


Touch Darts includes four modes of play with four levels of difficulty.  The game includes a variety of dart games presented in ten mini-games.  Touch Darts is set for release in North America in June 2008.    


  TOUCH DARTS HITS THE BULLSEYE ON NINTENDO DS    


Fearlessly Step Up To The Oche In Agetec's New Dart Game
   


SUNNYVALE, CA – May 13, 2008 –Agetec, Inc. is pleased to announce that its Nintendo DS™ game, "Touch Darts", will be released in North America in June of 2008.    


"This is not just your ordinary dart video game; Touch Darts really takes advantage of Nintendo DS’s unique touch screen and allows players to accurately simulate throwing darts with a simple flick of the stylus," says Mark Johnson, producer at Agetec. "The developer, Full Fat, made sure to fine tune the controls so that even the most hardcore dart fanatic is happy with this game. It’s quite an achievement."    


Touch Darts comes with four classic dart modes: tournament, challenge, quickplay, and multiplayer. Quickplay and multiplayer mode gives up to four players the chance to square off on the board via single cartridge. Tournament mode includes four different levels of difficulty ranking from Rookie to Expert.    


"This game will make you feel as if you were really in your living room, at your friend’s house, in the pub, or in a tournament tossing darts," continues Mark Johnson. "Another great feature in Touch Darts is the challenge mode, which takes traditional dart tossing and puts a whole new spin on it. Challenge mode consists of ten mini games and includes the classics like Killer, Round the Clock, and 1001, but also includes all new games like Speed Darts. In Speed Darts, players must score a certain amount of points in a given period of time. Challenge mode is a lot of fun and is something even seasoned darts players will find fresh."


30
Cabela's Legendary Adventures serves up more Wii Remote big game hunting.
 http://nintendoworldreport.com/newsArt.cfm?artid=15980

 The Cabela hunting franchise will headline a second title for Wii this fall.  "The missions are based on encounters with some of the most famous animals ever hunted in the wild," said Activision's Dave Oxford.  Like all Cabela hunting titles, the gameplay and gun schematics will aim to match those of real life.    


Cabela's Legendary Adventures features gameplay across different eras of time and ten environments in search of hunting prizes including white-tailed deer, Yukon moose, Alaskan brown bear, and Roosevelt elk.  Immersive environments like the Yukon and Rocky Mountains encourage exploration and tactical variation.  Oxford continued: "Focusing on these amazing once-in-a-lifetime stories has really allowed us to capture the essence of what hunting is all about – a quest for a legendary experience."    


  Activision’s Cabela’s Legendary Adventures to Bring Hunting’s Greatest Tales to Life    


SANTA MONICA, CA.-- Activision, Inc. announced today the upcoming release of Cabela’s Legendary Adventures for PlayStation®2 entertainment system, PlayStation® Portable system, and Wii™. The latest title in the best-selling Cabela's franchise will allow players to relive the greatest hunting stories ever told. The game will hit shelves in Fall 2008.    


"In Cabela’s Legendary Adventures the missions are based on encounters with some of the most famous animals ever hunted in the wild," said Dave Oxford, Activision Publishing. "Focusing on these amazing once-in-a-lifetime stories has really allowed us to capture the essence of what hunting is all about – a quest for a legendary experience."    


Players will hunt in different eras in search of trophies such as white-tailed deer, Yukon moose, Alaskan brown bear and Roosevelt elk in over ten of North America’s top hunting locations, including Kodiak Island, the Yukon and the Rocky Mountains. Each location in Cabela’s Legendary Adventures is a visually stunning open outdoor environment that encourages exploration and tactical variation. Shooting mechanics have been developed to reflect modern as well as historical hunting technology, so players relive the hunts complete with detail from specific time periods.    


Under Cabela’s guidance, the firearms, tactics and gear in Cabela’s Legendary Adventures are as true to real life as a game will allow. The title will also include a large variety of additional hunts featuring over 30 species of other big game, small game, waterfowl, upland birds and turkey.    


Cabela’s Legendary Adventures is scheduled for release in Fall 2008.


31
TalkBack / Activision Announces Pitfall: The Big Adventure for Wii
« on: May 13, 2008, 02:12:00 AM »
"What could be more fun than using the Wii Remote to swing on a vine over blood thirsty crocodiles as retro-cool Pitfall Harry?!" asks Activision's Dave Oxford.
 http://nintendoworldreport.com/newsArt.cfm?artid=15932

 The Pitfall series of video games have sold more than 10 million copies.  Activision has decided the Wii was the perfect system to bring this classic adventure franchise to the next generation.  "Wii is a natural and perfect fit for a Pitfall game, and it’s been fantastic to revolutionize this classic franchise through the application of the innovative Wii game mechanics," explains Dave Oxford, of Activision Publishing.    


Pitfall: The Big Adventure will boast 60 levels of Peruvian jungle.  The Wii Remote will be used to swing from vines and dodge animal assailants.  Gameplay will be balanced with exploration, strategy, and puzzle-solving elements to appeal to a broader range of players.  Pitfall: The Big Adventure is slated for release this fall and, unlike the 2004 Pitfall: The Lost Expedition, will be a Nintendo exclusive.    


  Activision Swings into Action with "Pitfall: The Big Adventure" For Wii™    


SANTA MONICA, Calif.--(BUSINESS WIRE)--Activision, Inc. announced today "Pitfall: The Big Adventure" for Wii™ is in development at Edge of Reality and will swing onto shelves this Fall. With more than 10 million Pitfall titles sold to date, Pitfall: The Big Adventure will introduce the franchise to a new generation of gamers while bringing a fresh Pitfall experience to long time fans.    


"Pitfall is one of the most legendary franchises in the history of videogames, so we look forward to releasing a new version exclusively for Wii," said Dave Oxford, Activision Publishing. "What could be more fun than using the Wii Remote™ to swing on a vine over blood thirsty crocodiles as retro-cool Pitfall Harry?!"    


Set in the Peruvian jungle, Pitfall: The Big Adventure combines the action of reptile dodging and vine swinging with clever puzzles. The game will feature over 60 levels spanning lush rainforests, creature-filled caves, and glacial mountains. Within these dynamic worlds, players will explore cavernous jungles, discover lost treasures, battle shaman, narrowly escape treacherous traps and outwit creatures using innovative, accessible game mechanics developed specifically to take advantage of the Wii motion sensing controls.    


"Wii is a natural and perfect fit for a Pitfall game, and it’s been fantastic to revolutionize this classic franchise through the application of the innovative Wii game mechanics. It’s a completely new experience for the gamer," said Binu Philip, President, Edge of Reality.


32
TalkBack / Majesco to Release Zoo Hospital for Wii
« on: May 09, 2008, 12:23:07 PM »
First Wii game to allow players to take the role of veterinarian debuts in August.
 http://nintendoworldreport.com/newsArt.cfm?artid=15920

 Following the story line of the not-so-popular DS version, Majesco hopes to bring back the magic with Zoo Hospital for Wii.  Your animal expert Aunt Lucy owns a zoo and you are fresh out of veterinary school.  Together you will heal a variety of animals from around the world.  Zoo Hospital is due out in August.    


To save your Aunt's zoo from foreclosure, you must cure various animals including dolphins, gorillas, macaws, and camels and boost the zoo's rating to increase customer turnout.  Zoo Hospital will be the first Wii game to let you act as a veterinarian using the Remote to perform operations.  The game will feature 48 animals (the DS version featured 10) and include a variety of procedures, from dental work to removing gallstones.  You can walk through the interactive, 3D zoo and conduct follow-up care with the animals to further boost the zoo's rating.  As in the DS version, you will be able to play with a friend, working side-by-side as animal doctors.    


  MAJESCO ENTERTAINMENT ANNOUNCES 'ZOO HOSPITAL' FOR Wii, THE FIRST Wii GAME THAT LETS PLAYERS EXPERIENCE A VETERINARIAN'S JOB    


EDISON, N.J., May 6, 2008 - The future of the zoo is in your hands as Majesco Entertainment Company, an innovative provider of video games for the mass market, today announced Zoo Hospital for Wii. As a recent Veterinary College grad, you must help your Aunt Lucy heal a myriad of exotic animals and save the once world-famous Zoo Hospital from a businessman's bulldozer by attracting more visitors. Developed by Torus Games, Zoo Hospital for Wii is expected to launch this August.    


Zoo Hospital is the first game of its kind on Wii that lets players experience a veterinarian's job. Players can use the Wii Remote in surgical procedures to eliminate parasitic pests, perform dentistry, X-ray organs and remove foreign bodies like gallstones to restore the health of 48 ailing zoo animals, including dolphins, gorillas, macaws and camels. Soothing and feeding each animal while following up on post surgical patients in their enclosures is as important as precise operations, since happy, healthy animals increase the Zoo Rating which in turn affects the number of visitors patronizing the zoo.    


Zoo Hospital allows players to experience a 3D zoo environment and enables up to 2 friends to treat animals together in cooperative multi-player mode.  Aspiring vets can also unlock new animals, enclosures, medical mini-games and plaques by successfully performing procedures and raising the Zoo Rating.    


Zoo Hospital for Wii is expected to release in August.


33
TalkBack / REVIEWS: Rondo of Swords
« on: May 06, 2008, 04:12:24 AM »
This strategy RPG requires time, patience, and warming up to a new combat system.
 http://nintendoworldreport.com/reviewArt.cfm?artid=15908

 Rondo of Swords is a strategy RPG that blends classic RPG elements with fresh battle tactics into a new and unique mixture.  It’s a difficult game that requires commitment and enthusiasm in perfecting a new battle formula strategy.  Combat uses a grid-based directional fighting system called RMS (Route Maneuver System): Instead of each character fighting in a separate phase, you determine your character's direction to plow through as many enemies as you can in a single turn.  This new tactical option requires study as each direction of attack has a nuanced effect.  So is this an RPG in which you should invest hours of your time and brainpower?  It all depends on how much of each you have to give.    


Rondo of Swords follows the adventures of a young prince named Serdic who inherits the holy blade of his fallen kingdom, Bretwalde.  He seeks to deliver his people from the clutches of the malevolent Grand Mier Empire, who attacked and seized power during the funeral of his father, the king.  For their safety, Serdic keeps his true identity a secret from his fellow warriors in the hopes that he may one day regain the throne.  His group consists of a spear-wielding horseman named Kay, and a level-headed but brawny infantryman named Margus  (who is often the voice of reason in the constant squabbling between Serdic and Kay).  Their team is joined by various intriguing characters as the battle rages to restore Serdic's fallen kingdom.    


Your allies garner attack, defense, and support upgrades as they engage in repeated combat.  The ability to attack multiple enemies in one turn becomes a valuable part of mastering the game's combat strategy.  Other strategic elements include taking into account the length and direction your opponent can move, and sacrificing characters as decoys so that the rest of your team can charge forward to the goal.  Additionally, characters that do not join in battle can run errands for health and status items to support the group.  At times Rondo plays like a game of chess, and it can be a frustrating yet rewarding experience.  It made me curse, scream, and close my DS, but five minutes later I started playing again regardless. You'll wring your hands from the difficulty of this game, but will most certainly pick it back up when you truly understand its formula.    


While Rondo’s graphics are eye-catching, they lack variety.  The grid-based directional battles take place on the touch screen while animated attack sequences appear in side-scrolling action up top.  Upgrading and multiple attacks prove entertaining on the top screen for awhile, but can be skipped to accelerate gameplay.  It's a shame there's so little variety to the animation on the top screen and so much grid map fighting on the touch screen.    


Another thing you'll want to skip through is the enemy troop rotation.   More than twenty enemies might cycle through on different parts of the map, and this seems to take forever.  Additionally, Rondo’s touch screen controls lack accuracy and make the game easier and more fun to control with conventional controls.    


The soundtrack is minimal and typical.  The in-battle character sequences are peppered with one-liners like "Attack!" and "Damn it!"   The game's twist on combat could have been better served by touching up these presentational issues.  The constant grid-map overlay, lack of sound, and perfunctory touch screen controls steal a lot of the game's freshness.    


Still, fans should love the challenge here, but the RPG crowd will probably be split on this one.  The intense difficulty of the new battle system combined with more traditional RPG traits turns out to be great fun, but tricky.  I'm not sure if the direction-based battle system is the best fit for Rondo or this style of game, because I usually found myself wanting to play it using classic turn-based tactics.  However, the subtle challenge of using direction to develop combat strategy instead of traditional turn-based strategy is profound, and worth the effort.  The story, cut-scenes, and interesting spin on traditional RPG fighting raise Rondo of Swords above the high mark.

Pros:
       

  • Difficult but rewarding battle system
  •  
  • Attractive graphics
  •  
  • Compelling storyline


  •        Cons:
           
  • Lengthy gameplay becomes repetitive
  •  
  • Many RPG fans will be turned off by the direction-based fighting system
  •  
  • Touch screen features are useless


  •                Graphics:  8.0
           The graphics are attractive, but the constantly superimposed grid map takes away a bit of that grandeur.  The lack of variety in the fighting sequences, though classic and initially stirring, drag down any action element.  While the environments are eye-catching, they too become similar as the game progresses.

                   Sound:  6.0
           The minimal score is not memorable and the limited voice acting is sprinkled with corny one-liners and profanity.

                   Control:  6.5
           The touch screen's lack of precision leaves this a game better played with conventional controls.  Although probably better for the game overall, the touch screen feature does not work very well. There's enough healthy frustration going on without having to worry about an iffy stylus.

                          Gameplay:  8.5
           Rondo’s blend of traditional RPG elements such as attack, support, and defense items and upgrades, a set fighting system, and a team of heroes out for revenge make it stand up well even if you don't like the purely directional fighting system.  The difficulty of perfecting the nuances of attacking is truly challenging and will be enough to turn some players off.

     


           Lastability:  7.5
           If you appreciate the game's attempt at varied gameplay you can easily play it for scores of hours.  Instead of backtracking in the traditional RPG sense to grab missed upgrades or build experience points, you'll backtrack by restarting the game as you have your Zen realization regarding what's going on with the battle strategy.

     


           Final:  8.0
           Rondo of Swords is a difficult and compelling strategy RPG.  The storyline and cut-scenes build up a sense of the characters and the player's mission.  If there’s any justice, this title will mark the start of a new franchise.  Rondo and its crew would translate well to other media, especially a more traditional RPG (on the Wii perhaps).  While the directional battle on the grid map is a long, grinding process, Rondo of Swords is a sparkling RPG with fresh twists and classic style.      


    34
    TalkBack / Majesco Announces Pet Puzzler Rollin' Rascals
    « on: April 30, 2008, 08:17:28 PM »
    This July, only you can save the kidnapped animals of Kololo Kingdom!
     http://nintendoworldreport.com/newsArt.cfm?artid=15889

     Majesco Entertainment and developer Hoget have announced the July release of a new puzzle game for the Nintendo DS.  The gameplay concerns matching pairs of like animals, rolling them around obstacles and into each other to clear the game board before time runs out.  The game will feature multiple modes, levels of difficulty, and head-to-head multiplayer.    


    Publisher Majesco has edged back into profitability and carved a place for itself by developing unique titles for the DS.  With their most recent announcement, VP of Operations Gui Kayro promises a game "as charming as it is addictive."    


    Majesco Entertainment Announces 'Rollin' Rascals,' An Addictive New Pet Puzzler For Nintendo DS™    


    EDISON, N.J., April 30, 2008 - Round up the lost residents of Kololo Kingdom and return them home in Rollin' Rascals, a puzzle game for Nintendo DS™ announced today by Majesco Entertainment Company, an innovative provider of video games for the mass market. Developed by Hoget, Rollin' Rascals challenges players to reunite matching pairs of adorable critters-from pandas to puppies to pigs-by rolling them around obstacles and into each other to clear the game board of pets before time runs out.    


    "Rollin' Rascals is as charming as it is addictive; just a few rolls around the game board is enough to hook you on this easy-to-play little puzzler that gamers of all ages will enjoy," said Gui Karyo, Executive Vice President of Operations, Majesco.    


    The animals of Kololo Kingdom have been kidnapped and the only person who can bring them home is you! Featuring endearing round friends with a surprising amount of things to say, Rollin' Rascals wins players over with multiple difficulty levels across four modes of nonstop puzzle play: Attack, Challenge, Battle and the bonus Kololohouse mode that lets players create their own custom critter dwelling. Players can earn currency in both Challenge and Attack modes, which they can then use to shop for furniture and goods in Kololohouse mode. More competitive gamers can go head-to-head with a friend in the intense Battle mode and be the first to send all of their cuddly creatures home!    


    Rollin' Rascals is expected to ship this July for $19.99.


    35
    TalkBack / Study for your Driving Exam on the DS
    « on: May 01, 2008, 03:48:56 AM »
    The educational game will allow players from all over the world to study the written test administered in their locale.
     http://nintendoworldreport.com/newsArt.cfm?artid=15888

     DreamCatcher Games and JoWood Productions have announced development of Drivers Ed Portable.  The game gives players a chance to study for their written exam.  The tests will be customized to the country, state, or province where the test will be taken.    


    The game will feature two modes: Test and Train.  The Test Mode will deliver sample tests and chart your progress.  Train mode will include three mini-games aimed at teaching new drivers safety.    


    JoWooD/DreamCatcher Announce Drivers Ed Portable    


    Contains practice tests for USA, Canada, Spain, Italy, France, Germany, UK
       


    April 30th, 2008 (Toronto, CANADA): DreamCatcher Games and JoWooD Productions, leading worldwide publishers and distributors of interactive entertainment software, today announced the development of Drivers Ed Portable for the Nintendo DS™ system. The game will allow teens worldwide to prepare for the written portion of their driver’s license examination, customized to the country, state or province in which they live.    


    "Nintendo DS is proving to be an exceptional platform for delivering all types of content, not just traditional games," says Brian Gladman, Global Product Marketing Manager at DreamCatcher. "Everyone needs to study for their driving test, and we’re confident lots of teens will enjoy having a fun way to study the material on a platform they are comfortable with."    


    Drivers Ed Portable will feature two modes: Test and Train. Test mode will include sample tests for the written part of the driver’s license examination for all 50 US states, 13 Canadian provinces and territories, as well as Spain, Italy, France, Germany and the United Kingdom. User progress will be tacked, so the player will know where they need to improve their study in order to be successful in their actual test. Train mode will include three fun and educational mini-games targeted to new drivers.    


    Drivers Ed Portable will be available for Fall 2008.


    36
    TalkBack / Virtual Console Mondays: The Rest of March 2008
    « on: April 29, 2008, 02:04:23 AM »
    The lead up to WiiWare reveals a whole lot of stinkers.
     http://nintendoworldreport.com/vcArt.cfm?artid=15871

     This roundup of VC releases reminds us just how bad games can be and how far we've come since these early clunkers.  The NES selections are the real disappointments this month.  These titles were quickly made, with shoddy design and uninspired graphics.  The games below span two decades, but still lack even an ounce of originality.    



     


       


    Spelunker - NES

     Spelunker - NES    


     Cost: 500 Wii Points ($5)
      Players: 1
      Controllers: Wii Remote, Wii Classic, GameCube
      ESRB Rating: Everyone
      Released: 12/06/1985
     

       


     Spelunker began its life as an Atari 800  game, and over time was ported to a variety of systems including the Commodore 64, the MSX, and of course, the NES. Naturally, the NES port of the game is the version released on the Virtual Console. Spelunker is a platformer that bears some resemblance to Pitfall and, in some respects, Donkey Kong. The object of the game is to explore an underground cave and collect hidden treasure all while avoiding chasms, rock slides, bats, and ghosts. In addition to these hazards, you need to keep track of your constantly depleting air supply.  

       


     Not Recommended  The first thing you will notice when booting up Spelunker is how dated it feels. Even for an NES game, it is extremely basic. You will also notice, for all the wrong reasons, just how difficult it is.  The game is challenging not because of well thought-out level design, but because the controls are simply awful. Jumping feels stiff and movement is slow. This becomes problematic because if you fall too far, you die.  If you walk off of something without jumping - even if you only fall a very small distance - you die.  If you fall into a hazard but can still clearly get out, the controls hinder you from doing so and...you guessed it, you die.  While this may sound fantastic (*cough*), the terrible controls and ridiculous physics actually make Spelunker nearly unplayable. There isn’t much more to be said. Perhaps if it at least got this very basic component working right it might have a chance at being good; however, as it stands, this game is awful and under no circumstances should you consider buying it. - Nick DiMola  

       



       


    Super R-Type - SNES

     Super R-Type - SNES    


     Cost: 800 Wii Points ($8)
      Players: 1
      Controllers: Wii Classic, GameCube
      ESRB Rating: Everyone
      Released: 07/13/1991
     

       


     Early in the life of the SNES, companies ported over arcade shooters to some success. While the arcade versions of these games were classic and fun, they were typically full of slowdown, and Super R-Type is one of the worst offenders.   Based off the arcade R-Type 2, Super R-Type is a member of the horizontal shooter genre which has already seen its fair share of representation on Virtual Console. It is a varied game with different power-ups and a variety of ways to use your weapons. You can charge your ship’s laser cannon to release a powerful straight blast, or you can charge it up even more and release a powerful wavy blast. You also have the ability to use what the game calls a "Force Orb" which can either be attached to the front of your ship or let go to float around the screen and attack enemies.  

       


     Not Recommended  Super R-Type features a level of difficulty bordering on unfair, mostly due to the fact that there are no checkpoints in any of the game’s seven levels.  If you manage to get through a level only to face a boss and die (likely, because while the bosses look impressive they’re very difficult), you have to bob and weave and shoot through the entire level all over again. Even worse is when slowdown grinds the game to a halt, and then, after successfully clearing the screen of enemies, you slam into a wall because of the unexpected jump in speed.  Guess what?  Back to the beginning of the level.  While Super R-Type comes from a series of good games (some of which already appear on Virtual Console), it is the weak link in the series. Instead of buying this slowdown-laden title, I would recommend buying R-Type III: The Third Lightning (SNES), the original R-Type (TG16) or any one of the better shooters available on Virtual Console. - Neal Ronaghan  

       



       


    King's Knight - NES

     King's Knight - NES    


     Cost: 500 Wii Points ($5)
      Players: 1
      Controllers: Wii Remote, Wii Classic, GameCube
      ESRB Rating: Everyone
      Released: 09/08/1986
     

       


     Surprisingly, Squaresoft's first release in America was not an RPG, but a shmup by the name of King's Knight. Don't be fooled by the title, box art or screenshots of the game; though similar looking to an NES RPG, King's Knight is a shooter. Each of the game's four characters has their own stage in which they must dodge enemies, obliterate or avoid all terrain obstacles, and reach the dragon fight at the end of the level. During your scrolling progression from one end of the level to the other you will have the opportunity to pick up various speed, attack and defensive power-ups as well as four elements that will activate a secret power during the final boss.  

       


     Not Recommended  Though the premise of King’s Knight sounds fantastic, that fact is, nothing about it is very interesting. The gameplay is very basic, even for a shmup, and there are absolutely no trimmings to the game; hitting the start button at the title screen drops you right into the shuffle. The level and enemy design is boring, and the content is extremely thin. There are a measly five levels, one for each fighter and a final boss fight, giving you little to come back to; not that you would want to come back, even if there was more.  King's Knight looks even worse when you realize that it is just another shmup on the Virtual Console, and not a very good one at that. It would be in any gamers best interest to forget this game exists and save your 500 points for something worthy. - Nick DiMola  

       



       


    Powerball - Genesis

     Power Ball - Genesis    


     Cost: 800 Wii Points ($8)
      Players: 1-2
      Controllers: Wii Remote, Wii Classic, GameCube
      ESRB Rating: Everyone
      Released: 01/01/1991
     

       


     Sometime in the future, mankind grew tired of having two games by the name of Football and decided to combine the best characteristics of each to create a brand new futuristic sport, Powerball. A mix of the basic gameplay of Soccer and the brutality of American Football, with the scoring mechanism of both thrown in, Powerball is essentially the mangled love child of the two sports. Two teams face off on a field similar to that of a Soccer field with an American Football twist, each side of the field has a goal line (crossing it will award you 2 points) in addition to the traditional goal (awards 1 point). Similar to Football, the ball is carried, and similar to Soccer the ball is passed around a countless number of times between team mates in an attempt to keep possession of the ball and ultimately score.

     

       


    Not Recommended  Powerball features an overhead camera to display the action taking place on the field.  The camera feels extremely limiting, making it tough to really get a clear view of the field. The radar does help a bit in locating teammates; however, with all of the frantic action it's easy to stop paying attention to it in an effort to keep possession of the ball. Coupled with the terrible camera are terrible graphics. The "futuristic" field is distracting when paired with the similarly colored players on the field. Even the ball is similarly colored, making matters even worse. The only thing the game manages to do right is provide a solid control scheme, but by no means is this any sort of redeeming quality.   Though Powerball mixes the two footballs, from a gameplay perspective, it winds up just feeling like a Soccer game (with a very small twist). This isn't inherently a bad thing, it just doesn't feel like it accomplished its goal of combining two sports. Conceptually, Powerball sounds like a blast; unfortunately, the final product is nowhere near as fun as the description leads you to believe. Steer clear of this game, even if you are a fan of Soccer games. - Nick DiMola  

       



       


    Wonder Boy - Master System

     Wonder Boy - SMS    


     Cost: 500 Wii Points ($5)
      Players: 1-2
      Controllers: Wii Remote, Wii Classic, GameCube
      ESRB Rating: Everyone
      Released: 1986
     

       


     While Sega’s Wonder Boy adds a new notch to Virtual Console belt, as a game it will feel quite familiar. Wonder Boy is the original incarnation of Adventure Island, a series that Hudson later created with only minor deviations from the Wonder Boy formula. The biggest and most impressive difference is having the ability to continue without finding an asinine Hudson logo at the end of the first level.  Wonder Boy contains the basic platforming style of a Super Mario Bros. game with the addition of a few unique power-ups. Your main source of offense is an axe, and other power-ups include a skateboard and a protective fairy. The game follows a fairly standard format of eight worlds with four levels each, with the last level of each world ending in a boss fight with the game’s recurring villain. There is also a secret bonus world that is unlocked if you collect all of the dolls found in the prior level. Collecting every doll might seem like a tall order, but most of the dolls are easy to find. With the benefit of unlimited continues, you don’t have to be a perfectionist.  

       


     Recommended for Fans  While unlimited continues save the game from being impossible, the game’s peculiar health system (your health continually goes down unless you eat fruit, and one hit from an enemy kills you) makes the game’s difficulty too reliant on challenging you with random enemies and falling platforms. Despite its difficulty, Wonder Boy is a fun game that might be worthy of a purchase as long as you don’t already own its clone, Adventure Island. - Neal Ronaghan  

       



       


    Cruis'n USA – N64

     Cruis'n USA - N64    


     Cost: 1000 Wii Points ($10)
      Players: 1-2
      Controllers: Wii Classic, GameCube
      ESRB Rating: Everyone
      Released: 12/03/1996
     

       


     The N64's graphical power should have made it the system of choice for racing games, but unfortunately its racing library was little more than respectable, with a couple standout titles. Cruis'n USA was not one of those standout titles, but it did come early enough in the system's lifespan to gain an inexplicable, mutant fan base.  

           


     Not Recommended  Please note: Cruis'n USA is not a good game! The game features over a dozen tracks that all play the same (they're just an assortment of curves and straight-aways) and several cars that all feel the same. The graphics are shoddy and there are repetitive voice-overs during the race. There's the option to play with manual or automatic transmissions, but the difference doesn't add anything to the basic enjoyment garnered from arcade racing mechanics. For ten dollars even diehard fans of the series have to admit that this isn't worth picking up. - Evan Burchfield  


    37
    TalkBack / REVIEWS: Agatha Christie: And Then There Were None
    « on: April 25, 2008, 11:25:46 AM »
    Get ready to point-and-click until everyone's dead, even you.
     http://nintendoworldreport.com/reviewArt.cfm?artid=15858

     The exploitive and expansive history of the classic Agatha Christie novel (the original title was much different) is not served well by this three-year-old PC port.  With the exception of some interesting uses of the Wii Remote, the game is a real clunker.  Unless you're an old-school PC gamer with a predisposition for the sometimes mind-numbing logic of PC point-and-click adventures, I advise you read the book instead.  You'll save yourself a lot of frustration!  You play as a new character, Patrick Narracott, the boatman who charters the ship taking the eight death-destined guests to a mansion on Shipwreck Island.  It will be your job to search the nooks and crannies of each static environment for clues to solve the murders.  If only you could play as one of the guests, at least you would die at some point and be able to put the whole painful process behind you.    


    And Then There Were None is the story of eight very different guests who are invited to a mansion on a remote island.  One by one, each of them dies in the manner described in a children's poem titled "Ten Little Indians."  A copy of the poem hangs in each of the guestrooms. The title of the poem was also one of the less offensive titles of the novel, play, and movies.    


    The gameplay represents the divide between the usually slow-paced, deliberate action of PC point-and-click adventures and what a lot of console gamers will readily find boring and frustrating.  Luckily, the developers managed to come up with some interesting uses for the Remote.  These touches are sporadic and sometimes not readily apparent or explained; the often cryptic in-game instruction refers to this frustration as "part of the puzzle."  You hold "A" and twist the Remote like a door knob to open doors.  The Remote is also used to dig, pump, and carry out other physical actions.  This is not enough to appease most console gamers, or casual gamers for that matter.  It takes a very special player to enjoy the deliberate pace, especially with a throw-away, bargain-bin mystery like this.  And they will grow weary soon enough; and then there were none.    


    The cinematic sequences throughout the game are lush and stylistic, but technically very much in the past.  The in-game graphics are even worse, with lackluster avatars and static, nebulous backgrounds.  The game shows its age, and the Remote updates can't begin to obscure that.    


    The game goes against the grain of the original story, and fans may find this frustrating.  The classic is a classic because it broke many of the traditions and conventions of murder mysteries up to that point: no detective solves the case, the murderer goes undetected, and the story's construction is confusing enough that guessing the killer is nearly impossible.  So, interject a lackluster sea captain turned detective to turn all that around, and well, it could lead to another kind of murder.    


    Searching for clues or even empty space to find some way to progress the action will continue for hours on end.  Your search will then turn to a weapon to dispatch yourself.  To solve this one, you're going to need to be a PC gamer born in the early 1970's or Agatha Christie herself.  If you bought this game for PC three years ago, you might have been pleased with the clunker, especially if you had little knowledge of its genesis.  But as a Wii title in 2008, a few added control gimmicks can't save this from the bargain bin of the slowing trend PS2 and PC ports that just shouldn't be.

    Pros:
           

  • Remote is used in clever ways to mimic physical action
  •  
  • Stylish cinematic sequences


  •        Cons:
           
  • Three-year-old PC port shows its age
  •  
  • Frustrating point-and-click gameplay
  •  
  • Frustrating pace and bewildering puzzles


  •                Graphics:  4.5
           The PC port shows its age, especially with the in-game graphics.  The cinematic sequences are stylish and fitting but also clearly dated and of the PC adventure variety.

                   Sound:  4.0
           The sound effects work to the game's advantage and add to the atmosphere of mystery.  The voice acting is a little sad, but maybe it's because so many talented actors have voiced the story in previous formats.

                   Control:  6.5
           The Remote is used in place of the computer mouse in this clear point-and-click port.  However, the Remote is also used in clever ways, mimicking physical actions like opening doors and digging.

                          Gameplay:  5.5
           The divide between the deliberate, old school point-and-click gamer and the reflexive, variety-driven console player has never been more apparent.  If that's your bag, have at it; but most console players will find the pace silly and overly static.

     


           Lastability:  1.5
           I'd rather watch the 1945 film version with the sound off than play this game again.  You'd have a better chance reading Walter Huston's lips than solving this clunker.

     


           Final:  3.5
           It's easy to ruin a classic, so it's no surprise this game does such a good job of it.  The slow-paced point-and-click play will be enough to turn most players off.  The limited Remote gimmicks try to advance the gameplay but fail.  Read the book, see the play, watch the film, but skip the game.      


    38
    The European Union is demanding the video game industry of Europe better protect children from violent images.
     http://nintendoworldreport.com/newsArt.cfm?artid=15855

     On Tuesday, the European Union warned video game makers and retailers they have two years to come up with a widely accepted industry code of conduct to better protect children from violent images.  PEGI, an age rating system remarkably similar to the American ESRB ratings, is already in place in Great Britain and most of Europe.      


    So what is the EU actually proposing?  They want an ad campaign launched that will make the current age rating system more known to parents and the public.  And while the EU acknowledged there is no conclusive proof that violent video games promote violence, they cited cases of teenage school shootings and said: "We want to work in this environment on a precautionary principle."  What form the advocacy campaign will take to "protect children from video games" is up for speculation.  Continued EU Consumer Protection Czar Meglena Kuneva, "When children go out to play today they enter the world of joysticks. We are not quite sure where they go and there is real anxiety from parents."    


    So far the government has stayed out of the planning and execution of these age rating systems and left these considerations to industry professionals.  But the EU reminded these same professionals that the government has powers to propose legislation should they not act.


    39
    TalkBack / Sadness to be Powered by Gamebryo Engine
    « on: April 19, 2008, 05:58:23 AM »
    The long-awaited, much-touted horror adventure title will feature cutting edge black-and-white graphics.
     http://nintendoworldreport.com/newsArt.cfm?artid=15814

     Sadness will be the first entirely black-and-white game developed exclusively for Wii.  The horror adventure title is being built on Emergent's Gamebryo development platform to push the graphics capabilities of the Wii.  The stylish crime noir thriller is set just before the outbreak of World War I and will feature eight different endings.  There is still no word on a release date.    


    Gamebryo Breathes Life Into Wii's First Black-And-White Horror Title    


    Highly-Anticipated Wii Game, Sadness, Chooses Emergent's Gamebryo
       


      CALABASAS, Calif. (April 14, 2008) – Emergent Game Technologies announced today that the highly-anticipated psychological thriller Sadness for Wii™ is being built on the Gamebryo game development platform. The first Wii title to be presented entirely in black-and-white is in development by Poland-based game studio Nibris. Taking place prior to World War I, Sadness is a crime noir thriller with richly detailed characters and an engaging storyline.    


    "Without a doubt, Gamebryo is the most powerful engine available for the Wii. After getting familiar with the engine several months ago we made the decision to choose Gamebryo. Since then, our team has been working on Sadness and we are quite impressed," said Tomasz Wisniowski, Project Manager of Nibris. "We will have quite a few graphical effects in our game, which some believe are impossible to attain on the Wii. Gamebryo helped make it possible. We are firmly convinced we made the right choice."    


    "From the early stages of pre-production with Sadness, Nibris realized that they would need development technology that allowed for an extreme amount of flexibility in the creative process, which is a cornerstone of the Gamebryo framework," said Geoffrey Selzer, CEO of Emergent. "Sadness is designed to push the bounds of Wii technically and creatively. We are thrilled to be a part of Nibris’ ground-breaking product. We’re really looking forward to playing Sadness on Wii."    


    Gamebryo gives Nibris’ developers a considerable head start by implementing numerous Wii development features that do not typically come with standard SDKs. Loaded with rendering and animation tools, a Wii-specific viewer, extensive libraries and APIs to simplify pipeline integration, Gamebryo provides Wii teams everything they need to optimize and deliver visually stunning games on time and on budget.    


    Sadness is a horror adventure game aimed at adults with strong nerves. Players will need to confront their greatest fears and protect themselves in hopes of not getting trapped inside the main character’s nightmare. The game has eight different extreme endings each with their own premise, which are assigned to a player based on specific factors during the game. To compliment the intense gameplay, the Wii-mote and Wii Nunchuk control the main character’s hands so players feel as though they are in the psychological thriller.


    40
    TalkBack / 505 Games Promote Cooking Mama 2 in Yo! Sushi Restaurants
    « on: April 14, 2008, 02:06:57 PM »
    Novel game promotion lets UK sushi diners play DS during their meal.
     http://nintendoworldreport.com/newsArt.cfm?artid=15751

     Popular UK restaurant chain Yo! Sushi will now feature preloaded DS systems on their world famous conveyor belt of sushi.  Customers will be able to make virtual sushi and other dishes on Cooking Mama 2 while they wait for their food to arrive or challenge each other to cooking competitions wirelessly on the restaurant floor.  Diners also have the chance to win free DS systems and copies of Cooking Mama 2 as part of the campaign.    


    The London Poland Street and Farringdon Road locations will be the first to feature the promotion, beginning April 14, with more of the chain’s 30 UK restaurants following suit over the coming months.
             


    YO! SUSHI SERVES UP COOKING MAMA    


    505 Games today announced an agreement with the hugely popular and uber-cool YO! Sushi to offer its diners the opportunity to play Cooking Mama 2 for free through DS consoles placed on the restaurant chain’s iconic conveyor belts - or kaiten, as they are known in Japan.    


    The sushi restaurant sampling campaign, a games industry first, will see free DS consoles preloaded with Cooking Mama 2 being offered to YO! Sushi customers for the duration of their meal in the Farringdon Road and Poland Street restaurants in London from Monday 14th April, with many more of the chain’s 30 UK restaurants following suit over the coming months.    


    Cooking Mama 2 is the recently released sequel to the best-selling cooking simulation game Cooking Mama, and promises more culinary fun and even tastier gameplay as players chop, slice, dice, fry, grate, mash, mix, peel and roll ingredients using the DS stylus. Multiplayer gameplay ensures budding sushi chefs can challenge each other wirelessly over the restaurant floor and blowing on the in-built DS microphone will even cool a hot dish down!    


    "We’re overwhelmed with YO! Sushi’s enthusiasm and support for our Cooking Mama 2 campaign," commented Ian Howe, Managing Director, 505 Games. "The YO! Sushi brand is colorful, cool, fun and essentially Japanese, which are all values shared with our Tokyo-developed Cooking Mama series. This is going to be an exciting and creative campaign and we’re looking forward to getting some great feedback from family sushi diners across the UK."    


    Furthermore, My Ly, Marketing Manager for YO! Sushi adds "As well as offering delicious and healthy Japanese inspired dishes, we are always looking to provide something extra for our customers - and this is a perfect way in adding value to their dining experience. We are delighted to be working with Cooking Mama on this exciting and innovative promotion."    


    Cooking Mama is an original and fun title that boasts immediate 'pick up and play' kitchen action, to ensure that players of any age or skill level are able to enjoy its wholesome whole meal gameplay. Over one million Nintendo DS and Wii copies of the original game have shipped to-date, making it the biggest selling third party DS title ever released, and Cooking Mama 2 looks all set to break that record over 2008.    


    As part of the campaign, 505 Games will also be offering YO! Sushi customers the opportunity to win DS and Wii consoles and copies of Cooking Mama 2.    


    Cooking Mama 2 is available to play for free in the Poland Street and Farringdon Road YO! Sushi restaurants from Monday 14th April.


    41
    New studies on video game players dispel the violence connection but find neuroticism and lack of extraversion in game addicts.
     http://nintendoworldreport.com/newsArt.cfm?artid=15704

     One new study suggests video game players are less aggressive and even calmer after playing violent online video games.  The British Psychological Society presented Middlesex University's findings on video game research this week at their Dublin-based symposium. This is an interesting finding that contradicts the limited studies already conducted.    


    The University study questioned players before and after hostile game play.  Most studies in this field are conducted through questionnaires that measure a player's level of aggressiveness before and after playing video games.  The new study found that "There were actually higher levels of relaxation before and after playing the [violent] game as opposed to experiencing anger but this did very much depend on personality type."  The researchers also hope this study will pave the way to finding the "personality type" that is more likely to "transfer their online aggression into everyday life."  Their aim is a public health policy that addresses troubled young people, not video game players at large.    


    The study contradicted the general trend of previous studies on the subject. A 1983 Gibb Study questioned players before and after they played games in an arcade.  That study found a correlation between aggression and gameplay, but found it insignificant when combined with other factors.  As video games became more realistic in their depictions of violence, studies continued to confirm one thing: signs of aggression and anxiousness in players directly after playing violent games.  In 2000, the University of Central Lancashire conducted a study that concluded teenage players had "higher ratings on hostility and anger after playing the [violent] games."      


    This weeks' Dublin symposium also found similarities between video game addiction and Asperger's syndrome, a form of high functioning autism.  The University of Bolton and Whitman College claimed, "Our research supports the idea that people who are heavily involved in game playing may be nearer to autistic spectrum disorders than people who have no interest in gaming."  The "high engagement" players also shared negative personality traits.  The most common personality traits of "video game addicts" match the most common traits of Asperger's syndrome: neuroticism, lack of extraversion, and agreeableness.  The researchers agreed these avid game players do not have autism, but they do find it easier to communicate with a machine than other people.    


    As video games continue to be part of everyday life, the studies will likely continue.  The studies thus far should be viewed as exploratory, not scientific, and rely heavily on surveys and qualitative judgments by researchers in defining and measuring what constitutes aggression.


    42
    TalkBack / Analyst: Wii Shortage to End Soon
    « on: April 01, 2008, 07:52:36 PM »
    The weak U.S. dollar may have been the culprit of the Wii shortage.
     http://nintendoworldreport.com/newsArt.cfm?artid=15677

     Game industry analyst Michael Pachter of Wedbush Morgan believes the shortage of Wii systems in the United States should soon be a thing of the past.    


    Speaking to the Dallas Morning News, Pachter said he believes the Wii shortage was caused by the weak U.S. dollar.  By selling excess product in European countries with a strong Euro, Nintendo makes more profit when the money is exchanged to their native Yen.    


    Nintendo has stressed their desire to have a global community with the Wii.  However,  Pachter  said diverting product for profit is definitely what happened.  The good news for Americans, he declared, is that demand in Europe is dwindling and Wii shortages in the United States will soon be a thing of the past.    


    Nintendo's response to Wii shortages has been cryptic and usually blamed on production,  but diverting Wii systems to Europe might also explain the company's ambivalence to addressing the issue.    


    The Dallas Morning News' Victor Godinez, who spoke with Pachter, summed up his thoughts on the matter. "No one wants to hear that they're second-class customers, but that's exactly what we American gamers are right now," he said.


    43
    TalkBack / Surreal Shooter Zombie BBQ for Halloween
    « on: March 25, 2008, 04:40:20 PM »
    Little Red Riding Hood to save Fairy Tale Land from zombie invasion.
     http://nintendoworldreport.com/newsArt.cfm?artid=15613

     Enjoyup Develop Zombie BBQ for Gammick    


    Barcelona, February 2008 - Developer Enjoyup Games have singed a deal with Gammick Entertaiment to develop Zombie BBQ for Nintendo DS™    


    Once upon a time there was a fantastic world where fairy tale creatures dwelt and all was peace and harmony… till the zombies came to eat out their brains! Welcome to Zombie BBQ for Nintendo DS™!    


    Our story begins with the invasion of this fairy tale land by hordes of ravenous zombies. And they won’t stop at anything: from the succulent legs of ham of the Three Little Pigs to the sawdust brain of Pinnochio, they are all tasty morsels for the living dead. Grotesque aberrations plague the enchanted forests. Prince Charmings wake up Sleeping Beauties with a real love bites and ferocious wolves die when they attack abandoned little girls. Only one heroine can stop this babbling army. Her name is Red, Little Red Riding Hood, and now she’s armed and dangerous!    


    Zombie BBQ is a really fun shooter for Nintendo DS™, where you have to move forward by shooting down every living (or dying) creature in your path! Use the great arsenal of weapons at your disposal to do away with the savage hoards of zombies. Shoot, blast, massacre, bombard and burn your enemies to the bone with a simple touch of your stylus on the console screen. Can you save fairy tale land or will you let its creatures live an unhappy-ever-after-life?    


    The story begins in October!


    44
    TalkBack / REVIEWS: My Horse And Me
    « on: March 21, 2008, 06:52:59 PM »
    Horses everywhere offended.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=15591

     It is my obligation to let you know your friendly reviewer has taken riding lessons and been around plenty of real horses.  My Horse & Me is a banal blend of accessory-purchasing and mini-games that approaches your relationship with a horse in a purely superficial way.  On top of that, the graphics are rough and rushed.    


    My past should give me the gravitas to judge whether the game approximates the relationship between human and horse in any way.  At this the game fails miserably.  The down time with your horse is overly simplistic and lacks appeal.  Even as you accumulate loads of horse accessories, the model changes are without distinction.    


    But is My Horse & Me at least an entertaining simulation game?  Sorry, no luck here either.  The main action consists of running and jumping your horse through obstacle courses and other challenges.  Winning a Challenge or shorter Competition garners you cash to buy lots of stuff for your horse or yourself, such as a new pair of riding pants.  All this customization does little, though, as the graphics are beyond sub-standard, looking very choppy and without any depth. If you've never experienced a real horse, you'll chuck the game.  If you have, you'll burn it!    


    The game allows you to play as either gender, but your selection barely changes the model.  You can change the length and color of your hair, with little onscreen change either.  The horse choices are boring too, limited to a small selection of colors.  I selected a black horse and named him Mr. Ed.  Interestingly, you can record the horse's name in the microphone and call him to attention.    


    The controls are all over the place.  During competitions, you steer using the D-Pad and jump using "A".  You slow down with "B".  These primary controls are slow and out of sync.  One or the other controls has to be completely untouched for the other to work.  It becomes maddening after awhile.  The game uses the stylus to make selections in menus, but it is barely used when riding your horse.  Yes, sadly, you only use the stylus to stroke an icon if your horse becomes stressed during competition.    


    You must also care for your horse and equipment, although this is limited to a few poorly rendered activities like fixing horseshoes or cleaning with a hose.  You achieve these ends by simple strokes of the stylus.  You must also clean the barn stall--the shop owner from town will pop up to show you how it's done.  Be afraid, very afraid!    


    When it comes down to it, this game’s presentation is creepy.  The static, text-based interactions with your horse instructor and the shop owner feature truly bizarre character depictions.  The characters are rendered in an eerily realistic style, photographic almost.  I wouldn't let my daughter around these weirdoes.    


    The simplistic design and superficial gameplay are sure to turn off everyone, including the young girl target group, and especially horse owners.  The limited touch screen controls and shoddy conventional controls only make things worse.  My Horse & Me is, in a word, plop.

    Pros:
           

  • Recordable horse name feature is amusing


  •        Cons:
           
  • Boring horse competitions
  •  
  • Rough, choppy graphics
  •  
  • Loose controls
  •  
  • Superficial quality of horse/human relationship


  •                Graphics:  2.0
           The graphics are ancient.  Character design consists of bizarre photographic renders which are creepy and unappealing.  The pan shot on entering your horse's stall is by far the best five seconds of the game.

                   Sound:  3.0
           Sounds effects are kept to a minimum.  Recording the horse's name and listening to the summons is mildly amusing…at least when it says "Mr. Ed!"  The soundtrack contains three notes and instantly annoying.

                   Control:  1.0
           Riding your horse is like driving a shopping cart on ice, and the menu isn’t much better!

                          Gameplay:  2.0
           The care of your horse is quite secondary in My Horse & Me.  Instead, most of your time is spent running around hoops to win money to buy more pretty things for your horse.

     


           Lastability:  1.0
           The tragic gameplay and endless shopping are made worse by remedial graphics and simple design.  This fatal formula will leave you wishing you never played this one.

     


           Final:  1.5
           There are better horse simulation games on the DS.  My Horse & Me lacks fun and flair, and is a failed attempt at more realistic play.  The consequence is a stunningly hollow game, with sloppy controls killing anything left to salvage.  My Horse & Me is a long-distance relationship.      


    45
    TalkBack / Disney Interactive Announces Spectrobes Sequel
    « on: March 19, 2008, 05:24:43 PM »
    Beyond The Portals will include custom avatars and support the DGamer community.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15580

     Disney Interactive Studios' Original Franchise Continues with Spectrobes: Beyond The Portals for Nintendo DS™    


    BURBANK, Calif., (March 19, 2008) – Details of the next game in the highly popular anime-inspired, sci-fi action/role playing game series Spectrobes have been uncovered. Disney Interactive Studios today announced the name of Spectrobes: Beyond The Portals, the sequel to Spectrobes, which shipped more than 1 million units worldwide and was the best-selling third-party Nintendo DS™ game of 2007 in North America.    


    Spectrobes: Beyond The Portals for Nintendo DS continues the story of Rallen and Jeena, interplanetary patrol officers who discover, excavate, awaken and train mysterious fossilized creatures known as Spectrobes and then use them to battle enemies. The story surrounds the origins of mysterious portals that lead to distant dimensions.    


    Developed by Kyoto, Japan-based Jupiter Corp., the studio behind Spectrobes, Spectrobes: Beyond The Portals has a wealth of new features, including an entirely new story; a new three-dimensional perspective; a map to assist with exploration; new excavation and battle features; more creatures; and the debut of an online battle system utilizing the Nintendo Wi-Fi Connection. Spectrobes: Beyond The Portals also includes DGamer, Disney Interactive Studios' innovative new technology that provides a fun, connected online game community for Disney video game fans. Spectrobes: Beyond The Portals is currently planned for a Fall 2008 release.    


    "Spectrobes has become an international sensation," said Craig Relyea, senior vice president of global marketing, Disney Interactive Studios. "By continuing to build on its enthralling story, unique gameplay features and memorable characters, Spectrobes: Beyond The Portals will continue to thrill fans. This second game is part of our plan to expand the series in the coming years."    


    The game is being overseen by Disney Interactive Studios' Tokyo office.    


    "With Spectrobes: Beyond The Portals, we're working with Jupiter Corp. again and ensuring the series adheres to its defining features while capturing new elements of anime style and storytelling," said Kentaro Hisai, producer, Disney Interactive Studios, based in Tokyo. "Spectrobes was a major success last year and we look forward to continuing the series."    


    In Spectrobes: Beyond The Portals, players can take on the role of either Rallen or, for the first time, Jeena. Jeena uses her research and technological skills so the duo can solve puzzles and complete their missions.    


    With the game's inclusion of DGamer, players can customize a unique 3D avatar, earn exclusive Disney content, interact and chat with their friends via their Nintendo DS using the Nintendo Wi-Fi Connection or on a computer through the Disney.com website. DGamer is the first online community developed exclusively for Disney Gamers and will be offered in North America in Nintendo DS games from Disney Interactive Studios with a future launch scheduled in other global regions.


    46
    TalkBack / Atlus Announces Summon Night: Twin Age
    « on: March 18, 2008, 07:22:33 AM »
    Fully stylus-driven action RPG set for release on May 20.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15574

     ATLUS CONJURES SUMMON NIGHT: TWIN AGE™ FOR NINTENDO DS™    


    Unsheathe Your Stylus and Vanquish the Enemy this May 20th
       


    IRVINE, CALIFORNIA - MARCH 18th, 2008 - Atlus U.S.A., Inc., a top 5 publisher in 2007 for overall game review scores, today announced Summon Night: Twin Age for Nintendo DS, a fully stylus-driven action RPG set in the popular Summon Night universe. The stylus is your key to the world of Clardona, whether as your swinging sword or your shimmering wall of fire. Summon Night: Twin Age is currently scheduled to bring its precise controls, beautifully animated graphics, and addictive action RPG gameplay to the Nintendo DS on May 20th.    


    About Summon Night: Twin Age    


    From a very young age, the human girl Reiha displayed great aptitude for the magical art of Summoning. While still a child, her powers caused a terrible accident during a major Summoning experiment. It was reported that Reiha had died as result, but she survived, along with a young Summon Beast named Aldo that had been pulled into her world...    


    Following the accident, the two children grew up together as brother and sister on the tropical island of Jarazi, among a race of people with beast-like features. There they learned to commune with the Nature Spirits that surrounded them. One day, the Spirits began acting strangely, prompting Reiha and Aldo to investigate. Their quest to find out who or what is behind the corruption of the Spirits will lead them back to the human lands where the cataclysm first brought them together…    


    Key Features  

       
    • High-precision stylus control - Unleash the power of your Nintendo DS as you wield your stylus to attack foes, heal allies, and use items. Navigate your way around menus and maps with a responsive touch-based interface.
       
    • Packed with gameplay features - Immerse yourself in a lavish gaming experience that lets you do battle, collect items, craft weapons, earn and improve skills, conjure beasts, build relationships with party members, trade items via local wireless, and much more
       
    • Choose the way you play - With alternate story paths, loads of battle options, side quests, and multiple ending sequences, there is a wide variety of ways to play. Replay the game and challenge yourself with extra dungeons.
       
    • Richly woven tale of adventure - Two playable characters and several widely varying party members provide different views of your journey through the world of Summon Night.
       
       


    Summon Night: Twin Age has been rated E10+ by the ESRB.


    47
    TalkBack / Reggie Promises It All for E3
    « on: March 17, 2008, 06:06:21 PM »
    Fils-Aime says a big game and a smash hit for the holidays will be announced at E3.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15572

     Nintendo of America President Reggie Fils-Aime confirmed the company has big plans for the second half of 2008, but don't expect to hear about them until E3.    


    Speaking with Geoff Keighley of Game Trailers TV on what Nintendo plans for the rest of 2008, Reggie was his usual cryptic self.    


    "We're gonna unveil the whole second half during E3,” Reggie said. “I mean come on, there's more than enough to get people excited."    


    Reggie was further pressed for the usual goods.  What does the future hold for Mario and Zelda in 2008?    


    "I'll tell you this, we're gonna have great new content maximizing of all our key franchises,” he said.  “It's gonna be a good second half.  There's gonna be a big game for the holidays that the gamers will want."    


    Reggie was confident that Nintendo would satisfy casual and hardcore gamers alike.    


    "Gamers are gonna be excited, and the expanded audience is going to be excited," he said.


    48
    TalkBack / THQ Ships Worms: A Space Oddity for Wii
    « on: March 17, 2008, 04:30:12 PM »
    Worms on Wii will include classic play and party games.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15571

     THQ's Worms: A Space Oddity Infests Wii™ for the First Time in Franchise History    


    Players Can Launch Attacks Using the Wii Remote with Intuitive Maneuvers as They Battle Through Environments Reminiscent of Classic Science Fiction
       


    AGOURA HILLS, Calif.--March 17, 2008--THQ Inc. today announced that Worms: A Space Oddity, the newest installment in the popular turn-based strategy series, has shipped to retail outlets throughout North America. The franchise's debut on Wii™ features intuitive controls designed to take advantage of the Wii Remote™, as well as a fresh new visual style, environmental settings and even more customization options. Worms: A Space Oddity is rated E10+ and is now available for a suggested retail price of $49.99.    


    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.    


    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 environmental parameters and global events. Worms: A Space Oddity also features more customization options than ever before with the ability to change several elements that alter the appearance of each worm, as well as a set of editors that allows players to create their own landscapes, team flags and gravestones.    


    Worms: A Space Oddity is also scheduled to release on wireless phones across all major carriers later this spring. Worms: A Space Oddity was developed by Team 17 in West Yorkshire, England.


    49
    TalkBack / Free Pokémon Mystery Dungeon Guide Offer
    « on: March 16, 2008, 02:19:58 PM »
    Starting March 16, preorders will receive a free, limited-edition players guide for the new installment.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15565

     JUMP INTO THE NEXT POKÉMON ADVENTURE EARLY AND GET A FREE GUIDE    


    March 13, 2008 - Two new Pokémon® adventures for Nintendo DS™ are on the way, and Nintendo plans to reward fans for ordering early with guides to help them navigate the games. Starting March 16, fans who place an order for either Pokémon® Mystery Dungeon: Explorers of Time or Pokémon® Mystery Dungeon: Explorers of Darkness will receive a free, limited-edition Pokémon Mystery Dungeon Explorers Guide. The guide contains an exclusive collection of tips, interviews and an original manga by Ken Sugimori, main art director of Pokémon video games.    


    In these two new games, players journey through time and darkness as actual Pokémon as they attempt to find out why they've been turned into a Pokémon. Their epic quest leads them through countless, randomly generated dungeons, encountering more than 490 Pokémon. Players also have the option to send rescue alerts to their friends via e-mail or mobile text message when they are connected to Nintendo® Wi-Fi Connection. These two new Dungeon games give Pokémon fans another excuse to upgrade to Nintendo DS, which also plays all their favorite Game Boy® Advance games in single-player mode.    


    Pokémon games remain as popular as ever. Last year's release of Pokémon® Diamond Version and Pokémon® Pearl Version for Nintendo DS sold a combined 4.33 million copies to date in the United States alone.


    50
    TalkBack / Mega Man Star Force 2 for Summer
    « on: March 16, 2008, 08:37:30 AM »
    Two versions, Zerker X Ninja and Zerker X Saurian, will be available.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15562

     CAPCOM® REVEALS MEGA MAN STAR FORCE™ 2 FOR NINTENDO DS™    


    Two Different Versions of the Game Allow Players to Trade Unique
       


    SAN MATEO, Calif — March 13, 2008 — Capcom®, a leading worldwide developer and publisher of video games, today showcased Mega Man Star Force™ 2 for Nintendo DS™, the second game in the Mega Man Star Force™ series which will offer an updated battle system with new Battle Cards and new foes to confront. Mega Man Star Force 2 will be released in two versions, Zerker X Ninja or Zerker X Saurian with players able to choose between Zerker, Ninja or Saurian dependent on which version they opt for. Mega Man Star Force 2 is currently scheduled for release this June.    


    Each of the three variants – Zerker, Ninja and Saurian – offers its own distinct Mega Man transformations with unique special attributes and abilities. Players can harness the spirit of an ancient species known as "Tribe" and transform or "tribe on" into three different forms – Elec Zerker wields a large sword imbued with the power of lightning; Wood Ninja can throw a huge Shinobi Star and move at great speed, while Fire Saurian is able to reduce enemies to smoldering pieces with a swipe of his fiery fist.    


    Developed by the team behind the popular MegaMan Battle Network™ series, Mega Man Star Force™ 2 continues two months after the previous game left off. Geo Stelar and crew return to battle a whole host of UMA’s (unidentified animated beings) and a new rival character named "Rogue." Amidst this new conflict, a mysterious organization emerges with plans to revive the ancient civilization of "Mu" by utilizing the force of an ancient heritage "OOPArt." It’s up to Geo and his virus-busting buddy, Omega-Xis, to thwart this latest threat.    


    Mega Man Star Force™ 2 blends a unique formula of RPG exploration elements with fast-paced action, as players travel and battle between coexisting worlds, the physical world and the virtual Wave World, to unravel the mystery around this new troublemaker. Players will encounter enemies in the virtual Wave World and battle them on three-by-five battle grids with their Battle Card deck. Mega Man Star Force 2 also adds an upgraded "Transer" system.    


    Activating the communications application via the Nintendo Wi-Fi connection or the Wireless LAN allows players to connect with in-game friends regardless of their location, add new friends to their network to create a "Brother Band" network, where they can share cards, status upgrades, and even help each other to perform, upgraded transformations. Wireless match application via the Nintendo Wi-Fi connection is also available for Mega Man Star Force™ 2 which allows players to test their skills against friends across the internet.


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