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1
TalkBack / Tecmo Koei Announces Four 3DS Games
« on: June 15, 2010, 03:39:43 PM »
Lots of action titles are on the way to the new handheld.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=23286

 Tecmo Koei has announced four titles for the Nintendo 3DS, including Dead or Alive 3D, Samurai Warriors 3D, Ninja Gaiden 3D, and Dynasty Warriors 3D.   All of these titles are working titles.    


No further details has been revealed about these games.      


TECMO KOEI PROUDLY ANNOUNCES ITS LINEUP FOR THE NINTENDO 3DS™    


Company’s Best-Selling Franchises to Expand onto the Latest Handheld System    


BURLINGAME, Calif., June 15, 2010 –
TECMO KOEI GAMES CO., LTD. is proud to announce their platform support for the upcoming NINTENDO 3DS.  The company has commenced development on four titles, all of which will bring a new dimension to their best-selling franchises.   The titles are:    


DEAD OR ALIVE® 3D (working title)    


SAMURAI WARRIORS® 3D (working title)    


NINJA GAIDEN® (working title)    


DYNASTY WARRIORS® (working title)    


The recent formation of Tecmo Koei represents a bold new direction for the two gaming companies, Tecmo and Koei, who boasts a portfolio of award-winning interactive entertainment products across various platforms.  Utilizing the combined strengths of both companies and the latest in innovative technologies, Tecmo Koei is committed to fully re-imagining the worlds of these beloved franchises on the NINTENDO 3DS.    


Details on the four titles including release date, pricing, rating information will be available at a later date.


2
The Autobots (Zach) and the Decepticons (Neal) duke it out in this two-man review.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=19996

 [Editor's Note: As we did with last year's Pokemon Mystery Dungeon review, we decided to have two reviewers combine their thoughts into one article due to the virtually identical nature of the titles involved. – JL]    


Neal Ronaghan: Transformers: Revenge of the Fallen is based off of the successful film of the same name, and it comes in two similar flavors for DS: Autobots and Decepticons.    


Zach Miller: I played the Autobots version and the plot is almost totally unlike the movie. In fact, Megatron is the final boss instead of The Fallen. Your character arrives on Earth as a protoform and scans three vehicles (you get to choose which one you want to be), then you instantly start fighting for the Autobot cause.    


Neal: The Decepticons version focuses on the villains of the Transformers world. The game begins with your characterlanding on Earth and getting discovered by Starscream and his team of evil Transformers. You join their cause and set out on various missions to try to capture what in movie lingo are known as Macguffins.  In other words, important stuff you need to get, or things you have to do.    


Zach: There is a mission structure in which you choose one of several missions from a world map. Once several story missions have been completed, you can pick three optional missions to collect bonus Energon (Transformers-speak for experience). The Energon that you collect by defeating enemies and searching the environment can be spent on attribute upgrades, though the higher you go, the more expensive each upgrade becomes.    


Neal: Gameplay is generally action-packed. You take on short missions that involve simple goals, such as "defeat all the enemies" or "protect this base." The only problem is that these missions eventually start repeating the same few objectives over and over again, and the difficulty of these levels ramps up quickly.    


Zach: Exactly. There’s usually a time limit, and that time limit is unforgiving. Be prepared to retry the same mission over and over again until you get it just right, although there are only a few times when this is actually frustrating. The Autobots don’t do a whole lot, though; most of the mission consist of bomb defusing and escort defense. If these guys aren’t scanning bombs to disarm them, they’re actually picking the bombs up and throwing them away.    


Neal: That's funny…the Decepticons do the same sorts of things.    


The game does try to solve these issues with an upgrade system and bonus missions. Upgrades allow you to use Energon to level up different statistics that raise your melee attack, ranged attack, health, and more.    


Zach: Also, most story missions have up to four "internal parts" scattered throughout the environment for you to scan. These can be swapped around between missions to give you automatic attribute bonuses, including new weapons (like grenades, rockets, and machine guns). All told, the customization options are pretty robust and allow players to tailor their robot to their combat style.    


In all honesty, I found the bonus missions to be more fun than the story missions. They give you a nice easy goal: survive an enemy assault for three minutes, or race Optimus Prime around the city (collecting tons of Energon as you go). Boss battles are all the same and are kind of boring (strafe, shoot, scan something, repeat), but they don’t crop up very often.    


Neal: The game's controls work well overall, but there is one problem. There is one attack button, yet there are two attack methods mapped to it. By pressing A you perform a melee attack; however, holding down the L button and pressing A locks onto the nearest enemy and performs a ranged attack. The problem is that your character moves when during the melee attack, and can often go right past the enemy and leave himself open for an attack from behind.    


Zach: Unlike the Wii version of the game, Transformers DS allows you to transform between vehicle and robot form at will. While most of your time will be spent shooting down enemies in robot form, it’s often helpful to drive around as a car, as it’s quicker than walking. Both forms control very well.    


The game looks great; even the transforming process is impressive. Robots move fluidly and are often surprisingly detailed. Environments usually don’t amount to more than geometric buildings and structures, but they can be quite large. The music is a little repetitious, but story missions are narrated by voiceovers, which is cool.    


Neal: There's also an awesome online experience.    


Zach: Yes! Revenge of the Fallen's greatest feature is the War Room, which takes you online where you fight to take control of Earth for your chosen faction. You can play seven unique missions a day, and your stats are uploaded to a server.    


Neal: You can also gain ranks online, gaining even more Energon as you play these missions. While this is technically an online mode, you don't actually play online; you go online and select a mission, go offline and play the level, then go back online to upload your stats. It's a bit clumsy, but it adds wonderful longevity to the game.    


Zach: I absolutely loved this feature, despite the fact that a few missions are brutally difficult. The War Room is great fun and very rewarding. I hope Activision supports it for a long time.    


Neal: All of this makes for a meaty package, but the gameplay does feel repetitive and unfair at times. Revenge of the Fallen is clearly meant for big fans of the license, but is still a solid game on its own.

Pros:
       

  • Pretty, colorful graphics
  •  
  • The online War Room extends the game's lifespan


  •        Cons:
           
  • Lack of mission variety
  •  
  • Some minor control issues
  •  
  • Melee attacks are basically useless


  •                Graphics:  8.0
           Transformers: Revenge of the Fallen is a pretty game with good 3D graphics, though popup is a problem in some of the more open terrain missions. The act of transforming itself is particularly cool.

                   Sound:  6.0
           The soundtrack seems to echo a movie score, so it works in that respect;unfortunately, it's still bland. There's a bit of voice acting, which is good, but doesn't happen too often.

                   Control:  7.0
           The controls are impressive, with simple but effective methods of guiding both robot and car forms. Switching between weapons and target switching can be jarring, though.

                          Gameplay:  7.0
           Story missions tend to be very repetitious. How many bombs do I have to defuse? They're almost always timed, too, which sucks the fun out of a lot of otherwise interesting missions. Side quests and the online War Room save the day, though.

     


           Lastability:  6.0
           After you complete the main campaign and find all the upgrades scattered around the maps, you can go online to the War Room and download "new" missions every day in a quest for Energon and new parts. The only drawback is that the online missions have a nasty tendency to cycle pretty regularly.

     


           Final:  7.0
           Transformers: Revenge of the Fallen is a fun game, even with its faults. It offers a solid experience that will easily rope in Transformers fans, and might entertain some other people as well.      


    3
    TalkBack / IMPRESSIONS: Wii Sports Resort
    « on: July 03, 2009, 05:46:09 AM »
    Wii Sports Resort landed overseas in Japan last week, and we give you our impressions.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18977

     It has been a bit of a wait, but last week Nintendo finally graced the Japanese public with the follow-up to its Wii tech demo and best-selling game of all time, Wii Sports. Last Thursday, eager to find out what Nintendo's opening implementation of Wii MotionPlus had in store, I dropped on by my neighborhood video game store to check it out. They were sold out. I was unsurprised, given the status of its predecessor, and so I decided to try a bigger outlet - the Yodobashi Camera in Kawasaki. There I found a display showing both Wii Sports Resort and the soon-to-be-released Dragon Quest IX, as well as plenty of copies of the game.  I quickly purchased my copy as well as an additional Wii MotionPlus accessory.    


    When I returned home, I popped the game in and was ready to go. As other impressions have pointed out, the game starts with a Mii getting ready to parachute from a helicopter. Once you've calibrated your Wii MotionPlus by placing the controller, button-side down, on a flat surface, you hit the A button and the character makes the jump. During the jump the character's body is represented by the way you tilt the controller - pointing the Wii Remote downward sends the character darting head first towards the earth while holding it parallel to the ground flattens his or her body out in order to slow down the velocity at which he or she is falling. While I had not noticed any particular instructions or benefits, during the fall other Miis come falling with you, hands outstretched. If you choose, you can slow down your fall and try to catch them, thus creating a circle formation. Eventually, the Miis all pull the cords on their parachutes one-by-one, leaving you to be the last, and with that, the title screen for Wii Sports Resort is shown.    


    The first thing I noticed after heading into the game's sport selection menu from the title screen was the sheer number of activities offered. Wii Sports gave the player an opportunity to try out the Wii's simplified versions of tennis, bowling, baseball, golf, and boxing - five different sports in all. Wii Sports Resort gives you more than double the activities with a total of 12 different sports to enjoy. These include a Kendo-style fencing activity, Frisbee disc throwing, archery, basketball, ping pong, wakeboarding, jet-skiing, and even canoeing. In addition to the massive amount of sports the player can try out, each different sport has several different sub-categories. For instance, fencing can be played as a one-on-one exhibition mode where you attempt to knock your opponent off a platform into water below; a pattern recognition mode where you are given targets to slash with the sword; and a final on-rails type mode where you are given multiple opponents to defeat with a final boss at the end of the level.    


    From what I've played the motion control is very well-implemented. The aforementioned fencing game mimics the direction in which you swing the sword very closely, to the degree that you can even perform a diagonal upwards slash by pointing your blade in the diagonal direction and swinging as such. The three-point shootout involves you first holding the Wii Remote down to your side as if you were going to pick up a ball from a rack, holding in the B button to simulate grabbing the ball, and then bringing it above your head and flicking your wrist as if to shoot it. The accuracy seems to depend on how straight you keep your wrist through the shooting motion. I also seemed to obtain more accuracy by waiting until the apex of my jump to release the ball.    


    While I have yet try all of the sports, I was most surprised by canoeing. First of all, this is not an activity I even imagined would be in a Wii game. Secondly, paddling does not seem like the kind of activity I would enjoy recreating with motion control. Be that as it may, I found that I quite enjoyed simulating paddling to my left and right and watching my on-screen avatar do the same. Prior to starting an event, you are given the opportunity to acclimate yourself to the controls with a small activity. For canoeing you are free to paddle around a roped-off area of the moat at Princess Peach's castle from Super Mario 64. And, if you so choose, there are ten baby ducklings swimming about that you can row towards, collect, and try to bring back to their mother. If you crash into an obstacle, such as a rock, the ducklings scatter and you have to recollect them, though they do not go very far from where you crashed. Once you have returned all ten of them, the game lets you know how long it took you, so it seems you can attempt to beat your best time.    


    The first activity for canoeing, outside of the control acclimation activity, is a simple race to beat your best time on a small 100m course. As I mentioned before, I enjoyed the control that the canoeing had to offer, and even realized that it was giving me a bit of a work out; I noticed doing that motion was working my abdominal muscles quite a bit.    


    While I have yet to play the game in depth, Wii Sports Resort seems like a massive expansion to the satisfying casual pick-up-and-play game mechanics of its predecessor. Its hook is its immersive motion control, and the combination of the controls and the gentle learning curve makes this game a very satisfying experience for people that just want to have some fun without having to invest hours into a game. On the other hand, given the sheer number of things you can do, it seems like there is a decent amount of depth in this package for anyone who would choose to master each different task. The amount of time I have put into this game has barely scratched the surface of what it has to offer, so expect further impressions in the near future.


    4
    TalkBack / REVIEWS: Jake Power Fireman/Policeman
    « on: April 30, 2009, 01:15:56 PM »
    A short but fun game for little kids.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=18338

     [Editor’s Note: Since Jake Power: Fireman/Policeman are practically identical games, and James and Neal's tag-team review of Pokemon Mystery Dungeon: Explorers of Darkness/Time went so well, Neal and Lukasz decided to combine forces for another two-man review. –MC]    


    Luke: Jake Power: Fireman is part of Ubisoft's new series that lets kids live out the dream job of being a firefighter. The game is essentially a firefighter-themed mini-game compilation in which Jake must perform tasks such as dousing flames, rescuing cats, climbing up ladders, and stomping out flames.    


    Neal: In the Policeman version,  Jake polices the city with his dinosaur sidekick, Dino, and reports to a wily chief. Instead of dousing flames and saving cats, Jake Power captures suspects and collects fingerprints as you play mini-games. The setting is juvenile, but for the age group Ubisoft is trying to target, it works well. There isn't much in Jake Power's story and tone that is different from any run-of-the-mill Saturday morning cartoon.    


    Luke: The mission structure consists of driving to the scene with a fire truck/police car, then playing mini-games to save the day.    


    Neal:Yeah, the game is nothing more than a series of mini-games, all of which are touch screen-based. Not all mini-games require its use, as the recurring driving game also features button control, but they all have the option. Like Luke said, each mission begins with the driving mini-game, in which you maneuver around cars to get to the scene of the crime/fire.    


    Luke:These driving segments have a linear progression, so the only thing the player has to worry about is dodging traffic  and collecting stars for vehicles upgrades. A siren can be activated, which alerts traffic to move out of the way, though it is only useful when traffic has blocked you in all lanes. Once you have reached your destination, you play a series of firefighter or policeman-themed mini-games, and then move on to the next mission where you do the same thing.    


    Neal: The mini-games are all functional, but none of them have any real depth, and some of them become tedious. Almost all of them amount to tapping the stylus at things until you win. There are more interesting mini-games in Super Mario 64 DS, which came out four-and-a-half years ago. But my main complaint with the various mini-games is that their goals don’t become clear until after you play them. You are just thrown into a mini-game with no guidance about what to do. As you repeat mini-games, the problem eventually goes away. But then the game ends.    


    And that brings us to the other primary problem with this Jake Power duo: they both last about an hour, maybe two if you take your time.    


    Luke: Agreed. The biggest issue that I have with these games is their length. It took me about 45 minutes in one sitting to fully complete the game and unlock everything. There is no replay value outside of revisiting a mission, which is pointless because each mission is virtually the same.    


    Neal:Exactly! There are only about a dozen missions riddled with the same mini-games. What's more, your old pal Dino is who chooses the smattering of mini-games for you to go through, and sometimes the little lizard has the nerve to pick the same mini-game multiple times. You'll end up climbing up a ladder via the touch screen four times in a row!    


    Luke: If there is one thing I hated about these games aside from their length, it is Dino. Dino has one of the most irritating voices I have ever heard. Whenever I heard Dino say, "You got a star!", or during a mission briefing when Dino says, "We do this and that and that and finally that" to very basic visual aids, I cringed. This is one of the very few instances when I wanted to throw my DS at a wall.    


    Neal: There’s also very little challenge. The only way the game increases in difficulty is by shortening the time limits in later missions.    


    Luke: Jake Power: Fireman/Policeman isn't bad for young kids, as it certainly appeals to their tastes; however, the game's length makes it a rental at best.    


    Neal:While it is a short and simple game, Jake Power is good for the children's game that it is. In this case, it is best to judge the game by its cover, because this game's cover describes it all: a little kid in uniform flashing a badge amidst bright colors.

    Pros:
           

  • Fits the target demographic well
  •  
  • Touch screen controls are very functional


  •        Cons:
           
  • Dino, the most irritating sidekick ever
  •  
  • Extremely short
  •  
  • Every mission is essentially the same


  •                Graphics:  6.0
           The game features a mixture of 2D and 3D graphics. While they are decent and colorful, they are at the same time bland and forgettable.

                   Sound:  4.0
           The soundtrack is generic and the voice acting is poor. Dino has one of the most grating voiceovers ever.

                   Control:  8.0
           No real complaints in this department, as the mini-games control fine with the stylus and microphone.  However, the mini-games that require the microphone are mandatory and can't be disabled, which could be annoying.

                          Gameplay:  5.0
           The game is very repetitive, as all the missions and driving segments are almost exactly the same.

     


           Lastability:  2.0
           This can be completed in one sitting in about an hour. There is no replay value outside of revisiting missions, and the only unlockables are minor upgrades to your vehicle.

     


           Final:  5.0
           Both Jake Power games are ultimately short, repetitive, and forgettable. Still, the controls work pretty well and the mini-games play as expected. For parents who want to pick up a Jake Power game for their children, it is recommended that they pick up only one of them, since both games are virtually the same.      


    5
    Neal and James review essentially the same game, with essentially the same contempt.
     http://nintendoworldreport.com/reviewArt.cfm?artid=15984

     [Editor’s Note: Since Pokémon Mystery Dungeon: Explorers of Time/Explorers of Darkness are virtually identical, it seemed pointless to have two reviews of what amounts to the same game.  With that in mind, we’re compiling the thoughts of Neal and James into a single article. – JL]    


    Neal Ronaghan:  When Pokémon first hit the world, I was a huge pre-teen fan. However, once I got older, I moved away from the Pokémon limelight, or at least I did until the release of last year’s Pokémon Diamond/Pearl. In an effort to procrastinate from my studies, I bought Pokémon Pearl and got involved in the wild world of monster collecting once more. So when the second DS outing of Chunsoft’s Pokémon Mystery Dungeon series rolled around, my interest was piqued.    


    James Jones: I had actually kept up with the Pokémon series, perhaps a bit more than I would care to admit.  My first course of action was to look at the history of the Mystery Dungeon series.  I avoided discussion of the first Pokémon Mystery Dungeon, in order to stay "pure."  I understood it was a random dungeon affair, and that I should be ready for that kind of stuff.  I wasn't.    


    Neal:  The game is, at heart, a kid-friendly version of the Mystery Dungeon dungeon-crawling series.  It begins with you answering a series of questions to decide what kind of Pokémon you are from a set of sixteen different Pokémon.  Every starter creature from the main series is included, and other famous Pokémon such as Pikachu and Meowth are in there as well. You then choose a partner out of a reduced amount of Pokémon.    


    The actual dungeon-crawling brings some challenge to the table and its intense repetition doesn’t make the game as kid-friendly as Chunsoft might think it is. Its intense repetition doesn’t make the game as kid-friendly as Chunsoft might think it is. See what I did there? Imagine that instead of two repeating sentences, there are generic repeating dungeon floors with the same stupid enemies constantly re-appearing, and you attack them with generic attacks over and over again. And if you die, you have to repeat everything over again.    


    James: The gameplay ranges from passable to abominable.  The mechanics work well enough, but they're put into the game so poorly that it boggles my mind.  Every dungeon is randomly generated, a feature that has several repercussions.  Firstly, these randomly-generated dungeons almost always have terrible layouts.  There are long hallways that go nowhere, spawns by the exit, and chambers that are isolated from the rest of the dungeon by hallways that wrap around the entirety of the floor map.  Secondly, a dungeon changes every time you go back to it, which is a problem because each dungeon is so poorly laid-out.  Often times you're forced to traverse long paths to nowhere twice (up and back) that otherwise you would have already known lead nowhere.  If, God forbid, you have to come back to a dungeon for a second run, you're no better off than the first time you completed it.  Imagine if Zelda games did this!  It would be intolerable.  Thirdly, the game requires that dungeons have multiple - sometimes dozens - of floors, because it's possible to spawn at the exit to the next floor.  Some dungeons have over twenty generic floors!    


    The dungeons are also full of traps and ambush rooms (called Monster Houses); these ambush rooms throw you against ten or more enemies at once, they're annoying, and they occur way too frequently.  They don't really serve any observable purpose except to frustrate the player.  Pokémon Mystery Dungeon has several other annoying game mechanics just like this one.    


    Take, for example, the inability to grind character levels.  The game has a "hunger" mechanic; if you don't eat your character will die, so you have to bring food into each dungeon with you.  Since you have limited carrying capacity, the need to carry around food is irritating in itself, but the real problem is when you run out of food. Simply put, you can't afford to linger in any dungeon for risk of exhausting your food supply.  The best way to deal with being too low a level to progress is to simply turn the game off and restart the dungeon.  Sometimes you get better luck; sometimes you get sodomized even worse than before.   The food problem is made worse by the fact there are many places where dungeons go back-to-back-to-back.  You never get a break to stock up at a store, so you're forced to survive on what you find lying around.  For example, there was a series of over sixty floors (four dungeons) that I had to grind through before I ever got the opportunity to get more food.    


    Neal: I hated that part of the game.      


    James: Battles would work better if you could control your partner.  The fact is that you can't until you beat the main game; even then, you can only control ONE member of the party at any given time, and you can only change outside of dungeons.  Your partners are run by A.I., and not the good kind of A.I. either.  Turtwig loves to sit behind me while I fight a room full of baddies.  They don't react differently to other Pokémon types, and they don't know what skill to use when.  Turtwig has three Grass type moves and one Dark type move (for you Pokémon virgins, Dark types are strong against Psychics), yet he seems bound and determined to not use the Dark type move against any Psychic types.  There are other A.I. "strategies" as well, and they're all equally ineffective.    


    Neal: Agreed, the A.I. in this game is really awful. You can have a party of up to four Pokémon but they’re all stupidly controlled, and usually one will get separated from your group and get slaughtered after being singled out by an enemy.    


    They try to spice things up by including non-story missions involving one of two things: finding Pokémon or items, and/or battling and capturing a naughty or evil Pokémon. At first this isn’t too bad, but after a while the game’s boring combat system catches up to you.  The non-story missions are really the only way you can level up before you go on story-based missions; however, there are certain parts of the game during which you go on a series of story missions.  If you're under-leveled for these sections you are quite simply screwed, as there is not much of an opportunity to level up or even get items to heal your character. I often found myself sprinting through dungeons to get to the end because I had no healing items or revives!    


    In addition to the non-story missions, there’s also a really obnoxious mini-game during the main game that places you in the role of a sentry at your Pokémon exploration guild.  If you are a Pokémaniac, this game is a piece of cake. However, not everyone knows every creature in the series so the repetitive sentry duty gets old fast.    


    James: That mini-game has one benefit: get a perfect score, and you get a Reviver Seed that brings your characters back to life.  I played it ten times before the FINAL final battle in order to rack up Reviver Seeds and achieve what was, in effect, invincibility.    


    Neal: So it does have some use, but it was still annoying.  The one thing that didn’t annoy me was the story.  It’s your standard Pokémon fare, meaning it's really cute, but it is actually quite charming. The game is actually quite story-heavy, and you might find yourself caring about your Pokémon a little bit.    


    James: Yeah, the best part of the game is the story.  It's superb.  In fact, it's so enjoyable that it almost saves the game.      


    Neal: It creates a cast of characters that are fairly interesting, but I have to admit that by the end of the game I was sick and tired of endlessly hearing “AND THREE!  SMILES GO FOR MILES!”      


    James: Smiles can bite me.  But as charming as the story is, I can’t say the same for the graphics.  The first Pokémon Mystery Dungeon titles began life on the GBA; they were released on the GBA and the DS (Red Rescue Team on the GBA, Blue Rescue Team on the DS).  In that case the primitive graphics were forgivable; however, the graphics of these titles still look only slightly better than GBA material.  They're colorful, but not very detailed.  Of course, the randomly-generated dungeons are really generic-looking.  The odd thing is that there are story portions - done in the Pokémon art style - that are really beautiful.  The fact is they're the only thing saving this title from being just graphically unacceptable.    


    Neal: In all honesty, I didn't have much of an issue with the graphics. They aren't top-of-the-line DS graphics by any means, but I wouldn't call them "graphically unacceptable". I would just call them graphically average.    


    James: The DS is capable of much better than the GBA.  Given that all the in-game art is sprite-based, these games should look better than this.  It's only a very small step up from the Rescue Team set, and those were for the GBA.    


    The strangest thing about Mystery Dungeon’s presentation is how it uses the top screen.  You'll never forget how to control the game, because the top screen is primarily used to display a list of control commands.  There's a whole litany of ways they could have made better use of the top screen.  For example, putting the map there would make a lot more sense than putting it on top of the game proper.  In a white dungeon the white map gets lost.    


    Neal: The game actually does offer an option to change what the top screen displays, and you can change it to the dungeon map or use it as a status screen for your team. Regardless, the use of the top screen is piss-poor and this game could have easily been done on the GBA.    


    James: I feel the same way about its sound and music.  Some of the music is really pleasing to listen to, while the rest of it ranges from ho-hum to just irritating.  The sound effects are the standard material from the Pokémon series.  It's not really stuff that you'd want to hear, but it works.    


    Neal: Which is the last thing you could say about the design of this game’s online functionality.  The “online” rescue system is one of the supposed selling points of the game. The way it works is that if you die in a dungeon, you can send out a rescue request to a friend via e-mail, text message, or telling them a password.  Regardless of the method used, a password is required. Then your friend can save your team, and you're spared instead of getting killed and losing items and money. When James and I tested this, it worked fine besides the fact that I ended up in a string of events in which I died and wasn’t allowed to request a rescue. I believe it was on the fourth try when I was actually able to be rescued. I still have no idea why this happened! There’s also the fact that none of this is actually cooperative; I don’t think I’ve ever played an online portion of a game that was more detached from actual human interaction than this one.    


    James: I have some more random ranting to get off my chest.  You can recruit more allies by beating up enemies; some of them will offer to join your "Chimecho Assembly."  From there you can select what Pokémon to add to your team (two besides you and your partner).  So I spent a lot of time with team members in the side-quests to get them up to my level, only to find that I can't take them anywhere their help would be needed!  This renders them useless, considering I usually have to babysit them.  What a waste of time!    


    And if I could throw in a bonus rant, this game starts out with a personality exam.  In the results segment it rhetorically asks if people look at me funny.  Why yes, Pokémon Mystery Dungeon: Explorers of Darkness, people have started looking at me funny...they've been doing that because I'm SO ANGRY AT YOU.    


    Neal: The other thing that really got on my nerves was the fact that your Pokémon can’t evolve until you follow an absurd set of events in the post-story. I just want my damn Charmander to be a freaking Charizard and my stupid partner Chikorita to be whatever the hell that evolves into. And if that stupid grass Pokémon continues to stand idly by while I attempt to fight enemies, I will throw her stupid little plant ass out the top of the frigging cave!    


    James: Amen, brother.  And in case anybody is wondering what the difference is between Explorers of Darkness and Explorers of Time, the short answer is that there isn’t one.  In fact it says so on the back of the box!  And I quote: “The contents of Pokémon Mystery Dungeon: Explorers of Time/Explorers of Darkness are almost the same.”  The only difference we could find was that you fight Dialga first in Explorers of Darkness, while you fight Palkia first in Explorers of Time.  Of course, this order flips when you play the second quest.    


    Neal: James, I think I speak for us both when I say that Pokémon Mystery Dungeon: Explorers of Time/Explorers of Darkness will only appeal to Pokémaniacs who enjoy incredibly repetitive gameplay, practically GBA-level graphics and sound, and computer partner A.I. that’s so dumb you’ll want to stab yourself in the eye.  If you don’t count yourself among this select group, you’ll want to spend the twenty hours that James and I can never get back on something more rewarding!

    Pros:
           

  • Story is a somewhat compelling
  •  
  • Music is decent
  •  
  • There’s a lot to do in each game
  •  
  • Some nice-looking cinematics


  •        Cons:
           
  • Repetitive
  •  
  • Gameplay isn’t really fun
  •  
  • Poor helper A.I.
  •  
  • Rescue system is poorly implemented
  •  
  • Online functionality is really just a bunch of smoke and mirrors


  •                Graphics:  6.5
           The graphics are good, but haven't improved much from earlier games in the series.  Some story cinematics look DS-worthy, while in-game graphics look like they've been lifted from the GBA games.

                   Sound:  7.5
           The music is pretty nice. It's reminiscent of music from Paper Mario or Chrono Trigger, and is actually good despite its repetition (somewhat appropriate for this game).  The sound effects are typical Pokémon fare, but nothing that really stands out.

                   Control:  6.5
           Controlling your Pokémon involves a lot of simultaneous button presses, and some of them work (L+A) and some of them don’t (A+B). The touch screen controls are novel, but don't really add anything to the game.  On the bright side, all of those button press combos are right there on the top screen in case you forget!

                          Gameplay:  3.0
           Gameplay is extremely repetitive. If level-grinding games are your bag, you can do much better than Explorers of Darkness and Explorers of Time.  On the plus side, they don't explode in your hands the second you pull them out of the box.

     


           Lastability:  8.0
           There’s a considerable amount to do even after you beat the main quest, but who the hell would want to do that?

     


           Final:  4.5
           The repetitive nature of both of these titles overshadows their good qualities.  The poor A.I. of your helper characters makes things very frustrating, and the "online" rescue portion of each game is highly dubious.  If you're looking for a dungeon-crawler, you can do much better than either one of these titles.      


    6
    TalkBack / Majesco Brings The Amusement Park to European Homes
    « on: December 13, 2007, 03:51:41 PM »
    Wonderworld Amusement Park will appear on European store shelves in summer 2008.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14983

     Majesco Entertainment Announces 'Wonderworld Amusement Park' For The Wii System    


    New Game Lets You Enjoy Boardwalk Games and Rides in the Family Living Room    


      BRISTOL, U.K., December 11, 2007 – Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, today announced Wonderworld Amusement Park for the Wii home video game system. Developed by Coyote Console, Wonderworld Amusement Park brings to life a fully 3D world of games, rides and prizes across multiple themed areas that players can explore with personalized avatars.    


    “In summertime, nothing is more synonymous with family fun than a day at an amusement park. In Wonderworld Amusement Park, we bring this sense of excitement and adventure to the Wii with four player support that enables the whole family to play together," said John Merchant, Marketing Manager, Majesco Europe. “Only the Wii Remote and Nunchuk controllers let us reproduce the real life thrill of these games and rides from the comfort of the living room."    


    Wonderworld Amusement Park includes 30 different mini-games that mirror real carnival games but are re-imagined in the park’s five stylized fantasy areas. Players immerse themselves in this fantastical world of fun by creating and customizing their own unique character with outfits and accessories purchased with mini-game winnings. As an added bonus, gamers can also enjoy playable rides within the 3D park and challenge other family members in several 4-player gameplay modes.    


    Wonderworld Amusement Park will launch in summer 2008.


    7
    TalkBack / Dora the Explorer And Go, Diego, Go! Now Available At Retail
    « on: November 09, 2007, 02:05:16 PM »
    More fun adventures await on the DS for Dora and Diego's pint sized fans.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14775

     2K Play and Nickelodeon Announce Dora the Explorer and Go, Diego, Go! Titles Now Available Exclusively for Nintendo DS    


    New Dora and Diego video games mark the Nintendo DS debut of characters from top-rated Nick Jr. TV shows    


    New York, NY – November 7, 2007 – 2K Play, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), and Nickelodeon today announced that Dora the Explorer: Dora Saves the Mermaids and Go, Diego, Go!: Safari Rescue are now available exclusively for the Nintendo DS. As the first titles to be released under the recent preschool-focused game publishing agreement between the companies, the games feature Nick Jr.’s popular Dora and Diego characters and include voiceover talent from the TV shows. The releases mark the debut of both series on the popular Nintendo DS system.    


    By tapping into the creative technology of the Nintendo DS, both games showcase new ways to play handheld titles. In Dora the Explorer: Dora Saves the Mermaids, examples of enhanced interactivity include using the stylus for cleaning garbage off the beach and counting seashells, while the microphone is used to call dolphins to assist Dora. In Go, Diego Go!: Safari Rescue, players use the stylus to tap on a magic drum and drag obstacles out of Diego’s way, while using the microphone to call out to animals and blowing into it to propel a hot air balloon up the mountainside.    


    “We’ve created an entirely new interactive experience for these iconic Nick Jr. brands," said Steve Lux, Vice President of New Business Development for 2K Play. “By combining the character voices that kids know and love with engaging gameplay, we’ve taken full advantage of Nintendo DS capabilities."    


    Both games are part of Nick Jr. events, which include television premieres and DVD releases, plus themed toy lines and a broad array of promotional support. In Dora the Explorer: Dora Saves the Mermaids, Dora and her sidekick, Boots, need help bringing a Magic Crown back to Marianna the Mermaid. Players travel over land and sea to save her kingdom from pollution dumped by a mean Octopus as Dora magically becomes a mermaid herself. In Go, Diego Go!: Safari Rescue, Diego and friends encounter giraffes with short necks, zebras with no stripes, tiny hippos, and elephants turned into rocks after an evil Magician mixed up the African animals.    


    The Dora the Explorer: Dora Saves the Mermaids and Go, Diego, Go!: Safari Rescue games were tested by children and moms for age-appropriateness, fun-factor and quality. To communicate this benefit, the packaging and advertising features a “Kid-Tested" seal.    


    “We worked closely with our partners at 2K Play to ensure these games completely captured the interactive appeal of both Dora the Explorer and Go, Diego, Go!," said Shaul Olmert, Vice President/Digital Media products for Nickelodeon and MTVN Kids and Family Group. “We’re excited that these games are arriving in stores in time for the holiday season."    


    Dora the Explorer: Dora Saves the Mermaids and Go, Diego, Go!: Safari Rescue are both available now for the Nintendo DS for a suggested retail price of $29.99. They were developed by Black Lantern Studios and are rated E for Everyone. For more information, please visit www.2kgames.com/2kplay.


    8
    TalkBack / Radio Free Nintendo - Episode 35
    « on: January 19, 2007, 05:54:08 AM »
    Hey, it's still technically "tonight".

    Sales data rule.    


       


    Episode 35: The Maybe of Multi-Platform    


    AAC Format    


    MP3 Format    


    Odeo format will be available tomorrow!    


       


    Karl, Jonny, and Dan are experts at dissecting and interpreting NPD sales data...or at least they enjoy doing it.  This show starts off with a temporarily temporary RFN theme song, mostly improvised and entirely performed by Jonny's mouth and hands.  Hrm.  We also have two great pieces of listener mail with discussion, and a Virtual Console rumor is trounced upon.    


    After an inexplicably creepy song by Stan, the podcast gang returns to discuss the problems with and future of multi-platform games on Wii.  To summarize their findings: let's all hope the Wii is a huge sales success or PSP miraculously finds its legs.  Listen all the way to the end for perverse, out-of-context hilarity!    


    Credits:    


    This podcast was edited by Stan Ferguson. Anti-piracy song also performed by Stan Ferguson.  RFN quasi-theme song performed by Jonathan Metts.  Virtual Console Mondays commercial performed by 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.


    9
    TalkBack / Naruto Ninja Council 3 Coming to DS
    « on: January 03, 2007, 06:49:25 PM »
    20 playable characters and local wireless multiplayer planned.

    NARUTO FOR THE NINTENDO DS™ - BELIEVE IT!    


    TOMY AND D3PUBLISHER OF AMERICA ANNOUNCE THE UPCOMING RELEASE OF NARUTO™: NINJA COUNCIL™ 3 FOR THE NINTENDO DS™
       


    LOS ANGELES – Jan. 3, 2007 – Nintendo DS™ owners will finally have a NARUTO game to call their own. TOMY Corporation and D3Publisher of America, Inc. (D3PA) today announced the upcoming release of NARUTO: Ninja Council 3 for the Nintendo DS™. Anticipated to ship in Spring 2007, NARUTO: Ninja Council 3 is based on episodes from VIZ Media’s hit anime series SHONEN JUMP NARUTO and will feature mission-based gameplay for up to four players. The ninja action game utilizes an interchangeable attack system allowing players to combine attack techniques from all available characters in the mission to increase their chance of success.    


    “In 2006, NARUTO was a significant brand for TOMY and our expectation for 2007 is that we will continue to grow the brand with NARUTO: Ninja Council 3 and other titles for Nintendo systems," said Mark Shinohara, executive vice president, TOMY Corporation. “TOMY is very proud to bring the action, characters and story of NARUTO to the Nintendo DS."    


    “The new interchangeable attack system and the ability to choose from over 20 playable characters are a first in hand-held NARUTO games," said Careen Yapp, vice president of licensing and business development, D3PA. “We feel very strongly that this game will appeal to both the fans of NARUTO and DS gamers that enjoy action games."    


    Using the new interchangeable attack system, players select a main character to complete the mission and then customize their attack scheme by selecting special techniques from other available characters – increasing their chance of success by combining the best techniques for the mission. Players can activate special attacks using the Nintendo DS stylus on the touch screen or by blowing into the microphone.    


    Just like a true ninja, in NARUTO: Ninja Council 3, players will have to protect, defend or defeat as they train hard to perfect their skills in order to progress through the ranks in over 40 missions ranging in difficulty from moderate to challenging. Up to four players (wireless) can choose from over 20 different characters with four different playing modes including Timed Mode, Scroll Collection Mode and Head-to-Head Versus Mode.


    10
    TalkBack / RE: PREVIEWS: Marvel: Ultimate Alliance
    « on: September 04, 2006, 02:59:38 PM »
    Take the RPG gameplay and fan-service of the X-Men Legends games.  Expand to the entire Marvel Comics universe and add many new features and Wii gesture controls.  Bake until launch.  Yield: about a million hours of fun.

         Last updated: 09/04/2006 by Jonathan Metts            

    Role-playing games typically don't emerge on a new system until many months after launch, but Marvel: Ultimate Alliance will be there on day one for Wii.  This game is a Marvel-wide successor to the popular X-Men Legends games from Activision and developer Raven Software.  The general idea is to assemble a team of four Marvel superheroes and fight the evil plans of Dr. Doom and his fellow super villains.    


    No longer shackled to the X-Men characters, Ultimate Alliance lets you play as Spider-Man, Thor, Captain America, Namor, Blade, Ghost Rider, and many more.  Of course, some X-Men are still in the roster, including Wolverine, Iceman, and Nightcrawler.  When you add in all the bad guys and supporting characters, the game features over 140 unique Marvel characters, which has to be some kind of record.  Even the continent-sized Galactus makes an appearance.    


    Choosing your team can be a complex process in Ultimate Alliance.  Of course you'll want to have a balanced group, taking into consideration the experience levels and customized abilities of each character.  You can also create a name,, logo, and vehicle for the group.  Putting certain characters together will open up special combos and team bonuses, so you may want to combine members of the Fantastic Four or Avengers.  A new feature allows you to level up the entire team at once to make sure no one is underdeveloped, but you can also choose to customize characters individually as in the X-Men Legends games.    


    Any action-RPG like this one is going to involve tons of combat, so Ultimate Alliance packs in more moves than its predecessors.  In addition to punch/kick combos and the obligatory super powers, the heroes can now grapple and block.  Leave your button-mashing ways behind!  Flying is also now a full combat mode, not just a method of transporting across gaps, so you can have all-out aerial battles (think Dragon Ball Z or The Matrix: Revolutions).  Environments are highly destructible, so you can blast through walls and pick up all sorts of blunt and sharp objects to use as weapons.    


    For the Wii version, adapted by Vicarious Visions, button-tapping combos for special moves are replaced with simple gesture controls.  You can assign moves for up to five gestures on the Wii remote: swing up, down, left, right, and push towards the screen.  An optional screen guide helps you remember which moves are mapped to which motions – should be handy since you'll be switching characters often, and each one has a different set of moves.  Basic punches and blocks are still activated with button presses, and the nunchuk's joystick controls character movement.    


    With four heroes per team, Ultimate Alliance is a perfect fit for cooperative four-player action.  Having friends in control of other characters also makes it easier to set up powerful combo moves, which provide additional experience points.  Unfortunately, Nintendo's online gameplay network for Wii is not going to be ready for launch (at least not for third-parties), so this version has offline multiplayer only.


    11
    TalkBack / IMPRESSIONS: Mario & Luigi: Superstar Saga
    « on: May 14, 2003, 02:48:15 PM »
    Mario & Luigi team up for RPG action!

    Mario & Luigi is the next title in the Mario RPG series. As the title indicates, the game stars both Mario and Luigi. Players control both characters at the same time. Mario is controlled with the A button, and Luigi with B. They can be swapped with a press of the Start button. Swapping characters is important, as it allows you to perform different moves depending on which character is on A and which is on B.    


    The game, in a word, is fun. The combination of a pseudo-platforming overworld with RPG battles is quite enjoyable. The battles are very similar to those found in Super Mario RPG and Paper Mario. The two types of attacks possible are Solo and Bros. Solo attacks are standard, and include Jump and Hammer in the E3 demo. Bros. attacks are the game’s version of magic. Using “Bros. Points," Mario and Luigi team up to deal a bunch of damage to their foes. Both the Solo and Bros. attacks have a timing system that lets you deal extra damage. These are accomplished by pressing the character’s button right before a Solo attack lands, and for Bros. attacks, there is a series of buttons that must be pressed at the correct time. The more correct buttons pressed at the right time, the higher the damage dealt will be.    


    There are also numerous overworld platforming elements. The end of one level saw Mario and Luigi playing a game of jump rope in order to raise a flag and get to the next level. Pressing the L button will switch the B character’s jump to a super jump. Luigi can jump extra high, and Mario can do a spin jump which allows the brothers to hover across pits and reach other secret areas.    


    The game has a very classic feel to it. There are many returning characters such as the Hammer Bros., Goombas, and Dry Bones. The timed attacks keep the battles lively, just like they have done in past Mario RPG games. If there is anything wrong with Mario & Luigi it's that it seems very easy.


    12
    TalkBack / RE: Nintendogs the only Nintendo Game to Win at AIAS Awards
    « on: February 11, 2006, 01:41:09 PM »
    Resident Evil 4 fans riot with pitchforks and chainsaws.

    Nintendogs snags a few awards, but the real winners are for Sony platforms.    


    9th Annual Interactive Achievement Awards Winners Announced by the Academy   of Interactive Arts and Sciences    


    God of War Conquers the Awards With Seven Wins
       


    CALABASAS, Calif., Feb. 10 /PRNewswire/ -- The Academy of Interactive Arts and Sciences (AIAS) announced last night the winners of the 9th Annual Interactive Achievement Awards held at "The Joint" in the Hard Rock Hotel   and Casino in Las Vegas, NV.  Sony Computer Entertainment America's "God of War" was the evening's big winner earning seven coveted AIAS statues.  Red Octane's "Guitar Hero" came in a close second garnering five wins.  In addition, AIAS inducted computer games pioneer Richard Garriott into the AIAS Hall of Fame.    


    The Interactive Achievement Awards is a peer-based award that recognizes the  outstanding products, talented individuals and development teams that have contributed to the advancement of the multi-billion dollar worldwide entertainment software industry.    


    "Last night's award ceremony was an exciting event as we recognized the best in video games," said Joseph Olin, president, AIAS.  "It was an impressive year for video games and the interactive entertainment industry is commended for their creative vision."    


    The winners in each category are as follows:    


    I.  Game of the Year:    


    a.  Overall - God of War (P: Sony Computer Entertainment America, D: Sony Computer Entertainment America-Santa Monica)    


    b.  Computer - Battlefield 2 (P: Electronic Arts, D: Digital Illusions)    


    c.  Console - God of War (P: Sony Computer Entertainment America, D: Sony Computer Entertainment America-Santa Monica)    


    II. Outstanding Innovation in Gaming - Guitar Hero (P: Red Octane, D: Harmonix Music Systems)    


    III. Outstanding Achievement:    


    a.  Animation - God of War (P: Sony Computer Entertainment America, D: Sony Computer Entertainment America-Santa Monica)    


    b.  Art Direction - Shadow of the Colossus (P: Sony Computer Entertainment America, D: Sony Computer Entertainment Inc.)    


    c.  Soundtrack - Guitar Hero (P: Red Octane, D: Harmonix Music Systems)    


    d.  Original Music Composition - God of War (P: Sony Computer Entertainment America, D: Sony Computer Entertainment America-Santa Monica)    


    e.  Sound Design - God of War (P: Sony Computer Entertainment America, D: Sony Computer Entertainment America-Santa Monica)    


    f.  Story and Character Development - Call of Duty: Big Red One (P: Activision, D: Treyarch)    


    g.  Game Play Engineering (Tie)  - Nintendogs (P: Nintendo, D: Nintendo EAD)  - Guitar Hero (P: Red Octane, D: Harmonix Music Systems)    


    h.  Online Game Play - Battlefield 2 (P: Electronic Arts, D: Digital Illusions)    


    i.  Visual Engineering - Shadow of the Colossus (P: Sony Computer Entertainment America, D: Sony Computer Entertainment Inc.)    


    j.  Game Design - Guitar Hero (P: Red Octane, D: Harmonix Music Systems)    


    IV. Outstanding Character Performance: a.  Male - God of War (P: Sony Computer Entertainment America, D: Sony Computer Entertainment America-Santa Monica)  b.  Female - Jade Empire (P: Microsoft, D: Bioware Corp.)    


    V.  Genre Awards:    


    a.  Sports Game of the Year - SSX On Tour (P: Electronic Arts, D: EA-Canada)    


    b.  First-Person Action Game of the Year - Battlefield 2 (P: Electronic Arts, D: Digital Illusions)    


    c.  Role-Playing Game of the Year - Jade Empire (P: Microsoft, D: Bioware Corp.)    


    d.  Fighting Game of the Year - Soul Calibur 3 (P:/D: Namco)    


    e.  Action/ Adventure Game of the Year - God of War (P: Sony Computer Entertainment America, D: Sony Computer Entertainment America-Santa Monica)    


    f.  Racing Game of the Year - Need For Speed: Most Wanted (P: Electronic Arts, D: EA-Vancouver)    


    g.  Children's Game of the Year - We Love Katamari (P:/D: Namco)    


    h.  Downloadable Game of the Year - WIK: Fable of Souls (P: Microsoft, D: Reflexive Games)    


    i.  Family Game of the Year - Guitar Hero (P: Red Octane, D: Harmonix Music Systems)    


    j.  Simulation Game of the Year - The Movies (P: Activision, D: Lionhead Studios)    


    k.  Strategy Game of the Year - Civilization IV (P: 2K Games, D: Firaxis Games)    


    l.  Massively Multiplayer/Persistent World Game of the Year (Tie) - City Villains (P: NCSoft, D: Cryptic Studios)  - Guild Wars (P: NCSoft, D: ArenaNet)    


    m.  Handheld Game of the Year - Nintendogs (P: Nintendo, D: Nintendo EAD)    


    n.  Cellular Game of the Year - Ancient Empires II (P:/D: Glu Mobile)    


    A peer panel of eight to 12 AIAS members played and evaluated all nominated titles in their assigned category.  Interactive Achievement Award recipients were determined by a vote of qualified Academy members.  AIAS voting was secret, conducted online and supervised and certified by eBallot. The   integrity of the system, coupled with a broad-based voting population of AIAS members, makes the Interactive Achievement Awards the most credible, respected and recognized awards for interactive entertainment software.


    13
    TalkBack / IMPRESSIONS: Legend of Zelda: Twilight Princess
    « on: May 18, 2005, 03:09:40 PM »
    Hands-on info from all four demo levels!

    The E3 playable demo for Legend of Zelda: Twilight Princess is broken up into four levels: Toaru Village, Horse Battle, Forest Temple, and Forest Temple Boss.    


    Toaru Village:    


    This level takes place very early in the game.  It starts with "Cowboy Link" (more like a shepherd) needing to round up some goats on a farm.  You walk over to a special plant with horseshoe-shaped leaves and blow "Epona’s Song" from Ocarina of Time to call the horse (which can be named whatever you like in the final game, but is called Epona in the demo).  Then a mini-game follows, in which you steer the goats back into the barn by riding around and "whooping" to motivate them forwards.  I found this task to be oddly frustrating, because the goats will often turn to the side instead of running directly away from you.    


    After the goats are rounded up, you learn that Link is getting ready for a journey into neighboring Hyrule to attend a friendship ceremony that helps keep the peace between the village and the kingdom.  From there, you are given free reign to roam around the village.  Talking to various people leads to tasks such as rescuing a drifting baby basket for a pregnant woman and snatching the sword off an old soldier, which is how you earn your first weapon.  Eventually, you meet Colin, whose sister Ilia has run away into the forest with her horse (which you were riding earlier).  The search for Ilia leads to the start of Link’s adventure.    


    The village area is a bit story-intensive for an E3 demo, but it shows off the game’s impressive graphics engine, which does a fantastic job with the complex environment and extended draw distance.  The village also gives you an idea of the sweeping art style of the game, as some characters are slightly deformed (like Wind Waker), especially if they are meant to be humorous characters.  Other villagers are rendered in the same "realistic" style as Link, with normal face proportions.  Several events in the village show off the game’s sense of humor, which doesn’t seem to have taken any hits in the move to a more realistic style.    


    Horse Battle:    


    This level can be beaten quickly, but it is really fun and is a glimpse into a style of gameplay that we’ve never seen in the Zelda series.  The goal is to defeat a large boss character who is riding around Hyrule Field, but there are many henchmen trying to distract Link with fire arrows and melee attacks.  You can press A to get a speed boost on the horse, up to six before the meter has to refill with time.  One thing about mounted fighting that I found surprising, though it shouldn’t be, is that Link’s left-handedness has a significant effect on his combat abilities.  When approaching an enemy from behind, it’s much easier to land a hit if you ride up on the enemy’s right side, so Link won’t have to swing over himself to reach the bad guy.    


    The gameplay is fast and at times chaotic, as the lesser enemies approach from all sides, and the boss character rides erratically all over the field.  After hitting him several times, the boss escapes into a nearby castle’s walls, and Link chases afterwards.  They meet on a narrow stone bridge, with the sun setting in the background and the opponents left with no choice but to joust.  This boss battle is very easy if you ride straight and juke to the right at the last second, swinging your sword in the process.  Just a couple of hits will send the boss flying off the bridge, and then Link and his horse pose for the camera.    


    Forest Temple    


    The only dungeon on display at E3 is probably quite large, but the demo times out after fifteen minutes, so it’s hard to say.  I did make it as far as the mini-boss, which traditionally happens half-way through a Zelda dungeon.  The dungeon is obviously based on a botanical theme, and in fact certain rooms look extremely similar to the forest dungeon in Wind Waker.  One big difference is the presence of monkeys, who are locked up in certain rooms and can help Link once freed.  Monkeys can hang onto ropes strung across chasms; if you jump across the pit, the monkey will grab Link’s hands and swing him across the rest of the way.    


    The dungeon item is the Gale Boomerang, which is found near the entrance and is used in a variety of ways to solve puzzles and defeat enemies.  The boomerang can be charged to generate a small tornado, which runs turbines among other things.  Yeah, just like the leaf in Wind Waker.  The boomerang function is improved, because you have to press R to acquire a lock-on after passing the aiming cursor over a potential target.  That means you can set up more specific target sequences.  In the dungeon (and the subsequent boss battle), the ability is used to pick up a far-off bomb and then carry it to hit the boss.    


    Forest Temple Boss    


    The boss for the dungeon is separately selectable, since the dungeon takes more than fifteen minutes to complete.  The boss is a giant, three-headed plant monster that emerges out of a pond.  Plant bombs grow in various places in the room, and you defeat the boss by using the boomerang to target a bomb and then the boss.  The boss’s side heads slam into the ground at Link, while the boss spews toxic liquids all over the place (but they can be avoided if you’re quick).  Once a bomb hits the middle head, it falls forward onto the ground, and Link can slash it a few times with his sword.    


    After a while, bombs stop growing out of the ground, but a monkey comes out who is holding his own bomb.  He starts to swing from one side of the room to the other, so now you have to acquire a moving target for the boomerang.  Much of the challenge of the boss battle comes from the fact that the side heads will come down and smash Link if you take too long to aim the boomerang.    


    Overall, Twilight Princess lives up to my expectations in terms of graphics, control, and gameplay.  The game feels more aggressive and fast paced, as Link has some new sword moves.  For instance, you can be running and slash the sword and keep running…Link never even slows down.  It’s a lot like fighting on horseback, since you get the feeling of moving and fighting at the same time.  Graphically, the game seems to excel with large, complex environments.  The modeling generally outshines the textures, which tend to be sort of low-resolution and grainy looking.  However, the large flat screens Nintendo uses in its E3 booth may be making the textures look worse than they would on a normal TV, as is often the case with these demos.  In terms of game design, this Zelda game feels just like all the others…but some of what I learned yesterday indicates that Twilight Princess will have some very interesting features that are not being shown in the E3 demo.  Look for preview updates with all of that information!


    14
    TalkBack / IMPRESSIONS: Astro Boy: Omega Factor
    « on: May 14, 2004, 11:46:50 AM »
    Robotic gold from Treasure.

    Treasure's a hit-or-miss developer, but Astro Boy: Omega Factor on the GBA is a thrill of the highest caliber.    


    Based on the original manga series (not the new TV series), Astro Boy is full of personality and very addictive.  This fast-paced action game is somewhere between Mega Man and Double Dragon, with crisp and intuitive controls on the Game Boy Player.  The A button makes Astro jump, while pushing it again initiates his rocket jet boots for a brief burst in the direction of your choice.  The B button is your standard punck/kick attack, though sometimes it Astro will shoot a small laser instead.    


    Damaging foes increases your special attack energy bar--when it is filled, the special attack reserve counter is increased.  The three special attacks each use one point.  Pushing R causes Astro's arm to turn into a giant beam canon for a giant blast straight in front of him.  Pushing A and B together launches a screwdriver attack with Astro's jet boots, and can be directed in any of the eight directions.  Pushing L initiates a hilarious butt machine gun attack, in which Astro moons the world while shooting in all directions.  The game focuses on melee action: attacks can hurt multiple enemies, and you can punch one enemy into others for a domino effect.    


    The moves are varied, but the levels are even more so.  In every area, Astro must destroy all enemies before continuing on his mission.  Some levels are standard platform-fighter fare, with Astro jumping and fighting hordes of robots, gangsters, or whatever else is giving him beef.  I played a moon base level with low gravity where Astro's jump and jet packs went farther.  One Low-G room was filled with smoke and electrified floors and walls.  Even more awesome were the flying sections, where Astro must fight thugs on flying platforms and avoid spiked balls.  Many of the better boss battles took place in midair.    


    And Astro Boy is brimming with bosses.  I fought a giant metal bug machine of some sort, another robo-man, giant bad dudes on flying bricks, and more in the first four stages of the game.  Like the rest of the levels, though, they were surprisingly easy and were vulnerable most of the time.  It is understandable that Treasure and Hitmaker would want to make an easier game for the younger players, but the lack of difficulty comes as a minor disappointment.  Hopefully later levels are more challenging.  Stages are short, and the game’s pace suggests it is fairly short...but what Treasure game is longer than a few hours, anyway?    


    Astro Boy has excellent presentation, though it isn't the prettiest game around.  The still-frame cut scenes setting up the story are detailed and full of personality, while the main sprites are well animated and pleasing to the eye.  Many of the enemies, especially the large ones, are highly pixilated, but it never bothered me.  I was too busy having fun pummeling them to care.  The game seems to follow the manga's story, though only those familiar with the franchise will ever be able to follow the abbreviated plotlines.  The plot even ties loosely into the gameplay: when you meet or save an important character from the manga, you can upgrade one of Astro's abilities, such as his health, laser, or jet boots.    


    Astro Boy is not a shameless money-making monstrosity.  It is Treasure at its finest, and one for beat-‘em-up platforming fans to seriously consider.


    15
    TalkBack / RE: Nintendo DS Selling Like Crazy
    « on: January 03, 2006, 05:02:45 PM »
    Five million in Japan, four million in the United States, and a handful of million-selling games.  Not bad for the first year.

    Nintendo's Hand-Held Systems Buck the Holiday Trend    


    In the U.S. and Japan, Portable Games Post Big Numbers
       


    REDMOND, Wash., Jan. 3, 2006 – Nintendo's 15 years of unsurpassed leadership in portable video gaming continued unabated through the 2005 holiday season.  Sales figures show that Nintendo's dual-screened Nintendo DS™, fueled by hit software and new global Wi-Fi capability, has sold approximately 4 million units to date in North America alone.  Combined with Game Boy® Advance, the world's most popular portable video game line, Nintendo now enjoys a combined U.S. market share of 78 percent.    


    Nintendo also reports U.S. sales of Mario Kart® DS, released on Nov. 14 and featuring live, global Wi-Fi competition, has topped the 1 million mark in just seven weeks.  And Nintendogs™, made for Nintendo DS, has surpassed sales of 1.5 million units since its U.S. launch in August.    


    "At a time when some sectors of the video game industry are softening, Nintendo DS and the Game Boy Advance line remain shining stars because of their fun experiences and innovative game play," notes Reggie Fils-Aime, Nintendo of America's executive vice president of sales & marketing.  "It's important to note that these strong figures represent Nintendo hand-held units and games that consumers have purchased and are now enjoying at home or wherever they like to play."    


    The Nintendo DS launch title Super Mario® 64 DS has sold 1.3 million units in the United States alone.  Other DS games that are enjoying dramatic success in the United States include WarioWare™: Touched! and Advance Wars®: Dual Strike.    


    The strong U.S. performance of these titles has been mirrored in Japan, where in just more than one year from its Dec. 2, 2004, launch, Japanese consumers purchased more than 5 million Nintendo DS units.  This makes the Nintendo DS the fastest-selling video game machine in the history of the Japanese video game market.  In addition, Nintendogs, Animal Crossing®: Wild World and the two games in the brain-training series (Brain Age and Brain Flex) achieved sales of more than 1 million units each.  This is another record in Japan, as an unprecedented four titles have surpassed 1 million units sold in just more than one year from the launch of a system. In addition, Mario Kart DS and WarioWare: Touched! also are nearing the 1 million sales mark in Japan.    


    All around the world, players have been competing on the new Nintendo® Wi-Fi Connection wireless gaming service.  Within seven weeks of the service launch more than 10 million game connections have been made and more than 550,000 unique visitors have connected globally.    


    The worldwide leader and innovator in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its popular home and portable video game systems. Each year, hundreds of all-new titles for the best-selling Game Boy® Advance SP, Nintendo DS™ and Nintendo GameCube™ systems extend Nintendo's vast game library and continue the tradition of delivering a rich, diverse mix of quality video games for players of all ages.  Since the release of its first home video game system in 1983, Nintendo has sold more than 2 billion video games and more than 353 million hardware units globally, creating enduring industry icons such as Mario™ and Donkey Kong® and launching popular culture franchise phenomena such as Metroid®, Zelda™ and Pokemon®.  A wholly owned subsidiary, Nintendo of America Inc., based in Redmond, Wash., serves as headquarters for Nintendo's operations in the Western Hemisphere.    


    For more information about Nintendo, visit the company's Web site at www.nintendo.com.


    16
    TalkBack / RE: Naruto 4 Giveaway!
    « on: November 25, 2005, 02:35:29 PM »
    Win Naruto Gekitou Ninja Taisen 4 in our new contest!

    Whether you love strapping on a headband you bought online and going to anime conventions, or if you just love really good fighting games, chances are you want Naruto Gekitou Ninja Taisen 4 for GameCube! It's an import game whose name translates roughly to "TOTALLY AWESOME NINJA BATTLE," and we don't think it's too presumtious to think that "it's awesome" and "you want it." Thanks to our super cool hookup buddies at Lik-Sang, we're going to give you one! Well, just one of you, anyway. You'll have to fight for it! And by fight, we mean constructively write!    


    Write a persuasive or otherwise very entertaining letter to D3Publisher in an attempt to convince them to publish Naruto Gekitou Ninja Taisen 3 and 4 outside of Japan.  Sure, Ninja Taisen 1 and 2 are kind of cool (those are scheduled for a North American release in the spring), but 3 and 4 are the real deal! Use your best writing jutsu and submit your letter to contest@planetgamecube.com - we, the shadowy Planet GameCube staff, will pass along the best letter to D3Publisher and award the writer his or her very own brand new copy of Naruto Gekitou Ninja Taisen 4 (and a Freeloader disc, if you need it), courtesy of Lik-Sang!    


    Just make sure you abide by the following rules:    


  • Starts: Right now! Black Friday the 25th!  
  • Ends: December 2nd at Midnight CST. That's a week!  
  • Must be your own, original writing.  
  • Limited to one entry per person.    


    Winners will be decided by members of the Planet GameCube staff, whose decisions are final. Planet GameCube staff and Lik-Sang employees are not eligible to win. Entrants who violate the above rules may be disqualified. Open to our readers worldwide.  

     


     

     The contest has ended! After a couple of rounds of voting, the PGC staff has selected Eric O'Brien and his clever letter as our totally awesome winner. Thank you for your participation! Watch for our next contest!    


    Here's the winning letter for your own perusal:    



    To: Mr. D3Publisher    


    From: 256 million-trillion concerned fans!!!    


    It has come to my attention that, you, Mr. D3Publisher, president of D3Publisher, have decided to publish two video games in the United States: Naruto: Wrath of the Ninja and Naruto: Wrath of the Ninja 2. I am here representing gamers across the country, and I act for all of them as I kneel down and wash your feet with the most heartfelt gratitude and respect. However, as an avid gamer and chairman for all game consumers in this great country (let freedom ring, amirite?), I feel it is my most esteemed responsibility to notify you that you could be barrel-rolling down an unstoppable path towards remorse and unforgivable self-loathing. I cannot save you, Mr. D3Publisher, only you can do this; I am here, however, to help. There is something I feel – that all gamers feel – you need to do. There are two more games that need to be published in the US. Deep down you know what I'm talking about, Mr. D3Publisher- Wrath of the Ninja 3 and Wrath of the Ninja 4.    


    Of course, one cannot be expected to immediately rock the entire Western industry with such a bold move by a simple suggestion. There needs to be proof. There needs to be evidence that this is, in fact, the right move. I have provided here all the evidence you'll need. I have provided data, hard statistics that show that this is the correct decision. After all, facts are all indisputable- they're the only thing that can show you the way. Did you know that in a recent poll it was proven that 83.5% of all Americans will believe any made up statistic as long as it is said in a convincing manner? Shocking, to say the least.    


    If you're on the fence about this monumental decision of biblical proportions, read further, and soon you will see the light.    


    1.       The anime series Naruto is quickly becoming the next DragonBall Z, and this is precisely the right time to start saturating the market with merchandise.    


    I have provided with this message a graph (article 1) that proves that Naruto is really making a name for itself as a new anime. Along with this I have provided a second graph (article 2) that shows the same data for DragonBall Z, the most popular and by far the most lucrative anime to sweep the western hemisphere. As you can see by comparing these two articles, the level of popularity at which video games need to be released is upon us, clearly labeled as "CRITICAL MASS" on the charts. You can also see that Naruto is exactly two fighting game sequels behind DragonBall Z at this point in its life. To be frank, this is unacceptable, and you can never expect Naruto to ever each DBZ's popularity without the same number of games. This would also be a wise time to start manufacturing backpacks, key-rings, lanyards, coffee-mugs, mouse-pads, action-figures, hats, shirts, pants, undergarments, socks, shoes, and temporary tattoos.    


    Article 1: http://img.photobucket.com/albums/v229/broncotrolley/DBZPOPULARITY.jpg    


    Article 2: http://img.photobucket.com/albums/v229/broncotrolley/NARUTOPOPULARITY.jpg    


    2.       Naruto: Wrath of the Ninja 1 and 2 are great, but 3 and 4 are by far the better of the games.    


    The first two titles in this series are spectacular games, but comparing them to the latter entries is like comparing CELDA to HALO 2. Just don't do it, you'll be caught with your pants around your ankles in a hurry. I have provided undeniable proof of this. I believe this set of photographs speaks for itself:    


    http://img.photobucket.com/albums/v229/broncotrolley/1ans2.jpg    


    http://img.photobucket.com/albums/v229/broncotrolley/3and4.jpg    


    3.       US nerds don't care about spoilers.    


    I understand your reservations about releasing these games here due to spoilers, after all these games do include characters that the US audience may not be aware of yet. However, I can provide proof that gamers living in the US simply do not care about spoilers. Take, for example, the Harry Potter franchise. Spoilers about the latest entry in the series of books spewed forth from all corners of the Internet- and who would spoil such a thing? Why, gamers of course! The gaming community is lax about spoilers to an unprecedented level. Need proof? I provide for you the following link (WARNING SPOILERS):    


    http://www.planetgamecube.com/forums/messageview.cfm?catid=7&threadid=13645&FTVAR_MSGDBTABLE =    


    As you can see, fistworthy member RABicle bursts into the thread spouting off spoilers left and right. Following his post is an extreme disinterest that cannot be ignored.    


    Based on the evidence I have provided, I think the conclusion is obvious.  There is no reason to deprive US gamers from these games.  These are the best in the series, and this is the right time to announce your plans to localize them.  Furthermore, US nerds don't care about spoilers, so feel free to release them before the anime catches up!  No one will care!    


    Don't be a bumcloud, you know what you need to do.



  • 17
    TalkBack / RE:Australia Goes WiFi
    « on: November 09, 2005, 06:34:16 PM »
    Australian gamers go online next week, too!

    INTRODUCING NINTENDO WI-FI    


    THERE’S ALWAYS SOMEONE READY TO PLAY
       


       


       


       


    Australia, Melbourne, November 10th 2005 - Nintendo Australia is pleased to announce the launch of Nintendo Wi-Fi Connection, together with Mario Kart DS, on November 17th 2005.    


    Nintendo Wi-Fi Connection creates a welcome, inviting community where gamers of all kinds can log on wirelessly and begin playing favourite franchise games like Mario Kart® DS and Activision's Tony Hawk's American SK8Land, and future titles such as Animal Crossing™: Wild World and Metroid® Prime Hunters. There will be no additional charge to use the service, and users will be able to connect easily to Nintendo Wi-Fi Connection in a variety of ways.    


    Nintendo Australia will be installing Nintendo Wi-Fi Connection hotspots that will offer complimentary access to Nintendo Wi-Fi Connection. The Nintendo Wi-Fi Connection hotspots will also feature downloadable Nintendo DS game demos and a special Nintendogs™ function that allows Nintendogs owners to experience the joys of Bark Mode without having someone else physically there to play with.    


    The Nintendo Wi-Fi Connection hotspots will initially be available across 26 Australian retail locations, including selected Electronics Boutique, Myer and Dick Smith Powerhouse stores. The 26 hotspots will be rolled out from the 17th of November and concluded by 30th of November. A full list of participating stores will be available soon on www.NintendoWiFi.com.au.    


    When a user brings a Nintendo DS unit and a Wi-Fi-enabled game into a participating store, the user simply launches the game in Nintendo Wi-Fi Connection mode. No setup is required.    


    From home, if the user already has a Wi-Fi network, the Nintendo DS unit will connect directly to it with minimal setup procedures. Those who have a high-speed Internet connection such as cable or DSL, but no wireless network, can use the Nintendo Wi-Fi USB Connector, which will plug into the USB port of a PC running Windows XP to create a wireless access point to connect a Nintendo DS to Nintendo Wi-Fi Connection. The Nintendo Wi-Fi USB Connector will be sold exclusively through Nintendo Australia, at a price of $AU49.95, and there is no charge for postage and handling for deliveries in Australia. This can be ordered by calling Nintendo Australia on 03 9730 9822.    


    Finally, Nintendo DS owners who want to play games at Wi-Fi locations outside of our dedicated Nintendo Wi-Fi Connection hotspots or their home can use a laptop computer and the Nintendo Wi-Fi USB Connector to access Nintendo Wi-Fi Connection. The Nintendo Wi-Fi USB Connector enables the Nintendo DS to share an Internet connection established by a PC, providing a conduit to play games via Nintendo Wi-Fi Connection.    


    More detailed information about Nintendo Wi-Fi Connection, as well as a list of participating retail hotspots, will be available soon at www.NintendoWiFi.com.au.


    18
    TalkBack / RE: Zatch Bell GameCube Game in Stores
    « on: October 19, 2005, 10:25:55 AM »
    Duke it out with characters from the Cartoon Network show.

    BANDAI'S "ZATCH BELL!(TM): MAMODO BATTLES(TM)" NOW IN STORES    


    Fans of the Hit Cartoon Network Series Can Join the Fight for Mamodo Dominance on the PlayStation(R)2 and GameCube(TM)
       


    CYPRESS, CA - October 19, 2005 - Bandai Games Inc. today announced that "Zatch Bell!(TM): Mamodo Battles(TM)" for the Nintendo GameCube(TM) and PlayStation(R)2 computer entertainment system is now in stores. A fast-action fighting game based on VIZ Media's new animated series "Zatch Bell!" airing on Cartoon Network , "Zatch Bell!: Mamodo Battles" features a cast of unique characters, stages and voiceover by the TV show's cast. "Zatch Bell!: Mamodo Battles" is rated T for Teen by the ESRB and carries a suggested retail price of $39.99.    


    Once every thousand years, mamodo creatures descend to Earth to battle for control of the mamodo world, and "Zatch Bell!: Mamodo Battles" invites players to join the fight! In order to battle, the mamodo must partner with a human who can read from a spell book and release the mamodo's powers. The game features 13 playable mamodo characters, and 18 different stages for white-knuckled duels. Brand-new spells and attacks add to the fast-paced action, and collectible trading cards that unlock special mamodo increase the game's replayability and depth.    


    "'Zatch Bell!' is one of the most popular new animation series, and 'Zatch Bell!: Mamodo Battles' immerses fans in the world of the show with authentic environments and characters," said Rika Maruya, Co-Producer at Bandai. "'Zatch Bell!: Mamodo Battles' makes it easy for fans to pick up and play and stake their claim for dominance of the mamodo!"    


    For additional information and downloads visit www.BandaiGames.com!


    19
    TalkBack / (No subject)
    « on: October 17, 2005, 02:08:26 PM »
    Brush up on your triangle relationships for a brand new adventure!

    THERE'S NO LIFE AFTER DEATH WITH NINTENDO'S FIRE EMBLEM: PATH OF RADIANCE    


    Players Must Use Both Sides of Their Brains to Succeed
       


    REDMOND, Wash., Oct. 17, 2005 – Most video games can be quite forgiving when it comes to matters of life and death. If a character dies at the hands of an overpowering foe or player error, no problem – just hit a button and restart. But Fire Emblem™: Path of Radiance, which launches today exclusively for Nintendo GameCube™, doesn't let players cut corners. If someone in a player's band of mercenaries dies, that's it – the character is gone for good.    


    "Like its predecessors in the Fire Emblem series, Fire Emblem: Path of Radiance forces players to make tough choices to protect their characters, even as they become emotionally invested in their survival," said George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. "The combination of engaging emotions from the right side of players' brains and planning strategy with their left has contributed to the enormous fan base and success of the series and anticipation of this latest title, which includes even richer features on the Nintendo GameCube."    


    This fantasy role-playing game features stunning 3-D graphics and an array of characters such as knights, monks and cavaliers that can turn the tide of battles. The game also introduces a race of half-human, half-animals known as the laguz, that take on the appearance of cats, ravens or dragons, each with special powers and abilities.    


    The Fire Emblem series has a huge fan base in Japan, and a cult following in the United States. This is the first Fire Emblem game for Nintendo GameCube, although U.S. fans previously have enjoyed both the original Fire Emblem™ and Fire Emblem™: The Sacred Stones on Game Boy® Advance SP. Combined, those games sold more than 600,000 units. And connecting a Game Boy Advance SP with a copy of either of those games to a Nintendo GameCube playing Fire Emblem: Path of Radiance will unlock exclusive character art and challenge maps.    


    The Official Nintendo Player's Guide for Fire Emblem: Path of Radiance is now available at retail. For more information about the game, visit www.fire-emblem.com.


    20
    TalkBack / (No subject)
    « on: October 10, 2005, 01:27:56 PM »
    Mario Party 7, a GameCube, two controllers, and a mic, all for $99!

    Mario Party 7 Bundle Puts 80 New Mini-Games and a Great Value All in One Box    


         


    Seven proves to be an extremely lucky number for fans of the popular Mario(R) Party series.  Mario(R) Party 7 launches Nov. 7 and can be purchased separately at an MSRP of $49.99 or as part of a special bundle.  The bundle includes a Nintendo GameCube(TM), two controllers and Mario Party 7, all at an MSRP of just $99.99.  If purchased separately, these items could cost more than $175.    


        Each copy of Mario Party 7 also comes packed with the Nintendo GameCube Mic, which accepts voice commands to control the action in some of Mario Party 7's 80 new mini-games.    And for the first time, up to eight players can compete at once in a family-friendly video game that plays like a virtual board game.    


        The Mario Party series has sold more than 5 million copies, putting it in the ranks of the most popular video game franchises of all time.  Mario Party 7 features all of the favorite characters from the Nintendo universe, including two new playable characters, Dry Bones and Birdo, and will be one of the best deals of the holiday season.


    21
    TalkBack / RE: Code Lyoko Game Coming to DS
    « on: September 30, 2005, 05:27:12 PM »
    Parallel universe in a super-computer? That sounds like World of Warcraft to me.

    THE GAME FACTORY® proudly announces the signing of MoonScoop's CODE LYOKOTM in a worldwide licensing deal for Nintendo DSTM    


    A COMPLETE UNIVERSE FOR ACTION    


    Brabrand, Denmark - September 2005    


    THE GAME FACTORY® today announced the signing of a worldwide licensing deal with MoonScoop, Europe's leading producer and distributor of animated series for television, to develop and publish CODE LYOKOTM for Nintendo DSTM. The game will be featuring elements from both the RPG and adventure genre and is scheduled for release by fall of 2006.    


    The deal has been signed through Kidz Entertainment, which has been appointed licensing agent for Scandinavia and Kidz Entertainment will work with MoonScoop, Game Factory and US licensing agent FUNimation to manage development of the game and provide strong marketing support.    


    The game will be based on the popular 3D animated action-adventure television series about a group of students who uncover a parallel universe called Lyoko inside a super-computer that is threatened by a virus that could destroy the universe. Four ordinary students, Jeremy, Odd, Ulrich and Yumi, must help a virtual humanoid creature named "Aelita" to stop rogue computer XANA's latest attack on their real world...    


    Nicolas Atlan, VP, Executive Producer of MoonScoop said: "It is has always been our intention to explore gaming opportunities for CODE LYOKOTM as we're confident that it's a property that can be a hit on this platform. We're delighted to be working with The Game Factory on this project."    


    Axel Dauchez, CEO of MoonScoop added: " We look forward to sign further licensees over the coming months through Kidz Entertainment, our partner in the region, and believe we have a great team in place for extending the CODE LYOKOTM brand throughout 2006."    


    The television series has been rated one of the best shows of all Cartoon Network series. In France CODE LYOKOTM is a key show on France 3 and it has been voted the best show by kids on Canal J. Additionally more the successful show has been acquired by several major television stations across Europe including Cartoon Network's channel Toonami in the UK and Cartoon Network Spain, Jetix Latin America, TVN in Chile, Canada's YTV and Radio Canada, the Disney Channel Italy, NRK in Norway, Morocco's 2M, Noga in Israel and distributor CFI in Africa as well as a number of deals signed with distributors across India and the Middle East.    


    Intensive TV broadcasting in 2005 and 2006 is being supported by a broad range of licensing products within toys, apparel, stationary, school bags. FUNimation® Entertainment is exclusive licensing agent in the US targeting partners in all major categories and Marvel Toys holds the worldwide master toy license.    


    Kidz Entertainment is in discussions with a number of other potential licensees in the Scandinavian region. Director Morten Geschwendtner said: "We think this is a very hot boy's property. There are lots of episodes of the television show and that will provide us with the support we need to establish CODE LYOKOTM as a long-term boys' brand."


    22
    TalkBack / RE:Publisher Reactions to Revolution Controller
    « on: September 15, 2005, 08:23:10 PM »
    Nintendo offers a few quotes from Western publishers.

    Nintendo passed out a few quotes from Western publishers with tonight's Revolution news.  See their reactions below:    


    THQ
     "Nintendo has long been a trailblazer, and this controller design reinforces that reputation," said Brian Farrell, president and CEO of THQ. "We enthusiastically support Nintendo's next console because we believe their approach of continual innovation is very much in line with our own strategy of creating unique and innovative games for the next generation of hardware."    


    Activision
     "What we're seeing from this controller is the same thing we saw with Nintendo DS," said Chuck Huebner, Head of Worldwide Studios, Activision, Inc. "It's a system that's designed with an eye on enticing new players to the video game industry, and that's something we firmly support."    


    EA
     "Game control is essential – it's the area where perhaps the most game-play improvement can be made," said John Schappert, Sr. Vice President and General Manager of Electronic Arts Canada. "While our portfolio represents a full array of titles across all genres, I think our sports titles might be the first to immediately take advantage of what this novel 'freehand' type of control has to offer."    


    Ubisoft
     "We were among the first publishers to see the control design in action," said Serge Hascoet, Chief Creative Officer of Ubisoft. "We're excited about the new controller and are looking forward to taking advantage of its innovative aspects."


    23
    TalkBack / RE: UK Hunt For Deoxys
    « on: August 26, 2005, 05:52:32 AM »
    Pokemon download events and prizes. Get your Aurora ticket for Fire Red and Leaf Green this Autumn.

    ATTENTION ALL POKÈMON FANS!   THE HUNT FOR THE ELUSIVE DEOXYS BEGINS    


    Every PokÈmon fan’s dream comes true at Nintendo’s   ‘Hunt for Deoxys’ Download Events    


    26th August 2005 - Nintendo is hunting down its biggest and boldest PokÈmon fans this Autumn to help search for the elusive Deoxys. PokÈmon fans across the country can download Aurora Tickets onto their PokÈmon LeafGreen version and PokÈmon FireRed version games. The Aurora Ticket allows players to visit the previously inaccessible Birth Island and capture the elusive PokÈmon, Deoxys!    


    Gamers should head down to their local VUE cinema this October and November to get their hands on the legendary Aurora Ticket and experience PokÈmon fever at the official ‘Hunt for Deoxys’ Download event!  But the PokÈmon battle doesn’t stop there! The ‘Hunt for Deoxys’ is kicked off with a search where fans have to collect four hidden letters to gain exclusive PokÈmon prizes. The search starts with the hunt’s official media partner JETIX at www.JETIX.com and via postcards at 1,000 schools across the UK where players get top-secret information on the letters’ locations to win prizes such a family holiday and exclusive PokÈmon prizes including copies of the game, exclusive Game Boy Advance SP consoles and tons of other great PokÈmon prizes.    


    But don’t forget - catching Deoxys is nothing like catching a regular PokÈmon! To download the sought after Aurora Ticket to their Game Boy Advance SP, players must get to a special point in their game of PokÈmon LeafGreen or PokÈmon FireRed to activate the download (see below) - so they’d better get battling now! After receiving the Aurora Ticket from the download terminal, players need to go to Vermilion City in their game and travel to Birth Island. Then, upon completing a tricky puzzle challenge, PokÈmon fans must use their PokÈ Ball or Master Ball to finally catch the exclusive Deoxys!!    


    All kids have to remember is to take their copy of PokÈmon LeafGreen or PokÈmon FireRed, their Game Boy Advance Wireless Adaptor plus their Game Boy Advance SP to their local VUE cinema, where they can download the Aurora Ticket.    


    Deoxys, the hidden 386th PokÈmon on PokÈmon LeafGreen or PokÈmon FireRed, is a PokÈmon belonging to the Psychic type, and is only available via download. The most exciting element of Deoxys is its uniqueness. Deoxys has four different ‘Forms’ each with differing levels of stats and abilities. The Form which Deoxys takes depends on which game it is to be found in: ‘Attack Form’ in PokÈmon FireRed, ‘Defence Form’ in PokÈmon LeafGreen, ‘Normal Form’ in PokÈmon Ruby and PokÈmon Sapphire, and finally ‘Speed Form’ in the forthcoming PokÈmon Emerald. By trading Deoxys to each of the other games you can employ different strategies and enjoy exciting battles with each of these different forms. *    


    * To trade Deoxys to PokÈmon Ruby and PokÈmon Sapphire, you need the Game Boy Advance link cable (sold separately). For trading between PokÈmon FireRed, PokÈmon LeafGreen PokÈmon Emerald you can use the Wireless Adaptor.    


      ‘HUNT FOR DEOXYS’ DOWNLOAD EVENT    


    As well as the exclusive Deoxys download, The ‘Hunt for Deoxys’ Download Event gives PokÈmon Trainers the special chance to play the forthcoming PokÈmon Emerald game on the Game Boy Advance SP and PokÈmon XD on the Nintendo GameCube. In addition, PokÈmon trading card fans can challenge each other in the ultimate card games and battles.    


    The ‘Hunt for Deoxys’ Download Event is formed of four exciting PokÈmon zones where new and old fans can experience the ultimate in PokÈmon paradise.    


    Zone One – The Trading Card Zone – Esdevium bring their leading trading card game to the ‘Hunt for Deoxys’ Download event, enabling up to eight players at a time to challenge each other with their strongest PokÈmon cards.    


    Zone Two – The Preview Zone – Players can experience the latest PokÈmon game, PokÈmon Emerald, before it hits the shops.    


    Zone Three – Battle Zone – Here players can have the chance to play a sneak preview demo of the forthcoming XD, before it reaches the shops in November. Will you be able to ‘Snag’ all the Shadow PokÈmon?!”    


    Zone Four – The Deoxys Download Station – The highlight of the ‘Hunt for Deoxys’ Download Event is where PokÈmon fans, who have reached the correct level in PokÈmon LeafGreen and PokÈmon FireRed, can bring their copy of the game with them and download the Aurora Ticket, completely free.    


     The ‘Hunt for Deoxys’ Download event will be at the following VUE cinemas for two days each only:    


    Croydon Grants 8-9 October
     Cheshire Oaks 15-16 October
     North Finchley 22-23 October
     Leeds 25-26 October
     Leicester 27-28 October
     Birmingham 29-30 October
     Bristol Cribbs 5-6 November
       


    Click onto www.JETIX.co.uk for all of the most up to date official information on PokÈmon LeafGreen, PokÈmon FireRed, PokÈmon Emerald and PokÈmon XD.    


     


    24
    TalkBack / RE:Xiaolin Showdown Licensed!
    « on: July 26, 2005, 03:22:17 PM »
    So an Asian company is going to base games of an American show that's based off of an Asian premise? Wow, that's trippy.

    WARNER BROS. INTERACTIVE ENTERTAINMENT AWARDS KONAMI DIGITAL ENTERTAINMENT VIDEO GAME RIGHTS FOR XIAOLIN SHOWDOWN    


    Video Games Will Be Based on Top-Rated Warner Bros. Animation Series
       


    LOS ANGELES – July 26, 2005 - Konami Digital Entertainment, Inc. has entered a multi-year license agreement with Warner Bros. Interactive Entertainment to develop and publish games based on the Warner Bros. Animation hit kids’ television series Xiaolin Showdown for multiple video game systems.    


    Currently in its second season on Kids’ WB! , Xiaolin Showdown is consistently rated among the top 10 television programs with boys 9-14 years old. Xiaolin Showdown is also a growing phenomenon internationally as it currently airs in Brazil , Hong Kong , Italy , New Zealand , Mexico , and parts of Central and South America .    


    “Warner Bros.’ Xiaolin Showdown has exhibited tremendous momentum since its launch in North America in 2003, and the program has all of the elements to make an exciting video game,” said Kazumi Kitaue, Chairman and CEO of Konami Digital Entertainment, Inc . “As the property mixes fantasy and adventure with action and comedy, it also fits extremely well with Konami’s strong catalog of anime and mass market franchises.”    


    “The increasingly popular, action packed Xiaolin Showdown is an ideal property to bring into the interactive space,” said Jason Hall, Senior Vice President of Warner Bros. Interactive Entertainment. “The game will feature new, hilarious adventures based on the show, allowing fans and gamers to interact with and play as their favorite characters.”    


    Xiaolin Showdown is a mystical Kung Fu action-adventure comedy that follows Omi, a Kung Fu monk who leads three young dragons-in-training on globetrotting adventures. Their mission is to search and protect the Shen Gong Wu - mystical power objects - from a band of villains led by Evil Boy Genius.


    25
    TalkBack / RE: Nintendo DS Sales Spiked
    « on: July 01, 2005, 12:08:23 PM »
    Mario reportedly drunk.

    July 1, 2005    


             

    Did You Know?  Electric Blue Nintendo DS Bundle Sparks Sales
       


    Major retailers are reporting sales of Nintendo DS(TM) units have increased   86 percent over the weekly average.  The spike can be attributed to a special   bundle featuring the new Electric Blue version of Nintendo DS that comes with   a copy of the top-selling DS game, Super Mario(R) 64 DS.  Since the launch of   Nintendo DS in November, more than 1 million copies of Super Mario 64 DS have   sold, making it the most popular DS game available.    


    The Electric Blue DS debuted on June 6 and the special bundle offer runs at   select retailers through July 31.  Although the bundle focuses on Electric   Blue editions of Nintendo DS, retailers also will honor the bundle with the   Titanium color Nintendo DS.    


    Strong DS sales are anticipated through the end of the year, buoyed by   Nintendogs(TM), which launches on Aug. 22.  The pet simulation lets DS owners   raise and train a lifelike puppy chosen from one of 18 popular breeds.


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