Show Posts

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


Topics - Case

Pages: [1]
1
TalkBack / REVIEWS: My Spanish Coach
« on: August 01, 2008, 03:21:52 AM »
Awesome for students of the Spanish language.  For gamers?  Not so much.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=16514

 Learning tools that better your knowledge of the world, electronic or not, aren’t even part of the video game genre; still, packaging them in the form of a DS game isn’t a bad thing. If you’re studying Spanish, My Spanish Coach will likely be invaluable to your endeavor.    


This game is a language learning tool - a coach – so expecting anything more than coaching would be silly. As soon as you turn on the game, the aura is that of “you're here to learn”. You’re immediately treated to a generic Spanish-styled song that doesn't change throughout the game, although it is not at all unpleasant.  However, there are no awesome graphics or animations; instead, you're subject to dull colors and a female Spanish coach who I call “Sensei No-Name” (yes, I do understand that this is a Spanish game, not Japanese, but she could at least introduce herself).    


Once formalities are taken care of (such as your name and gender), you’re plunged straight into a barrage of multiple-choice questions in which you’re presented with an English word and you must pick its Spanish equivalent. The purpose of this exercise is to check your personal level of experience with the Spanish language. My Spanish Coach has successfully taught me a bit of Spanish, evidenced by my improvement on scoring this test.  The first time I took the test, I managed to answer a couple of basic multiple-choice questions. I took it again recently while preparing for this review, and I managed to answer more than half with ease.    


My Spanish Coach’s format is basically multiple-choice questions plus a few very boring (if not extremely effective) mini-games (but we're here to learn, not have fun, right?).  The game has been constructed extremely well, starting you off with numbers, moving on to the days of the week, and then teaching you about feminine and masculine words in a very easy-to-understand manner.    


After the multiple-choice questions, you partake in the mini-games. One is entitled Hit-a-Word. Oh yes, it's Whack-a-Mole with words - how could you go wrong?  Another is word search and you can pretty much figure out what that is.  The majority of these games exhibit the same type of unimaginative boringness, but we wouldn't want to get distracted from the task of learning, now would we?    


The biggest problem I have with My Spanish Coach is that it takes ages to unlock new lessons and mini-games. You must learn all the words perfectly. Some are easier to remember than others, so when you successfully 'learn' a word a certain amount of times (by finding it in multiple-choice or a mini-game) the 'perfected' bar next to that word gets filled up a little after each session. It's actually a good thing to have this, so you can see what words you're not picking up on as much as others and kick your brain to remember it next time. That being said, sticking to a single lesson on numbers or days of the week for three or more sessions is more than a little frustrating and boring.    


Despite these drawbacks, the game does all it can to help you achieve your goals. One of the coolest features is “Sensei No-Name's” voice in all its clear and coherent glory pronouncing the words very nicely, and the ability to record your voice so that you can compare your pronunciation to hers. The most awesome feature, however, is the Spanish dictionary.  Find a particularly useful phrase? Tell the game to remember it. I would imagine this game would be invaluable when traveling.    


My Spanish Coach isn’t a game, it’s a learning tool, and it feels like one.  It is slightly fun for a while, but once the novelty of a Spanish-speaking DS wears off it starts to feel more like a class than a game.  However, if you are learning Spanish or wish to learn Spanish, I can’t think of a better tool to have in your hip pocket.

Pros:
       

  • An awesome tool for learning Spanish
  •  
  • The Spanish voice is very clear and coherent
  •  
  • Spanish Travel Dictionary is very useful


  •        Cons:
           
  • Boring and unimaginative mini-games
  •  
  • Taking the lessons over and over again is frustrating
  •  
  • Not very motivating


  •                Graphics:  6.0
           My Spanish Coach doesn't go anywhere it doesn't need to, but it isn't really that nice to look at.  It could easily have been done on the GBA.

                   Sound:  8.5
           A great Spanish voice, and the ability to record your voice for comparison is a big help.  It’s a crucial element than makes this game a good learning tool.

                   Control: 10.0
           When all this game needs you to do is tap, how could it fail?

                          Gameplay:  6.5
           Once you get into the Spanish lessons, My Spanish Coach is pretty entertaining. Unfortunately, it gets boring quickly due to its dull mini-games.

     


           Lastability:  7.5
           Having a handled electronic Spanish dictionary for travel is an awesome thing. That being said, this game doesn't really give you much incentive to play its learning aspect, but it does take an awful long time to unlock those mini-games.  That’s probably not a good thing, though.

     


           Final:  7.0
           One more time: My Spanish Coach is a learning tool, not a game.  It’s perfect for Spanish students, but gamers will find it incredibly boring.      


    2
    TalkBack / PREVIEWS: Professor Layton and the Curious Village
    « on: February 06, 2008, 06:07:07 PM »
    Curiosity has a name, and its name is Professor Layton.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=15240

     There is a treasure hidden somewhere in the village of St. Mystere, and only Professor Layton and his apprentice Luke can find it. How do they go about finding it though, when the village’s inhabitants speak in riddles, brainteasers, and puzzles? The only way to discover the truth is to put their heads together and start solving.    


    The family of the late Baron Augustus Reinfold has attempted to find the treasure after it is stated in his will that he has hidden it in the village of St. Mystere. Unable to find it, they look to puzzle expert Professor Layton and his apprentice Luke for help.  Upon their arrival, the death of another in the Reinfold family occurs. With the two mysteries to be solved, Professor Layton must solve over 130 puzzles, many of which are new for the North American release.    


    Puzzles vary greatly throughout the game.  For example, one is a sliding game in which a ball is up on the top of the screen, and in less than 12 moves, you must move different size squares in order to move the ball to the bottom of the screen and win the game. Another is a little more complicated, where you must get three wolves and three chicks across a river.  If there are more wolves than chicks on one side of a river, the wolves get hungry. All of these games use the stylus and are designed for players of all skill levels.    


    The puzzles also consist of riddles, mazes and in addition, new puzzles are available weekly from Nintendo Wi-Fi Connection for half a year. The moment you start to believe this is an ordinary puzzle game, Layton has the promise of a strong story with eccentric, funny characters, and all animation scenes fully voice acted. The characters are hand-drawn with a style that will appeal to gamers and non-gamers alike.    


    This game will be released in North America on the 11th of February.


    3
    TalkBack / REVIEWS: WWE SmackDown vs. Raw 2008
    « on: December 06, 2007, 07:24:56 PM »
    Far from a slobberknocker.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=14944

     I have been playing wrestling games since WCW vs nWo Revenge on the N64. This was before I started watching WWE in 2000. So when I purchased WWF No Mercy for N64, which was based on the same grappling engine from Revenge, it was far from disappointing. I am one of those wrestling game fans who still consider WWF No Mercy to be the best wrestling games of all time. The number of features in No Mercy and the grappling system itself are what made the game great. And there is something very special when, after seven years, I still turn on my N64 and play No Mercy with a big smile on my face. When WWE Day of Reckoning was released, I waited, with a big smile on my face, for the next Day of Reckoning and the rise again of my created wrestler, KC Freak, to dominate the WWE once more. That’s when it was announced that THQ would not be making a new Day of Reckoning game exclusive to the Wii. Instead, they would create an alternative, Wii-friendly version of Smackdown! Vs Raw 2008.    


    Waiting for a wrestling song and the intro to kick in and crank it up, just like WWE shows at my parents' place, the game disappointingly cut straight to the menu screen with no intro to set the adrenaline pumping for my first match. That would be the first of my disappointments with this game. When WWE games arrive at my home, the following match takes place – Triple H vs The Undertaker. It quickly became apparent that the graphics are up to standards of a Playstation 2 game. The graphics on the PS2 WWE games push the limit; they’re great, no doubt. But to see them on a Wii made me shudder, expecting something a lot better. The crowd, although finally having escaped from doing the same animation in sync, still look like very bad N64 models.    


    Waving the Wii Remote, HHH began smacking the Undertaker around with a number of strikes and combos. HHH knocked Taker down with a huge clothesline and waited for him to rise. Taker rose with his signature corpse-rising pose, and as the Wii Remote was swung again, this time HHH was a distance away and that resulted in a high knee to the skull. Taker sat up again as HHH started punching again, this time, shoving Taker into the nearby ring ropes. Again, waving the Wii Remote, HHH clotheslined Taker outside the ring. This all done by simply swinging the Remote; everything changes based on HHH’s distance from Taker and where they are in the ring itself, which makes for fluid gameplay. This game makes everything so simple and easy to do that a child could easily master the controls within a few minutes. Of course, there are a couple more things you can discover by playing the game more and more. Pressing the C button had HHH raising his arms in a recognizable pose. Performing the "suck it" DX taunt with the Wii Remote and Nunchuk, HHH mimicked my movements. Very amusing, and it even recovered some stamina. When Taker returned to the ring, he was obviously not amused, because he pummeled HHH for a couple of minutes, draining the health bar. He tried to strike more, but it did not help, as the health bar turned yellow. Taker grabbed HHH by his arm and headed towards the turnbuckle. This is what is referred to as a favorite move, which can be activated by pressing A and B when your opponent's health bar is yellow. In Taker's case, it was obvious what was coming. Taker walked the top rope and then came crashing down on HHH’s head with an elbow. Now, the health bar was red, and that couldn’t be good. Taker dragged his thumb across his throat and the end was here. HHH rose only to be met with a Tombstone Piledriver as the ref counted one, two, and three.    


    Obviously, not having yet grasped the mechanics that led to my burial at the hands of the Undertaker, I learned the following in the second match. While holding A and wiggling the Wii Remote, a light grapple move, like an armdrag or a simple slam is performed. Holding B and waving the Wii Remote, however, will go into a tough grapple move. In the middle of the move, waving the Wii Remote in a certain way, can perform the next stage of the move. For example, in a front face lock, jolting the Wii Remote downwards, will perform a DDT. Wave it to the right, however, and the wrestler will perform a swinging neckbreaker. It’s those funny Wii Remote style attacks that make this game unique and fun compared to other systems. For example, once you have your opponent in the corner, you can lay into him with some knife edge chops, Flair style. If a short chop with your Wii Remote is performed, Flair will do a light, quick chop. However, rear back the Wii Remote farther and swing harder, and the wrestler will do a harder, longer chop. It’s all very interesting, for sure.    


    After HHH vs Taker, it was time for vengeance. Looking for another match type, it is apparent that this game has the least number of match types of any wrestling game out there, ever. There is single match, tag match, triple threat match, hardcore match, and KO match. Where is the cage match? Hell in a cell match? Casket match, royal rumble, parking lot brawl, three on three tag, battle royal, table match, or even a fatal four way? Considering that the majority of these match types are on the different console versions of the game, there is simply no excuse. Even No Mercy had a cage match and a ladder match, which is beyond mind boggling. Wrestling styles are also missing from the Wii version. The main advertised feature of the other versions of this game is the fact that all wrestlers would have two of eight styles: hardcore, dirty, technical, submission, showman, and others. Those styles would give a wrestler different abilities. Unfortunately, they are nowhere to be found in this game, so a lot of these abilities are lost. I was playing as Randy Orton and was still able to grab the referee and shove him into my opponent which was relieving. It was also relieving when chair moves, such as a conchairto, could be performed. These are moves that were supposed to be exclusive to the particular wrestlers with the right styles.    


    Create-a-Wrestler mode is also nothing special. It doesn't take long to see that it is much more limited that usual. The physical attributes for making a wrestler aren't too bad. The game has a large selection of clothes, and you can change the mass of any body part to suit your needs. It’s when the move selection comes into play that it becomes a disappointment once more. You can't select move by move, but rather a move set. To be honest, selecting moves one by one does get tedious, and the change was almost welcome. Getting to pick things like your taunt and signature move and the entrance setup is still there.  However, not being able to select what moves to perform is quite underwhelming. Why not incorporate the SD card into the entrance music selection? That was cause for some more annoyance. Never fear, however, for the game has a good array of about fifteen original tracks to select from all different genres, from rap to hardcore. Unlike Day of Reckoning or Smackdown! vs. Raw 2007, however, entrance moves are limited to a wrestler's movement, with no extra customization to lighting, camera, animation/movement, or pyro. I was disappointed once more, but now it was time for KC Freak to journey through his career in Main Event mode.    


    Main Event mode is Wii’s half assed alternative to the other consoles' WWE 24/7 mode.  You select a wrestler and receive challenges for matches via a mobile phone. Then, accept or deny a challenge, or even make a challenge to an opponent. Win matches to gain popularity and training points. Popularity gets your wrestler title matches and helps him climb that proverbial ladder of success, while training points help him train and build up his stats. There’s also rest, which recovers health, so your wrestler doesn’t go in less that 100% in his next match. However, that may have him skipping a match, which lowers his popularity. He can also chat up to divas (which is really pointless, because all they seem to do is replace the woman who massages him) and ask someone to be his tag partner as he jumps on the tag team champs. This mode, although fun for most of the time, eventually gets boring, and you can only play it in short bursts until you either want to play a single match with a different wrestler or simply turn off the game itself. Or you can jump into tournament mode, probably my favorite mode of the whole game. Tournament mode has matches like king of the ring and beat the clock sprint, in which the wrestler who gets the fastest win out of them all wins. It is also available in multiplayer, so that’s always fun and a welcome new addition.    


    Smackdown! Vs Raw 2008 is a good game with no frills. It follows the Wii’s motto of everyone can play, and multiplayer is just too much fun. But with this many features missing from the Wii version while all the other versions have so many different match types and wrestling styles, what were THQ thinking? I was pleasantly surprised at a few points of this game, and everything is up to date, which is something that’s good to see out of a wrestling game. Everything looks good and sounds how it should. It is just a very big pity that they didn’t decide to put a little more time into this game to have it on par with the rest of the console versions. Perhaps a few missing things could be overlooked, but when blatant wrestling staples such as a fatal four way are missing, the game seems too rushed and too limited. They should have stuck with Day of Reckoning and left it at that.

    Pros:
           

  • Unique and fun game with exclusive Wii controls
  •  
  • Solid wrestling game


  •        Cons:
           
  • Too many match types, features, and wrestling styles missing
  •  
  • Former generation graphics
  •  
  • Feels rushed and incomplete


  •                Graphics:  7.0
           Although the graphics seem to be from the PS2, THQ always put a lot of time into the wrestling models. It’s sad to see that graphics for the Wii version still have not excelled to what they could be.

                   Sound:  8.0
           Awesome music and sound really captures the atmosphere of the WWE world. It would have been cool, however, to be able to import music.

                   Control:  8.5
           It is very easy to perform whatever move you wish and when you want to perform it. It’s all done by wiggling the Wii Remote, however, so it does get a little tiring. Stuff like jumping from the top rope, ring dives, and anything else is a matter of getting into position and swinging the Wii Remote. It’s so simple.

                          Gameplay:  8.0
           This game is, in a word – fun. Simple, yet sometimes shallow, this is a good ol’ wrestling game that is easy to pick up and play.

     


           Lastability:  7.0
           Wrestling games are fun to play over and over again, simply because the match combinations are endless and no match is the same. Also, the multiplayer fun aspect is always there. This game doesn’t have a lot to it, though, and Main Event mode is shallow.

     


           Final:  6.5
           Smackdown! Vs Raw 2008 for Wii is a huge disappointment. Smackdown! is a great series, and there really is no excuse for it to remove so many features, especially simple ones like wrestler styles and match types like the cage match or the fatal four way. But aside from all that, it is still a decent wrestling game, and if you’re a fan like me, it is worth a look. Just don’t go in there with a lot of expectation.      


    4
    TalkBack / Wii Fastest Selling Console Ever in Australia
    « on: November 24, 2007, 03:12:22 PM »
    Nintendo's system reaches 200k in record time.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14858

     The Wii is now the fastest selling console in Australia, reaching 200,000 sales just a couple weeks south of the one year anniversary of its release, according to Nintendo Australia.  The Australian Wii launch took place in December 2006.    


    The title of "fastest selling console ever" is a true one, as the Wii has sold at a pace faster than that of any console or handheld, including the Nintendo DS or Xbox 360.  Microsoft pushed 100k 360s in seven months to set the previous mark.    


    The Wii has sold 32,101 units in the past month.  It continues as the most successful console in Australia.    


    Steven Rodriguez contributed to this report.


    5
    TalkBack / REVIEWS: Naruto: Path of the Ninja
    « on: November 15, 2007, 08:45:35 PM »
    Naruto! RPG Style! Believe it! (Yeah, I did steal that off the back of the case.)
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=14819

     A long while back, I imported Naruto RPG 2 for the DS. I was very impressed with the game; the fact that I couldn’t understand a lick of Japanese didn’t seem to detract from my experience, and at the time was a good thing. I did not want to spoil the story, seeing as though I was reading the manga at the time. But, believe it or not, I got to a point in that game where I didn’t know what to do… because, you know… I can’t read Japanese. So I put it down and ended up selling it recently, and it was awfully good timing – for I received this game, which is the exact same format. I just had no clue at what point of the story this one kicked in from or whether it looked and played the same. All in all it was quite under whelming.    


    You turn on Path of Ninja and the title screen looks all right, but then you start up a new game and bam, you’re in Game Boy Color world. Considering this is Naruto, which is a pretty basic, solid but simple, colorful anime as far as its art style is concerned, it works to a point. But everything looks like it comes from the realms of a really well done GBC game, or a GBA game at best. This is an RPG, so there are a lot of moves to be animated and a lot of characters to be done. Compare it to a game like, say, Pokemon, an anime-style RPG game with hundreds of Pokemon and an insane amount of moves, and Naruto DS simply doesn’t look good. Then your team of Naruto, Sakura, and Sasuke get chucked into a battle, and the graphics improve somewhat, but it still seems like a GBA game. Sometimes you get those games that aren’t impressive with the actual graphics themselves, but when you see the animations and they flow so well and they’re so varied, it works very well. Unfortunately, this game isn’t one of those cases. It's just too solid and stiff. That being said, the environments and characters look how they should, and as a handheld RPG it is passable, but you can’t help but squint somewhat and feel disappointed at the graphics.    


    The story is that of series one and starts the action off where the gang is going to survival training with their sensei, Kakashi. The dialogue is all from the show. So, you’re either going to be like "Haha, yay, it's like the show!" or like me, "Come on, come on… I know what's gonna happen…" Things are slightly different, but its all the same predictable stuff from the show, which it must keep true to for sure, but a there’s a limit. It’s like the writers of this game had no ideas on how to freshen up the stories told in the Naruto domain and simply stuck with the script from the show. All the characters from the show are roaming around, and most join your party. You can also go and buy them ramen noodles if you wish, which increases your teamwork and stats. Buy them one they do not like, however, and it has the opposite effect.    


    The battle system is your generic RPG style, and a well done one at that. Attack, Defend, Item and Flee are your battle options. What is cool about this game is that you can set up a formation. The setup is a three by four grid, on which you can move around. You can set this up prior to battle, and you can also change around when you want. Since Sakura is a bit weak in the defense department, you can keep her back, but if you need some extra power, you can send her forward. The closer you are to your enemies, the more damage you inflict, but (wait for it) the more damage you take when attacked. Jutsu (ninja techniques) are fun to earn and perform, and they all come from the series, giving you a smile when you recognize them. They’re all here too, like Naruto’s clone jutsu or everyone’s favorite, the sexy no jutsu. As you go through the story, more ninjas join your party like Neji and Rock Lee, all complete with their own unique jutsu. I give the game props for the amount of moves and how accurate they are. Even how it implements stuff like sexy no jutsu has to make you smile. The battles do get a bit repetitive, however, as certain jutsu require you to rub the screen or do a combo, and the better you do it, the more effective the jutsu is. After a while, you kind of sigh and wish you didn’t have to do it again. Certain things like combos are interesting. For example, after activating Sakura’s inner Sakura (basically, her inner voice that gives her strength), and you use Naruto’s (wait for it again) fart jutsu, you will do a combo attack that results in Sakura bashing Naruto into the enemies in frustration. There is also the system of lightning, fire, water, etc. that more or less follows "Pokemon" weakness and strength rules. These battles are usually of the random appearing sort and are neither hard nor easy. What’s good about this game is that it requires skill to beat the enemy, but the difficulty is not extreme. It is quite genuinely fun for a long time, if you overlook stuff like the rubbing no jutsu.    


    The sound and music need to be mentioned. The sound design is very good and varied, and it feels like you’re watching a episode of Naruto… if you were watching permanently from the ceiling. Sounds of "cha!" and the little voices-overs taken from the series are great and are what sets the game apart from that GBC/GBA realm. The sounds in battle are a little unimaginative, especially when using the attack commands, which all sound a bit like someone’s trying to quickly drink from a empty cup. Aside from that, the sound effects are all in place and amusing.      


    Naruto DS overall is a decent RPG game that keeps true to its series. The graphics and overall presentation let it down, and the story is kind of dull, since it more or less borrows the whole script from the show. The battle system is good but seems to be grasping at straws with the whole "rub the screen please" jutsu. It does not possess many flaws simply because the simplicity of the game leaves no room for any. Naruto DS is for fans of the series and for RPG fans, but is not to be looked at as anything remotely special at all. It is a simple, fun RPG wrapped in a Naruto franchise label.

    Pros:
           

  • A vast array or characters and jutsu
  •  
  • A decent RPG in length and mechanics


  •        Cons:
           
  • Graphics are from the past generation
  •  
  • Repetitive and unimaginative touch screen controls


  •                Graphics:  5.0
           The graphics are colorful but overly simple and dull in style. It really cannot be compared to anything other than a very good GBC game. Even the animations are quite static.

                   Sound:  7.5
           Sound is probably the best feature of this game. The sound bites from the characters and the other varied sounds manage to give this game a bit of life. From the get-go, Naruto yelling out "Naruto! Clash of Ninja!" makes you smile. As mentioned before though, some sound effects are generic.

                   Control:  7.5
           Turn-based RPG’s -- if the controls didn’t work in them, there’d be a problem. Well, unfortunately there is a bit of a problem. One more time, the rubbing jutsu, while cute at first, becomes a chore. The game could’ve done without that. Besides that, everything works and navigates well.

                          Gameplay:  6.5
           The battles are fun, exploring is fun, and playing through episodes of Naruto is fun… all for a time. It plays well, but it just doesn’t have any depth to it.

     


           Lastability:  7.0
           It's a lengthy RPG. There are plenty of things to do, people to meet, and stuff to buy. What may have been a short, dull, three man march to a boring, half-assed franchise RPG is actually a decently sized game.

     


           Final:  6.5
           Simplicity in life is the key to happiness, or in this game's case, the key to keeping it safe. This game is just so simple, in its graphics, style and mechanics, that there cannot be any technical or graphical flaws to mention. Unfortunately, sometimes you must jump into the deep end and try something different. This game just doesn’t have the depth and is extremely linear. That being said, it is a good RPG with a lot of characters and techniques to earn, all wrapped in one of Japan’s/America’s favorite animes.      


    6
    TalkBack / Aussies Get Manaphy
    « on: October 31, 2007, 05:05:52 PM »
    Finally, an event Pokémon!
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14719

     It has been revealed that for the first time in a very long time, Australians can now receive an event Pokémon, Manaphy, when they visit JB HiFi between the 7th and 13th of November using the Mystery Gift function.    


    The Aussie Manaphy has a Red Scarf, and Cherish Ball and its moves are Heart Swap, Water Pulse, Whirlpool and Acid Armor and interestingly enough, cannot be chucked onto the Global Trading Station and also, you can only receive one per game card.    


    Event Pokémon in Australia are few and far between, so maybe this will be first in a decent line of event Pokémon for Australia.


    7
    TalkBack / REVIEWS: Heroes of Mana
    « on: October 23, 2007, 06:40:11 PM »
    I believe I had ordered an RPG?
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=14662

     I’ve thoroughly enjoyed the Mana series ever since they appeared on recent consoles. These past games have been different compared to Heroes of Mana. In Sword of Mana, for example, there were no parties - you were a sole person on a quest home, fighting for yourself. That has been altered with this new DS game, as the main character is now part of an army, which you control with the stylus. Rather intriguing? I’d hope so.    


    Mini anime movies seem to be popular now in these recent DS games. A decent quality FMV opens up the game and leaves you with a smile. It gives the characters a sense of identity and movement they may not have had otherwise, seeing as this game is quite… well, I’ll get to that later. The main character's name is Roget. He is a member of the Pedan Army on a reconnaissance mission to Ferolia, because the state of Peda is concerned that Ferolia may be planning an attack. You travel on an airship called the Nightswan with various familiar stereotypes from fantasy stories or role playing games – Yurchael, the stern captain who is somewhat mysterious, Germière, the fiery female, Qucas, loveable rebel and others… including D’Kelli - this game's Slippy/Genis (if that’s lost on you, lets just say the word "annoying" for lack of a better term). It quickly becomes apparent that there is a lot more than meets the eye with the mission, as the Nightswan is shot down without warning, leaving them to discover that Roget and his fellow crew have been betrayed by Peda. So, the mission begins to stop Peda from world domination.    


    The first thing Yurchael gets Roget to do is find resources to help them out. There are two – Gaia, which is stone for building and Treant, which is food for troop building, so think a simple Age of Empires. And, yes – it is at this point, where you build a mini base and army in the Nightswan, that you discover - this is no RPG, this my friends, is an RTS.    


    I knew at the time of writing the preview that this game was an RTS, that you would build an army and lead it to victory in a series of missions. However, I knew that it would be a Mana game at its heart, and it would have some RPG elements. Well, the RPG elements are central to the items you win after every battle that upgrade stats. Stats include HP, attack power, attack rate, and attack range, all of which can be upgraded. That is the only RPG element in the game. I actually debated with my housemate as to whether or not this is an RPG more than an RTS, which sounds absolutely one-sided from what I’ve just discussed, but this game feels an awful lot to me like an RPG wrapped in RTS. The creatures that appear, mostly the little gatherer units, and also the aesthetic look of the world and leader characters in dialogue scenes, make it feel just like a Mana game. Actually, there is one more element from a Mana game I will touch on shortly, but if you’re looking for an RPG, this isn’t the game to grab. If you want a spin-off of a spin-off in Heroes of Mana as an RTS, this game delivers in that regard.    


    Although I haven’t played an RTS since AOE2, I like them for short periods of time but prefer RPGs and other genres. With that in mind, let me carry on gameplay from when we last left off – gathering. You discover Gaia/stone and Treant/foods, but leader units, such as Roget, are not suited to gather. So instead, you build buildings in the Nightswan. The fact that you build stuff in an air carrier is actually pretty interesting, for if your base comes under attack, you can lift off to keep safe and move to another area. After you build the first building, which is a gatherer base, you can build (wait for it) gatherers! They start off as Rabites from the Mana series - they gather your food and stone and haul them back to the Nightswan to build attacking units.    


    Ground, heavy, flying and missile – these are the four types of units in this game. Now, some may remember the weak/strong system from the Mana series. One weapon is stronger than another, yet is weaker to another. The system is pretty simple, and it exists in this game as well, not as weapons, but unit types. Ground units do double damage to missile units yet half damage to heavy units, which do double damage to ground units, and so on.  This system is negated in quite a few circumstances. Your leader units are very strong and, with the help of any unit, can basically dismantle the majority of the groups you encounter, especially if the number is lower than yours. I find myself building a mix of a couple units and yelling "Charge!" before really assessing what kind of unit I am attacking, with good success. However, there is a ranking system in which my average is C or B with a couple of A's and S's, so perhaps a more sound strategy may be deployed by another player for a better rank. The best function of this game, at least as a beginner until you learn better ways to utilize units, is the "select units in this area" function, in which the game pauses briefly while you draw a circle/blob around the multiple units you want. After learning more about the game and how it plays, you are able to select what unit you want instantly, despite the decently sized maps. Navigating the map and discovering what icons to select does take a bit of getting used to, but it does becomes second nature and works surprisingly well. There have only been a few occasions where I have been frustrated with the controls, but what I’m more concerned about is the AI. Sometimes, a unit will automatically attack when an enemy walks by – which is what you would want. Unfortunately, there are other times when your ally unit seems oblivious to the enemy unit walking past… or even directly prior to the enemy attacking your unit. That gets annoying, and it happens just enough to mention it here.    


    At first look, this game looks something along the lines of an old RPG... It’s very vibrant, and displayed in 3D for the first time in the Mana series. It reminds me a lot of early PlayStation Breath of Fire games in its style; the camera movement in cut-scenes especially, but also the domain. You may prefer a crisp 2D style such as Children of Mana, which worked very well, because the 3D graphics make the characters look very similar to one another from the distance.  Kingdom Hearts composer Yoko Shimomura did the music for this game, which is very, very good. Personally, music is something I don’t really pay attention to when I’m playing a game, except maybe perhaps on some subliminal level, but it is very good and reflects the fantasy world very well.    


    Somewhat amusingly, this game is Wi-Fi compatible and, once again, I have made a false assumption as to what this game planned to deliver. I assumed that I would be able to battle people over Wi-Fi, but alas, that is only reserved for a one-on–one, multi-card mode. Multiplayer is a nice addition, but Wi-Fi battles would be nicer and would help the lastability after the story mode has run dry. Instead, online is simply used to compare rank on bonus maps you gather throughout the game. It is a bit of a disappointment.    


    This game is the next part of the Mana series, unusually combined with real time strategy mechanics. For the most part, it executed well as both a Mana series game and also an RTS. To have this style of game on a handheld like the DS is unexplored territory and is quite remarkable. However, those looking for an RPG are left out in the dark. The Mana series is a spin-off of the Final Fantasy series, but this game seems like a spin-off of the Mana series also. A phrase I use a lot in real life is "it delivers what it promises," and this game certainly does that and then some. It may not be quite what I wanted (a Mana RPG), but for what it is (a spin-off RTS), it is very good.

    Pros:
           

  • A great RTS, especially for a handheld
  •  
  • The music! It has a great composer
  •  
  • Controls remarkably well


  •        Cons:
           
  • Characters sometimes cannot be differentiated
  •  
  • Some AI problems
  •  
  • No Wi-Fi multiplayer


  •                Graphics:  7.0
           The 3D environments are a nice change from the 2D style of the previous games in the Mana series. The graphics are very nice on the eyes and remind me of games of the past, and the style works. The characters and graphics that appear in dialogue sequences and even the field sprites are simply taken from the Mana series, which helps to relate this seemingly different game back to the series.

                   Sound:  8.0
           To get a good composer and advertise it is a good start to assume safely that the music in this game is quite remarkable. The music can be happy and bubbly, then suddenly change to an ominous moan at a darker point in the story, and both sound unique and great.

                   Control:  8.0
           This game has so much going on at one time and so many units to control, if it wasn’t pulled off well, it could be very frustrating to say the least. The learning time on these controls takes a while, and understandably so. But after putting time into it, what you want of your units can be executed as second nature. There are points where it does get glitchy and the stylus seems to not register, but those points are few and far between.

                          Gameplay:  7.5
           For an RTS on a handheld, this game is very well done. Other than a few minor frustrations mentioned, such as AI, there is not much that would stop you having a ball, especially after learning the little quirks of the game.

     


           Lastability:  7.0
           After the story mode, there is not much else to do but to play your bonus maps, compare scores on Wi-Fi, and hunt down another soul who owns this game and face them in multiplayer. The story mode is epic, however, and it will take a while to get through. So, for those who like a long, single-player, old school game, this one will keep you busy.

     


           Final:  7.5
           Square Enix has tried its hand at an RTS and succeeded. I would prefer an RPG, but if the Mana series and RTS games appeal to you, this is your dream come true! Just don’t expect to jump on Wi-Fi to battle.      


    8
    TalkBack / Guitar Hero DS to use a New Peripheral
    « on: September 12, 2007, 08:42:49 PM »
    The stylus is out of the question for Guitar Hero DS.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14381

     We will "Absolutely love it." says Vicarious Visions    


    At this year’s Austin Game Developers conference a few details have been announced by Vicarious Visions design manager, Adrian Earle, on Guitar Hero DS.    


    The most important of which is the fact that Guitar Hero DS will not use a stylus and will in fact use a new peripheral.    


    The design has not yet been finalized, but sources were told that we would “absolutely love it."    


    Adrian also said that the graphical style of Guitar Hero DS would be consistent with the rest of the series.


    9
    TalkBack / Sega Announces Ghost Squad and Wii Zapper Bundle
    « on: August 03, 2007, 05:13:34 AM »
    Sega has announced a Japan release date and also a Ghost Squad and Wii Zapper bundle.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14157

     Sega has not only announced that Ghost Squad for the Wii will be released on October 25th in Japan, but also that it will also be available as a bundle with the Wii Zapper (apparently, you can also purchase the game without the Zapper). There doesn't seem to be any official word as to whether or not this will also be the case in America or elsewhere.  At E3 2007, Nintendo of America announced that the Zapper will be packaged with an as yet unannounced first-party game for $20 USD.


    10
    TalkBack / REVIEWS: Transformers: Autobots & Decepticons
    « on: August 01, 2007, 09:16:19 PM »
    No sacrifice, no victory.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=14141

     I’m a huge fan of Transformers. I have been ever since I was a little guy waging wars across the bedroom floor with my Transformer toys. In the end, Optimus Prime and the Autobots always won, but Megatron would escape by the rust on his mechanical foot, vowing to fight another day. That war ended when I became a young adult, and now the Transformers dwell in my parent’s house for the next generation of nieces and nephews to resurrect the great battles of old.   I went and saw the Transformers movie and it blew me away. It was fantastic.   Yes, this not a review about the movie, so I’ll leave it at that, but it is relevant I assure you, because with a movie, comes the game. The rule of thumb is also that, more times than not, the games are absolutely horrible. Is this the case with Transformers DS? Let's see.    


    I got the opportunity to play both versions of the game, Autobots and Decepticons. You name your Transformer, and then the story starts. This is the one and only FMV movie in the game, and it’s average, for lack of a better term. Following that, you fall from the sky to Earth, ready for your mission, which your Transformer doesn’t really know much about yet. He discovers later that Megatron and the Allspark are on Earth, and you have been sent to get to them before the other side does. It sounds like the movie, yes. But, both versions have a different ending to the movie and each other.  I would suggest that these games are spin-offs of the Transformers film, because although the games more or less follow the same plot, a lot of things have been changed around to suit the game as opposed to catering to the movie.    


    Like the movie, you start off as a generic robot with no vehicle assigned to him. Ironhide or Barricade contacts you and gives you a basic rundown of the controls in full voice-acted glory. Like a lot of games, I for one don’t expect crazy-good acting, so for what it is, it’s pretty good, especially since the whole game is voice-acted. However, I don’t believe all the voice actors from the movie are present. The controls are very fluid. The D-pad is used to walk and the B button is jump. You get plenty of time to practice these mechanics as you collect yellow lights for warm-up. Woot. Now it’s time to cause some damage. X is to pick stuff up. You can pick up basically anything in the environment, from benches to streetlights, and swing them around to bash the your enemies heads in. You can also pick up other smaller Transformers and throw them at each other, which is pretty nifty.    


    Your ally contacts you and tells you to grab a disguise. And this is where this game gets interesting, you see, because like the movie, your Transformer can scan vehicles and collect them to store in his database. There are a lot of vehicles, including cars and helicopters… over 30 as a matter of fact, and another cool function is that they’re 2-toned, allowing you to pick two colors to customize your Transformer. You can use either up on the D-pad or my preferred B to accelerate while in vehicle form. Also, you can slam down A to slide, which I use a lot around the city. Helicopters? Yes, the D-pad moves you, as you use A to rise and B to lower altitude. I played and finished the whole of Decepticons version in a ‘copter form, so it works quite well.    


    Battles are quite amusing, if not a little repetitive, but I reckon that’s to be expected. Start bashing away at the A button for melee attack, because I can’t seem to shoot yet. Attacks happen in a two-hit combo at first, but as you gain experience points it’ll rise to three… oh yeah. You’ll notice, as I just owned that weak fool, that I gain EXP and have unlocked my blaster now, which I can use Y to shoot with the good ol’ lock-on function, which works well. When you unlock missiles, you tap Y to launch them, whilst holding Y to shoot a weaker, but more accurate blaster. Stats increases and moves like Mario’s butt-thump and missiles are unlocked. This is also great, setting it apart from the other Transformers games. The humans don’t like me trashing their cars. I really, really did not want to compare this game to Grand Theft Auto, since a lot of other reviews have done that, but the similarities are too prominent. The main GTA influence I see is the "threat meter", much like GTA’s wanted meter, which consists of four of your faction's logo. The more you piss off the humans, the more tanks and helicopters come to put a stop to the giant robot. I must also mention that the voice acting from the humans is quite amusing, if not perhaps annoying. "Dispatch, we’re in pursuit of a… giant metal man. Please advise."    


    Each version comes with around 20 missions in four areas. Both have Tranquility (quiet little city), Las Vegas (loud big city), and Hoover Dam (epic climax place). However, Decepticons has Quatar Military base (sand desert with wide open spaces), while Autobots has the Artic (ice desert with wide open spaces). Before I speak about the missions, there are also sub-missions, which are anything from "race to point A to point B as fast as possible" to "kill lots of stuff in two minutes", which help elevate the gameplay and lastability to a significant degree. In the essential missions, sometimes your custom bot will do the honors, and sometimes you’ll play as one of the other Transformers from the movie. That includes Bumblebee, Ironhide, Ratchet, Jazz, and Optimus for the Autobots side and Barricade, Blackout, Brawl (a.k.a. Devastator, for some reason they changed his name), Starscream, and Megatron for the Decepticons.    


    All missions and game can be finished in a day. They’re around, five hours each, not including collecting all the cars and golds on the sub-missions. So yeah, kind of short… didn’t feel too rushed to me though, if you consider how long the movie was. The difference in missions between the two versions is that Autobots seem to have an emphasis on protecting convoys, while Decepticons have more of a "bash the convoy" mentality. To be frank, Decepticons felt less like a chore than Autobots. Some of the missions, especially on the Autobots version, are very frustrating. Unlimited re-spawning humans while you’re trying to deliver a car to Optimus comes to mind. You see, when you are holding a car, you can’t attack, unless you toss the car, of course. But that would destroy the mission objective. So, you put down the objective car, destroy the tank, and when you turn to pick up the car, guess what? BAM! You’re hit in the rear with an armor-piercing missile from a copter, turn around, bash copter, turn around, BAM! Repeat. Oh yes. It’s a vicious cycle broken seemingly only by luck at times.    


    You will also face your opposing Autobot/Decepticon alumni as bosses. These bosses are quite easy at times, but as the game progresses you will need to implement some kind of strategy to defeat them, whether it be changing from long-range to melee style of attack, or leaping over their car forms as they try to sweep you off your feet. I must confess, however, that I have occasionally exploited glitches in the game. For instance, as Megatron battling Jazz, I managed to get Jazz stuck in the side of the mountain and beat the bolts out of his sorry spark. Also, as I was facing Optimus, I found myself stuck between buildings, but Optimus Prime's laser rounds could not touch me, but I could attack him easily. So he was also beaten by a game glitch. Unfortunately for Transformers DS, this is where it becomes apparent that the game is very, very rough around the edges, as clipping and glitches happen a lot more than they should. Some are just little things, like tapping punch before a cut-scene will result in a ‘HUGH!’ from your bot whilst in a black transition. Of course, that does not affect gameplay, but it does affect presentation.    


    The environments and the like are very, very dull, generic, barely textured square and rectangle models. The quantity of the models, may have something to do with that, though. With over 30 forms to collect and others you can’t… wait. That’s another thing. With the bland style of the majority of vehicles, you cannot tell which vehicles you have scanned and which you have not. Scanning a car for it to tell you ‘Previously Scanned’ is a common occurrence, I assure you. The real quality of the graphics really only comes from the Transformers themselves. In robot form, they look great - more or less good counterparts of the ones in the film. Their transformation animations are lacking, which is a slight disappointment, but hey, it’s DS. I was not expecting an awesome, FMV–style, seven-second transformation scene. Explosions and objects breaking apart also look kind of strange, like they’re made of glass. If I needed to compare this game to anything, I’d say an average N64 game.    


    I got my housemate Matt, the seasoned gamer extraordinaire and Nintendo fanboy, to join yours truly for multiplayer. To be honest, we didn’t have many expectations, but we were pleasantly surprised. I went Starscream and he went Bumblebee as we started our awesome deathmatch at the Cybertron arena. Right off the bat, Matt drives Bumblebee off a platform. Bottomless pits for the loss. We tried the other levels, which include Arena, The Docks, and Powerplant. Also, you can play as any Transformer, including your own custom. It is very fun, and we sighed and imagined what it would be like with the maximum four players, which would be out of this world. We ditched that and went for   "Allspark Sports", which was equally if not more fun. We have discovered why the Transformers want the Allspark back now - it’s the "ball" in this game, which somewhat resembles soccer or football… only with 30 foot high robots… and guns… and cars. Again, with four players this game would be an absolute treat as your team tries to toss the Allspark into the goal. You can also adjust the rules, so you can make it robots only, vehicles only, etc.    


    Before I silence my endless ramble of a review, there is one more feature that needs to be touched upon: Wi-Fi. While the does not support multiplayer in Wi-Fi, Transformers DS has what I think is a great idea. You see, every week, they have what is called the "Allspark Wars". The Allspark has been shattered into 7 pieces for the seven days of a week. Every day, a battle begins. Your team is the copy of the game you purchased (Autobots and Decepticons respectively). These battles consist of setting a high score in a sub-mission, which has been recycled from story mode. The more you play and contribute, the more points get added to the total value and the score your team has put together. Whoever has the highest score wins the piece of the Allspark for that day, and it’s best out of 7 for each day of the week. Points and wars won earn you tokens to trade in for stuff like codes. Also, I found the fact that you can earn EXP in the Allspark Wars very welcome, so although you take a break from story mode, you still earn EXP. Stats and values get added up onto their website, so you can see where you’re at, join clans, discuss strategy on the forums, and whatnot.    


    This game has so many features. It gives you over 30 vehicles to unlock, sub-missions, the Allspark Wars on Wi-Fi, and a solid multiplayer mode. However, the game is extremely short, seemingly rushed, not that nice to look at, and finding a glitch or five is not hard in the least. In my eyes, this game delivers what it promises and then some. It has Transformers, big giant robots beating the circuits out of each other and blasting new craters into Earth. Transformers DS has so many good ideas, and although the presentation lets it down significantly, what lies under the surface is a good game recommended for fans of the movie and 3rd person shooters.

    Pros:
           

  • Over 30 vehicles to collect
  •  
  • Allspark Wars
  •  
  • Great Multiplayer
  •  
  • Easy, fluid controls


  •        Cons:
           
  • Seemingly rushed presentation
  •  
  • Glitches, lots of them
  •  
  • Some missions are just annoying


  •                Graphics:  6.5
           The graphics are lacking, but I daresay borderline acceptable for a handheld. The transformation animation looks kind of like a spasm, and all objects you throw just seem to shatter. The explosions are also just… bad looking. Not to mention the vehicles. The one saving grace is the actual Transformer models, which look fantastic.

                   Sound:  8.0
           The sound in this game is quite good. From voice-acting to the clunk of a robo-punch or robo-kick, it sounds all in place. The transformation sound is there, as well as some weak dialogue. The more I think about this game, the more it reminds me of the old-school Transformers show, where the dialogue was complete with cheesy jokes and made me either groan in disapproval or giggle at the stupidity. In a good way.

                   Control:  8.5
           The control is what really makes this game pretty fun to play. It doesn’t take a genius to understand what to do, and boosting off a ramp, transforming in mid air, then latching onto a building and shouting "Booya!" becomes second nature (minus the booya). There are a couple of camera control faults that could cost you a death or two, but they’re few and far between. Well done, I say. Well freaking done.

                          Gameplay:  7.0
           The promise of Transformers is the ability to go around as big giant robots and bash stuff up, including other Transformers. This game delivers that. Unfortunately, some of the missions are annoying and feel like a chore, making it extremely hard to complete both games, but obviously not so much that I stopped playing altogether.

     


           Lastability:  8.5
           Five hours of story mode huh? Doesn’t sound like much. Throw in 30 forms to unlock, a great multiplayer and the Allspark Wars and this game will sure last you a fair while. Unfortunately, that being said, I still emphasize the fact that this is a movie game. It’s not one of those games you’ll play forever, but will keep you entertained for a decent time never the less.

     


           Final:  7.5
           This game exceeds my expectations. It has flaws, but it also has strengths, and in my eyes, the strengths outweigh the flaws for sure. If you are a fan of the movie, grab it. If you are not, it’s a good 3rd person shooter. If you’re a purist who wants every single game to be perfect, despite whether or not it be a movie turned game or not, stay the heck away. This game is Transformers, fool. And it’s more than meets the eye.      


    11
    TalkBack / Australian Gaming Industry worth $1 Billion
    « on: July 29, 2007, 09:27:22 PM »
    Announced by the IEAA, The Aussie gaming industry has come of age, now worth $1 Billion.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14112

     The Interactive Entertainment Association of Australia declares loud and proud - “This is a spectacular result for the Australian gaming industry."    


    Australia’s gaming industry has officially come of age, breaking the $1 billion sales mark over the past financial year, according to the Interactive Entertainment Association of Australia (IEAA). Compiled by GfK Australia, the latest statistics show an overall market increase of 30 per cent over the past six months, with over 5.5 million games and almost half a million gaming consoles sold since January 1 this year. “This is a spectacular result for the Australian gaming industry. Breaking through the $1 billion mark highlights the seriousness and sheer scale of the industry in Australia," says Chris Hanlon, CEO of IEAA.    


    Australians are embracing interactive gaming as a preferred form of entertainment and the industry will continue to grow as the technology, games and equipment become even more sophisticated," says Hanlon. “Interactive entertainment attracts people from all ages and walks of life who have significant disposable income. The stereotype of gaming as a children’s pursuit is simply wrong, with the average gamer age in Australia at 28." The figures indicate strong hardware sales, which generated almost $150 million in the last six months alone. Australians have also enjoyed the latest releases in games, spending almost $264 million over the same period.    


    “Australia is growing in significance in the international gaming industry. There are 40 game development companies across the country, employing some 2,500 people that have produced 240 game titles," says Hanlon. “By supporting the industry, Australian consumers are feeding the potential of the game creators and technology developers – which will mean cutting edge gaming and a significant contribution to the economy over the years to come," Hanlon says.    


    GfK Australia’s Daniel Morse says the figures put the industry in a good position to break another record again this year, exceeding all expectations. “All platforms performed extremely well considering the average platform lifecycle, which usually sees hardware sales decline a few years after launch as the market saturates and new technology is released."


    12
    TalkBack / Nielsen finds Wii Households are more “Upscale"
    « on: July 26, 2007, 09:30:18 PM »
    So does this mean I should be a lot richer than I am? Perhaps not, but the rich seem to like the Wii.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14104

     Although the Wii is the least expensive console of this generation, it seems more likely to show up in expensive homes. Nielsen’s GamePlay Metrics has found that households that are home to Wiis are more “upscale" and even boasting an annual income of more than $100,000.        


    Based on the infrastructure of Nielsen’s well-established TV-monitoring service, GamePlay Metrics is a data-tracking service of the gaming industry that gathers information from 12,000 households, that means a rough estimate of 33,000 people.    


    GamePlay Metrics can show “who is playing games, on which systems, at what times, and, when integrated with other Nielsen data, illustrates which other media platforms are also engaging gamers and which consumer goods they’re likely to buy."


    13
    TalkBack / PREVIEWS: Soul Calibur Legends
    « on: July 16, 2007, 06:18:28 PM »
    Soul Calibur Returns to Nintendo for a Wii Exclusive.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=14037

     The Namco Bandai produced Soul Calibur games released on Nintendo systems have been limited to Soul Calibur 2 on the GameCube in 2003. Each game in the series is your typical 3D fighting game, but with an acute emphasis on weapons. The features, modes, and characters they chucked in Soul Calibur 2 made it quite a dense game and some were disappointed when Soul Calibur 3 was not released on the GameCube. For now though on Wii, another game has emerged and this time, it’s an exclusive action adventure game.    


    Soul Calibur Legends is set in the 16th century and focuses on Siegfried, as well as other Soul Calibur characters new and old. To save an empire from destruction, Siegfried seeks the ultimate power, which brings him into conflict with the other warriors seeking to unify the pieces of the Soul Edge sword. This fateful quest leads to Siegfried's possession by the cursed Soul Edge. Pretty grim, huh? So, the fact that he isn’t possessed yet suggests it must be a prequel.    


    As mentioned before, this game is an action adventure game and the Wii Remote and Nunchuk are your weapons as you hack, slash, and bash your way through your moves and combos using orchestrated slashes and movements. As you progress, you master special attacks that are acquired throughout the adventure. These attacks and other power-ups are used as you play through diverse environments, battling your way through enemies and large bosses as this new angle of an old universe unfolds.    


    And boy oh boy, when they said large they were not kidding! There’s at least a big ol’ dragon to battle. Screenshots have also revealed a couple of old characters, including Ivy and Taki. Also, the environments look pretty detailed, as the lighting of the temples creates the creepy shadows throughout the battlegrounds. Speaking of creepy, there are mummies in the pyramids! Run! Ninjas are also included in the enemy team by the looks of things. Run from them, too.    


    As you battle these bunches of evil people, you can choose allies and switch between them to suit the situation at hand. Characters can be leveled up through the new ranking system, as weapon progression is also included as they evolve with your experience as well, giving added control and more powerful attacks. Spirit Break is also here, allowing you to unleash your characters special power to demolish your enemies with added special effects.    


    Soul Calibur Legends also comes with quite a few modes.  Firstly, Quest Mode, where you play in 12 different environments and complete 40 different quests. In competitive mode, you go on a killing spree and rack up that body count. Finally, Versus, where you battle against your friend to ‘determine the true Wii weapon master’! One more time, this is a Wii exclusive to be released in North America in the fall and then released in other regions shortly thereafter.


    14
    TalkBack / Australian OFLC Hints at Upcoming Virtual Console Games
    « on: July 16, 2007, 06:42:12 AM »
    Ratings board lists 22 potential Virtual Console games including Super Mario Bros. 3, Sonic 3, and many others.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14032

     The following games have shown up on Australia's OFLC Classification database.    


    SUPER MARIO BROS. 3
     SONIC THE HEDGEHOG 3
     SHINOBI III: RETURN OF THE NINJA MASTER
     LANDSTALKER: THE TREASURE OF KING NOLE
     PROBOTECTOR II: RETURN OF THE EVIL FORCES [known as Super C in other regions]
     SUPER TURRICAN
     ESWAT: CITY UNDER SIEGE
     WRECKING CREW
     STRIDER
     DEVIL'S CRUSH - NAXAT PINBALL
     DROP OFF
     SHOCKMAN
     BATTLE LODE RUNNER
     SILENT DEBUGGERS
     BONK'S REVENGE
     VOLLEY BALL
     YOSHI'S COOKIE
     GHOULS'N GHOSTS
     NINJA SPIRIT
     GALAGA '90
     BLAZING LAZERS
     AXELAY
     CRACK DOWN    


    It should be noted that not all games that show up on the ratings site are  confirmed to be released on Wii's Virtual Console, but if this is a sign   of what may come, we may see the likes of Super Mario Bros. 3, Sonic 3,  and many others soon.


    15
    TalkBack / PREVIEWS: Heroes of Mana
    « on: July 14, 2007, 05:46:40 PM »
    The World of Mana series is returning, real-time strategy style.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=14006

     The World of Mana series has been released on handheld systems since the Gameboy Advance. It's produced by Square Enix as somewhat of a spin-off of the Final Fantasy series. In the games players usually control one character, as they go around bashing the native monsters about with whatever weapons they find, just so they know who's boss. This time around however, Square Enix is going to try something just a little different on the DS.    


    The first thing that is different is the fact that the new game, Heroes of Mana, will be a real-time strategy game. You are no longer playing as a lone boy trying to find his way home. You are now a full fledged general, wielding a stylus to strategize, then command and control your army to victory. You will form your army and gather the spoils of battle as you drive your way through the battlegrounds. Oh my, how did it ever come to this?    


    You play as Roget, on a reconnaissance mission with your crew from Pedda to Ferolia, when your aircraft is attacked and ultimately shot down. You and your crew then realize that your superiors from Peda indeed intended to eliminate you. The Peddan Army's step to world domination starts with the invasion of Ferolia and after witnessing the evil deeds of the Peddans, you and your crew are forced to fight against them.    


    The real-time strategy controls; building bases, controlling your army, and attacking, are going to be performed entirely with the DS Stylus. The monsters you are familiar with from the Mana series are featured in this game as you control them and your heroes on 2D and 3D environments which are very colorful and vibrant.  Also, Kingdom Hearts composer Yoko Shimomura is on hand for the soundtrack to 'capture the essence of the World of Mana series'.    


    Finally, multiplayer is available through the DS wireless capabilities. Players can challenge one another to see who can kick the most butt. Heroes of Mana seems to be jammed packed with features. It launches next month in North America and will most likely be released in other regions soon after.


    16
    TalkBack / Atari Reveals E3 Game Lineup
    « on: July 09, 2007, 06:46:58 PM »
    Publisher to show off three Wii games, including Jenga and DBZ Budokai Tenkaichi 3.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13804

     ATARI UNVEILS 2007 E3 MEDIA AND BUSINESS SUMMIT LINE-UP    


      Fighting, RPG and Board Game Genres to Highlight E3 Roster
       


      NEW YORK, July 9, 2007 – Atari, Inc. (Nasdaq: ATAR) one of the world’s   most recognized brands and a third-party video game publisher, today   announced the company’s product line-up for the E3 Media and Business   Summit, taking place July 11 – 13 at Barker Hanger in Santa Monica,   California.  Games spanning multiple genres and platforms will be   on-hand at the Atari booth (518 and 520) and include Dragon Ball Z®:   Budokai Tenkaichi™ 3 Wii™ and PlayStation®2 computer entertainment   system, The Witcher for Games for Windows, Godzilla®: Unleashed  for Wii   and Jenga® for Wii.    


      “Atari’s 2007 E3 roster showcases some of the most exciting titles from   our diverse fall line-up – from the fan-favorite Dragon Ball Z series to   the graphically stunning The Witcher," said David Pierce, Chief   Executive Officer, Atari, Inc.  “We’re excited to participate in the new   E3 Media & Business Summit and look forward to having media and business   partners spend time with the Atari Team and our titles."    


      Dragon Ball Z: Budokai Tenkaichi 3 combines the lightning fast fighting   and action that have made Budokai Tenkaichi 1 and Budokai Tenkaichi 2   the #1 fighting games of 2005 and 2006.  Dragon Ball Z: Budokai   Tenkaichi 3 delivers an extreme 3D fighting experience, improving upon   last year’s game with over 150 playable characters, enhanced fighting   techniques, beautifully refined effects and shading techniques, making   each character's effects more realistic, and over 30 battle stages.  The   immensely popular Dragon Ball Z® series is the gold standard of   anime-based video games, with more than 25 different games and over 10   million units sold since May 2002.  Developed by NAMCO BANDAI Games Inc.   / Spike, Dragon Ball Z: Budokai Tenkaichi 3 is slated to release for the   Wii and PlayStation 2 system during the 2007 holiday season.    


      Based on the world created by best-selling Polish author Andrzej   Sapkowski’s novels, The Witcher casts players as Geralt, a legendary   monster slayer and master swordfighter with supernatural abilities and   reflexes.  The Witcher presents a fresh approach to traditional   role-playing, blending an expansive, twisting plotline – in which the   impact of individual decisions can drastically alter the outcome of the   game – and fast-paced combat against a wide variety of foes.  Using   advanced graphics and physics systems, The Witcher delivers brutal   action, multi-faceted RPG options and an intriguing story to engulf all   players who dare to play.  The Witcher, developed by CD Projekt, will be   available for Games for Windows this fall.    


      Godzilla: Unleashed offers fighting on a giant scale.  The game stars   the legendary Godzilla and a slew of the most renowned monsters of   all-time.  Gamers are challenged to ultimately save the planet from   mayhem and destruction.   Set in urban arenas, Godzilla: Unleashed’s   interactive 3D cityscapes, big destructible buildings, soaring   skyscrapers and towering alien formations provide the backdrop to epic   worldwide destruction.  Godzilla: Unleashed is slated for a fall release   on the Wii and Nintendo DS.    


      For the first time, the beloved family game Jenga comes to the world of   videogames, utilizing the innovative controls of the Wii and DS for   unpredictable, quick-paced, tactical gameplay that combines suspense and   risk-taking, where mounting anticipation comes to a crashing climax.   The game will contain all the fun, intensity and challenge of the   original boxed game with a wealth of exciting new enhancements ,   power-ups and twists that are possible only in the videogame world.   Simple to learn and fun to play, Jenga promises great entertainment for   all ages when it releases for the Wii and Nintendo DS this fall.    


      For more information on Atari and its entire product line-up please   visit www.atari.com.


    Pages: [1]