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Messages - miket

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26
TalkBack / Quake Arena heading to DS?
« on: August 06, 2007, 04:34:12 PM »
John Carmack talks about the possibility during his QuakeCon keynote.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=14183

 While QuakeCon typically hasn’t been a big event for Nintendo acolytes in years past, John Carmack made specific mention of possibly bringing a version of Quake Arena to the Nintendo DS during his keynote speech this year. According to IGN, Carmack floated the idea of bringing the game to the DS in an incarnation similar to the original Doom, with a more limited approach to movement controlled by the D-pad and forgoing the stylus based free-aiming system of games like Metroid Prime Hunters. No other details were forthcoming at the conference.    


For the uninitiated, Quake Arena was originally released for the PC in 1999 as a highly competitive and customizable online shooter. The game quickly developed a dedicated following with an active mod scene that has been the proving ground for several prominent young game developers including Splash Damage’s Paul Wedgwood. Fans of DS homebrew may also remember the ripples of excitement that spread across the internet last year when footage surfaced of the original Quake up and running on DS.


27
TalkBack / Nintendo Dominates Weekly Hardware Sales In Japan
« on: August 02, 2007, 08:49:05 PM »
Nintendo accounts for over 70% of consoles sold in Japan last week.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=14156

 Total Gamer Zone, reporting Japanese hardware sales figures for the week of July 23-29, shows Nintendo’s market domination in its home country is as strong as ever. The DS Lite leads the pack with a reported 150,494 units sold while the Wii follows in second place with 77,169 consoles sold. The DS Lite and Wii combined are responsible for just shy of 74% of all console sales for the week.    


The PSP and PS3 finished third and fourth respectively with 35,068 and 28,829 units sold. That number represents a small surge for PS3 sales figures that Total Gamer Zone attributes to the release of Hot Shots Golf 5, a popular series with Japanese gamers. The PS2 claimed the fifth spot in the sales chart with 11,757 consoles sold, while the Xbox 360 continues to struggle in the Japanese market with only 3,872 units sold.    


How long can Nintendo’s winning streak last? Will Nintendo’s market performance in the rest of the world be able to keep pace with the blistering benchmarks being set in Japan? Stay tuned, only time will tell.


28
TalkBack / RE:REVIEWS: Alien Syndrome
« on: August 02, 2007, 06:17:37 PM »
Kairon: We can all have a good enough time with bad games. You should the see amount of hours on my PN03 save file, it's astounding. But the point of reviews is not to validate people's opinions of games. We're all willing to overlook flaws in movies, music, games, and everything else that appeals to us in an aesthetic way. How else could ugly people get married? There's nothing wrong with liking a game that ranks 3.5. Ratings are just numbers, there's still plenty of room for individuality on top of these quasi-academic rankings.

But if Zelda is a 10 and Excite Truck is an 8 and MUA is a 6, how can Alien Syndrome be anything more than a 3.5?

29
TalkBack / Arkanoid DS Coming In Japan
« on: August 02, 2007, 02:22:29 AM »
GBA cartridge add-on to provide authentic retro control.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=14143

 This week's Famitsu brings news that Taito is reviving the Arkanoid series in Japan. The game will be coming to the Nintendo DS and allows gamers the option of a paddle controller add-on. The paddle is plugged directly into the DS's GBA cartridge slot to complete the retro experience for serious fans of the arcade original.    


Control authenticity comes at a price, however, as gamers will have to pay an additional 1800 Yen for the paddle add-on. The paddle will come in 4 colors: white, silver, pink, and black. A bundle of the game and paddle will also be offered for 4,800 Yen, an 800 Yen savings.    


Gamers not inclined to spend extra cash on the paddle will be able to control the game with the D-Pad or the touch screen. The Stylus is used to slide the floating platform on the bottom from left to right, bouncing destructive balls up to the top screen to destroy blocks. Arkanoid DS will include 140 stages to play through and will feature music by Zuntata.    


Arkanoid DS is set to be released in Japan on December 6. Taito has not announced a release for the US or other territories.


30
TalkBack / REVIEWS: Alien Syndrome
« on: August 01, 2007, 05:48:12 PM »
A return to form of an '80's classic or a new low for Wii?
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=14140

 In 1994 Totally Games released Star Wars: TIE Fighter, a watershed combination of flight simulator complexity with arcade-style shooting that is still commonly referred to as one of the best games ever made. After more than a decade of continuing work with the Star Wars license (not to mention the frequently overlooked Secret Weapons Over Normandy), Totally Games is back with Alien Syndrome, an IP refresh of one of Sega’s more arcane franchises from the late ‘80’s. Conceptually, the game sounds like a scintillating mix of old school twitch shooting with all the RPG elements and customization of a traditional dungeon crawler. The added promise of a control overhaul for Wii, to take specific advantage of the Wii Remote’s IR aiming and motion-based melee moves, should have, theoretically, been the secret ingredient to make Alien Syndrome a solid title.    


Making games, however, is not an exact science, and for all the promise of its individual elements and the excellent pedigree of its developer, Alien Syndrome is easily one of the worst Wii games to have found major release. At its core, Alien Syndrome is a lifeless and terrifyingly repetitive shooter that puts the "crawl" back in dungeon crawl. Levels are cut up into 20-30 minute snippets spent wandering through the winding corridors of a space station or planet surface, mashing the fire button at hundreds of indistinguishable alien drones. Every level plays out nearly identically to the one before it: kill all the drones, grab some space loot (in the form of weapon and armor upgrades), fight a mini-boss, and call it a day. To be fair, there are a couple of levels that try to mix the tired level-grinding formula up a bit. In one sequence you’re given 20 minutes to get out of the level or be blown up in a self-destruct sequence. Another level is an aggrandized arena battle that requires you to kill 75 enemies before being able to head for the exit. These are relatively modest exceptions to the game’s monotonous rule.    


In any good dungeon crawl, there are two essential elements: distinguishably different sets of weapons and an unpredictable variety of enemies. Alien Syndrome claims to have 100 different enemy types, but that’s just some creative accounting. You will have seen almost every alien model in the first third of the game; the remaining levels are made of the same enemy in a different color and with added HP. That kind of trickery might have been allowable in 1987 when arcade cabinets had less memory capacity than the GBA, but it’s a dirty trick to pull on a gamer in 2007 for a full-priced $50.    


If the lack of variety in enemy types weren’t bad enough, the combat is even more redundant. Almost everything in the game can be beaten just by backing away while shooting. The only real strategy involves not getting yourself into a corner where you get swarmed by bad guys. Players have a basic laser gun with an infinitely regenerating supply of ammo, and, depending on their character class, they can use a variety of more powerful weapons to spill the proverbial alien blood and guts. While every weapon has a different range limit, the impact they have on enemies is negligible. Were it not for the little white numbers of evaporating HP floating heavenward after each shot, it would be impossible to tell that a missile launcher is more powerful than your average Gauss Rifle.    


The choice to leave the game as a top-down shooter is also a big miscalculation. While it remains true to the original game, it feels cheap and insubstantial 20 years later. The game’s dark and grisly color palate makes it hard to pick out much environmental detail, like walls or doorways. It can be a brutal chore to just find your character on screen during some firefights, as the camera zooms even further out to capture all the action, reducing the size of your character to an inch or so of muddy green. It’s also terrifically irritating to not be able to see the environments from the ground level, making both navigation and combat more difficult than necessary. I found myself repeatedly cursing the game for not letting me see some alien up ahead that I knew was there and that would have been in clear line of sight, just because they were standing off the edge of the screen. It’s similarly maddening to try to get your bearings in the game’s maze-like corridors when all you can see at any given time is the top of your character’s head and the dingy gray floor that she’s standing on.    


Another huge shortcoming is the lack of any in-game explanations of the upgrade system and all the various quirks to the tool crafting system. If you’re not accustomed to spending a good deal of time reading the instruction manual before you start playing, expect to find yourself totally lost during the first several hours of gameplay. Even after reading the instruction manual, it can be a confounding experience trying to figure out why you can’t pick up certain types of ammo, power-ups and weapons. I accidentally threw away my chest armor early on in the game and was, for a reason still unbeknownst to me, unable to pick up or craft a new chest armor ever again. I had plenty of inventory space, had the appropriate armor proficiency, had the right amount of XP, all for naught.    


Managing your SCARAB, a hovering robotic turret that give your character various power-ups and crafts weapons and armor on the fly, is equally confusing. The whole menu system is a stultifying mess that belays just how little effort has gone into amending the game's presentation for the Wii. Text in most of the menus is tiny and almost illegible on a standard definition TV. Menu icons use the Wii Remote’s pointer functionality, but the icons are likewise tiny and cramped, making it much more difficult than it should be to scroll or add an ability point. These menus may have worked fine on the PSP’s tiny screen, but it’s asking too much to translate those fuzzy monotone icons and menu bars onto the living room TV.    


While the game’s graphics are low-end even for a PSP game, it’s the redundant character modeling and bland color pallet that really leave an unfavorable impression. In contrast to the original’s bright neon colors and over-the-top enemy design, this modern Alien Syndrome is filled with muted tones and generic hulking masses that are all too often indistinguishable from one another. The music is similarly backgrounded with subtle ambient loops and lots of annoying gunfire sound effects. There is an attempt here to recreate the dread and atmosphere of Ridley Scott’s Alien, but the mood is killed by the boring top-down camera and bland art work.    


The game goes on for a surprisingly long time; it will probably take most gamers a good 15 to 20 hours to finish on the default difficulty setting. However, there isn’t much incentive to get that far, since you’ll have seen almost all the game has to offer in the first hour. If you just can’t get enough level-grinding though, there are 2 unlockable difficulty settings and a 4-player co-op mode.    


Alien Syndrome is a thoroughly disappointing and discouraging game. Totally Games has made some spectacular titles in its time, and the conceptual elements of a sci-fi Diablo with lots of space aliens and crazy guns sounds terrific. The reality, however, is a horribly executed game that plays more like a barebones prototype than something Wii owners should spend $50 on.

Pros:
       

  • 20 hour single player campaign
  •  
  • Lots of customization options


  •        Cons:
           
  • Obnoxiously repetitive gameplay
  •  
  • Obtuse and illegible menus
  •  
  • Hordes of recycled enemies
  •  
  • Awkward controls
  •  
  • Muddy color scheme and generic art design


  •                Graphics:  4.0
           Exactly what you would expect from a low-end PSP game. Spartan and featureless environments are made even more stultifying by the recycled enemy models and indistinct colors.

                   Sound:  5.0
           The music is decent and unobtrusive, but there is far too little of it. The same tunes will loop over and over again in each level, and it all becomes a little too forgettable. The sound effects drown out some of the more enjoyable themes with some of the most irritating gun sounds you’re likely to encounter.

                   Control:  5.0
           The Wii Remote is a great device for aiming. The trouble is, it’s not used to aim here, just to rotate your character in any given direction, which is significantly less satisfying. There is a robust set of motion controls for melee combat, but you’ll hardly ever use them.

                          Gameplay:  3.0
           Shoot the same 10 different aliens repeatedly for 20 hours. There are some well-intentioned options for weapon and character customization, but they ultimately fall flat when you realize the new weapon or ability you just unlocked just means you have to mash the A button a couple of times less to kill the same enemy.

     


           Lastability:  7.0
           The single player is a long and drawn-out affair. 4-player co-op, two additional difficulty settings, and lots of different weapons and armor to collect would have made for a commendable package in any other game.

     


           Final:  3.5
           There’s no easy way to say this, but Alien Syndrome is one of the worst games you could get for your Wii. The game is a hollow shell of generic art, obtuse menus, irrelevant leveling, and soul-crushingly repetitive shooting action. Even the most ardent dungeon crawler fan will be hard pressed to find something worth celebrating in this game.      


    31
    TalkBack / PREVIEWS: Harvest Moon: Tree of Peace
    « on: July 19, 2007, 07:59:31 PM »
    The cult farming sim heads to Wii with waggle to spare.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=14072

     Farming fanatics rejoice, Harvest Moon, the most popular farming sim in the world, is finally going to lay down its roots in America this Fall exclusively on Wii. Harvest Moon: Tree Of Peace came out in Japan earlier this summer with what promises to be the biggest and most interactive farming adventure in the series yet. Developed by Marvelous Interactive, Harvest Moon: Tree Of Peace will treat players to a new motion-based take on the traditional gameplay of tending and selling crops to decorate your house and impress the opposite sex. As if that tantalizing prospect weren’t enough, an all-new multiplayer mini-game bonanza has been added to the mix making for one robust package.    


    Harvest Moon: Tree Of Peace will follow the familiar design of previous Harvest Moon games, having players choose to play as a boy or girl and then being deposited on an island where they are given a plot of land to farm and a town full of villagers to interact with. Players will dutifully tend to their crops during the morning hours and in the virtual afternoons head to town to make friends, pick up a part-time job to raise extra seed money, and flirt with the local hotties. The balance between work and play will be at the core of Harvest Moon: Tree Of Peace. If you get over-zealous about building your farm and working all day long, your character will run out of energy and become ineffective. He or she can even become sick if worked too hard, costing players several precious days of recovery time. To really get the most out of Harvest Moon: Tree Of Peace you’ll have to spend just as much time building relationships in town as you do hoeing. After all, what good is a sprawling mega-farm if you don’t have a family and friends to populate it with?    


    Harvest Moon: Tree Of Peace will also hope to innovate on the traditional formula with motion controls for all of the farming work waiting to be done. The Wii Remote will be used in a wide array of activities including digging holes, brushing animals, patting down the ground in your garden, and fishing. For players less enthusiastic about actually having to do work to play a game about farming, the developers have included button substitutes for the motion control. If you’re really after an old school experience, Harvest Moon: Tree Of Peace will also be fully compatible with the Wii Classic controller.    


    Another new addition to Harvest Moon: Tree Of Peace is a motion-based multiplayer mode offering support for up to 4 players. Mini-games will be progressively unlocked as players advance in the single player part of the game and will include a fair amount of variety with games like simple target practice, insect collecting, and horse racing. Waggle curmudgeons, however, need not apply as the multiplayer portion of the game can only be played with the Wii Remote.    


    Other additions to the game include new kinds of animals and plants to raise. At long last Harvest Moon fans will be able to raise penguins and pandas side by side. The new island also promises to be one of the biggest playable environments to grace the Harvest Moon series to-date, filled with secret nooks and lots of fertile ground to be explored, shoveled, and tilled.    


    Harvest Moon: Tree Of Peace is scheduled to ship in the US this November, with a tentative release date in Europe coming in the Summer of 2008.


    32
    TalkBack / PREVIEWS: Space Station Tycoon
    « on: July 19, 2007, 07:57:34 PM »
    Rule the universe by destroying hippies and pleasing the voodoo chicken.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=14071

     Fans of the storied Tycoon series have done it all, building railroads, rollercoasters, and zoos to name just a few. Namco Bandai’s Space Station Tycoon for the Wii aims to refresh the series’ rote resource-allocation and management gameplay with a heavy dose of humor, story, and simplified interface. Much like its predecessor, Outpost Kaloki X, available as a download on Xbox Live, Space Station Tycoon aims to attract a whole new audience in with the charms of interstellar business building in a seductively approachable package.    


    The game follows the story of a young space loafer named Tam, and his monkey friend Shawn, through an increasingly eccentric series of meetings with alien entrepreneurs. These aliens hire Tam to build and manage various space stations throughout the universe in accordance with their quirky goals of attracting a certain kind of client or holding up under the stresses of some geographic challenges. The game is structured around specific missions in a variety of locations, each with a clear set of instructions and end-level goals. While the games developers at Wahoo Games promise a substantial narrative line through the game, players will still be free to choose from a wide variety of levels rather than being funneled through a linear progression of dictated tasks. Completing levels will reward players with tokens that can then be used to unlock more advanced stages.    


      So where does killing hippies fit into the equation? Front and center, based on the demo Namco Bandai had on display at E3 this year. In this sample level, serving as a perfect example of the game’s subversive tone, Tam is hired by a large chicken with a penchant for voodoo to rid his space station spa of hippies who, apparently, have taken up residence there. It’s up to players to figure out how to shoo away those hygiene-impaired sandal-wearers while preserving the functional capacity of the spa. The end result is a firey one, with the unwitting hippies lured into the space station and then ruthlessly tossed into a nearby sun to the delight of your chicken employer.    


    The game is controlled primarily with the Wii Remote, using it to navigate onscreen menus, position pieces around the space stations, and highlight different objects in the environment. Players can also attach the nunchuk and use the analog stick to move the camera around the level, though this can also be done with the Wii Remote alone. The game will feature a number of unique motion controls to interact with objects and add a layer of depth to the stripped down cursor-based controls. Players can crack open wooden crates, for example, by repeatedly shaking the Wii Remote back and forth. In another level, Players will have to defend a space station from a barrage of falling asteroids by pointing at them with the Wii Remote and tossing them back into space before they have a chance to damage the space station.    


    Space Station Tycoon is scheduled to launch in America on August 28.


    33
    TalkBack / PREVIEWS: Blast Works: Build, Fuse & Destroy
    « on: July 16, 2007, 02:36:36 AM »
    Majesco adapts Tumiki Fighters for Wii.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=14029

     Fans of 2D shooters will be happy to hear that Majesco is bringing an all-new adaptation of the popular PC title Tumiki Fighters to Wii this Fall. Combining classic side-scrolling action with a colorfully abstract and totally customizable setting, Blast Works aims to give a compulsive, intense, and theoretically infinite experience to fans of old school shooters.    


    The core gameplay in Blast Works will be familiar to anyone who has ever played a side-scrolling shooter. You use the nunchuk’s analog stick to navigate a ship around a 2 dimensional environment shooting enemies and dodging obstacles, firing your weapon with the Wii remote’s B button.  You can collect the debris of your fallen enemies to give your ship more power, but this comes at the expense of making your ship bigger and more difficult to maneuver. Tapping the C button on the nunchuk will allow you to briefly pull in the aggregate mass that you have collected to squeeze through tight spaces.    


    Instead of bizarre Geiger-esque alien designs, you’ll be navigating through environments that betray the game’s roots as a shareware title featuring simple blocks and various geometric shapes to navigate around and blow up. The backgrounds are a vibrant mix of pastels and primary colors. Blast Works spans 15 levels of old school shooter action which, combined with the addition of adjustable difficulty settings, should push your “shmup" prowess to the limits.    


    Blast Works also features a level-editor that will allow players to quickly assemble their own stages using the Wii remote as a virtual mouse, promising a near-infinite replayability for players interested in crafting their own game each and every time. There is also a ship editor allowing players to build their own custom ships to play through the single player campaign or their own levels. For the creatively challenged, the game will feature a full library of custom ships already available.  It’s unknown at this time whether or not any of these features will be supported through Nintendo’s Wi-Fi network.    


    Blast Works: Build, Fuse, & Destroy is scheduled to ship in October 2007.


    34
    TalkBack / PREVIEWS: Dragon Blade: Wrath of Fire
    « on: July 16, 2007, 02:35:24 AM »
    New action-based fantasy game exclusively for Wii.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=14028

     Update: Here are a couple of videos showing off the gameplay in Dragon Blade.    


     
       


    At this year’s E3, D3 Publisher showed off Dragon Blade: Wrath Of Fire, a new hack and slash action game coming exclusively to Nintendo’s Wii. The game is being made by developer Land Ho, whose staff includes several veterans of the Panzer Dragoon series. Promising a mix of action-heavy gameplay and a story spun out of fantasy author Richard A. Knaak’s DragonLance series, Dragon Blade is aiming to stand out among other family friendly Wii games by offering an experience aimed directly at hardcore gamers.    


    Dragon Blade is the story of a young hero on a quest to find and reassemble the six scattered pieces of the titular blade in order to bring to life one of the world’s most fearsome weapons. Each piece of the blade is protected by a dragon whose specific attack abilities are infused into the piece that they protect. As the hero gains possession of each subsequent blade piece he unlocks new attack abilities that drive the progression through the game. Dragon Blade spans 21 levels across 6 varying environments, each with their own style and atmosphere.    


    The game’s controls rely heavily on motion input, using movements to the left, right, up, or down that correspond to sword strokes. A quick shove forward of the Wii remote will, similarly, unleash a jab of your sword. Players will also gain access to special attacks as they regain new pieces of the Dragon Blade, which can be enacted by a quick press of the D-pad and matching gesture. On display in the demo were a pair of fire claws that could be used to attack by swinging the Wii remote and nunchuk forward in unison. Moving the remote and nunchuk up and then back down will slam the fire hands on the ground for an even more damaging attack.    


    Other special moves will feature a dragon’s tail that can be swung like a whip and a giant dragon’s head that floats above your character and breathes fire on nearby enemies. The game will also feature a sort of motion-based quicktime event called Corebreaker that will be used during pivotal moments in boss fights.    


    D3 is targeting a Fall 2007 release for Dragon Blade: Wrath Of Fire.


    35
    TalkBack / PREVIEWS: Nitrobike
    « on: July 16, 2007, 02:30:24 AM »
    Left Field delivers the first Motocross experience for Wii.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=14027

     One of the more more unexpected surprises at this year’s E3 was the announcement of Nitrobike during the UbiSoft press conference. Nitrobike is developed by Left Field Productions, who long-time Nintendo fans will remember  as part of the much-vaunted “Dream Team" of second party developers during the Nintendo 64 era, delivering games like Excitebike 64 and Kobe Bryant in NBA Courtside to sports-hungry Nintendo fans. With the vague echo of Excitebike 64 in its title, Nitrobike promises to deliver a “fun and fast-paced" take on the sport of Motocross to Wii.    


    Nitrobike is controlled with the Wii remote held sideways in the “classic" position, using tilt to steer left and right and the 1 and 2 buttons to accelerate and hit the brakes. The game will feature 10 Player races across a variety of locales with  an emphasis of big jumps and nitro-fuelled speed boosts. The game promises 20 diverse levels of turbo-charged racing action from a smoldering forest fire, to a beach level, to the urban corridors of a big city. Nitrobike will also feature 4 player split-screen multiplayer as well as an online mode to race against friends.    


    To go along with the over-the-top action, the graphics feature exaggerated motion-blur during speed boosts, and an extreme fisheye effect during big jumps. The racing action looks to be speedy and hectic. The soundtrack appears chock full of fist-pumping heavy metal to match the extreme sports vibe that should delight fans of leather pants and men in mascara.    


    The premise of tilt control and online racing sounds promising and Left Field has a great track record with motocross games, from the underappreciated Excitebike 64 to 2004’s MTX Mototrax. We’ll find out whether or not Nitrobike delivers this Holiday season.


    36
    TalkBack / PREVIEWS: Trauma Center: New Blood
    « on: July 16, 2007, 02:27:57 AM »
    Atlus reveals the sequel to its surgery sim for Wii.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=14026

     One of the most unconventional experiences to be had during Wii’s launch was Trauma Center: Second Opinion, a port of the original DS game that had players saving the world on nerve-wracking surgical procedure at a time. Atlus recently revealed a sequel to the cult classic with several new additions.    


    Trauma Center: New Blood takes place 10 years after the events in Second Opinion, centering on two new characters,  Markus Vaughn and Valerie Blaylock. As the game begins Markus and Valerie are happily practicing medicine in a small Alaskan town, but soon enough the duo find themselves getting pulled into yet another world-threatening medical conspiracy that initially leads them to Concordia Medical Institute in Los Angeles. While details of the story are being kept under wraps for now, fans can expect the return of Caduceus, the medical equivalent of the NSA, and a sinister new disease to threaten humanity with total annihilation.    


    The biggest upgrade to gameplay comes in the form of 2 player co-operative play, requiring players to work in-tandem to complete each operation. As with the original, players will select their appropriate tools by pushing in one of eight directions on the nunchuk’s analog stick and then using the Wii remote’s pointer and tilt functions to actually use the tool. Incisions, for instance, are made with the scalpel by moving the Wii remote in a straight line across a highlighted section of the patient while holding down the A button. Likewise, forceps can be used to remove foreign objects, like giant wooden splinters, by aiming at the object, squeezing A and B and pulling back on the Wii remote. Also returning is the game’s Healing Touch feature that allows players to briefly slow down time by drawing a star on screen to help get out of tough spots. Atlus promises to support Nintendo’s wi-fi capabilities with a global leaderboard where players can post their high scores and best times for individual operations.    


    The structure of the game appears to closely follow the formula of the original with a series of anime-themed stills revealing the story in between surgical procedures. These story sequences will feature full voice-over, a big upgrade from the small handful of sound clips and static text boxes of the original. Atlus also promises the game will run in true 16:9 and progressive scan.    


    Trauma Center: New Blood is expected to ship this holiday season.


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