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Messages - Halbred

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3801
Nintendo Gaming / Re: Mega Man 9 (WiiWare)
« on: October 08, 2008, 06:59:20 PM »
I downloaded Protoman Mode. It's like playing with the MM4 version of Mega Man. Proto's got the slide and the Mega Buster. He has a shield that repels pea shooter-type bullets. It's cool!

3802
TalkBack / Re: PREVIEWS: The Conduit
« on: October 08, 2008, 06:32:10 PM »
What version we were playing at PAX blowed. Now, granted, I did not get an opportunity to actually play it firsthand, but I watched many people play it. The controls seem much jumpier than Metroid Prime 3, the graphics are...weaksauce...(in that build), the enemy models lack any texture mapping. It looked kind of like Turok 2.

Everything was brown and green.

My feeling is this: If The Conduit were on any other console (PS2 included), we would not be giving it a second look. Hopefully I'll be proven wrong, because an honest-to-goodness FPS on the Wii would kick arse.

3803
TalkBack / Re: Shaken, Not Stirred
« on: October 08, 2008, 01:11:02 AM »
West Coast USA FTW! We need a gaming convention up here in Alaska. I mean, Alaska Pacific University has one every year, but it's more for the students tan anyone else. But...you know...it's fun?

Dude, the girl in black is a cutie. And you look like John Oliver from The Daily Show. ;-)

3804
TalkBack / Re: Wario Land and Azhdarchid Pterosaurs
« on: October 07, 2008, 02:16:19 PM »
Yeah, I mentioned Viewtiful Joe in my conversation about this piece (before I wrote it) with Lindy. I'm not sure why it didn't pop into the blog itself...

3805
The Green Devil sucks.

3806
TalkBack / Wario Land and Azhdarchid Pterosaurs
« on: October 05, 2008, 11:46:28 AM »
http://www.nintendoworldreport.com/blogArt.cfm?artid=16869

  Azhdarchids are a group of pterosaurs that rose to dominance during the Late Cretaceous period. They alone were the rulers of skies once flooded with the membranous wings of vast swaths of other pterosaurs. But azhdarchids were special: they arose during a time of great upheavel in the flying vertebrate biosphere. Birds, little upstart theropods with small beginnings in China, were quickly overtaking the niches once held by such specialist pterosaurs as Pterodaustro and Dsungaripterus, as well as filling gaps apparently never filled by those bat-winged archosaurs. In time, only the azhdarchids remained. Enormous, long-necked creatures, the azhdarchids produced the largest flying vertebrates the world has ever seen. Hatzegopteryx had a 40-foot wingspan. The greatest pterosaurs were also the last, and at the end of the Cretaceous period, they left the skies forever. The decline of pterosaurs is, oddly enough, strikingly similar to the decline in the platforming genre in video games.    


2D platformers pulled gaming out of the slump of the 1980's and singlehandedly revived the industry. Were it not for Super Mario Bros., this website probably wouldn't exist. 2D platformers dominated the market, in fact, during the NES, SNES, and Genesis years. There were other, more experimental games, like The Legend of Zelda and Star Fox, but for the most part, when we think back on that golden age, we think of Mario, Metroid, Battletoads, and Plock.    


Well, maybe not Plock.    


Anyway, the 2D platformer began to lose importance during the beginning of the 3D era. The N64, PSOne, and Saturn all boasted polygonal, 3D games. Most of them were still platformers, sure, but the world was changing. Super Mario 64 and Banjo-Kazooie were the logical next step from the 2D platformers of yesteryear. On home consoles, genres expanded as the technology improved, and in fact, virtually all of the 2D platformers were eventually replaced by 3D platformers and their offshoots.    


Castlevania: Symophony of the Night is one incredible exception to that rule. Released on the PSOne in 1998, Symphony proved that through wonderful art direction and ingenious level design, the 2D platformer can remain relevant in a next-gen landscape. Alas, not many other developers or publishers saw it that way. Even Nintendo largely abandoned the 2D sidescroller on the home console front. Luckily, the form was not altogether lost.    


2D platformers lived on thanks to handhelds. The Game Boy Advance, Nintendo DS, and PSP all kept the genre alive, although none moreso than the GBA. The system is awash in excellent 2D platformers, from Metroid to Mario, Castlevania to Gunstar. The DS kept things alive as well, but was more reluctant to do so. Aside from the Castlevania series, straight 2D platformers are surprisingly hard to come by as more developers try to cram 3D gameplay onto the system. Even New Super Mario Bros. used polygonal models instead of hand-drawn graphics. The PSP did its part to keep 2D Mega Man games alive, as well, but for the most part, it specialized in 3D platformers like Ratchet & Clank and God of War.    


It was with great surprise that I played Wario Land: Shake It, a modern, 2D, hand-drawn platformer. It is a beautiful marvel of a game. The controls are simple, but the gameplay is surprisingly deep. It returns to the old standard of linear stage progression, but each stage is packed with alternate routes and secrets galore. The real draw is the art direction. All of the characters brilliantly animated--it really does look like a cartoon. Watching Wario squirm down a pipe is so wonderful! The backgrounds are multi-layered and never repeat--each stage is ridiculously detailed but never busy. And each element looks like it was drawn by hand in Photoshop or Illustrator...and it might have been!    


Wario Land: Shake It! is an old-school game with new-school sheen. It demonstrates that as technology increases, old genres can improve just as much as newer ones. Wario Land looks, in some ways, better than Super Mario Galaxy, and it's just as charming. Art direction is the key here. Wario Land probably isn't breaking the Wii, but does it have to? Considering the 2D platformer aesthetic, Wario Land: Shake It! is one of the best-looking games on the market today.    


I hope that people notice Wario Land in droves so that the 2D platformer picks up steam again. It's such a wonderful genre, one that is lost on newer gamers who grew up on N64s and PSOnes. But it's what modern gaming was built on. Gamers like me cut our teeth on 2D platformers, and it makes me sad to think that they are so forgotten.    


Hopefully, Wario Land is not analogous to Hatzegopteryx, a wonderful giant, the last of its kind, about to be dethroned by its competition. Rather, let's pray that 2D platformers go through an adaptive radiation and flourish, and azhdarchids will rule the skies once more.


3807
TalkBack / Re: Full List of GameCube Remakes Announced
« on: October 03, 2008, 03:30:17 PM »
Hey, I think Capcom did a great job on the RE4 Wii Edition. The new control scheme was spot-on, all the PS2 bonuses were awesome. I happily payed $30 for it.

However, notice that Wii gamers got all the PS2 bonuses. We didn't just get RE4 with motion controls. We got more content, too. I expect that in the GC remakes.

3808
TalkBack / Re: Full List of GameCube Remakes Announced
« on: October 03, 2008, 02:18:11 PM »
Wait, seriously? They're re-releasing games from the last generation? I sense Nintendo is getting lazy. It's not enough to re-release MP1 & 2 with MP3's control scheme thrown in. You've gotta update the look, too. Not that MP1 & 2 looked bad (they look great), but unless these are $20 apiece, there's little incentive here.

3809
TalkBack / Re: REVIEWS: Wario Land: Shake It!
« on: October 02, 2008, 08:34:31 PM »
Wonderful, beautiful game. I actually enjoy the shaking, but like Metts said, there's not very much of it. Some of the challenges are pretty tough, honestly, so completionists have lots to do.

I hope to write a second opinion after I beat the game because I love it so much.

3810
Nintendo Gaming / Re: Mega Man 9 (WiiWare)
« on: October 02, 2008, 06:59:10 PM »
Note to people who haven't beaten the game: Wily's Castle just keeps getting harder. Wily himself pulls out all the goddamn stops.

Recommendation: Farm for screws before taking that trip, stock up on 1ups, E tanks, M- tanks, all of the optional equipment (but none of the money-wasting one-use-only crap), set aside like an hour, and then go nuts.

3811
TalkBack / Re: DSi Announced
« on: October 02, 2008, 06:54:22 PM »
I'm excited about this, but I wait to see the pricetag. My DS Lite needs replacing. The screen is scratched beyond belief (thanks Zelda, CrossworDS, and Ninja Gaiden!), the buttons are mushy, the hinge is cracked, and the system just looks kind of dirty compared to a new unit.

But I don't like the idea of not having a DS Option slot. What am I gonna do with Guitar Hero and my Rumble Cart?

3812
TalkBack / Re: Why the DS is Dominating the Portable Market
« on: October 02, 2008, 06:47:29 PM »
Yeah, that pictures makes the post.

I love my PSP, but I'm not ashamed to say I barely ever play it. I have maybe half as many PSP games as DS games, and while I enjoy them all, it's true that exactly none of them are made to be portable. They all use a save system akin to a PS2 game, although there are a few games with background saving, like Ratchet & Clank.

I think the load time issue is largely the fault of the developer. I have quite a few games that don't have any (noticable) load times including Ratchet & Clank: Size Matters, God of War, and both Mega Man games. Sure, there's a little bit of load time between the menu screen and the start of the game, but while you're actually playing the game, loading isn't really an issue. This is not to say every game is like that. Silent Hill and Castlevania have too many load points, although both are supremely enjoyable.

It's tempting to simply put the PSP to sleep between sessions on the road, but doing so actually eats up battery life, which sucks. And now that I can play my PSP on the teevee, I rarely play it by itself now unless I'm stuck doing one of my medical treatments, at which point I generally bust out the DS because of its quick start-up time.

3813
TalkBack / Re: REVIEWS: Mega Man 9
« on: October 02, 2008, 04:19:49 PM »
Right. Auto. I always forget that bit character's name. I played the first Zero game and didn't find it that bad, but maybe that's because I'd been raised on MM and MMX...?

3814
TalkBack / REVIEWS: Mega Man 9
« on: October 02, 2008, 04:40:54 PM »
You are not prepared.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=16835

 Of the entire multi-tiered Mega Man franchise, the original NES games are the most devilishly difficult. The original game is by far the most brutal, but that’s not to say that the next five games are not also hard, because they are. You will die, and you will die often. Sometimes, you will wish you never bought or played the freaking game, but you always come out beaten, bloodied, and exhausted, but happy. Your twitch skills as a gamer have improved, your ability to tackle new situations by prioritizing has changed, and you have made Dr. Wily your bitch (several times). Mega Man 7, the first SNES outing, was difficult but not that difficult, and Mega Man 8, an interesting Sega Saturn/PlayStation game, had some tough bits but was ultimately very easy by comparison to its predecessors. Enter Mega Man 9, the first sequel to the original NES series in fifteen years. Developed by Inti Creates, the same team who’s been churning out the Mega Man Zero and Mega Man ZX games, Mega Man 9 brings back series creator Keiji Inafune with the goal of getting the original series back to its roots to the tune of Mega Man 2 and 3—widely considered the best Mega Man games ever made. They succeeded brilliantly in imparting on this WiiWare title the look, sound, and feel of those old games, even going so far as to include optional flicker and pop-up graphical effects (real gamers play Legacy mode!). They also added the difficulty of the series’ original title, and maybe cranked it up a few notches. Mega Man 9 is, by far, the most difficult game in the series, and gamers who have not experienced Mega Man in the past should heed such a warning.    


As MM9 opens, Mega Man’s hometown is under attack by rampaging robots, even though Dr. Wily has been put behind bars. Dr. Light, Mega Man’s good-hearted creator, is blamed for this new threat. Mega Man, Roll, and Axel take it upon themselves to clear their creator’s name and restore peace to the city. Naturally, this involves choosing one of eight new Robot Masters and battling through brilliantly designed, but punishingly difficult, levels with the Blue Bomber.    


Not completely abandoning the gameplay changes that accompanied MM7 and MM8, MM9 features "screws" as currency, which some enemies drop. You can save them up and spend them at Axel’s shop, where interesting items like the Energy Equalizer and Damage Shield are found. Some items are kept for the entire game (like those two), while others, like the Shock Absorber (survive falling on spikes) or Beat Rescue (survive falling in a hole) are one-use-only items. Axel’s shop is also where you’ll get most of your E Tanks and extra lives, although certain stages are liberally sprinkled with 1-ups. You can even purchase the option of playing the game without your helmet. Unfortunately, Axel’s shop ties into the game’s overall plotline. Yes, aside from an opening scene and an end scene, MM9 has a formal story. I found the story pesky and unfulfilling. Mega Man games have never been known for their strong writing, and that’s the one place where MM9 doesn’t feel like an old Mega Man game. This could’ve been remedied by some less-than-perfect "translation," but the writing is spot-on and uses big words. Unfortunately, this is uncharacteristic of the old games.    


The rest of the game is identical to previous NES Mega Man games: Choose a stage, battle your way through, and end up fighting a boss. More than ever before, figuring out the boss order is tantamount to success—especially for speed runs—because many of the Robot Masters are brutally powerful and mucho challenging to survive with your Mega Buster (pea shooter) alone. Just like the best of the old games, each stage has its own unique properties. Jewel Man’s stage has swinging platforms; Tornado Man forces you to fight wind, rain, ice, and deadly rotating platforms; Magma Man requires you to dodge quick-beam-like lava flows; and perhaps worst of all, Plug Man’s stage features those cursed disappearing blocks. Like the MMX games but unlike the NES Mega Man games, almost every stage in MM9 features a mini-boss. These mini-bosses can be easy (the flower droid), brutally difficult (the rock monster), or just plain awesome (use Tornado Man’s weapon on the fire dragon). Most of the expected Mega Man level trappings are still here, including precarious jumps or lava or spikes, enemies that suddenly pop out of bottomless pits, enemy spawn points in the worst possible places, and sections that require ridiculously precise timing.    


New to the series are achievements—lots of ‘em. Doing specific things, like speed runs, beating the game without your helmet, or firing over 500 shots with your Mega Buster, net you achievements, which as far as I can tell don’t unlock anything. They’re more for bragging rights than anything else, although this is one area I wish the Wii version of this game (it’s also available on the Xbox Live Arcade and PlayStation Network) featured a gamerscore. This is ironic, considering that you might get the most out of a version of the game not originally targeted for it! One wonders if the achievements were thrown in there specifically for the XBL/PSN crowd. They’re still fun challenges to complete, though, even if you can’t really brag about them online.    


Inti Creates has certainly succeeded in making MM9 look like the old games. They built the entire game from scratch, without using an NES emulator or mock-up engine. This is a stunning achievement, folks, because MM9 is so well thought-out that it really feels more like a Virtual Console game than a WiiWare game. It’s like Capcom finally got around to releasing a Mega Man game that never made it Stateside. All of the sound effects, musical tracks, and even general pixel mappings are stunningly well done. Considering what Inti Creates was trying to achieve, one cannot help but admire the graphics. And as I said before, they even added screen flicker, graphical pop-up, and a few instances where the framerate skips around. These are not poor design consequences—Inti Creates had to program those bugs into the game itself. We’re talking a sick level of dedication, here, and it pays off. While the music never rises to the brilliant crescendo of MM2/3, it’s certainly among the best in the NES series.    


Capcom will be bombarding us with a hoard of DLC specifically for MM9, including the ability to play as Proto Man, extra difficulty settings, and even an extra stage. My gripe here is that it’s all going to cost a little extra. Proto Man, for example, will cost $2 to play as. Some of this is warranted, some of it not. The extra difficulty settings should’ve been in the core game. Even Proto Man could’ve been an unlockable character. But at least we’ve got options, and a way to expand on an already-awesome game. Merely as a technological achievement, MM9 is kickass. Gamers who’ve never played a Mega Man game before might be crushed under the sheer weight of the game’s monumental difficulty, so they might want to grab the Mega Man Anniversary Collection for training. Nostalgic gamers and Mega-fans should pick it up immediately, though, because it’s well worth twice what Capcom is charging.

Pros:
       

  • Awesome graphics, sound, and atmosphere
  •  
  • Incredible level design and novel ideas
  •  
  • Achievements extend the life of the game
  •  
  • DLC is always welcome


  •        Cons:
           
  • Brutal difficulty potentially eclipses that of the original game
  •  
  • Achievements don't mean as much on the Wii
  •  
  • Oddly enough, the storyline detracts from the experience


  •                Graphics: 10.0
           Wonderful, nostalgia-inducing graphics that look exactly like what they're supposed to represent. It's a trip down memory lane, and it's beautifully executed.

                   Sound:  9.0
           Even though there are a too many instances of musical cues taken directly from the old games (traditionally, each game has had a different “boss select” tune), the individual level themes are among the best in the series. They are just as infectious as the older games, and you’ll be humming them in the shower before you know it.

                   Control: 10.0
           Just as precise as the original games: jump, shoot, move left and right, and climb ladders. Using Rush Jet is still an activity fraught with peril, just the way it should be.

                          Gameplay:  8.5
           The cheap stuff is still there in full force. It’s infuriatingly difficult at times, which detracts, somewhat, from the enjoyment.

     


           Lastability:  9.0
           All those achievements will take awhile to accrue, and speed run times are ranked online. And the coming onslaught of DLC will keep you busy, too.

     


           Final:  9.0
           Mega Man 9 is a fantastic game that recreates a Mega Man game from the NES era that’s tough as nails. This is both the game’s biggest strength and greatest roadblock. The difficulty level will push many potential newcomers away, but old-school gamers will relish the challenge.      


    3815
    Nintendo Gaming / Re: Wario Land: Shake It!
    « on: October 01, 2008, 03:21:23 PM »
    I've been playing this in small doses (my free time in limited these days) every day since its release. I LOVE IT. The platforming is absolutely brilliant. I didn't play Wario Land on the GBA, so I had no expectations going into this game. The graphics are phenomenal. I'd go as far as saying it's the best-looking Wii game this year. 2D platformers have so much more freedom to play with art direction. Shake It looks hand-drawn (it probably is) and I love it for that.

    The music is wonderful. It's not your usual upbeat Mario tune. It's subtle but it's got rhythm and it's very appropriate given our hero in this game.

    The challenges are susprisingly difficult but always fun. Going through a given stage a second or third time is never a chore, because you always find something new. The submarine stage is 100% pure, uncut awesome.

    I don't care if somebody's already called the primary review on this game. I'm reviewing it too. I love it. I love it so much.

    And the shaking is awesome!

    3816
    TalkBack / Re: New Nintendo DS Has Camera, Music Playback
    « on: September 29, 2008, 03:43:35 PM »
    Bah. Just give me a new DS Lite with less mushy face buttons and a more scratch-resistance screen. I don't need mp3 playback--that's what my iPod is for. I don't need SD support--that's what my Wii is for. I don't need a camera--that's what my phone is for.

    Nintendo's throwing a pretty wide net, here. Bigger screen would mean two things:

    1) Current DS games would look like GBA games do on the current DS.
    2) DS games that take advantage of the larger screen would not be playable on the DS Phat and DS Lite unless widescreen cuts were made. That would really suck hard.

    3817
    TalkBack / Re: N+: A Semi-Formal Review
    « on: September 29, 2008, 02:25:52 AM »
    Sounds fun. If it's cheap, I may have to pick it up for the PSP. That little handheld's been starvin' for software lately...moreso than the Wii! HA!

    3818
    General Chat / Re: F it I'm done and that is that
    « on: September 25, 2008, 06:26:34 PM »
    Wow. Well, there you go, folks.

    This is a nice example of how NOT to post if you want to continue being a member of this community.

    3819
    TalkBack / Re: Defecting to the Enemy Camp
    « on: September 24, 2008, 07:53:58 PM »
    Wario Land has restored some of my faith in the Big N. They still have some tricks up their sleeves for the faithful, but they just need to deliver on a more regular basis!

    3820
    TalkBack / Re: Who Turned Out the Lights?
    « on: September 24, 2008, 07:52:38 PM »
    Rize clearly hates Nintendo. Also, the PS3 has dynamic lighting!

    :-)

    But seriously, this was a very interesting post. I'll definately be loading up all three Prime games and experimenting with different shots. I remember that the Plasma Beam and Wave Beam resulted in the most interesting lighting effects in the first game. In Echoes, the Light Beam was just a white Plasma Beam but it didn't paint as pretty a picture. I wouldn't be surprised if the Dark Beam didn't emit any lighting effects at all, seeing as it's dark energy.

    What I find interesting is that the Wii is able to run Prime and Echoes with the dynamic lighting intact, so why remove it from Corruption? The graphics in general weren't THAT much better in Corruption that sacrifices would have to be made...my opinion only.

    3821
    TalkBack / Re: This Week's Virtual Console and WiiWare
    « on: September 23, 2008, 07:46:05 PM »
    YoungerPlumber doesn't like Vectorman? Does...not...compute!

    3822
    TalkBack / Re: Gaming's Graphical Future
    « on: September 23, 2008, 07:45:06 PM »
    Did...uh...NinGurl seriously just say that the graphics of MM9 are lazy and ugly? Does she not realize that the entire point was to recreate the look and feel of the old NES games? Does she have no sense of history or artistic achievement?

    Again I say--not every game needs to look like a photograph. Wario Land: Shake It! has very stylized graphics, it looks like a cartoon, that's the whole POINT. Mega Man 9 looks like an NES platformer from 1990. Again, that was the intent, and Capcom succeeded wonderfully.

    3823
    TalkBack / Re: This Week's Virtual Console and WiiWare
    « on: September 23, 2008, 04:34:04 AM »
    MM9 is the hardest MM game ever made. It quickly crosses the line between challenging and frustrating.

    3824
    TalkBack / Re: Proto Man to Playable Via DLC in Mega Man 9
    « on: September 22, 2008, 08:31:58 PM »
    Hahahaha, oh, oh that's rich. RICH, I SAY!

    3825
    TalkBack / Re: Gaming's Graphical Future
    « on: September 22, 2008, 07:57:41 PM »
    However, I think this generation has the potential to be the most artistically brilliant. The technology has gotten good enough that we can see really experimental games--and good-looking experimental games. Imagine a wonderful Patapon world on the big screen, controlled with the Rock Band/Guitar Hero drumset. How awesome would that be?

    Or look at Ratchet & Clank. Before the PS3, Insomniac wasn't able to do the kind of character animation you knew they always wanted to. The cartoony pirates, especially Rusty Pete, simply wouldn't have been possible on the PS2. Developers are suddenly able to do great characatures. You don't need photorealistic graphics. You can make a game look like a cartoon, too, but it can be a really good looking cartoon. More powerful graphical hardware can also be used to make more abstract things, and that really interests me.

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