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Messages - TheYoungerPlumber

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1126
TalkBack / Re: IMPRESSIONS: Castlevania: Order of Ecclesia
« on: July 24, 2008, 10:47:54 AM »
Eh, my Blank of Blank comments are merely me pointing out a trend in what I consider lazy title crafting. Yes, I'd rather see "Castlevania: Ecclesia", as silly as it may sound.  Castlevania is the series most guilty of this formula with its subtitles, at it's a bit cheesy at this point. It doesn't affect the actual quality of the game, of course.

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TalkBack / Re: IMPRESSIONS: Castlevania: Order of Ecclesia
« on: July 24, 2008, 04:03:28 AM »
Blank of Blank!

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TalkBack / IMPRESSIONS: Castlevania: Order of Ecclesia
« on: July 23, 2008, 09:02:30 PM »
It's Castlevania.
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=16457

 Castlevania: Order of Ecclesia is another portable entry in Konami's staple series. This entry continues the familiar game design, subtly varying the Symphony of the Night formula.    


In this game, you play as Shanoa, a unique and mysterious female member in the Order of Ecclesia with the power to absorb and use Glyphs. Because Castlevania games are supposed to have cliché plots, Shanoa has amnesia and does not know her background or purpose at the start of the game.    


The main character's power over Glyphs is comparable to the Power of Dominance from Aria of Sorrow and Dawn of Sorrow. However, the combat has an interesting twist in Order of Ecclesia: all of your primary attacks use glyphs, which in turn consume magic. You absorb a new glyph during your adventure by standing in front of the glowing icon and holding up on the D-pad. (Incidentally, this game has treasure chests to open and non-player characters to talk with by pushing up, as well). It does not look as though this game will use the touch screen at all.    


Most glyphs are nothing more than weapons, and you can equip one in each hand. The game has a simple combo system: you can attack with quick, successive thrusts by alternating between weapons assigned to the X and Y buttons. As someone used to jumping in Castlevania games just so I can rapidly attack twice when landing, I appreciated this addition.  (Presumably there will be two-handed weapons as well, just as in Symphony of the Night).  The amount of magic consumed per thrust varies by glyph. Shanoa's magic replenishes itself very rapidly a second or so after you stop consuming magic, effectively transforming the magic meter into a cap on the number of successive attacks. The combination of equipped weapons also determines your special attack (triggered with Up+X or Up+Y), so experimenting with different combinations will yield different abilities. Special attacks consume hearts (smash chandeliers!) instead of magic.    


Some glyphs behave as accessories, providing special abilities or modifiers when equipped. In the demo, I acquired the Magnes glyph, which allowed my character to be attracted to large magnets placed in the level. This move allows you to slingshot yourself upward or at an angle and played a key role in the boss battle, allowing you to “hover” above the rampaging monster. The application of the Magnes glyph was rather rudimentary during this boss battle, but there is certainly the potential for more elaborate Glyph-aided maneuvering later in the game.    


Castlevania fans may be disappointed to hear that Order of Ecclesia does not look like it will provide a single, integrated castle. After the introductory area, I was brought to a map screen where I selected the next destination, which housed the bulk of the demo's gameplay. I found Portrait of Ruin's disjoint levels be lacking in depth; hopefully, this game's world structure will not suffer the same lack of cohesion and ingenuity. Graphics in the demo also seemed unimproved, although details may have been washed out by the original model Nintendo DS screen on which it was demoed.    


The tweaked combat system looks promising but is unlikely to set this one apart from the last five GBA and DS games. But hey, it's Castlevania!


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Perhaps I don't understand patent law, but Patent #6,563,415 "Analog sensor(s) with snap-through tactile feedback" was filed in 9/18/2001 and issued in 2003. Nintendo GameCube was released on September 14, 2001 in Japan, FOUR DAYS BEFORE THIS WAS FILED. If a patent is to retain the rights to a new, novel idea, then the marketplace demonstrates why this patent is invalid and should not have been issued, as the idea was already out there.

Also, what the heck does "clogging the channel" mean. Does this company really suggest that Nintendo prevented them from releasing their own controller? If Nintendo hadn't "infringed" on this patent, Anascape would not have released a controller for the GmaeCube with this function because no games would support it. Would Anascape have released its own gaming system? And did it REALLY take you four+ years to realize that this controller infringed on your rights...or did you just wait until it looked like a profitable lawsuit venture, what with Wii's success? *sigh*

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TalkBack / Re: IMPRESSIONS: Wii Music
« on: July 23, 2008, 02:02:51 AM »
After skimming through everyone's posts, all I can say is people are getting a bit more metaphysical than me. I didn't enjoy what I played, and reported as such. You can not trust/agree with my opinion. You can decide to check it out for yourself. But please don't suggest I'm being disingenuous or otherwise am trying to stir the pot for sensationalism, because I'm just not that kind of person. This was the most pitiful E3 hands-on experience I can remember, and I'm not about to sugar-coat that.

Go ahead and try it out when it is released. I hope I'm wrong about the lack of value in this title, because it would be great if *anyone* could *enjoy* playing this title as part of a group.

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TalkBack / Re: PREVIEWS: Sonic Unleashed
« on: July 23, 2008, 12:20:06 AM »
They've put Nintendo on our Earth for the first time ever twice, lol. Sonic Adventure 2 seemed to take place in San Fransisco for much of the time, and that PoS for 360 and PS3 was supposedly set in "the real world."

The rep said "inspired by" when talking about the Earth-like locales, so the safest thing to say is the game takes place somewhere similar to but not Earth.

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TalkBack / PREVIEWS: Sonic Unleashed
« on: July 22, 2008, 01:35:07 PM »
Sonic Unleashed was sort of on display at E3 2008.
 http://www.nintendoworldreport.com/previewArt.cfm?artid=16437

 Sonic Unleashed did have a presence at this year's E3, but only behind the closed doors of Sega's private booth, and only on the Xbox 360.  The build on display had some kinks to work out, but the hands-off demonstration and discussion with the Sega representative provided some insight as to what to expect on the Wii.    


Firstly, the PS3/Xbox 360 version of Sonic Unleashed (henceforth referred to as the HD version) are different from the Wii (and PS2) version, although they have much in common. Sonic Unleashed HD is being developed entirely by Sonic Team. In contrast, the Wii rendition is being developed by an unspecified third party (despite direct questioning), with level design support from Dimps and Sonic Team's oversight. Dimps was responsible for the critically acclaimed Sonic Advance series for GBA, as well as Sonic Rush on DS, so the Wii variant holds some promise. In short, although the Wii and HD versions share the same premise and overall gameplay, the game engines and level designs are distinct.    


Both versions contain two primary modes of play: daytime levels and nighttime levels. During the day, Sonic is his speedy self, dashing and platforming through bright and sunny sites. Settings are largely inspired by real-world locales: the two demoed resembled Milan and The Great Wall of China. Level designs are a mixture of 2D and 3D sequences, smoothly transitioning with automatic camera control. Indeed, the revamped camera looks to be the subtlest big change in the series for the HD version displayed—how it behaves on Wii is unknown.    


Nighttime levels take on a slower pace when the hero transforms into Sonic the Werehog, a brutish, cartoony monster with stretchy arms perfect for pummeling baddies. The nighttime levels have some platforming elements and his arms allow him to reach ledges, but this mode is primarily a brawler, complete with a combo meter. Sega stated that the game features roughly a 50-50 split of night and day levels.    


There are other changes to the standard 3D Sonic formula. For example, rings double as a health and power meter. Collecting rings will allow Sonic to enter a heightened state, in which he'll reach even faster speeds during the day and be stronger at night. This boost of speed allowed Sonic to run on water in one section of the demo. Sonic no longer loses all of his rings when hurt: during the demo, taking damage only cost Sonic ten rings. Sonic can also perform a "swipe" move (using the trigger buttons in the 360 version), which shifts Sonic to the side without affecting his trajectory, much like changing lanes on the freeway. Although the Wii edition will incorporate gestures, players uninterested in motion controls will have the option of playing with a GameCube or Classic controller.    


With 2D sections, a new camera, and tweaked game mechanics, Sonic Unleashed HD aims to set itself apart from the “me too” Sonic iterations from the last console generation. It is unclear how much of what NWR saw at E3 2008 applies to Sonic Unleashed on Wii; hopefully Sega will shed some light as development progresses.


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TalkBack / Re: IMPRESSIONS: Retro Game Challenge
« on: July 22, 2008, 11:07:13 AM »
No, I'm just saying Nintendo didn't show **** at E3 for the DS.

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TalkBack / Re: IMPRESSIONS: Wii Music
« on: July 22, 2008, 01:41:21 AM »
The way I see it, this thing is implemented as such: there is an active current note or chord at any given time. when you flick your remote or whatever it takes to make a sound, that active note/chord is played. In theory, that means that you'lll always play a "correct" note or no note at all. But it didn't sound all that good in my opinion, even when people tried to play as you'd expect if you knew the song. (God forbid you play a song you don't know, because there aren't obvious visual cues.)

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TalkBack / Re: IMPRESSIONS: Retro Game Challenge
« on: July 22, 2008, 01:37:36 AM »
Thank God for third parties. The DS really has some meat on its bones this year, no thanks to Nintendo. (OK, fine, they're remaking Kirby Super Star)

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TalkBack / Re: IMPRESSIONS: Wii Music
« on: July 21, 2008, 01:44:21 AM »
Ian, I'll take it as a compliment that you thought these imps were Jonny's :)

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TalkBack / Re: IMPRESSIONS: Wii Music
« on: July 21, 2008, 12:26:18 AM »
Miyamoto oversees many, many video games that Nintendo makes. Unfortunately, Nintendo is usually vague about how much involvement Miyamoto has in any given title, and it's easy to point the blame on someone else when something goes wrong. After all, he hasn't been credited as Director in years.

There are Nintendo third party-developed titles that he has overseen which have been sub-par, but that wouldn't really answer your call.  Personally, I thought Nintendogs was trash, and he was General Producer for that, but you may not care for that example. Yoshi's Story? He was a supervisor on that. Perhaps my best example is his role as GP for the Pokemon Channel.

You're right, I don't have any really definitive examples. But frankly, it's unrealistic to think that even the best game designer will always make a winner. All I know for sure is that what I played was horrible and many others who played it agree with me. And guess what: that's what game impressions are all about--what the writer played. There better be a lot more to the game when I see it in stores if Nintendo wants me to change my tune.

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TalkBack / Re: IMPRESSIONS: Wii Music
« on: July 20, 2008, 10:09:50 PM »
Look, maybe there's a lot more to this game than the E3 demo suggests. However, Nintendo's presentation of responses to questions about the game suggest what I played is representative of the final product. Blind optimism because Miyamoto is involved doesn't seem wise.

I don't think that having karate screams is necessarily a bad thing. The point is that it isn't incorporated in any sort of coherent fashion. Selecting the lead melody part, then assigning karate screams (which have pitch, but aren't really notes) as the instrument, does not make sense.

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TalkBack / IMPRESSIONS: Wii Music
« on: July 19, 2008, 07:16:40 PM »
Horrible.
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=16419

 The headline abstract pretty much sums it up. Although a music game is indeed a great way to get the entire family to play together, Wii Music is not.    


Playing Wii Music consists of either flicking the remote and Nunchuk or pushing any button of your choice, depending on the instrument selected. The idea is to pantomime the instrument, playing a note whenever you feel like it. There is no scoring, grading, or any other sort of evaluation.    


If you time closely to your part in the song, you get something resembling the song you selected. But there's nothing preventing players from playing off the beat or when that part really shouldn't be playing. The end result is something that resembles "Twinkle, Twinkle" at best, and a collection of barnyard noises at the worst. Heck, some of the "instruments" aren't really instruments. Really? A dog suit? I cringed as I played with (and I use the term loosely) someone who selected what I can only describe as cheesy karate screams as the lead melody instrument for Super Mario Bros. Gag.    


Making a simple music game anyone can play isn't a horrible idea, but the gamer(s) of the family will refuse to play this abomination. I admit that I did not check out the drum trainer mode due to a lack of motivation, but the main mode of Wii Music is the worst gaming experience I've had at any E3. I never would have predicted a Nintendo-developed title could hold that dubious honor. Rock Band and Guitar Hero do a fine job of engaging the whole family; I only hope retail sales representatives across the country can convey this to would-be consumers.


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TalkBack / IMPRESSIONS: Wario Land: Shake It!
« on: July 19, 2008, 04:16:49 PM »
No, this is not a WarioWare game.
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=16417

 Wario Land: Shake It is the only first-party Wii title I am looking forward to this year. Granted, that's not saying much, but based on my brief time with the game, Shake It looks like a worthy entry in the Wario Land series.    


Shown only in Nintendo's private booth, I was only able to play through the first level of Shake It, which introduces the player to the game's controls and structure. This Wii title is entirely made up of 2D sprites and is modeled after Wario Land 4. As described in our preview, Wario's greed drives him to team up with Captain Syrup to save the Merfles in the Shake Dimension. As far as I could tell from the map screen, the game consists of 20 levels (5 worlds x 4 levels each). I was unable to discern the purpose of the potions and other items on sale in Captain Syrup's shop, aside from the maps.    


All of Wario's essentials make the move to Wii, and he handles more or less as he did in the GBA game. You can ram forward with (1), jump with (2), and butt-stomp by pushing down in mid-air. You can also pick up and throw baddies, charging the throw with (1) and aiming by tilting the controller. In the intro level, this technique was required to hit a switch on the ceiling. Shaking the remote also allows Wario to cause earthquakes that can modify his surroundings and rattle baddies for more goods. Interestingly, after sliding down a ramp, Wario no longer rolls into a ball. He instead clumsily crashes, although his momentum still allows him to break some blocks. Once he has found and rescued the captured Murfle in a level, Wario must escape to the level's entrance/exit in a timed sequence, just as in Wario Land 4. The escape route is mostly different from the route taken to rescue the Murfle. To aid Wario, the escapee points in the direction of the exit.    


There were no vehicles or transformations in the introductory level, but it did contain a few other things of interest. There were special pipes that launched Wario forward at full speed. I had to turn Wario around to maintain his momentum and make a jump. This sequence was reminiscent of Fire Wario. Each level also contains treasure chests to open and objectives to complete for replayability. The first level had three of each; an objective I inadvertently completed was to stomp on a specific baddie, but challenges will likely become more complex.     Although the first level showed very little, the graphics and animations I saw were crisp and humorous. Wario squirms as he squeezes through pipes and jiggles as he walks. Colors were vibrant, and the foreground, a pirate ship, is detailed with wood patterns. Promotional videos also showcase anime cut-scenes, vehicles (which the Nintendo representative implied were critical for boss battles), and the classic Snowman Wario transformation.    


Shake It will not revolutionize the Wario Land formula, but perhaps that's a good thing. It doesn't look like it will be as inspired as Wario Land 3, but the title certainly looks better than Wario: Master of Disguise. With Animal Crossing and Wii Music as Nintendo's headliners for this year, it's nice to see something more traditional from the publisher.


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TalkBack / Re: Why Nintendo Hasn't Abandoned the Hardcore
« on: July 19, 2008, 02:55:49 PM »
This is BS and you know it, Nick. Nintendo sent a strong message with what they said and what they showed at E3: they don't really care about us any more. I may write a blog entry on my thoughts sometime this weekend, although I'm sure others have said everything I'd say by now elsewhere.

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TalkBack / Re: Press Conference Thoughts
« on: July 16, 2008, 01:43:15 AM »
Yeah, sorry about the broken links guys.

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TalkBack / Press Conference Thoughts
« on: July 15, 2008, 08:04:29 PM »
http://www.nintendoworldreport.com/blogArt.cfm?artid=16377

 


You can read my summary of Nintendo's E3 press event here. What you will not find in that article is anything that gets me excited.    


In the past Nintendo stated they would please “core gamers” at E3. Well, unless they announce something really big tomorrow during a Q&A session, like they did with Smash Bros. they certainly have not pleased me. What will I be playing on my DS or Wii in four months? Seriously, What is Retro doing? NST? Monolith? What about Square Enix or your other Japanese third parties? Seriously, I know there are some big titles in the works at least for DS. I'm hoping there's a crap-load of games I'm interested in that Nintendo simply chose not to mention in favor of the pushing casual market appeal. I guess I'll find out as I explore the “showroom floor.”    


Yes, the microphone announcement is fantastic, if a bit late, and I hope other first and third party games will leverage that peripheral. I'm fine with a community microphone—that's more comfortable, and certainly more practical with multiple per Wii playing online. (Xbox360 owners probably know how odd it can be to have two people and only one headset microphone.) It's nice to see Vicarious Visions prominently featured and a GTA for DS.    


Wii Sports 2 looks promising, but will not be released anytime soon. The MotionPlus looks interesting, although I'm unclear on all of its benefits. I'm wary of it becoming “the new Wii Remote,” as it could segment the market, and I don't like the idea of buying another peripheral just to have a working controller. Packaging the peripheral with Wii Sports 2 is a very good idea: Nintendo cannot easily convey to the casual gamer what the Wii MotionPlus does, but they'll buy Wii Sports 2 on brand name alone. If Nintendo is serious about making that the standard, other early first and third party titles should also have a pack-in MotionPlus.    


However, the improvements are still subtle, and developers will (at least initially) have a tough decision as to whether and how they will to support the peripheral. I could see dual-tier support like we saw in the N64 with the expansion pak, but that could be confusing for both developers and the players. The balance board's use in other games is promising, though, so my concerns may be unwarranted.    


I'm sure you'll get more of my and other staffers' thoughts throughout the week.


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TalkBack / PODCAST: Radio Trivia: Podcast Edition - Episode 36
« on: July 13, 2008, 10:10:23 PM »
Steven and TYP combat sleep deprivation and the English language.
 http://www.nintendoworldreport.com/podcastArt.cfm?artid=16348

 Her-o-ine.    


Episode 36: Brain-dead    


Download (MP3)
  RSS  Feed (MP3)    


   


   


Did you like the second and third games?  Let your fellow listeners know! Think you've got a better choice? Send it my way and your request may be the third game next Radio Trivia: Podcast Edition!  Heck, throw in a question and specific songs if you want.  Just remember, it has to be a game found on a Nintendo system in North America (unless we say otherwise)!    


Credits:  This podcast was edited by Michael Cole.    


Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their new album, Rocket Number 9 directly from the record label, or call your music local record store and ask for it!    


All game music used during Radio Trivia is copyright their respective owners.  


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TalkBack / Re: REVIEWS: The Legend of Zelda: Phantom Hourglass
« on: July 12, 2008, 03:07:31 AM »
BakaKid, I encourage you to read NWR's second review of Phantom Hourglass, written by me. I felt this review was a bit off myself when I read it, even before I had played the game, so you might agree more with my take on the game.

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TalkBack / Re: REVIEWS: Nanostray 2
« on: July 10, 2008, 02:07:42 AM »
You don't like one hit deaths? Would you prefer if the game displayed "shield strength" instead of "lives" and a shield effect instead of an explosion when you are hit?
Games with such things generally retain the concept of lives. They also have health/shield restoration items so you can get back to 100% on a life. The occasional 1-up in one-hit-death games doesn't help a whole lot.

If they have to make you take more hits to kill you they'll add more bullets.

Also often life bar empty = game over, at least in games where the life bar is good for more than 1-2 hits.
Sorry man, I'm calling B.S. Nanostray 2 adds more bullets with harder modes, and people who like it very difficult can select higher difficulty modes. I can't even conceive of this game having MORE bullets in hard mode.

In theory you are correct: lives, continues, and health meters all do the same thing. But game designers generally treat the three terms/concepts differently per convention. I think you understand this and are just playing devil's advocate.

Nanostray 2 doesn't really distinguish between continues and lives. Using a continue in this game doesn't mean starting from some prior save point...but that's often what it means for games in general. 1 continue = 5 lives. (I didn't notice if the score is reset upon continuing.) Games like Sin & Punishment do a far better job of balancing difficulty.

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TalkBack / Re: REVIEWS: Nanostray 2
« on: July 09, 2008, 03:13:48 AM »
You don't like one hit deaths? Would you prefer if the game displayed "shield strength" instead of "lives" and a shield effect instead of an explosion when you are hit?
Games with such things generally retain the concept of lives. They also have health/shield restoration items so you can get back to 100% on a life. The occasional 1-up in one-hit-death games doesn't help a whole lot.

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TalkBack / Re: REVIEWS: Nanostray 2
« on: July 09, 2008, 02:19:38 AM »
I did my best not to refer to this game as "Shooting Starship." It's better than that.

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TalkBack / REVIEWS: Nanostray 2
« on: July 08, 2008, 07:14:00 PM »
Also known as Anger Management Training.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=16303

 Nanostray 2 is a very respectable shooter. Solid default controls, stellar visuals, and an equally impressive soundtrack reflect the care put into the title. However, unbalanced difficulty and cheap deaths spoil the fun, making this DS shooter as frustrating as it is entertaining.    


This game tries very hard to emulate the classic Japanese shooter formula exhibited so well by several titles on Wii’s Virtual Console. Heck, each German-engineered planet and boss is accompanied with Japanese names written in both English and Kanji. Players shoot their way through eight vertically and horizontally oriented planets (levels) with two satellite guns and a special weapon at their disposal. You can rotate among three satellite configurations at will, each with customizable positioning and aiming direction. Destroying complete waves rewards the player with points, energy refills for your special weapon of choice, and the occasional 1-up.  One-hit deaths are the norm, regardless of difficulty level, so Nanostray 2 is not for the weak of heart.      


The core of the game is its Adventure mode, in which you progress through the game’s eight levels and accrue an  arsenal of special weapons. Each level has a distinct look and feel, helping provide variety to an otherwise simple game. Once visited, a level can be played in the game’s hi-score-centric Arcade mode.  This is useful for practice, as a level need not be completed in Adventure mode, nor are they strictly ordered. However, whereas Adventure mode has different difficulty settings, Arcade mode is perpetually stuck on Hard (as far as I can tell). The higher the difficulty, the more plentiful and aggressive the enemies are.  Bosses also become far more durable, transforming their battles into wars of attrition.     Nanostray 2 is very much about skillful maneuvering. Although the game doesn’t approach Ikaruga-like levels of bullet hell (mostly due to the smaller screen) the field is often very cluttered with baddies and bullets.  Your ship has a small hit box, and you’re expected to weave through the mess while defeating foes. Your special weapons can help tame the chaos, although some require too much attention or are too unpredictable to be used effectively. As to be expected from the technical wizards at Shin’en, slowdown is minimal in spite of the sprawling action and decorated environments. The game strains itself at times in Arcade mode, due to its displaying of additional point sprites.    


The impressive graphics sometimes work against the gameplay. Both foregrounds and backgrounds are mostly polygonal, and some in-game structures jut out from the background, so it can be difficult to discern between the two. Some objects unintentionally blend with the background due to muted color schemes. I also found myself needlessly dodging background objects because they resembled obstacles from other levels.  What’s more, many enemies appear from the background, and it is difficult to tell exactly when they enter the gameplay field. Some of these issues go away after a few play-throughs, but they could have been avoided with better visual cues. The resulting cheap deaths are not amusing.    


The game includes touch screen controls so flawed as to be worth highlighting as a case study in game design.  With the touch screen controls enabled, the action moves to the bottom screen and you touch where you want the ship to fly.  While intuitive, this setup also means you block your own field of view. This causes only minor problems for most DS games, but in a fast-paced game such as this with small bullets to evade, it’s a game-breaker.  In case the touch screen controls weren’t already broken enough, tapping the screen rotates among your satellite configurations. That sounds fine, until you realize that this forbids you from lifting the stylus when steering….an unviable expectation that ultimately leads to an uncontrollable offense. Considering that a touch screen control option would be most appealing to casual gamers—who by and large would not enjoy the high difficulty—its inclusion is baffling. It’s as though the development team felt compelled to include it, knowing full well that the default scheme is far more preferable.    


Majesco’s title includes a handful of other notable features. Challenge mode presents time-restricted scenarios to complete, such as surviving obstacle courses or reaching a score goal. Completing challenges can be mind-bogglingly difficult, but gamers eager for torture will be rewarded with unlockable mini-games. As of the writing of this review, I have only unlocked the first mini-game: a Breakout clone with air hockey touch screen controls and pinball physics. While this diversion is mildly amusing,  it looks and plays like a tech demo.    


There is a single card two-player duel mode, as well as a multi-card cooperative mode, neither of which I had the opportunity to play for this review. You can also upload hi-scores to a worldwide leader-board through Nintendo WFC (rankings are uploaded to Nanostray2.com), but your ability to browse scores in-game is limited.    


This game is targeted at hardcore shooter fans who like a good challenge. Its unforgiving difficulty, even on the easiest setting, makes Nanostray 2 hard to recommend for anyone else. Even so, its production values are apparent and its mechanics are solid (if a bit dated), making it a good selection for fans of the genre.

Pros:
       

  • Excellent, mostly-smooth graphics
  •  
  • Solid electronica soundtrack
  •  
  • Varied level designs and environments
  •  
  • Additional game modes, online rankings, and multiplayer extend game life
  •  
  • Solid face-button controls


  •        Cons:
           
  • Extremely high difficulty
  •  
  • Sometimes difficult to discern foreground from background
  •  
  • Little difference among difficulty settings
  •  
  • Worthless touch screen controls


  •                Graphics:  8.0
           The action gets quite chaotic, and this game pushes a ton of 2D and 3D objects on the screen with nary a hiccup outside of Arcade mode. While the art style is a tad generic, the environments and enemies significantly vary among planets. Unfortunately, foregrounds and backgrounds blur together, and visual effects sometimes obfuscate enemy fire, betraying the game design.

                   Sound:  9.0
           While the techno/trance music isn’t especially memorable, it is technically impressive and fits the game’s pacing perfectly, helping you get in the zone. Headphones are recommended.

                   Control:  9.0
           The default controls are solid, and customizable ship speed and satellite configurations should allow any player to find a comfortable setup. The touch screen control scheme is laughable, but it is completely optional and off by default, so it’s somewhat forgivable.

                          Gameplay:  7.0
           For all of its impressive visuals, Nanostray 2’s design is very conservative. The game is fun, with satisfying level design and decent extras. Its high difficulty is a barrier to entry, but more disappointing is the only minor differences among difficulty settings. Boss battles blur together, and in lieu of additional bosses or boss variants, the game presents only mildly enhanced attack patterns and higher endurance.

     


           Lastability:  8.0
           Conquering Adventure mode on Easy will take several hours for mere mortals, and higher difficulty settings, Arcade mode, and Challenge mode do an impressive job of extending the game’s life.  The single-card multiplayer is a throwaway, but the ability to play Adventure mode cooperatively with two game cards is welcome.

     


           Final:  8.0
           Games with one-hit deaths have always rubbed me the wrong way, and Nanostray 2 is no different. That said, Nanostray 2 is very enjoyable between bouts of anger, and I can appreciate its quality. A broader difficulty spectrum would have gone a long way towards making this title more approachable. As it is, Nanostray 2 is good, but only for a hardened few.      


    1150
    TalkBack / Re: Vacation Games
    « on: July 07, 2008, 02:12:48 AM »
    I also saw Wall-E on travel, and really loved it.

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