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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!
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.
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.
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.
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.
Episode 36: Brain-dead
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.
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.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.
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.
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:
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.