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Messages - WindyMan

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251
TalkBack / PREVIEWS: Need for Speed ProStreet
« on: September 22, 2007, 08:24:36 AM »
What happens when the Need For Speed series goes legit?
 http://www.nintendoworldreport.com/previewArt.cfm?artid=14452

 The Need For Speed series has been known recently to skirt the law.  High speed car chases, underground street racing, and other shady activities have taken place, usually under the cover of darkness.  ProStreet is taking the series in a more legitimate direction, keeping the essence of the tuner car culture and removing the need to look over your shoulder for Johnny Law with every turn.    


Instead of the street racing that one normally associates with movies like The Fast and the Furious, developer EA Blackbox is taking a real-world angle on things.  There are actually drift racing and drag racing disciplines in the tuner car world, and these modes will be presented in ProStreet similarly to how such an event would be staged in real life.  Two more game modes, grip racing—which sounds like a fancy way of describing a traditional race—and the new speed challenge mode, will cover all of the bases of the multi-disciplinary world of actual street racing.    


In another nod to a more realistic street racer, players will be able to individually tune their cars to each event type.  That is, a single car can have four different setups based on the specific demands of each event.  This makes sense, given that the level of grip your car should have should be different in a drift race than in a grip or drag race.    


Speaking of drag racing, the Wii version will have special controls that take advantage of the Wii remote's motion-sensing capabilities.  In drag mode, for example, you'll use remote gestures to shift gears.  EA is also including a family mode control scheme that first appeared in EA's sports titles.  The computer has three levels of assists to help inexperienced players with acceleration and braking, so all someone playing with family controls will need to do is hammer down on the "Go Button" (the 2 Button on the Wii remote, as held sideways) and steer the car around corners.  Seasoned gamers can forgo this option altogether, of course, and use more traditional control schemes without any interference from the game.    


New to ProStreet is the concept of vehicle damage.  Previous games have had dings and door scrapes affect the look of a car, but this time if you hit something out on the track, the car's performance will be affected.  There are three different damage states a car can be in, which will change how your car looks (pieces flying off) and drives (hard to steer) out on the track.  You won't be able to just bounce your car around corners anymore, either; if you're going too fast and hit a wall, you'll crash, and your race will be over.    


All versions of Need For Speed ProStreet, including the Wii version, will be hitting store shelves in early November.


252
TalkBack / Virtual Console Mondays: September 17, 2007
« on: September 19, 2007, 05:14:40 AM »
Are you ready for some baseball?
 http://www.nintendoworldreport.com/vcArt.cfm?artid=14432

 Batter up?  This week's surprising game is a classic baseball game with a self-describing name.  The N64 sees some more love with a love-it or hate-it release; see which one  our recommending staffer thinks it is.  Also, a crappy Genesis shooter.  Something for everyone, it seems!    


You are authorized to view our Virtual Console recommendations.  Begin!
   



   


World Class Baseball - TurboGrafx16

 World Class Baseball - TurboGrafx16  

 Cost: 600 Wii Points ($6)
  1-2 Players
  Controllers: Wii Remote, Wii Classic, GameCube
  ESRB Rating: Everyone
  Released: 12/1989
  Click here for a video preview  

   


 Coming out of left field is this diamond of a baseball game.  At its core, World Class Baseball is not unlike the simple arcade baseball titles of its era.  However, what makes this game earn its moniker are the small details.  The batting and pitching motions are surprisingly fluid.  If you hit a home run, you'll see yor player wave his arms in the air from the top-down view as he heads for home plate.  And my favorite, it you get hit by a pitch, your batsman will really look like he's hurting, even with a scant few frames of animation.  It's a dandy, graphically.  

   


 Recommended for EveryoneBut even better, it's well fleshed-out in terms of gameplay.  You can change the rosters and lineups of all 12 teams in the game, including calling up farm prospects.  You can call for defensive shifts and shore up to bunt.  The game even keeps track of statistics and keeps you updated on changes from inning to inning.  I think that's impressive, and as such it's more than enough to recommend this game to anyone that likes America's pastime. - Steven Rodriguez  

   



   


Yoshi's Story - N64

 Yoshi's Story - Nintendo 64  

 Cost: 1000 Wii Points ($10)
  1 Player
  Controllers: Wii Classic, GameCube
  ESRB Rating: Everyone
  Released: 1998
  Click here for a video preview  

   


 Yoshi's Story is truly one of the gems of the N64 library. It's a psuedo-sequel to Super Mario World 2: Yoshi's Island, and the gameplay remains largely the same. The largest difference is in the graphics department, where the hand-drawn pastel look from Yoshi's Island has been replaced by a bizarre, 2.5D  "sewn" look. Baby Bowser has turned Yoshi's Island into a storybook, and the result is that everything looks plush, cardboard, or something in between. It's a wonderful aesthetic, complimented by the impressive texture effects. Yoshi's Story progresses in a strange, non-linear way. Each level is broken into several stages, and you only have to play through one of them to complete the level. The challenge comes from the fact that you do not clear a stage by getting to a goal. Rather, you seek out 30 pieces of fruit. Depending on your Yoshi's color, various fruits will give different scores. If you want the biggest challenge (and best score), try finding the 30 Melons which are hidden throughout each stage.  

   


 Recommended for EveryoneYoshi runs through the stage in a giant loop, eating fruit and avoiding familiar enemies like Shy-Guys and giant fish. There are all sorts of interesting movement systems in the game as well, from a flying sea dragon to a bunch of zig-zagging smiling ... things. No matter which stage you pick in a given level, the amount of variety within that stage is staggering. Now, there are some stages which present cheap deaths, but hey—this is a 2D platformer. It's expected! But I can't recommend Yoshi's Story enough for its variable gameplay and incredible charm. - Zach Miller  

   



   


Super Thunder Blade - Genesis

 Super Thunder Blade - Genesis  

 Cost: 800 Wii Points ($8)
  1 Player
  Controllers: Wii Remote, Wii Classic, GameCube
  ESRB Rating: Everyone (Mild Violence)
  Released: 1989
  Click here for a video preview  

   


 Imagine playing the SNES version of Star Fox, only instead of an Arwing fighter you get to pilot a helicopter.  That's the basic gameplay of Super Thunder Blade, a shooter played from the behind-the-tail view. Swarms of enemy helicopters, jet fighters, and tanks come into view on the horizon and shoot balls of firey death at you, and you need to avoid their shots while gunning them down with your own.  Your machine guns and homing missiles fire automatically, so it's really just a matter of keeping your finger on the trigger and dodging the incoming attacks.  

   


 Not RecommendedTrying to find a safe spot among all the sprites on the screen is difficult, especially because the advancing horizon scrolling is a bit jerky.  (Mode 7 scrolling, this ain't.)  As a result, it's very easy to die in this game.  Truth be told, it's a little boring, too.  There's not much in Super Thunder Blade to recommend it to anyone.  So I won't! - Steven Rodriguez  

   



   


Thanks to VG Museum for some of this week's classic screenshots.


253
TalkBack / RE:Nintendo NSider Forums Closing Down
« on: September 17, 2007, 11:20:54 AM »
Quote

Originally posted by: Kairon
This is yoiur chance NWR!

STRIKE!


Oh, we're totally on it.  Check the top images on the front page.

Join us!

254
TalkBack / Nintendo NSider Forums Closing Down
« on: September 17, 2007, 10:54:07 AM »
The official Nintendo community will be without a home for an indefinite period of time.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=14415

 Nintendo of America has posted a notice on its website that the official Nintendo NSider Forums will be closed indefinitely, effective today.  Nintendo is citing a "major overhaul" of Nintendo.com as the reason for the forum shutdown.    


In a statement on the former forums front page, Nintendo.com Supervisor of Web Content Andy Hartpence, a.k.a. "NOA_Andy," said:    


"For more than four years, these NSider Forums have fostered engaging, robust debates, a strong community and friendships. While their future remains uncertain, in the interim we invite our fans to build on the spirit of community by starting their own Nintendo discussion sites. Remember also that the unique features available with Nintendo DS and Wii give Nintendo the opportunity to communicate directly with fans, while also enabling fans and friends around the world to communicate with each other."    


The NSider forums will remain up until September 24 in a read-only format (available here), after which time they will be gone for good.    


We'd like to take this opportunity to let any refugees of the Nintendo NSider forums to know that we here at Nintendo World Report have a community of Nintendo fans that's over 10,000 strong.  Perhaps you'd like to join them?


255
TalkBack / Reggie: Wii Holiday Supplies 'Unprecedented'
« on: September 16, 2007, 07:58:00 AM »
But just because there will be a lot of them doesn't mean they'll be any easier to get a hold of, says Reggie.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=14404

 Nintendo of America President Reginald Fils-Aime (call him Reggie) has said that Wii supplies will be at their highest level yet heading toward the holiday season.  But that doesn't mean the console will be a cinch to secure in the coming months.    


"The amount of Wii hardware that will be in North American stores will be unprecedented.  Substantially more than the launch, substantially more that has been seen to date," said Reggie during an interview with Mike Antonucci and Dean Takahashi of the San Jose Mercury News.  "The bad news," Reggie continued, "is that given the level of demand, and given the fact that the more we put in, the more we sell, it is still going to be difficult to get hands on the Wii."    


Reggie offered some tips on tracking down a Wii this holiday.  Nintendo is sending out regular Wii shipments to major retailers, so it would be wise to ask store managers about when their store would be getting a new batch of consoles in.  If you can wring that information out of them, get to the store early on the day of delivery and nab one before anyone else.    


Although still a hot item, the Nintendo DS will not be as hard to locate this holiday.  However, Reggie warned of DS supply, "as we look at the holiday selling season, inventory will be quite tight."    


Nintendo understands that it is the market leader, but won't be resting on its laurels.  "We are not taking our current success lightly," said Reggie.  "This is a long-term battle."  The explosive success of the Wii has caused third-party publishers to quickly develop new software for the system, but that's worrying Reggie and Nintendo because of concerns that mediocre titles played by new gamers might scare them away from the Wii.  To that regard, Reggie said, "we're challenging all developers to really put their best creative talent and to create the very best software possible to support the platform."    


The full interview with Reggie can be viewed http://blogs.mercurynews.com/aei/2007/09/video_interview_with_nintendos_reggie_fils-aime.html>here.


256
TalkBack / RE: Nintendo World Report is Hiring!
« on: September 15, 2007, 03:16:50 PM »
I don't care what game you review, whether you review something one week old or five months old.  I said that it would only be used to gauge writing skills.  Your review will not be published on NWR, so don't think reviewing an old game will disqualify you from anything.  If that was the case, I wouldn't have asked for a game released in the past six months!

Don't read too hard into this, people.

257
TalkBack / RE:Nintendo World Report is Hiring!
« on: September 15, 2007, 11:25:24 AM »
I wasn't planning on starting comparing applications for the CM position until a week or two from now.  You should have time to prepare your articles, after all!

Then again, if someone gives me something that's really good really fast, don't you think that would increase their chances of being hired?  Just saying.

258
TalkBack / George Harrison Stepping Down
« on: September 14, 2007, 10:21:52 AM »
The top Nintendo executive has confirmed he will soon be leaving after more than 15 years with Nintendo of America.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=14389

 Nintendo of America has made it official.  Nintendo Senior Vice President of Marketing and Corporate Communications George Harrison will be leaving the company he joined in 1992 by the end of 2007.    


"I have confirmed to all employees that I will be leaving at the end of December and not making the move to California," said Harrison to the Reuters news service.  Harrison did not mention what he would do after his departure from Nintendo.    


This confirmation comes amidst the rumors that most of Nintendo's top executive staff would not be making the move to the San Francisco area along with the bulk of Nintendo's sales and marketing teams.  Nintendo Director of Public Relations Beth Llewelyn and Vice President of Marketing and Corporate Affairs Perrin Kaplan have also been mentioned as possibly leaving Nintendo, but have not yet confirmed their intentions.


259
TalkBack / RE: Nintendo World Report is Hiring!
« on: September 13, 2007, 07:11:57 PM »
All of your forumers interested in the CM position would do well to read the new forum announcement for further details:

http://www.nintendoworldreport.com/forums/messageview.cfm?catid=2&threadid=22240

260
Announcements / We're looking for a new Community Manager!
« on: September 13, 2007, 07:09:59 PM »
Hello forums population!

Ty Shughart, our current Community Manager, is taking a leave of absence.  If you're wondering why the Hot Topic has been AWOL for the past few weeks, that's why.  We're currently going through a major restructuring on the inside of NWR, so we figured the best way for the Hot Topic to stay alive is to hire a new Community Manager.  And we want someone from the forums!

If you're interested, the one thing you should be aware of is that this is an interim position, meaning two things.  First, it may be temporary.  When Ty comes back to us full time in the new year, I fully expect him to take the job back.  Second, if we hire you, you will not be a full-fledged NWR staff writer.  You will only be involved with the community aspect of the site, which is creating and maintaining the Hot Topic, looking for new interesting threads, and doing your damnedest to keep the community going strong and growing stronger.  You'd be free to do pretty much anything you think would be good, as long as you have my approval.

If you do a good job, we may consider hiring you on as a full-time writer, if you so choose.  But only if you do a good job!

Please check out the job listing here: http://www.nintendoworldreport.com/staff/newsArt.cfm?artid=14386#cm

261
TalkBack / RE: Nintendo World Report is Hiring!
« on: September 14, 2007, 02:52:06 AM »
We're looking for a few good staffers.  Details on new job openings inside!
 http://www.nintendoworldreport.com/newsArt.cfm?artid=14386

 Nintendo World Report wants you! We're looking for some fresh talent to take NWR to the next level in the video game news and information world, and we know there are a lot of people out there who are motivated enough to help make it happen. Are you one of them?    


Working at NWR requires the same effort and dedication that previous and current staffers have had to bring the site to where it is today. Serious dedication is a prerequisite, as is a good amount of free time. For all positions, it is important to know that all staff of Nintendo World Report work on a non-paid, volunteer basis only. It's hard work, but we do it because we love it, and because there are hundreds of thousands of people who rely on us for their every Nintendo need!    


Interested parties should carefully read the listings below and follow the instructions to apply. Serious applicants only, please.  Any applications submitted for positions not listed below will be ignored.  If you have previously submitted an application for a position below, or for a different position, and wish to reapply, you must resubmit your application.  If you have any questions about the positions below or about your application, please contact the Director.    


Currently open positions:
 Staff Writer
 Japan Correspondent
 Media Wrangler    



   


 

Staff Writer

   


NWR Staff Writers make up the heart of site.  They are collectively responsible for creating the bulk of NWR content, including news stories, preview coverage, hands-on impressions, game reviews, and site features assigned by section editors, along with any odd jobs required.  The regular workload for a Staff Writer is approximately one major article, a handful of news stories, and various site maintenance duties per week, although that number can vary depending on game and event coverage.  All work is expected to be completed in a timely manner.  Journalism writing experience, knowledge of journalistic practices, and previous writing experience is recommended, but not required for application.

   


Persons interested in the Staff Writer position must:    


- Be knowledgeable of Nintendo and Nintendo games
 - Possess strong writing skills and enthusiasm to improve them
 - Write critically and accept criticism and suggestions from NWR editors
 - Read and write fluently in the English language
 - Be a trustworthy individual who can complete tasks without constant supervision
 - Communicate well with others and attend online meetings whenever possible
 - Be knowledgeable of and passionate about Nintendo and Nintendo games, past and present
 - Have regular access to email and AIM instant messaging services for inter-staff communication
 - Bring creativity and fresh ideas to the site    


Although not necessary for application, the following would be very helpful:    


- Live in the greater Los Angeles, San Francisco, or New York areas
 - Be knowledgeable of all current video games, regardless of platform
 - Be knowledgeable of classic video games and game history
 - Be able to edit audio and video files    


Applicants based anywhere in the world may apply, but priority will be given to those in the United States and Canada.  The staff is currently lacking a Canadian presence, so any applicants from our neighbors to the north would be appreciated!    


Interested applicants should send an email to with the subject line Staff Writer Application Submission.  Resumes may be submitted, but are not required.  Include the following information in your application:    


- Your name
 - Your age
 - Your location (city, state)
 - Previous writing experience, if any
 - A summary of your gaming experience
 - How many hours a week you could dedicate fully to the site if hired
 - Why you are interested in this position    


Interested applicants must also submit the following writing samples as email attachments (.rtf or .doc only):    


- An original, informative news story based off recent or upcoming news which falls under our scope of coverage
 AND
 - A review of a game for a Nintendo platform released in the last six months, following the NWR review format and guidelines    


This position will remain open until filled by a sufficient amount of qualified candidates. Good luck!    



   


 

Japan Correspondent

   


Nintendo World Report's Japanese arm has many responsibilities.  Besides covering game events and new Japanese game releases, the Japan Correspondent assists the news staff with the latest from Japanese game magazines and other translation duties. The Japan Correspondent also helps the release dates/game profile editor with game information from the Japanese region. Japan Correspondents will also be called upon to write game articles and update news, much like a regular Staff Writer.  No prior experience necessary!

   


The duties and responsibilities of the NWR Japan Correspondent include:    


- Write at least one article (news, preview, review, etc.) for NWR per week, focused on the Japan region
 - Create a weekly report highlighting the Nintendo game releases and CERO game ratings in the Japan region
 - Be available to translate Japanese magazine and Internet articles into English
 - Perform various other tasks and site maintenance duties    


Persons interested in the Japan Correspondent position must:    


- Be knowledgeable of and passionate about Nintendo and Nintendo games, past and present
 - Have regular access to email and AIM instant messaging services for inter-staff communication
 - Possess strong communication skills in the English language
 - Possess strong writing skills and the enthusiasm to improve them
 - Write critically and accept criticism and suggestions from NWR editors    


While not required for application, the following skills would be extremely useful:    


- Live in Japan for most of or all of the year
 - Own a Japan region Wii and Nintendo DS and have regular access to play games on them
 - Have the ability to attend and report on game events throughout Japan
 - Have regular and quick access to Japanese video game publications, especially Famitsu Weekly    


Interested applicants should send an email to with the subject line Japan Correspondent Application Submission. Resumes may be submitted, but are not required.  Include the following information in your application:    


- Your name, age, and primary location in Japan
 - Previous writing experience, if any
 - A brief summary of your gaming experience
 - How much time you could fully dedicate to the site if hired
 - Why you are interested in this position and why you think you are a good candidate    


Interested applicants must also submit the following writing samples as email attachments (.rtf or .doc only):    


- An original, informative news story based off recent or upcoming news which falls under our scope of coverage.  The story need not be focused on news from Japan, but is preferred.
 AND
 - A critical review of a game for a Nintendo platform released in Japan in the last six months, following the two-page NWR review format and guidelines.    


This position will remain open until filled by sufficiently qualified candidates.  Good luck!    



   


 

Media Wrangler

   


Not a very good writer, but are a hard worker?  Want to help NWR any way you can?  The media wrangler will be a vital position in NWR's very near future, as we look to upgrade our website with new features, emphasizing screens, video, audio, and other media.  With so much stuff out there, we're going to need some extra help in the form of people dedicated to making sure NWR has the newest screens and video as soon as possible.  Media wranglers will be responsible for uploading screenshots and video to NWR (and YouTube) in a timely manner, as well as making sure current and popular games have media.  There will be little to no writing involved in this position.  No experience necessary!

   


Persons interested in the Media Wrangler position must:    


- Have a good work ethic
 - Be willing to keep working until the job gets done
 - Have an adequately fast Internet upload speed
 - Be a trustworthy individual who can complete tasks without constant supervision
 - Communicate well with others and attend online meetings whenever possible
 - Have regular access to email and AIM instant messaging services for inter-staff communication
   


Although not necessary for application, the following would be very helpful:    


- Have the ability to edit audio and video files    


Applicants based anywhere in the world may apply.  Interested applicants should send an email to with the subject line Media Wrangler Application Submission.  Resumes may be submitted, but are not required.  Include the following information in your application:    


- Your name
 - Your age
 - Your location (city, state)
 - Previous website experience, if any
 - A summary of your gaming experience
 - How many hours a week you could dedicate fully to the site if hired    


Because this is a non-writing job, writing samples are not required.  However, in order for us to select the most qualified candidates, applicants should submit the following, or something along these lines:    


- Something showing us that you're a hard worker, whatever you choose that something to be
 OR
 - Something telling us why you want this position, despite it being less “glamorous” than the typical writing job
 OR
 - Whatever else you think it will take for us to pick you over everyone else    


This position will remain open until filled by a sufficient amount of qualified candidates. Good luck!


262
TalkBack / Soundtrack Set for FIFA 08
« on: September 12, 2007, 05:56:12 AM »
Game to include a mighty big worldwide music list.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=14375

 EA SPORTS' FIFA 08 MUSIC SOUNDTRACK SETS THE STAGE FOR INTERNATIONAL FOOTBALL GLORY    


The Hoosiers Kick Off The New Season With Second Single, Goodbye Mr A
   


Chertsey, UK., September 11, 2007 – International football and music fans are about to score like never before! Electronic Arts Inc. (NASDAQ: ERTS) will kick off the new international football season with the incredible FIFA 08 soundtrack – one of its largest soundtracks ever with 50 artists representing 27 countries. Set to launch in 16 languages and 37 nations, EA SPORTS™ FIFA 08 creates a football experience that matches the complexity, finesse and excitement of the real-world game.    


Every year, FIFA boasts an extraordinary mix of music gathered from around the globe, hand picked to represent each country and its passion for the game. This year, the soundtrack will mark the debuts of new artists like The Hoosiers (UK), Babamars (France), Bodyrox (UK), Junkie XL (Holland), and Santogold (USA), each of whom will be discovered by football fans worldwide as their songs become the soundtrack for the 2008 football season.    


The FIFA 08 soundtrack is highlighted by songs from Simian Mobile Disco (UK), CSS (Brazil), Datarock (Norway), Dover (Spain), Ivy Queen (Puerto Rico), Junkie XL (Holland), Maximo Park (UK), Mexican Institute of Sound (Mexico), Peter Bjorn And John (Sweden), Planet Funk (Italy), Superbus (France), The Cat Empire (Australia), and Wir Sind Helden (Germany).    


Steve Schnur, Worldwide Executive of Music at EA commented, “We’ve been working for nearly a year to deliver what we believe is the ultimate FIFA 08 soundtrack. These are the most songs ever in a FIFA edition representing the most countries in the history of the videogame. In addition to an unprecedented mix of great global artists and some killer debut acts, we’re also proud to showcase our premiere Artwerk signings Junkie XL, Jupiter One and Datarock. And as in seasons past, we know that some of the hottest new artists of the coming year will emerge from our soundtrack. This is the true spirit of the EA SPORTS FIFA games: An unparalleled experience where one-of-a-kind action goes head-to-head with the thrill of the unexpected. It’s the only way to play what has become one of the most popular and only truly international sports videogame in our world today."    


Through mass exposure to football fans, the following 50 songs will define the sound of the coming international season. To listen to streaming music clips, learn more about the bands and get details about the videogame visit www.FIFA08.ea.com.    


ARTIST- SONG- ALBUM- COUNTRY
 !!!-All My Heroes Are Weirdos- Myth Takes- USA
 Apartment-Fall Into Place- The Dreamer Evasive- UK
 Art Brut-Direct Hit- It's A Bit Complicated- UK
 Aterciopelados-Paces- Oye- Columbia
 Babamars-The Core- Surprising Twists- France
 Bodyrox feat. Luciana-What Planet You On?- - UK
 Bonde do Role-Solta O Frango- With Lasers- Brazil
 CAMP-From Extremely Far Away- Taking Cure- Switzerland
 Carpark North-Human- All Things To All People- Denmark
 CeU-Malemolencia- CeU- Brazil
 Cheb i Sebbah-Toura Toura: Nav Deep Remix- La Ghriba: La Kahena Remix- Algeria
 CSS-Off The Hook- Cansei De Ser Sexy- Brazil
 Datarock-Fa-Fa-Fa- Datarock Datarock- Norway
 Digitalism-Pogo- Idealism- Germany
 Disco Esemble -We Might Fall Apart- First Aid Kit- Finland
 Dover-Do Ya- Follow The City Lights- Spain
 Heroes & Zeroes-Into The Light- Strange Constellations- Norway
 Ivy Queen-Que Lloren- Sentimiento- Puerto Rico
 Junkie XL-Clash- Felt EP- Holland
 Jupiter One-Unglued- Jupiter One- USA
 Kenna-Out of Control (State of Emotion)- Make Sure They See My Face- Ethiopia
 K-Os- Born To Run- Atlantis: Hymns for Disco- Canada
 La Rocca- Sketches (20 Something Life)- The Truth- Ireland
 Lukas Kasha- Love Abuse- Animated People's Republic- Norway
 Madness feat. Sway and Baby Blue- I'm Sorry- I'm Sorry- UK
 Maximo Park- The Unshockable- Our Earthly Pleasure- UK
 Melody Club- Fever Fever- Scream - Sweden
 Mexican Institute of Sound (MIS)- El Microfono- Pinata- Mexico
 Modeselektor feat. Sasha Perera- Silikon- Hello Mom!- Germany
 Noisettes- Don't Give Up- What's The Time Mr. Wolf?- UK
 Pacha Massive- Don't Let Go- All Good Things- USA
 Peter Bjorn and John- Young Folks- Writer's Block- Sweden
 Planet Funk- Static- Static- Italy
 Robyn-Bum Like You- Robyn- Sweden
 Rocky Dawuni- Wake Up The Town- Book Of Changes- Ghana
 Santogold-You Will Find A Way- Santogold- USA
 Simian Mobile Disco - I Believe- Attack, Decay, Sustain, Release- UK
 Superbus- Butterfly- Wow- France
 Switches - Drama Queen- Heart Tuned to D.E.A.D- UK
 The Automatic Automatic- Monster- Not Accepted Anywhere- Wales
 The Cat Empire- Sly- Two Shoes- Australia
 The Hoosiers- Goodbye Mr. A- The Trick To Life- UK
 The Hours- Ali In The Jungle- Narcissus Road- UK
 The Tellers- More- The Tellers- Belgium
 Tigarah- Culture, Color, Money, Beauty- Revolution- Japan
 Travis- Closer- The Boy With No Name- UK
 Tumi And The Volume- Afrique- Tumi And The Volume- South Africa
 Vassy - Wanna Fly- My Affection- Australia
 Wir Sind Helden - Endlich Ein Grund Zur Panik- Soundso- Germany
 Yonderboi- Were You Thinking Of Me?- Slendid Isolation - Hungary    


EA SPORTS FIFA 08 for the Xbox 360™ videogame and entertainment system and the PLAYSTATION®3 computer entertainment system will create a football experience that matches the complexity, finesse and beauty of the real-world game. FIFA 08 challenges you to master the skills required to play like a pro football player in the all-new Be A Pro: Offline Training mode with new Pro Skills. Play the entire game as a fixed player while getting real time feedback and analysis. A new, organic building-block system enables you to combine tricks and skill moves together to recreate signature moves from the real-world superstars or define your own style of play. In addition, FIFA 08 features a true next-generation ball-striking engine that re-creates the drama and unpredictable nature of shooting, the award-winning Interactive Leagues online gameplay and the inclusion of 576 licensed teams, 30 leagues, and more than 15,000 players.    


FIFA 08, developed by EA Canada in Vancouver, B.C., will be available in North America on October 9 for the Xbox 360™ video game and entertainment system, PlayStation®2 computer entertainment system, Wii™, Nintendo DS™, PSP® (PlayStation®Portable) system, PC and mobile, and on October 16 for the PLAYSTATION®3 computer entertainment system. The game will be will be available in Europe on all platforms on September 28. FIFA 08 is rated “E" (Everyone) by the ESRB and 3+ by PEGI.


263
TalkBack / RE:Virtual Console Mondays: September 10, 2007
« on: September 11, 2007, 02:59:19 PM »
Are you ready for some football?
 http://www.nintendoworldreport.com/vcArt.cfm?artid=14367

 Let's see ... a football game, a Sonic game, and an RPG.  Doesn't this combination look awfully familiar?  No matter, because it's another trifecta of Virtual Console releases and it appears that Nintendo and company are showing no signs of slowing down.  It's another good week, with no duds to speak of.  Surely, you'll be spending some Wii Points on one of this week's games.
   



   


Neutopia II - TurboGrafx-16

 Neutopia II - TurboGrafx-16  

 Cost: 600 Wii Points ($6)
  1 Player
  Controllers: Wii Remote, Wii Classic, GameCube
  ESRB Rating: Everyone (Mild Fantasy Violence)
  Released: 1992
  Click here for a video preview  

   


 Neutopia II is a top down adventure RPG.  You play as a sword and shield bearing youth.  The game starts as your mother awakes from a nightmare in which she saw your father losing in a battle against a large boss monster.  She takes this as a vision of the future and sends you out to find him.  So, you hit the road and quickly learn that you have to go into labyrinths and look for treasure.  

   


 Recommended for FansAre you having a hard time picturing this game?  Do yourself a favor and just picture the first Zelda game.  Now improve the graphics (but not necessarily the art direction) and you've got Neutopia II.  It is so painfully obvious that this game was a direct attempt to cash in on the success of Nintendo's franchise.  It features a top down view.  The 2 Button is used to swing your sword.  The 1 Button is used for one of several sub weapons that the user can switch between.  Two examples of these sub weapons are bombs and a boomerang.  Labyrinths are one-screen-at-a-time levels that feature bomb-able walls, secret switches, and even snakes that speed up when they see you.  If you take too much damage and run out of hearts you even spin in a circle before falling on the ground.  Overall, the game is interesting and the overall mechanic is a proven one, but if you want to play a Zelda game, play a Zelda game.  If you've played them all and still want more, pick up Neutopia II. - Mike Gamin  

   



   


Sonic the Hedgehog 3 - Genesis

 Sonic the Hedgehog 3 - Genesis  

 Cost: 800 Wii Points ($8)
  1-2 Players
  Controllers: Wii Remote, Wii Classic, GameCube
  ESRB Rating: Everyone (Comic Mischief)
  Released: 2/1994
  Click here for a video preview  

   


 Will he or won't he spin dash?  That's a question I can't quit asking of Sonic 3, because the controls are as slippery and inconsistent as ever in this entry of the series.  Despite some frustration with the controls, Sonic 3 is easily one of the best Sonic games ever released by Sega.  The graphics and level design have improved over Sonic 2, and the three new shields (lightning, fire, and water) give Sonic some very interesting new powers.  Tails is back as a helper, or you can control him directly throughout the adventure.  Knuckles is introduced as a villain who steals Sonic's Chaos Emeralds, but Dr. Robotnik/Eggman is still involved, too.  The split-screen competition mode from Sonic 2 is also present.  

   


 Recommended for EveryoneThere are many reasons to love Sonic 3, especially before and after the insidious Hydrocity Zone (underwater level).  If you were a Nintendo-only person during the 16-bit era and have been curious about the early Sonic games, this is the best one yet released on Virtual Console and is a very good introduction to the series, warts and all. - Jonathan Metts  

   



   


NES Play Action Football - NES

 NES Play Action Football - NES  

 Cost: 500 Wii Points ($5)
  1-2 Players
  Controllers: Wii Remote, Wii Classic, GameCube
  ESRB Rating: Everyone
  Released: 9/1990
  Click here for a video preview  

   


 With NFL season officially underway, Nintendo is marking the occasion with a VC release of Play Action Football.  The unique top-down 45-degree angled-look of the play field makes it possible for the game to zoom in on the action.  It's easy to see gaps in the defense while running the ball and because the camera zooms out when going for a pass, it's easy to see which receivers are open downfield.  The angled view doesn't mean you'll have a hard time moving around the field, because Up on the D-Pad still moves your character straight along the field.  

   


 Recommended for EveryonePlay Action Football is a terrific NES football game, one that outclasses the almighty Tecmo Bowl.  Everyone on the field has the name of an actual NFL player, so if you want to play as Dan Marino you can pick team Miami and pass to your heart's content.  Players also have multiple stamina meters, including those tied to individual attributes.  If you use the speed dash ability too often, for example, you'll drain your speed meter and start to slow down more often.  If that happens, you can make a substitution for a fresh player.  It's a great single-player game, and even more fun with two players.  If you want to play some football with the pros, Play Action Football is a really good way to do it. - Steven Rodriguez  

   



   


Thanks to VG Museum for some of this week's classic screenshots.


264
TalkBack / Sin and Punishment Rated for Australia
« on: September 07, 2007, 05:11:40 AM »
Are North American and European releases imminent?
 http://www.nintendoworldreport.com/newsArt.cfm?artid=14360

 The Australian media ratings board, the OFLC, has listed Sin and Punishment on its site, giving it an M (Moderate) rating.  In other words, the game is going to be released on the Aussie Virtual Console very soon.    


The Treasure shooter is another in a line of Japan-only games that have recently been revealed for release Down Under.  A handful of Japan-only games have been released around the world up to this point, but none of them had Japanese text.  Sin and Punishment would need a bit of localization; is Australia getting the original Japanese version, or one with English text included?    


More importantly, does this mean that the release of Sin and Punishment on the North American and European Virtual Console services is inevitable?  We're constantly keeping our eyes open for new Virtual Console ratings, so we'll pass on any new developments as soon as they make themselves known.    


Thanks to mhus for the tip!


265
TalkBack / Pokemon Causing Big Sales Numbers
« on: September 06, 2007, 01:08:49 PM »
Nintendo dishes out some stats as to how much those pocket-sized monsters are expanding the gaming audience.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=14352

 WII AND NINTENDO DS SALES FUEL POKÉMON MOMENTUM    


Grown Men and Women Rediscover the Games of their Youth
   


REDMOND, Wash., Sept. 6, 2007 – Pokémon® games have always been best-sellers. But the huge popularity of the portable Nintendo DS™ and the Wii™ home video game system has put the Pokémon craze into a whole new category.    


Just check out these statistics:    


- According to the independent NPD Group, through July Pokémon Diamond is the best-selling video game of the year on any system, while Pokémon Pearl ranks No. 3.    


- The newly released Pokémon Battle Revolution already ranks at No. 5 on the list of best-selling Wii games for the year.    


- Pokémon Diamond and Pokémon Pearl for Nintendo DS have sold more than 3 million copies in the United States alone.    


- Pokémon games have helped boost sales of Nintendo hardware. According to the NPD Group, Wii and Nintendo DS were again the two best-selling video game systems in the United States in July.    


"These hard numbers show that the Pokémon franchise and Nintendo's systems are striking a chord with players of all ages and drawing in huge numbers of new players year after year," says George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. "But anecdotally we're also seeing that these new Pokémon games are appealing to older players, the same ones who played the original Pokémon games when they debuted in the United States almost 10 years ago."    


Grown men and women with kids of their own proudly announce they are training Pokémon and having a blast doing it. Gamer site www.Penny-Arcade.com ran a four-part comic about the artist's Pokémania, while Kristin Brandt of ManicMommies.com posted: "I have become obsessed. I have played for many, many hours (I can't even admit to how many – it's embarrassing)… And I can't seem to stop! There are more Pokémon to capture, more levels to conquer and more badges to earn!"    


The Pokémon franchise has sold more than 164 million games worldwide. For more information about Pokémon Battle Revolution, Pokémon Diamond and Pokémon Pearl, visit www.Pokemon-Games.com. Remember that Wii features parental controls that let adults manage the content their children can access. For more information about this and other Wii features, visit Wii.com.


266
TalkBack / RE:Virtual Console Mondays: August 27 and September 3, 2007
« on: September 05, 2007, 06:09:55 PM »
Quote

Originally posted by: vudu
Quote

Where were we last week? Playing Metroid Prime 3, of course! An understandable excuse, I'm sure you'll agree.
Actually, I don't agree.  NWR's been pretty sloppy about reviewing VC games in a timely fashion.  First the reviews slipped to Tuesday, then you started missing weeks.  It's only a matter of time before the Internet collapses.


IGN takes most of the week to do their reviews, if they even come out the same week.  1UP has basically the same quick-look format as us, and it's worse than we are at coming out the same week despite the resources at its disposal.

We're one of the best at doing this, but we're only human.  Cut us some slack, hm?  

267
TalkBack / Red Steel 2 Info Coming Next Month?
« on: September 05, 2007, 08:40:27 AM »
ONM in the UK looks like it will have the scoop in its next issue.  "And oh—it's online."
 http://www.nintendoworldreport.com/newsArt.cfm?artid=14349

 Scans from the current issue of the Official Nintendo Magazine in the UK have strongly hinted at the possibility of the publication revealing details on a new Red Steel game.    


In the magazine's preview for next month's issue, Japanese characters and a red dot paint a white background, accompanied by the text, "Bigger.  Better.  Bolder.  Bloodier.  And oh—it's online."  Red Steel is not mentioned directly anywhere in this teaser, but given the context of the pages it's highly likely the game in question is Red Steel 2.    


We'll keep our eyes out for ONM's next issue and pass along any information on the game, should it appear.


268
TalkBack / Virtual Console Mondays: August 27 and September 3, 2007
« on: September 04, 2007, 04:08:37 PM »
A whole month without a VC shoot-'em-up?  That's got to be some kind of record.
 http://www.nintendoworldreport.com/vcArt.cfm?artid=14340

 Where were we last week?  Playing Metroid Prime 3, of course!  An understandable excuse, I'm sure you'll agree.  Now that we're out of the month of Metroid, we had plenty of time to play the bevy of Virtual Console releases that have recently hit the service.  Notably for this week, it's a rare occasion where Nintendo has put up four games at once.  We've played through all seven games from the past two weeks and you can check our our recommendations for them below, starting with last week's trio.    



   


Breath of Fire II - SNES

 Breath of Fire II - SNES  

 Cost: 800 Wii Points ($8)
  1 Player
  Controllers: Wii Classic, GameCube
  ESRB Rating: Everyone (Mild Violence)
  Released: 12/1995
  Click here for a video preview  

   


 There is now a real RPG on Virtual Console.  The big idea of Breath of Fire II, as in the other games of the series, is that your character can transform into a dragon to unleash powerful moves not possible in his human form.  Of course, it's not as if you can just breathe fire and toast your enemies.  As with any RPG, you're up against some tough odds.  You're also up against a quest of the epic variety; I've played the game for almost 10 hours now, and there doesn't appear to be an end in sight.  The game could take as much as 20 hours or more to beat.  

   


 Recommended for FansStrictly a Japanese-style RPG, you'll be grinding to become more powerful as the game starts to pour on the challenge.   The game will get difficult, not helped along by the fact that the menu system is confusing to navigate.  Suffice to say, the game is not perfect.  However, it's still an engaging game to play, and a good value.  Wii owners starved for RPGs will no doubt eat Breath of Fire II up. - Steven Rodriguez  

   



   


Ghouls 'n Ghosts - Genesis

 Ghouls 'n Ghosts - Genesis  

 Cost: 800 Wii Points ($8)
  1 Player
  Controllers: Wii Classic, GameCube
  ESRB Rating: Everyone (Fantasy Violence)
  Released: 10/29/1989
  Click here for a video preview  

   


 Ghouls 'n Ghosts is the sequel to the original Ghosts 'n Goblins which was released on the NES.  This particular version was released on the Genesis and features the same underwear sporting knight, Arthur.  It also has the same insane difficulty level the series is (in)famous for.  It's a side-scrolling action platformer that progresses along a linear path in a dark, Transylvania-like setting.  Boss battles interrupt the progression every once in a while to add a level-like feel to the experience.  

   


 Recommended for FansEnemies are defeated by using one of many weapons.  Arthur can only carry one at any given time, so if a new one is picked up, the old one is lost.  Strangely, some weapons are much worse than others, so getting them can actually hurt your chances tremendously.  Add that to the seemingly impossible onslaught of enemies and Ghouls 'n Ghosts is one of those games of such an irrational level of difficulty it's hard to figure out who could have fun playing it.  But then some masochistic gamers just won't be able to put it down until they figure out the pattern and get a little further.  There is something extremely satisfying about completing something that doesn't seem possible the first time you do it. - Mike Gamin  

   



   


Super C - NES

 Super C - NES  

 Cost: 500 Wii Points ($5)
  1-2 Players
  Controllers: Wii Remote, Wii Classic, GameCube
  ESRB Rating: Everyone (Fantasy Violence)
  Released: 4/1990
  Click here for a video preview  

   


 It’s time to grab your spread gun and jump back into the alien-infested jungles of   South America in this port of Konami’s arcade sequel to Contra. The basic   gameplay is largely identical to the original NES Contra with alternating levels of   vertical and horizontal scrolling broken up with a sprinkling of mid-level and end-  level bosses. Players can grab a nice variety of different gun types by shooting   down floating bonus pods that frequently swoop on and off screen. Gone,   however, are the faux-3D shooting gallery stages from the original. In their place   Konami chose to implement a basic series of top-down levels that would   foreshadow the infamously intense top-down mazes of Contra III: The Alien Wars.  

   


 Recommended for FansSuper C is a competent and entertaining shooter in its own right. The gameplay is   tight and stressful, requiring a veritable blanket of bullets and lots of well-timed   jumps to shepherd your mini Rambo-clone through the game’s nerve-wracking   eight stages. The levels are decently designed and vary nicely in orientation to   keep the alien slaughter from becoming too monotonous. As an added bonus, NES   owners were treated to an extra three stages and a creepily androgynous end-  game boss not in the original arcade game. Contra fans will have a great time   mowing down wave after wave of Geiger-inspired creepy crawlers and neo-military machinery. However, if you’ve already sated your retro hunger on the original Contra or the superior Contra III: The Alien Wars there’s nothing here that will hold your attention for too long. - Michael Thomsen  

   



   


Donkey Kong Jr. Math - NES

 Donkey Kong Jr. Math - NES  

 Cost: 500 Wii Points ($5)
  1-2 Players
  Controllers: Wii Remote, Wii Classic, GameCube
  ESRB Rating: Everyone
  Released: 10/18/1985
  Click here for a video preview  

   


 DK Jr. Math combines the chain-climbing gameplay of Donkey Kong Jr. with the fun and excitement of solving math equations.  What?  Math isn't fun you say?  Well, I can tell you that when you make the game a competitive race between two players to add, subtract, multiply and divide single-digit numbers to a target number, it can get a little crazy.    There's a second game mode that makes the target number really big, turning sprint races into marathon.  All the while, you've got to think of the best equations to beat your friend.  

   


 Not RecommendedThere are some problems here.  For one, you must play the main game with two players.  There is no competitive single player game, only a crappy calculator mode that helps you with basic math problems.  It has no enemies or obstacles to worry about, and there's no challenge in it other than trying to remember your multiplication tables.  If I wanted to get smarter playing a video game, I'd much rather pick up Brain Age. - Steven Rodriguez  

   



   


Adventure Island - NES

 Adventure Island - NES  

 Cost: 500 Wii Points ($5)
  1 Player
  Controllers: Wii Remote, Wii Classic, GameCube
  ESRB Rating: Everyone (Comic Mischief)
  Released: 9/1988
  Click here for a video preview  

   


 Add a dash of Super Mario's presentation to Sonic 1's pacing and you get the Adventure Island series.  Adventure Island, featuring the youthful Master Higgins, consists of eight levels each consisting of four rounds. Higgins is fairly defenseless: he must press onward eating fruit, lest his vitality meter run out causing him to die.  What's more, unless he's riding his skateboard, which absorbs one attack, he dies with one hit. Higgins can find skateboards, as well as axes (projectiles) and fairies (invincibility), inside of eggs lying (sometimes hidden) about the levels.  

   


 Recommended for FansWhile the game's core is enjoyable, the series has stubborn level design requiring twitch reflexes and trial-and-error, making it an acquired taste. This first entry gets difficult especially quickly, so anyone new but interested in Adventure Island is advised to download the more approachable and polished New Adventure Island for TG16 instead.  (The TG16 entry also doesn't suffer some from this game's distracting sprite flicker.) But even patient, hardened gamers eager for a challenge will need to know how to continue after Game Over if they want any hope of victory.  At the end of the first round, on the left edge of the very last platform, jump to reveal a hidden egg containing the Hudson Bee. You may then continue from the title screen by holding RIGHT while pressing the Start (Plus) Button.  Good luck, be careful, and try not to throw your remote. - Michael Cole  

   



   


Landstalker: The Treasures of King Nole - Genesis

 Landstalker: The Treasures of King Nole - Genesis  

 Cost: 800 Wii Points ($8)
  1 Player
  Controllers: Wii Remote, Wii Classic, GameCube
  ESRB Rating: Everyone (Mild Fantasy Violence)
  Released: 1993
  Click here for a video preview  

   


 Here's a game with great ideas and lofty ambitions, spoiled by one bad design choice and some truly atrocious controls.  Landstalker is essentially the Genesis answer to Legend of Zelda: Link to the Past, and the similarities are many.  The developers at Climax tried to differentiate Landstalker from Zelda by adding jumping and platforming elements, and apparently they couldn't get that to work in the overhead perspective, so they shifted everything to isometric.  Unfortunately, the platforming is still broken in this perspective, and it does no favors to the combat, either.  Most of the time, the best you can do is guess whether the enemies are lined up to hit you, you are lined up to hit the enemies, or you are lined up to hit the nearest wall ("ting!").  The platforming sections are even worse, because you can't even tell which direction the platforms and obstacles are moving, or which way you need to jump to get to the next safe spot.  

   


 Recommended for Fans It's a shame the mechanics are such a mess, because the game has a lot going for it otherwise.  The graphics are very nice, as is the music, and the writing is surprisingly sharp for such an old game.  The adventure is lengthy and very challenging, making it a good value for your Wii Points.  Item and equipment management for your character is a bit more sophisticated than in the Zelda games.  However, it takes a lot of dedication and patience to overcome controls this bad.  If you are really, really into adventure games, you may be able to enjoy Landstalker's better qualities.  Just a warning: don't even try to play with the Wii Remote.  Use a joystick with good diagonals (e.g. Wii Classic Controller) to bypass the insane standard control scheme. - Jonathan Metts  

   



   


Bonk 3: Bonk's Big Adventure - TurboGrafx-16

 Bonk 3: Bonk's Big Adventure - TurboGrafx-16  

 Cost: 600 Wii Points ($6)
  1-2 Players
  Controllers: Wii Remote, Wii Classic, GameCube
  ESRB Rating: Everyone (Comic Mischief)
  Released: 1993
  Click here for a video preview  

   


 Like Mario on the NES, Bonk had three big titles on the TurboGrafx-16.  Bonk's Big Adventure is the third game (as the '3' in the title suggests).  It plays very similarly to the previous two games.  You're a little caveman and you use your huge head and a variety of power-ups to bash your way through the levels and defeat bosses at the end.  Visually, the game looks quite a bit better than the previous games.  When Bonk grows huge, the quality of the sprite makes it look almost vector, which is a pretty cool effect given the time this game was released.  

   


 Recommended for EveryoneProbably the most entertaining aspect of this game is the two player mode that allows two people to play through all of the levels cooperatively.  It isn't split screen or anything, but if one person falls off the screen, the Minus (Select) Button will automatically warp them back to the other person.  Interestingly, each character shares the same health meter, so cooperation is absolutely important.  If you kill your partner, you'll die too.  Overall, Bonk 3 is another quality platformer that is a lot of fun to play through.  Add the great cooperative mode to the mix and it's definitely a worthy purchase. - Mike Gamin  

   
   


¡Muchas gracias a VG Museum por las imágenes!


269
TalkBack / Harvey Birdman Game Comes to Wii
« on: September 04, 2007, 07:03:10 AM »
The lampooning lawyer is taking the case for Capcom.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=14338

 WII™ TAKES THE CASE – HARVEY BIRDMAN: ATTORNEY AT LAW™ COMES HOME TO ROOST ON THE LATEST NINTENDO VIDEO GAME SYSTEM    


SAN MATEO, Calif — Sept. 4, 2007 - Capcom, a leading worldwide developer and publisher of video games, announced today that Harvey Birdman: Attorney at Law™ is now coming to the Wii™ video game system from Nintendo. The Wii version of Harvey joins the previously announced PlayStation®2 computer entertainment system and PSP® (PlayStation® Portable) system versions of the game. The Wii version of Harvey Birdman: Attorney at Law will carry a suggested retail price of $39.99, while the PS2 and PSP versions will have an SRP of $29.99. Harvey Birdman: Attorney at Law will be available for all three platforms on November 13.    


Harvey Birdman: Attorney at Law is a fully animated interactive adventure game that merges the fun and mayhem of the popular Adult Swim TV show with Capcom’s unique style of gameplay. Players will step into the shiny wingtips of Harvey Birdman, a third-rate superhero turned third-rate defense attorney charged with exonerating parodied classic cartoon characters.    


Over the course of the game, players must guide Harvey through a series of odd and comical cases. Each of the game's five interactive stories takes the winged crusader of justice to familiar locations from the TV show. In order to prove his client’s innocence, Harvey must peruse the scene of the crime, gather evidence, talk with other cartoon characters, occasionally have drinks with opposing council, and of course, tear holes – no matter how ridiculous – in the testimony provided by the witness for the prosecution. Harvey must bring the whole story together to defend his client in a court where anything can happen… including a confrontation with the prosecution who brandishes a Shrink Ray Gun. With outrageous gameplay and the comical antics of hilarious animated characters, players and fans alike will feel that they are not just taking control of a character, but actually taking part in a brand new episode of Harvey Birdman.


270
TalkBack / REVIEWS: Boogie
« on: September 03, 2007, 08:37:09 AM »
EA attempts to turn a music game into a non-game with disastrous results.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=14335

 Imagine, if you will, playing Dance Dance Revolution without the scrolling arrow prompts.  Instead of earning points for hitting the correct arrow as it reaches the top of the screen, you are scored on how well you hit any arrow to the beat of the current song.  You receive fewer points per step if you keep hitting the same arrow over and over again, however.  There is also a button you can press if you want to follow arrow patterns for more points, but it is optional.    


That's pretty much how Boogie works.  The main game involves flicking the Wii remote in one of four directions, completely in freestyle.  You'll score points if the flick is done in concert with the beat of the selected song, but a lack of Wii remote motion variety will earn you fewer points.  Doing well will fill up a dance meter, and when it's filled up enough you can hold down the B Trigger on the Wii remote to pull off a special dance move.  Directional prompts will appear when this happens, but it's the only time during a performance when you'll need to follow directions.  Attaching an optional nunchuk will let you strike a pose with the unit's motion sensor or “sing" a portion of the song by pressing the Z Button when prompted.    


If you have a decent amount of gaming experience or a fair sense of rhythm, it will only take you a few moments to realize that the “flick to the beat" setup is completely pointless.  The goal of any given song is to score enough points to earn a medal, but once you realize that you can do high-scoring special moves almost constantly once your meter is filled, that's all you need to do to get an easy gold medal on the hardest difficulty.  (There really aren't different difficulties in Boogie; the game merely raises the score needed for medals when you raise the level.)  All you need to do to achieve these scores is waggle the Wii remote around over and over and over again.  And because there are only a few different patterns to pull off the special moves, it gets old and stale very, very quickly.    


This may sound like no different from pressing a button on beat as with other music games.  The critical difference is that with other music games, hitting a button makes music.  If you don't do anything, you don't get music.  The appeal of the genre is that people can pretend to be music experts without any prior experience.  Dance Dance Revolution is an exception, however: Instead of making music by stepping on the arrow pads, the player participates by physically mimicking dancing moves.  Even if DDR didn't have the scrolling arrows, at least people would be moving around and doing something that is music-related.  DDR also has a wide variety of memorable patterns associated with specific songs. In Boogie, the simple wrist-flicking motion has no real connection to the music, which takes all the enjoyment out of the game.  You're not making the music, and you're not actually dancing.  Therefore, you're not really doing anything.    


That is not to say that Boogie is completely devoid of fun, however.  From the start, Electronic Arts designed this game for the casual, “Blue Ocean" gamer.  I let some of my more casual-gamer friends give Boogie a whirl, and for the hour or so that we played it as a group, we all had fun.  Everyone exaggerated the movements, dancing along with the game and having a good time with the song selection.  However, toward the end of our play session, everyone was a lot less enthusiastic about playing it.  It seemed as if once they actually sat down to play Boogie as a regular game, they realized that the game is repetitive, boring, and easy to win once you know what you're doing.    


That's the flaw of Boogie's main game.  It makes an assumption that you have no idea what you're doing.  Although EA is playing the percentages with this one, knowing that a lot of people don't really know how to play games, the game is so easy and simple that it won't take long for someone with little experience to master the game. Even casual gamers will therefore lose interest in Boogie more quickly than most other music games because of its simplicity and lack of challenge.  Guitar Hero has universal appeal, yet it's far more complicated, and challenging, than Boogie.  If EA really wanted this game to appeal to everyone, it should have included other modes of play that upped the challenge for players looking to graduate from the (very shallow) wading pool.    


EA did include a karaoke mode in Boogie in an attempt to address this issue, but it's a confusing, broken mess.  A lot of it has to do with the song selection, which is pulling double duty as music you both dance to and sing to.  As a result, there are a lot of songs that have considerable dead space in the vocals.  The game represents several bars of silence in its scrolling note chart as a large, single chunk, creating confusion regarding pacing as the timing bar moves across the chart at wildly different speeds.  The game also only displays one measure at a time during the singing parts, making it hard to flow from one set of words to the next unless you know the song by heart.  The included microphone does a fairly good job of picking up the tone of your voice, but only if there isn't any interfering background noise.  That is, unless you're playing by yourself, the voice recognition is going to suck.  (If you're playing the game by yourself, the game is going to suck anyway.)    


So then, karaoke mode is a total bust, casual gamer or not.  Besides that and the caveman-can-do-it main dancing game, the only other major mode is the music video creator.  After completing a dance, you'll have the option to make a movie using a variety of camera angles and predefined visual effects.  While it is a simple editor, it's robust enough to make some very creative movies in step with your dancing performance.    However, it can and will take a lot of work to make a very good, well-thought out video (at least 10 or 15 minutes).  Since it requires you to play a boring game to get the most out of it, there's little reason to continue using it after the first few tries.    


  Because Boogie is anchored on such a boring gameplay mechanic, the rest of the game's features are rendered moot.  There are seven characters to choose from, each customizable with different clothing, hairstyles, and more.  The appearance of a character and the different move sets they bring to the dance floor do nothing to hide the monotonous gameplay.  The story mode is a cheap excuse to give the characters talking bits around pre-determined dancing and karaoke challenges.  You can unlock character outfits, new songs and other goodies in the store using tokens earned through medals and other means; again, since most people will easily earn gold medals, there's really no drive to unlock anything.    


  There's one thing that, above everything else, really drags Boogie down.  If it's really and truly targeted toward the “Blue Ocean" crowd—if it's really a game that non-gamers would want to play—why, why, why in the world is the retail price of the game $60?  A price that big is a turn off to just about all Wii owners, let alone the crowd that EA is interested in.  The “free" microphone doesn't justify the extra $10 over a regular-priced title.  Then again, a lot of people are continuing to buy the $80 Guitar Hero II bundle—probably a lot of the same people whom EA wants to reel in with Boogie—because they see a music game that has great appeal.  That would indicate that a more complex controller scheme isn't the issue for a most people, but rather, people want exciting gameplay experiences.  They'll put in the effort to learn something new in order to get them.    


Boogie should be a lesson learned for EA's Casual Entertainment division.  Simplifying the controls of a game for new players is a good idea, but the gameplay shouldn't be simplified with them.  The concept works great for time-killing web-based flash games or cell phone games, but packaging it as a premium-priced Wii game was a colossal error in judgment.  Boogie is something you could pay $60 for and play once or twice with friends or family, but what's the point when you could just turn on some music and have a good time dancing and singing along in your own way, for free?

Pros:
       

  • Really easy to pick up and play


  •        Cons:
           
  • Way too easy; no challenge at all
  •  
  • Repetitive waggle movement is all you do
  •  
  • Karaoke mode is broken
  •  
  • No connection with music while playing
  •  
  • Horribly overpriced


  •                Graphics:  7.5
           Boogie has a great style.  It's an extremely clean and polished-looking game, and characters are well-animated.  While simplicity kills the gameplay, it fits the game's visuals well.

                   Sound:  7.0
           The 38-strong soundtrack doesn't cover the whole spectrum, but it has favorites like ABC, Canned Heat, Love Shack, Oops I Did It Again, YMCA, and even a Spanish song, Tu Y Yo.  They aren't by the original artists, but most sound alright.  Even with the big track list, once you've played the game with a handful of songs you'll realize that there's really no connection between your waggling and the music, which takes a lot out of the game.  Vocal assist in Karaoke is a nice idea but useless with the poor implementation of the mode.

                   Control:  7.0
           With such basic controls, the little problems will be magnified.  It's very easy to stay on beat when doing multiple flicks in a row, but the game has trouble picking you up again when you start flicking after a pause in movement.  There's also a bit of lag in moving around the dance stage or selecting a new dance style.

                          Gameplay:  2.5
           The dancing game is rendered virtually pointless because of the way it is played.  No matter how much variety you create in a dance routine, the means to create it is uninspired and disconnected from the music.  And once players figure out that the best way to score points is to pull off special moves (also waggle-activated), the game's challenge disappears completely.  Boogie requires absolutely no skill to play, and very little of it to do well. Basically, Boogie assumes that the people playing it are complete idiots.

     


           Lastability:  3.5
           Though there are a good number of songs available to play, they are all an excuse to shake the Wii remote around.  The unlockables and extra content included are easily obtainable.  However, the real problem is that is little reason to continue playing the game after the first hour or two.

     


           Final:  3.0
           Music games are supposed to let the people playing them make music, or move to it in ways they wouldn't know how to do otherwise.  Boogie fails to do either.  A freestyle dancing game can only work if the means to play along is engaging.  Flicking the Wii remote around to the beat isn't any more engaging than tapping your toes to music.  Players could actively dance along with Boogie if they wanted to, but asking Wii owners to pay $60 to have fun on the honor system is insulting.      


    271
    TalkBack / Resident Evil 4 Wii: 750k Served
    « on: August 31, 2007, 12:22:23 PM »
    Capcom sets another milestone for its survival-horror masterpiece.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14329

     At the same time Capcom announced it would be publishing Wii Love Golf for Camelot, the granddaddy publisher also revealed that it has shipped out 750,000 copies of Resident Evil 4: Wii Edition to retailers worldwide.  This is an impressive figure, considering that it's only been available for about three months.    


    What's more telling, however, is that it may be selling faster than the GameCube original.  Six months after RE4 shipped on GameCube, Capcom reported North American sales at half a million.  Sales from the other major gaming regions would have obviously put that figure higher at the time, perhaps as high as around 750k units.  If that speculative sum was accurate, then the Wii version is selling twice as fast as the GameCube version, despite it being almost three years late to the game.    


    Was the GameCube in that bad of shape at the time?  Or is the game really that good?  If you've got an explanation for this phenomenon, we'd love to hear it in Talkback.


    272
    TalkBack / Tony Hawk's Proving Ground Soundtrack
    « on: August 27, 2007, 07:10:28 PM »
    Not only is Activision confirming the giant track list, it's also revealing a secret character.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14307

     ACTIVISION REVEALS EPIC SOUNDTRACK for TONY HAWK'S PROVING GROUND    


    MCA of the Beastie Boys Also Unveiled as a Secret Character
       


    Santa Monica, CA - August 27, 2007 - This October, Activision, Inc.    (Nasdaq: ATVI) is bringing the sounds of skate  culture to life like never before in Tony Hawk's Proving Ground -- the  deepest, most customizable skateboarding game ever.  Featuring over 50  tracks including "The Pretender," the first single from the Foo Fighters'  forthcoming album and popular anthems from Nirvana, Bloc Party, Jurassic 5,  Slick Rick, The Rolling Stones, and many more, players will be able to  create their personal skate legacy to the songs that have fueled today's  skateboarding culture.  Additionally, MCA of the Beastie Boys makes an  appearance in the game as a secret unlockable character.    


    "Tony Hawk games are known for having incredible soundtracks and we're  really excited to have MCA, an icon of the music industry in our game as a  secret character," said Tim Riley, worldwide executive of music at  Activision.  "Tony Hawk's Proving Ground continues the tradition of great  music and provides the perfect vibe for players as they create their own  experience, no matter what kind of skater they choose to become."    


    The following songs will be featured in Tony Hawk's Proving Ground:    


    - !!! - "All My Heroes are Weirdos"
     - Airbourne -" Girls in Black"
     - Angels & Airwaves - "Secret Crowds"
     - Anglo Jackson - "Motorbike"
     - At the Gates - "Slaughter of the Soul"
     - Bad Brains - "Banned in DC"
     - Beastie Boys - "Electric Worm"
     - Blackalicious - "Your Move"
     - Bloc Party - "Version 2.0"
     - Cursed - "The Hands will Abide"
     - Cymande - "Fug"
     - Dag Nasty - "Circles"
     - Darkest Hour - "Sanctuary"
     - DJ JS-1 featuring L.I.F.E. Long & Immortal Technique - "Audio Technician"
     - El-P - "Up All Night"
     - Folk Implosion - "Natural One"
     - Foo Fighters - "The Pretender"
     - Fu Manchu - "We Must Obey"
     - Funky 4+1 - "Rappin and Rockin the House"
     - Future Pigeon - "Gift Tax"
     - Gallows - "Come Friendly Bombs"
     - Gorilla Biscuits - "Hold Your Ground"
     - Jimmy Castor Bunch - "It's Just Begun"
     - Jurassic 5 - "Radio"
     - Kittens - "Carpenter"
     - Los Abandoned - "Panic-Oh!"
     - Lyrics Born featuring KRS-One and Evidence - "Pack Up Remix"
     - Maylene and the Sons of Disaster - "Memories of the Grove"
     - Motorcity Daredevils - "Bear in the Air"
     - Nation of Ulysses - "You're My Miss Washington D.C."
     - Nirvana - "Breed"
     - Oh No feat. J. Dilla and Roc C. - "Move Part 2"
     - Paint it Black - "The New Brutality"
     - Paris - "The Devil Made Me Do It (Poach a Pig Mix)"
     - Percee P - "Throwback Rap Attack (Madlib remix)"
     - Pierce the Veil - "I'd Rather Die than Be Famous"
     - Pig Destroyer - "Loathsome"
     - Reverend Horton Heat - "Baddest of the Bad"
     - Revolution Mother - "Come On"
     - Roots Manuva - "Chin High"
     - Sayvinyl - "That's Entertainment"
     - Silversun Pickups - "Well Thought Out Twinkles"
     - Slick Rick - "Children's Story"
     - Smashing Pumpkins - "Tarantula"
     - Snapcase - "Energy Dome"
     - The Bled - "Starving Artiste"
     - The Clash - "Clash City Rockers"
     - The Cramps - "Garbage Man"
     - The Icarus Line - "Gets Paid"
     - The Kooks - "See the World"
     - The Octopus Project - "Music is Happiness"
     - The Rolling Stones - "Sympathy for the Devil"
     - The Sex Pistols - "Holidays in the Sun"
     - Twilight 22 - "Electric Kingdom"    


    Tony Hawk's Proving Ground is scheduled to be available this fall and is in  development by Neversoft Entertainment for the Xbox 360T video game and  entertainment system from Microsoft and PLAYSTATIONR3 computer entertainment  system and is rated "T" (Teen) by the ESRB.  The WiiT home video game system  and PlayStationR2 computer entertainment system versions are being developed  by Page 44 Studios and are rated "T" (Teen) by the ESRB.  The Nintendo DST  version is being developed by Vicarious Visions and is rated "E 10+  (Everyone 10 and older.    


    For more information about the game visit http://www.thpgonline.com/.


    273
    TalkBack / RE:Dragon Quest IX Delayed to 2008
    « on: August 27, 2007, 08:31:05 AM »
    I think it has something to do with the fact that Square Enix is trying to get the game on one cartridge.  I mean, I don't think this is very practical:



    *Note: Yes, this is a fake.  I made it!

    274
    TalkBack / Dragon Quest IX Delayed to 2008
    « on: August 27, 2007, 06:07:03 AM »
    The high-profile handheld RPG needs some more work done before it is unleashed to Japan.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14302

     Square Enix has announced that its highly anticipated Nintendo DS game, Dragon Quest IX, has been delayed in Japan until some time in 2008.  Originally scheduled for a late 2007 release in the country, Square Enix explained that it needs more time to improve the game's quality.  With this release date push back, it's extremely likely that North America will not see DQIX until next holiday season.    


    Dragon Quest IX will not only mark the first time the main Dragon Quest series will debut on a handheld system, but it will also be the first to have online and local LAN co-op gameplay.


    275
    TalkBack / Wii Leads Way in July NPD Sales
    « on: August 23, 2007, 01:44:20 PM »
    The DS had another strong month.  Get this, though: The Wii did even better.  Way better.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14279

     Before getting to this month's numbers, let's review the figures for last month:    


    June 2007 Hardware Sales (five weeks)
     Nintendo DS - 561k
     Wii - 382k
     PlayStation 2 - 270k
     PlayStation Portable - 230k
     Xbox 360 - 198k
     Game Boy Advance - 113k
     PlayStation 3 - 98k    


    As noted, the June 2007 sales figures encompassed a five-week period.  Now, the July NPD reporting period was only four weeks long, so it should follow that hardware sales for the month are a little less, right?    


    July 2007 Hardware Sales (four weeks)
     Wii - 425k
     Nintendo DS - 405k
     PlayStation 2 - 222k
     PlayStation Portable - 214k
     Xbox 360 - 170k
     PlayStation 3 - 159k
     Game Boy Advance - 87k
       


    For the Wii (and to a lesser extent, the PS3 due to its quasi-price drop), that thinking is dead wrong.  Not only has the Wii surpassed the sales of the Nintendo DS for the first time, it has done so with a 39% increase of week-to-week sales from the previous month.  (The PS3 doubled its sales numbers.)  This is impressive not only because of the sheer number of consoles that were sold, but also because, according to the NPD Group, July is usually one of the slower months for the video game industry.    


    Here's what's even more boggling about these Wii numbers.  No major games Wii were released in July (Mario Strikers Charged released on July 30, too late to make a difference), and the only game that could have explained this explosion—Pokémon Battle Revolution, released June 25—is nowhere to be found on the software top ten.  Only two Wii games and one DS game are on the list, in fact.  Could it be that demand for the Wii is still that high, even ten months after its launch?    


    July 2007 Software Top Ten (four weeks)
     NCAA Football 08 (360) - 397k
     Guitar Hero Encore: Rocks the 80s (PS2) - 339k
     Wii Play w/Remote (Wii) - 278k
     NCAA Football 08 (PS2) - 236k
     Mario Party 8 (Wii) - 177k
     NCAA Football 08 (PS3) -  156k
     Pokémon Diamond (DS) - 144k
     Transformers: The Game (PS2) - 143k
     Guitar Hero 2 w/Guitar (PS2) - 138k
     Guitar Hero 2 w/Guitar (360) - 108k    


    If this pace keeps up, the North American video game industry will be worth as much as $18 billion by the end of the year, says the NPD Group.


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