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Topics - Jonnyboy117

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176
TalkBack / PODCAST: Radio Free Nintendo: Episode 118
« on: October 18, 2008, 08:28:08 PM »
The RFN crew bathes in Nintendo news for an entire, full-length episode.
 http://www.nintendoworldreport.com/podcastArt.cfm?artid=16979

 Choose your tapping game!  



 Episode 118: Let's Tap and Let's Tap (Children's Chorus)    



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Subscribe via iTunes        Digg Radio Free Nintendo    


It's not every day that Nintendo announces new hardware, a storage "solution", and over a dozen cool new games.  We abandoned the traditional episode format to bring you tons and tons of news analysis from Nintendo's Fall Media Summit.  In fact, there's so much info that we had to break it up into two segments.  Hear us rant about the upgraded DSi handheld, SD card storage, Club Nintendo, Punch-Out, Sin & Punishment 2, Cave Story, GameCube remakes for Wii, and the weird new Final Fantasy Crystal Chronicles.  We're also totally in love with Let's Tap... or at least its theme song.    


Be sure to listen for next week's show, when we bring in "the other Briton" for TGS talk!    


Credits:    


This podcast was edited by James Jones.    


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


177
TalkBack / REVIEWS: Lego Batman: The Videogame
« on: October 12, 2008, 10:07:20 AM »
This simple 3D platformer is more about collecting than building.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=16970

 With no real Batman game based on this summer's blockbuster, The Dark Knight, fans of the character only have the LEGO version to satisfy their crime-fighting needs.  LEGO Batman is based more on the comics than the films, although it's hardly accurate in any case.  The story includes three different capers with the sole purpose of throwing together as many of Batman's villains as possible; the result is unintelligible and pointless.  Apparently some people really like the LEGO Star Wars and Indiana Jones games because they recreate so many scenes from those films (with goofy LEGO character models), but you won't get that kind of satisfaction here.    


The game plays like an early 3D platformer in the style of Banjo-Kazooie or Gex, with rudimentary puzzles and lots of collecting.  Almost everything you do in the game causes "studs" to spill out; they're used to unlock bonus items such as extra characters.  Combat is mindless, as you can literally just pound the attack button until enemies are dead.  The entire game is very forgiving, to the point that if you run out of health, you'll immediately respawn in the same location with zero penalty.  With no survival pressure and no strategy whatsoever required in battle, I have to question why these elements were even included.  There's no point in having a health meter or heart pick-ups if your deaths mean nothing.  There's no point in having combat if it's not fun or challenging.    


Luckily, the game has some redeeming quality in the puzzle-based level design.  You're always controlling at least two characters (Batman and Robin, or a pair of the villains) who must work together to get past obstacles.  This format should make the game work well in two-player cooperative mode, although I wasn't able to test that feature.  Each character has different abilities, although many of them are heavily repeated in the bonus characters.  Batman can double-jump and grapple up to ledges, while Robin can walk on tight-ropes and use acrobatic moves.  There are also special suits that let Batman use explosives and Robin walk through toxic waste.  Unfortunately, most of these abilities can only be used at specially-marked places.  There's usually not much thinking required as you switch back and forth between characters to pull switches and push blocks.  The simple puzzles may be satisfying for very young players, but I felt like I was just going through the motions.    


There isn't much else to say about LEGO Batman.  It's a simple, bland, but competent game for kids and no one else.  Neither the LEGO nor Batman license is used very well here, but it should be a decent introduction of the Batman universe to younger players.  There's a ton of content in the package (including a full set of levels in which you play as the villains), but it's pretty much the same thing over and over.  Less demanding players should be kept busy for a long time, while everyone else should be able to see quickly that the game doesn't have any real depth or challenge.

Pros:
       

  • Cheaper than a babysitter and will last more than one night
  •  
  • Dual-character design is mildly engaging


  •        Cons:
           
  • More a time-waster than a fun game
  •  
  • Bloated with collectables and worthless unlockable content
  •  
  • Story doesn't recreate the Batman films, TV series, or comics


  •                Graphics:  6.0
           The art style may be appealing if you like seeing familiar characters reduced to LEGO form.  Cut-scenes are presented as colorful but text-free comic panels that look good, but don't tell any sort of coherent story.  Gameplay itself is a bit too dark, even on a DS Lite, but the graphics hold up on technical terms.

                   Sound:  5.0
           There's nothing special here.  The music is surprisingly subdued, but when you do hear it, it sounds a lot like the Danny Elfman scores for Tim Burton's Batman films.

                   Control:  5.0
           Movement control is floaty but responsive.  Touch controls are infrequently used, but when they are required, they don't work very well.  I usually had to try multiple times to pick up blue blocks or detonate an explosive.  One more gripe: it's hard to make Robin land on a tight rope every time, as you have to line it up perfectly.

                          Gameplay:  6.0
           Levels are intricate patterns of switches, buttons, and character-specific ability pads.  This is the best part of the game, but the puzzles quickly become transparent and tedious.  Combat is a joke and has no business being included at all.

     


           Lastability:  7.0
           There are tons of items to collect, studs to spend, and levels to burn through.  If the game manages to hypnotize you enough, you might find yourself slogging through for quite a while.  Co-op multiplayer is probably the best way to play, but you'll need two copies and two systems, so the console versions are probably better for that purpose.

     


           Final:  5.0
           LEGO Batman is an inoffensive, mostly boring platformer for kids.  It'll keep you occupied for hours, much like the Riddler's weird devices in Batman Forever, but it would be a stretch to call the experience fun.      


    178
    TalkBack / REVIEWS: Art Style: ORBIENT
    « on: October 07, 2008, 06:29:55 PM »
    Meet the gaming equivalent of Dark Side of the Moon.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=16923

     Lest you think I'm exaggerating with the headline for this review, let's survey some of the similarities between Orbient and Pink Floyd's legendary album, Dark Side of the Moon.  Both are space-themed, obviously.  Both feature repetitive, synthesized sounds.  Both are much deeper than they first appear.  Both are challenging and take a lot of time to fully appreciate.  Both fluctuate between calm and pulse-pounding tempos.  Both evoke pseudo-hallucinatory sensations (or maybe actual hallucinations, depending on your mental state).  Both are utterly awesome.    


    In Orbient, your goal is to manipulate gravity to guide your little planet around a solar system, merging with other planets to grow larger and eventually capture a target planet.  Everything is color coded so that you can easily tell which planets are larger (can be orbited), which are the same size (can be merged with), and which are smaller (can be captured as satellites).  You have no direct control over your planet.  Instead, you navigate through the solar system by activating gravity or anti-gravity from the planets nearby.  The entire game is controlled with just two buttons – you don't need the joystick, D-pad, pointer, or motion sensors.  How your planet moves depends on where it is and what's around it; the effects of gravity are always dynamic and usually hard to predict at a glance.    


    With its unusual control scheme and focus on growing to a target size, Orbient draws easy comparisons to Katamari Damacy.  They really are similar games, although their aesthetics are totally different.  Orbient is more puzzle-like, since there are usually just enough planets to reach the desired size, whereas Katamari overloads the player with things to collect, and the challenge is learning to prioritize and stay focused.    


    The game's adherence to actual laws of orbital mechanics is admirable but likely to confound many players.  Did you know that planets move faster in lower orbits, or that you can catch a lagging satellite by moving to a higher orbit and then coming closer after a couple periods of phasing?  These principles are vital to Orbient's gameplay, but the game has no tutorial or visual indication for the vast majority of players who have never taken an aerospace engineering course.  Luckily, many of these arcane physical behaviors can be learned through trial-and-error, but the game may prove frustrating for a while before you start to grasp what's really going on.    


    The aforementioned aesthetic is a strange combination of outdated graphics and spare (but mesmerizing) music.  The overall visual design is perfectly fine - it’s simple and low-key - but that's appropriate for the game.  Not fine are the super-low-quality sprites that appear to have been blown up from their original GBA resolution.  They make Orbient look like a PC game circa Windows 95.  It's ironic that a game branded "Art Style" would have such crappy art.  Thanks to the Hubble Space Telescope, we all know that space is a beautiful place.  You wouldn't know it from looking at Orbient, though.    


    The music fares much, much better.  Each stage starts with an ultra-simple melody that will play in the background throughout.  As you collect satellites, other layers are added, and they increase in speed and complexity as your cluster expands.  The music can become so fast and complex that it resembles a Philip Glass composition.  And just when you think the next layer will be too much to handle, the sounds all merge together harmoniously.  If you manage to catch a bonus satellite (a crescent moon), the previous music ceases in favor of a peaceful lullaby.    


    Orbient also gets my vote for having the most disturbing credits sequence of all time.  It's a tiny dot growing slowly to overtake the entire screen, while the music gets louder and more frantic with no end in sight.  Think of the intermission to 2001: A Space Odyssey and you'll have the right idea.    


    It should be clear by now that Orbient is not your typical game.  The gameplay is simple but incredibly deep and addictive, and although you only need two buttons to play, there's nothing easy about navigating the cosmos.  As an artistic experience, it achieves something special despite unnecessarily low-grade visuals.  There's little else like it on Wii or any other platform, and that alone makes it worth downloading.

    Pros:
           

  • Engrossing, challenging gameplay
  •  
  • Tons of puzzle-like levels that are fun to replay
  •  
  • Trippy sound design


  •        Cons:
           
  • Low-quality graphics are distracting
  •  
  • May be initially obtuse


  •                Graphics:  3.0
           Orbient deserves some credit for a number of useful visual cues, and the overall art design is entirely appropriate.  The actual art on display, however, is terrible.

                   Sound:  9.0
           Hallucinatory, dynamic music ventures into minimalist territory.  It's weird, fascinating, and often disturbing, and it fits the game perfectly.

                   Control:  9.0
           With only two buttons required, there's nothing to screw up in terms of accuracy.  Indirect, gravity-based control is a wonderful concept, but it can be perplexing in Orbient despite some good visual indications of what is going on.

                          Gameplay:  9.0
           Simple yet surprisingly deep, the concept endures through dozens of increasingly tricky levels.  There's even a layer of high score strategy above and beyond the basic goal of getting to the next level.

     


           Lastability:  8.0
           There are plenty of levels, though some have to be unlocked.  The optional challenge of capturing the moon provides a nice incentive to try each level at least twice.

     


           Final:  9.0
           Orbient is a unique experience and, moreover, it's a brilliant and fun game.      


    179
    TalkBack / PODCAST: Radio Free Nintendo: Episode 117
    « on: October 06, 2008, 05:05:40 PM »
    Yet another ridiculous technical problem claims much of the show, but you still get a preview of our most anticipated fall games for Wii and DS.
     http://www.nintendoworldreport.com/podcastArt.cfm?artid=16894

     I don't want to talk about it.  



     Episode 117: Podcasting is Hard    



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    Subscribe via iTunes        Digg Radio Free Nintendo    


    The bad news is that we recorded awesome New Business, DLC Mondays, and Listener Mail segments that are both lost to the void.  On the bright side, the past couple of episodes have been under an hour!  At least some of our really long-time listeners may appreciate that.    


    As we continue to learn some hard lessons about just exactly what can go wrong with producing a podcast, please enjoy this abbreviated episode in which we nevertheless manage to talk about twelve hot new games coming later this year.    


    This was to be our first week of regular, weekly Listener Mail segments.  They'll be shorter but more consistent, and in order to pull that off, we need your feedback, comments, and questions.  What did we leave off our fall preview?  What do you think of Nintendo's media summit announcements?  Can you teach us to quit losing audio files?  Please write to us.  You know the address.    


    Credits:    


    This podcast (or what's left of it) was edited by James Jones.    


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


    180
    TalkBack / REVIEWS: Dragon Quest IV DS
    « on: October 04, 2008, 08:07:00 PM »
    Square Enix's latest RPG remake is a charming relic.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=16864

     Fans of the Dragon Quest series always know what they're getting – there's very little gameplay variation from one game to the next, and story has never been the franchise's strong point, so it's more about having a new world to explore.  As with equally stubborn series like Mega Man and Pokemon, the appeal is less about what's new and more about what's old and familiar.  Or, to put it another way: Dragon Quest IV is an old game built on nostalgia for an even older game that has been remade for new hardware but still feels very old in spirit and design.  This could either be a major turn-off or glowing recommendation, depending on your point of view.    


    The good news for fans is that DQIV hits all the notes you expect.  The adventure is very long and generally satisfying.  The DS version features attractive 3D environments and a rotating camera, made all the more impressive by spanning both screens.  All of the classic monster designs are intact, and they are brought to life with excellent animations during battle.  If all you want is a shiny, portable rendition of the well-worn Dragon Quest memes, this production delivers.  Like the pre-reboot James Bond films, you know exactly what to expect, and you'll be mildly satisfied as each one of the boxes is checked off.    


    For players with less nostalgia and more curiosity about this legendary series, it's worth turning a more critical eye towards this edition.  The relatively snazzy new graphics and resampled music do more to spotlight the archaic gameplay than they do to bring Dragon Quest IV up to modern standards of presentation.  Again, this is not necessarily a bad thing for fans of the series or similar RPGs of the era.  Where the game does start to look crusty in an unquestionably negative way is when you compare it to Final Fantasy IV.  Both were originally released around the same time (though on different systems), and both are now available in revamped forms on the DS.  Having now played through these games back to back, it's abundantly clear that the revolutionary aspects of FFIV have aged far better than the conservative approach of DQIV.    


    That's not so say that the latter is totally predictable.  It features an unusual structure in which you play as several supporting characters before finally taking over as the main hero (or heroine) of the story, which happens 15-20 hours into the game.  Although their paths don't intertwine much through these chapters, the approach is effective in providing more background narrative for support characters who would be reduced to stereotypes in most other RPGs.  Unfortunately, DQIV's story is so simple that the characters are presented as stereotypes anyway; the opportunity to break new ground (either in the original script or this new translation) is completely wasted.  The other regrettable consequence of the prologue chapters is that each one has you starting at level one with the same junk equipment.  Just when the tomboy princess or ambitious merchant starts to develop unique abilities and find cool weapons, the chapter ends and you have to start over again with someone else.  By the time you finally get to play as the main character, you'll already be sick of fighting slimes with oaken clubs because you've been doing it for the past dozen or so hours with every other playable character.    


    Both in the early chapters and throughout the game, Dragon Quest IV requires heavy grinding for experience points and gold.  There's little strategy required even against bosses, so the game never enters the same realm of difficulty as Final Fantasy IV; you just have to invest enough time and purchase equipment wisely.  Thus, the game is never truly frustrating, making it a good choice for inexperienced RPG players or any gamer looking for a more laid-back quest.  On the other hand, the grind for stronger characters may prove insufferable to players who don't have the patience to spend an hour or more getting ready for the next dungeon.  Grinding is an element that always comes down to personal preference; I find it weirdly fulfilling, but I also understand why many people can't stand it.  Just be aware that DQIV relies heavily on grinding, much more so than FFIV or even the more recent Dragon Quest VIII on PlayStation 2.    


    Ultimately, Dragon Quest IV is so steeped in retro gaming culture that it's bound to be polarizing.  While it is certainly a well-made game in the traditional Japanese RPG mold, I can't recommend it to everyone.  Hopefully, you've learned enough in this review to decide whether it's right for you.  If it is, you'll find dozens of hours of entertainment and a continuous drip of nostalgia to make DQIV worthwhile.

    Pros:
           

  • Solid, traditional RPG gameplay
  •  
  • Updated graphics and music
  •  
  • Big world with lots to explore


  •        Cons:
           
  • Forgettable story
  •  
  • Requires heavy grinding
  •  
  • Character dialects are hard to read


  •                Graphics:  9.0
           Other than some occasional slowdown when too many characters are displayed at once, the visual presentation is impeccable.  Characters are distinctive, the 3D environments look great on both screens, and even the 2D world map looks decent.

                   Sound:  8.0
           The soundtrack and sound effects are classic Dragon Quest fare, but the string-heavy world map music isn't the standard track, and it feels a bit out of place.

                   Control:  8.0
           Controls are simple and effective, with a couple of odd caveats.  There is no touch screen support whatsoever, not even for battle menus.  The camera can be rotated in towns and towers, but for no apparent reason, it cannot be adjusted in caves or on the world map.

                          Gameplay:  7.0
           As RPGs go, this one is pretty simple.  There isn't much strategy to the battles except to grind patiently in preparation for difficult areas and bosses.  The exploration aspects are more intriguing; most towers and caves are small but interesting.

     


           Lastability:  9.0
           This is a very long game that can last for 50+ hours.  Just keep in mind that a large portion of that will be spent building levels and earning gold.

     


           Final:  8.0
           Nostalgic RPG fans should find Dragon Quest IV to be a high-quality, engaging example of the genre.  It's not the greatest adventure around, nor even the best in its own series, but it will keep your DS happy for several weeks.      


    181
    TalkBack / REVIEWS: Wario Land: Shake It!
    « on: October 02, 2008, 12:22:12 PM »
    Mario's antithesis is back with yet another fantastic 2D platformer.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=16839

     I've been a fan of this series ever since the colorized version of Wario Land 2 became my first purchase for Game Boy Color.  At their best, the Wario Land games epitomize dense, puzzle-based level design with a light-hearted style that is distinct from their Super Mario cousins.  Shake It is the first new entry since Wario Land 4, a mildly disappointing Game Boy Advance sequel.  In fact, Shake It is most similar to WL4, but it solves most of that game's problems and feels like a superior experience overall.    


    The story is irrelevant, so I won't bother describing it.  In most stages, Wario's goal is to reach the end, rescue a floating elf, and then race back to the entrance before time runs out.  This structure has an interesting influence on the level designs, as they must accommodate a leisurely exploration on the front end and a frantic race against time on the back end.  Usually, there's some clever way to prepare the escape route that will let you get back faster and/or reach a tricky treasure chest that is only available while escaping.  The timed portion is hardly ever frustrating, because the time limit is generous, and there's always a checkpoint at the end of the level in case you do run out of time and need to try again.    


    The best aspect of Shake It's levels are how they incorporate puzzles that are solved with Wario's standard set of moves.  Quite a few secrets involve using the enemies as tools, either by jumping on them at the right moment or throwing them into blocks high above.  Most stages also have contraptions that make Wario run very fast until he hits a wall; while running, the controls and Wario's abilities are quite different.  Learning to control him while sliding around at this higher speed is challenging but heavily rewarded by the level designs.  Finally, in a nod to earlier Wario Land games, there are also fire and snow transformations for Wario, though they don't happen very often.    


    Aside from its excellent level layouts, Shake It's best assets are the wacky, diverse soundtrack and the drop-dead gorgeous 2D visuals.  The music is truly a delight, as every stage has two different songs – one for the exploration phase, and another for the escape.  Songs span numerous genres, including funk, jazz, rock, and even cheesy 80’s-style synth-pop.  One of my favorites is a sparse, beautiful piano piece that plays during one stage's escape phase – the effect is oddly unsettling.  You can unlock all these songs by completing each level's challenges, which are exactly like Xbox 360 Achievements.  The challenges are completely optional of course, but you may want to seriously pursue a few of them in order to get a particularly beloved song.    


    The game's artwork and animation require special commendation.  This is one of the best-looking 2D games ever created.  Each level has distinct art, including a unique background that does not simply repeat as you scroll by.  Sprites are crisp and colorful, reflecting the Wario Land style that has always been a little different from the Super Mario games.  But as nice as the art may be, animation is the real star here.  You've probably never seen 2D characters animate this well in a video game.  The combination of clarity and fluidity make Wario the best-looking ugly character around.    


    I had some trepidation regarding the shaking in this game, but the motion controls end up playing a smaller role than the title would indicate.  Shaking is a tacked-on mechanic, but it's not really a chore because you don't need to do it too much.  It also helps to realize that you can shake the Wii Remote very gently and still get the same result.  Tilting to aim throws and control vehicles works beautifully, and all the conventional controls are very smooth.  I sometimes had trouble getting the butt stomp to activate, though.    


    Finally, no discussion of Shake It would be complete without addressing the game's longevity.  Many gamers have a hard time reconciling the old-fashioned 2D platformer genre with a modern, full-priced Wii game.  Putting aside any prejudices about the type of game it is, Wario Land is a medium-length game that can be traversed in 5-10 hours.  If your intention is to play straight through and see the credits roll, you may be better off renting it.    


    However, fans of the Wario Land series know that it's really all about exploration and discovering all the fun secrets.  Shake It has quite a few secret levels that become easier to access after beating the final boss, and these levels are larger and more challenging than the normal ones.  You can also go back to completed levels and play them again to find more treasures.  Far from being a simple scavenger hunt, the optional quest to find all the treasures is actually the key to experiencing the best puzzles in the game.  If you don't spend the time to try some of these secret levels and treasure hunts, you'll miss a significant chunk of the game's content.  If you do pursue the secret levels and treasures, the game's value increases dramatically, and purchasing it becomes a much better proposition.    


    Either way, fans of 2D platforming (Nintendo's bread and butter of yore) should not miss this game.  Wario Land: Shake It is a compassionate and hugely entertaining throwback to a classic kind of game that isn't often released these days.

    Pros:
           

  • Stunning graphics and great music
  •  
  • Puzzle-based level designs
  •  
  • Tons of secrets worth finding


  •        Cons:
           
  • Shaking is a cheap gimmick
  •  
  • No farting!


  •                Graphics: 10.0
           This is the best-looking 2D game to ever appear on a Nintendo console.

                   Sound:  9.0
           A couple of songs can be annoying, but most of the soundtrack is fantastic.  It's nice to hear some types of music that aren't often used in games.  Wario's voice is starting to sound more like StrongBad.

                   Control:  8.0
           The movement and attack controls work almost perfectly, and they have to with some of the nastier puzzles.  Shaking is silly but not really a big deal.

                          Gameplay:  9.0
           Classic and clever, Wario's latest adventure is full of great platforming, tricky puzzles, and memorable boss battles.  A handful of really fun submarine levels help to break up the routine.

     


           Lastability:  7.0
           Although this isn't a vast game, the levels are large and dense, with more than one good reason to play through them again.  The secret levels are well worth searching out after you beat the main quest.

     


           Final:  9.0
           Hardly revolutionary nor even innovative, Wario Land: Shake It is instead a highly refined form of a purely entertaining genre that is often ignored these days.  Don't ignore this one, as it's one of the best platformers around, modern or otherwise.      


    182
    TalkBack / PODCAST: Radio Free Nintendo: Episode 116
    « on: October 02, 2008, 02:00:00 AM »
    This half-length episode needs to suffice for two weeks' worth of podcasts.  Luckily, we have Bonnie Ruberg and Evan to make it special.
     http://www.nintendoworldreport.com/podcastArt.cfm?artid=16733

     "So Bonnie, what do all girls think about X?"  



     Episode 116: Broken Promises    



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    This is a very unusual episode for a couple of reasons.  First, we are pleased to welcome Bonnie Ruberg to RFN as a special guest.  A former contributor to Nintendo World Report, Bonnie now freelances for The Village Voice, The Onion, and even Playboy.  Her blog, Heroine Sheik, showcases the intersection of gaming with sex and gender issues.  Bonnie also holds two dubious honors: she is the first-ever female guest on the podcast (it only took two years!), and she appears on the first episode in quite a while that we nearly lost to technical difficulties.    


    In fact, we did lose the second half of the show, in which Bonnie led us through a fascinating and surprisingly somber discussion of sexuality in games.  We talked about past and present games with sex scenes or allusions to sex, and we also pondered whether games can evolve into a sophisticated storytelling medium with the current stigmas and policies against sex.  Unfortunately, you'll never get to hear this great feature discussion because part of the audio was permanently lost.  It's nobody's fault (well, maybe Steve Jobs), but it's a damn shame.    


    While deciding what could be done with the remaining New Business segment from Bonnie's show, we moved on with our regular schedule for the following episode.  Evan Burchfield, RFN co-founder and jeweler to the stars, joined us after a long absence from the show.  Sadly, misfortune struck again when Jonny's Internet went down after only a few minutes of recording.  We decided to abandon this week's episode and start fresh next time, but there was one bit worth preserving: a Chibi-Robo retrospective between Evan and Jonny, as requested by DAaaMan64 - (Winner of the Most Terrible Username Award) from the forums.  Sadly, even this discussion was lost to technical problems, as Evan's audio was recorded at such a high speed that James couldn't slow it down for synchronization.  Instead, you'll hear a few comments from Evan at Chipmunk Speed, just for laughs.    


    We'll be back next week with a real, full-length episode.  Until then, enjoy this Frankenstein-esque stopgap.    


    Credits:    


    This podcast was edited by James Jones.    


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


    183
    TalkBack / Welcome to the Bit Generation… on WiiWare
    « on: September 29, 2008, 11:47:49 AM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=16753

      Regular readers will know that we have been critical of Nintendo's WiiWare support.  Before today, their only releases were a bland port of Dr. Mario and the mostly useless Pokemon Ranch… and neither was developed in-house.  With no more WiiWare games announced, we didn't expect any first-party downloadable titles until at least 2009.    


    That outlook changed in a big way with today's release of Orbient.  It's an expanded remake of Orbital, one of the Bit Generation games released only in Japan for Game Boy Advance.  Bit Generation was a series of six simple, stylish games designed to launch with the fashionable Game Boy Micro, though they played on all GBA and DS systems.  Skip (creators of Chibi-Robo and Captain Rainbow) developed five of the games, while the sixth came from Q-Games, now well known for their PixelJunk brand on PS3.  Many Nintendo fans longed for a worldwide release of the Bit Generation series, and it seems we may finally be getting it, albeit it in a completely unexpected way.    


    Along with the out-of-nowhere release of Orbient on WiiWare, with extra levels and a price of only $6, Nintendo has also created a new sub-brand called Art Style.  For now, I can only assume this is a rebranding of Bit Generation, although there may be some brand new games planned for the series.  With two more Art Style games headed for WiiWare in October alone, chances are good that we'll see even more of the "lost" Bit Generations games on our TV screens this year.    


    I just want to say to Nintendo: good job on delivering a fantastic surprise to your "hardcore" American audience.  The irony is that Bit Generation titles are mostly casual-oriented, but the origin of these games and their bizarre gameplay ideas will not go unnoticed by your long-standing fan base.  Keep 'em coming, and I'll keep downloading.


    184
    Nintendo Gaming / DQIV Thread of Shame on You for Not Starting One Already
    « on: September 23, 2008, 02:17:35 AM »
    Been playing Dragon Quest IV for review since Sunday, but there's a long way to go.  Contrary to common belief, this game was indeed released in English on NES... but it was extremely rare, so not many people got to play it.  I was one of the lucky few, as a friend of mine let me borrow her copy.  I don't remember a lot about the story except for the AWESOME chapter with Torneko.  He's a fledgling merchant, and the goal of his chapter is to open a store and make a certain amount of money.  The best way to get items for selling in the store is to go fight monsters and win items in battle.  That whole part of the game has a special charm and is truly unique among RPGs.  It was so popular in Japan that Torneko became a fan favorite and eventually got his own game... but it was a Mystery Dungeon title.  :-(

    Anyway, DQIV is of course very similar to DQ8 on PS2, which all of you should play immediately if you haven't already.  Or maybe you should play DQIV first, then DQ8.  If this is your first Dragon Quest, have no fear!  It's not terribly hard, and there is so much to love.  The gameplay is quite similar to Final Fantasy, but the tone of the story and art style are much more playful.  WARNING: You do have to grind for levels and money.  It's just a part of the series.  I love it, others hate it, so bear that in mind.  For me, grinding has an addictive quality; I don't mind it at all as long as the characters are visibly improving and I feel that I'm making good progress towards buying some cool equipment.  That's the great thing about Dragon Quest: the games always put new weapons and armor just out of reach, so you know they can be yours with just a little more effort.  And they make a huge difference in battle, so they're totally worth it.

    185
    TalkBack / REVIEWS: Lock's Quest
    « on: September 21, 2008, 07:28:55 AM »
    Unusual gameplay and impressive presentation drive this original game, but some pacing and control problems keep it from greatness.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=16716

     Lock's Quest is something you don't see every day on the Nintendo DS: a non-licensed, non-sequel game with polish.  It takes place in a world where a mysterious substance called "Source" is used by a talented guild of "Archineers" to build structures and weapons.  Lord Agony is an evil archineer, hell-bent on conquering the kingdom.  Lock is a young archineer with a mysterious past who joins the fight against Lord Agony, but he gradually learns that the war is more nuanced than it seems.  The original story is told through standard dialogue scenes (which cannot be skipped) and attractive movies that look similar to the opening cinema for Wind Waker.    


    There's nothing quite like the gameplay in Lock's Quest, but it draws inspiration from the tower defense genre as well as classic strategy games like Rampart.  There's also quite a lot of action, albeit the indirect kind.  A typical round of gameplay is divided into build and battle phases.  In building mode, your character disappears, leaving an empty battle field and a grid on which to place structures.  The goal is usually to defend some key item or character, but you only have a couple of minutes to get everything in place.  Walls, turrets, and traps are placed onto the grid with the stylus, and there are tools for rotating and removing structures.  Turrets become stronger if placed next to walls, and there are also helper units that can increase range, automatically repair, etc.  There are a few broad strategies possible, but you'll probably find an effective plan and stick with it through the entire game, since enemy patterns are so predictable.  There’s a time limit that’s unnecessary and occasionally troublesome, since the finicky "snap-to" controls don't always make it easy to set up your defensive perimeter.    


    In the battle phase, you move Lock around the map by tapping on the spot where he should go.  He doesn't have a weapon, but Lock can still attack enemies as you tap on them.  Special attacks allow him to inflict status effects on enemies if you correctly solve a mini-game on the touch screen.  Lock can also repair structures during the battle phase, but if a turret or wall is completely destroyed, it can't be rebuilt until the next build phase.  As Lock attacks and repairs, the super attack meter fills up, and these powerful abilities can turn the tide of battle once unleashed.    


    Since most of the game takes place during the battle phase, the problematic touch screen controls are worth further analysis.  The path-finding works well… until enemies show up.  A somewhat more direct method is to hold the stylus in the direction you want Lock to move; he'll get stuck on obstacles, but at least you can move around them more quickly.  It's too bad the developers didn't include some option for direct control, as neither stylus input method works perfectly.  Combat itself can also be frustrating, as Lock will sometimes just walk up next to an enemy rather than start attacking it.  Enemy sprites stack on top of each other when they crowd together, so it's impossible to tell which one Lock will actually attack.  Even repairing walls could use some improvement, because there's no obvious visual cue to show whether Lock is repairing the correct structure, and sometimes he just walks behind a turret instead of fixing it.    


    The game makes a strong first impression with its wonderful sprite graphics.  The characters and environments are detailed and expressive, with great animation and a clean, colorful look.  The music is also very nice, particularly during story scenes, but the battle song grows tiresome over the course of the game.    


    Unfortunately, the gameplay suffers the same decline.  Lock's Quest has some of the worst pacing I've seen in a long time.  The story takes forever to build momentum, and I found myself forgetting characters by the time they re-entered the plot.  It's a real shame, because the characters are compelling, and the story becomes truly fascinating around its half-way point.  It just takes way too long to get there.  By the time the story grabbed me, I was already sick of building and battling.  That is largely due to the fact that each map hosts four or five consecutive rounds of build/battle.  It makes sense that enemies would attack in waves, and that Lock would want to shore up the defenses between those waves.  My complaint is the lack of variation in these waves; it feels like you have to fight each battle over and over.  I don't know if this pattern is an honest attempt at adjusting the strategy gameplay, or a cynical attempt to stretch out the adventure with repetitive filler content, but either way, it's a tempo disaster.    


    The truly sad part is that Lock's Quest is just a few design tweaks away from being a fantastic game.  All the ingredients are here, but the overzealous chefs at 5th Cell screwed up the recipe.  Yields: about five hours of play before all but the most patient gamers will get bored.  (Reviewer's note: I played for much longer than that, against my better judgment.)  There's a cool story to be revealed if you can force yourself to keep going.  Lock's Quest is certainly not a bad game, but it’s definitely disappointing in light of all its great assets and originality.

    Pros:
           

  • Great visuals and music
  •  
  • Interesting strategy/action hybrid
  •  
  • Original setting and compelling story


  •        Cons:
           
  • Every level must be replayed five times in a row
  •  
  • Story develops too slowly; hard to stay interested
  •  
  • Serious control flaws in battle mode


  •                Graphics:  8.0
           Fantastic artwork and animation make this one fine-looking game.  The isometric view causes some minor perspective problems, as you might expect, particularly since you can't rotate the camera.

                   Sound:  8.0
           High-quality music is an unexpected but welcome element.  The main battle song is just as good as the others, but you hear it way too often.  Useful sound effects let you know when a goon has gotten past your defenses or when a turret is being auto-repaired by another unit.

                   Control:  6.0
           The D-pad is used to pan around during build mode, but otherwise, this is a stylus-only game.  That's fine, but character movement is too unpredictable.  It's often hard to select the right wall or enemy in a crowded battle, and Lock has a nasty habit of getting stuck on objects that he should be able to walk around.

                          Gameplay:  6.0
           Both the strategy and action components are fundamentally sound and even satisfying, but the repetitive levels and sluggish pacing make playing the game feel like a chore.  It's best experienced in very short bursts.

     


           Lastability:  7.0
           The game is definitely long, but that's largely because it is padded with so many repeated battles.  There is a harder difficulty level for true fans, and a two-player mode is available if a friend also owns the game.  Multiplayer adds the twist of not only building your defenses but also sending an army of clockwork soldiers to attack the opponent.

     


           Final:  7.0
           Lock's Quest is an attractive, interesting, but significantly flawed game.  I would love to see a sequel with more variety and better pacing.      


    186
    TalkBack / REVIEWS: Groovin' Blocks
    « on: September 19, 2008, 02:08:17 AM »
    Fans of Lumines and Meteos will appreciate the subtle and addictive design of Groovin' Blocks, the first must-own WiiWare title.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=16702

     Everyone knows that the best action-puzzle games, like Tetris, connect with something deep in your brain tissue.  They are so simple that you barely have to think, yet so satisfying that you can't stop playing.  These are games that make you zone out, entering into something like a Zen state of consciousness.  You probably wouldn't expect puzzle gaming's "holy grail" to be found on WiiWare, at least outside Hudson's upcoming version of Tetris.  And yet here is Groovin' Blocks, a brilliant little game that combines falling blocks and hard-hitting beats for something fresh and totally mesmerizing.    


    The core gameplay is instantly familiar – colored blocks fall from the top, and you try to shuffle the colors and place the pieces so that three or more same-colored blocks will match up and disappear.  There are a couple of minor tweaks worth mentioning.  First, clearing blocks is "contagious", meaning that adjacent blocks of the same color (but not in the matching set) will also be zapped away.  Second, there are power-up blocks with useful effects like slowing down falling blocks, shifting the colors of nearby blocks, and destroying nearby blocks.    


    What sets Groovin' Blocks apart is the integration of rhythm into the gameplay.  Every level is set to a different techno song, meaning there is a finite end once the song is over.  This effectively breaks up the game into short bursts (usually three to five minutes long), which is nice for quick sessions.    


    The point of having these driving techno songs is to provide a heavy beat that sets the tempo of gameplay.  As with Tetris and other puzzle games, you can press down on the D-pad to immediately drop a block into place.  If you drop blocks on the beat of the music, they'll be worth more points and will eventually build up a score multiplier.  It's a simple little addition that feels natural but adds a lot of depth to how you play.  Don't be embarrassed to nod your head or tap your foot while playing… those are legitimate strategies for high scores!  For those of us with no innate sense of rhythm, there's also a visual indicator of the beats, so you can just rely on hand-eye coordination and good timing.  If even that is too hard, you can always ignore the music and play Groovin' Blocks like any other puzzle game.  There's no penalty for doing so; you just won't score as many points or activate the power-up blocks.    


    What's impressive about the rhythm element is that it is so smoothly integrated with the rest of the game.  It never feels like you're playing two games at once.  What could have been a distraction instead actually helps you slide into that groovy state of mind and play the game even better.  When everything finally clicks in your brain, Groovin' Blocks is on par with some of the best puzzle games ever made.    


    Where it may not quite reside in that pantheon is in terms of longevity.  The game's design relies on different songs to provide variety, but the track list is slightly shorter than I would have liked.  Still, the amount of music packed into the game is very respectable for a downloadable game.  Moreover, each song can be replayed to get higher scores, which is encouraged by the unlockable content structure.  New songs and upgraded power-ups are revealed by ranking highly on each level.  The "Casual" tier is easy to open up, but the two other tiers are significantly harder and include a couple of extra songs not available on Casual.    


    Other features include a standard versus mode for two players and a more unusual cooperative mode, in which you bothplace blocks on the same field.  It's fun and hectic but also unfulfilling, since the game doesn't record your cooperative score or ranking.  The lack of any kind of high score table or online leader board is also mildly disappointing.    


    Groovin' Blocks is one of those games that can be hard to explain, but it is easy to pick up and understand once you play it.  It's special among WiiWare games for being such a well-rounded, complete package and for avoiding common gimmicks like misplaced motion control and garish Mii integration.  This game could easily be released on Xbox Live Arcade and PlayStation Network, and it probably will be in the future.  That's certainly no reason to avoid it on WiiWare, as this is easily one of the most polished games on the service and also happens to be a great value at a relatively low price.  With its broad appeal, simple gameplay, and addictive nature, Groovin' Blocks should be occupying a couple hundred memory blocks on everyone's Wii.

    Pros:
           

  • Simple, yet deep and challenging
  •  
  • Addictive and mesmerizing
  •  
  • Great techno music


  •        Cons:
           
  • No leader boards or co-op scorekeeping


  •                Graphics:  7.0
           Clean and simple, but that's a good thing here.  One minor gripe is that the playing field is slightly oblique, which can sometimes cause confusion about which column the falling blocks are in.  The problem is most pronounced in competitive multiplayer, since the fields are smaller and off to the side.  The color-blind mode is an admirable feature.

                   Sound: 10.0
           Over a dozen catchy techno tracks not only sound great, but also strongly affect how the game is played.  The later songs are more complex, and thus more challenging.  Even non-fans of electronic music will probably enjoy this soundtrack.

                   Control:  9.0
           No frills, no problems.  You can play with the Classic Controller, but the Wii Remote (held sideways) is totally sufficient.

                          Gameplay:  9.0
           The game sounds complicated, but it’s actually very simple.  The focus on rhythm works so well in a puzzle game context that it's a wonder this game wasn't made long ago.  Everything just feels right, and the game is undeniably addictive.

     


           Lastability:  8.0
           Groovin' Blocks isn't quite as timeless as something like Tetris, but it comes close.  The only limiting factor is the soundtrack, which is finite despite an impressive array of songs.  Some method to compare scores with your friends, even locally, would have pushed the longevity to another level.

     


           Final:  8.5
           Groovin' Blocks won't change your life or keep you up late at night, but it is a highly competent, uncommonly original take on a well-worn genre and is absolutely worth downloading.      


    187
    TalkBack / Praise for the Wii Menu
    « on: September 17, 2008, 01:08:39 AM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=16696

      I've been a vocal critic of the functionality of the Wii Menu system and its associated channels.  The menu itself is a bit slow, useful features are buried too many layers deep, and many of the channels are nigh pointless.  But stepping outside my engineer's instincts, I can appreciate the care put into designing the whole interface.    


    Firstly, Nintendo wrote some very catchy, very enjoyable music for their system.  I can get excited for new channels just because I want to hear the accompanying music.  My favorite has to be the Shop Channel music, but Everybody Votes also sounds fantastic.    


    In terms of control, the Wii Menu shows other developers how to design good menus for the Wii Remote.  Buttons are large, the pointer accurately responds to twisting, and the very subtle rumble effect lets you know when you've passed over a button.  In all seriousness, a blind person could probably navigate these menus with minimal trial and error.    


    I also love all the weird little touches found in the channels.  Most people know about the News Channel's cat and the delightful download progress indicator in the Shop Channel.  If you've downloaded enough games, you might have seen Fire Mario collecting the coins.  (You can press a button to throw fireballs!)  Just today, I was shocked to witness a download animation that I've never seen before.  Mario and Luigi both swam across the screen while the famous water world music from Super Mario Bros. played in the background.  Maybe this scene was triggered by the unusual case of there being two Remotes connected when I downloaded the game?  Regardless, I was pleasantly shocked to see something new on a channel that I've been using weekly for almost two years.    


    My point is that Nintendo deserves some credit for going above and beyond with the aesthetics of their system menus and utility channels.  I think you can take Microsoft's upcoming redesign of the Xbox 360 dashboard as a nod to the success of Wii and its user-friendly interface.  Now if only Nintendo would make the menus faster and more useful...


    188
    TalkBack / PODCAST: Radio Free Nintendo: Episode 115
    « on: September 15, 2008, 02:59:25 PM »
    We throw out the rules and say whatever we want about Cho Aniki, Caligula, and other deranged topics.
     http://www.nintendoworldreport.com/podcastArt.cfm?artid=16676

     I need you like a hole in the head.  



     Episode 115: The Freewheelin' RFN    


     
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    When a special guest canceled at the last minute, Jonny was left with no real plan for this episode.  What ensues is a 90-minute, rambling conversation about anything and everything.  We leisurely navigate in and out of New Business, interspersing the usual gaming chat with football, movies, and more.    


    With Cho Aniki just released on Virtual Console, Lindy reprises our infamous joking about the legendary kuso-ge ("**** game").  For once, we even talk about the new WiiWare title -- Groovin' Blocks.  But there's plenty of non-game discussion too, so we hope you enjoy this look into our disturbed minds.    


    Credits:    


    This podcast was edited by James Jones.    


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


    189
    TalkBack / PODCAST: Radio Free Nintendo: Episode 114
    « on: September 08, 2008, 02:00:00 AM »
    Greg is back for Listener Mail, in which we decide who lives and who dies among Nintendo's franchises.
     http://www.nintendoworldreport.com/podcastArt.cfm?artid=16659

     We are become death.  



     Episode 114: Gaming Eugenics    


     
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    Everybody's back this week, and we're mostly pretty damn happy about everything in Nintendo land.  New Business includes games such as: Bangai-O Spirits, Super Mario Galaxy, No More Heroes, Ys Book I&II, and Assassin's Creed.  We're also all checking out Super Mario RPG on Virtual Console.    


    In a large pile of your Listener Mail, we start with a contentious argument over how we'd wield the power of life and death over Nintendo's franchises.  A couple of listeners sent us very informative corrections on statements we've made in past episodes.  The segment wraps with questions about how to endure Nintendo's famous game droughts and whether Wii MotionPlus can improve z-axis motions.    


    Credits:    


    This podcast was edited by James Jones.    


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


    190
    TalkBack / PREVIEWS: Puzzle Quest: Galactrix
    « on: September 07, 2008, 08:59:35 AM »
    Trade in your wyvern mount for a fleet of spaceships in this genre-mashing sequel.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=16662

     The original Puzzle Quest: Challenge of the Warlords became a huge sleeper hit through word of mouth and heavy promotion at sites like Penny Arcade.  The sequel is a major departure in several ways, but Galactrix, like any other follow-up, aims to capture the same magic and improve on a number of features.  It was shown running on the PC at E3 2008, but the upcoming DS version should be essentially the same.    


    Galactrix is being developed by the same core team who created the original, but they don’t consider it to be a direct sequel because it doesn't continue the story from Challenge of the Warlords.  Instead, it goes into science-fiction territory, and the battles now take place between huge spaceships rather than between wizards or knights.  You control a single pilot but can have up to three ships, each customized differently.  The pilot and each ship gain experience levels independently, so the RPG elements are quite a bit deeper in this game.    


    Other than the new setting, the biggest change is in the shape of the puzzle board.  The original game was based on Bejeweled, so new pieces always fell from the top of the screen.  In Galactrix, the board is hexagonal, and new pieces can enter from any of the six sides.  The direction they enter is the same as the direction you moved a piece to create a match.  It's definitely a more complex mechanic, but it's not too difficult to understand once you play the game for a few minutes.  The game was still being balanced at E3, but the studio is planning to make four-of-a-kind matches less powerful (or less common) than in the last game, so the battles can't become one-sided with one player taking several turns in a row.    


    The map screen works much differently in Galactrix.  You can send your ship to many different star systems, and each one has numerous destinations within.  Your ship can move freely around the map, not just node-to-node, and enemies will pursue freely as well.  Each destination node contains multiple events and functions, so you can shop for new lasers, battle the local warlord, and accept a long-term mission all from one location.  The game's money system is strikingly complex, as you'll have to exchange your currency for the local flavor as you move around the galaxy.    


    In fact, "deeper and more complex" seems to be the mantra behind the game's design.  The result is a bold sequel that should offer a very different experience but may be less accessible than Challenge of the Warlords.  One thing we do know about the DS version is that it will feature local wireless play (multi-card) but no online mode.  We may have to wait for next year's cowboy-themed variation* for that particular feature.    


    *Silly conjecture, but not a bad idea, eh?


    191
    TalkBack / PREVIEWS: Korg DS-10
    « on: September 07, 2008, 08:23:10 AM »
    It's time to upgrade your Electroplankton DJ setup.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=16661

     Just to be perfectly clear at the outset: Korg DS-10 is not a music/rhythm game.  It's not a game at all.  And it's not meant to be a light-hearted virtual toy like Wii Music, either.  This software turns your Nintendo DS into a truly legitimate electronic synthesizer with extensive features found on significantly more expensive equipment.  If you've never used a real synthesizer, the Korg DS-10 can be rather intimidating due to its professional capabilities.    


    Korg has developed this product with the goal that a DJ could take it to any dance club and do just about anything that he could do with a real synthesizer.  On the other hand, there are some tools for the electronic composer, too.  You can save up to eighteen songs, each one containing up to sixteen patterns with very long loops, so that adds up to hours of your own unique creations.  The tools are designed to be easy to use with the DS touch screen but offer essentially the same depth of control as real synthesizer hardware.  There's a sequencer, keyboard, KAOSS pad, and a drum machine with pads you can tap with the stylus.  You can even patch the components into a customized rig by dragging the cables on the touch screen.    


    We've seen no indication that Korg DS-10 will teach you how to create music or how to get the most out of its impressive feature set.  This is an advanced tool geared towards users who are already familiar with the real hardware.  The combination of portability and drastically lower price will likely make the Korg DS-10 an amazing value and versatile tool for electronic musicians.


    192
    TalkBack / Updates for Nintendo Channel
    « on: September 01, 2008, 07:31:13 PM »
    If you haven't checked out the Nintendo Channel lately, you might want to see what was added this week.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16623

     Nintendo's promotional video channel was launched earlier this year in North America, but the weekly updates since then have mostly consisted of celebrities playing Wii Fit and Mario Kart Wii.  The DS demo section, tucked away in a menu, rotates through the same old third-party demos, while Nintendo stalwarts like Brain Age 2 and Crosswords DS are always available.  For many users, the preview videos of new WiiWare titles may be the only reason to visit each week.    


    Nintendo may be changing that with this week's updates to the Nintendo Channel.  There are two new DS demos: Mystery Case Files: MillionHeir and Spore Creatures.  This in itself would be an unusually good update to the channel, but Nintendo is actually advertising the new demos in the titles of gameplay trailers that accompany these games.  You still need to click the "Find More Titles For You" menu to download the demos, but at least Nintendo is making it clear that new demos have been added.    


    Also interesting is the video trailer for Super Mario RPG, which just launched on Virtual Console today.  This is the first time Nintendo has used Nintendo Channel to promote a specific game on Virtual Console.  It's also a significant new source of information on Virtual Console releases, which Nintendo typically promotes only through the "Wii-kly Update" press release and a couple of tiny screenshots on their press site.  Long-time Nintendo fans probably don't need to watch a video before downloading Super Mario RPG, but trailers could be very informational for more obscure games on the service.    


    Though not as atypical as the above features, the new gameplay trailers for Moon, de Blob, and Dokapon Kingdom may also be of interest for Nintendo's non-casual fans.


    193
    TalkBack / PODCAST: Radio Free Nintendo: Episode 113
    « on: August 30, 2008, 04:11:00 AM »
    Hot on the heels of the previous episode, this hefty one features the return of Nick and a discussion (more a dialogue, really) on story in games.
     http://www.nintendoworldreport.com/podcastArt.cfm?artid=16601

     Sometimes I wonder.  



     Episode 113: Indigo Popsicle    


     
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    Greg is off to America to visit some football stadium, so Nick fills in for a huge episode that Karl foolishly volunteered to edit ahead of time.  We're still building up a good pile of Listener Mail for next week, so be sure to send in your questions and comments!    


    In New Business: Nick is playing Nights on Wii, Jonny is in love with Call of Duty 4, James is in love with hating King of Clubs, and Jon is slightly befuddled by Bangai-O Spirits.  Listen for the RFN-exclusive stage code!    


    An atypically wonderful week for DLC Mondays leads into a contentious argument over pricing of downloaded games, so we just made this its own segment.  After a second break, Nick and Jonny dominate a special discussion of storytelling in video games, centering around their reflections on Indigo Prophecy but also pulling in other games like Eternal Darkness.    


    Credits:    


    This podcast was edited by Karl Castaneda.    


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


    194
    TalkBack / PODCAST: Radio Free Nintendo: Episode 112
    « on: August 27, 2008, 02:29:16 AM »
    The news is back on this packed episode of RFN.
     http://www.nintendoworldreport.com/podcastArt.cfm?artid=16586

     In this episode, Jonny compares Xbox games to Nintendo games in a sad effort to relate to fanboys.  



     Episode 112: Afterglow    


     
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    There are two segments this week: New Business and News.  The first part includes James ranting about King of Clubs, yet another review game that he hates.  Jonny dredges up memories of Bionic Commando and even gets a bit wistful over Zack & Wiki.  Greg catches up with ActRaiser, while Jon scratches the surface of Bangai-O Spirits.    


    In a veritable news bonanza, we bring insightful-ish analysis to a slew of EA game announcements (and one non-announcement), the new Overlord games, and various manifestations of the word "core".  The show is polished off with DLC Mondays, including the first great Virtual Console game in ages.  Could there be more to come?    


    Credits:    


    This podcast was edited by James Jones.    


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


    195
    TalkBack / The Problem with GameFly
    « on: August 18, 2008, 09:12:25 PM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=16563

      I recently signed up for GameFly through their Xbox Live promotion.  I got a full month of service for $5.95 (one game at a time).  They also threw in 400 Microsoft points (worth $5), although that takes a few weeks to be deposited.  It seemed like a great way to catch up on a few games for my new Xbox 360.  This isn't the first time I've tried GameFly, actually.  I took a two-week trial a few years ago to test out the service, which was new at the time.    


    My experience back then was rather poor – I only got to play one game in those two weeks because the total turnaround time was ten days.  That means that it took ten days total from the time I mailed a game back to the time I got my next one.  In a way, the long wait was forgivable back then.  GameFly had only a single distribution center, way out in California, and I was living in semi-rural Alabama.  I concluded that it was a cool service if you lived out West but wasn't worthwhile for me.    


    Since then, I have moved a thousand miles westward, and GameFly has added three new distribution centers around the country.  I live roughly equidistant from the ones in California and Texas, so I figured it was time to give the company another shot at my business.  Unfortunately, the service hasn't improved much in the past five years.  Last Monday, I returned my first game, Gears of War, and began eagerly awaiting the next one on my queue, Indigo Prophecy.  I got notice of the exchange on Friday and received the new game today, Monday.  So the turnaround time has improved from ten days to only seven.  This is still totally inadequate considering that I'm paying by the month.    


    For comparison, let's examine my service from Netflix last week.  I mailed in a movie on Monday, the same day that I returned Gears of War.  I became slightly alarmed on Tuesday when Netflix didn't send me a notification that they'd received the disc.  By Wednesday, their website acknowledged widespread shipping problems due to a massive computer error.  By Friday, they fixed the problem and shipped out my delayed disc, which I received on Saturday.  Netflix was so embarrassed by last week's delays that they are issuing a 15% credit on my next bill.  In summary, Netflix had a corporate disaster and still replaced my disc two days faster than GameFly's regular service could.    


    Is this a fair comparison?  Yes, absolutely.  GameFly is a blatant imitation of Netflix, sharing exactly the same business model and even similar websites.  The main difference is that Netflix has eighteen distribution centers, compared to GameFly's four.  I recognize that Netflix is an older, more established, and more successful company, but in my opinion, GameFly lacks the minimal infrastructure necessary to provide efficient service to anyone living outside Los Angeles, Tampa, Pittsburgh, or Austin.  In fact, former staff member Karl Castaneda told me that he couldn't get timely GameFly service even when he lived in Tampa, so I don't think you can put much blame on the U.S. Postal Service.    


    The only way I can see to get consistent value out of GameFly is to use their two-game plan and stagger them so that you always have one game at home and one in the mail.  But then you're really paying the two-game rate to have one game at a time, aren't you?  A more reasonable plan from the consumer's point of view would be a plan that charges you per game rental instead of a monthly fee.  It won't let you get the games any faster, but at least you wouldn't be paying for rental time when games are in the mail or churning through the warehouses.  Or best of all, GameFly could spend a lot more capital for additional distribution centers and improve overall efficiency of the process, so their customers can receive the service they expected in the first place.  As things stand now, I can't justify paying $15.95 next month to rent a couple of games at the most.  Even my local video stores have better prices than that.


    196
    TalkBack / PODCAST: Radio Free Nintendo: Episode 111
    « on: August 17, 2008, 08:12:00 AM »
    This week's episode is shorter but steamier.  Whatever that means.
     http://www.nintendoworldreport.com/podcastArt.cfm?artid=16556

     We're still waiting for Greg the Grey to show up with the fireworks.  



     Episode 111: Bilbo's Birthday    


     
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    It's our Eleventy-First episode, and thankfully, the Lord of the Rings references will end there.  This week sees the regular crew doing what they do best.  We aimed for a leaner, more succinct episode and found mild success with a 1:45 running time.  It's all relative, people.    


    After a typically lengthy New Business, we answer some of your burning questions in Listener Mail.  Included are Jonny praising/bashing Braid and James putting an official name to something he does every week regardless.    


    Credits:    


    This podcast was edited by James Jones.    


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


    197
    TalkBack / REVIEWS: Final Fantasy IV
    « on: August 12, 2008, 04:25:48 PM »
    One of the best RPGs ever gets one of the best remakes ever.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=16537

     What was old has been made anew.  Final Fantasy IV, perhaps the most cherished game of my childhood, now feels as fresh as anything else in modern gaming.  It's easy to mock Square Enix for releasing its old games so many times, but with the DS remake of FFIV, they've actually made a new version that is vastly superior to the original and worth playing all over again no matter how familiar you are with this epic tale.  For newcomers to the series, this is an excellent point of entry that showcases traditional Japanese RPG gameplay with one of the best stories ever told in the genre.    


    Final Fantasy IV is about a hero saving the world from pure evil, and he even has to save his true love along the way.  Beyond that reductive outline, the game's plot is actually unusual, even by today's standards.  Cecil, the protagonist, begins the game as an intimidating Dark Knight who is sent to murder innocent people and steal their valuable crystal.  After the deed is done, he begins to question his loyalty to the king, due to the wickedness of these orders.  Your first task as a player is to deliver a package that, unknown to Cecil, is a terrorist weapon designed to murder an entire village of summoners.  Cecil has a mysterious past and, at the start of the game, he already has a serious girlfriend who is worried about his questionable actions and thoughts of treason.  At a famous, pivotal moment in the story, Cecil undergoes a dramatic transformation and plays like a completely different character from that point forward.  Throughout the game, characters will enter and leave your party at the story's whim.  Some of them will turn against you; others will sacrifice themselves for your cause and never return.  Clearly, this is serious material, and it's told through a new translation with a more consistent tone and some additional details that were lost in the Super NES version.  There is also a small amount of voice acting of admirable quality, though some of the actors don't quite match the gravity of the plot.    


    A complex plot demands linearity of game progression, and there is no doubt that Final Fantasy IV is a linear game.  It's like a roller coaster… a very slow roller coaster, and you're strapped in for the ride.  Your party can include up to five characters at a time, but you have no choice as to the lineup, and every playable character has unique abilities.  Although restrictive, this format keeps the gameplay fresh throughout a very long adventure.  Your party changes every few hours of game time, so you have to develop new battle strategies on a regular basis.  A new feature in the DS version allows you to collect Augments when some characters leave your party; these items let you teach the departed character's unique abilities to other characters.  This feature is made more interesting by the fact that the DS version also includes a lot more unique abilities for each character.  Some abilities, like Edward's songs, are much more useful now and continue to grow and flourish via Augments long after the original practitioner has retired from the party.  There is even a customizable Auto-Battle feature in which you can assign specific skills or magic spells to be used automatically in battle, for when you are facing easier monsters that don't require your full attention.  These and other gameplay tweaks will not only delight long-time fans of the game but also make it more accessible and streamlined for new players.    


    The presentation has been overhauled far more dramatically than the gameplay.  An impressive engine by Matrix Software provides some of the best 3D graphics on DS.  The visuals are not only easy on the eyes but also allow some of the more dramatic scenes in the game to be played out with full cinematography.  Being so familiar with the original graphics, I enjoyed seeing the new 3D models for all the characters and locations, and most of them look great while staying faithful to the original designs.  The enemies look especially detailed in combat.  Matrix seems to have improved their technology since working on the DS remake of Final Fantasy III, as both screens are now used throughout the game.  The touch screen usually displays your party's status or a map of the current location, both being very useful information.  The classic soundtrack has been re-recorded with higher quality instruments, but the compositions themselves are untouched, so every song will be immediately recognizable to veteran players.    


    Final Fantasy IV is one of those classic games that nearly everyone should play at some point.  It was an unparalleled experience in the early 90s and holds up remarkably well today.  I might not recommend this version to owners of the Game Boy Advance remake simply because they were released so close together and, other than the presentation, are largely the same game.  However, if you have never played Final Fantasy IV or haven't touched it since it was called Final Fantasy II for Super Nintendo, this is the definitive version and is absolutely worth experiencing all over again.  After a string of shameless ports and meager remakes, Square Enix has finally done it the right way.  I might even call them bold for taking one of my favorite games of all time and making it significantly better, including some fairly major gameplay additions.  This is quite simply the best version of one of the best games of the 16-bit era or any other.

    Pros:
           

  • One of the best stories in gaming is retold with modern technology
  •  
  • Classic RPG gameplay with some new conveniences
  •  
  • Very long adventure that doesn't get stale half-way through
  •  
  • Many surprising additions and tweaks for returning fans


  •        Cons:
           
  • Bosses are too difficult and require very specific tactics
  •  
  • Yang looks like a toddler with a blonde mustache


  •                Graphics:  9.0
           Most of the 3D character models, enemies, and environments are stunning, but the super-deformed art style may not sit well with everyone.  Technically, there are few DS games more impressive.  The second screen is used much more wisely here than in Final Fantasy III.

                   Sound:  9.0
           Nobuo Uematsu's timeless music sounds better than ever in this new version.  There's not much voice acting considering the length of the game, but it works fairly well.  One or two of the characters are overacted or just don't sound right, but it's a nice touch overall.

                   Control:  8.0
           It's a bit strange that touch screen menus aren't an option, but the old-fashioned way still works fine.  You can walk around with touch controls, but it's not practical considering that the stylus isn't used during battles.  There are a few touch screen mini-games (entirely optional) that work quite well.

                          Gameplay:  9.0
           Few games deliver so powerful a story with such strategic gameplay.  Battles are frequent but almost always interesting, thanks to the ever-changing cast of characters, diverse enemies, and quick leveling.  You might play the whole game and never have to grind for levels.  Boss battles are perhaps too strategic, as they are extremely difficult in a way that mere level grinding won't solve.  Many require very particular tactics that you're unlikely to discover without dying several times first.  Don't be ashamed to look for help with these fights.

     


           Lastability: 10.0
           Playing through the entire game will take at least 30-40 hours, even if you've beaten the original version before.  Far from being tedious, it's a constantly evolving adventure thanks to the rotating character lineup and the steady flow of new abilities.  The DS remake adds a "New Game +" mode that lets you start a new file but carry over certain items and abilities that you had upon beating the game.  There are quite a few side-quests with interesting rewards, as well.  You can even train a new summon monster and battle it over a local wireless connection.

     


           Final:  9.5
           Final Fantasy IV is Square Enix's best remake yet, as they managed to improve a game that was already legendary.  After seeing this kind of effort, I can only hope the same treatment will be applied to FFV and especially FFVI.      


    198
    TalkBack / PODCAST: Radio Free Nintendo: Episode 110
    « on: August 10, 2008, 07:57:16 PM »
    Jon and Nick return to expose the next level of upcoming WiiWare titles.
     http://www.nintendoworldreport.com/podcastArt.cfm?artid=16533

     Bookstore stories.  



     Episode 110: WiiWare UnderWare    


     
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    Nick is back this week to finish up our WiiWare feature, and Lindy returns as well with news that he's been playing... Nintendo games?!?  So have the rest of us, although James and Jonny are still a little high on their recent 360 purchases.    


    We trimmed the show down to just two segments this week: New Business and the WiiWare Round-up (Part Two).  But perhaps due to the expanded crew, the episode ended up running just as long as last week.  We need to give poor James a break from these marathon sessions!  Oh well, his pain = your gain.  Expect another Listener Mail session next week, and send in your questions/comments now to make the deadline.  You know the address!  (Or, you can click here and choose RFN from the list to send us email.)    


    Credits:    


    This podcast was edited by James Jones.    


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


    199
    TalkBack / PODCAST: Radio Free Nintendo: Episode 109
    « on: August 02, 2008, 07:50:00 PM »
    Holy crap on a stick, we love Nintendo!  More than you, even!
     http://www.nintendoworldreport.com/podcastArt.cfm?artid=16489

     Look what you made us do.  



     Episode 109: The Happy Fun Optimistic Show    


     
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    Jon Lindemann sat out this show, so we brought in Nick DiMola to have someone who actually likes Nintendo games.  With a dismal E3 behind us, we focus on a positive outlook for the rest of the year.  Both Jonny and James now have 360s (and Nick already had one), but we manage to keep New Business focused mostly on Nintendo platforms.    


    In part two, we sift through a serious backlog of Listener Mail and answer your many questions.  The mail volume really was unprecedented, so our apologies if your letter didn't make it on the show!  Please keep sending in those questions and comments -- you can use the site's email form if you forget the address.  We'd like to read mail more often now that things have settled down.    


    For a rare third segment, Nick brought in a hefty list of upcoming WiiWare games that we think sound promising.  Not the usual crap like Pong Toss, but awesome titles like Space Invaders Get Even, Mega Man 9, Strong Bad, and much more.  Actually, there are so many games to look forward to that we ran out of time on this episode, so Nick will return next week with the rest of the list.    


    Credits:    


    This podcast was edited by James Jones.    


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


    200
    TalkBack / IMPRESSIONS: Samba De Amigo
    « on: July 27, 2008, 05:18:19 PM »
    Shake it like a newborn baby.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=16478

     I played and really enjoyed the original Dreamcast versions of Samba de Amigo and its Japan-only sequel, Samba 2000.  For those readers who never got a chance to play these games (which is probably most of you), here's a primer.  Samba is sort of like Dance Dance Revolution for your arms instead of your feet.  The screen has a ring of six points, each one corresponding to the high, medium, or low position of your left or right hand.  Symbols appear in the center of the ring and fly outwards to one of the position indicators, and when they line up, you shake the controller at that position.  Of course, all of this is synchronized with the beat of the music while crazy characters dance through psychedelic settings in the background.    


    It's pretty strange that the original Samba games are being mixed together and released for Wii eight years later, considering they were such niche games back in the day, but I suppose the market for music games is much bigger now.  The Wii version appears to add little to the original formula besides a few more recent songs, but that shouldn’t be a problem since most people missed out on this gem the first time it came out.  Sega has also confirmed that there will be packs of downloadable songs made available after the game's release, but they aren't talking about the DLC's price, schedule, selection, or SD accessibility just yet.    


    As you may have heard, the controls work very differently this time around.  The original game used special maraca controllers whose elevation from the floor could be measured.  After setting your own height, the game could easily tell whether you were shaking high, medium, or low.  It's not technically possible to replicate those controls with the Wii Remote and Nunchuk, so the new edition ignores elevation and just senses which way the controllers are tilted.  What threw me off while playing the game at E3 was that the on-screen display hasn't changed at all, so there's a disconnect between the new controls and the old visual interface.  It's even weirder when playing Hustle Mode, which debuted in Samba 2000.  This mode includes poses between sets of beats.  For example, the graphics may indicate that you should hold both controllers up and to the right of your head.  Unfortunately, the controllers can't actually tell if you are striking that pose, and I found that the game sometimes wouldn't recognize when I was in the right position because the controllers weren't tilted properly.    


    The entire hands-on experience felt odd, and it's not like I'm a nit-picking Samba expert – it's been at least six years since I last played the original games.  The problem is rather that the new Samba de Amigo for Wii just doesn't feel natural, and the way you are supposed to play the game is quite different from what you would expect from looking at it.  I'm sure you could get used to it eventually, and there may even be some menu settings that let you adjust the controls for a more intuitive feel.  But in its current state, I think the new Samba is going to confuse new casual players and frustrate the original game's fan base.  Ideally, Sega should delay this game until the Wii MotionPlus is available to offer more accurate controls that really do feel like playing with the Dreamcast maracas.  I don't think I could enjoy the game with the controls that were present in the E3 demo.


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