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Topics - Jonnyboy117

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201
TalkBack / IMPRESSIONS: Shaun White Snowboarding
« on: July 27, 2008, 05:10:01 PM »
Hit the slopes on your Balance Board.
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=16477

 I should start by noting that the Wii version of Shaun White Snowboarding is a completely different game than its Xbox 360 / PlayStation 3 counterpart.  It has a different story, different controls, and different gameplay.  Most notably, it lacks the "open world" structure and online integration of the other version and instead focuses on races and trick runs.    


Balance Board controls are a huge part of the game, but Ubisoft is including an option to use the Wii Remote that they claim works just as well.  However, I only got to play with the Balance Board, and it's obviously the more appealing method if you have the requisite hardware.  There are three sensitivity levels for the Balance Board to help everyone play well, from beginners to experts.  You stand on the board sideways and control it just like a real snowboard.  Shifting towards your heels will turn one way, while going "toe-side" will turn the other way.  You tuck in for acceleration by leaning towards the screen and slow down by leaning away.  In real life, I'm a skier, not a snowboarder, but the basic elements of shifting your weight are common to both styles and definitely feel realistic in the game.  I was carving up fresh tracks with ease after a minute or so of practice.    


You jump by pumping your legs (actually jumping on the Balance Board is not advised), while grab tricks are performed by holding down certain buttons on the Wii Remote and shifting your weight in the air.  This is a fairly realistic snowboarding game, certainly more so than the SSX series, so it's challenging to pull off even simple tricks during most jumps.  After several minutes of steering and jumping, you'll probably feel a mild burn in your legs and core.  It's not as taxing as real snowboarding, but the game's producer told us that it will feel like serious exercise if you play for an extended length of time.    


The development team credits Nintendo's 1080° series for some of their inspiration, such as the choice to feature a track-based structure rather than one continuous mountain.  Races will include around eight boarders (that number isn't final yet), and a robust physics system governs collisions.  In other words, part of the racing strategy is to slam into the other boarders without falling yourself, and that depends on relative speed, angle, etc.    


Another key mode is multiplayer.  The game supports up to four players in split screen, although Nintendo "currently supports" only a single Balance Board per system, so your friends will have to use the alternate controls.  Otherwise, you can take turns on the Balance Board and race each others' ghosts.  The dev team is aiming to make these tracks interesting enough to be played over and over again with your friends.  For now, we're not sure how many tracks will be in the game.    


Although the "next-gen" version of Shaun White Snowboarding better recreates the social and exploration aspects of real snowboarding, the Wii version makes a compelling argument for itself with very smooth, enjoyable Balance Board control.  If you already have Wii Fit and enjoy jibbing over sick pow, this game seems like a good bet.


202
TalkBack / IMPRESSIONS: Sonic Chronicles: The Dark Brotherhood
« on: July 27, 2008, 05:06:24 PM »
BioWare's alternate titles were "Hedgehog Age: Origins" and "Knights of the Old Robotnik".
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=16476

 I'm not terribly familiar with BioWare's games, but I do know enough to see that their Sonic RPG is very, very different from the developer's usual material.  The story is more light-hearted, and the combat is heavily based on Japanese RPG traditions, including timed-action elements from such games as Paper Mario.  One famous BioWare element, the dialogue tree, is present but was not featured in the E3 demo that I played.     Since E3 is hardly the place to get into a deep storyline, and the demo started on chapter seven (of ten) anyway, I mostly paid attention to the combat.  The 3D characters are impressive for a DS game, even with the camera zoomed in.  Combat is turn-based and set up more like Dragon Quest than Final Fantasy; you give commands to your entire party before anything happens.  Fast characters like Sonic and Shadow can receive multiple commands, while slower characters like Tails and Amy will have only one action per turn  Once you've entered all your commands, the action starts.  Heroes and enemies will begin attacking each other or using items in a sequence determined by speed and other stats.  Sometimes, multiple characters will appear to act at the same time, so it looks more like a real battle than the stereotypical "I hit you, then you hit me" RPG battles.  In fact, the attacks are so seamless that I had some trouble understanding what was happening.  Your characters have traditional HP and SP stats, the latter being required for special attacks.  Once very cool touch is that you can execute tandem attacks if certain combinations of characters are in the party.  This feature works exactly like the special combos in Chrono Trigger.    


Special attacks bring up a touch screen mini-game that resembles Elite Beat Agents.  If you complete the mini-game perfectly, the attack will do extra damage.  Likewise, when enemies try to use their special attacks against you, you will play a similar mini-game that gives you a chance to defend.  One problem I had with the demo is that there's no forewarning when a mini-game is about to start, and you don’t have much time to tap on the first target.  Even running away from battle involves a mini-game, this one requiring you to tap on the party members to make them jump over obstacles as they run for the hills.    


It does seem strange to put a fast character like Sonic into the typically slow RPG genre.  Speed is represented in combat with extra turns for fast characters and on the map screen with somewhat faster movement.  Famous tricks like running around loops are built into the maps as special events; just walk up to them and press a button to traverse the obstacle automatically.  Players who dislike random encounters will be happy to know that Sonic can outrun most enemies on the map screen.  Rings, scattered throughout the maps, serve as money in the game world and also lead you to objectives or secret areas.    


All these elements combine for an RPG that is supposed to last for 25-30 hours of gameplay.  (BioWare estimates up to 40 hours if you complete all the side-quests.)  Of course, the story also plays a huge role in keeping players engaged, and many Sonic fans are justifiably skeptical after several years of regrettable characters and plotlines in the franchise.  We'll see if BioWare is capable of fixing the Sonic narrative when the game ships this fall.


203
TalkBack / PODCAST: Radio Free Nintendo: Episode 108
« on: July 27, 2008, 10:45:00 AM »
Billy Berghammer drops in for New Business and final thoughts on E3 2008.
 http://www.nintendoworldreport.com/podcastArt.cfm?artid=16469

 Really, we're sick of talking about it.  



 Episode 108: New Title Needed    


 
AAC Format    


MP3 Format    


Subscribe via iTunes    


Digg Radio Free Nintendo    


It's always fun to have guests on the show, especially our website's founder and Kojima zealot, Billy Berghammer.  He joins our fully reunited crew (Jon, James, Greg, and Jonny) for a two-hour radio romp.    


After missing a couple weeks of New Business due to E3, it felt good to talk about all the games we've been playing.  James just got a 360, and Jonny has one on order (at the time of recording), and we've heard that a lot of other Nintendo fans are starting to "jump in".  But of course, we still have loads of Nintendo games to discuss, from Astro Boy to Boom Blox and much more.    


In the second half, we find some closure on E3 with a discussion of the aftermath to Nintendo's poor showing, including commentary from sites like Yahoo and Penny Arcade.  Billy talks about some hot E3 games on other systems, since our NWR crew focused on the Nintendo platforms for some odd reason.  Finally, we take a look at the remaining questions on Nintendo fans' minds... which looks a lot like the list of questions we had before E3!  From storage solutions to Nintendo's next handheld system, this discussion maps out the territory of what we'll probably be talking about for months 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!


204
TalkBack / IMPRESSIONS: de Blob
« on: July 24, 2008, 05:26:54 AM »
The spirit of Rainbow Brite lives on.
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=16464

 de Blob is a clever little game about painting a world whose color has been stripped away by an evil, fascist government.  As the rebellion's hero, you must roll around and apply various colors to the streets and buildings, restoring life and music to the world.  It's a fun, subversive premise told through very amusing cut-scenes.    


The gameplay is a bit like Katamari Damacy or the spray-heavy levels from Super Mario Sunshine (in reverse).  Each of the ten levels has plenty of real estate to colorize, and some monochrome enemies will be around to get in your way.  If they hit you with their gray sludge, you have just a few seconds to jump into a pool of water before the blandness becomes fatal.  There are various cans of paint lying around, so you can usually choose what color to apply, and each one has a different effect on the transformed objects and elicits a different style of music from the dynamic soundtrack.  Objects are painted all at once, so you just need to touch a building once for it to be painted thoroughly.    


The controls are a bit surprising.  de Blob feels like he's on roller skates, as he moves with a lot of momentum and has a pretty large turn radius.  This makes it hard to line up perfectly with an object or enemy, so there's a targeting system.  Targeting is actually mandatory for combat; you lock on with Z and shake the Wii Remote to pounce down upon the enemy.  It feels loose and automatic, like Sonic the Hedgehog's homing attack, but combat is a fairly minor part of the game.    


Not all objects and buildings can be painted by touch.  Some "landmarks" can only be painted after completing a mission objective, like turning a whole square red or defeating a set of enemies.  You may even have to climb up to the top of a tall building with a series of wall jumps.  The developers claim that the game can get quite challenging in the later levels, but it wasn't clear from the E3 demo how the gameplay ramps up as you progress through the game.    


de Blob is a cool idea, and I like its originality and sense of style, but I'm still not sure whether the simple gameplay can hold up for more than a couple of levels.  It's coming out soon, so we won't have to wait long to find out.


205
TalkBack / IMPRESSIONS: Deadly Creatures
« on: July 24, 2008, 05:24:01 AM »
You've never played a game like this before.
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=16463

 As I left the Deadly Creatures demo at E3 2008, the word in my mind was "immersive", even though it was never uttered by the representatives showing the game.  Deadly Creatures is a typical action game in some respects, but the story concepts and presentation are truly unique.  You play alternative levels as either a tarantula or scorpion, and their stories intertwine at key points.  Not only do you have the story of these creatures' survival and journeys, but there is a parallel crime saga going on with human characters.  The cool thing is that you observe the human story entirely from the creatures' perspective, and eventually, you get involved in some way as the creatures emerge from their desert homes into human civilization.    


The idea of everything happening from the creatures' perspective extends to the gameplay, as the entire game design fits within realistic environments and behaviors of the two main characters.  There are no meters on the screen.  Instead of collecting coins or musical notes, you find helpless larvae.  You eat prey to regain health.  Traditional game elements have been presented within the context of the creatures' world, and it makes a huge difference.  You won't find this tarantula wearing sneakers or shooting web platforms to reach higher spaces.    


I got to play the game myself for a few minutes, and the controls felt great.  Rainbow Studios is being very smart with the controls, mapping the standard attacks to buttons and reserving motion controls for more specialized actions.  Oddly enough, there are no camera controls – as with Super Mario Galaxy and Too Human, the intelligent camera follows your character automatically.  I realized the magnitude of this achievement once the tarantula started crawling on the walls, because the camera never got confused and always showed the action from a useful angle.    


The tarantula is a quick character, more agile in combat and able to crawl on the ceiling.  The scorpion is limited to wall crawling and is slower, but its combat abilities include a pincer-enabled block and poison attacks from the stinger.  These are the only two playable creatures in the game, but there are some cool bosses, including a huge rattlesnake that was the original inspiration for the game.  We don't yet know if you'll get to fight humans, but it would be a battle of Colossus-like proportions from a scorpion's point of view.  We did learn that Deadly Creatures will be a single-player game with light RPG elements (you can upgrade combat abilities), and the adventure is expected to last around eight to ten hours.  This Wii exclusive is due out in the fourth quarter of 2008.


206
TalkBack / IMPRESSIONS: Retro Game Challenge
« on: July 21, 2008, 05:50:33 PM »
Against all odds, GameCenter CX is coming to America.  Get ready for "Video Game Training" on your DS.
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=16436

 There's really nothing else like Retro Game Challenge.  It's a Namco Museum-like compilation of classic 8-bit games… but all of the games are fake.  That is to say, they are real, brand new games made to resemble Famicom/NES games from the late 80s.  They also come with fake magazine articles, fake strategy guides, and everything else you need to get excited for a fake NES game and eventually beat the final boss.    


There's a total of eight games in the collection, and most of them are clearly imitating real NES games such as Ninja Gaiden, RC Pro-Am, and Galaga.  I was impressed by the quality and depth of the games I played.  Also surprising is that each one is full-length, though that term meant something different in the late 80s.  There is even a Dragon Quest-style RPG that takes up to ten hours to complete.  Another game actually has a sequel, also included in the collection, so you can see how the original game, if it had actually existed back then, might have evolved if a sequel had been released a few years later.    


The story has something to do with a couple of kids discovering an old gaming console and deciding to learn about these old games that were released before they were born.  The kids appear on the touch screen and watch you play the fake 8-bit games on the top screen.  It's a very clever interface, as you see the kids swap out cartridges when you get ready to try a different game.  There are even times when you have to blow the dust off a connector by blowing on the DS microphone… hey, that's so clever, it doesn't even piss me off!  Each game has numerous challenges that you need to clear, like reaching a certain score, killing certain enemies, or finding secret areas.  That's where the fake gaming resources come into play – the American producer told us that some challenges are virtually impossible without using cheat codes from the fake magazines.    


Although the E3 demo was just the Japanese version of the game, which has been out for a while overseas, we did learn a bit about the English version.  The game will be fully localized, not just translated, so many of the cultural elements will be rewritten to make more sense for an American audience.  The kids' virtual Famicom system will probably be replaced by an NES, and the magazine formats may be altered to reflect the differences between Japanese and American gaming publications.    


I didn't get a fully developed idea of the game's appeal without seeing all the games or getting to see the English archival elements, but Retro Game Challenge has tons of potential for fans of classic games and even younger players who want a cheaper way to get in touch with that era of gaming history.  XSEED Games expects to release it by the holidays, and God bless them.


207
TalkBack / Raise Your Standards
« on: July 21, 2008, 07:23:37 PM »
http://www.nintendoworldreport.com/blogArt.cfm?artid=16432

  Want to know why so many Nintendo fans are looking to The Conduit as their system's messiah?  High Voltage may not have the greatest track record, but they're actually putting some effort into making their game take advantage of the current technology.  We should expect this from every full-price Wii game, regardless of genre or art style.    


A few years ago, Chris Rock had a great comedy routine about guys who always want special attention for things they're supposed to do anyway.  To paraphrase:    


'I ain't never been to jail!"    


"What, you want a cookie?"    


I think this scenario perfectly captures the current state of Wii graphics.  We all know that GameCube was a powerful system for its time, and we know that Wii is significantly more powerful than that.  Yet the vast majority of Wii games, including Nintendo's own projects and those of talented third-party studios, barely meet the standards of mid-level GameCube visuals.  I'm not talking about budget-priced shovelware.  Marquee titles like Battalion Wars, Rock Band, Animal Crossing, de Blob, Boom Blox, and Mario Kart could all be mistaken for last-generation titles, based on their graphics.    


In fact, some of the Wii games most highly praised for their visuals are literally last-generation games, including Twilight Princess, Resident Evil 4, and Okami.  Now we have Capcom announcing a remake of Dead Rising, an Xbox 360 game, and they are flaunting the fact that it runs on the same engine as RE4: Wii Edition.  I guess we're supposed to be relieved that Dead Rising might look as good as a GameCube game when it's brought over to Wii.    


At E3 last week, I complained to Steven Rodriguez that the water in Wii Sports Resort's power-ski game looks closer to Wave Race 64 than Wave Race: Blue Storm.  His response was: "So what?  It's Wii Sports."  And I agree in principle that graphics are not especially important in this kind of casual game.  However, I also don't think it's asking too much that a new, $50 Wii game meet the minimum visual standard of Blue Storm, a game that is nearly seven years old and was built on predecessor technology.  Casual or not, if I'm going to spend a large portion of Resort looking at the water, that water shouldn't be distractingly ugly.  It certainly was in the E3 demo.    


Here's my message to Nintendo fans, media, and especially game developers: raise your standards.  I'm not saying that Wii games should look like PlayStation 3 games.  I'm just saying that Wii games should look like Wii games.  If you're the "vote with your dollars" type, here are a few suggestions to send a message: Zack & Wiki, Metroid Prime 3: Corruption, Super Mario Galaxy, and Geometry Wars Galaxies.  (If you can think of another game with better-than-GameCube graphics, let us know in Talkback.)


208
TalkBack / More Details on Wii Version of Dead Rising
« on: July 21, 2008, 07:22:21 PM »
Capcom confirms the remake for a North American release this winter.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=16431

 Capcom's most successful Xbox 360 game to date, Dead Rising, was recently revealed by Famitsu Weekly to be coming to the Wii.  Today, Capcom USA confirmed that the game is coming to American shores this winter with the subtitle, "Chop Til' You Drop".  The publisher also released the first official screen shots and announced several features in the game.    


The game is being developed on Resident Evil 4: Wii Edition technology, making this the second game to be remade from another console on the engine.  As with RE4, the Wii version of Dead Rising will incorporate pointer-based shooting and motion-based controls for melee attacks, which can involve numerous items found throughout the zombie-infested shopping mall.    


CAPCOM® ANNOUNCES DEAD RISINGTM: CHOP TIL YOU DROP   Wii Gamers Prepare For a Zombie Invasion    


SAN MATEO, Calif. — July 21, 2008 — Capcom®, a leading worldwide developer and publisher of video games, today announced that Dead Rising™: Chop Till You Drop is in development for the Wii™ home video game system. Based on the critically acclaimed Dead Rising™, which has sold in excess of one million units since its release in 2006, Dead Rising: Chop Till You Drop is scheduled to hit store shelves this Winter.    


Taking advantage of the same proven technology that brought Resident Evil® 4 so successfully to Wii, Dead Rising: Chop Till You Drop delivers a more immersive, intuitive and interactive experience as players use the Wii Remote to shoot, slash and bludgeon their way through a zombie infested shopping mall, fighting for survival.    


Dead Rising: Chop Till You Drop follows the harrowing tale of Frank West, an overly zealous freelance journalist on a hunt for the scoop of a lifetime. In pursuit of a juicy lead, he makes his way to the small suburban town of Willamette only to find that it has become overrun by zombies. Frank escapes to the local shopping mall, thinking it will be a bastion of safety but it turns out to be anything but. It will be a true struggle to survive the endless stream of enemies, but players will have full reign of a realistic shopping centre and its varied stores offering an endless supply of real and makeshift weapons to fight off the flesh-hungry mob. If Frank is running low on health he can pay a visit to one of the many restaurants or cafes for a meal in order to restore his energy and continue the fight.    


The game is split into a series of individual cases, all of which Frank must complete in order to gain vital information that will allow him to piece together the truth behind the horrendous epidemic. In addition to the cases, players will be faced with the dilemma of deciding the rescue priority of the residents of Wilamette who also sought sanctuary in the mall. Depending on the player’s skill, some may not be so fortunate as each rescue needs to be undertaken in a set time period, therefore players may need to delay completion of a case in order to save a fellow human.    


Dead Rising: Chop Till You Drop’s infectious humor delivers some welcome relief from the incessant tide of zombies with players able to dress Frank up in a variety of comedic costumes and take on the undead hordes with a selection of improvised and sometimes highly ineffective weapons such as a toy sword or a football.    


Dead Rising: Chop Till You Drop includes the following features:  

  • Utilizes the same engine as Resident Evil 4 Wii edition.
  •  
  • New level of interaction – aim and fire guns, swing and throw weapons and shake off zombie attacks with added Wii Remote functionality
  •  
  • Huge environment – expansive indoor and outdoor areas of the mall provide a variety of different locations to explore
  •  
  • Improved save functionality allows for more seamless gameplay
  •  
  • Hoards of enemies on screen at once resulting in non-stop, pulse-pounding action
  •  
  • Anything in the mall is at Frank’s disposal
  •  
  • Grab environmental objects like umbrellas and benches to use as improvised weapons
  •  
  • Snatch items from different stores to use as weapons including golf clubs, lawnmowers, frying pans and more
  •  
  • Consume food and drink to revive health


209
TalkBack / IMPRESSIONS: Tiger Woods PGA Tour 09 All-Play
« on: July 20, 2008, 07:05:56 PM »
Who says you need Wii MotionPlus for 1:1 controls?
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=16430

 EA's Tiger Woods games have already been fairly successful on Wii, but the company is trying to bring in even more players with the new "All-Play" option.  In this game, turning on All-Play makes the swinging controls more forgiving and displays the ball's expected trajectory.  Besides All-Play, there are two other control settings that determine the sensitivity of the motion controls for swinging.  I played with the normal setting and thought it felt pretty good, though the simulated 1:1 motion on screen lagged half a second behind my real movements.  The advanced setting might prove to be more responsive, but I didn't have a chance to try it.    


The main golf simulation in this year's version seems to be about the same as before, but EA has added a number of mini-games in the Party Mode.  These activities range from hitting balls at targets to driving around in the ball truck at a driving range.  There is also a feature called Ball Battle, which can be used in any of the Party Mode games that involve actually hitting a golf ball.  Each player gets a certain number of tokens, and spending one after a ball is hit will start the Ball Battle.  The camera zooms in on the ball, and all players (including the person who just hit the ball) can use the Wii Remote pointer to drag and spin the ball, changing its direction and backspin.  You have to be fast, because the ball continues falling to the ground while this sub-game takes place.    


As with the new Madden All-Play, this game seems like a big step forward for casual fans or anyone with friends or family who will want to join in.  For more serious gamers, it remains to be seen whether the revised swinging controls are enough reason to buy yet another Tiger Woods game.


210
TalkBack / IMPRESSIONS: Madden NFL '09 All-Play
« on: July 20, 2008, 06:59:13 PM »
Now, even you can play Madden.
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=16429

 Considering how complex the average Madden game tends to be, this year's "All-Play" edition might be the poster child for that new brand.  EA is hoping to make the game more accessible to new gamers and casual football fans through various means.  In my brief time playing the game, I'd say they are on the right track.    


All-Play is an optional feature that can be turned on and off per player, so you can easily match up someone new to the series with an expert player and still get a fair game.  The specific effects of All-Play are different for each EA Sports game.  In Madden, you'll get somewhat simplified controls, more AI assistance, and simpler play-calling.  Many actions are more streamlined, like choosing a receiver, while steps like catching the ball are handled automatically.  For instance, instead of having plays like "RB Slash 22", you'll see "Run Middle".  A Mii version of John Madden is always available to suggest a play for the current situation, and his suggestions seemed reasonable to me.  Overall, the mode feels a bit like NFL Blitz, which is cool with me since that was the last football video game I could enjoy.    


The new five-on-five mode is even more like Blitz.  This part of the game is designed to feel like backyard football, and you even play on a neighborhood field.  The characters are all bobbleheads, and you have four plays to score on each possession – there are no first downs.  There are also no penalties, turnovers, or play clocks.  There are, however, several special game rules you can set, like a "Mississippi count" before defenders are allowed to rush the quarterback.  If your family needs a break from this mode, there is also a set of football-themed mini-games called Party Mode.    


On the other hand, if your college buddies are in town and want to play a more realistic game of football, the standard Madden gameplay is still fully present here.  Even this mode benefits from a few Wii-specific features from the past two years, like gestures for passing and kicking, and the telestrator.  This year's version adds custom touchdown celebrations (using motion control, of course) and Call Your Shots.  The latter feature is essentially a way to call audibles before the snap.  You can point to the screen and set up to four waypoint markers for a runner or receiver, and that player will follow your route once the play begins.  Of course, you can still choose whether to give the ball to him or do something else with it, so there will definitely be fake-outs in multiplayer.  EA also confirmed that online play will return this year, and it still works through EA Sports Nation, so there are no Friend Codes required.    


If you already own a version of Madden for the Wii and are most interested in the simulation gameplay, I'm not sure how appealing this year's edition will be.  Then again, I have never understood how people can justify buying a new Madden for just a few tweaks and roster updates.  The real additions for the '09 version are All-Play and the backyard football mode, and these features seem relatively significant for the famously conservative series.  As someone who loves football but is turned off by the excessive depth of most game adaptations, Madden NFL 09 All-Play seems like an olive branch from EA.


211
TalkBack / IMPRESSIONS: FaceBreaker K.O. Party
« on: July 20, 2008, 10:01:31 AM »
It's like a cross between Wii Sports Boxing and Street Fighter.
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=16422

 The first thing that caught my attention at the Facebreaker KO Party demo was the producer saying that this game is being built specifically for the Wii.  There's no PS2 or PSP version, and although the game is heavily based on the 360/PS3 version, it also has a number of exclusive features beyond the obvious appeal of motion control.  It is EA's first Wii game to use the same animation and rendering engines as the "next-gen" sports games like Madden.    


More importantly, the game feels good and is fun to play.  Although the style is intentionally reminiscent of Punch-Out, this boxing game is played from a side perspective with full 3D movement around the ring, almost like a wrestling game.  You throw right punches with the Wii Remote and left punches with the Nunchuk, and there are even left-handed characters who benefit more from the latter.  The developers were extremely wary of the gameplay spiraling into a waggle-thon, so they came up with a design to reward strategic punching and blocking while punishing players who spam attacks.    


It’s in these mechanics where the Street Fighter comparisons start to make more sense.  Facebreaker is a combo-based game in which you must pay attention to your opponent's movements and position in order to gain and keep an advantage.  You can even parry attacks to break up the opponent's combos.  Each character has a special attack that becomes more powerful and flashier as the combo meter fills up.  If you can score enough consecutive hits, the combo meter will fill up to "Facebreaker" status, allowing you to unleash a devastating super attack that will finish off the opponent.  These super attacks can still be dodged, maybe even blocked, so you always have to pay attention and choose your attacks wisely.    


Branching animations ensure that any move can be interrupted by a number of other moves; this is especially important in the Wii version in order to prevent a feeling of detachment from the controls.  In other words, your motions will immediately translate into action, even if the character was already in the middle of a different move.  This is yet another way that the game prevents random waggling – if you don't slow down, the fighter will never complete an attack.  This system wasn't fully implemented in the E3 demo, but the game definitely felt more responsive than many other Wii action titles, even in this pre-alpha stage.    


There are several Wii-specific features that set KO Party apart from its prettier cousin on the other systems.  Two of the multiplayer modes support up to four players in a Royal Rumble-style format; i.e. there are two boxers at a time, and the others come in when players are eliminated.  This light-hearted party mode also includes a lot of crazy power-ups and other elements not found in the normal modes.  Another cool Wii feature involves recovery from being knocked down in the ring.  The view switches to first-person, and imaginary birds circle your character's head to indicate dizziness.  If you manage to shoot down the birds with the Remote's pointer, your boxer will regain some extra health when he stands back up.    


As with many third-party, multiplatform games, the Wii version of Facebreaker lacks some key features like online play, and the graphics definitely aren't as good.  However, it looks like EA is taking the right approach in redesigning the game with Wii technology,  especially keeping motion controls in mind.  They seem cognizant of how other Wii games have failed to make intelligent use of the Remote and Nunchuk, and they're taking steps to avoid those pitfalls.  It should be interesting to see how this one shapes up over the next few months of development.


212
TalkBack / IMPRESSIONS: Wii Sports Resort
« on: July 19, 2008, 07:18:24 PM »
Get even more exercise from your Wii.
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=16420

 I'm not the biggest fan of Wii Sports, but I do think it was a smart pack-in and is a fun game when friends or family come over to visit.  Many of my gripes about the game relate to the controls, especially for golf and tennis.  I always liked baseball the best because of the really cool 1:1 motion for batting.  There's a bit of lag, but it's amazing to see the bat on screen mimic your exact movements.    


By using the Wii MotionPlus accessory, Wii Sports Resort aims to improve that experience and offer it in many more games.  For that reason, I'm already pretty excited about this title, more than I ever was for the original Wii Sports.  There isn't much to say about the overall presentation – it looks like the last game, but more colorful and with a new beach resort setting.  Some of the menus and camera fly-bys show the whole tropical island in the background, and it looks surprisingly great.  Unfortunately, the water does not look so good, and despite the relative unimportance of graphics in a game like this, I do hope Nintendo will polish up the water graphics since the game will feature so much H2O.    


The first game I played was kendo sword-fighting.  I was impressed by the demos I had seen, but nothing could prepare me for how great this game feels when the controller is actually in your hand.  During the little warm-up period where you can slice up logs and pencils, I did everything I could to try breaking the 1:1 experience, but the game kept up with every single movement.  I pulled off swirling Zorro slashes, quick shavings off the side of the target, and huge broadsword swings right down the middle.  In every case, the target was sliced up in the exact manner I desired.  Although the game is obviously reading your body movements, the experience is so intuitive that it feels more like the game is reading your mind.    


The duel itself was still fun, but not as sublime as the practice sequence.  That's partly because of the slight disconnect between your controller and the on-screen action.  You're no longer slicing through a soft object but beating on another character, yet the feedback is the same.  I think a stronger rumble setting in the Remote would help here; maybe that's an extra feature that Nintendo can add to the MotionPlus.  While the blocking feature and extreme accuracy might lead you to believe that the duels are slow, strategic affairs, the sad truth is that swinging wildly seemed to be the most effective tactic at E3.  After winning my best-of-three match, I was shocked at the burning sensation in my right forearm and bicep.  I definitely could not have played another duel right away, at least not without switching to the other arm a la Inigo Montoya.  The amount of effort required in this simple mini-game really makes me question the practicality of a full-length action or adventure game with 1:1 sword controls.  Maybe Koji Igarashi was right all along…    


The next game I played was Disc Dog.  This mode is highly similar the disc mini-game in Nintendogs, as you simply throw the disc and hope the dog gets to it in time.  The real trick is throwing it so that your dog will catch it in the high-scoring target zone.  Throwing the disc is unusual in that it requires no button presses at all; the accelerometers sense when you have built up enough speed for throwing.  The 1:1 motion sensing is again very impressive here, and I had a lot of fun trying to make throws forehanded and behind my back, both of which are fully supported.  Perhaps the best part of this game is how the physics mimic real Frisbee behavior.  You can catch an updraft, hook and slice, etc.  I think an expert disc thrower could pull off some amazing tricks without any coaching on the controls.  However, I'm not sure that the present format of this game will hold up for any length of time.  As with the bowling in Wii Sports, it's just the same motion over and over, and I started to get bored with it even before the demo ended.    


I was least impressed with the Wave Race-like mode, for a few reasons.  The previously mentioned water is prominent here, making the visuals rather distractingly bad.  The slalom gates were so close together that I couldn't build up any real speed without missing gates, which was annoying for a fan of Wave Race 64 and Blue Storm.  And finally, the controls just didn't feel right.  Steering was a bit less accurate than I expected, and it felt weird to hold the Remote and Nunchuk up in the air the whole time.  Oddly enough, I started wishing for some kind of plastic handlebar attachment that could lock the two controllers together.  It sounds like Katsuya Eguchi (who directed Wave Race 64 and is producing Wii Sports Resort) wants to add a lot of depth and longevity to this mode, so I still have hopes that the controls will be tightened up and the level designs opened up for a more relaxed, fun experience.    


It's hard to say how Resort will turn out from having played it in such a fractured manner, but if Nintendo's designers can come up with several more events that feel as tight as kendo and Disc Dog, they should more than justify the necessity of the new MotionPlus accessory.  If the power ski game really does get tightened up and fleshed out into more than a simple mini-game, it alone could attract Wave Race fans disappointed in Nintendo's neglect of the series over the past several years.


213
TalkBack / PODCAST: Radio Free Nintendo: E3 08 Day 4
« on: July 18, 2008, 07:30:39 AM »
We wrap up our E3 podcast series with a look at the best, most interesting 3rd-party games of the show.  Plus: the Hall of Shame and the games that will make Wii owners jealous of other systems this fall.
 http://www.nintendoworldreport.com/podcastArt.cfm?artid=16412

 Goodbye, video games.  Hello, Batman!  



   


 
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Subscribe via iTunes    


Digg Radio Free Nintendo    


E3 2008 is over, and we celebrated / grieved by venting our third-party game impressions into this lengthy episode, recorded from a picnic table on the USC campus.  (Really!)  TYP missed the final day of the show, so this episode has the previous lineup: Steven "Windyman" Rodriguez, Carmine "Kairon" Red, and Jonathan "Jonnyboy" Metts.  We whittled the list down to about a dozen interesting Wii and DS games for discussion, including Mega Man 9, Deadly Creatures, Sonic Unleashed, and much more.    


The final segments of the show feature the worst games we saw at the show, or at least the ones that need the most work before release.  We also gush about some of the other systems' games and give our final thoughts on the revised format of E3 itself.  Please enjoy this wrap-up, and check back next week for the return of the regular RFN crew you know and love!    


Credits:    


This podcast was edited by Steven Rodriguez.    


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!


214
TalkBack / PODCAST: Radio Free Nintendo: E3 08 Days 2 & 3
« on: July 17, 2008, 11:30:00 AM »
Catch up on TWO days' worth of E3 bulletins from our on-site RFN crew.
 http://www.nintendoworldreport.com/podcastArt.cfm?artid=16392

 We saved it for the shows.  



   


 
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We've been recording podcasts daily as planned, but some uploading problems kept our "Day Two" episode from going up until now.  To avoid any confusion from uploading two separate episodes at once, we decided to merge that episode and today's into a single file, so you'll get two days' worth of discussion in one big chunk.  It's about two total hours of Nintendo E3 analysis!    


The first half is all about Nintendo's press conference.  We talk about what was there, and we talk even more about what wasn't there.  Like many of you, we were unhappy about Nintendo's presentation, but hopefully you'll appreciate the humor in our disillusionment.  If not, you'll surely laugh at our hysteria induced by a very long day at the show and recording well past midnight.    


The second half, recorded just under 24 hours later, adds Michael "TYP" Cole to the lineup and includes our hands-on impressions of almost every first-party Nintendo game at this year's E3.  We also briefly touch on the Pikmin "announcement" from Miyamoto and other highlights from the Nintendo developer roundtable, which concluded shortly before we began recording the show.    


Please check back tomorrow for our wrap-up episode, featuring extensive impressions of third-party Wii and DS titles!  (We've played a ton of stuff, and some of it is much more interesting than what Nintendo itself is offering this year.)    


Credits:    


This podcast was edited by Steven Rodriguez.    


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!


215
TalkBack / Vacation Games
« on: July 06, 2008, 09:44:23 PM »
http://www.nintendoworldreport.com/blogArt.cfm?artid=16283

  As RFN listeners already know, I've been traveling for a week now and have a couple more days left in my journeys.  Then I'll get just three or four days at home before heading out again for E3.  Since I am missing two weeks of "New Business" in a row and have gotten to play so many games, I decided to vent some impressions in the blog.    


A large part of my game time has been devoted to Guitar Hero: On Tour, which I won't discuss here since my review just went up.  The other DS game on my plate is Space Invaders Extreme.  I didn't have time to pick it up before my flight, so I searched for it in the airports.  I finally found it at the Salt Lake City airport, in one of those In-Motion Entertainment kiosks that rent DVD players.  Surprisingly, they didn't mark up the price, so I paid the same $20 as everyone else.  It is absolutely worth that price for anyone who enjoys arcade-style action games.  I had no nostalgia for Space Invaders (at 30, it's older than I am), but I was hooked on this game within seconds.  There's actually a lot of strategy mixed with the reflex-dependent shooting and hallucinatory graphics.    


While staying with a friend near San Francisco, I got to play the Xbox 360.  It was my first chance to spend any real quality time with the system, so I was eager to try a lot of games.  Rock Band is great, and the drums are an interesting challenge (and quite a workout).  I also tried vocals and guitar; the latter did not feel very good to me, as I didn't care for the controller.  In general, I think the note patterns for guitar are easier in Rock Band than in Guitar Hero.  I'm currently more interested in Guitar Hero: World Tour than in Rock Band 2, but that's pending more information and hands-on time at E3.    


Burnout Paradise is insanely fun, even offline, and I knew within five minutes that it will be one of my first game purchases when I get another system.  The crashes are awe-inspiring stuff, and even cooler is when you watch a crash animation in slow-motion and still get to drive away from it with minimal damage.    


Gears of War is more fun than I expected, and if I get a 360 after the price drop, I may rent this one in anticipation of the sequel.  A similar game, The Club, did not impress me as much.  Its slow controls and confusing level designs undermine the fascinating score attack game design.    


My friend also bought Guitar Hero: Aerosmith for the 360 while I was out there, despite my warnings.  It's exactly what I expected: a competent Guitar Hero game with a terrible band theme, half the tracks of a real GH sequel, and all at the same old price.  Hopefully the interview videos will hit YouTube so you can all witness Steven Tyler's insane ramblings about playing on the space shuttle and something involving condoms at the Rock & Roll Hall of Fame.    


On the movie front, I got to see Wall-E (amazing), Wanted (thrilling but stupid), and Iron Man (aerospace porn, holds up on the second viewing).


216
TalkBack / REVIEWS: Guitar Hero: On Tour
« on: July 06, 2008, 12:12:14 PM »
On Tour never feels like you're playing guitar, but it occasionally feels like you're playing Guitar Hero.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=16282

 Would Guitar Hero be as much fun without the guitar controller?  Guitar Hero: On Tour definitively settles this question—and the answer is negative.  Not only does the DS interface break the fantasy of playing guitar, but the retrofitted controls don't work well with the gameplay.  Maybe it says a lot about the Guitar Hero formula that On Tour is still fun to play despite these serious issues.    


The game's reliance on the touch screen for multiple functions proves to be its biggest problem.  Strumming just doesn’t feel right without any tactile feedback, and the strumming recognition is nebulous and inconsistent.  Guitar Hero players who normally use an up-down rhythm will have the most trouble, as strumming works best if you lift the stylus after every strum.  The uni-directional strum simulates the "bass guitar" style on the normal Guitar Hero controllers, which is difficult to perform quickly for fast chords or tremolo, as is often required on Hard and Expert.  The whammy effect is easy to use, but you have to be careful to quit warbling before the next note comes up, since there's no physical difference between strumming and using whammy. Also, it's very easy to accidentally use star power on the touch screen.  More customization, like being able to turn off star power touch activation, would help.  At least you can turn off the microphone activation of star power, which came in handy when I was riding the bus and the ambient noise set off my star power every time the meter filled up to the minimum level.    


The fret buttons are a bit small and too mushy.  I found it most comfortable to play without the strap, but there is no way to remove it completely (short of scissors).  It's tricky to hold the system, press the buttons, strum on the touch screen, and keep the other screen in view all at the same time; this problem is mostly alleviated by resting the DS (and your fretting hand) against something sturdy, like a table.  Overall, the Guitar Grip works quite well and feels pretty close to the fret buttons on the guitar controllers.    


The biggest difference is the lack of a fifth button.  This has the obvious effect of simplifying solos and taking certain chords out of the equation.  On a more subtle level, it removes a large part of Guitar Hero's strategy by ensuring that you never need to shift your hand.  Considering that you have to hold the entire system with that hand, it's an understandable design choice, but it also removes a lot of the challenge for fans who like to play on Hard and Expert.  On Tour overcompensates for the missing fret by making the note charts ridiculously complex at the higher difficulty levels, and the huge piles of notes don't jive well with the strumming problems mentioned earlier.      The quality of a music game's track selections is very subjective, so check the list and decide for yourself.  What I can say objectively is that the track list is only 25 songs (plus one bonus) and reuses several songs from Guitar Hero III.  Some of the pop songs are not as offensive as you might think, but that doesn't make them good guitar showcases.  I can admit to enjoying Maroon 5's "This Love", but it seems out of place next to Kiss and Santana.  "Are You Gonna Be My Girl" is a good example of a modern song that is actually appropriate for a guitar game.  It's quite disappointing that 20% of the tracks are repeats from the previous game.  At least "Pride and Joy" has been upgraded to a master track; the cover version in GH3 was atrocious.  The repeated tracks also highlight the interface and playability problems, as I found myself getting three stars on songs where I can easily score five stars in Guitar Hero III.  Some of the new tracks like "Heaven" and "Jet Airliner" are so good that I found myself wishing I could play them with a proper guitar controller.    


Guitar battles return from the previous game, but they are much improved here.  The goal is not to force your opponent to fail, but simply to perform better.  The mode is set up like a tug-of-war, and as long as the momentum meter is on your side by the end of the song, you win the duel.  Also improved are the attacks, which are more varied and more interesting than the smaller set used in Guitar Hero III.  The touch screen allows you to store up attacks and deploy them at will, but this means you have to stop strumming for a split second to launch attacks, which can lead to missed notes.  On Tour provides a separate Career mode consisting entirely of guitar battles, which is a nice feature for players who want to keep progressing beyond the standard mode.  You can also duel wirelessly with another player who has a copy of the game, but the lack of online play is odd considering Vicarious Visions' expertise on the system.     On Tour's best asset is its presentation, which enforces the illusion that you're playing Guitar Hero.  The note track looks identical to that in the console versions, and the 3D character graphics are almost as good as what we've seen on the PS2 and Wii so far.  The sound quality is crisp, and the vocals are neither muffled nor distorted. On the downside, there's not nearly enough bass in the sound mix, even with high quality headphones.  This makes it harder to keep the rhythm, which translates directly into your performance.  Finally, I have to point out that menu design is consistently bad throughout the Guitar Hero series.  Why do I have to click through seven or eight levels of menus to play the next song in Career mode?  On Tour doesn't even remember which difficulty level you played last or your initials for high scores.    


These annoyances are minor compared to the janky strumming and occasionally uncomfortable Guitar Grip.  The truncated track list is disappointing regardless of your musical preferences, but this point may be forgivable considering that On Tour is portable and about half the price of a console Guitar Hero with controller.  This game is ultimately an interesting experiment that can be a lot of fun in short bursts, so in that respect, it actually works on the DS.  I would recommend it for casual fans of the series and younger players who may be less demanding.  More advanced players who enjoy Guitar Hero on the Hard and Expert settings will likely be frustrated with an interface that breaks their note streaks and activates star power at inopportune moments.

Pros:
       

  • Improved guitar battles
  •  
  • Some fun new songs
  •  
  • Looks and sounds like Guitar Hero


  •        Cons:
           
  • Lack of precision in controls
  •  
  • Anemic, rehashed track list
  •  
  • Simplified gameplay


  •                Graphics:  9.0
           The 3D models and environments are truly impressive, though hard to enjoy while playing.  The note track also looks sharp and colorful.  New to this game is the touch screen display, which shows your guitar and various meters.

                   Sound:  8.0
           On Tour performs well in this important category, as the songs don't sound overly compressed or distorted, which has been a problem in some other DS music games.  The volume can be underwhelming, even through the usually potent DS speakers, so you'll want to stick with headphones (especially in public).  Unfortunately, even headphones don't help with the low end, which is too soft and may affect your ability to catch the rhythm.

                   Control:  5.0
           The controls work, but just barely.  Most of the problems lie not with the goofy Guitar Grip but with the DS touch screen, which is loaded with too many functions.  The strumming recognition is particularly bad and will impact your score at any difficulty level.  There's really no good way to activate star power, but the game will probably activate it for you... at the worst possible time.

                          Gameplay:  8.0
           Control issues aside, the game is still a lot of fun.  The missing fret button and its implications simplify the gameplay, which is unfortunate, but we're still left with a lot of good songs and tight note charts.  On Tour even manages to make guitar battles fun with its numerous tweaks to that mode.

     


           Lastability:  6.0
           The diminished track selection offers this quandary: you can still keep playing for higher scores, but the inconsistent controls make it difficult to maintain the long chains and strategic use of star power necessary to push your score higher.  Multiplayer could be a lot of fun if you have the gear to make it happen.

     


           Final:  7.0
           Guitar Hero: On Tour ranks near the bottom of this quickly expanding franchise, but the core gameplay proves to be resiliently fun despite an ill-conceived interface.      


    217
    TalkBack / REVIEWS: Trauma Center: Under the Knife 2
    « on: June 21, 2008, 05:09:36 PM »
    GUILT is back… and so is everything else.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=16192

     For a review of the mechanics and overall design of Under the Knife 2, I refer you to our reviews of the previous games in the series.  Unfortunately, this sequel is so formulaic and rehashed that it feels like a remake of the original game, which has already been remade once for the Wii.  It also rolls back many of the advancements in the first sequel (also on Wii),  and it blatantly copies the new surgeries introduced in that game while introducing very few new operations of its own.    


    The story takes place three years after the first Under the Knife game.  Dr. Derek Stiles and his nurse, Angie Thompson, return essentially unchanged.  The game starts in the fictional African nation of Costigar, where we meet a young doctor named Adel Tulba.  He plays an important role in the overall plot of the game, but is never a playable character.  Make no mistake, Dr. Stiles is very much the star of this game.    


    The plot concerns the aftermath of the GUILT infestation attempted by "medical terrorists" in the first game.  You'll start by treating "Post-GUILT Syndrome", but eventually face a resurgence of GUILT itself.  There are a couple of interesting new characters, but most of the cast, locations, and indeed the plot itself are all too familiar.  The returning characters exhibit very little character development, although there are (finally) the faintest hints of romance between Derek and Angie.  The writing is solid, but overly heavy foreshadowing and a reliance on old narrative tricks make the whole story arc predictable for anyone who has played another Trauma Center game.  Also annoying is the notable increase in story-only missions, which are each five to ten minutes of literally paging through dialogue with no gameplay at all.    


    I've focused on the story so far because it is the newest thing about Under the Knife 2.  While  a bit formulaic and redundant, the story is relatively fresh compared to the rest of the game.  The gameplay, controls, graphics, strategies, and types of operations are all carbon-copied from the original Under the Knife, with a few elements carried over from New Blood.  Sadly, large portions of the story seem contrived to allow the game to simply reuse assets and surgeries from the other games.  I praised New Blood for introducing new kinds of surgery and new strategies to the series, but Under the Knife 2 is undeserving of any such praise.  All it offers are a couple of new types of GUILT which you might see once or twice each, but this paltry sample of new content doesn't even show up until the last two chapters of the game.  That means you could be playing for seven or eight hours (roughly 80% of my completion time) before seeing anything that you haven't seen before.    


    To be fair, Under the Knife 2 is still a Trauma Center game, and that means challenging, skill-based gameplay.  However, the game feels entirely unnecessary and frankly boring when compared with New Blood, which was released less than a year earlier.  This newest game also feels like a step backward after the last one offered cooperative multiplayer and full voice acting, neither of which can realistically be implemented in a DS game of this type.    


    Although I've been a fan of Trauma Center from the start and am glad to see Atlus supporting it with sequels, Under the Knife 2 is such a complete rehash that it makes me question the reason for its existence.  It's nice to see the series return to its original home on the DS, but nothing has been added to take advantage of the system's unique capabilities except an obnoxious microphone-blowing incident in one mission.  Even a modest step forward, such as adding more frames of animation to the character portraits, would have made the game feel fresher and more vibrant.  As it is, Under the Knife 2 comes across as a cynical cash-in, a mission pack so lazy that it doesn't even have new missions.  Avoid this game and instead check out the far more innovative and satisfying Trauma Center: New Blood on Wii.

    Pros:
           

  • Entertaining script
  •  
  • Snazzy new music
  •  
  • Core gameplay is still great


  •        Cons:
           
  • You've seen and played it all before
  •  
  • Retracts important new features and adds none of its own
  •  
  • New GUILT are crammed into the end of the game


  •                Graphics:  5.0
           Having only three static facial expressions per character gets old very quickly, even though the art itself is crisp.  Dr. Tulba's gender is strangely indeterminate until other characters establish him as male through grammatical means.  The operation graphics are still pastel-colored and devoid of any liquid depictions, but now they've gone back to that grainy DS look.  This series desperately needs a facelift.

                   Sound:  7.0
           The music is still good, and a few new songs liven up the experience more than most other aspects of the game.  There are a couple of voice samples for each character to accentuate dialogue scenes, but they feel inadequate after the full voice acting in New Blood.

                   Control:  9.0
           It may take a few missions to readjust to the touch screen after two games of Wii controls, but the original method still works just fine.

                          Gameplay:  8.0
           Though it's growing stale, the Trauma Center gameplay is still fun and satisfying.  It's also very demanding, but the in-game instructions are a bit clearer this time around, which minimizes the trial-and-error frustration that occasionally occurred in previous games.

     


           Lastability:  6.0
           Similar to the other Trauma Center games (shocking, I know), this one takes about ten hours to play through once.  Multiple difficulties are more useful for tweaking the initial run than justifying a replay, but some people do enjoy the score attack approach.  The new bonus missions are lame compared to what the Wii games offered after beating the main story.

     


           Final:  6.5
           In my review of New Blood, I wrote: "… a conservative sequel to a great game is still a great game in its own right."  Unfortunately, Under the Knife 2 is more remix than sequel, as the amount of new content (much less true innovation) offered here is truly pathetic.  The game is still well made, but it does not exist in a vacuum.      


    218
    TalkBack / PODCAST: Radio Free Nintendo: Episode 104
    « on: June 28, 2008, 10:15:00 AM »
    It's time to heal the wounds as we spent a single, two-hour segment talking about games.  What a concept!
     http://www.nintendoworldreport.com/podcastArt.cfm?artid=16231

     Happy Birthday to you...    


    Episode 104: The Corrections    


     
    AAC Format    


    MP3 Format    


    Subscribe via iTunes    


    Digg Radio Free Nintendo    


    Feedback on last week's episode continues to pour in.  Some of you loved it, and some of you were disturbed, but there's no question that this week returns RFN to its roots.    


    Jonny starts with some self-defense to balance out all the joking at his expense last week.  Some guys' mommies never taught them that it's rude to make fun of people who aren't present to defend themselves.  In other intro activities, Greg receives a pile of birthday greetings from some very special celebrities.    


    We then launch into a long, meandering New Business in which we discuss games we're playing, games we would like to play, games that we think are stupid, games we have never played but feel like criticizing anyway, and games that aren't even out yet.  It's classic RFN fun, with great participation and chemistry from the four regulars.    


    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!


    219
    TalkBack / REVIEWS: Gyrostarr
    « on: June 25, 2008, 06:12:35 PM »
    Mine eyes, they burn!
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=16220

     The current WiiWare lineup covers the gamut from casual to hardcore gaming, and Gyrostarr is perhaps the best release yet in the latter category.  If I compare it to Tempest, F-Zero, Audiosurf, and even Geometry Wars, perhaps that will give you an idea of how simple and addictive this arcade shooter is.    


    Gyrostarr is clearly inspired by Tempest at some level, as the gameplay and visual design are both similar.  You control a space ship that automatically moves forward (into the screen) at a steadily increasing speed.  The goal is to collect enough balls of energy to open a gate at the end of the level; basically, this means the levels are timed.  There are tons of enemies in the way, mainly serving as (highly effective) distractions to keep you from collecting the energy balls whizzing by.  The presentation makes the game look like F-Zero or Audiosurf, but it's not about racing or music—just shooting and collecting.    


    Aside from destroying enemies, your shots also push away valuable power-ups and energy balls, making it harder to collect them.  Also, you may not want to wait for these items to come down the track, as the enemies will take advantage of your hesitance.  That's where the grappling hook comes into play; you can fire it anytime by pressing up or down.  It shoots out very far along the track and collects items along the way, allowing you to focus on shooting and dodging enemies for a few seconds.  Knowing when to shoot, when to fling out the hook, and when to get out of the way proves to be a satisfying recipe for strategic gameplay.    


    It doesn't hurt that the game moves at a blistering pace.  Gyrostarr eventually builds to such an insane speed that your fingers seem to skip the brain and connect directly to your eyes.  I like to call that "twitch", and this game pulls it off extremely well.  Bonus levels temporarily disable your guns and hook (and are free of enemies), requiring you to simply collect energy at even more ridiculous velocities than before.    


    The twisting tracks change shape and sometimes turn transparent, resulting in a clever optical illusion that can throw off your prediction of where the energy will appear.  Backgrounds are based on Hubble Space Telescope images (no joke), while the music is spacey techno that gets old quickly.  It may not have been possible to generate levels based on music tracks (as in Audiosurf), but custom soundtrack support from the SD card would have been appreciated.  This is, after all, the kind of game that makes you want to zone out to your favorite tunes.    


    The package is rounded out by an interesting offline multiplayer mode with simultaneous cooperative and competitive elements.  Up to four players vie for the top score while pooling collected energy to open the gate at the end.  You can even line up a certain way for more powerful shots.  The 50+ levels don't differ greatly from each other, but the challenge definitely ramps up as you go.  Gyrostarr is a high score game at heart, so the lack of online leader boards to compete with distant friends is a shame.  Still, fans of arcade-style twitch shooters should get plenty of entertainment out of the game, and it's reasonably priced.

    Pros:
           

  • Scary fast gameplay
  •  
  • Subtle strategic elements
  •  
  • Robust local multiplayer


  •        Cons:
           
  • Lacks obvious online features
  •  
  • Lame music begs for custom soundtrack


  •                Graphics:  8.0
           The ships don't look great up close, but the game runs smoothly at ungodly speeds.  Using NASA images for the background is a clever touch, and the real-life nebulae certainly look incredible.  Though not terribly important, the HUD is small and difficult to read during intense gameplay.

                   Sound:  5.0
           If you can't provide good music in a size-constrained download, at least let me load up my own songs from the SD card.

                   Control:  8.0
           Left, right, shoot.  The controls are effective and so simple that you can play with just a Remote or Nunchuk – or use both for multiplayer on a "single" controller.  The optional tilt controls are too sensitive and require a bit too much thinking for this style of gameplay.

                          Gameplay:  8.0
           The real goal of the game –collecting energy– may not be clear if you don't read the instructions in the main menu.  However, the gameplay shows surprising depth once you get used to the core concept.

     


           Lastability:  7.0
           The game is fairly addictive, especially if high-score games entice you.  It's too bad there is no leader board to compete with distant friends, but the local multiplayer mode supports four players (on as few as two Remote+Nunchuk sets) and includes extra rules that set it apart from the lengthy single-player experience.

     


           Final:  8.0
           Gyrostarr is a slick take on an old-school formula.  Fans of twitchy, arcade-style shooters will find it worthy of a fridge-cleaning to the tune of about 300 blocks.      


    220
    TalkBack / $100? No Thanks, Mr. Tyler.
    « on: June 23, 2008, 01:04:53 PM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=16206

      Since when do Wii games cost the same as Xbox 360 & PS3 games?  To my knowledge, Guitar Hero: Aerosmith is the first instance of this happening with a multiplatform release.  All three game + guitar editions are $100 in the U.S., while the game-only packages are $50.  This represents a ten dollar increase for the Wii version over Guitar Hero III, released less than a year earlier.  And what are we getting for the extra ten bucks?    


    Not much, according to the impressions Steven wrote last month.  The guitar is exactly the same and still benefits from using the Wii Remote's wireless components, meaning it probably costs less to manufacture than the other guitar models (but those savings are obviously not passed on to us).  The gameplay is just "Guitar Hero III+", as there are no new modes or features whatsoever.  And the song list, aside from being loaded with awful Aerosmith material, is about 30 songs shorter than what we got in the last game.  So, you're paying a higher price for just over half the content.  The sad thing is, despite my indifference towards Aerosmith, I should be a potential customer for this game just because I already have a Wii guitar and have been addicted to Guitar Hero multiple times already.  I might actually consider this purchase if the price matched the value (~$30/$70).    


    The only improvement Steven pointed out is that the graphics are better, because the Wii version of Aerosmith was actually designed for the Wii instead of being ported from the PS2.  While that's nice, it doesn't affect most of us whatsoever because the graphics clearly don't matter in Guitar Hero; you spend most of the time staring at the note charts.  Are better graphics worth a $10 markup?  No, we should expect better graphics in every sequel.  Anyone who says this game deserves equal pricing with the 360/PS3 versions because of the Wii-specific graphics engine is a lousy apologist.  When Activision releases this year's real Guitar Hero sequel, World Tour, and the Wii version matches its brethren on every feature and still includes controller rumble, etc. to offset the inferior graphics, then I won't mind paying the same price as my HD-gaming friends.  Until then, I'll walk the other way.


    221
    TalkBack / Going to California
    « on: June 22, 2008, 05:50:27 AM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=16194

      I'm very excited to make my return to E3 in about three weeks.  After attending seven years in a row, from 2000-2006, I missed last year's event due to a lack of time and money, and because I didn't think it would be as much fun.  Various circumstances conspired to lure me back for the 2008 show, and it helps that the ESA has brought the event back to the LA Convention Center that I know so well.    


    So far, it looks like Steven "Windyman" Rodriguez and I will be the only two representatives from Nintendo World Report, although we may try to get TYP access at the door, since he lives nearby and won't be risking much to try it.  I'm trying to be realistic about just how exciting the show is going to be, since it has shrunk so drastically and we won't have the traditional, massive staff presence.  However, I should still have some fun social time with all my other friends in the gaming business.    


    One of the best parts of every E3 has to be Nintendo's media briefing, where they announce the big games for the rest of the year and sometimes reveal games even further out.  This year's briefing returns to the huge Kodak Theatre, where the Oscars are now held.  I got to sit in the third row of this place during the 2006 briefing, and it was quite thrilling.  Nintendo's presentation that year wasn't exactly what we were expecting, but the debut of Wii Sports turned out to be an historic event.  I'm now wondering if they can match that gravitas this year, or whether we'll be held captive for two hours watching Wii Fit commercials and YouTube videos about how much moms and dads love bowling.  With E3 changed so much, does it even make sense to rent out the Kodak and put on another decadent briefing this year?  I guess we'll see on July 15th.    


    I don't yet know what Windy has in mind for coverage this year, but it will be interesting and exceptionally busy with such a small crew at the event itself.  We'll have to depend more than ever on our "Home Team" and probably relay a lot of information to them via phone and email between publisher meetings.  One thing I definitely want to try is a set of short, daily podcasts that briskly go over the previous day's events and give our capsule impressions on all the games we played.  These episodes should be able to go live quickly, since Windy and I can share a microphone to simplify the audio editing.  I think we should also be able to get the E3 awards doled out much sooner than normal, since there is no need to build consensus or deal with the hassle of voting among the staff.  Steven and I could even write our own separate awards articles if needed.  If you have more ideas about this kind of thing, please let us know in the Talkback thread for this blog post.    


    So yeah, despite my semi-retirement from NWR over the past six months, I'm going to be representing the site at E3 one last time.  It feels pretty strange to be going back, but I'm also excited to get one more taste of the show that literally changed my life way back in 2000.


    222
    TalkBack / PODCAST: Radio Free Nintendo: Episode 101
    « on: June 06, 2008, 08:39:00 AM »
    We return from the hiatus with a slightly shorter episode.  Includes a bizarre discussion of Star Wars continuity.
     http://www.nintendoworldreport.com/podcastArt.cfm?artid=16097

     We're back!  Maybe too back.    


    Episode 101: Silky Smooth    


     
    AAC Format    


    MP3 Format    


    Subscribe via iTunes    


    Digg Radio Free Nintendo    


    Jon Lindemann has been a key part of the show for months, but he takes center stage on this episode... even when he's not present.  The rest of us chat about Dr. Mario and Star Wars Battlefront 2 during the first segment, with an ultra-geeky argument over the Star Wars movies somewhere in the middle.    


    Lindy finally joins us in the latter half, and we set off to analyze recent news stories like the announcement of Guitar Hero: World Tour, the new Tecmo Bowl games, and a steaming pile of crap from Ubisoft.    


    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!


    223
    TalkBack / PREVIEWS: Trauma Center: Under the Knife 2
    « on: June 06, 2008, 07:44:27 AM »
    Prep for follow-up surgery.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=16098

     The original Trauma Center: Under the Knife is widely held as one of the best early Nintendo DS games.  Fans and critics praised its interesting use of the touch screen, dramatic storyline, and very challenging gameplay.  Atlus must have liked it too, because they converted the game into a Wii launch title with pointer-based controls and some extra missions.  After 2007's follow-up, Trauma Center: New Blood, arrived with voice-acting and cooperative multiplayer, it looked like the series had found a permanent new home on Wii.  It came as a surprise to many fans when Atlus announced yet another sequel just a couple of months after New Blood's release, this one returning to the DS.    


    Under the Knife 2 takes place three years after the original game (a.k.a. Second Opinion), and Dr. Derek Stiles is once again the main character.  While on a medical expedition to the fictional Republic of Costariga, he meets a young (and rather androgynous) native doctor, Adel Tulba, who quickly becomes Derek's apprentice.  They soon find themselves embroiled in the deadly after-effects of the GUILT epidemic that Dr. Stiles conquered in the first game.  The story is once again told through lengthy slideshows before and after each operation.  Due to the limitations of the DS storage medium, this game reverts to text-only dialogue.    


    Fans of the Trauma Center series will find no immediate changes in the gameplay.  All the surgical tools are back, including New Blood's defibrillators, and there are many familiar procedures in the early chapters.  According to Atlus, the focus is on making the game more accessible to new players by providing clearer instructions on what to do during each operation.  The usual interruptions by Derek's nurse, Angie Thompson, are supplemented by blatant audio cues such as "Use the drain!"  Also, the flexible difficulty levels introduced in Second Opinion are offered here as well, so you can drop into Easy for a troublesome operation or go back to previous missions to try the Hard level.    


    Trauma Center: Under the Knife 2 promises to deliver even more dramatic medical action when it hits North America on July 1.  Look for a full review at NWR on the game's release date.


    224
    TalkBack / REVIEWS: Dr. Mario Online Rx
    « on: June 04, 2008, 03:57:42 AM »
    Don't trust any physician who wears a blank CD strapped to his head.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=16082

     Since earning his M.D. in 1990, Mario has always provided sharp commentary on the over-medication of modern society.  The Dr. Mario series continues to warn us about the dangers of hypochondria by depicting the futile application of more and more drugs, at ever increasing rates, to apparently harmless microbes.  In the end, it is not the virus that kills us but rather the accumulation of incorrectly prescribed pills.  Clearly, the venerable Dr. Mario franchise is a scathingly effective satire of medical malpractice.  It is not, unfortunately, a timeless puzzle game.    


    Dr. Mario has always lived in the shadow of Tetris, so it's probably wise of Nintendo to release the new WiiWare version now, before Hudson's similarly upgraded take on Tetris launches this summer.  The objective in Dr. Mario Online Rx, like all the previous iterations, is to destroy a field of viruses by placing colored pills that fall from the top of the screen.  Judging from the title of the game, Nintendo wants you to believe that adding an online mode to Dr. Mario is a really big deal.  In practice, playing online against another person is indistinguishable from playing against the computer, which is also an option here.  There is so little interaction between players in the Vs. mode, and so little communication available (just phrase chat between rounds), that the smooth online functionality adds very little to this package.  If you're really a junkie for multiplayer Dr. Mario, you should look for a copy of Dr. Mario 64 (probably coming to Virtual Console at some point) or import Nintendo Puzzle Collection for GameCube, both of which support four players simultaneously.  This new version of Dr. Mario can only handle two.    


    However, you can get four players together for the excellent Virus Buster mode, which is completely separate from the classic Dr. Mario but is included in the same download.  Virus Buster first appeared as a hidden game in Brain Age 2, where you drag pills on the touch screen in a modified version of Dr. Mario's gameplay.  It works the same way on Wii, simply replacing the stylus control with the Wii Remote's pointer function.  Virus Buster was arguably the best part of Brain Age 2, and it's even better on Wii because there are more difficulty settings and a new cooperative multiplayer feature.  The game doesn't really explain how to set up multiplayer, so you might not even realize it's possible at first.  There is no setting for the number of players; the game will automatically detect the number of Wii Remotes.  If players two through four want to help move pills, they just need to pick up their controllers and start playing.    


    Virus Buster is already a hectic little game, and it gets even crazier when you have multiple people working in the same space.  It's perfect for friends and family, because you need to talk to each other to coordinate some kind of strategy.  It's ironic that Virus Buster can't be played online, because it's better suited for human interaction than the classic mode.  Still, the local co-op feature is fantastic, and Virus Buster is so much fun that it makes up for the blandness of Dr. Mario itself.    


    There's one other feature that may seem interesting.  Dr. Mario Online Rx allows you to send a free demo to anyone (or everyone) on your Wii system friends list.  Sounds cool, right?  It's actually cumbersome and pointless.  Your friend will receive a message with a special link to the Wii Shop Channel, where the demo can be downloaded only by people who received such invitations.  The demo itself is so limited that your friends might download it and never get a chance to play it.  That's because it can only be played online – not only do you have to arrange a time to play each other through some other means, but you'll still have to exchange game-specific friend codes before you're allowed to play.  Maybe I've become spoiled by Mario Kart Wii, but it seems like the friend codes could have been registered automatically, since a link between the systems has already been established.  It's not worth all this effort to play a five-minute game of Dr. Mario's Vs. mode and realize that it's exactly the same as it was on the NES.    


    Dr. Mario Online Rx is a fine puzzle game, but it is mostly redundant the many previous versions of Dr. Mario.  The online mode works great but adds nothing to the experience, and the demo-sharing feature is a wonderful idea crushed by Nintendo's online architecture.  The improved Virus Buster mode is the real reason to download this game, and it makes the package just barely worth its price tag.

    Pros:
           

  • Four-player Virus Buster
  •  
  • Feels like two games in one
  •  
  • Slick online gameplay


  •        Cons:
           
  • Non-random online play isn't worth the trouble
  •  
  • Archaic graphics and sound
  •  
  • Only two-player Dr. Mario


  •                Graphics:  6.0
           The 3D characters look nice, but the actual game field in Dr. Mario looks no better than the Nintendo 64 version.  Virus Buster has a cleaner, zoomed-in presentation.

                   Sound:  4.0
           The classic Dr. Mario songs are still there, and they are still annoying.  What's up with only two out of four songs being available in Virus Buster?

                   Control:  9.0
           Dr. Mario supports all four controller types, but the Wii Remote is perfectly sufficient in the horizontal position.  Virus Buster translates beautifully from the DS touch screen to the Wii pointer.  Transitioning between games can be confusing, because most of the menus don't support pointer control, while others require it.

                          Gameplay:  7.0
           Dr. Mario is decent for a falling-block type of puzzle game.  It gets old fast but can be enjoyable in brief sessions.  Its versus modes (online and local) are pathetic, as there is very little interaction between players.  Virus Buster is refreshingly fast in comparison, and the cooperative multiplayer is a cool addition.

     


           Lastability:  6.0
           Both games in this package will wear thin after a week or two, but they are fun to revisit every now and then.  The online features add almost nothing to the experience, unless you are obsessed with your online ranking.

     


           Final:  6.0
           It's hard to get excited over such a mediocre puzzle game, especially when this new version adds so little of value and even retracts some features (four-player versus).  Virus Buster is the saving grace here, but it's still little more than a clever mini-game.      


    225
    TalkBack / Nuts and Bolts (We Got Screwed?)
    « on: May 27, 2008, 01:47:19 AM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=16020

      The new Banjo-Kazooie: Nuts & Bolts for Xbox 360 combines platforming with a new emphasis on vehicles.  Instead of collecting coins and honeycombs, you collect parts that can be instantly added to vehicles to change their functions.  It's all physics-based, so the potential combinations seem to be virtually infinite.  You can create anything from dune buggies to boats to hovercraft to airplanes to staged rockets.  This may be my most anticipated game, period, right now.  And I don't even own a 360 yet!    


    My anticipation for it has nothing to do with Banjo or Kazooie or the original games (which I loved).  I think it's incredible that you can build a car in a few seconds, drive it around, find a spring, add that to give the car a jumping ability, then jump up to a high platform and find a propeller, instantly add that to the vehicle, then jump in the air and start using the propeller to fly around like a helicopter.  THAT **** IS COOL AS HELL.  Also, you can apparently build a space shuttle and fly into space.  Someone bring me the smelling salts.    


    There is and should be some concern about the objectives Rare will provide in the game.  After all, it's fun to goof around with your wacky new vehicle, but the game should give you some kind of goals as well.  Rare's games have a history of problems in this department, and the Banjo-Kazooie series in particular is well known for feeling like a "collectathon".  I think Nuts & Bolts might avoid this problem by letting you actually use the bafmodads you are collecting... to upgrade your vehicle.  This all hinges upon very clever level design with multiple solutions to each challenge.    


    It seems that most of the antipathy towards Nuts & Bolts is that it doesn't follow the formula of the original Banjo-Kazooie games.  I can definitely understand the desire for a new 3D platformer, because other than Super Mario Galaxy, Crackdown, and Rachet & Clank Future, the genre has been largely neglected in this generation of consoles.  As a Nintendo fan, I know what it feels like when a series takes an unexpected direction (Wind Waker), and I also know what it feels like when a series has stagnated and needs to be revamped (Mario Party).  The best sequels usually find a good balance.  Whether the new Banjo-Kazooie will strike that balance, I can't say, but at least Rare isn't playing it safe.  In fact, I was glad to hear that they have stripped away many of the complicated platforming moves from the last game.  And to be honest, I don't think there is a long enough or strong enough pedigree in the Banjo-Kazooie series to get upset about radical changes.  It's been eight years since the last console game... give Rare a chance to do something new.  If it sucks, we can chastise them for it, but this vehicle emphasis at least has the potential to create a new kind of 3D platformer.  It could be just as cool as the gravity in Super Mario Galaxy, but with more creative tools put in the hands of the player.


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