Podcast Discussion / POLL: RFN RetroActive Discussion (Game #2)
« on: January 20, 2009, 06:02:36 PM »Luigi's Mansion (GCN)
Drill Dozer (GBA)
Metroid II: Return of Samus (GB)
Resident Evil (GCN)
Super Ghouls'n'Ghosts (SNES)
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Change is a constant theme in the world of video game media, as well. Companies are bought and sold, websites come and go, and readerships evolve and migrate. Nintendo World Report is no more immune to the winds of change than any other video game website, and with this in mind I’d like to announce to our readers some recent changes behind the scenes.
Effective today, I will be succeeding Steven Rodriguez as Director of Nintendo World Report. Steven has done a great job since replacing Jonathan Metts in November 2006, and we’ll miss having him as our fearless leader. Thankfully he will remain on our roster as a Staff Writer, reviewing games and providing some import coverage, but now he’ll actually have some time to devote to his real life (I’m not sure if I should thank him or not). Take it easy Windy, you’ve earned it.
As for myself, I’m incredibly humbled to become the fourth Director of this great website. We’re approaching our 10-year anniversary in March, an amazing feat that speaks to the dedication and perseverance of staff members past and present. Much like the company we’ve followed so closely, we’ve had our ups and downs but have managed to stick it out for the long haul. Ten years ago, back when I was collecting release dates for The 64 Source (anybody remember that website?), I never would have imagined that one day I would be tasked with directing one of the pre-eminent enthusiast gaming sites on the web. But here I am, and I’m absolutely thrilled.
For our readers, I can assure you that we will keep bringing you the timely Nintendo news coverage and quality game reviews that we’ve always been known for. With new management comes new ideas, of course, and trust me when I tell you that the staff and I are already batting around new initiatives that will make the site better than ever. For starters, we’ve made a slight tweak to our forums. We’ve created an NWR Interactive forum area that’s dedicated to our Talkback threads, Staff Blogs, and Radio Free Nintendo and Trivia podcast discussions, making them easier to find and our forums better-organized as a result. NWR is only as good as our community, and we plan to push community interaction and involvement as much as possible going forward.
In short, good times are ahead. You, our valued readers, aren’t just coming along for the journey; ultimately, you’re steering the ship. Let us know what you want to see, what we’re doing wrong, and what we’re doing right. And most of all, keep playing your Wiis and DSes and enjoying all of the quality gaming that Nintendo systems have to offer. We’ll see you out there!
To my delight, Tecmo has breathed new life into the Tecmo Bowl franchise with Tecmo Bowl: Kickoff for the Nintendo DS. Featuring all the typical modes (Preseason, Season, Exhibition) that Tecmo Bowl games are known for, this new version also adds stylus control, full team editing, and online play via the Nintendo Wi-Fi Connection. It also confirms that what was charming in 1992 – that is, a sometimes-awkward Japanese interpretation of an American game – isn’t quite as charming in 2008. It’s the same old Tecmo Bowl in ways both good and bad.
The Tecmo Bowl series has always been about blending arcade-style gameplay with simulation elements, and Tecmo Bowl: Kickoff is no different. There is a Preseason (exhibition) mode, Season mode with full tracking of offensive and defensive statistics, and a mode in which you can create your own All-Star roster. In Season mode you have to also contend with weather (rain, snow, or clear). It’s a pretty simple game of football, with each player choosing from a total of eight plays (four rush and four pass). The idea on defense is to predict your opponent's play, which sounds overly simplistic but is actually quite enjoyable, especially against human players online. You’re constantly trying to outsmart your opponent by avoiding the obvious play in any scenario. There are some added wrinkles, like players getting “hot” (i.e. a statistics boost) after successfully executing a series of plays, but for the most part it’s still the same Tecmo Bowl you remember. You can do the old zig-zag move to get away from defenders, if you choose the other person’s play it’s an all-out blitz, and spectacular plays result in dramatic cut scenes. Series veterans will be able to jump right in.
The one area that has undergone considerable change is the game’s control scheme. Stylus control has been implemented, and that’s a good thing because D-Pad control is extremely clunky. There’s a strange delay when performing simple actions with the A button, like choosing a player on defense before a snap or controlling the kick strength meter of a kickoff. On kickoffs you actually have to press the button at 50% in order to get a 75% strength kick, which makes accurately gauging the depth of your kickoff difficult. It’s the same for field goals: an arrow moves up and down and you have to press the A button when it’s in the middle. It’s very hard to get the kick you want.
Using the stylus, however, is an entirely different experience. It’s obvious that Tecmo Bowl: Kickoff was designed with stylus control in mind, especially when passing the ball on offense. When using the D-Pad, it’s hard to distinguish which receiver you’re targeting because the “selected” icon isn’t much larger than the “unselected” icon, and on top of that they’re virtually the same color. With the stylus you simply tap the touch screen to have your quarterback drop back, lead him around by drawing on the touch screen Phantom Hourglass-style, and tap a receiver to throw to him. It’s very quick and intuitive, making stylus control pretty much mandatory—even though it lacks the classic Tecmo Bowl feel, and controlling a running back does feel a little detached.
The stylus is especially advantageous for navigating the team editor menus. Players are able to edit team names, logos, uniforms, and playbooks, as well as customize player names, numbers, and skills. A finite team pool of skill points are distributed among your players, meaning you can’t arbitrarily max out every player on your team. Furthermore, when a team and its players are edited, they remain in their edited state and the custom roster is used by the game from that point on. You can also equip players with certain bonus powers, such as extra sack avoidance, or increased statistics when their team is trailing in the fourth quarter. The one puzzling omission is the ability to create your own team logo; you’re forced to choose from a limited number of pre-made emblems, meaning that the closest approximation to the logo of my Atlanta Falcons is a threatening-looking rooster. Still, the editor is very comprehensive, and is obviously included so that die-hards can customize each of the game’s 32 teams to reflect their real-life NFL counterparts.
Players can take these edited teams online, as well. For the first time outside of PC emulation, Tecmo fanatics can challenge other players across the country and around the world via the Nintendo Wi-Fi Connection. Online play is very stripped-down, limited to player trades and an online version of an exhibition game. In an auto-match you don’t even see the name of the person you’re playing against, so the experience isn’t much different from playing the computer. I encountered occasional lag in online play and even got disconnected once or twice, but typically the game experience is very smooth. Playing against human competition is definitely more fun than playing the computer (which is as terrible as ever), so the addition of online play is certainly appreciated.
From a graphical standpoint, Tecmo Bowl: Kickoff looks very similar to the franchise's early SNES incarnations. It doesn’t even attempt to emulate the franchise’s 16-bit visual pinnacle, Tecmo Super Bowl III: Final Edition. There is snow and rain, but the field and players look as vanilla as can be. Kickoff's graphics can be described as a hybrid of the NES and SNES versions of Tecmo Super Bowl, looking smoother and cleaner than the NES version but lacking the vibrant colors and end zone logos of the SNES version.
There are some presentation oversights as well, such as the top screen’s scoreboard never telling you where the ball is placed (e.g. instead of saying “3rd and 5 on Atlanta 15”, it just says “3rd and 5”). You should be able to get this information at a glance, instead of having to look at the playing field to figure it out. The classic Tecmo cut scenes during big plays also make a return, but they’re very generic and don’t do much to enhance gameplay.
The game’s sound effects are comprised of the typical “hike” and “hut” voice samples that will be well-known to veteran players. The musical score features rock’n’roll remixes of themes from Tecmo's past, along with some new tunes to liven things up a bit. It suits the game with an acceptable amount of late-80’s hairbandish retro-cheese.
For long-time Tecmo Bowl fans looking for a new fix, Tecmo Bowl: Kickoff gets the job done as a solid, if unspectacular, entry in the storied franchise. However, neophytes are unlikely to appreciate its arcade spin on football and retro-gaming appeal. Giving players the ability to edit every piece of team and player information in the game is a great feature, and the online play is welcome and sure to extend the life of the title, but in the end it all seems a little too barebones. You can’t help but wish that Tecmo put a little more attention into the details that place Kickoff’s predecessors amongst the most cherished titles in gaming.
Pros:
Lastability: 8.0
You’ll be playing Season mode for a while, but online play is what really extends the life of this title. However, because the online experience amounts to playing an exhibition game minus the the dumb AI, you’ll likely tire of it after a while. I’ve had some online matches in which I swore I WAS playing the computer.
Final: 7.0
Tecmo fans will not be disappointed with Tecmo Bowl: Kickoff. It’s a handheld version of 16-Bit Tecmo Super Bowl in every sense of the word, and the ability to play your friends online makes the entire package that much sweeter. Being able to edit virtually everything about your team is also a boon for completionists. However, after playing for a while you can’t help but wish that Tecmo wasn’t quite as faithful to the source material, paid a little more attention to detail, and added a few more bells and whistles this time around. Those new to the series are unlikely to appreciate its nostalgia factor, and will probably wonder what the fuss was about.
Nihon Telenet is best known in the West for the Valis series, but also published titles like Arcus Odyssey, Ys III: Wanderers from Ys, and Gain Ground. Their library spans many different platforms, including the NES, Sega Genesis/Sega CD, PC-Engine/TurboGrafx-16, and Sony's Playstation.
Sunsoft states that their short-term plan is to re-release the original games on Virtual Console at first. Future plans include remaking classic titles for current-generation systems, and creating new entries in existing franchises as well. Regardless, the company hopes to work its fans into a "frothing lather".
No release dates for Sunsoft's Nihon Telenet games have been revealed, but the company promises that announcements will be made in the "coming months".
SUNSOFT ACQUIRES ENTIRE NIHON TELENET SOFTWARE LIBRARY
Redding, CA December 10, 2009 Sunsoft, a division of SUNCORPORATION (JASDAQ: 6736) , has today announced that they have completed the purchase of the entire software library of defunct Japanese game publisher Nihon Telenet. This transfer of intellectual property gives Sunsoft the ability to publish or remake over 100 Telenet titles originally published on key platforms like Nintendo Entertainment System, SEGA Genesis/SEGA CD, and PC-Engine/Turbografx, and Sony Playstation.
Nihon Telenet, also known as Nippon Telenet, who published under the Renovation brand in the USA, was a prolific developer and publisher of popular and well-crafted titles like the Valis Series, El Viento, Earnest Evans, Tenshi No Uta (Poems of the Angel), Exile, and Cosmic Fantasy series, to name only a few. One of the interesting trademarks of a Telenet game was that it was not uncommon to see characters from one title make a guest appearance in a different Telenet game or series.
Kiharu Yoshida, CEO of SUNCORPORATION said of the acquisition, I am proud to have succeeded in creating a home for this large family of key software. We plan to carefully cultivate the great software base we have purchased with this transaction.
Victor Ireland, President of GAIJINWORKS was instrumental in helping the deal come about and will assist Sunsoft in the implementation of a publishing plan for existing titles and development plans for those that are chosen to be remade. Ireland effused After Telenet closed, I was sure there was a way to keep their great ideas and characters alive, and Im extremely happy that Sunsoft has stepped into that role. There are numerous fantastic products to work with in this acquisition, and there is nothing but amazing possibilities for the Telenet IP as a whole.
Initial plans are to quickly begin publication of the original software releases on Virtual Console systems available on the Wii and other platforms. Then new development of key titles in the library will be initiated, targeting the best and most-wanted to be remade for current consoles and services. Given that many of the Telenet series had only one of the installments released in the US, some of these Virtual Console and remade releases will be seen for the first time in Western markets.
In the coming months, the order of release for titles from this library will be announced and publication will begin, events sure to work game fans into a frothing lather. Suggestions and comments for the games to be chosen are welcome and can be made on the new Sunsoft USA message boards at www.sunsoftgames.com.
While the Gauntlet game concept is rooted in the past, the features that Backbone Entertainment (creators of the Xbox Live Arcade and Playstation Network remakes 1942: Joint Strike and Wolf of the Battlefield: Commando 3) are putting into this version are as cutting-edge as you can get. There is heavy emphasis on online play this time around, with the addition of both four-player cooperative and competitive Wi-Fi (and local wireless) play as well as full voice chat. Several online ranked multiplayer modes such as Deathmatch, Team Deathmatch, and Treasure Hoard round out what looks to be a robust package. Gauntlet releases this October.
Eidos Revitalises Timeless Coin-Op Classic GAUNTLET™ On The Nintendo DS™
Monday 1st September/... Eidos Interactive Ltd., creators of some of the world’s leading videogame properties, has today confirmed that Gauntlet™, a modern reworking of the classic fantasy hack and slash arcade game from Midway, will be released on Nintendo DS this October.
Gauntlet is set in a fantasy-themed universe where evil cloaks the world from the high clouds of Ascendia to the depths of the lava-ridden Abyss. Players can choose from the four classic heroes, Elf, Warrior, Wizard, and Valkyrie, each with their own strengths, weaknesses and special abilities. Throughout the journey, the heroes will slash their way through demonic foes and gain up to four power move abilities to aid them in their battle with evil.
“With Gauntlet we’ve revitalised all of the action and fun of the original 1980s arcade classic, whilst updating the visuals and gameplay for today’s DS gamer,” said Ray Livingston, Brand Manager at Eidos. “With four-player Wi-Fi cooperative mode, one of the most memorable multiplayer gaming experiences of all time is back with a bang.”
One of the few titles taking full advantage of the hardware capabilities of the Nintendo DS™, Gauntlet offers Voiceover IP (VoIP) which allows voice communication through the Nintendo DS microphone, giving players more options to interact with their friends online.
Featuring 40 maps across three realms, Gauntlet offers fast-paced, retro RPG crusade-style gameplay in addition to new and in-depth multiplayer features including cooperative play and competitive multiplayer. The arcade style competitive multiplayer feature strengthens the addictive Gauntlet experience by introducing ranked multiplayer games like - Deathmatch, Team Deathmatch and Treasure Hoard game modes, hosted with local Nintendo Wireless play or via Nintendo Wi-Fi Connection.
Developed by Backbone Entertainment, a division of Foundation 9 Entertainment, Gauntlet is set for release on Nintendo DS later this year.
Cooking Guide takes you through the entire process of cooking a meal from start to finish. You start off by compiling an ingredient list for the dish you’ve selected, with the intent being that you’ll take your DS with you to the grocery store. Once you get your ingredients home, you can prepare to cook the meal by looking at a picture of the finished dish, watching videos that explain cooking techniques (such as cleaning a fish), and looking up terms in a cooking glossary if you don’t know what they mean.
When it comes to cooking the meal, each recipe in Cooking Guide gives you step-by-step instructions. You can turn the page with a tap of the stylus or a simple voice command, and you can also use the stylus to make notes and adjust serving sizes.
It looks like Cooking Guide: Can’t Decide What to Eat? has everything necessary to turn your DS into an electronic cookbook. You’ll be able to try your hand at the culinary arts on November 24th. In the meantime, check out the official trailer for the game below.
Since Electronic Arts now owns the NFL License, Tecmo Bowl: Kickoff uses strictly fictional teams and rosters. However, all of its thirty-two teams are customizable, meaning that you can change your team’s city, emblem, and uniform colors, as well as edit each of your player’s names and statistics to your liking. You can also customize your playbook with your own selection of four passing plays and four running plays.
One thing the Tecmo Super Bowl series is known for is its completely over-the-top plays (see Montana, Joe to Rice, Jerry). Tecmo Bowl: Kickoff promises the same crazy plays, but also the opportunity to strategically use them at just the right time in order to get the edge on an opponent. Of course, these outrageous athletic feats will be highlighted by all-new cut-scenes, a series trademark.
There are also some new features made possible by the unique abilities of the Nintendo DS hardware. In addition to full stylus control, you’ll be able to battle other players using local multiplayer as well as Nintendo’s Wi-Fi Connection. For the first time ever, you’ll be able to play other Tecmo fanatics no matter where they are.
Tecmo Bowl: Kickoff looks to be filled with nostalgic references, right down to its rock’n’roll remixes of classic musical tracks from the series. It may very well create a new generation of Tecmo Bowl maniacs when it releases in September.
The Spiderwick Chronicles is a role-playing game at heart. The top screen displays your character’s health, while the touch screen shows your characters and their surrounding territory from a top-down perspective. Monsters roam around the environment as well, and they attack on sight; by the same token, monsters can also be evaded by staying far enough away that they can’t detect you. The scene then switches to a traditional side-view turn-based battle, and when the battle is won, you’re back to the map. The overall design is reminiscent of the classic Chrono Trigger, so experienced gamers should grasp the basics pretty quickly.
The battle system is also similar to many well-established RPGs. Your party changes in size during the adventure (for some reason, Mallory has a nasty habit of getting kidnapped), but you’ll always square off against enemies in turn-based combat. You can perform a melee attack, execute a super attack, cast magic, use an item, or guard. The stylus is especially useful during battle, allowing you to attack enemies by simply tapping them. You can score extra damage by completing quick mini-games before each attack; these include drawing a circle, tapping three X’s in the order that they appear, and tracing the line of a sword across the screen. You can also block attacks by tapping characters as they’re hit, a crucial skill when your party is on the ropes. A successful block can be the difference between getting hit for one point of damage or eight points of damage, often determining whether or not a character gets knocked unconscious. The tight integration of stylus control into the combat system really keeps you on your toes, making each battle a fast-paced and engaging experience.
But combat can also be frustrating. You are often greatly outnumbered; even early in the game, you’ll engage in three-on-seven battles fairly regularly, and enemies ruthlessly attack your best character. You’ll too often face a situation in which your weakened party is unavoidably jumped by a large group of monsters, and all you can do is watch helplessly as your characters are systematically picked off one by one. It’s also difficult to see how much health your enemies have left, since it’s displayed as a health bar instead of a number. Dealing with these issues battle after battle makes Spiderwick Chronicles the kind of title you’ll periodically have to take a break from out of sheer annoyance.
The stylus is used for general control as well as combat (you can use the D-Pad and buttons, but the stylus is your best choice). Much like the control scheme used in The Legend of Zelda: Phantom Hourglass, you move your character by dragging the stylus around the touch screen. You can shake items out of bushes by rubbing them and grab wayward sprites out of the air by tapping them. While there are definite flaws – the game sometimes has a hard time detecting when you’re walking versus trying to rub an object, and it can be difficult to walk your character off the side of the screen – stylus control is well-integrated and generally fun to use. The DS microphone is also employed; certain sprites hide in sunbeams, requiring you to "blow" them out into the open. While this may elicit a groan from some people, it doesn’t feel gimmicky and is actually an entertaining method of finding hidden sprites.
There’s also a sprite-based character upgrade system. Each character has statistics for Health, Sprite Affinity (a.k.a. Magic), and Attack, and they can be upgraded by capturing Level-Up sprites. Players can then upgrade whichever character in their party they so desire, but the game also suggests which statistic might be best to improve by placing a star beside it. It’s a nice way of introducing younger players to the character management so prevalent in today’s hardcore RPGs.
However, The Spiderwick Chronicles is also guilty of several design oversights that might turn young gamers off to the genre altogether. First and foremost, the game is difficult - often crushingly so. Health items are few and far between, meaning that it’s sometimes easier to let a wounded party get wiped out so that you start back at your last checkpoint with full health. And yes, a checkpoint system is used, as opposed to the convenient “save anywhere” method employed in many RPGs. This means that it’s possible to wander around an area for quite a while, only to die and be forced to start all the way back at its beginning. There aren’t any level maps either, meaning that even veteran players will find their patience tested.
Graphically, Spiderwick sports a hand-drawn "vintage storybook" look that suits the game’s theme quite well. In-game graphics effectively blend 3D environment objects with 2D character sprites, but while each level is fairly detailed, the generally bland color palettes prevent them from popping off the screen. The music steals the show here, with a varied soundtrack featuring several haunting refrains that provide a perfect accompaniment to the game’s mystical feel.
The Spiderwick Chronicles is a wolf in sheep’s clothing. While its children’s book license and wealth of tutorials clearly mark it as a game intended for younger players, its frustratingly difficult battles, annoying checkpoint system, and lack of level mapping make it a tough nut for even experienced gamers to crack. Ultimately, it cannot be recommended, unless you’re a fan of the series looking for a challenge often bordering on maddening.
Pros:
Lastability: 4.0
While the adventure is relatively brief, the repetitive nature of its gameplay makes it feel much longer. And aside from trading Faeries to round out your Faerie Pages, there’s nothing left to do once it’s over.
Final: 6.0
It’s hard to determine what audience The Spiderwick Chronicles is designed for. On the surface it appears to be aimed at kids, yet it remains a frustratingly difficult game that is best suited to experienced – and likely older – players that can tolerate its idiosyncrasies. Compensating for its awkward checkpoint system, paucity of health items, and absence of level maps will likely turn off young gamers with short attention spans. Fans of the series looking for a challenge will find it, but most will tire of it quickly.
For my first blog entry, I decided to do something a little bit different and create a video blog. In this edition I show off the Japanese DS paddle controller that's compatible with Arkanoid DS and Space Invaders Extreme.
LifeSigns chronicles the adventures of Dr. Tendo Dokuta, an intern at busy Seimei Medical University Hospital. Tendo enters the medical profession after enduring the childhood trauma of his mother dying of cancer. Every day, he comes across all sorts of medical emergencies, tackling each challenge with the help of his fellow hospital staff. Among these staff members are Suzu, his attractive, older female supervisor; Aoshima, another overworked intern; Hoshi, a well-meaning nurse; and Professor Sawai, the hospital’s gruff head surgeon and Tendo’s boss. Each of the game’s five main episodes involve these characters in some way, with other "guest" characters popping in and out of the narrative as each story unfolds. It’s no coincidence that many of the main characters are women, since there’s a running subplot that hints at plenty of romantic interest in the young doctor.
The interactive aspect of each tale involves two distinct gameplay phases. The first is an adventure and research phase, told via anime-style cutscenes that have you visiting different locations on the hospital map to question characters about the topic at hand. When you get a useful piece of information, it’s stored in a scrollable inventory at the top of the touch screen as the icon of the person who gave it to you. Multiple pieces of information from the same person are differentiated by slightly different icons (e.g. one icon might have a sad look on the person’s face, and one might be happy). When you want to discuss one of your pieces of "evidence" with someone, you simply use the stylus to drag the icon over them to get a response. Sometimes it will be the right topic and they’ll drive the story forward, while other times you’ll receive a canned dismissal or flippant comment.
This research phase is entertaining but flawed. While the stories told are often humorous and engaging, the act of information-gathering is tedious and repetitive. It’s baffling that, with such a text-heavy game, developer Spike didn’t give players the opportunity to skip entire conversations. If you ask somebody a question, be prepared to have to skip through their entire diatribe every time. This is especially irritating when you’re stuck, because you’ll get caught in long conversations that you quickly realize you’ve heard several times over.
As the game progresses, it also becomes obvious that characters appear at certain locations for the sole purpose of furthering the story. Gameplay becomes a simple matter of chatting up each character until you present them with the right piece of evidence that triggers the next piece of critical dialogue. What should be legitimate puzzle-solving is just as easily accomplished through trial-and-error.
The second phase of gameplay has you carrying out life-saving operations on patients. A precursor to most operations is a physical examination, during which you’ll use the stylus to rub areas of a patient’s body, checking for various internal ailments (and yes, there are consequences for rubbing patients in inappropriate places). You can also use a stethoscope to check for other symptoms, which are handily listed on the top screen as they’re discovered. Unfortunately, you’ll sometimes have no clue as to where to examine, so again there’s some trial-and-error involved.
Later episodes will see you executing multiple operations per episode, the stakes getting higher and higher with each trip to the operating room. You can save your game at any time during an episode so you’ll never lose any progress. Operations typically signal a major turn in the story or the conclusion of a story arc, so there’s plenty of build-up; the game does a good job of drawing the user in, making sure you realize that each operation is a critical and delicate procedure. You also score points that can be used to buy unlockable extras after you beat the game, an extra incentive that adds to the tension and your desire to excel.
Operations present a series of touch screen-based tasks for the player to complete. For example, removing a patient’s gallbladder involves cutting him open, securing the gallbladder in place, snipping it out, cleanly removing it, and sewing him back up. These actions are all done with the stylus and require different techniques based on the tools being used. Suturing a cut requires a zig-zag motion across the opening, while using an electric scalpel requires a soft, steady line of pressure that cuts the patient but doesn’t burn him. Because it’s often necessary to hold your DS steady in order to make long, precise cuts, LifeSigns isn’t the greatest game to play on the go. If you don’t have a tabletop or other flat surface around, you’re going to have a hard time with advanced operations.
Part of this difficulty stems from the hint system that guides your incisions. You can use the L and R shoulder buttons to give you a temporary path for an incision; it quickly fades, but gives you an idea of where to cut. Because you’re often doing long cuts, you need to hit the hint button over and over. Each operation becomes a juggling act, with the player hitting L/R, continuing the cut, hitting L/R again, and so on. It can be a tricky proposition.
Of course, any error on your part has an adverse affect on your patient’s health. Repeated screw-ups will exhaust a health meter at the top of the screen, triggering a resuscitation mini-game that has you timing the application of shock paddles. You can only resuscitate a patient once, however, so doing an operation right the first time is always critical. What makes this task difficult is the fact that you can’t restart an operation that’s in progress; even if you screw up early and know you’re doomed, you’re still forced to complete the entire operation. Since later operations can be very long and complex, this can be very frustrating.
Resuscitating a patient isn’t the only mini-game you’ll come across. Each episode has a strangely random unlockable mini-game thrown into the middle of it, featuring such off-the-wall objectives as catching snakes, cooking dumplings, and playing air hockey. They’re nothing like the rest of the game and seem strangely out of place, almost like an excuse to add some extra gameplay content.
In terms of presentation, LifeSigns is Japanese to the core. The hospital scenes are wonderfully drawn, with backgrounds and characters looking like they've been plucked directly from a Japanese anime series. Characters are presented as static drawings, but they all have plenty of different poses and facial expressions that really imbue them with their own personalities. None of the character names have been Westernized, so they can be hard to keep track of at first, but each character design is so unique that you’ll be able to match faces to names in no time. There’s a nice variety of music, with some bouncy "Just another Fine Day at the Hospital" tunes mixed with some more menacing selections for dramatic effect. The score changes dynamically in true soap opera fashion; if somebody gets bad news, the music gets scary, while a successful operation calls for a more upbeat track.
LifeSigns: Surgical Unit will definitely appeal to fans of text or point-and-click adventures who don’t mind wading through a lot of dialogue to get to the action. While the stories presented in the episodes are actually quite enjoyable, the trial-and-error nature of fact-gathering coupled with the inability to skip conversations makes furthering the narrative a tedious and frustrating process. The operation element of the game suffers the same fate; operations are fun to perform, but they can also be difficult and time-consuming, with the lack of a restart function making early mistakes aggravating and costly. If the concept of interactive Japanese manga intrigues you, LifeSigns will certainly satisfy; but those looking for less plot and more action will want to look elsewhere.
Pros:
Lastability: 6.5
There’s sixteen different endings to see (some good, some bad), and lots of unlockables like the mini-games, a cut-scene gallery, and a sound test. That’s quite a bit of stuff to do, but once you unlock it all there’s little reason to come back.
Final: 6.5
LifeSigns: Surgical Unit is an enjoyable game that certainly has its share of flaws. It’s quite different from most other DS games on the market, making no attempt to hide its Japanese origins. It has some great art design, a humorous story, and likeable characters, but furthering the narrative through research can be a plodding and repetitive task. Operations are cool but can be frustratingly difficult due to the lack of a restart option. Fans of point-and-click adventures and anime may want to check it out, but gamers accustomed to more action and less plot development will want to leave it on the shelf.