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176
Podcast Discussion / POLL: RFN RetroActive Discussion (Game #2)
« on: January 20, 2009, 06:02:36 PM »
Vote now for the next game to be the subject of Radio Free Nintendo's RetroActive feature.  Your choices this week are:

Luigi's Mansion (GCN)
Drill Dozer (GBA)
Metroid II: Return of Samus (GB)
Resident Evil (GCN)
Super Ghouls'n'Ghosts (SNES)

Vote now!


177
TalkBack / A New Year, A New Direction
« on: January 19, 2009, 08:45:48 PM »
Nintendo World Report starts off 2009 with a change at its highest level.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=17552

 The only constant in this world is change.  There is no better example of this in action than the video game industry, and the fortunes of Nintendo in particular.  During the GameCube years many were questioning Nintendo’s relevance in a market that was being increasingly dominated by Sony and upstart Microsoft; fast-forward to 2009, and the company is exceeding heights previously seen only during the heady days of the original NES.  The fact that the entire landscape of the industry can change in only a few short years is what makes it so much fun to cover, discuss, and dissect.    


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!


178
TalkBack / REVIEWS: Tecmo Bowl: Kickoff
« on: November 24, 2008, 10:17:28 AM »
This time you don’t have to put up with Jim Kelly being QB BILLS.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=17250

 I have to admit I’m an old-school Tecmo Bowl fanboy.  One of my fondest memories is an epic seventeen-hour, all-night, full-season Tecmo Super Bowl (NES) marathon that started near the end of Super Bowl XXVI (with the Redskins well ahead of the Bills) and ended around 6am the next morning.  My Kansas City Chiefs lost to the San Francisco 49ers in the divisional playoffs that season, but my lifelong affinity for the series was cemented.    


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:
       

  • Online mode
  •  
  • Ability to edit all teams and players
  •  
  • Stylus control works very well
  •  
  • Doesn’t mess with the classic Tecmo Bowl gameplay formula


  •        Cons:
           
  • D-Pad control is clunky and unresponsive
  •  
  • Graphics are very vanilla
  •  
  • Placement of the ball is not listed on the scoreboard
  •  
  • Can’t edit your team’s logo


  •                Graphics:  6.0
           Kickoff’s graphics are very pedestrian, falling somewhere between the NES and SNES versions of Tecmo Super Bowl in terms of detail and polish.  They’re clean and there’s no slowdown, but there’s nothing exciting here either.  Cut scenes are disappointing, lacking the flair of past titles in the series.

                   Sound:  7.0
           There are some nice rock’n’roll tunes throughout, which is sure to please followers of the series.  The QB “Hike” and “Hut” sound samples are also back in full force.  The game sounds exactly as you’d expect.

                   Control:  8.0
           Controlling the action with the stylus is smooth and responsive, and navigating the menus is a breeze.  Using the D-Pad and A-button control scheme - sure to be the initial choice of any Tecmo master - is a nightmare, with a mushy, delayed, and unresponsive feel that makes it almost unusable.

                          Gameplay:  8.0
           This is classic, old-school Tecmo football straight out of 1992.  You play offense and defense exactly the same way, you can zig-zag away from defenders, and guessing your opponent’s play results in a jailbreak blitz.  Veterans of the series won’t even need to look at the instruction manual, but that doesn’t mean some innovation beyond stylus control wasn’t in order.  It sometimes feels just a little too familiar.

     


           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.      


    179
    General Gaming / Gears of War 2
    « on: November 09, 2008, 06:07:49 PM »
    Anybody pick it up?  Great game, but if you didn't like the first one then you won't like this one.  It doesn't stray far from the original, which can be a good thing or a bad thing depending on your tastes.

    Some thoughts:

    - Graphics are probably the best I've ever seen in a console game.  Textures are flawless, the environments are huge and spectacular (albeit mostly dingy), and it takes the first game and bumps everything up a notch.  MASSIVE enemies as well.

    - Ultra-cheesy dialog.  My favorite (spoiler):

    Marcus Fenix to HQ (said dead seriously and obviously supposed to be a horrible revelation) "Anya, it's a giant worm.  THEY'RE SINKING CITIES WITH GIANT WORMS!!!"  I almost died laughing.  It's like Steven Seagal and Bruce Willis co-wrote the script.

    - It looks like you can only do two-player (online) co-op.  Is this right?  I could have sworn it was three or four.  I tried to drop in with two of my buddies on Friday afternoon and I couldn't connect to their session.

    180
    TalkBack / Sunsoft Acquires Nihon Telenet Game Library
    « on: December 10, 2009, 09:24:06 AM »
    Move gives Sunsoft the ability to re-release, or even remake, all titles ever created by the defunct publisher.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=20526

     After last week's announcement that they were bringing their classic title Blaster Master back on Virtual Console, Sunsoft followed it up this week with even bigger news.  The company announced today that they have acquired the entire game library - including intellectual property rights – of defunct Japanese publisher Nihon Telenet.    


    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 I’m 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.


    181
    General Gaming / Warhammer Online
    « on: October 26, 2008, 01:39:39 PM »
    Anybody playing this?  I picked it up last week.  It's the first MMORPG I've ever played (I was never interested in WoW, and LOTRO never drew me in), and I have to say I'm incredibly impressed.  I'm having a blast with it.  Right now I'm playing on the Bretonnia server as a Level 5 Warrior Priest, wandering around doing quests.

    I hopped into an RvR match and got absolutely pummelled.  There are some good people in those, especially those that can use ranged attacks.  As usual, it's a LOT different (and harder) playing against human opponents.  They run around like crazy in order to dodge your attacks.  So even though the combat is very simple (basically just clicking on an icon), people still find a way to overlay technique on top of it.  Very interesting.

    If anybody is in the Order and wants to hop on Bretonnia to get a party going, let me know.  I still have a bunch of quests to run through, and could definitely use some help.

    182
    Nintendo Gaming / What Makes a Game a "Party Game"?
    « on: October 21, 2008, 04:54:30 PM »
    Branching this off from the Wii Sales Thread.

    In that thread, we wandered off the path and started discussing the definition of a "party game".  My contention was that the Wii library leaned towards "party games", in that even the Wii (Nintendo) interpretation of traditional genres (fighters, racers, etc.) leaned towards the "party" side of things.  But what makes up a "party game", exactly?

    I'd say that it's a combination of 1) accessible, easily-learned controls (that may or may not have considerable depth), 2) accessible aesthetics (i.e. no space marines or Herculean alien-killers here), 3) 4-player/local multiplayer are front-and-center in the game's main design.

    Some have wondered what, in my mind, doesn't make something like "Halo 3" a party game, since it supports 4-player.  I thought about that, and I'd say it's the fact that the single-player game is also a large part of the game package in Halo 3.  In Brawl and Mario Kart Wii, the one-player game is a sort of afterthought.  Both games are clearly geared to get multiple people in a room, playing together.  The "solitary gamer" aspect isn't very prominent in their design.

    183
    Nintendo Gaming / DSi + SD Card = Hacker's Delight?
    « on: October 09, 2008, 06:10:04 PM »
    I was thinking about the PSP and the fact that software really doesn't sell on the platform very well.  I think that some of this can be attributed to the rampant piracy on the PSP scene, thanks to the ability to boot homebrew OSes and pirated games right off of the PSP's memory sticks (heck, pirated games load faster off of memory stick than they do off of UMD).

    Meanwhile, the DS Lite has never had support for external memory cards of any sort, which I'm sure has held back piracy on the platform to a certain degree.  On the other hand, the Wii was hacked very quickly, and I'm sure that a lot of that has to do with the ability to get at the Wii's internals via code access on SD Cards.

    So my question is, do you think the DSi will be hacked quickly as well?  This will be the first SD Card-enabled handheld ever for Nintendo, and the more I think about it the more I think it might be a mistake from a piracy point of view.

    184
    Nintendo Gaming / "Wii HD" in 2011?
    « on: October 01, 2008, 01:48:40 PM »
    The successor to Wii is rumored to be coming in 2011, and will be HD.

    http://www.edge-online.com/news/report-wii-hd-set-2011

    This is at least plausible.  The Wii's 2006 hardware is similar to but slightly more powerful than GameCube's 2001 hardware, so it's logical that Wii 2's 2011 hardware would be similar to but slightly more powerful than the PS3/360's 2006 hardware.  It seems to be in step with the direction in which Nintendo is heading, which is previous-generation hardware buoyed by revolutionary input devices.

    185
    General Gaming / Official WipEout HD Thread of ZOMG GRAFX
    « on: September 26, 2008, 12:12:23 PM »
    Any of the PS3 players out there download WipEout HD?  Holy cow, it's amazing.  I know the WipEout series isn't everybody's cup of tea, but if you liked the older games or any of the PSP incarnations, WipEout HD is a must-own title.  It so good that they could have released it as a full-priced retail game.

    186
    Nintendo Gaming / Tecmo Bowl: Kickoff Thread of Peace and Love
    « on: September 16, 2008, 07:43:03 PM »
    I'm still eagerly anticipating this one.  Did anybody happen to see the Gamestop pre-order bonus?  The game is only $29.99 there (it's $32.99 at Amazon, which is a sale price down from $34.99), and you get a TECMO BOWL t-shirt when you pre-order.

    The adult in me says, "Why on earth do you need another dorky video game t-shirt?"

    The kid in me says, "Shut up adult!" and then kicks the adult in the 'nads.

    PRE-ORDERED


    187
    General Gaming / Anybody buying NHL 09 for the 360?
    « on: September 09, 2008, 05:58:51 PM »
    I'll be picking up NHL 09 for 360 in the next few days (next week at the latest, I may wait to see if anybody has it on sale next week).  Is anybody else picking it up?  I'd love to play some of you online (even though I'm horrible).

    188
    General Gaming / SOCOM: Confrontation...Thoughts?
    « on: September 09, 2008, 05:55:49 PM »
    I've never played any SOCOM game before, but this game intrigues me.  I know the Beta is coming soon or is already going on.

    I like Call of Duty 4 and first-person shooters in general.  I've never played Rainbow Six: Vegas or anything like that, but I wouldn't be averse to it.  SOCOM's 32-player online play sounds pretty cool.

    Is this a PS3 I should be checking for?

    189
    General Chat / Official 2008 NFL Football Season Discussion Thread
    « on: September 08, 2008, 06:43:09 PM »
    I know we have a couple of football fans on staff (me, Greg, James), so let's talk about it.

    Week 1 was pretty crazy, with the Falcons running all over Detroit to the tune of 318 yards rushing, Tom Brady suffering a season-ending injury (which broke Greg's heart, I'm sure), the Bills scoring on a fake field goal play, and San Diego losing at home thanks to a last-second Jake Delhomme pump-fake bullet TD pass.

    Tonights game is Vikings/Packers.  Any predictions?  I think that Green Bay is going to emerge victorious, 24-13.

    190
    TalkBack / Eidos Announces Gauntlet DS Features
    « on: September 01, 2008, 06:36:37 AM »
    Update to the arcade classic to include extensive online and wireless functionality, full online voice chat.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16620

     Eidos has revealed new details of its Nintendo DS reworking of Midway's hack n' slash arcade classic, Gauntlet.  This updated version of the original has you once again assuming the role of a Wizard, Warrior, Valkyrie, or Elf (now with their own power moves), battling through forty maps spanning three fantasy worlds full of demons and monsters.    


    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.


    191
    General Gaming / The "Share your Holiday 2008 Shopping List" Thread
    « on: August 13, 2008, 02:39:44 PM »
    I'm taking this from another thread before it gets derailed.  Nick and I were talking about the ridiculous amounts of games we purchase, so I thought I'd share my pre-order list for the rest of the year.  Here's what it looks like:

    Rock Band 2 (360)
    Fallout 3 Survival Edition (360)
    Fable II Collector's Edition (360)
    Gears of War 2 Amazon Exclusive Edition w/Lancer (360)
    NHL 09 (360)

    Still pending pre-orders:

    LittleBigPlanet (PS3) - Waiting to see who offers the Kratos Sackboy skin
    Resistance 2 (PS3) - Waiting to see if they're going to offer a Collector's Edition

    There's nothing on Wii or DS that I'm dying to have, but I'll probably find something worth buying on the DS side by the end of the year.

    192
    From the "freaking duh" department:

    http://www.gamasutra.com/php-bin/news_index.php?story=19759

    "I don't think there's anything preventing the game complexity of BioShock from being on the Wii."

    Do any of these people even realize that Metroid Prime 3 exists?


    193
    TalkBack / Lindy's Most Anticipated Wii and DS Games
    « on: August 03, 2008, 10:01:28 PM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=16519


    As many of our forum regulars are already aware, I’ve had a somewhat negative view of Nintendo lately.  You see, I’m what you could call a traditional gamer, and as such I’m not a huge fan of Nintendo’s blatant pandering to the non-gamer audience at the apparent exclusion of everyone else.  I think it’s really cool that they’re bringing new people into the gaming fold – it’s what the industry needs to sustain long-term growth – but when your actions leave your long-time audience all but alienated, I can’t help but get a bitter taste in my mouth.  With that said, here are the upcoming Wii and DS games that I’m really excited about.  Sadly, Nintendo is only involved in the creation or release of one of them.

    NINTENDO DS

    Bangai-O Spirits – It’s a Treasure shoot-‘em-up, and as a big fan of shmups I couldn’t be more pleased.  This one’s overflowing with typical Treasure craziness, including the ability to change levels as you’re playing them, create and trade your own levels (using audio files, WTF), and an apparently brutal level of difficulty.  It’s been a while since Treasure has put anything out, and I can’t wait for this next release from the old-school fast-action masters.

    KORG DS-10 – This turns your Nintendo DS into a dead-on replica of the legendary KORG MS-10 synthesizer.  I’m no musician so the best I’ll be able to do is bang on this thing and grunt at it like a caveman, but I’m going to pick it up just because the idea is so out there.  With this and that Rock Band 2 DrumRocker kit I have on order, I’ll be a one-man non-band!

    Tecmo Bowl: Kickoff – I’m a Tecmo nut from way back in the day.  One of my favorite video game memories involves a 17-hour Tecmo marathon in which myself and several buddies played an entire season without sleeping.  From what I’ve read, this version retains all the old-school sensibilities of past Tecmo Bowl games, but adds online play to bring the franchise up-to-date.  This is a title I’ll buy day one.

    Retro Game Challenge – Another wild concept that sounds too cool to pass up.  I’m so old that I can’t help but be a retro gamer, so anything that pays homage to the games of my youth is bound to end up in my library.  Like the KORG DS-10, this is another game I have to buy on concept alone.  It’s basically MST3K in video game form.

    Rhythm Heaven – I loved Elite Beat Agents, so I’m definitely interested in any quirky rhythm game you can throw at me.  This actually looks like a cross between Echochrome, Elite Beat Agents, and WarioWare: Smooth Moves, which is music to my ears.

    Peggle – I have a friend who’s a PC gamer and unabashed Peggle addict.  I’d heard about Peggle, but it took his urging for me to try it out.  As soon as I started to play I was hooked.  The game itself is very simple, but the mechanics are what draw you in.  It’s incredibly satisfying to put your ball at just the right angle for a big score, and the game’s twisted sense of humor only adds to the experience.  I’m not sure if I’d pay $29.99 for Peggle DS, but it’ll find its way into my library at some point.

    Racing Gears 2 – I’m a big Orbital Media fan, and I loved what they did with Racing Gears for GBA (they also created Scurge: Hive, an overlooked title that I highly recommend for fans of the old-school Metroid games).  For the uninitiated, Racing Gears has you guiding tiny cars around twisting and turning tracks of various terrains.  You can outfit your car with better performance gear, as well as equip it with weapons like oil slicks.  It’s fast, fun, and deep for a GBA game.

    Moon – This is a first-person shooter from the makers of Dementium: The Ward.  Moon will use an updated version of that game’s excellent 3D engine, and it’ll be interesting to see what they do with it this time around.  Here’s hoping for some online deathmatch, something that I don’t think has been attempted on the DS since Metroid Prime: Hunters.

    Dragon Quest IX: Protectors of the Sky –Even though I haven’t played much Dragon Quest throughout my gaming career (I have DQ VII and VIII but haven’t finished either one), I was ecstatic when Square Enix announced this title for the DS.  After seeing the stellar work that’s been done so far on the Final Fantasy and Dragon Quest DS remakes, I have a feeling that DQ IX is going to set DS benchmarks in terms of graphics, game world size, and adventure length.  And it will also sell about a billion copies in Japan.

    NINTENDO WII

    The Conduit – Why Nintendo isn’t publishing this, I’ll never know.  Featuring a slick 3D engine and fully customizable controls, The Conduit looks to prove that you CAN create a completely original, “hardcore” first-person shooter for Nintendo’s system (since Retro doesn’t seem to want to use the Metroid Prime 3 engine to do so).  Like Vicarious Visions on the DS, High Voltage is looking like they’re going to position themselves as the one third-party developer that actively seeks to push the Wii hardware to places it’s never been before.  Kudos.

    MadWorld – Like a video game version of The Running Man, MadWorld places gamers in the shoes of a contestant on the game show Death Watch, in which survival is the only way to win.  Created by the same team that brought you Viewtiful Joe and Okami, all that really needs to be said about MadWorld can be summed up by the fact that you can kill enemies by chainsawing them in half - crotch-first.  It has vulgarity, it has commentators that drop uncensored F-Bombs, and it only has three colors: black, white, and red.  You guess what the red represents.

    Fragile: Farewell Ruins of the Moon – This is an RPG from Namco/Bandai that looks really intriguing.  It has some gorgeous anime-style graphics and extremely detailed environments to roam around in.  You guide a girl named Seto through a ruined world, trying to figure out secrets of the past.  It doesn’t look like your typical Namco “Tales of…” RPG, that’s for sure.

    So there you have it, my most wanted Wii and DS games.  Hopefully Nintendo comes up with something appealing for those of us that aren’t interested in Animal Crossing: City Folk, Wii Music, and Wii Sports Resort.  I’ll keep my fingers crossed!

    194
    General Gaming / Soul Calibur IV First Impressions
    « on: July 29, 2008, 08:49:22 PM »
    Just got this for PS3.  I'm not a huge Soul Calibur guy (had it for GameCube, but never really played it), but so far it's pretty cool.  It seems very button-masher-friendly, though.  You can peel through the story mode for each character in about 10 minutes.

    Vader is cool...it's fun to do the force moves on people.  Has anybody played Yoda?

    195
    TalkBack / PREVIEWS: Cooking Guide: Can't Decide What To Eat?
    « on: July 16, 2008, 12:21:53 PM »
    Turn your DS into a cookbook.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=16386

     Have you ever wanted to learn how to cook, but didn’t have anybody to teach you?  With Cooking Guide: Can’t Decide What to Eat?, your Nintendo DS can tell you exactly what to do.  It features more than 200 recipes from around the world, searchable by country, calorie count, ingredients, and preparation time.    


    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.    



    196
    Nintendo Gaming / NWR Tecmo Bowl: Kickoff Tournament
    « on: July 15, 2008, 11:50:25 PM »
    Tecmo Bowl: Kickoff isn't coming out for more than two months, but I'm sowing the seeds of this tournament early.  I know that there are several Tecmo heads on these boards, including:

    Me
    Neal (Staff)
    Mr. Adolph Vega
    Rize
    Insanolord

    Is there anybody else that plans to buy Tecmo Bowl: Kickoff on day one?

    197
    TalkBack / PREVIEWS: Tecmo Bowl: Kickoff
    « on: July 14, 2008, 07:23:17 PM »
    The first player I’m creating is Bo Jackson.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=16354

     For many adult gamers raised on the NES and SNES, football has only one name: Tecmo.   After a more than decade-long hiatus (its last incarnation was 1997’s Tecmo Super Bowl for the original Playstation), the cult hit series returns on the Nintendo DS with Tecmo Bowl: Kickoff.    


    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.


    198
    TalkBack / REVIEWS: The Spiderwick Chronicles
    « on: July 12, 2008, 04:44:43 PM »
    If this is a children’s game, there are some tough children out there.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=16345

     After moving into their Aunt Lucinda’s mansion, the Grace children – Simon, Jared, and their sister Mallory – discover a journal belonging to their grandfather.   The book is a Field Guide to the Faerie world, allowing them to see creatures that they otherwise couldn’t (and shouldn’t) detect.  The Faeries don’t want to be found and will do anything to get the book back.  Thus begins the video game adaptation of The Spiderwick Chronicles, a popular series of children’s books.  While its DS incarnation combines an entertaining battle system with an engaging control scheme, its high level of difficulty and idiosyncratic design make it a frustrating endeavor.    


    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:
           

  • Stylus control is effectively integrated into battle
  •  
  • Battle system is fun and engaging
  •  
  • Computer-assisted character upgrading is very helpful
  •  
  • Excellent music


  •        Cons:
           
  • Inappropriately difficult for a children’s game
  •  
  • Checkpoint system makes you wish you could save anywhere
  •  
  • No level maps
  •  
  • Health regeneration items are sparse


  •                Graphics:  7.0
           There’s some nice hand-drawn artwork, and the levels are a good-looking blend of 3D objects and 2D sprites.  However, the color palette used is pretty bland, featuring mostly muted greens and browns.

                   Sound:  8.0
           The great music is immediately striking, with string pieces that fit the dark mood of the game perfectly.  There are also different themes used depending on what you happen to be doing in the game.

                   Control:  8.0
           Stylus control is used very effectively, both in combat and adventuring.  Things get dicey when you get near the edge of the screen or try to rub an object, but overall the controls work well.  The D-Pad is always there as a backup.

                          Gameplay:  6.0
           Combat is well-executed and fun to play, but your party is often outnumbered and will get wiped out – a lot.  Discovering every nook and cranny of each level is fun, but you won’t have a map to help you, and you’re at the mercy of your last saved checkpoint if you can’t find a way out.  Certain aspects of Spiderwick’s gameplay work in isolation, but the overall experience is frustrating.

     


           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.      


    199
    TalkBack / The Space Invaders Extreme Paddle
    « on: July 10, 2008, 06:27:15 PM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=16324

     


    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.    



    200
    TalkBack / REVIEWS: Lifesigns: Surgical Unit
    « on: May 07, 2008, 05:16:46 PM »
    Or as I like to call it, "Drama Center".
     http://nintendoworldreport.com/reviewArt.cfm?artid=15914

     I’ve been struggling to find a proper way to classify LifeSigns: Surgical Unit.  Part point-and-click adventure, part soap opera, and part Trauma Center clone, it’s an unabashedly Japanese game that will surely appeal to a niche Western audience.  Probably best described as "point-and-click interactive anime", LifeSigns has some charming moments.  However, its heavy focus on plot, repetitive gameplay, and long breaks between any real action will likely test the patience of most gamers on this side of the ocean.    


    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:
           

  • Excellent anime-style artwork
  •  
  • Amusing characters and stories
  •  
  • Operations require concentration and technique
  •  
  • Music is catchy and changes according to the circumstances of each situation


  •        Cons:
           
  • No way to skip conversations you’ve already read
  •  
  • Can’t restart operations after making early mistakes
  •  
  • Necessity for precise cuts during operations makes playing on the go difficult
  •  
  • Fact-gathering can be a tedious, trial-and-error process
  •  
  • Mini-games seem detached from the rest of the title


  •                Graphics:  7.0
           There’s some really nice hand-drawn artwork on display, with each character having his or her own unique design and plenty of different poses.  The look of the game perfectly mimics that of a Japanese animated series.

                   Sound:  6.5
           LifeSigns features a nice variety of musical tracks that vary depending on the mood of the current situation.   Sound effects are sparse but effective.

                   Control:  8.0
           The stylus is used for every action outside of pausing the game.  It’s perfect for navigating a text-based title like this one, but using it for operations can be a challenge unto itself.  Many operating table-tasks require a steady hand and pinpoint accuracy, which isn’t always easy to do – especially on the go.

                          Gameplay:  6.0
           The story and characters are appealing, but the trial-and-error nature of fact-gathering can try your patience when all you want to do is advance the story.  Operations can be rewarding, but also frustrating because the lack of a restart feature means you have to finish an entire lengthy operation even if you screw up early.  The mini-games are interesting but bizarre – why am I cooking dumplings in a hospital drama?

     


           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.      


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