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Topics - Bloodworth

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451
TalkBack / Resident Evil 4 Preview
« on: March 16, 2004, 08:58:23 PM »
Fans of the infamous Resident Evil series have long been trapped between thirsting for more of the same and wanting a fresh new outlook. Fortunately, Resident Evil 4 is poised to deliver both.

Last updated: 03/17/2004 by Chris Martino

What originally began as a straightforward continuation of the storyline and gameplay that has made the franchise a success, has, under the re-assumed direction of Shinji Mikami, become something both strikingly different and eerily familiar. Capcom has kept a tight leash on the information surrounding this latest release and full details will likely not be known until this upcoming E3. Still, from the breathtaking visuals to the implementation of several new gameplay features, Resident Evil 4 is moving swiftly into the future.

The story follows Leon S. Kennedy and occurs six years after his initiation into the frightening world of Resident Evil. Operating as a U.S. Agent, Leon is hired by the president to guard his daughter. Unfortunately for Leon, she is kidnapped before he arrives and is smuggled to a European village. Hot in pursuit, Leon is confronted by the villagers who hunt him down relentlessly, caught in an unnatural trance. The evil Umbrella Corporation has been destroyed and will not be a focal point in the script, although it may have some relevance to the strange events. Throughout the adventure, Leon will also encounter other characters from the series, but there has been no clue as to who they will be.

Capcom has kept some of the staples of the franchise while simultaneously making some drastic changes. The game will only play in 16:9 widescreen. While this may be slightly bothersome to a few gamers, the decision was made in order to increase playability. Leon will take up the left side of the screen with the camera hovering over his shoulder. This will give players full aiming control and put them closer to the action than ever before. There will also be an option for a slightly different third-person camera along with a first-person view. The controls remain largely the same as previous Resident Evil games, but should operate much more smoothly considering the perspective change. Items and inventory will be handled as they have always been. For instance, you will still be required to access the inventory to switch weapons and you will still rely on those trusty herbs and first-aid sprays to heal your wounds. Thankfully, the health and ammo information will be displayed on-screen this time around.

If this still sounds suspiciously like the same old Resident Evil, then you should know that there won’t be any zombies. No zombies? Well, at least not from what we’ve seen so far. The adversarial villagers are still human, or at least mostly human, and are under a strange influence. Without warning or reason, they attack Leon unremittingly. They’re fast and smart. Armed with sickles, axes, pitchforks and whatever else they can get their hands on, they’ll attack in groups, avoid gunfire, and even deliberately lead you into ambushes. Should you be out of range, they will throw their weapons at you, attempting to kill you at all costs. They’ll open doors, break windows, and absolutely will not stop until you are dead.

Fortunately, Leon isn’t without a few new moves himself. Thanks to the manual aiming, you can target individual body parts, and enemies will react accordingly. If you’re low on ammo you might consider shooting a villager in the foot to hobble him. You can also shoot projectiles out of the air in order to avoid getting tomahawked. The game features a multi-purpose action button which can be instrumental in escaping the crazed hordes. After a quick shot, Leon can close the gap between his enemy and plant a firm kick to the chest. The action button will also be used for other tricks such as barricading doors and even toppling a ladder full of bad guys. Leon also sports a new pair of binoculars to zoom in on the action from afar, gaining valuable insight on upcoming areas and occasionally triggering a cut-scene.

Resident Evil 4 will include a few, traditional indoor areas, but the majority of the game takes place outdoors. The canopy shrouds the environment in darkness, occasionally with only the wan light of the moon to guide you. The classic door-opening scenes are gone, and the game should feature only a few brief loads. Gone are the pre-rendered, static backgrounds, and everything from the intro to the supposedly shocking ending is done using the in-game engine. The lush graphics aren’t the only real-time aspect. Apparently, the difficulty will adjust according to your performance, altering the amount of ammo and health as necessary.

Mikami has stated that horror will still be a central aspect of the game, but the overall experience will be quite different. The game tempo is much faster, and instead of facing a smattering of mindless zombies, players will be constantly confronted with throngs of intelligent foes. The feeling of claustrophobia should be intense as they hunt you in an unfamiliar environment with no escape. The word is out that even the developers get scared when playing the game. Taking the series to a new level, Resident Evil 4 will last at least ten hours and is due for release in late 2004.

Chris Martino, Staff Writer    

452
TalkBack / Nintendo February Sales Data
« on: March 16, 2004, 03:52:46 PM »
Final Fantasy Crystal Chronicles is the top game of the month, and Nintendo reveals that the North American warehouse is out of GameCubes.

DID YOU KNOW? - NINTENDO CONTINUES TO DRIVE INDUSTRY GROWTH


March 16, 2004


What's driving the video game industry? Three words: games, games and games!


And who's driving the growth in the games market? Nintendo!


According to the independent sales data just released by the NPD Group, in February:


    * Two new exclusive Nintendo titles captured the No. 1 and No. 3 spots on the best-seller list. Final Fantasy®: Crystal Chronicles™, made exclusively for Nintendo GameCube™, was the month's top-selling game, followed closely in the No. 3 spot by Metroid®: Zero Mission, exclusively for Game Boy® Advance (the No. 2 title, Electronic Arts' NFL Street, is also available on Nintendo GameCube).


    * The top platform for game growth is Nintendo GameCube, with total game sales up 46 percent over the same period last year.


    * When games for Game Boy Advance are included, Nintendo added two software market share points from the competitors from January.


    * On the hardware side, U.S. lifetime sales for Nintendo GameCube have now surpassed 7 million systems, while Game Boy Advance has flown past the 20 million unit mark.


    * Nintendo is also working overtime to meet the overwhelming demand for its highly sought Nintendo GameCube. By February, nearly half of all U.S. retail locations were out of stock…and Nintendo's North American warehouse was empty. Since cutting the suggested retail price of Nintendo GameCube to $99.99 in September 2003, unit sales between October and February are up over 50 percent from the same period a year ago.


453
TalkBack / Nintendo Adds Four to Player's Choice Line-up
« on: March 16, 2004, 03:48:14 PM »
Well, more like three and a half, but Metroid Prime is dropping another $10 this April.

DID YOU KNOW? - NINTENDO BOLSTERS PLAYER'S CHOICE LIBRARY


March 16, 2004 -- A golf date with Mario is about to get a lot more affordable, as Nintendo announces a new MSRP for four popular Nintendo GameCube™ games, including Mario Golf™: Toadstool Tour. The games will join more than 35 other titles in Player's Choice library, a selection of Nintendo video games offered at reduced rates. The addition of these four games will continue to drive record sales. In December alone, Nintendo sold more than 1.5 million titles from the Player's Choice collection.


On April 29, the MSRPs for both Mario Golf: Toadstool Tour and Wario World™ will be reduced from $49.99 to $29.99, while the MSRP for the wild racing game F-Zero® GX will be $19.99. The fourth game, the extremely successful Metroid® Prime, already in the Player's Choice library, will be available at a new MSRP of $19.99.


454
TalkBack / THQ Announces Second Annual Superstar Challenge
« on: March 11, 2004, 07:39:31 PM »
The official release on the event.

THQ and JAKKS Pacific Celebrate Wrestlemania XX with Second Annual THQ Superstar Challenge; Top WWE Superstars Square Off in Exclusive Videogame Tournament


CALABASAS HILLS, Calif.--(BUSINESS WIRE)--March 11, 2004--THQ Inc. (Nasdaq:THQI) and JAKKS Pacific, Inc. (Nasdaq:JAKK) today announced the second annual THQ Superstar Challenge tonight at Planet Hollywood in Times Square, New York. The Superstar Challenge will pit 16 of WWE(R)'s top Superstars in a videogame tournament showcasing critically acclaimed "WWE SmackDown!(TM) Here Comes the Pain(TM)" for the PlayStation(R)2 computer entertainment system.


"We work closely with the WWE to create the most authentic wrestling titles on the market, including significant involvement from the Superstars themselves," stated Peter Dille, senior vice president of worldwide marketing, THQ. "Now WWE Superstars like John Cena(TM) and Torrie Wilson(TM) will have an opportunity to participate in a no-holds barred tournament and play the videogame they helped create."


"The stellar line-up for this year's Superstar Challenge makes the event THE ultimate experience leading up to WrestleMania XX for WWE fans in New York City," said Nelo Lucich, director of interactive, JAKKS Pacific. "Top WWE Superstars like Rey Mysterio(TM), Kane(R) and Christian(R) will once again compete to become the THQ Superstar Challenge champion."


About the THQ Superstar Challenge


The THQ Superstar Challenge is scheduled to take place at Planet Hollywood in Times Square at approximately 9:00 p.m. A total of 16 WWE Superstars will compete in a bracketed tournament to decide who will become the videogame champion. Winners will be awarded the coveted THQ Superstar Challenge trophy along with bragging rights until next year's challenge. THQ videogames, WWE and JAKKS Pacific donated prizes will also be made available.


Superstars Competing in the Challenge:
Booker T(R)
                           Shelton Benjamin(TM)
Trish Stratus(R)
              Torrie Wilson(TM)
Victoria(TM)
Nidia(TM)
Rey Mysterio(TM)
Billy Kidman(TM)
Kane(R)
The Hurricane(R)
Matt Morgan(TM)
John Cena(TM)
D-Von Dudley(TM)
                     Christian(R)
Bubba Ray Dudley(TM)
A-Train(TM)


455
TalkBack / Majesco Loads up with Mighty Beanz
« on: March 11, 2004, 07:35:07 PM »
I've never heard of these toys, but they're supposed to be this year's big fad or something.

Majesco Signs Licensing Agreement with 'Mighty Beanz' to Bring Popular Toys to the Interactive Entertainment Arena


EDISON, N.J.--(BUSINESS WIRE)--March 10, 2004--Majesco Sales Inc., the sole operating subsidiary of ConnectivCorp (OTC BB: CTTV.OB), today announced it has secured a licensing agreement with the popular toy collectible, Mighty Beanz. Under terms of the agreement, Majesco obtains the interactive rights to publish Mighty Beanz video games in North America.


Currently one of the hottest toy crazes with over 10 million pieces shipped in 2003, Mighty Beanz are like plastic Mexican Jumping Beans that feature zany and eccentric characters belonging to a specific "Bean Team." Each Bean Team is designated as Rookie, Advanced, Pro, SuperPro or Rare to signify their value, with the Rare Beanz being the most valuable. Over the last year, the popularity of the Mighty Beanz toys helped garner a nomination for "Activity Toy of the Year" award from the Toy Industry Association.


"Mighty Beanz has become a giant phenomenon in the toy world with a vast audience of dedicated collectors and fans of all ages," said Ken Gold, Vice President of Marketing for Majesco. "Majesco plans on creating an interactive entertainment experience that captures the same fun and contagious spirit of the toys."


Majesco will release specific details regarding the Mighty Beanz video game in the coming weeks. More information about Majesco's exciting line-up of products can be found online at http://www.majescogames.com.


456
TalkBack / Majesco Adds 4KIDS to GBA Video Line-Up
« on: March 11, 2004, 04:47:15 PM »
Watch episodes of Yu-Gi-Oh!, Sonic, and Teenage Mutant Ninja Turtles, on the go later this year.

MAJESCO SECURES RIGHTS TO POPULAR 4KIDS ENTERTAINMENT PROPERTIES FOR GAME BOY® ADVANCE VIDEO


Proprietary Technology Enables 20 Million Game Boy Advance Owners to Watch Yu-Gi-Oh!, Teenage Mutant Ninja Turtles and Sonic X Anywhere They Go


EDISON, N.J., March 11, 2004 - Majesco Sales Inc., the sole operating subsidiary of ConnectivCorp (OTC BB: CTTV.OB), and a publisher and distributor of interactive entertainment products for a variety of platforms, today announced a three-year agreement with 4Kids Entertainment, Inc. (NYSE: KDE) to publish a total of 12 episodes of 4Kids' high-profile cartoon programs as part of its new Game Boy® Advance Video(tm) product line.  The resulting new products will allow the 20 million Game Boy® Advance and Game Boy® Advance SP owners to view cartoons produced by 4Kids on their portable handheld system.  


Under terms of the agreement, Majesco secured the right to publish a total of 12 episodes of select 4Kids Entertainment properties in the United States and Canada.  It is expected that episodes of Yu-Gi-Oh!, Teenage Mutant Ninja Turtle and Sonic X will be released as part of the Game Boy Advance Video product line.  Additional terms of the deal call for the promotion of the titles on 4Kids Entertainment's FOX BOX programming block and FOX BOX Web site.


"The ability to watch popular videos on the go compliments the Game Boy system's portable applications," said Jesse Sutton, Chief Executive Officer, Majesco Sales Inc.  "With their excellent content and youth marketing expertise, we believe 4Kids Entertainment to be a valuable partner in launching our new lineup of Game Boy Advance Video products."


"We are pleased to be working with Majesco to bring 4Kids' produced content to the installed base of more than 20 million Game Boy Advance and Game Boy Advance SP units," said Alfred R. Kahn, Chairman and Chief Executive Officer of 4Kids Entertainment. "Now, fans of Yu-Gi-Oh!, Teenage Mutant Ninja Turtles and Sonic X and can easily take their favorite shows anywhere they can take their Game Boy Advance systems."


Majesco's new Game Boy Advance Video line-up is scheduled to debut this year.  To register to receive product updates and additional information about new releases, please visit www.gba-video.com.
 


457
TalkBack / Prince of Persia Takes Home the Awards
« on: March 06, 2004, 10:25:40 PM »
Ubisoft's press release with reactions from the CEO.

Prince of Persia The Sands of Time is awarded Best Console Game of the Year at the 2004 Interactive Achievement Awards


Ubisoft wins 9 awards out of 23 nominations: its award-winning studios get the ultimate nod from industry peers


SAN FRANCISCO - March 5, 2004 - Ubisoft, one of the world's largest video game companies, was awarded nine prestigious awards last night in Las Vegas at the 2004 Interactive Achievement Awards, including Best Console Game of the Year for its blockbuster hit Prince of Persia The Sands of Time™. Prince of Persia The Sands of Time took home more awards than any other game in the industry, including: Computer Action/Adventure Game of the Year, Outstanding Achievement in Game Design, Outstanding Achievement in Animation, Outstanding Achievement in Platform Action Adventure, Outstanding Achievement in Game Play Engineering, Outstanding Achievement in Visual Engineering and Outstanding Innovation in Computer Gaming. Tom Clancy's Rainbow Six® 3 was also acknowledged as the Console First Person Action Game of the Year.


In addition to Prince of Persia and Rainbow Six 3, Beyond Good & Evil™, XIII, Uru™: Ages Beyond MYST®, Tom Clancy's Splinter Cell® and IL2 Sturmovik were also nominated for awards. Similar to the Academy Awards for the film industry, the awards hosted by the Academy of Interactive Arts and Sciences are granted by members of the video game industry.


"Ubisoft has the second largest internal game development studio in the industry and we are very proud to be recognized for producing the most creative and groundbreaking games of the year," said Yves Guillemot, President and CEO, Ubisoft.


"These awards confirm our strategy of in-house development based on quality and innovation which will be taken even one step further with our new games that will be released this year. I would also like to take this opportunity to warmly thank all the talented creators who worked hard to give birth to these great products."


458
TalkBack / Pokemon Colosseum Already Racking Up Sales
« on: March 05, 2004, 11:07:47 PM »
It's the top selling game on Amazon, and it won't be released for three more weeks.

DID YOU KNOW?


Pokémon Colosseum Hits #1 on Amazon.com


March 5, 2004 – Pokémon Colosseum™ is the No. 1 video game product on Amazon.com! Even though the game won't hit stores for another three weeks, Pokémon Colosseum, made exclusively for Nintendo GameCube™, and its pre-sell bonus disk are already outselling every software title and video game console on Amazon.com. People who pre-order the game get the pre-sell disc, which contains exclusive Pokémon® extras, including a sneak peek of the upcoming Pokémon movie, a preview of the Pokémon Colosseum game and the ability to unlock the secret Pokémon character Jirachi. The Pokémon franchise has enjoyed uninterrupted success: In 2003, Pokémon® Ruby and Pokemon® Sapphire for Game Boy® Advance were the second and third best-selling video games of the year. Pokémon Colosseum hits stores on March 22.


459
TalkBack / The 2004 AIAS Awards Ceremony
« on: March 05, 2004, 08:11:15 PM »
Bloodworth gives his impressions of this year's presentation.

Written: 03/06/2004

Walking in to the Rain Nightclub at the Palms Hotel, my first question, of course, was where I should sit. After finding an attendant to assist me and waiting for him to ask around, I was informed to go up to the center bar. I got up there and was told that I could sit anywhere, including the sky boxes, but it was easily the worst place to put media. The "center bar" area was directly above and behind the stage, and although you could see the ceremony from the sky boxes, there was no way I was going to stand up there and take pictures of the tops of people's heads. The club was nice, but it clearly was not designed for this type of event because there were plenty of other areas with views that were just as bad.

So, I sat up there for a minute, thinking that perhaps this was a mistake, and I ate some of the sushi and shrimp that was set out for dinner. I walked around to ask another attendant about a better place when I spotted some other members of the press up there eating as well. It was for real; this is where they wanted the media to be, so of course I decided to find my own way to cover this event. There were a few couches near the stage, and I found myself a decent spot, without getting spoken to about it for the rest of the night (there were even women happily offering me cheesecake). I had a good view, except there was another camera man standing in front of the stage that I had to wait to finish before I could take any pictures of my own, which should be up early next week.

Last year's awards tried to be a big gala event like the Oscars, and they crashed and burned in the attempt with poor jokes and random celebrities, so I was very curious to see how this year's presentation would turn out. In comparison, it was very low-key. Diane Mizota (of G4 fame) hosted the event, but it seems each presenter wrote his own introductions to the categories, resulting in some similar comments made by different people. The choice of presenters seemed odd as well, since rather than being winners from prior years, they seemed to be randomly chosen from different parts of the industry, the most surprising of which was Infinium Labs' Kevin Bacchus. The nominees were presented with little fanfare. Only the box art was shown on the screen; not a single clip from gameplay or cut-scenes was shown the entire evening. Another issue was that you never knew just who was receiving the award. I understand that entire development teams worked on these games, but I'd still like to know who the person accepting the award is, even if it's only for photo captions.

The Prince of Persia team won award after award much to their own surprise, and they were clearly embarrassed, but they always managed to find someone to thank each time. At one point they even thanked the bar down the road from their office where many of the ideas for the game were born.

A two-man band, consisting of a guitarist and a DJ armed with 8-bit samples, performed between awards, but at times the samples were screechingly painful over the PA system, and sometimes ill-timing had samples drowning out presenters just as they began to speak.

Overall, being low-key kept the show from being an embarrassment, but there is still a long way to go before the show can garner the same kind of prestige as the Grammys or Oscars.  

460
TalkBack / DICE: Targeting Tomorrow's Consumer Today
« on: March 04, 2004, 02:00:16 PM »
Four marketing VPs on one stage, including Nintendo's Perrin Kaplan.

Although gamers' focus on the DICE Summit is the Interactive Achievement  Awards, the summit also features two full days of seminars for developers.  Since Nintendo's Perrin Kaplan was speaking, PGC attended the  second seminar this morning, entitled "Targeting Tomorrow's Consumer Today".   Moderated by Newsweek's N'Gai Croal, the panel featured marketing vice-presidents from  EA, Nintendo, THQ, and Ubisoft.  


The discussion actually dealt less specifically with gearing up for the next round  of hardware than with a number of current marketing issues, such as demographic  trends and the timing of release schedules.  Kaplan kept to the standard  Nintendo responses throughout the session, and often managed to slide in  GBA sales numbers, mentioning that it was the best-selling system of 2003 and  that the new Pokemon games in Japan (Fire Red and Leaf Green) have already sold two million copies.  


Once again, Kaplan showed the big difference between Nintendo's attitude  towards online gaming compared to the other companies.  The other  representatives were all very excited about the potential of online games, and they were very clear that players should pay for extra content and the extra development effort that  would be spent on online games versus traditional offline games.  EA's representative  pointed out that while it may be difficult for PC gamers to accept new payment  plans, there's still time to establish the business side of online games for  consoles.  Kaplan again stated that Nintendo is not interested in charging  gamers more money for games they've already purchased, and she brought up the  potential of connecting wirelessly as was implemented with the recent  Pokemon releases in Japan.


Another part of the discussion dealt with promoting interest in older games, since  the movie and music industries generate a lot of revenue based on catalog  sales.  Player's Choice programs were commonly seen as one of the best  measures to promote sales, as classics cannot compete at the same price point  as newer games.  One interesting concept that came up was generating interest  in new titles by adding trailers of upcoming games to a game when it takes on  Greatest Hits status.  Perrin said that Nintendo classics generally do very well,  and that they have been trying similar strategies -- possibly referring to the  various bonus discs Nintendo released last year.


Timing was another important issue, with more and more  games coming out during the holiday season.  Beyond Good & Evil was  specifically brought up, and while Ubisoft admits that the game got buried, Tony  Kee expressed that since it is such an artsy game, it's not clear that it would  have done better in another quarter.  The panelists all generally agreed that  gamers only have so many dollars and so many hours in November, and there  have been more successful releases outside of the fourth quarter timeframe in  the past few years.  Kaplan also mentioned the importance of other times of the  year that can be taken advantage of, such as when school lets out for the  summer.


PGC will have more coming from DICE and the Interactive Achievement Awards  as the summit continues.


461
TalkBack / Preview: Splinter Cell Pandora Tomorrow
« on: March 04, 2004, 12:52:34 PM »

Fresh info from D.I.C.E.! Dan reports on the new Splinter Cell and its prospects on GameCube.



Last updated: 03/04/2004

This morning at the DICE Summit in Las Vegas, Ubisoft gave Planet GameCube a look at Tom Clancy's Splinter Cell: Pandora Tomorrow. While there's still no solid information on when the GameCube version will be released, we did get a quick look at the Xbox version, which comes out later this month.

Pandora Tomorrow takes place in 2006, and Sam Fisher is investigating a new worldwide terror network, headed by an Indonesian guerilla leader.

Ubisoft's Shanghai Studio used player feedback to focus in on improving several aspects of the game. Sam's character is developed more, and the story has been streamlined so it shouldn't be quite as hard to follow as in the first game, where many players were known to just skim past the story and go straight to the missions. Representatives also remarked that special attention was given to the pacing to give players more breaks between really stressful situations.

Ubisoft has also tried to find ways to give the player more choices, as many stealth games tend to be very linear. They showed a train level which can be completed multiple ways. You can go through the cars, creep across the roof of the train, climb under the train, and at times, even hang from the side of the train. Each direction requires a different strategy. Climbing around under the train will have you using your worm camera to look through trap doors before going into rooms. Hanging from the side of the train is necessary at times, but it requires tricky timing. You'll be passing over windows, which means not only avoiding being spotted by passengers looking directly out, but also timing your movements so that you're not in front of a window when the train passes a street light, since your shadow will also alert the guards.

Sam has a few more moves at his disposal now, and his previous gadgets have been upgraded and put to better use as well. On the train, you'll be looking for a man with a prosthetic leg, which you'll be able to spot by using the infrared setting on your goggles. Sam can now perform a half split-jump and climb up from there to reach a higher ledge, and whistling will distract guards and call them to your location, where it may be easier to take them out.

We didn't get to see much of the enemy AI Ubisoft has been touting, but if you start setting off alarms, the guards will start suiting up in body armor, and they'll get more vigilant in their patrols.

Ubisoft also gave us a look at the online portion of the game, which is very impressive, featuring teams of spies trying to sneak past teams of guards. The spy teams play much like the single player mode, but they have more agility and can only use non-lethal attacks. And since there are multiple spies, one can distract a guard while the other immobilizes him. The guard teams play from a first- person perspective and have big guns to take spies out of the game permanently. Online Splinter Cell is certainly a fresh concept, but unfortunately, online play still hasn't been confirmed for GameCube. Since the GC's current online library consists of two PSO games and there isn't any hardware or structure set up for the unique voice interactions players intended for this mode, chances are high that online play will not be featured in the GameCube version. This possibility, paired with the still unannounced release date, will likely have many Nintendo fans rightfully looking to Xbox and PC to get a Splinter Cell fix.  

462
TalkBack / EA Hypes Madden Bowl X
« on: January 29, 2004, 01:28:32 PM »
Real players playing fake football!

10th Annual EA SPORTS Madden Bowl - January 29, 2004


The EA SPORTS Madden Bowl has become one of the premiere pre-game events during Super Bowl week. Entering its 10th year, the Madden Bowl features head-to-head competition on the most popular sports videogame ever, Madden NFL Football. This is the tournament that helps determine who has ultimate bragging rights in the NFL.


    What started as an evening for NFL players, celebrities and musicians to get together and compete on Madden NFL Football the week leading up to Super Bowl has emerged into the ultimate competition and party among the elite athletes. Many athletes start asking to be included in the competition before the NFL season even begins.


    "There are a lot of guys in the league who are die-hard video game players," said 1999 Madden Bowl winner, Ray Mickens of the New York Jets. "We all play in the locker room during training camp and in hotel rooms when we travel during the season, and the competition is intense. It's all practice for the Madden Bowl though, because that is the one tournament where you have to put up or shut up."


    The Madden Bowl is a private event featuring an 8-man tournament for NFL players only. This year it will be hosted by P. Diddy and Anthony Anderson.


    Super Bowl host cities, past winners and the teams they played for include:


    * 1995 - Miami - Reggie Brooks, Redskins
    * 1996 -Phoenix - Reggie Brooks, Redskins
    * 1997- New Orleans - Jimmy Spencer, Bengals
    * 1998 - San Diego - Morris Chestnut, actor
    * 1999 - Miami - Ray Mickens, Jets
    * 2000 - Atlanta - Terry Jackson, 49ers
    * 2001 -Tampa - Jacquez Green, Buccaneers
    * 2002-New Orleans - Jacquez Green, Buccaneers
    * 2003 - San Diego - Dwight Freeney - Colts


    The tournament is played on Madden NFL 2004, which has sold more than 4 million copies. In its 14th year and with over 34 million copies sold, Madden NFL Football once again proves its status as the undisputed leader in authentic NFL football simulation. As the most popular football videogame franchise of all time, Madden NFL Football is currently displayed in the Pro Football Hall of Fame and is the only interactive videogame to receive this honor.


    With a primary focus on in-game graphics, incredible depth, visual presentation, and tournament tested gameplay, this season Madden NFL 2004 continues to demonstrate why it's the definitive interactive sports gaming experience. New features include revolutionary Playmaker Control that lets gamers adjust on the fly just as NFL players do, deep Owner Mode options, and improved online play for the PlayStation 2 computer entertainment system.


 


This year's eight-man tournament players include: Ahman Green (Green Bay Packers), Jevon Kearse (Tennessee Titans), Clinton Portis (Denver Broncos), Julius Peppers (Carolina Panthers), Dante Hall (Kansas City Chiefs), David Carr (Houston Texans), and Dwight Freeney (Indianapolis Colts).


463
TalkBack / More on 2003 Sales
« on: January 15, 2004, 03:34:51 AM »
Nintendo's full press release, restating the sales info from yesterday with some more GameCube numbers and staggering GBA numbers as well.

NINTENDO SALES SKYROCKET IN THE U.S. AND AROUND THE WORLD

<small>Nintendo GameCube: the Only Home Console with Positive Growth in 2003

   REDMOND, Wash., Jan. 15, 2004 – Around the world and around the block, Nintendo has taken a leadership position in the video game industry. Hardware and software sales in 2003 made significant leaps over 2002, and Nintendo's success bumped Microsoft's Xbox to the No. 3 position in the 2003 console wars.

   Global holiday sales for Nintendo GameCube™ in 2003 outpaced 2002 by a whopping 70 percent, and Nintendo anticipates it will meet its global sales target of 6 million Nintendo GameCube systems this fiscal year.

   Nintendo estimates for 2003, Nintendo GameCube U.S. hardware sales increased by more than 35 percent over 2002; Sony's PlayStation 2 dropped by about 25 percent and Xbox showed no relevant market growth. In December alone, Nintendo GameCube hardware sales soared 69 percent over December 2002, compared to a drop of about 30 percent for PlayStation 2. Again, Xbox showed little change.

   U.S. sales got a boost from a Sept. 25 price drop, which brought Nintendo GameCube to an MSRP of $99.99. Now Nintendo GameCube has nearly 6.8 million units sold in the U.S. since its 2001 launch. And Mario Kart®: Double Dash!!™ has become the fastest-selling Nintendo GameCube game in the United States, selling more than 1 million units in just seven weeks.

   "With the price drop for Nintendo GameCube and strong games across the board, we expected to have a good holiday season, but these numbers surpassed even our best projections," explains George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. "Nintendo GameCube and Game Boy Advance have become the engines powering the video game industry this year."

   The hand-held Game Boy® Advance also saw double-digit increases in the United States, with nearly 2.5 million units sold in December, an 11 percent increase over December 2002. Nintendo sold more than 8.2 million Game Boy Advance systems in 2003, an increase of 18 percent over 2002 and the most sold in one calendar year in the 14-year history of the Game Boy. In 2003, the Game Boy Advance outsold PlayStation 2 by nearly 2 million units.

   Nintendo also led the way during the holiday season's software boom. The 2003 sales for Nintendo GameCube software increased 63 percent over 2002, while Xbox software increased 54 percent and PlayStation 2 software increased 23 percent. Nintendo expects to continue riding the wave of success through 2004, with a steady flow of strong software titles, including Final Fantasy®: Crystal Chronicles™ in February and Pokémon Colosseum™ in March.</small> Reply Here

464
TalkBack / Jikkyou Powerful Pro Baseball 10
« on: February 26, 2004, 09:32:15 PM »
Baseball starved GameCube owners may find a wonderful surprise from Japan...as long as they can see around the big heads.

Written: 02/27/2004 by Mike Suzuki

A new baseball season is nearly upon us and so is a new crop of baseball videogames. Unfortunately, if you're like me and only own a GameCube, pickings are (and have been) kind of slim. This year EA's MVP Baseball 2004 takes over Acclaim's All-Star Baseball series as the only realistic game (i.e. non-arcade) in Nintendo town. What's a picky baseball-loving GameCube owner to do? Well, if you're willing to look a bit harder, say across the Pacific, you might find some other, more exotic, flavors of baseball gaming to satisfy your cravings.

Konami's Powerful Pro Baseball (Jikkyou Pawafuro Puro Yakyu) is the biggest baseball videogame franchise in Japan. Konami has churned out ten console versions of the game (not counting post-season "Memorial" editions), the game continues selling well, and it usually racks up good review scores. Powerful Pro is practically the Madden of Japanese baseball, so it was a natural choice for exploring the world of Japanese baseball games.

So what's all the fuss about? The first thing you'll notice, besides the fact that there's a lot of Japanese text, is the game's graphics. Devotees of ultra-realistic player models and high-resolution textures should look away now. Powerful Pro features cartoonish super-deformed people, complete with large heads, no noses, feet with no legs, and an overall round look to all their bodies and appendages. Stadiums and backgrounds are bright and colorful. The overall look is very cartoon like and, um, 'teh kiddy'.. However, don't let the super-deformed exterior fool you. Powerful Pro 10 has all the realism, features, and stat tracking of your standard American sports game.

The game allows you to play a quick exhibition game, replay historical scenarios/situations, engage in a homerun hitting contest, edit players/teams, practice any area of the game (hitting, pitching, fielding and running), play through seasons as a team, play through seasons as an individual player, and create a player to join a new fictional team. While most of these modes can be found in an American baseball game, there are 2 game modes that I have yet to see in an American game. These are the 'My Life' and 'Success' modes.

Both modes are similar in that the user creates a player and focuses on making a successful career for that player. The 'My Life' mode places your newly created player on one of the existing 12 Japanese league teams while the 'Success' mode starts you on a newly created fictional team. The end result is that 'My Life' is narrowly focused on your individual player growth while 'Success' covers a broader range of team growth that includes how you relate with your teammates and coaches. Unfortunately, 'Success' mode features a lot of player/coach dialogue and menu selecting before you can even play a game, so those who cannot read Japanese will have a very difficult time proceeding with this mode.

'My Life' mode also has a fair amount of Japanese text, but with a little bit of trial and error, you can create a player, start your career, and begin working your way to stardom. You start out on your team's development squad and must play well enough to earn a call-up to the big team. Unlike most baseball games, you participate in the situations involving your player. If you're a hitter, you only play your at-bats. Playing defense, base running (if you've reached base safely), and all other aspects of the game are simulated for you. If you're a starting pitcher, you'll make a start every 5 days and go as long as you can. If you're a reliever, you'll only come in to face a few batters as the game situation demands. Everything else is simulated.

It's a really unique experience because it limits what you can contribute to the team's success. A hitter depends on the rest of the lineup to get on base or drive him in, and he has to hope the pitchers can pitch well enough to keep the team in the game. A pitcher depends on his fielders to make the plays and has to hope that the lineup can score enough to earn the win.

Also, since the simulated parts of the game are viewed through the score board, a game can go by very quickly. A hitter can play through a game in one or two minutes, since the action only slows down for you at-bats. A pitcher can take a lot longer, depending on how many batters are faced, but a pitcher does not participate in every game. The end result is that you can play through a full season and generate all of your individual stats in a matter of hours.

Of course, there's more to becoming a star than generating great stats. Coming through in a clutch situation and landing a post-game interview will boost your player's popularity slightly. Continuous on-field success can even land a TV commercial and boost your popularity even more. After games, you can occasionally go out with teammates for some drinking, fine dining, or singing karaoke. These activities will drain some of your hard earned salary, but you can also boost your player's status which can help your play in the next few games. Going out can also help you meet women! Yup, if you play well enough you can get a nice following of female fans ranging from ages 30 to 18, yikes! Given the right care (i.e. play well for your girl and give her the yen when she asks for it), you can eventually fall madly in love and marry one of your female fans.

All of this amounts to a really fun personalized sports experience that I've yet to see in an American game. While the language barrier can be a bit intimidating, the 'My Life' mode has proven to be a lot of fun. Powerful Pro 10 is far from your average American baseball game, but that's really a good thing. If you can't read Japanese but love baseball, Powerful Pro is still worth a look as an alternative to the limited American GameCube offerings.

Mike Suzuki, Staff Writer  

465
TalkBack / NFL Comes to the Streets
« on: January 13, 2004, 02:15:53 PM »
EA ships NFL Street to stores.

EA SHIPS NFL STREET – NEW FRANCHISE FEATURES NFL PLAYER PERSONALITY AND STYLE


REDWOOD CITY, Calif., - January 13, 2004 – Electronic Arts (NASDAQ: ERTS) announced today that NFL STREET has shipped to retail nationwide under the EA SPORTS BIG™ brand. The first game of its kind licensed by the NFL, NFL STREET boasts its ability to deliver a new brand of football. The game will be available on the PlayStation®2 computer entertainment system, the Xbox® video game system from Microsoft, and the Nintendo GameCube™.


    NFL STREET, which was developed by EA Tiburon, the makers of the legendary Madden NFL football franchise, features fast-paced, 7-on-7 gameplay where players use stylin’ moves, pitches, and brute force to power their way down the field. Players include over 300 of the NFL’s biggest stars from all 32 teams plus NFL legends; Walter Payton, Barry Sanders, William “The Refrigerator” Perry, and Lawrence Taylor. Eight urban locales are more than just a place to play; they change how the game is played. Each field has unique dimensions and field surfaces like loose sand, dirt, mud, and turf can force a change in lineup and game plan.


    NFL STREET also supports online play for the PlayStation 2 console (requires Broadband connection and Network Adaptor for the PlayStation 2), allowing players to choose from several gameplay modes or build a unique team from the ground up with the Create-a-Team feature.


    The in-game soundtrack features an all original score from the X-ecutioners as well as licensed tracks from other Sony Music artists including Korn featuring Nas, Baby D featuring Bonecrusher and Dru, Bravehearts featuring Nas and Lil Jon, DJ Kayslay presents Three 6 Mafia featuring Lil Wyte and Frayser Boy, Fuel, Killer Mike, Grafh, Jakk Frost, Lil’ Flip, Lostprophets, Wylde Bunch, X-ecutioners featuring Good Charlotte, and X-ecutioners featuring B-Real.


    NFL STREET is rated "E" (Everyone) by the ESRB and has a suggested retail price of $49.95. All of the NFL players featured in the game were made available from a license with PLAYERS INC, the marketing and licensing subsidiary of the NFL Players Association. For more information on the online features of the product, see the platform-specific pages at www.nflstreet.com, the official home page for NFL STREET.


466
TalkBack / Konami's 2004 Yu-Gi-Oh! Line-up
« on: January 12, 2004, 03:23:57 AM »
More card-battling coming to GBA.

KONAMI ANNOUNCES YU-GI-OH!TM VIDEOGAME LINE-UP FOR SPRING 2004

<small>REDWOOD CITY, CALIF. - January 9, 2004 - Konami Digital Entertainment - America, a subsidiary of Konami Digital Entertainment, Inc. today announced three new games to be released in the blockbuster Yu-Gi-Oh! series. Further expanding the rich Yu-Gi-Oh! world, Yu-Gi-Oh! World Championship Tournament 2004 will be available for the Game Boy® Advance, Yu-Gi-Oh! Xbox (working title) for the XboxTM video game system from Microsoft, and Yu-Gi-Oh! Power of Chaos: Kaiba the Revenge for PC CD-ROM, in spring 2004. Each game stars the ever-popular Yugi and his loyal card-battling friends and ships with three exclusive limited edition game cards.

Yu-Gi-Oh! World Championship Tournament 2004 is the highly anticipated sequel to last year's World Tournament game and is the official videogame of the 2004 Yu-Gi-Oh! card battling tournament running throughout the Summer of 2004. Yu-Gi-Oh! World Championship Tournament 2004 for Nintendo Game Boy Advance is a heart-pounding card battling game that engages players in head-to-head multiplayer combat. Utilizing the most updated rules from the top-selling Yu-Gi-Oh! TRADING CARD GAME, players can now construct up to three separate decks to implement different dueling strategies during play. The World Championship Tournament 2004 game also features over 1,100 unique cards with over 100 cards that are new to the series, as well as over 25 characters from the hit TV show and comic book. Players will now be able to bring their real-life card battling strategies to the world of the videogames where they can compete for the title of Master Duelist. Details about the 2004 world tournament will follow in the coming months. Yu-Gi-Oh! World Championship Tournament 2004 is scheduled for release on February 10th 2004.

The exciting Yu-Gi-Oh! Xbox (working title) game marks the debut of the top selling franchise on the Xbox video game system from Microsoft. Now, Xbox players can enjoy the unique interactive Yu-Gi-Oh! experience in the only game that brings the rules and gameplay of the popular trading card game to a 3D world. A card battling game at its heart, Yu-Gi-Oh! Xbox thrusts players into the heat of the action where they must duel against challenging foes and powerful monsters. Featuring beautifully rendered 3D graphics, the game brings the monsters from the hit franchise to life before players' eyes. Also available in the Xbox game are over 1,000 Yu-Gi-Oh! cards, including exclusive cards that have never appeared in any other Yu-Gi-Oh! video game.

The third game revealed today is the follow-up to Yu-Gi-Oh! Power of Chaos: Yugi The Destiny and is the next game in the growing Power of Chaos series for PC CD-ROM. Featuring more advanced strategies and hundreds of additional cards, Power of Chaos: Kaiba the Revenge works in conjunction with Power of Chaos: Yugi The Destiny or as a stand-alone game. In Kaiba the Revenge, players will collect over 300 additional cards, build up their collection and create more strategic combos and chains. With an ultra-cool new dueling field, a sleek mechanical interface in the image of Kaiba Corporation and the original card game artwork, Power of Chaos: Kaiba the Revenge is a must-have for all Yu-Gi-Oh! fans! Yu-Gi-Oh! Power of Chaos: Kaiba the Revenge is scheduled for release in March 2004.</small> Reply Here

467
TalkBack / Fight Box is Coming to GBA
« on: January 07, 2004, 03:27:01 AM »
The BBC is turning their hit franchise into a set of games for PC, PS2, and GBA.

Innovative TV tournament FightBox comes to PC, PlayStation 2, and Game Boy Advance BBC Multimedia is set to launch FightBox as a multi-format gaming title on February 6, 2004.


Based on the TV series airing on BBC Two, FightBox brings together computer gaming, Internet and TV technology to create a new entertainment format.


Taking the best FightBox warriors, created by members of the public for the first televised tournament, plus the 'in-house' Sentient characters, the computer games offer players the unique opportunity to recreate the FightBox experience on home PC, or via Sony PlayStation 2, or even on the move with the Nintendo Game Boy Advance version.


Each product will lead players through the tournament structure, where competitors design and build their personalized humanoid Warrior; enter the FightBox arena to face a variety of challenges of strength, endurance and dexterity; and face the power of the immortal Sentients.


Published by BBC Multimedia, the FightBox titles have been developed by the company's in-house development studio Gamezlab, which created the software for the innovative FightBox BBC television production.


Dave Lee, BBC Worldwide's Director of Multimedia, said: "FightBox is unique. There's nothing like it on television, and it also represents a unique gaming concept. We hope that these products will not only enhance the experience for fans of the TV show, but also entertain the wider, growing, gaming community."


468
TalkBack / November Sales Figures
« on: December 17, 2003, 03:50:34 AM »
Huge numbers for Mario Kart and GameCube sales.

DID YOU KNOW?

<small>November TRSTS Update

December 16, 2003 - In the race to be the best-selling video game this holiday, only one competitor can get the checkered flag. In November, that game was Mario Kart®: Double Dash!!™, exclusively for Nintendo GameCube™. According to NPDFunworld's November Toy Retail Sales Tracking Service (TRSTS), approximately 528,000 copies of Mario Kart: Double Dash!! were sold, easily besting any other video game on any system.

This feat is even more remarkable when you realize that Mario Kart: Double Dash!! was in stores for only 14 days in November, following its launch on Nov. 17.

Additional Nintendo highlights from the November TRSTS data include:
  • 754,000 Nintendo GameCube systems were sold in November, making it the best-performing month in the system's history. The strong sales propelled Nintendo GameCube past Microsoft's Xbox in year-to-date sales.

  • Sales of hardware and software for Nintendo GameCube have increased at a faster rate than either of its console competitors so far this year.

  • Console sales, YTD versus 2002

             o Nintendo GameCube: +61 percent
              o Xbox: +5 percent
              o PlayStation 2: -36 percent



  • Software sales, YTD versus 2002

             o Nintendo GameCube: +60 percent
              o Xbox: +59 percent
              o PlayStation 2: +21 percent



  • As for Game Boy® Advance, more than 1.3 million units were sold in November, beating the nearest console competitor by more than 50 percent.

  • When combined, Nintendo hardware accounted for 57 percent of total hardware units sold in November.</small> Please Reply Here

  • 469
    Nintendo Gaming / New Forum Poll
    « on: February 20, 2004, 05:58:46 AM »
     Click the "view forum polls" link at the top to vote. I'm interested in seeing how many of you own just GCs since third parties seem to think that they can just wait a couple months to release the GC version and then get surprised when it doesn't sell well. I can't say we'll do anything with information, but you crazy people wanted polls so here you go.  

    470
    Announcements / New Forum Poll
    « on: February 19, 2004, 05:59:31 AM »
    Click the "view forum polls" link at the top to vote.  I'm interested in seeing how many of you own just GCs since third parties seem to think that they can just wait a couple months to release the GC version and then get surprised when it doesn't sell well.  I can't say we'll do anything with information, but you crazy people wanted polls so here you go.

    471
    TalkBack / Konami Shows off Limited Edition Metal Gear Bundle
    « on: February 02, 2004, 12:11:00 PM »
    Finally a picture of the box full of goodies heading to Japan.

    Konami has finally released an image of the Metal Gear Solid: The Twin Snakes Premium Package. Konami stresses that this bundle is being produced in very limited supply, so if you want one, you'd better find an import store carrying it soon.


    Again the Premium Package includes:

  • Limited edition MGS GameCube
  • Metal Gear Solid: The Twin Snakes
  • A bonus disc with the NES version of Metal Gear
  • A 44 page booklet on the history of the Metal Gear series


    MGS Twin Snakes Japanese Bundle


  • 472
    TalkBack / Free Session with Will Wright
    « on: February 10, 2004, 10:00:49 PM »
    Will Wright is speaking in San Francisco, and all you need to do is RSVP and show up.

    WILL WRIGHT TO SHARE SECRETS OF "THE SIMS" - WED., FEB. 25 AT AiCA-SF


    Free Public Event Kicks Off School's New "Legends of the Game Industry" Speaker Series


    SAN FRANCISCO (Feb. 9, 2004) – Will Wright, creator of The Sims and one of the game industry's most well-known designers, will kick of a new "Legends of the Game Industry" Speaker Series being hosted by The Art Institute of California – San Francisco. The free event will be held from 7 to 8:30 pm on Feb. 25 at the school, located at 1170 Market Street (at 8th) in San Francisco.


    Wright is Chief Designer and Co-Founder of Maxis, developers of The Sims. As the world's best-selling PC game, The Sims has made an indelible mark on the game industry. Wright will share his motivation and inspiration in creating this legendary franchise, along with new developments and sequels. He also will share his thoughts on how the game industry has changed in the last 10 years, new areas of inspiration for budding game artists and designers, and ways that the next generation of game developers can create compelling games and story ideas. The session will conclude with a Q&A session from the audience.


    This event is free and open to all Bay Area students, game industry professionals and the general public. NOTE: Those interested in attending should RSVP in advance by calling 415-865-0198 or emailing aisfadm@aii.edu. Walk-ins will be seated on a space-available basis.


    Students in the school's Game Art & Design and Visual & Game Programming degree programs will be on hand to host the event. These programs teach skills needed for entry-level positions within the burgeoning video game industry. The Art Institute of California – San Francisco developed its programs in consultation with industry professionals from leading game development companies in California's vibrant game industry.


    The Art Institute of California – San Francisco attracts a diverse mix of students from throughout the Bay Area and the world, offering career-focused degree programs in Advertising, Graphic Design, Media Arts & Animation, Game Art & Design, Visual & Game Programming, Multimedia & Web Design, Fashion Design, Fashion Marketing & Management and Interior Design. For more information about the school, visit www.aicasf.aii.edu or call 888-493-3261.


    473
    TalkBack / Radical and Vivendi Ink Multi-Game Deal
    « on: February 10, 2004, 09:53:58 PM »
    After their success with The Simpsons: Hit & Run, Vivendi Universal signs a six game deal with Radical Entertainment.

    VIVENDI UNIVERSAL GAMES AND RADICAL ENTERTAINMENT ANNOUNCE EXCLUSIVE WORLDWIDE DEVELOPMENT AGREEMENT


    Multi-Year Deal Grants VU Games Rights To Radical's Development Talent and Technologies For Six Multi-platform Games, As Well As An Option To Purchase The Developer


    Velizy - February 10, 2004: Vivendi Universal Games (VU Games) and Radical Entertainment today announced a worldwide development agreement under which Radical will exclusively develop products for VU Games. The two companies will collaborate on the development of six multi-platform titles based on new and existing entertainment franchises. VU Games will also obtain a royalty-free license to Radical's proprietary game development technologies, as well as an option to purchase the company during contract's term. Financial terms of the agreement were not disclosed.


    VU Games and Radical Entertainment most recently collaborated on The Simpsons: Hit & Run, a critically acclaimed title that debuted on four platforms and has sold more than 1.8 million units worldwide since its September 2003 release. VU Games and Radical also worked together on The Hulk which has sold over 1.3 million units worldwide.


    "Radical Entertainment is one of the preeminent game developers in North America and their track record speaks clearly as to why they are an attractive development partner for our company," said Bruce Hack, Chief Executive Officer of Vivendi Universal Games. "Our agreement with Radical demonstrates VU Games' commitment to strengthening our development capabilities."


    "We are looking forward to focusing our development efforts with VU Games, as we've had tremendous success working with them over the past few years," said Ian Wilkinson, Chairman and CEO of Radical Entertainment. "Our team is very excited about today's announcement and the new titles in development."


    Radical Entertainment's team of more than 200 creative and development professionals is based in the company's existing Vancouver, B.C. location. Information regarding current and future titles in development will be announced in coming months.


    474
    TalkBack / FF Crystal Chronicle Review Extravaganza!
    « on: February 09, 2004, 07:36:23 PM »
    We present three very different views of Final Fantasy's arrival on GameCube.

    As many of our readers already know, sometimes Planet GameCube features multiple  reviews of major/controversial games.  And sometimes those reviews will give very different perspectives of the same game.  Final Fantasy Crystal Chronicles is one of those cases in which our staff simply does not agree.  Rather than having all three reviews separated (and open to more flame wars), we wanted to highlight our multiple review system and let you see FFCC from all sides.


    Daniel's review focuses on single player in the Japanese version, and since his review came first, he takes a lot of time explaining many of the game's systems.  He takes a middle of the road approach and gives some credit to single-player.


    Ty's review is also based on the Japanese version, but despite trying both single-player and multi-player, Ty is far from impressed.


    Jonny's review examines the North American version of the game.  He enjoyed multi-player thoroughly but found single-player ultimately worthless.  


    Crystal Chronicles is a game whose appeal depends strongly on the player's expectations, taste in action-RPGs, and availability of equipment and other players.  We hope you'll be able to digest all three of these positions and see whether this is a game you'd like to pick up.


    475
    TalkBack / Final Fantasy: Crystal Chronicles Review
    « on: February 09, 2004, 07:32:52 PM »
    Square’s return to Nintendo consoles is a great multiplayer game, but it shouldn’t be played alone or with RPG expectations.

    Review by Jonathan Metts

    *Note: This review is not an editorial on the GBA requirement for playing the game in multiplayer.  I am reviewing the game on its own merits and assuming you have access to enough people and equipment to play the game as it is meant to be played.

    Final Fantasy: Crystal Chronicles (FFCC) has been compared to everything from Gauntlet to Diablo in an attempt to describe its unusual game concept.  Its closest relative is probably Square’s own Secret of Mana, another real-time action/RPG with multiplayer features.  Crystal Chronicles even shares a similar character design philosophy with the Mana series.  However, this monumental return of the Final Fantasy series to GameCube carries with it the burden of many expectations inherent to that name, most of which it doesn’t even try to fulfill.  FFCC blazes its own path, one light on story and very heavy on multiplayer features.  My friends (who are integral characters in this review, by the nature of the game) had a tough time understanding why FFCC doesn’t have summoning monsters or real-time battles, but everyone who got to play the game in multiplayer came to love it for what it is.

    We played the entire game with three players, only venturing out with two for trips to the blacksmith or attempts at “leveling up” (increasing stats by replaying levels).  I have not played the game with four players since E3 2003, but I know the experience is very similar to three players, just more chaotic and with more specialization available for each player.  Going with only two players is a less active and ultimately less entertaining exercise in communication and cooperation, as the available battle strategies are simply not as diverse.  I also briefly tested the single-player mode, which employs a different interface and control layout, as well as some weird tactics for cooperating with your moogle helper.  Playing this game alone is, to be blunt, not recommended.  It’s much like playing Mario Party or Smash Bros. alone.  It’s a nice feature to have for players who want to improve their skills, but the gameplay just doesn’t adapt very well for a single player.  Without the constant communication and strategizing the game forces upon you in multiplayer, plowing through levels and hacking at enemies gets boring quickly.  Just as normal games often have “tacked on” multiplayer features, FFCC has a “tacked on” single-player mode.  Its inclusion is appreciated but should not be relied upon.

    With even as few as two players, but preferably three or four, Crystal Chronicles is one of the most innovative and enjoyable multiplayer games around.  Within the first minute of action, players begin to settle into roles which may last for the entire stage, then reverse completely for the next one.  The person who picks up the Cure spell will have to be responsible for healing the whole group, at least until another copy of the spell pops up from a defeated enemy.  The person whose GBA shows the level map will have to lead everyone, since the terrain is hard to navigate otherwise, with such a zoomed-in, overhead camera.  The person carrying the chalice will have to move quickly and make sure its protective aura reaches close to nearby enemies, so that the others can fight without the disadvantage of standing in the poisonous miasma outside.  Most of these roles can be swapped around at will, simply by dropping unwanted spells and taking turns with the chalice, but it can be a lot of fun to simply accept what the game gives you and try a style of playing that you may have missed out on before.

    The game progression is a bit odd.  There are distinct levels scattered on the world map, along with a few towns and crossroads, where story scenes take place.  The levels tend to be pretty big, often taking over an hour to complete.  There is no way to save mid-level, although it is possible to teleport out of the level and save on the world map.  You’ll lose some of your loot by doing that, however.  All the levels are full of enemies, most of them strong enough to require at least two attackers at once.  Some enemies require special tactics, such as the huge Zu birds which must be brought down with a coordinated Gravity spell.  Others have vicious frontal attacks but are vulnerable in the rear, so decoy tactics work well.  Bosses can require more complex strategies, such as frequently moving the chalice or having one person kill minions while others attack the big guy.  Most of the levels are not terribly hard, though they do ramp up quickly towards the end of the game.  After a level has been completed, it can later be replayed with stronger enemies, new paths, and better treasures.  There are about a dozen of these levels, which isn’t a huge number but is sufficient considering each one’s size and the fact that significant changes are present in subsequent visits.  After beating the first level two or three times, it became so hard that our play group couldn’t even reach the boss.

    Characters grow through the “years” by assembling new equipment and collecting stat bonus rewards at the end of each level.  Creating new weapons and armor is a fundamentally simple matter made complex by the insane number of special ingredients available (which must be stored in your limited inventories).  End-of-level bonuses depend on which artifacts the group found in the level.  Each artifact grants an immediate but temporary bonus on the person who found it; the effects include stat increases, extra command slots, longer life bars, and permanent spell rings.  Then, after the boss has been defeated, players take turns choosing one artifact out of the pool to keep permanently.  The choosing order is based on how well each player accomplished his secret bonus goal, so this feature adds a touch of friendly competition to the game.  In general though, you want everyone to be strong in order to beat the hardest levels.  It’s in everyone’s best interests to share or at least trade around building materials, extra spells, food, etc.

    All these ideas make for a game that feels much like Secret of Mana or Phantasy Star Online, but with levels and puzzles and enemies specifically designed for multiple players who are very much required to communicate and work together at all times.  It’s a different way to play games than I’m used to, and it’s a lot of fun for everyone involved.  Discussing battle plans out loud, counting down together to nail the timing on a fusion spell, and heckling the player who’s always a step behind all become part of the experience.  The game’s set-up makes it easy to move different players in and out of the quest at any time, and nothing will blow up if a cord comes loose…just plug it back in and wait a few seconds for the software to download back into the GBA.

    Crystal Chronicles will appeal strongly to fans of dungeon hacks and other types of real-time adventures, but almost anyone can enjoy a few levels of multiplayer fun, if not a full quest.  What practically everyone will revile, however, is the game’s pitiful story.  It’s true that telling a coherent story is difficult in such an unusual game structure, especially considering that players may come and go as the story rolls along at its own pace.  Nevertheless, it’s hard to justify the seemingly random vignettes and preposterous dialogue found in this game.  The level introductions, fully voiced by a woman who speaks with a light Celtic accent, are an utter joke.  If you aren’t put off by the writing, with such zingers as “Never…trust…a monster,” you’ll be appalled at her vain attempts to dramatize the script.  Real-time cut-scenes, which occur mainly at the world map’s crossroads, star a small cast of recurring characters who are usually trying and failing to be either funny or foreboding.  I can respect that FFCC tries to tell its story in a new way, but the story itself is vacuous and poorly written.  Devoted Final Fantasy fans who manage to adjust to the radically different gameplay may still be turned away by the inexcusably poor story elements.

    That would be a shame, of course, because Crystal Chronicles is a unique game that can be very engaging with friends.  Despite a few shortcomings and a few ideas that just don’t work out, the game is immensely enjoyable when played with a competent and cooperative group.  Its mechanically simple gameplay is fleshed out by the cooperative aspects laced into every level, and the initially easy challenges evolve into some absurdly difficult final levels and bosses.  If you have the people and equipment to play it, Final Fantasy: Crystal Chronicles is a great adventure that has no trouble standing out from the crowd of GameCube RPGs.  Ahem.


    Pros:
  • Cooperating with friends to solve puzzles and beat enemies
  • Unbelievable graphics
  • Pleasant, unusual Celtic soundtrack

    Cons:
  • The story goes nowhere.
  • Laughable voiced level intros
  • Too many niche forging materials clog inventories

    Graphics: 10.0
    FFCC is easily one of the best looking games of this generation, on any platform.  The character designs are in the vein of older FF games, while the environments are laced with bump-mapping and the most subtle, gorgeous water effects I’ve ever seen.  It’s worth watching the awful cut-scenes just to soak in all the visual wonder.  The bosses look great, including some crazy new monsters and remakes of a few classics.  The game never slows down, regardless of the number of players or intensity of battle.

    Sound: 8.0
    The music is heavily inspired by Celtic folk traditions, and the instruments used give every song a distinct flavor not usually heard in game music.  The woman who provides voiceovers hardly sounds genuine, and her lines are clumsy at best.  Luckily, she only speaks during level intros, which can be skipped.  The fully voiced theme song sounds decent, but its translation from Japanese has left the lyrics crammed too tightly into the rhythm.

    Control: 9.0
    The game is designed to work well with the GBA’s limited buttons, while the camera usually gives a good view of the action, which is fortunate since it would be a nightmare to implement any sort of camera control in a multiplayer game with GBA controllers.  Menus are easy to navigate, and the game thoughtfully moves your character along while you’re rummaging in the inventory for something.  Single-player controls are a bit more fully featured, but there’s still no analog control, which makes little sense and feels funny on the GameCube controller.

    Gameplay: 8.5
    Clever game and level design force players to work together constantly, and good communication is a must.  The action itself is very simple, and it’s too bad that there aren’t more physical attacks and spells to choose from.  Bosses require new tactics, but many of them succumb to simple attack combos with a healer keeping everyone alive.  Others are very difficult and truly satisfying to conquer.  The distribution of specialized information and bonus objectives for each player is clever and works mostly to the game’s benefit, as players choose what to share and what to covet.  Overall, it’s great multiplayer fun, but don’t even bother playing alone.

    Lastability: 7.0
    The self-updating levels continue to be interesting and challenging after multiple plays through, thus allowing for “leveling up” of stats.  The quest takes 15 to 25 hours to complete, unless you get to the end and find that you’re not strong enough to even see the last boss, much less beat him.  The game is quite replayable; just bring in different players for a very different experience.  There are a couple of mini-games, but they aren’t worth wasting your time on.

    Final Score (Not an average): 8.5
    It’s not much of a Final Fantasy game, but Crystal Chronicles is a blast to play through with an active group of adventurous friends.  Show off the amazing graphics to lure in the cautious ones, and skip through the level intros if you want to keep them around.  If you can round up all the GBAs and cables, this is a quest worth taking on.

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