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Topics - Karl Castaneda #2

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51
TalkBack / REVIEWS: Naruto: Ninja Council 3
« on: July 17, 2007, 08:31:11 PM »
I'd like to believe it. I really would.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=14056

 Naruto is a license that’s been lucky enough to be blessed with good games. The Clash of Ninja series is a very competent fighting franchise, and the critically acclaimed manga-amalgamation title Jump Superstars included Naruto’s main cast. D3 Publisher of America has also been bringing over the portable beat ‘em ups, known as Ninja Council here in the States. Ninja Council 3 is my first taste of the chain, and while there are a few promising facets, it all falls apart as a result of lazy design.    


Ninja Council is based on completing a variety of missions (which can be accessed via large chunks in whatever order the player wishes) on a 2D, side-scrolling plane. This in itself would be fine, but the missions themselves lack any hint of effort on the part of the developer. Why do I have to kill 20 snakes in 60 seconds? I understand it might be part of the character’s training, but that doesn’t make it fun. I’d be able to let it go if it only happened occasionally, but when it takes up such a large portion of the experience, it’s a real problem.    


This is a shame, because there’s a lot to like, otherwise. Other missions, like tracking down and fighting other characters from the story, are a lot of fun. Being able to teleport, pull off a sneak attack, and then disappear again before the other fighter can counter is really gratifying, and it makes for a lot of fun.    


You’ll not only be able to play as the title character, but as the supporting cast as well, from Kakashi (Naruto’s team leader) to Sasuke (his rival) to Sakura (his love interest). They’ve all got their own special jutsus (magic attacks), which are executed by entering a touch-screen mini game where you’ve got to tap the correct seals in the right order in a limited amount of time. While I didn’t like having to switch from using the face buttons (which are used for melee attacks) to the touch screen so quickly, I still enjoyed the frenzy involved in trying to get the jutsu ready in time.    


From a presentation point of view, there isn’t much of a change from the older GBA games. Still, the sprites are sharp, and the attack animations are smooth enough to pass by. Taking into account that this game was originally developed close to the DS’s launch, it’s not too shabby at all.    


I really wish the missions were more meaningful, because the roots of a great 2D brawler are here – it just needs more time to mature. I can only hope that the next iteration of the series lives up the promise of Ninja Council 3, because if it can, it will definitely be a game I want to play.

Pros:
       

  • There’s lots of promise in the battle system.  
  • Adequate presentation

           Cons:
           
  • Lots of lazy mission design

                   Graphics:  6.5
           Ninja Council 3 isn’t a huge leap over the GBA games, but it’s still passable enough not to suffer from outdated technology. Taking into account that the game was developed several years before its localization makes it easier to accept its relatively primitive aesthetics.

                   Sound:  5.0
           There’s audio here? It’s not that the voice samples and accompanying tracks are bad – it’s just that they’re not good enough for you to notice them.

                   Control:  7.5
           While switching from the D-Pad and face buttons to the touch screen to perform a jutsu is a little cumbersome, it also adds to the frenzy of trying to get everything prepped in time before an enemy counters.

                          Gameplay:  7.0
           There’s a lot of promise in the battle system, and the missions that aren’t just slapped together are a lot of fun. But when most of the objectives are completely worthless, it’s hard to have a great time.

     


           Lastability:  7.5
           Since you’re able to go back and replay any of the (well-designed) missions that you’ve already gone through, there’s actually a nice lasting quality to the game.

     


           Final:  6.5
           As I said in the review, Ninja Council 4 just needs to bring over the great battle system from this game (with some minor tweaks) and apply them to better mission designs, and I’ll be able to whole-heartedly recommend it. Until then, I can only refer this game to hardcore Naruto fans.      


  • 52
    TalkBack / REVIEWS: Shrek the Third
    « on: July 17, 2007, 08:26:08 PM »
    This one doesn't end happily ever after.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=14055

     The Wii is currently suffering from a deluge of ports, usually of the less-than-stellar persuasion, and a great amount of those offenders are licensed games. Shrek the Third, to the surprise of perhaps no one, is such a game. Every aspect of the game is spotted with mediocrity, making for an experience that could only be enjoyed by someone of a very young age.    


    The plot follows the movie closely enough. The King of Far, Far Away is passing away, and his last wish is that Shrek (who’s married to his daughter, Princess Fiona, if you haven’t been keeping up with the preceding iterations) will succeed him. Not wanting to bear such a weighted responsibility, Shrek appeals for another candidate. What follows is the journey to find that last applicable heir (Arthur – yes, that Arthur) and the hardships to bring him back to the kingdom. Along the way, the player will find a host of fairy-tale spoofs and in-jokes of varying quality. It’s unlikely that you’ll want to play the game for its story, since you can just watch the movie for considerably less.    


    The gameplay can be likened to a mix between platforming and a beat-‘em-up. You’ll play as several characters, each with his own special abilities (Shrek is super-strong, Puss is agile, etc.). Your charater will switch out automatically when an obstacle arises that can only be overcome with a certain ability. Otherwise, you’ll default to Shrek. The paths are insanely linear, so it’s really just a matter of not dying and pressing forward on the analog stick.    


    Speaking of the controls, while they’re not terribly obtuse, it’s hard to call them innovative. Shaking the Wii Remote executes a simple attack, then doing the same with the nunchuk performs a strong attack. You’ll also be able to pull off a special move by pressing Z (a meter will fill depending on how many orbs you collect after defeating enemies). It’s a bit annoying to have to continually waggle around the remote just to throw a punch or slash a sword, but at least it’s responsive enough.    


    The presentation isn’t exactly top-notch, either. Sound-alikes are used for voice acting (with the exception of John Cleese), and while they generally do a good job, it’s difficult to really "believe" a character when his or her jaw is simply convulsing up and down. The visuals struggle to meet the bare minimum of a Wii game. I wouldn’t be surprised if the developer just turned up the bloom lighting really high on the PS2 version.    


    It would be fine enough if this was just a case of being for a younger audience, but there are games that fulfill that purpose better than this one. The only group I can recommend this game to would be extreme fans of the movie, and judging from the movie's reviews, there won’t be too many of those.

    Pros:
           

  • Sound-alikes generally go a good job of emulating the film’s actors.

           Cons:
           
  • Sub-par visuals  
  • Generic gameplay

                   Graphics:  3.5
           What do you get when you throw burning glow on crap? Glowing crap.

                   Sound:  7.0
           Though the actors from the film aren’t present, what’s here isn’t too bad. The accompanying soundtrack is par for the course on a licensed game – the themes from the movie are here, and everything else is completely forgettable.

                   Control:  6.0
           The motion controls work on a technical level, but they’re still uncomfortable and lack any semblance of intuitiveness.

                          Gameplay:  5.0
           Generic platforming + generic action = generic game.

     


           Lastability:  3.0
           Shrek the Third is a game that not many people will want to replay, and it’s already pretty short on its first play-through.

     


           Final:  4.5
           As I mentioned in the review, the Wii’s current library is littered with half-baked games that offer little else than volume to the release list. Shrek the Third is one of those games.      


  • 53
    TalkBack / Radio Free Nintendo: Episode 60 Part 2
    « on: July 12, 2007, 09:58:45 PM »
    More info from E3 2007!
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13935

     Episode 60 Part 2: Impressions, E3 Style    


    Windy's tired.    


     
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    We said we'd be back again for more E3 coverage, and we aimed to keep our promises, even if it meant recording super late at night. This is our impressions show, so expect to hear a ton about a plethora of games, from Super Mario Galaxy to Zack & Wiki to Resident Evil: Umbrella Chronicles.    


    Also included are some very insightful thoughts on the Zapper, the conference in general, and what a weird town Santa Monica is (Farmer's Market on a Thursday?! WHA?!). You do NOT want to miss this one.    


    Remember to come back next time, when we'll have even MORE to tell you.    


    Credits:    


    This podcast was edited by Karl Castaneda.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store


    54
    TalkBack / Radio Free Nintendo: Episode 59
    « on: July 05, 2007, 10:46:33 PM »
    Don't doki doki panic - the latest episode of RFN is here!
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13770

     Episode 59: Nintendomon    


    Speaking of transitions...    


     
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    After last week's jam-packed news segment, this week might seem a little more cooled off by comparison. There's still the announcement of WiiWare, though, and we definitely compensate with a great New Business in which I admit weakness, Mike's disdain for the ESRB, and some tips on setting up your HDTV for the Wii. We close out the show with an E3 2007 preview, so you'll want to listen all the way through.    


    Here at RFN, we have three requests:
     1. Send us listener mail.
     2. Subscribe/review us on iTunes.
     3. Digg the show.    


    Rumor is that those of you who complete all three are big winners. Just sayin'.    


    Credits:    


    This podcast was edited by Karl Castaneda.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store


    55
    TalkBack / Radio Free Nintendo: Episode 58
    « on: June 28, 2007, 08:59:03 AM »
    This episode brings the blue sparks.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13723

     Episode 58: Return of the Karl    


    Look, I say "anyway" a lot. Freaking deal with it.    


     
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    After a week of not having access to my laptop, I'm back and ready to host, ladies and gentlemen. Since I now claim residence in Tallahassee, Florida (Home of the Seminoles, baby!), I'm able to record at Mike Sklens' house, and together we bring an unprecedented amount of awesome to this episode. Oh yeah, and Windy and Jonny are there, too, I think? I dunno - there was just so much awesome flying around it was hard to tell.    


    This week's a doozy. Konami is bringing Contra IV to DS, Bioware's working on a Sonic RPG, and then there's the Manhunt business. We cover it all, though, in addition to some commentary on last week's Hot Topic, a great listener email (Can you guess which game they asked about? Go ahead! Guess!), and more. You don't want to miss it.    


    And remember, once you're done with the show, go ahead and give us a digg via the link above. And while you're at it, subscribe at iTunes! Oh, and when you're done there, send me weekly checks. College life is hard, man!    


    Credits:    


    This podcast was edited by Karl Castaneda. Commercials performed by Jonathan Metts and Karl Castaneda.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store


    56
    TalkBack / Transformers Now Available
    « on: June 26, 2007, 04:57:42 PM »
    Transform and/or move out.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13713

     The Battle for Earth Begins as TRANSFORMERS: The Game Rolls out to Retail Stores Today    


    Gamers Control the Outcome of the Planet as They Choose to Protect It as AUTOBOTS or Destroy It as DECEPTICONS    


    SANTA MONICA, Calif.--(BUSINESS WIRE)--The fate of the world is in gamers’ hands with the announcement that TRANSFORMERS: The Game from Activision, Inc. (Nasdaq:ATVI), under license from HPG, the licensing division of Hasbro, Inc., has shipped to retail stores nationwide. Timed to the highly anticipated theatrical release of the “TRANSFORMERS" live-action feature film from DreamWorks Pictures and Paramount Pictures, the game allows players to experience the unstoppable power and massive scale of the AUTOBOTS and DECEPTICONS in an epic battle for Earth.    


    “TRANSFORMERS: The Game lets you choose your side – Autobots or Decepticons – to either protect or destroy Earth," said Will Kassoy, senior vice president of global brand management, Activision, Inc. “The game features fully destructible environments, an army of playable characters, split second changes from robot to vehicle form and a storyline that goes beyond the film to include some elements from the property’s long history that will also appeal to Generation 1 fans."    


    “The Activision team has done an outstanding job of replicating the live-action movie scale and realism into TRANSFORMERS: The Game," said Jeff Burdeen, Vice President of Digital Media for HPG. “Across the current and next-generation platforms, gamers will have an awesome TRANSFORMERS experience from the amazing vehicle-to-robot changes to the heart-pounding action."    


    In TRANSFORMERS: The Game for the consoles and PC, players are presented with dual campaigns as they choose from an unprecedented line-up of characters including OPTIMUS PRIME, MEGATRON, IRONHIDE, STARSCREAM, BUMBLEBEE and more. Gamers must master each character’s unique weapons, moves and instantaneous conversions from robot to vehicle mode as they rampage through fully interactive and destructible environments in their quest to protect or destroy Earth.    


    The Nintendo DS™ offers two completely different games, TRANSFORMERS: AUTOBOTS and TRANSFORMERS: DECEPTICONS. Both titles enable players to engage in the “AllSpark Wars" through Nintendo® Wi-Fi Connection where they must help their side win the global conflict between AUTOBOTS and DECEPTICONS via daily challenge missions and global player stats comparisons. Each Nintendo DS game features 20 unique story missions plus more than 20 challenge missions as well as local wireless multiplayer modes for up to four players.    


    The PSP® (PlayStation® Portable) system version of TRANSFORMERS: The Game features more than 20 playable TRANSFORMERS characters with three combat modes and 19 story-based missions that have players playing both AUTOBOTS and DECEPTICONS as they progress through the game. In addition, gamers can battle in four-player Ad Hoc wireless competitions including Deathmatch, Team Deathmatch, Ascension Rites (king of the hill) and Secure the Energon (capture the flag), in more than 10 multiplayer arenas.    


    TRANSFORMERS: The Game was developed by Traveller’s Tales for the Xbox 360™ video game system from Microsoft, PLAYSTATION®3 computer entertainment system, Wii™ home video game system from Nintendo, PlayStation®2 computer entertainment system and PC, and is rated “T" (Teen) by the ESRB. The PSP system version was developed by Savage Entertainment and is currently rated “E 10+" (Everyone 10 and older – Violence) by the ESRB. Two unique games for Nintendo DS, TRANSFORMERS: AUTOBOTS and TRANSFORMERS: DECEPTICONS, were developed by Vicarious Visions and are rated “E 10+" (Everyone 10 and older - Violence) by the ESRB. For more information about the game, visit http://www.transformersgame.com/.


    57
    TalkBack / Harry Potter Ships to Stores
    « on: June 26, 2007, 04:52:00 PM »
    Allow yourself to be whisked off to the magical world of England by a teenage boy with a heart of gold.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13712

     EA and Warner Bros. Interactive Entertainment’s Harry Potter and the Order of the Phoenix Videogame Ships Today!    


    REDWOOD SHORES, Calif.--(BUSINESS WIRE)--Electronic Arts (NASDAQ:ERTS) and Warner Bros. Interactive Entertainment today announced that the Harry Potter and the Order of the Phoenix™ videogame ships across North America and will be in-store in Europe from June 28th. Available on multiple platforms, the Harry Potter and the Order of the Phoenix videogame allows players to explore the many key locations within Hogwarts, each one a visual match to its film equivalent, while being engrossed in the thrilling adventures described in the rich narrative of the books and films.    


    Harry Potter and the Order of the Phoenix’s non-linear gameplay allows the player to explore an interactive Hogwarts, discovering dark corridors and secret rooms along the way. Choose where you go, what you do and when you do it, using the innovative gesture-based spell casting system. In addition, attend a number of classes as side-missions and compete in wizard Mini-Games throughout Hogwarts to compete against the best from each house. Experience the most authentic-to-the-movie game experience in Harry Potter history, with authentic characters and locales that give the look, feel and sound of the movie!    


    With the ability to play multiple characters, including Harry Potter, Dumbledore and Sirius Black, the videogame of Harry Potter and the Order of the Phoenix offers fans an opportunity to experience one of the most exciting and dangerous years in the life of the Boy Who Lived.    


    In Harry Potter and the Order of the Phoenix, Harry returns for his fifth year of study at Hogwarts and finds himself meeting in secret with a small group of students who name themselves Dumbledore’s Army. Hermione convinces Harry to teach them how to defend themselves against the Dark Arts, preparing the courageous young wizards for the extraordinary battle that lies ahead.    


    Developed by EA’s UK Studio, the team behind the worldwide success of the Harry Potter library of games, Harry Potter and the Order of the Phoenix has been rated E 10+ by the ESRB and is available for the Nintendo Wii™ with an MSRP of $49.99, PLAYSTATION®3 and Xbox 360™ with an MSRP of $59.99, PlayStation®2 and PSP® (PlayStation®Portable) for $39.99, as well as Nintendo DS™, Game Boy® Advance, Windows PC, [Apple Macintosh] with an MSRP of $29.99 and Mobile Phone.    


    More information about the Harry Potter and the Order of the Phoenix videogame is available at http://www.masterthemagic.com/.


    58
    TalkBack / Ratatoullie Ships to Retail
    « on: June 26, 2007, 04:45:27 PM »
    Do you like rats and cooking? Well, this game has that.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13710

     The Summer Reaches a Boiling Point as THQ Ships Ratatouille, the Company’s Most Comprehensive Disney/Pixar Video Game Release to Date    


    Based on the Upcoming Disney/Pixar Film, Ratatouille Will Be Available on All Major Video Game Platforms, Including Wireless    


    AGOURA HILLS, Calif.--(BUSINESS WIRE)--THQ Inc. (Nasdaq:THQI) today announced the release of the Ratatouille video game, based on the highly anticipated Disney/Pixar film. Ratatouille marks THQ’s most comprehensive, simultaneous cross-platform launch, with the video game slated for release across 11 different systems including the Xbox 360™ video game and entertainment system from Microsoft, PlayStation®2 computer entertainment system and PSP® (PlayStation®Portable) system, Nintendo’s Wii™ home video game system, Nintendo GameCube™, Game Boy® Advance, Nintendo DS™, Windows PC and Mac, as well as wireless devices. This holiday season, the Ratatouille video game is also expected to release for the PLAYSTATION®3 computer entertainment system, along with an additional version for the Nintendo DS.    


    “THQ is thrilled to be breaking through the sequel clutter this summer with Ratatouille, the summer's most original animated property," said Bob Aniello, senior vice president, worldwide marketing, THQ. “Once again, the team at Pixar has delivered a compelling storyline with fresh characters and adventures that provide tremendous video game content."    


    “Launching the Ratatouille video games across multiple video game platforms simultaneously reflects the enormous appeal the franchise has with a broad audience," said Graham Hopper, executive vice president and general manager, Disney Interactive Studios. “Disney and Pixar’s commitment to quality and creativity in entertainment is reflected perfectly in this wonderful animated film."    


    About the Ratatouille Video Game    


    Inspired by the unique characters and storyline from the Ratatouille film, fans will experience the sights and sounds of Paris across a multitude of gaming systems. In the game, players will assume the role of Remy, a young rat whose love for great food puts him at odds with the needs of his family. Players will experience highlights from the film, as well as the memorable characters and key locations, as they explore five action-packed worlds, more than 20 challenging missions and mini-games and go head-to-head in multiplayer. Ratatouille will allow players to evade detection from dangerous and often hungry enemies, brave the perils of the dinner-rush, and create culinary masterpieces in this senses-shattering journey to fulfill Remy's life-long dream of becoming a great chef.    


    In addition, the Ratatouille video game includes an exclusive sneak peak of Disney/Pixar’s next film, WALL•E, the story of a little robot’s comic adventure as he chases his dream across the galaxy. With the film not scheduled to hit theaters until Summer 2008, this un-lockable preview will serve as the public’s first glimpse into the world of WALL•E.    


    THQ’s Heavy Iron Studios is leading development for Ratatouille across THQ’s Studio System. In addition, THQ Wireless is developing a suite of wireless content including games, wallpapers and ring-tones based on Ratatouille.


    59
    TalkBack / Radio Free Nintendo: Episode 56
    « on: June 13, 2007, 07:00:01 PM »
    Slimmed down for ultimate sexiness.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13608

     Episode 56: Running Lodes    


    MAH NAME IS BRUFUS    


     
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    We realized after last week's (monstrous) episode that we might be pushing the running time a bit too far with episodes that exceed an hour, especially episodes that get close to 90 minutes. So we cut the fat for this week's iteration, including the death of Whatcha Been Playin' (in favor of the very-sexy "New Business"), as well as cutting an entire co-host (only three voices this time).    


    Still, at 45 minutes, there's a lot to enjoy here, from the first ever discussion of Nintendo World Report's Hot Topic to the news about four different Smash Bros. control schemes, and even a teaser about what to expect next week (hint: it will be good times).    


    As always, please remember to Digg Radio Free Nintendo (via the link above), subscribe to and review us on iTunes, and send in listener mail. Thanks, guys! Come back next week!    


    Credits:    


    This podcast was edited by Mike Sklens. Commercial performed by Jonathan Metts.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store


    60
    TalkBack / PREVIEWS: Boogie
    « on: June 13, 2007, 04:40:31 PM »
    Get down, low, and/or funky with EA’s new rhythm game for Wii.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=13609

     07/10/2007 Update:  Check out the new E3 trailer for Boogie, courtesy of EA.    


       



       


    Though Konami is bringing its Dance Dance Revolution series to Wii in the form of Hottest Party later this year, it won’t be alone: Electronic Arts is joining the fold as well with its own rhythm title: Boogie. Combining your karaoke skills along with your ability to shake it, Boogie has a lot of promise to rock your world when it drops in the Fall.    


    You start out by customizing your choice of five characters (including the pink alien seen in most screenshots), where you’ll have the choice of everything from their clothes to the color of their skin. Once you’re finished, you’ll find that the game is actually pretty simple in its premise.    


    Requiring the nunchuk attachment, the analog stick controls your movement direction, while the Wii Remote designates your dance moves, which can be toggled through by pressing A. There’s a rhythm meter (resembling an audio equalizer) that will designate when to bust a move (by lighting up green) – the more in tune you are with this meter, the more points you’ll receive. It’s also important to stay fresh with what dance techniques you employ, as you’ll be penalized with less points if you just keep re-hashing a certain method.    


    If you’ve been keeping in time, your special move meter will fill.  When it’s complete, you can execute a more complex move by first hitting B, and then following the motions given to you on-screen with the remote. That's not all though, as you’ll also be graded on your singing via a USB microphone. Obviously, the better your pitch, the more points you’ll rack up.    


    Boogie also offers head-to-head multiplayer, as well as a video editor to splice up your recorded performances, which will be stored on the Wii’s internal flash memory. Look out for more on Boogie when it becomes available.


    61
    TalkBack / Radio Free Nintendo
    « on: June 06, 2007, 04:52:06 PM »
    Holy [expletive deleted]!
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13583

     Episode 55: Howl of the Wind    


    As per federal regulations, there is 100% less Burchfield in this podcast.    


     
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    It's been 15 episodes, but Steven "WindyMan" Rodriguez is back on the podcast to tell us how wrong we all are about everything (and how we're "all fired"). Along for the ride are show regulars Jonathan Metts and Mike Sklens, and together, the three of them making hosting very difficult for yours truly. I push onwards, however, because I'm awesome and that's just how I roll.    


    It was kind of a slow news week, but our general tomfoolery adds tons of content to the package. Look forward to hearing a lot about data storage, RickRolling, the prospects of a Mario Kart Wii announcement, and a hefty discussion on the status of Virtual Console.    


    Before you go, don't forget to Digg us via the link above. Also subscribe to and review us on iTunes, and if you're feeling especially talkative, shoot us an email. See you next week, folks!    


    Credits:    


    This podcast was edited by Mike Sklens. Commercial performed by Karl Castaneda and Jonathan Metts.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store


    62
    TalkBack / Radio Free Nintendo: Episode 54
    « on: May 31, 2007, 12:48:16 PM »
    Dig in - this one's a monster.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13554

     Episode 54: The Epic    


    I gave Evan my Alakazam earlier this week. I hope he takes care of it...    


     
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    If you look back on past episodes, you'll notice that the vast majority of them are only around 40 minutes. Internally, we call this the "sweet spot." This week, we figure - we want to be more than sweet, so grab a couple bags of popcorn, a soda pop, and possibly some camping gear, because this episode is nearly 85 minutes. Was it our intention to go this long? Yes. Yes it was.    


    Ahem.    


    You'll also no doubt notice this is going up on a Thursday. This isn't because we were lazy this week - no, this time there's an actual reason! See, we changed schedules as of this week, so instead of recording on Sunday nights, it's become a Monday night affair. This allows us to bring you more current Virtual Console Mondays coverage, and also the opportunity to provide more diversity among the featured podcasters. We'll still need the same amount of post-production time, though, so we're also pushing the publish date back a day. RFN is now a Thursday affair!    


    Ack! Look at all that I've written - I haven't even told you what happens in this episode. Well, Evan and Mike are back, so if you enjoyed our Birthday Bash a couple weeks ago, you're going to love this: this is a high-energy marathon covering topics ranging from the awesomeness of ActRaiser to Guitar Hero III details. You definitely don't want to miss it.    


    Credits:    


    This podcast was edited by Karl Castaneda. Commercials performed by Karl Castaneda and Jonathan Metts.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store


    63
    TalkBack / Radio Free Nintendo: Episode 53
    « on: May 23, 2007, 04:39:32 PM »
    Ty Shughart joins Karl and Jonny to talk about his whacky experiences in Japan.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13515

     Episode 53: From the Land of Nihon    


    Mike and Evan were both too hung over to appear in this episode.    


     
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    Now that our 1 Year Anniversary Blow-Out is over and done with, it's time to return to business as usual. This week's episode isn't host to talking over one another, reminiscing about the past, or even Evan Bitchfield. Instead, Jonny and I brought Ty "S-U-P-E-R" Shughart on to throw some "American Gamer in Japan" hot sauce on our already delicious sandwich.    


    And how do we do that? It's the April NPD, baby! Nintendo's throwing aces, Microsoft's Elite didn't quite live up to its name, and Sony's fighting an uphill battle with the GBA (although maybe not the Micro, if you ask Jonny). Also, there's a new ESA President, Capcom spoke out on the Wii's storage space, and Lara Croft loves waggle!    


    Remember, with the links up above, you can subscribe to the podcast via iTunes (where you can also leave a review), as well as a recently added feature: digging Radio Free Nintendo. Be sure to click that link on your way out.    


    See ya next week, folks!    


    Credits:    


    This podcast was edited by Karl Castaneda. Commercial performed by Karl Castaneda and Michael Cole.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store


    64
    NWR Forums Discord / SUPER On Radio Free Nintendo This Week
    « on: May 22, 2007, 12:40:33 PM »
    Shameless promotion! Listen to the episode, set to go live tomorrow!

    65
    TalkBack / Radio Free Nintendo: Episode 51
    « on: May 09, 2007, 01:23:25 PM »
    Jon Lindemann returns to RFN, Mike makes his fourth appearance in a row, and Karl goes to an awesome high school. All in this week's show!
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13439

     Episode 51: We're Almost 1 Year Old    


     
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    When Jonny told me he wouldn't be able to record for this week's show, I wondered how I'd replace him - after all, he's the one who's "bringing in all the ladies," or so he tells me. So I figured I'd bring in another "Jon" by going to our old friend Jon Lindemann (aka t3h Lindy). Listen as he spits hot fire!    


    For Episode 51, we discuss my Pokemon Diamond addiction (head to our Pokemon Friend Code Thread to stock up on opponents and trading buddies!), Miyamoto's latest comments, and the Summer line-up on the Wii. You definitely don't want to miss out, so hit that "play" button ASAP.    


    Credits:    


    This podcast was edited by Karl Castaneda. Commercials performed by Michael "TYP" Cole and Karl Castaneda.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store


    66
    TalkBack / Radio Free Nintendo: Episode 49
    « on: April 29, 2007, 10:21:04 AM »
    Better late than never, eh?
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13380

     My Pokemans: Let me show you them.    


       


    Episode 49: The Obligatory Pokemon Episode    


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    Yes, we know: this show is super-late. We ran into a couple snags after recording last week, and as a result, it took a few extra days to get things going. You have our most sincere apologies, and a promise that we we'll do whatever we can to make sure it doesn't happen again.    


    Okay, now that I'm done kissing ass...    


    It's Poke-Mania, folks! Jonny's got the game, Mike's got the game, and I've got... Yu-Gi-Oh. Don't worry about me, guys, as I should be getting the game sooner or later, and when I do, I'll be sure to give you all some impressions. Until then, enjoy this episode, where we'll wax academic on topics such as the March NPDs, Nintendo stock, and a big ol' retrospective on our time with the Pokemon franchise. Hope you enjoy it, and see you again on Wednesday!    


    Credits:    


    This podcast was edited by Karl Castaneda. Commercials performed by Karl Castaneda.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store


    67
    TalkBack / REVIEWS: Yu-Gi-Oh! World Championship 2007
    « on: April 29, 2007, 06:24:09 AM »
    The next big DS game? Maybe.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=13379

     Right off the bat, know that this game is aimed directly at the hardcore Yu-Gi-Oh crowd. If you’ve never watched the show, collected the trading cards, or played any of the previous games, World Championship 2007 will throw you for a loop for the first couple hours of play. To make this review as easy to read as possible, I’m going to take things extra-slow, so grab a pot of coffee, a fresh bagel, and start thinking about sacrificing swordsmen because they’ve only got 500 attack points.    


    The premise to the Yu-Gi-Oh world is as follows: there’s a popular trading card game called Duel Monsters, and people gather from all over the world to battle each other and gain prestige among their peers. Since the game requires a lot of strategy and cunning, those who can hold their own are highly regarded. World Championship takes that same premise and gives the foundation a digital makeover. No more, no less.    


    There’s no story mode to be dropped into, so if you’re expecting to be schooled in the ways of the card, you’d do best to head to the Tutorial Mode, where you can find tons of interactive lessons, with a half-dozen practice duels that’ll teach you the basics of the game. I can’t stress how important it is to go through these if you don’t have any previous knowledge on the series.    


    Here, you’ll become familiar with the fundamentals of dueling. Each player starts with the same amount of life points (8000, usually, although it can vary), and the point of the game is to reduce your adversary’s down to zero via turn-based combat. To do this, you’ll have to summon monster cards, which can be set in either a defense mode (meaning that, if attacked, no life points can be lost if they’re destroyed, and that the battle is dependent on their Defense Points), or an attack mode (where they can be destroyed if they lose, which is dependent on their Attack Points).    


    From here, battles are decided based on who has the most points. If both monsters are in attack mode, then the difference in attack points is then deducted from a player’s life points. If a player runs out of monsters to hold up the fort, then they can be attacked directly, wherein your foe can reduce all of their team’s attack points from your life points.    


    You can’t just summon any creature you like, however. More powerful cards can only be summoned through sacrifice, meaning you’ll need to have a set amount of weaker monsters on the field for at least one turn before you can send them to your graveyard in exchange for an advanced summoning. For certain high-grade beasts, you can only bring them out onto the field if a condition is met (like having a lesser form of theirs on the field and attacking a number of times).    


    Since the aforementioned can sometimes be difficult to perform, you can also combine two monsters into one, more powerful card, should you be in possession of a fusion card. It’s in this way that you can not only free up space in your hand, but also get a more robust defense on the field.    


    The battle process is made more complicated by the inclusion of Magic and Trap Cards. The difference between the two is that, while Magic Cards can be activated at any time, Trap Cards are activated by an enemy’s actions. In either case, launching a card releases some sort of effect that you can use to your advantage (like drawing an extra card, automatically destroying an opposing monster of your choice, etc).    


    Once you feel like you’ve got a good handle on what’s going on, you can head into the CPU-based duel mode and take on a bevy of AI-controlled opponents. The more you win, the more credits you’ll receive, which you can then use to buy cards and build up a new deck. There’s a pretty solid learning curve, so provided you’ve completed the tutorial, you won’t have much trouble climbing up the ranks.    


    You see, once you’ve built up some confidence, you’re free to have your self-esteem shattered by taking advantage of the game’s Wi-Fi capabilities. Luckily, if you don’t have any friend codes to plug in, you can still play online via random matchmaking. Surprisingly, it’s extremely easy to set up a game – it never took me longer than 30 seconds to get a game going. Unfortunately, I was then treated to 20-30 minutes of torture, as I was brutally owned by every opponent I ran across. As for local play, there’s no single-card multiplayer, so if you’re planning on battling your friends, make sure they’ve got their own copy.    


    Since all of the action goes down on the bottom screen, you can use the stylus to draw from the deck, cycle through your hand, and tap on cards to activate their effect. If that’s not your style, however, a conventional method with D-Pad and button control is also available.    


    As far as presentation goes, World Championship is a bit mixed. Monsters’ 3D models are generally pretty clean, but their animation can sometimes seem a little choppy. The 2D artwork on the cards, however, looks great, and it definitely adds some eye-candy to the game. As for the audio, I’d classify it as devoid of memorable tracks, though you’ll probably be too involved in duels to really notice.    


    It’s hard to give World Championship 2007 a score, because it really depends on the player. If you’re looking for a hardcore, card-based strategy game with tons of depth (maybe too much depth, to be honest) and online capabilities, then this is your next DS purchase. If you’re the kind of gamer who likes a good (or any) story, or if you want something with casual appeal, then you’re better off staying away. Don’t look at the license and figure it’s some kid game – there’s a whole lot of meat to this package.

    Pros:
           

  • Tons of depth to the battle system  
  • Solid online play  
  • Nature of battles make it an easy pick-up-and-play game

           Cons:
           
  • Gamers unfamiliar with the license or series might be overwhelmed with how complicated the dueling is

                   Graphics:  7.5
           While 3D models look nice, their animation doesn’t. The 2D artwork, on the other hand, totally delivers.

                   Sound:  4.0
           There’s sound in this game? Seriously, though – you’ll be so wrapped up in your duel that you won’t notice it, and even if you do, there’s not much to enjoy.

                   Control:  8.0
           The touch screen controls are pretty responsive, but tap detection can be off every once in a while. Luckily, a conventional method is also available if the aforementioned isn’t your thing.

                          Gameplay:  8.0
           If you can get into it, World Championship 2007 has a ton to offer. The dueling system is packed to the brim with depth, and the online factor adds another layer of enjoyment (or, in my case, embarrassment).

     


           Lastability:  8.0
           There are more than enough CPU opponents to keep you busy and build your skills up. Once you’ve feel you’ve mastered the game, its Wi-Fi capabilities offer up tons of replay value.

     


           Final:  8.0
           As I said in the review, scoring this game is very difficult, and ultimately, experiences across the board will be extremely different. I happened to eat up all of the complex rules concerning forming battle strategies, so I had a great time. If that isn’t your cup of tea, however, then it’ll likely come off as convoluted and boring. At the end of the day, it’s important to ask yourself if this is your type of game.      


  • 68
    TalkBack / PREVIEWS: Ninja Gaiden Dragon Sword
    « on: April 11, 2007, 11:38:14 AM »
    Sharpen that katana - it's time to be a ninja.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=13313

     Tomonobu Itagaki, head honcho of Team Ninja and Director of Ninja Gaiden: Dragon Sword, recently gave an interview with CVG, discussing the reasons for holding the DS sideways, a la Brain Age, working with the DS technology, and a whole lot more.    


    Taking place six months after the 2004 game, Dragon Sword will explain what happened after its predecessor's conclusion, as well as shedding light on what the former's enemies were, why they were created, and how they came to be.    


    For those of you worried about scratching up your screen trying to replicate the action of the Xbox title, rest easy, as Itagaki doesn't play on making the game as difficult as previous offerings. He explains that his first priority is giving everyone the chance to make use of the game's innovative control style.    


    If you've played Brain Age or Hotel Dusk, you'll be instantly familiar with holding the DS on its side - Dragon Sword will also employ this method, as it enabled a firmer grip on the unit for more fast-paced moves, as well as preventing your right (or left, if that's your preference) hand from getting in the way.    


    One of the biggest worries concerning Ninja Gaiden coming to handhelds was that the available technology wouldn't be able to replicate the home console experience. Itagaki says that this couldn't be further from the truth, and that the DS's touch screen actually allows them to expand the possibilities of design, and that their experienced programmers aren't having any difficulty with keeping up a solid graphical style.    


    Dragon Sword is currently scheduled to release in Autumn in Japan, so stay tuned to NWR as more on the game's details break.


    69
    TalkBack / Radio Free Nintendo: Episode 47
    « on: April 11, 2007, 10:10:20 AM »
    Do you like Metroid? Because I know somebody who does.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13309

     Wu-Tang is for the children!
       



       


    Episode 47: Jonny Kinda Likes Metroid
       


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    We usually record Radio Free Nintendo on Sundays, but since this past weekend was Easter, we decided to delay getting together a day so that we could all be with our loved ones. Apparently the festivities went long, however, as only Jonny was available on Monday evening.    


    Even though we were recording with only two men, there's still a ton of ground covered, from new VC releases to the latest on Resident Evil 4 Wii / Umbrella Chronicles to why Metroid Prime 3 is taking so long to release. It's a jam-packed episode that is a must-listen, if only to hear about my traumatic childhood experience with Galaga.
       


    Credits:
       


    This podcast was edited by Karl Castaneda. Commercials performed by Karl Castaneda.
       


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store.


    70
    TalkBack / Today's European Virtual Console Line-Up
    « on: April 05, 2007, 11:37:55 AM »
    It's an all-Sega group today for all of you on the other side of the pond.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13283

     Wii's Virtual Console Gets All In A Spin With Three SEGA Classics!    


    6th April 2007 – Pinball with a Sonic twist hits Wii’s Virtual Console™ this week as Sonic Spinball ™ becomes available to download. As Dr.Eggman (AKA Dr.Robotnik) takes over Mt. Mobius, turning it into a mechanical base, Sonic must thwart Dr.Eggman’s plans by causing a volcanic eruption by removing the Chaos Emeralds used to pacify the firey mountain. Featuring four large tables, players must negotiate the elaborate Pinball Defence System, destroying the fortress from the inside out! Sonic Spinball™ launches this week for 800 Wii Points.    


    Fans this week will also get the chance to travel to the land of Oasis once again as action-adventure The Story of Thor ™ returns on Wii’s Virtual Console. Players take control of Prince Ali as he discovers a buried gold armlet, once belonging to an ancient wizard bestowing upon him the ability to summon four spirits. Prince Ali must call all the spirits to his aid and stop a similar silver armlet being used for evil. The Story of Thor™ is now available to download for 800 Wii points.    


    If two 90’s classic Sega games are not enough, how about a third? Head into the future and restore peace to Earth as VECTORMAN ™ hits Wii’s Virtual Console. The year is 2049 and the human inhabitants of Earth have left the planet to colonise another, leaving behind mechanical Orbots to clean up their mess. But when the Orbot leader, Warhead, blows a few circuits, it causes a war amongst the robots left behind - enter our hero VECTORMAN. With the ability to Morph into various forms, players can change VECTORMAN into everything from a speeding train to a power drill, mechanical fish or even mighty dune buggy in their mission to defeat Warhead. VECTORMAN™ can be yours to own for 800 Wii Points.    


    These great games will join the list of 69 classic titles already available for the Virtual Console in Europe.


    71
    TalkBack / Radio Free Nintendo: Episode 46
    « on: April 04, 2007, 01:00:00 PM »
    There are Nights, Ninjas, and even a Stan. It's time for Radio Free Nintendo.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13270

     
       


    Spin it!
       


    Episode 46: RFN Full of Grace
       


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    Joining me this week are Reviews Editor Jonathan Metts and my fellow Pirate in Arms, Stan Ferguson. And unlike last week, there's plenty to discuss, from Nights on the Wii to upcoming Virtual Console games to what handheld titles we want to see make the jump to consoles.    


    I'd also like to take this moment to remind you to send us listener mail, as this week's batch was a little low. And remember to subscribe via iTunes Thanks and have a pleasent day.
       


    Credits:
       


    This podcast was edited by Karl Castaneda. Commercials performed by Michael "TYP" Cole and Karl Castaneda.
       


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store.


    72
    TalkBack / Brothers in Arms Officially Announced for Wii and DS
    « on: April 04, 2007, 07:11:13 PM »
    World War II action is headed to Nintendo.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13274

     Ubisoft And gearbox Software Deploy Brothers in Arms ® For Nintendo DS TM and Wii TM    


    SAN FRANCISCO – April 4, 2007 – Today Ubisoft, one of the world’s largest video game publishers, and Gearbox Software, one of the world’s leading independent video game developers, announced that the critically acclaimed and multimillion-unit selling Brothers In Arms® franchise is in development for the Nintendo DS™ and Wii™ systems. Scheduled to ship this year, Brothers In Arms® Double Time (fall) and Brothers In Arms® DS (summer) will, for the first time, immerse Nintendo® system owners into the intensity of World War II through the stories of Sergeants Baker and Hartsock and their squad of paratroopers during the Normandy invasion.    


    “Brothers In Arms on the Wii and DS systems is really exciting for us," said Randy Pitchford, president of Gearbox Software. “I am a huge fan of both systems and thrilled about making games for the two platforms. In the entire space of first-person shooters on video game systems, Brothers In Arms really lends itself to both the Wii and DS interfaces. Imagine using the Wii Remote to give actual hand signals or aiming with the DS stylus from a covered position. That’s what you can look forward to with Brothers In Arms Double Time and Brothers In Arms DS."    


    Brothers In Arms Double Time brings the best of this acclaimed WWII action franchise to the Wii system, while adding the use of innovative gameplay with the Wii Remote™. Brothers In Arms DS brings all the action and strategy of the series to a handheld, utilizing the DS Touch Screen to control the squad.    


    Brothers In Arms Double Time Key Features:    


    · Next-Generation Brothers In Arms - The award-winning WWII franchise comes to the Wii system with all of the action, story and authenticity that has critics and fans eager for more.    


    · Combining All 31 Playable Levels: Play as Sergeants Matt Baker and Joe Hartsock, leading your squad behind enemy lines through the Normandy invasion.    


    · Unrivaled Authenticity: Fight actual Airborne Infantry battles of D-Day accurately recreated using thousands of official photos, maps, After-Action Reports and eyewitness accounts under the direction of Military and Historical Director, Col. John Antal.    


    · Challenging and Dynamic Combat: Featuring close-quarter urban environments and a next-generation artificial intelligence system, Brothers In Arms Double Time promises to take authentic military action to the next level on the Wii system.    


    · Enhanced Control Scheme: Issue orders and perform military gestures to command and lead your team using the Wii Remote.    


    Brothers In Arms® DS Key Features:    


    · First Brothers In Arms for the DS System: Exclusively designed for Nintendo DS with easy-to-use, stylus-based controls such as using the Touch Screen to aim, with the camera following the stylus.    


    · Impressive, Realistic 3D Graphics: Incredibly detailed environments with highly believable characters and enemies, cinematic camera angles, and great animation.    


    · Drivable Vehicles: Drive a recon car or a Sherman Tank. Use a wide range of weapons such as bazookas, sniper rifles, grenades and more to destroy your enemy.    


    · 16 Missions and Three Different Campaigns: Relive the intensity of WWII through three different campaigns, from Normandy to North-Africa and Ardennes.    


    · Redesigned New Multiplayer Experience: Fight major multiplayer battles with three of your friends in different multiplayer modes, including Deathmatch and Team Deathmatch.    


    · Contextual Movements: Gameplay adapted to the Nintendo DS hardware with auto-cover behind walls or auto-recovering life system.    


    · An Unrivalled Sense of Drama: Experience a stronger emotional factor, due to the third-person view and dialogue between soldiers.    


    For more information about Brothers In Arms, please visit www.brothersinarmsgame.com .  


    73
    TalkBack / Cake Mania Heads to Retail
    « on: April 03, 2007, 12:29:13 PM »
    Get your bake on!
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13267

     Bakery Chaos Ensues as Majesco Entertainment Ships 'Cake Mania' for the Nintendo DS(TM)

        EDISON, N.J., April 3 -- Cake-baking craziness is on the menu this spring as Majesco Entertainment Company, an innovative provider of digital entertainment products and content, today announced that Cake Mania for the Nintendo DS(TM) has shipped nationwide. Cake Mania DS(TM) is based on Sandlot Games' leading online game that has been downloaded 35 million times worldwide and earned both the iParenting Media Award and the 2006 Casual Game of the Year award from Yahoo Games. Developed by Digital Embryo, Cake Mania DS(TM) is now available for a suggested retail price of $19.99.  

     "Cake Mania is an online phenomenon that's earned and been nominated for multiple prestigious awards," said Ken Gold, vice president of Marketing. "By including the entire original online game plus the expansion pack onto one game card for only $19.99, we're offering Nintendo DS(TM) owners an excellent game at an outstanding value."  

     Players assume the role of Jill who returns from culinary school to find her beloved grandparents' bakery closed down because a new Mega-Mart store opened in the neighborhood. Players must upgrade Jill's kitchen with state-of-the-art baking tools while serving her increasingly difficult customers so she can ultimately earn enough money to re-open her grandparents' bakery. Offering 84 levels of progressively frenetic baking, Cake Mania challenges gamers to simultaneously handle all aspects of customer service via the Touch Screen, from handing out menus and collecting cash, to baking, frosting and decorating cakes. As her customer base grows, so does the frantic pace of the bakery until Jill is a cake-making maniac!  

     For more information about Cake Mania, please visit http://www.majescoentertainment.com/.


    74
    TalkBack / Rock Band May Be Coming to Wii
    « on: April 03, 2007, 10:55:37 AM »
    The next game from the developers of Guitar Hero may not be snubbing the Wii after all.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13266

     When Electronic Arts recently announced the next game released from Harmonix, Rock Band, the Wii was oddly absent from the list of platforms. Luckily, IGN acquired a statement from Harmonix, saying that EA will be publishing the game on "all important platforms" and that, "the Wiimote is something that holds enormous promise."    


    That being said, there has not been any official talk concerning the title on the Nintendo platform. See below for the press release dealing with Rock Band's unveiling.    



       


      HARMONIX, MTV: MUSIC TELEVISION AND EA ANNOUNCE ROCK BAND - THE ULTIMATE   INTERACTIVE MUSIC VIDEOGAME EXPERIENCE    


    Creators of Guitar HeroTM Franchise Partners with Major Record Labels and   Music Publishers for Unprecedented Access to Artist Catalogs and Original   Masters for New Game    


    CAMBRIDGE, MA - April 2, 2007 - Harmonix, developer of the blockbuster   Guitar HeroT franchise, MTV: Music Television, a division of MTV Networks, a   unit of Viacom (NYSE: VIA, VIA.B), and Electronic Arts (NASDAQ: ERTS) today   announced Rock Band, an all-new platform for music fans and gamers to   interact with music like never before. Rock Band will allow gamers to   perform music from the world's biggest rock artists with their friends as a   virtual band using drum, bass/lead guitar and microphone peripherals, in   addition to offering deep online connectivity. Built on unprecedented deals   with the world's biggest record labels and music publishers, the music   featured in Rock Band will span all genres of rock and include many of the   master recordings from the biggest songs and artists of all time. Rock Band   is slated for release on PLAYSTATIONR3 computer entertainment system and   Xbox 360T video game and entertainment system from MicrosoftR in holiday   2007.    


    The leading music publishers - EMI Music Publishing and Warner/Chappell   Music - are allowing unrivaled access to their catalogs of incredible songs   for use in Rock Band. The record labels - EMI Music, Hollywood Records, Sony   BMG Music Entertainment, Universal Music Group's Universal Music Enterprises   and Warner Music Group's Rhino Entertainment - have agreed to supply master   recordings by their artists for use in the game.    


    "Harmonix was founded to create new ways for everyone to experience the   pleasure and satisfaction that comes from playing music. Our work on Guitar   Hero was an instrumental step toward that goal," stated Alex Rigopulos,   co-founder and CEO of Harmonix. "But Rock Band is Harmonix's most ambitious   project to date, and it will take music gameplay to an entirely new level.   MTV has given us the freedom and the resources to really swing for the   fences and make the game we've always wanted to make."    


    "Our vision for Rock Band is to completely change the way people interact   with and enjoy the music they love," said Jeff Yapp, EVP, MTV Program   Enterprises. "By joining forces with EA and the music industry's largest   record labels and publishers, we are striving to create a groundbreaking new   platform that allows people to connect with their favorite music and artists   in ways they never have before."    


    "Rock Band is a revolutionary new way for gamers and music fans to   experience music," said David DeMartini, vice president and general manager   of EA Partners. "The team at EA Partners is thrilled to help MTV and   Harmonix launch this incredible game on the global stage and get it into the   hands of gamers worldwide."    


    As previously announced, Electronic Arts will serve as the exclusive   distribution and marketing partner for Rock Band, managing distribution for   the game in US, Europe and Australia.    


    For more information on Rock Band and Harmonix Music Systems please visit   www.rockbandgame.com and www.harmonixmusic.com.


    75
    TalkBack / Miyamoto Challenges Third Parties on Wii and DS
    « on: April 03, 2007, 05:50:20 AM »
    Nintendo's most famous employee answers all in a new interview.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13263

     N'Gai Croal of Level Up recently sat down with Shigeru Miyamoto to discuss his and Nintendo's showing at last month's Game Developers Conference. When asked why he chose to talk about the past instead of revealing his next big game, Miyamoto responded that he wanted to share what he'd learned from the Wii and DS with his fellow designers.    


    Perhaps most interesting, though, was his response to third parties not being able to sell their games on Nintendo systems:    


    If there's only one piece of advice that I could give to the managers of third party companies, it would be that a lot of times it seems that when they're putting games out on Nintendo hardware, those games are being developed by their third-string team or their fourth-string team. Maybe that's because they see those products as being unique projects or somewhat smaller-scale projects. But when Nintendo puts out a title that is designed to really support and sell its hardware, that title is always developed by one of our number one teams. And so I think that when it comes to the question of trying to compete with our software, I would really like to see the parties try to do that with their number one teams rather than with the third- or fourth-string teams.    


    Also talked about was his reaction to Sony's HOME and LittleBigPlanet, and why he welcomes the idea of other companies innovating in the same vein as Nintendo. You can read the interview in its entirety here.


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