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Topics - Svevan

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176
TalkBack / PREVIEWS: Diddy Kong Racing DS
« on: July 08, 2006, 07:04:09 PM »
Though it's not the true console sequel we all want, DKR DS's promised features look...promising.

     Last updated: 07/08/2006 by Evan Burchfield            

Diddy Kong Racing DS is Rare's first project for Nintendo's latest handheld, and hopefully not the last. Microsoft, full owner of Rare LTD, has allowed the developer to make titles for the DS (as they did with the GBA), having yet to create their own portable gaming hardware that could compete with Nintendo's. Instead of developing a new game out of an old franchise, or creating a new IP, Rare has opted to update and reinvent their N64 classic Diddy Kong Racing with features optimized for the DS.    


Diddy Kong Racing for the N64 was one of the fastest selling videogames of all time due mostly to two factors: the low frequency of must-buy N64 games, and highly innovative gameplay. Attempting to  hijack Mario Kart's popular “Grand Prix" arrangement, Rare added hovercraft and airplane races, a large hub world for exploration, and items to collect both during and after the races. They attached a simple narrative to a previously quick-fix genre, resulting in gameplay that is, much unlike Mario Kart,  progress driven rather than viscerally motivated. Fans of the original hold it in high regard for its melding of genres and devices, not to mention its graphical and aural ascendancy.    


Based on the limited press materials available for DKR DS, it is clear that the original gameplay is intact. The screenshot and video show only kart racing, (no assets yet with hovercraft or airplane races, or even the hub world), but every original gameplay mode and track is assumed to be included. The bottom screen of the DS has been utilized as a map and progress gauge, and silver coins are visible on the track.    


During E3 2006 Rare released a list of promised features and enhancements on their website. Among the list are multiplayer with up to 8 players, supposed internet Wi-Fi play (could be a typo on Rare's site, as the term “WiFi" is sometimes used for local wireless features), a track-creator, and a graphical overhaul. Rare also said they will include newly playable, familiar characters - in the sole official screenshot, Tiny Kong is visible, so Kongs of other sorts as well as Banjo-Kazooie characters don't seem unlikely. (Interestingly, Tiny Kong was also planned for the cancelled GameCube title Donkey Kong Racing, which featured animal races, some underwater.)    


Rare also mentioned several new components that may alter the gameplay significantly, among them customizable vehicles, new weapons, and touch screen and microphone features. How these last two will be incorporated is still unclear, but Rare seems to be taking the project far more seriously than a typical port. DKR DS does not have a release date as of this writing.


177
Hey what? Word to your mother, it's the Podcast.

AAC Format

MP3 Format

LISTEN OR BE DAMNED.  

178
TalkBack / Radio Free Nintendo - Episode 7
« on: June 27, 2006, 08:27:34 PM »
This week's podcast features a frank discussion of RPGs, product placement in the cinema, and Chopin.

If I go down I'm taking you with me!    


Radio Free Nintendo Logo    


Nevermind all that hooplah about videocasts and real-time chat, we podcast the old-fashioned way: audio, a little technical wizardry, and a big hunk of stupidity. Stupidity, apparently, is in high supply around here. Judging by the downloads, it must also be in high demand (a frightening equation!).    


It must be noted, yes it must, that if you are a user of iTunes and choose to listen to the AAC version of the cast, you will be treated, nay, gifted a cache of special features. Not only will you get to see very pretty pictures illustrating our verbosity, they will in all truth link you to new, unheard of places. If this doesn't sound like your thing, (to be honest, I hate it), then just use the MP3 version.    


Episode 7: My DS Sounds Like Mr. Feeny    


AAC Format    


MP3 Format    


You can also listen to it on Odeo    



powered by ODEO    


Though nothing interesting has happened at all over the past week (my wife did have a baby girl, no one cares), we were able to scrounge up some interesting factoids, chief among them that Nintendo has sold out, and to British children's cinema no less. For a moment, we think and lean on Sonic's presence in our lives, followed by a lengthy listener mail segment, and a short, quiet meditation on Red Steel. At the end I see, all too clearly, that Mike is totally capable of making me look forward to absolutely nothing. I offer our Podcast as audio proof of his verbal torture.    


If you have any questions, complaints, compliments, or criticisms please send them to our new podcast email address:    


   


And if you want, you can let us know what you think in our talkback thread! Of course, the past few threads have been heinously rude, so I'd rather you just kept it to yourself.


179
TalkBack / Radio Free Nintendo - Episode 6
« on: June 20, 2006, 08:00:01 PM »
Wherein Super Paper Mario is worshipped, DS Lite is glorified, and Uwe Boll is sentenced to the fiery pit.

Hey Einstein, I'm on your side!    


Radio Free Nintendo Logo
   


Do a barrel roll! There's yet another Podcast for you, and this time both regular hosts, Mike and Evan, tearfully reunite after weeks apart. Sorry to shake things up these past two weeks, but variety is the spice of life (read: deal with it).    


I'm pleased to announce that for the bourgeoisie in our audience who use iTunes, the AAC version of the Podcast is specially enhanced. Visually minded? iTunes will display pictures of the topics as we discuss them. Prefer written words? The pictures will link to pertinent articles on Planet GameCube. The proletarian audience need not worry, though; this special edition costs those bourgeois pigs extra. No, not their money - just their souls.    


Episode 6: Uwe Boll Will Beat You Up    


AAC Format    


MP3 Format    


You can also stream it via Odeo    



powered by ODEO    


This week, after some gushing about how much each Podcast Editor loves the other, we talk about Peter Moore's announcement of a completely indefinite, in fact far too early to talk about, goshdarnit I shouldn't have mentioned it, "simple" controller for the XBOX 360. We also managed to take some time to discuss the strong sales of DS Lite, Super Paper Mario, and Uwe Boll's outrageous plans to win a mate. Finally, we answer some listener mail regarding old GameCube games, which Mike uses as an opportunity to crush my soul.    


If you have any questions, complaints, compliments, or criticisms please send them to our new podcast email address:    


   


You can also leave comments in the talkback thread. *Sniff* You're becoming more like your father.


180
TalkBack / Radio Free Nintendo - Episode 3
« on: May 30, 2006, 08:42:15 PM »
Are the GameCube and Game Boy Advance dead already? Our Podcast editors attempt to answer.

Once more unto the breach, dear Podcast, once more!    


Radio Free Nintendo Logo
   


In peace there's nothing so becomes a man as modest stillness and humility, but don't tell that to Podcast Editors Mike and Evan. Nintendo isn't safe in this, perhaps our most audible Podcast yet.    


Once again, we must remind you that the AAC version is particularly enhanced. Use iTunes? Then plop the AAC version into it for maximum enjoyment and pretty pictures. If you just download the MP3, don't worry, all that extra content is worthless anyway.    


Episode 3: Bafomdads    


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MP3 Format    


You can also stream it via Odeo    



powered by ODEO    


The topic of this week's Episode is the current state of our favorite system, the GameCube, as well as some discussion of the Game Boy Advance and his massive library. In the cast we outline why Super Paper Mario could take over Kyoto while wearing a Roman Helm, and answer the question: "What is better than Lizzie McGuire?" (answer = nothing). We also answer some listener mail, while Mike makes a rude comment about Pokemon, again.    


Want to subscribe to the Radio Free Nintendo podcast feed? Wish you had access to previous shows? Desire a girlfriend and a killer job at SquareEnix? Well, two out of three ain't bad.    


If you have any questions, complaints, compliments, or criticisms please send them to our new podcast email address:    


   


You may also leave your comments in the talkback thread, though don't expect message board anonymity to prevent us from hunting you down in cold blood.


181
TalkBack / REVIEWS: Over the Hedge
« on: May 30, 2006, 08:25:52 PM »
Licensed game on the GBA - ya rly.

Over the Hedge for the Game Boy Advance doesn't so much fail as it flounders – some facets of the game shine at the outset, but they quickly fizzle as repetition and boredom settle in. Since the game is a licensed portable title that was released as part of a marketing firestorm alongside multiple versions for other platforms and a major film, this is all par for the course.    


Over the Hedge (OtH) is a top-down action game that includes puzzle-solving, action, sneaking around, and item collecting. It seems every licensed game is forced to indulge in these elements, and OtH doesn't attempt to innovate. Story is communicated through badly compressed stills from the film with text dialogue, some of which is quoted directly (the humor is lost, mostly). The story has pretty much zero significance to the overall presentation since the gameplay is homogenized from level to level. Each story segment begins with a character traveling through the woods; you must move logs and rocks, avoid thorns, and find the exit. This segment is not hard, though later on more and more logs and rocks are added to the same levels, adding more monotony than was already present. Once out of the woods and over the hedge, you must navigate through city streets filled with people and cars. If you are seen by an adult, you have to run or hide (by pressing the B button). Children apparently don't care if an animal is suddenly sentient and bipedal, so you can walk right in front of them; touching children, however, causes them to trip and cry, which totally defeats the purpose of being a fluffy happy animal.    


After this street segment, you find yourself in a backyard that is inhabited by dogs, cats, and traps. You have to attack the animals, avoid the traps, and get to the house, where the last segment takes place: inside of the human domain, you must steal the cupcakes, hotdogs, and canned goods that have been recklessly placed on the floor, all the while avoiding the humans, who stand around in their living rooms, apparently waiting for a raccoon to run by with food in its hands.    


These four segments each have their own problems: the street scenes are filled with people who walk back and forth on a line. When they see you, you can hit the B button to hide quickly, or just run away from them. Avoiding the humans is sometimes hard, but never fun. The backyard is a chore because while there are a lot of enemies to hit, the game lacks a satisfying battle mechanic. In the house, you must turn on appliances to distract the humans from their standing around routine, and this too is as boring as any other gameplay mechanism. A major game design issue is the speed of your character – each one walks by default, and runs by holding the A button. This is not so bad excepting that you have a fast-depleting stamina meter monitoring how often you can run. The developer has taken this feature a step further with the turtle character Verne who is slow even while running. To compound the issue even further, when a character is inside a house stealing food, he automatically tiptoes; holding the A button only allows him to walk, and his stamina still runs out! Stealing food may be this complex in real life, but I don't think realism is the game's pursuit.    


The routine of woods, street, backyard, house is repeated too many times, plain and simple. Though many different styles of play are used in this meaty middle portion, they are all too simplistic. At the beginning of the game there are a few missions that don't follow this routine, and at the end there is a simple chase scene and boss fight. None of these are entertaining, but compared to the rest of the game they are utterly delightful.    


Graphically, I must pause to commend OtH's fluid, rendered character animation. Following the Donkey Kong Country school of graphics, the characters are always bouncing around looking very similar to their big-screen counterparts; some of the animations are very beautiful, frankly. Even better, the sound of the game is great. While voices are used perhaps too much, the music is excellent. It reminds me of the high quality output of Rare in the 90s. Other than these two features, though, I don't think there's much to save this game from the licensed game bargain bin. Though it controls fine and seems to offer something substantial at first, I couldn't recommend it for adults or children.

Pros:
       

  • Great fluid graphics  
  • Fun spunky music

           Cons:
           
  • Character movement is painfully slow  
  • Repetitive gameplay  
  • Short and painful, like ripping off a band-aid

                   Graphics:  7.5
           For a 2-D GBA game, Over the Hedge stands out in character animation alone. Environments and enemies are bland, however.

                   Sound:  8.0
           Though the sound effects are generic, the few songs we get to hear are excellent and short. Some of the songs remind me of the great RareWare soundtracks.

                   Control:  4.0
           The control is simple, responsive, and really really slow. Half of the game's monotony is due to the speed of your character.

                          Gameplay:  2.5
           The first time you play through the game's simplistic structure, it seems fun. After the tenth time, it's awful, and you're not even halfway done.

     


           Lastability:  2.0
           There are a few items and upgrades you can purchase, as well as a “level editor" that doesn't edit levels but just allows you to pick which woodland, street, backyard, and house you want to play. The game overstays its welcome the first time through, so the lack of replay value is a blessing.

     


           Final:  3.0
           The game works for about ten minutes, then becomes very boring and sometimes too hard even on the middle difficulty setting. Not fun for any period of extended play, not even for kids.      


  • 182
    TalkBack / Radio Free Nintendo - Episode 2
    « on: May 23, 2006, 08:41:42 PM »
    The Podcast editors discuss the DS games of E3 with zero tact and plenty of idiocy.

    The PGC Podcast returns, much to the dismay of millions.    


    Radio Free Nintendo Logo
       


    Neat graphic, huh? Besides the new logo and name, we haven't really done much to improve this Podcast. So if you were looking for a jump in quality, go buy a PS3 or something.    


    However, I should let you know that the AAC version of the podcast is enhanced. What this means is that those listening to the podcast on an iPod or through Apple's iTunes will be able skip between chapters of the program, much like scenes on a DVD, and will also see art associated with each chapter. Furthermore, iTunes listeners can click these images to read more about the topics online. Why we improved the incidentals of the Cast and not the content, however, is beyond me.    


    Episode 2: Elite Unbeatable Agents    


    AAC Format    


    MP3 Format    


    RFN is also available in a streaming format via Odeo    



    powered by ODEO    


    In this Cast we discuss our best experiences with the DS at E3. We weren't able to fit everything we wanted to say, but that's because there were a lot of freaking DS games. Games covered include The Legend of Zelda: Phantom Hourglass, Chibi-Robo Park Patrol, and Elite Beat Agents. We also take pause to discuss the available DS Lite colorings, as well as answer some viewer mail.    


    Are you interested in subscribing to Radio Free Nintendo? Go to our Hub Page to get all the digs. Be warned, you will become a changed man. (Subscribing is therefore not recommended for ladies.)    


    If you have any questions, complaints, complements, or criticisms please send them to our new podcast email address:    


       


    Or just leave it in the TalkBack thread. We love to hear what you have to say, if only so we can make fun of you behind your back.


    183
    Nintendo Gaming / Brand New - PGC Podcast, Episode 1
    « on: May 16, 2006, 09:50:17 PM »
    No one asked for it, but you got it: PGC has started a PodCast. It's roughly a half-hour show starring Mike Sklens (Striker Obi) and myself, Evan T. Burchfield (Svevan). We talk, talk, and talk some more, almost entirely about E3 and Wii.

    Interested? Click here.

    MP3 Version Now Available! Click Me!

    This is our first attempt, and we had to overcome some major technical hurdles. We'll be improving sound quality with subsequent shows, and constantly refining format. For now it will be Mike and I, but expect guests from the staff and...elsewhere...to pop up often.

    And we want to know what you think! Should we keep doing this? How often? What worked and what didn't? Did you like it? Feel free to engage in discussion in this thread, and also to e-mail us at podcast@planetgamecube.com. Be critical, but be nice; it was our first try.    

    184
    TalkBack / The Legend of Spyro: A New Beginning Announced
    « on: May 15, 2006, 10:39:35 AM »
    Coming in October for GC, DS, and GBA.

    SIERRA ENTERTAINMENT HITS THE RESET BUTTON ON THE SPYRO THE DRAGON® UNIVERSE THIS FALL WITH THE LEGEND OF SPYRO™ A NEW BEGINNING    


    For the First Time Ever, Epic Story of Spyro’s Origin Revealed and Brought to Life Through A-list Hollywood Voice-Over Cast Starring Elijah Wood, David Spade and Gary Oldman
       


    LOS ANGELES - May 8, 2006 – Vivendi Games’ (“VG") Sierra Entertainment has announced the development of The Legend of Spyro™ A New Beginning, the latest installment to the 17 million-unit-selling Spyro® franchise, coming this Fall to the PlayStation®2 computer entertainment system, Xbox® video game and entertainment system, Nintendo GameCube™, Game Boy® Advance and Nintendo DS™. The completely new Spyro adventure, featuring gameplay focused heavily on dynamic action and fast-paced combat, uncovers the true origin of Spyro the Dragon as he evolves into a living, breathing weapon of explosive destruction! This epic story of Spyro’s quest to discover his roots and realize his destiny is amazingly brought to life by leading Hollywood voice-over cast members Elijah Wood (Frodo Baggins in The Lord of the Rings trilogy) as the new voice of Spyro; David Spade (The Benchwarmers) as Spyro’s sidekick Sparx the dragonfly; and Gary Oldman (Sirius Black from the Harry Potter films) as Ignitus, the Fire Dragon Elder and Spyro’s mentor.    


    In The Legend of Spyro A New Beginning, players will experience the awesome power of the purple dragon as they unleash devastating fury attacks, upgradeable breaths and ground-to-aerial melee combos in frenzied battles with hordes of menacing enemies and bone-chilling bosses. The action game also introduces a new dragon upgrade system, giving players the freedom to increase the power and variety of attacks to their liking. Developed by critically-acclaimed developers Krome Studios (console and Game Boy Advance) and Amaze Entertainment (Nintendo DS), The Legend of Spyro A New Beginning is scheduled to be released in October 2006.    


    “For the first time ever, The Legend of Spyro A New Beginning will reveal the origin of one of the most popular video game characters of all time," said Cindy Cook, Chief Strategy and Marketing Officer for Vivendi Games. “With an entirely new game design centered on action and combat, coupled with a deep storyline that comes to life through the tremendous talent of our voice-over actors, The Legend of Spyro A New Beginning will deliver an explosive and exciting cinematic gameplay experience that Spyro fans and gamers of all ages will love."    


    The Legend of Spyro A New Beginning is scheduled to be available at retail in October 2006 for the PlayStation 2 system, Xbox, Nintendo GameCube, Game Boy Advance and Nintendo DS. For more information, please visit the game’s official website at www.spyrothedragon.com.


    185
    TalkBack / IMPRESSIONS: The Legend of Zelda: Twilight Princess
    « on: May 14, 2006, 08:37:20 PM »
    The unfortunate truth about Zelda on Wii.

    Zelda on Wii is so bittersweet. On one hand, I am happy to see both a Metroid and Zelda game at system launch, and both games look stellar and fun. The design for this Zelda looks mature and deep, and the promises of a hardcore game are likely to be fulfilled. The other hand, though, is that when playing Zelda on the show floor, I did not feel as though I had any extra depth of control or enjoyment with the Wii Remote. I really wanted to put the thing down and play the game with a GameCube controller. Wasn't playing supposed to be believing?    


    Bloodworth's impressions already detail the complex control scheme, so I will not repeat it here. Overall, I find the control on Wii to be in some ways just as good as previous Zelda outings, and in other ways too complex with a high learning curve. First of all, the basics work; movement, Z-Targeting, sword, action button, all perform traditionally and responsively. What does not work is the D-Pad item usage. The D-Pad is just too far up on the Wii Remote. Switching between items on the D-Pad is laborious since you must reposition your hand to reach it. Nintendo seems to have gone out of their way to make your thumb naturally rest on the A button, but at the cost of alienating the D-Pad from normal gameplay usage. This is an inherent problem with a vertical controller, and will not be alleviated unless the buttons are repositioned. Another problem with the D-Pad is that it just doesn't feel good to use items on it, especially when compared to the C buttons or the X, Y, Z combo from Wind Waker.    


    The Nunchuk spin attack is a much better control element, but it is occasionally difficult to engage. The Nunchuk's accelerometer seems to be responsive, but also specific. If you don't do precisely what the game wants, your character will just sit there. However, there are accelerometer problems with a lot of games in Nintendo's booth, which again means the problem is with the Wii controller, not the game.    


    Finally, the aiming in Zelda is of major concern. Sensitivity of the Wii Remote is an issue across the board, and is hardly worth repeating here. Much more worthy is the problem of gameplay necessity. When playing Metroid or Red Steel, you are always aiming your weapon – the Wii Remote is an extension of your hand, and the on-screen action relies on your constant participation. There are portions of the Zelda demo, large portions, where the motion sensitivity in the Nunchuk and the Wii Remote are unused. When moving across the landscape, using items that do not require aiming, and even when fighting most enemies, the Wii Remote is useless. When I switched from doing these traditional actions to aiming a bow, I found I had let the Remote drop like I would a normal gamepad. Since the Remote was now pointed at a downward angle, my bow would point at the ground as well. Your posture during normal gameplay and aimed gameplay does vary and part of the learning curve for Wii is learning to control it.    


    In summary, the Wii Remote is essentially a GameCube pad cut in two while playing Twilight Princess. Only long-range items require the special functions, and these are emphasized in the demo for a reason. The Wii Remote's button placement is not appropriate for most games, Zelda especially, and performing the expected motions on the controller consistently (particularly the Nunchuk) is difficult. No one wants to play a game where pressing a button on the gamepad works only half the time.    


    So what are we left with? Is Zelda on Wii going be worthless? Hardly. On the E3 show floor it is impossible to hear the sound coming from the speaker on the Wii Remote, and “immersive sound" is a feature I am greatly anticipating. It also goes without saying that Nintendo has got way more up its sleeve for this game. With the promised length and dungeon count, there must be items that will use innovative controller features. However, so far it seems that to use an item, you hit the D-Pad, and that's it. Where's the revolution in that?    


    Zelda: Twilight Princess looks to be a fantastic game, and no one should be without a copy when it comes out. However, Nintendo must allow the Wii version to be played with a GameCube controller as well as the Wii Remote, otherwise the risk to the hardcore gamer (this game's primary audience) will be too high. If Nintendo is open-minded enough to allow this option then those gamers on the fence can give it a chance without regretting their purchase. I, for one, will take the soft (read: GameCube) option if Nintendo opts for a hard-sell.


    186
    Nintendo Gaming / Elebits, what the fudgesicle?
    « on: May 14, 2006, 08:24:17 PM »

    187
    TalkBack / IMPRESSIONS: Contact
    « on: May 12, 2006, 08:34:01 AM »
    Exciting innovation in RPG gaming, finally.

    Contact could prove to be an RPG sensation when it is released here in the states. If RPG purists get any notions of traditional RPG gameplay out of their heads early on, the game should be a rich, rewarding experience. Just don’t expect it to make a lot of sense, at first.    


    The E3 demo starts surprisingly: a man in a blocky-sprite art style room stands at a computer typing as his dog sits on the ground. And nothing happens. This could, conceivably, continue for hours and hours; the game does not begin until you tap the man with your stylus. This tapping is an extraordinary event, since you as the player represent the “other" world. The man has been trying to reach you through your DS for a long time, and has finally achieved contact. He asks you your name and some of your preferences about food and life (what is it with nosy DS games this year?). He explains that he is a doctor on the run, and needs your help.    


    We are then treated to a bizarre cinema dream sequence showing a boy chasing a girl. The art style has oddly switched from blocky sprites to more shaded, rounded characters, and the perspective is no longer isometric. The graphical difference between the two is like NES to Super NES, or Earthbound to Golden Sun. This world, apparently, represents the player. After the dream sequence, the boy wakes up on a beach and finds an odd green gem on the ground that looks like a rupee. The lush environment of the boy is rudely interrupted by a blocky sprite spaceship landing on the beach. Suddenly, the two art styles have merged which creates a real impression of contact between two worlds. The graphics in the game make clear what the game is about, and that is an achievement.    


    The doctor explains that his ship has been shot down and he needs the boy to find elements to aid repair. This is where the gameplay starts to feature. As you progress on the bottom screen using touch control and the D-Pad, the top screen shows the doctor in his spaceship with his dog. They seem to have conversations as you play, which means things could be going on up there when you aren’t looking. When the doctor needs to give you advice, he’ll send text to the bottom screen. As soon as you start to move around you will encounter enemies. You can either hit B or just tap the enemy and click a sword icon to enter “Battle Mode." While in battle mode, you cannot move as fast, but you will automatically attack anything that comes near you. This is the first sticking point of the game, and I’m sure some RPG fans will greatly dislike it: you attack automatically. It seems that you can learn new attacks and switch between them, but for now your character will attack on a timer. This amounts to turn based battling since your enemies seem to be on the same timer, and you could just sit back and watch if you wanted to. However, you can dodge around the enemy and avoid some attacks, which adds some interactivity. Of course, you gain experience points, and it seems the customization is very complex. There are pages and pages in the menu with tons of places for items, skills, etc. Though the battle system is automatic, it could gain depth as you learn more abilities and choose how your character will play. (Something else RPG fans may not like: sleeping in the bed doesn’t heal you, but taking a bath does.)    


    After some combat I stopped playing the demo; the cinemas were fairly long, and my 15 minutes with the game was up. I enjoyed the cinemas quite a bit (the music was moody and great), but even more I appreciated the combat and communication mechanics. Though it’s not traditional, I feel like the game’s system works well with its “contact between two worlds" theme. The art style and cinematics do an excellent job of portraying this as well. From the looks of it, this is going to be RPG gamers replacement for Mother 3.


    188
    TalkBack / RareWare Developing DKR DS, Adding Features
    « on: May 12, 2006, 08:04:27 AM »
    Customizable vehicles and maps, WiFi, microphone and touch screen all promised.

    RareWare's official website (http://www.rareware.com) is reporting that DKR  is being developed internally, and will have a host of new features.    


    E3 '06 is also the debut stage for our latest collaboration with Nintendo: we've possibly hinted at it in the past, but then again we've also hinted at a lot of other things, because we're like that. Yes, Diddy Kong Racing is our first official DS project, and Nintendo are busily promoting it as part of their next wave of big DS offerings for late 2006. Based on the N64 classic but improved and expanded in ways that only the DS allows, you can see the first shot and movie snippet over on NCL's website if you haven't already.    


    A few tantalising DKR DS info-bites to keep you going: eight-player single-card and multi-card WiFi play, touch-screen and microphone compatibility, some familiar faces in newly playable form, remodelled and retextured tracks, customisable vehicles, new modes, weapons and challenges, a little something called TT's Wish Races where you can create your very own tracks... and it doesn't end there.
       


    Although the statement "multi-card WiFi" appears to be a typo, online gameplay over Nintendo's WiFi connection seems extremely likely. The news of Rare developing the title comes in straight contradiction to previous assumptions that it was a straight port with no added features. The game could conceivably feature Conker and Banjo still, though that decision is probably up to Microsoft.


    189
    TalkBack / PREVIEWS: Super Paper Mario
    « on: May 11, 2006, 02:51:04 PM »
    A Super Paper Mario demo at the Tokyo World Hobby Fair shows off this game's goods in a boss battle.

         Last updated: 06/18/2006 by Michael "TYP" Cole            
     
     PGC reader torsodog  recently uploaded a video of Super Paper   Mario from the Tokyo World Hobby Fair.  The video features a playable boss battle and conveys more of the game's   mechanics and visual style.    


       


    As previously reported, the player can switch between a side-scrolling and 3D camera at will with R.  The animation   accompanying this switch is a rectangle drawn around Mario by a mouse cursor. A depleting meter appears when in the 3D   view, suggesting a time limit on this secondary view.  After jumping onto the lunging dragon Mario must fight along the   dragon's lengthy back.  Tiny enemies appear on his back, which Mario can pick up and throw (Super Mario Bros. 2 style)   at the dragon's vulnerable antenna/horn by throwing his trailing partner like a boomerang.  As the dragon takes damage   he takes evasive action by flying in a circle, forcing Mario to run to remain on screen.    


       


    Another video shows the player switching   between Bowser and Mario on-the-fly.  Other interesting touches include objects drawn onto the screen (such as a door),   heart (hit) points and a score meter, and a menu of what appears to be battle items from the Paper Mario universe.   Super Paper Mario is set for an August 13 release in Japan, and will reach North American stores October 9th.  


           Last updated: 05/28/2006 by Evan Burchfield            
     
     Re-examining the press video and screenshots for Super Paper Mario, a few answers and a few more questions are unearthed.    


    Firstly, during the video, you can clearly see what is either a damage or experience point system being utilized. Whenever one of the three heroes attacks an enemy, the number "one" appears in the air. This could indicate the damage inflicted by Mario, and enemies with more health than "one" could appear later. This could also be an experience point system. Coins also appear from beaten enemies, further supporting the theory that items or services can be purchased, as in past Paper Mario games.    


    Visible in the press video and screenshots are two small, neon figures; one is obviously a butterfly, while the other is at times a flying bomb and at others apparently a fire flower. The best guess is that the butterfly is a sentient creature who carries items for our three heroes. Perhaps they will also aid in battle like in previous Paper Mario games, or offer advice a la Navi in The Legend of Zelda: Ocarina of Time. Their full usage and story significance should be revealed shortly.    


    Also seen in the video are two unique gameplay modes: one has Mario flying through space with a flamethrower, and the other has Mario walking and jumping on the left-hand wall, as though gravity has shifted to the left side of the screen. Combined with the giant 8-bit sprites, Super Paper Mario seems to offer a lot of diversity.    


    Finally, here is a screenshot comparison showing what the 3-D world looks like after switching from 2-D.    


    Typical 2-D:  Electronic Entertainment Expo 2006: It's the original game!    


    Switched to 3-D:  Electronic Entertainment Expo 2006: Test your depth perception!    


    2-D:  Electronic Entertainment Expo 2006: That's a cool Koopa.    


    3-D:  Electronic Entertainment Expo 2006: Now here is something different.    


    Once examined up close, it seems either your progression is impeded until you switch to 3-D, or by switching perspectives you can access secret areas and items.    


    Thanks to Scott and forum reader Vudu for the information.  


           Last updated: 05/11/2006 by Evan Burchfield            

    Super Paper Mario is sadly missing from the E3 show floor, and word is it’s not even behind closed doors, but that doesn’t prevent it from being one of the show’s most talked about titles. Everyone has gone mad for the screens and video, and though we’ve seen just as much as you, we do have a few extra details.    


    First, in basic detail, here's what we know: the game takes place in the Paper Mario universe and has a side-scrolling emphasis. There are scenes in the promotional video of Mario, Peach, and Bowser jumping around, collecting coins, and landing on baddies in a traditional way. It also seems that Mario can, at whim, change into Peach and maybe even Bowser. One scene in the video has Mario climbing a ladder and when he reaches the top, he turns into Peach and floats down with his umbrella. The best assumption is that these three characters will have separate paths through the game, in a manner similar to past Paper Mario games, and that eventually they will meet up and combine forces.    


    There are also a couple shots of Mario turning into a giant character, but with 8-bit graphics. This seems to play similar to the giant mode in New Super Mario Bros. Finally, it is clear that plot and even some RPG elements will play into the game. This shot shows what is obviously a cinema scene and perhaps the setup for the game's plot, while this shot shows Peach roaming around town. Looks like she can enter houses and talk to people; buying items is likely, but unconfirmed.      


    One of the biggest mysteries about the game is what the heck is up with the 3-D perspective? Word from Nintendo is that the game is a 2-D platformer that can switch to 3-D on the fly. With the press of a button during gameplay, the perspective will change and you’ll be on the same piece of land, just 3-D. The 3-D movement appears to be along the lines of Paper Mario games of the past, where left and right movement are more encouraged, while north and south are a bit more difficult. It’s not apparent why you would go to the 3-D perspective, or if it would only work in some areas. It also seems, from the screenshots, that when you go into the 3-D mode that you are limited to your immediate area. No jumping over chasms or navigating the entire level headfirst.    


    Nintendo decided to make this game for the heck of it, apparently. When asked whether Intelligent Systems was done with Paper Mario RPGs, Nintendo merely said, “We just make what looks fun. And Super Paper Mario is a lot of fun."


    190
    TalkBack / PREVIEWS: Cars
    « on: May 11, 2006, 02:25:22 PM »
    Some extra information on the upcoming adventure/racer.

        Last updated: 05/11/2006 by Evan Burchfield          

    While playing the E3 demo of Cars on the GC, I got to speak with Jordan Itkowitz, lead designer for the game at Rainbow Studios. Though he admits the game is for the six to twelve year old set, he thinks the myriad features are worth checking out for all gamers. Here are some details.    


    First we found out that the game features a wide open world that, to my eyes, feels like a heavily amplified Diddy Kong Racing. Where DKR had small areas to travel through between races, though, Cars features a giant real world filled with characters who will talk to you and give you things to do. The developer says for the most part you will race on the road, a racetrack, and perform mini-games that involve collecting things in a set time period. The giant area you explore is based on the desert locale of the film; the developers were also given material cut from the film, now featured in the game.    


    Similar to Diddy Kong Racing, as you win races you gain access to new areas with more challenges. The DKR comparison only goes as far as the adventure mode, though; the developer doesn’t want the game associated with kart racing, saying it’s more like Ridge Racer or Burnout.    


    The promised game time on this adventure is about ten to twelve hours, in keeping with the target demographic. The developer said the difficulty was toned down quite a bit, but that a secret hard mode could be unlocked with a cheat code.    


    One of the most promising things about the game is that it was done with Pixar’s supervision. Though it could end up being a wash, the developer promises that the cutscenes won’t look bad, even though they are original. Mr. Itkowitz had to audition for the scriptwriting position on the game, and once approved was advised by Pixar how to keep the dialogue and camera up to Pixar’s standards. Along with areas cut from the movie, the game will also feature 14 speaking characters not seen theatrically, and all the voice acting is authentic.    


    The game will be released in the beginning of June.  


    191
    TalkBack / IMPRESSIONS: Cars
    « on: May 11, 2006, 01:52:57 PM »
    If this isn't the next DKR, then DKR DS will have to suffice.

    There’s one kiosk playing Cars on the GC at E3, and the game looks pretty similar to the PS2 and Xbox versions sitting right next to it – the 360 version is typically much sharper, but we did not get to see the Wii version at all.    


    The modes I got to play were Road Race and Piston Cup. The former is a typical race that seems to take place out in the desert locale of the film. The controls were adequate but turning is a bit stiff. In fairness, only one character was playable in the demo. The race was fun, but even on Champion mode, (the hardest difficulty in the game, according to the developer), I was able to get second place while making several newbie mistakes. In this mode you could hit a boost with R anytime you wanted (it took one second to recharge), and L was your powerslide. I would prefer these buttons were switched, but it wasn’t awful in its current state. You have two brakes, B for regular, and X for E-Brake. The Y button flips you onto two wheels, either left or right depending on your steering. The Z button, handily, will take you back on-track if you get stuck offroad.    


    Piston Cup offered a decidedly different experience. The L and R buttons are disabled, and you can’t flip up onto two wheels. More akin to Nascar, you run 12 laps on a giant track with several cars around you to weave in and out. This race was a bit more fun, though it took a minute to learn exactly when to lay off the gas and avoid the walls.    


    From what I played, the racing mechanics are pretty simplistic, and might need an ounce more polish; the core market for the game is the six to twelve year old set, and it shows. If the adventuring in between races stands up, it could be one to watch – otherwise it’s for the kids only.


    192
    TalkBack / IMPRESSIONS: Touch Detective
    « on: May 11, 2006, 01:25:24 PM »
    Atlus brings us the stuff, again.

    Random E3 Game Alert: Touch Detective is yet another quirky Japanese import courtesy of Atlus, and I can’t wait to play it in English. Unfortunately, the game shown on the floor is entirely in Japanese, and text is a large part of the gameplay. With a little intuition, I could snake my way around, and found it to have a lot of potential.    


    When you first begin the game, you are locked in a room, likely your own. A creature nearby talks with you and seems to be your sidekick. Control in the game is entirely touch-based: if you touch something, your character will walk to it and pick it up, if possible. The items you find in the room are a jewelry case with a skull on it, and an emerald. When you combine these items (you actually have to click the empty eye socket on the skull to insert the emerald), you can open the case and unlock the door. After you get out, you can go to a phone and make a call. This triggers a cutscene that doesn’t seem to end.    


    The main character is a girl, and she apparently has a butler, a mom, and an arch-nemesis. Plot will be heavy, as will dialogue and text. The top screen shows your main characters thoughts, including during cutscenes, and even when she’s talking. It also functions to move the gameplay forward. According to an Atlus rep, the main character will solve crimes for other people, but the demo seemed to indicate an overarching story found in RPGs. Once it’s localized, we’ll get to see for sure. It also remains to be seen how interesting, and more importantly fun, this Phoenix Wright style detective work will be.


    193
    TalkBack / IMPRESSIONS: Bombermanland
    « on: May 11, 2006, 11:54:52 AM »
    Not quite Bomberman.

    Bombermanland at E3 was not Bomberman - it was WarioWare, minus fun. Apparently this is a future game, but so far I've only seen one bomb.    


    The Bomberman tech demo/filler shown in Nintendo's booth featured three mini-games in the Mario Party, WarioWare tradition. The first was Mountain which had Bomberman holding a machine gun in a stationary position in front of a volcano. The volcano exploded and various lava bits would come towards Bomberman, which he had to shoot. You point with the Wii Remote and hit the A button to fire. This was an uneventful demo.    


    The second game was called Pierrot which, interestingly, had Bomberman balancing a bomb on a stick. You had to move the remote left and right to keep the bomb balanced. It was rather fun, but easy to master.    


    The third game was the "best." Bomberman rode down a giant pipe on skates; by twisting the Wii Remote, the pipe would rotate, and Bomberman could avoid traps and walls. Jumping with A was occasionally used as well.    


    If Bombermanland is just going to feature small mini-games like this, it won't be worth anyone's time. However, I'm betting a real game is in development, and these mini-games are a front for now.


    194
    TalkBack / IMPRESSIONS: Chibi-Robo Park Patrol
    « on: May 11, 2006, 10:53:31 AM »
    Could actually be better than the original.

    Chibi-Robo fans, for real, put $35 in your savings account and don’t take it out until this game is released. Anyone who played the original will know what to expect, and it surprisingly plays nearly the same as the GC original, yet handheld. This is one of the most impressive DS games on E3’s show floor.    


    The demo gives you a quick preface: your job is to beautify the park. This amounts to gardening, really, but this isn’t Harvest Moon. When you find a blue bud in the ground, you use your squirter to water it, then play music to make it grow. Growing a full plant gives you a “Flower Point" as well as some Happy Points.    


    Since the game is now on DS, the controls have changed. Luckily for us, the game is controlled via touch-screen and D-Pad, which works excellently. You move with the D-Pad, naturally, and hold L to sit (can slide down hills). On the touch-screen you’ll find a few icons. When you aren’t holding an item, the icon on screen is a big plug. If you tap it you’ll pick up the plug, as in the original. If you tap an item, on the left of the touch-screen, you’ll equip it. It then replaces the plug as the big icon. The squirter is controlled by touching the stopper and sliding it forward. When you equip your “boom box," you’ll have to spin a record with the stylus, (similar to Ouendan or Elite Beat). Spinning music makes the flowers in the park happy, but if you spin at inconsistent speeds, your music will sound bad and the flowers will give you less happy points. If you get enough points, (I believe over 50), the flowers will grow to full bloom, and give Chibi one flower point. The spinning dynamic was fun, and aiming with the squirter was not difficult. Of course, the animations and music were again classy and funny – Chibi fans, take heart. Camera controls were also simple and intuitive.    


    It is unclear whether flower points or happy points are turned into electricity in the Chibi-House, (probably both), but whichever it is, they fill a meter with juice. Your Chibi-House acts as a rechargeable energy source – you can’t just fill up anytime. You have to get flower points or happy point, turn them into electricity, and then you can recharge your own battery, at the cost of the electricity you just created. This is an interesting feature since in the original Chibi-Robo you could fill up as much as you want, despite the Sandersons constantly complaining about electricity bills. Now you have to make your own electricity, which will limit how much you can recharge.    


    For those of you who finished the original Chibi-Robo, you might be surprised to hear that Chibi still has his battery. Apparently this is the same Chibi from the original, since the Sandersons are again present, but no explanation for this was given, (side-story, maybe?). When you first start, Chibi has only 90 points of electricity, but as soon as you do some work and fill up your electricity meter, you can charge up to 500.    


    Of special note are a few of the things you can do around the park: there’s a swing that requires you to move your stylus back and forth as a swing, and when you reach maximum height you can have Chibi jump off. Distance is recorded, and if you break a record you get happy points. Also there is a trampoline that requires you to tap every time you land a jump, gaining more height. You can reach some happy points with four jumps, but if you keep your timing you can go higher and higher. I was able to jump really high, though it doesn’t do anything. All of these activities were fun to do, and touch screen control was responsive and perfect. I can’t wait to see the new abilities and interactions the developers will add.    


    Finally, there were some unkillable bad guys and a river you can’t cross. The game could potentially capture a Metroid: Gardening feel, with more unlockable techniques and areas to explore. There were cars passing on a nearby road that looked ominous, but hopefully you can cross the road eventually. This is one of the most exciting DS games of the show to me; the guy sitting next to me said he had been playing it for fifteen minutes, since no one was waiting in line. Chalk this one up as a must-buy when it comes out.


    195
    Krabbie Patties taste better than this.

    It probably wasn’t the best news that Nintendo was going to feature 27 playable Wii titles on the show floor. About 10 of them are actually worth playing, and the good ones (the first party titles) are controversial. Though not waiting in line for a Wii game is nice, even five minutes is too long for SpongeBob: Creature From the Krusty Krab. It doesn’t capture the flavor of the TV show at all, nor is it fun. Though third party support for a Nintendo system is desirable, I don’t think THQ is really what anybody had in mind.    


    The E3 demo has you playing as Patrick who, for some reason, has been strapped to a rocket. You fly through space and a space station with a few weird creatures floating around inside. The rocket slowly runs out of fuel and you must collect canisters along the way, while firing blasters at obstructions or enemies.    


    The entire flight path is on rails – you can only control your position on the screen, but don’t think Star Fox; this is not nearly as intuitive. In fact, the Nintendo reps manning the booth suggest (firmly) that you shouldn’t point the remote forward at the screen, but rather point it straight up like a joystick. I don’t personally like the idea, but I could see it working in a much better game. The problem, par for the course in Nintendo’s booth, is that the Wii Remote is too sensitive. One little jerk and you’re on the side of the screen. It’s really too tough to keep the character in the center of the screen; THQ’s intended audience will not enjoy this, I’m sure.    


    I might even go so far as to say it’s impossible to finish the demo, because I was trying hard. No one I saw did any better, either. I may revisit the game later to give it another shot.


    196
    TalkBack / IMPRESSIONS: Necro-Nesia
    « on: May 10, 2006, 10:49:35 PM »
    Dead-Forgettable.

    I hate to say “I don’t get it" in two impressions, (see Elebits), but I really don’t know what this is. Necro-Nesia’s title seems to allude to Death and Amnesia, and judging by the amount of context I got before playing, amnesia is the perfect disease to describe it. I won’t pretend this game works, not for a minute, but I’m willing to bet the people behind it have some good ideas that we just don’t see in the E3 demo. If it ever gets released here, or released at all, I’ll be surprised.    


    You play as a young man with board shorts and a hip shirt who seems to be stuck in the woods. You move with the control stick, hold A to look around, and hold B and swing the controller to use your stick. If you shake your Nunchuk you will roll left, shake the Wii Remote and you’ll roll right. The rolling looks darned silly, but it did come in handy.    


    The woods are predictably dark, making your flashlight a necessity. Your Wii Remote does very little while you move, but for some reason you have to hold A to look around. This is the first major problem. Also, the map of the level, oddly, has areas lit up, indicating you should visit. Without this, Necro-Nesia's demo would take a lot longer because you'd have no idea what you are supposed to do, or where you should go. I must assume the map guidance is an E3 demo feature only, otherwise the game will be far too easy and meaningless. While moving towards your first target, you find a giant herd of weird oval-shaped characters that will crawl over you and hurt you, kind of. Your first goal on the map is an orange, whose need is perhaps undisputed while lost in the woods, but gameplay wise is unclear at first.    


    While moving up a hill towards another flat area of dark woods, (no real trees, just black fog), you encounter a giant praying mantis. His one attack is quite mean compared to your one attack, and you have to keep good timing to dodge, then attack back. It takes so long to wind up your attack that this battle is quite scary (bad control = terror, a la Resident Evil). After you beat him, barely, you are confronted with two more. This fight is harder, though hit detection is awful which, again, ups the scares. When my health dropped to zero, my orange was used automatically, revealing its secret gameplay function. After the two praying mantises, the demo shows a giant gorilla rumbling towards you, but the demo ends before you can play him.    


    The whole game reeks of an action/slash Resident Evil, but much less playable. If the developer wants this to sell, they have a lot of work to do. Though the demo was atmospheric, play control is the main issue. Why do I have to hold the B button, and then move the remote to attack? Why not just hit the button? The Wii Remote does not make this game better, in fact it probably makes it worse. Graphically the game is trash, animation is clunky, and fighting enemies is unnecessarily hard. Without any story details or gameplay promises, the E3 demo feels like a tech demo for an undeveloped idea, which is unfortunately not uncommon in Nintendo's Wii booth.


    197
    TalkBack / IMPRESSIONS: Elebits
    « on: May 10, 2006, 09:24:06 PM »
    Backwards it's Stibele, which is equally meaningless.

    Elebits is E3’s Pikmin, but not in a good way. At its first E3, Pikmin was the game that stood out; it made no sense, but showed true innovation in game design. This E3, Nintendo has left the responsibility for new, innovative IPs to the third parties. And though Elebits might own the standout quirkiness in Nintendo’s booth, it just isn’t as good as Pikmin.    


    It’s not even as good as Chibi-Robo, but comparisons with that game could be made with a quick glance. Upon entry to the Elebits universe (a completely bizarre, unexplained universe) you are confronted with a normal kitchen decked in bright colors. Little creatures filled with wattage, called Elebits, are hiding (or just laying around), and you must zap them, Ghostbusters style. The game is essentially a first person shooter in the Wii-style: you move with the control stick and look with the Wii Remote.    


    Your zapper, (A or B button, your preference), serves two functions: if you attach it to an object in the kitchen, you can fling it around. This allows you to open doors, pull things apart, and break things against the wall. When an Elebit appears, it will run away, but not fast or even with that much effort. You’ll find a few sleeping on counters, or inside drawers; if you turn on the toaster, several will pop out. Once they are visible, you use your zapper again to, like, kill it, I guess. Again, this world is not explained. It has something to do with electricity: the red Elebits are worth twenty Watts, while Blue are worth five. The demo plays until time runs out - if it’s possible to get every Elebit, I didn’t see anyone do it.    


    Unfortunately, the game’s controls are nowhere near polished. Moving around is clunky and aiming is loose. As with most Wii titles on the show floor, the sensitivity off the Wii Remote was too high. You must hold your hand very steady to keep your bearings, which makes the unique concept a harder sell. There is a part where you can go outside and pick up everything you see, including trees, fences, and houses. But the main problem with this scene is that it reveals the weak physics engine of this physics demo/game : everything feels exactly the same. A house, a dishwasher, a fridge, they all have the same weight and resistance. For a physics-heavy game, I was unimpressed.    


    In all, I’m willing to admit I just don’t get it. The collectathon is fun, to a degree, and if a real game is formed from this concept, I would love to see it. But if this is all we get, it isn’t worth your pennies.


    198
    TalkBack / (No subject)
    « on: May 10, 2006, 10:23:26 AM »
    Don't catch them all, for goodness sake. Kill them with no mercy!

    Pokemon Mystery Dungeon breaks from the Pokemon formula so substantially that it may be worth a look for non-Pokemon fans. Though it is still in essence an RPG with monsters, it does not appear to feature any catching of “them all," as we might have expected. The game is billed as the first in which you play as actual Pokemon, as well as hear them speak. The battles are of a completely different form than previous Pokemon games, which should catch Pokemon-haters' eyes, while the game rides on the strength and diversity of the little creatures, making it perfect for fans as well.    


    The E3 demo begins with a series of questions about yourself. I actually felt vaguely uncomfortable about telling a DS everything about my life; some of the questions were, "If you were going to fill up a bucket, would you fill it a little, halfway, or all the way?" and "When you are alone, do you feel lonely?" and "If you saw a hand sticking out of a toilet, would you run and scream or shake it?" Though at first it was not clear why Pokemon Mystery Dungeon wanted to know these things about me, (I suppose I am pretty attractive), but after the grilling was complete I was advised that, based on my answers, I am, in fact always have been, a Cyndaquil. Who knew? Vincent (SS4Gogita) also played the game and he was assigned Charmander, while Mike Gamin (Pale) became Machop. Though Vincent was pleased with his entirely accurate Pokemonification, Pale was peeved with his. I personally think Machop is suitable for him. This feature alone got me hooked, and while it is unclear how many Pokemon possibilities there are, it must be in the double digits.    


    But this is no inconsequential game element – you see, you play a human who has been turned into a Pokemon, ergo it is appropriate that your Pokemon represent you. As soon as the game begins, you have a conversation with a Bulbasaur who wants to help you by taking you home, (no word on his intentions). You form a team and start wandering around. When you encounter an enemy, (funny enough, these are other Pokemon), you enter a battle mode of sorts. I say "of sorts" because the screen does not change in any way, though your character does get locked next to your opponent. It seems movement is possible while in this mode, but very limited.  Your attacks are apparently on a timer. Once you hit the A button, your character will attack, then you must wait until you can attack again. Your ally, meanwhile, will attack the enemy independently. There are traditional experience points and stats that improve as you win battles.    


    As you are heading to Bulbasaur's Home of Wanton Delight, you encounter your first mission: help a Butterfree find her lost Caterpie.  You travel through some generic land with grass, go down some stairs, pick up a few items, and finally find it. Overall, it wasn’t eventful, but the battle mechanic is simple and fun, and who doesn’t love to level up? It is unclear, though, why the Caterpie's life is more valuable than the countless Pidgeys you murder on the way.    


    An interesting facet of Pokemon Mystery Dungeon is the heavy reliance on dialogue, and, it would seem, story. There were a lot of things that my Cyndaquil had to say to the Bulbasaur, and there appears to be a town later on that is inhabited entirely by Pokemon. With a lot of dialogue, some dungeon hopping, and the chance to experience the Pokemon characters you already know, I can see fans of simple RPGs, real-time battle, and, of course, Pokemon getting a huge kick out of this game. The DS version did not seem to offer any extra DS features – the game played on the bottom screen, and the top was a map. Due to Nintendo’s abandonment of the GBA and GC at E3 2006, we probably won’t see what the other version, Red, is like.


    199
    TalkBack / Nintendo's Media Briefing Summary
    « on: May 09, 2006, 01:47:51 PM »
    A firsthand account of what went down and whose names were taken.

    At 9:34, only four minutes behind schedule, the lights in the renowned Kodak Theatre went down in a hushed silence. Shigeru Miyamoto, gaming's Mega Man, walked out wearing a tuxedo with a Wii remote in his hand (the remote was attached to Miyamoto by a wrist strap, likely a packed in attachment). A large big screen appeared that displayed an orchestra of big headed cartoon characters playing the Hyrule theme from The Legend of Zelda, led by Mr. Miyamoto, conductor. He waved his remote as a baton, controlling the speed and the volume of the music, even slowing it down to a crawl, eliciting a laugh from the crowd. Miyamoto liked to hear us laugh. While Reggie and Iwata gave us the facts, Miyamoto slyly coerced a giggle from the hardened, earnest Nintendo fans who form the "media," as it were.    


    Reggie Fils-Aime, Nintendo's VP of Marketing, informed us several times that "Playing = Believing." This underscored the modest tone of the briefing that followed. Nintendo showed us footage, yes, and we got excited a few times, sure, but overall it felt like they were holding back. Bill Trinen of NOA said regarding the Wii Remote's built-in speaker that it was "one of the features they have not yet announced," implying there are more. Mr. Fils-Aime stated that there were going to be 27 Wii games on the show floor, yet by most counts we only saw around 20 at the briefing (maybe less, since the sports titles are packaged together). And as far as details for Super Mario Galaxy, or Metroid Prime 3: Corruption, we got a minute of footage for each, that's it.    


    The restrained attitude was appropriate, though, since there were so many games introduced during the briefing. The stage did have moving parts and had a variety of lights, but did not ever distract from the main event. After Miyamoto left the stage, Reggie Fils-Aime, wearing nicely pressed pants, took the stage and spoke of the new wave of consoles. He said that those who were awaiting the "next generation" were in the wrong place. Nintendo was going to offer something completely new, not just "next." After his speech, we were treated to yet another video, this time showing people actually playing (sometimes unseen) games. Though we saw a man using two Wii Remotes to play the drums, we never saw a game he was playing. We did see footage of four people playing the Tennis game that we are now familiar with, as well as Golf. We saw people playing Orchestra, but no footage was shown this time. Also shown (with footage) was a boy flying an airplane, girls playing ping-pong, a family playing baseball, and significantly, Wario Ware. In this footage the players were told where to put the Wii Remote in relation to their body - for a hula hoop minigame, the girl put the remote on her waist and swung her hips. When she needed to lift weights, she put it over her head and jumped up and down. In general, the crowd was enthusiastic for the titles, but roared for the franchises. One interesting thing we noticed while looking at the Wii Remote was that the Start and Select buttons have been replaced by “Plus" and “Minus." Also, X and Y (which were also known as A and B) are now 1 and 2. The Home button now has a blue home icon.    


    Afterwards, Reggie came back and told us what we already knew: we weren't getting a lot of info. He outlined four points that he knew we were curious about. 1) Why make the Wii different? 2) What is the price, and when do we get to buy it? 3) Why the name? 4) What third parties are supporting it? As for number one, Reggie made the bold statement that Nintendo has never been committed to just enhancing the “look" of a game. Rather, the “feel" has always been the primary concern. Footage from Super Mario 64 was shown, and Reggie reminded us that although that game seemed to have mostly graphical enhancements, in truth the “feel" of Mario was forever changed. Of the competition, nothing specific was stated, though it was greatly implied. With regards to the price and availability of the console, Reggie said that mum will remain the word for now. Most likely Nintendo was waiting to hear Sony’s price point and official date, which was announced yesterday. When Reggie moved to number 3, the name Wii, he said he wanted to “thank everyone who sent in positive feedback. Both of you." The crowd enjoyed this, since they were quite tense every time a Wii logo came on screen. (Should we laugh? Should we cheer? Should we boo? One attendee just yelled “Weeeeee!") Reggie then reiterated what has been the company line thus far – Lexus, Ikea, and Google were referenced as names that don’t sound good at first, but have come to define their arenas. Nothing he said would change anyone’s mind about Wii; Nintendo is sticking with it, for better or worse. On the final point, Reggie said that third party support will be vibrant on Wii, and as proof he offered yet another video. This one featured some games we have not yet seen including a Dragonball fighting game, Dragon Quest Swords, Cars (based on the Pixar film), Sonic: Wild Fire, Tony Hawk Downhill Jam, and Konami’s Elebits (which, though I saw it, I couldn’t for the life of me describe it). Games we have seen before were Rayman 4, Final Fantasy Crystal Chronicles, Madden by EA, and SpongeBob SquarePants. The impression overall was good, but once again the strongest titles were Nintendo’s: Super Mario Galaxy, which has Mario jumping from planet to planet (and had the crowd screaming), Fire Emblem, whose footage looked pre-rendered, not live, and more Metroid Prime 3: Corruption.    


    After this, Bill Trinen came back with Nate Bihldorff (writer at NOA) who played Zelda on Wii while Bill narrated. It was announced that there would be two versions of Zelda, one for the GC and one for Wii – the impression is that both will be released at Wii’s launch. The Wii version looked sharp – Bill even said it’s the “best Zelda we’ve ever made." Nate demonstrated combat with the sword, the bow, and the boomerang. Bill emphasized the speaker in the Wii Remote as offering an “immersive sound" since it will make the noise of your bow and arrow, and you’ll hear your arrow move from the Wii Remote to your TV. Targeting is done by pointing the main Wii Remote (your icon is a fairy) at an enemy. You lock on with a Z button, and then control your sword by moving the NunChuk accessory. You actually do a spin attack by spinning the Nunchuk. Without a chance to play it, the control scheme looks complicated, but they did say playing is believing. Here’s hoping. We also got to see Link use his Iron  Boots as magnets and stick, upside down, to a moving metal rig. Finally, Nate moved to a giant door that Bill did not let him enter; that was saved for us to play at the show, though he did say that since it’s a Zelda game, it will be “horrible."    


    Three new first party games were then featured, and all of them have a decidedly macho flavor. Excite Truck is played with the Remote sideways, using left and right motions to steer and up and down motions while in the air. Obviously, it is based on the Excite Bike series. Another game was called Project H.A.M.M.E.R. which had very few details. All we got to see was a man with a giant hammer swinging it at hordes of enemies. The premise seems to be that swinging a hammer is fun. Finally, we saw Disaster: Day of Crisis, which was only shown in pre-rendered form. Gameplay details are zilch at this time, though the footage featured a volcano, a giant tidal wave, a helicopter, and a well-gelled man.    


    Reggie came back once again, as our master of ceremonies, to tell us that there would be 27 games playable for Wii on the show floor. This number is quite huge, and Reggie emphasized that none of these would be virtual console titles. Two developers from UbiSoft then came out to demo Red Steel. For the first 2 minutes of the presentation, the projector, due to an error, did not show any game footage. As the crowd grew impatient, the glitch was resolved, and we were treated to a real-time play through of the demo that will be shown at E3. Though most details regarding Red Steel were already known, seeing the exact interaction between the controller and the game made it look quite intuitive. The actual game footage, when projected onto a giant screen three times a human’s height, did not look so hot. However, Mike Sklens has informed me that when viewed on a PC, it looks very good.    


    George Harrison, nicely dressed, then emerged from the stage to speak about the DS. He said he didn’t want to give any hard numbers, but that over 16 million DSes were sold, and the competition was being trounced “in the millions." He reiterated the numbers for unique Wi-Fi users and sessions, and said that Brain Age has sold over 120,000 copies in three weeks, more than Japan did in that same period. He introduced Pokemon Mystery Dungeon Blue for the DS and Red for the GBA. In these games you get to play as and communicate with hundreds of other Pokemon. He also announced Diddy Kong Racing, which appears to be a straight port from the N64 version, Starfox DS, which uses touch screen aiming, and Yoshi’s Island 2, which uses both screens for its platform action and will include Baby DK and Baby Peach. He also spoke about Final Fantasy III, Tony Hawk Downhill Jam which will include Wi-Fi, and Legend of Zelda: Phantom Hourglass, which will “pick up where Wind Waker left off." We were then treated to another video reel that featured Mario Hoops 3 on 3, Elite Beat Agents (the American version of Ossu! Tatakae! Ouenden!), and Mario vs. DK March of the Minis. The footage was mostly self-explanatory, though the general opinion of Ouenden fans is that Elite Beat Agents is going to be a completely different game.    


    Finally, we got to hear from Satoru Iwata. The first, and maybe the most important thing that he said was that “core gamers are the most important," even though Nintendo’s new mission is to expand the gamer population. He also spoke about the Virtual Console, saying that new games could be developed for it, and perhaps something as great as Tetris could be developed for it. He commented on long development cycles and how the Virtual Console can be home to smaller games. Quite humorously, Iwata spoke about how long it takes to start a game. A picture of two gamers waiting for a game to start appeared, and the crowd laughed. Iwata said that he is a busy man, and he doesn’t have time to wait 30 seconds or more before playing a game. If gamers can’t wait, why should non-gamers? That’s when Iwata announced “Wii Connect 24," a feature of the Wii where the system does not turn off. A minimum amount of power will be used to put the system into a sleep mode that will stay connected to the internet. This is a two-fold feature: load times will be reduced since the system will not have to boot up, and with a persistent internet connection players can interact with you while you sleep. The immediate example was Animal Crossing, where a player could visit your village, leave you a message and a present, all while you sleep. Though no further details were given, it will be interesting to see what Nintendo and other developers can include.    


    The very last part of the conference was the infamous AOL/Nintendo contest to allow one gamer to play Wii on stage with Miyamoto. Unbeknownst to the young mortal, not only would he be playing with Miyamoto, but also Reggie and Iwata. Three young men were flown to LA, but only one would get to play. Miyamoto read the name from a ballot because of our location in the home of the Oscars, according to Reggie. Once the winner had ascended the stage, all four players grabbed Wii Remotes. Bill showed us the last great surprise of the briefing – Iwata, Miyamoto, and Reggie’s heads had been mapped into the Tennis game, and rather impressively. Reggie in particular looked like someone from our forums had impressively drawn a funny avatar. The four of them played two matches, with Miyamoto on a team with the contest winner. Iwata and Reggie won the first match, but Team Miyamoto came back to win the second. It was interesting to see how easy it was for the contest winner to pick up and play the game, though he could have been coached beforehand.    


    The briefing to some was underwhelming, perhaps because of the high expectations. Of notable absence were Super Smash Bros, anything on the GC (though Super Paper Mario is a major, newly announced game), anything on the GBA, no new details about old games on Virtual Console, nothing on the shell (which has been revealed in press materials), and nothing on Wi-Fi connectivity. It seems Nintendo’s marketing this year at E3 is to sell the Wii Remote more than anything. This year, it’s Wii3, not E3. As Reggie demanded, we’ll play, and hopefully, believe.


    200
    Stunning graphics also promised.

    Lara Croft Catapults Onto the Nintendo Platforms    


    Video Gaming's Leading Lady Makes Her Debut on the Nintendo   GameCube(TM), Nintendo DS(TM) and Game Boy(R) Advance This Fall
       


         


    SAN FRANCISCO, May 2 /PRNewswire/ -- Eidos Interactive, one of the   world's leading publishers and developers of entertainment software,   is pleased to announce further details of Lara Croft Tomb Raider:   Legend on Nintendo GameCube(TM), Nintendo DS(TM) and Game Boy®   Advance. Available this fall, the handheld versions will faithfully   capture the detail and breadth of Lara Croft Tomb Raider: Legend for   the PlayStation®2 computer entertainment system, Xbox® video game and   entertainment system from Microsoft and the soon-to-be-released   Nintendo GameCube version.    


    Lara Croft Tomb Raider: Legend on the Nintendo platforms will deliver   the same innovative level of gameplay and high production value   experience that has helped the PlayStation®2 and Xbox® versions rise   to the top of the sales charts all over North America and Europe.   Nintendo fans will be able to experience Tomb Raider's dynamic   controls, Lara's fluid movement system, engaging puzzles, and gorgeous   environments.    


         


    "There are a host of new and exciting features for Lara on the   Nintendo platforms," said Senior Brand Manager Kathryn Clements. "With   the stunning graphics of the original games optimised to Nintendo's   platforms, Legend will further extend the reach of the Lara universe."    


    Lara Croft Tomb Raider: Legend is the seventh title to be released in   the Tomb Raider(TM) series, which originally launched in 1996 and is   still one of the best selling videogame franchises of all time, with   over 28 million copies sold.


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