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Topics - Svevan

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51
TalkBack / REVIEWS: Looney Tunes: Duck Amuck
« on: October 30, 2007, 05:54:03 PM »
Looney Tunes, by Charlie Kaufman.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=14715

 Duck Amuck for the DS is the first game I've played that attempts to faithfully translate its source into a game without shoehorning the material into an established genre or style. The origin for this game is a fourth-wall-breaking cartoon starring Daffy Duck. The cartoon begins with Daffy making an idiot of himself in a medieval context, but soon the environment disappears and Daffy finds himself communicating with an unseen animator who is abusing his or her god-like power. The game follows a similar path, beginning with Daffy standing in front of a white screen, addressing you as the player of the game, and admitting that he is merely bits of code inside your Nintendo DS.    


The game's goal is to irritate Daffy until his frustration meter fills up. Using the stylus, you can pick Daffy up, poke him in the eyes, or ignore him if you want. Each of these things has different consequences, and eventually Daffy will start to respond, usually leading to one of twenty mini-games. If you choose to ignore Daffy, he may start talking obsessively about himself, and a volume dial will show up which allows you to turn his voice off, leading to another game. Other times, Daffy may pull out pails of paint, and depending on which color you use and how you use it, you could find yourself in an entirely new context (outer space, a concert hall, and medieval England among them).    


Interacting with Daffy is merely a ruse that leads to mini-games, but it is so true to the original cartoon, and just as fleshed out, that it ends up being more fun than the mini-games, which are on the whole pretty uninteresting. Most of the time, the games are funny more than they are fun, and that is Duck Amuck's saving grace. The best example is when Daffy demands he should be in a "stragety" game and is put into (his words) "a low-budget game from the 70s" that resembles something from the Atari era. Later, he demands to be made "next-gen," but the results look more like early PlayStation than anything else. Daffy's status as a piece of programming code is as strong here as his status as a drawing was in the original cartoon. This keeps the game's tone light and funny, yet subversively self-aware; Daffy will talk about the "programmers" of the game often, and if you lose a mini-game, he will taunt you in a way only gamers could understand. The humor of the game comes from Daffy's understanding of video games: he possesses more awareness than most game characters do, but he's still Daffy Duck, which means he makes assumptions that get him in trouble. The reward for playing the game is hearing Daffy quack jokes and watching him jump around like a fool. The animation and voice acting are understandably top-notch.    


Since the game is controlled mostly by your stylus, the mini-games sometimes grow repetitive; the developer shows ingenuity even within this restriction and makes a few winners to plop next to the simple and unimaginative bulk, specifically one that you control by opening and closing the DS. On the other end of the spectrum are the typical "solve the puzzle" or "race to the finish" games that are only sometimes saved by Daffy's humor. Most of the games at least pose a reasonable challenge, but only because the developer has made each one several levels long with steadily rising difficulty, and this makes the game even more repetitive. Three mini-games are available in a two-person multiplayer mode that doesn't add to the experience. After you have "discovered" a mini-game by annoying Daffy, it is sorted into a handy list that can be accessed at any time. This makes replaying each one easier, but unfortunately, playing a game from this menu does not add to Daffy's frustration meter, which is the game's ultimate goal (please note, the manual infers that you can add to the meter from this menu, but in practice this simply isn't true).    


Overall, Duck Amuck is a surprise that continues to be surprising as you play it. Though the game feels the need to fulfill certain gameplay obligations with multiple and unnecessary mini-games, it goes so much further than other licensed products by focusing on what exactly makes a cartoon good, and asking whether that can make a game good too. The game creates the impression that Daffy is living inside your DS; his character and personality dominate this game more than any other licensed product I can think of. As an innovative first try, Duck Amuck is a success.

Pros:
       

  • Cheeky, self-aware sense of humor
  •  
  • Graphics and sound feel like original cartoon
  •  
  • Innovative ideas throughout


  •        Cons:
           
  • Filled with mini-games, most of which aren't fun
  •  
  • Some games are too hard, others too easy


  •                Graphics: 10.0
           There's a slight graphical interruption when the game switches between the animated Daffy and the in-game Daffy, but other than that, the game's presentation is flawless, simple, and effective. It attempts to look like a cartoon and succeeds.

                   Sound: 10.0
           Daffy talks through the entire game, and although the recording quality is lowered by compression, the performance is great. It feels like Daffy is inside your DS.

                   Control:  8.0
           Everything is handled by the stylus, and there are a few mini-games and situations where it is not as responsive as it ought to be. The game's multiple uses of the DS microphone and one stand-out use of the DS's sleep feature are worth noting. In many ways, learning to control Duck Amuck is the core of the gameplay.

                          Gameplay:  6.5
           Half of Duck Amuck's gameplay comes from discovering how to access the different mini-games, which is done by interacting with Daffy. This half of the game, though not amounting to a ton of gameplay, is more compelling and interactive than any other DS game I've played. The other half of Duck Amuck is mostly uninspired mini-games controlled with the stylus. This makes the game more drudgery than it ought to be with such an inspired concept.

     


           Lastability:  7.5
           Since it is a mini-game collection, there is some solid replayability here. The game is short, but once you complete it, there is the extra challenge of getting high scores in each mini-game for rewards. The developer also added a couple of fun devices that record your voice and allow you to doodle.

     


           Final:  7.0
           The game strives for more than it actually achieves. As a mini-game collection, it's a failure at worst, and average at best; as a subversive franchise aberration, it gets a lot of things right. Here's hoping this game is a sign of more to come.      


    52
    TalkBack / Nintendo Wins at BAFTA Awards
    « on: October 24, 2007, 02:25:44 PM »
    Britain's best games include Wii Sports, Okami, Bioshock.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14666

     The British Academy of Film and Television Arts (BAFTA) gave out its annual video game awards last night at a ceremony in Battersea, London. Top winners include Wii Sports, which stormed six categories including the awards for Sports Game, Innovation, and Gameplay. The other significant Nintendo nominees include Super Paper Mario and Trauma Center, both nominated in the Innovation category, and The Legend of Zelda: Twilight Princess, which was nominated for three awards but won none. Of the six nominees in the Casual category, two were Wii games, two were DS games, and the remaining two were for Sony's PlayStation systems. The winner of overall Best Game was Bioshock for the Xbox 360.    


    The BAFTA is the British equivalent of the American Academy Awards (or Oscars); in 1998, after awarding excellence in television and film for 50 years, the organization began honoring video games as one of the three significant modern arts of the moving image. The award is given to any British game that is submitted by a publisher to the Academy and will be released in the United Kingdom within a specific time-frame; this year it was October 6th, 2006 to December 31st, 2007. BAFTA voters (a large pool of industry professionals and journalists) then vote for each category, and the highest scoring games go to a jury of professionals that specialize in each specific category. This is unlike the process for awarding the Golden Globes, which are voted on by a select body of journalists called the Hollywood Foreign Press, or the Academy Awards, which is made up entirely of industry professionals who all have an equal vote on the final ballot.    


    Below is the complete list of nominees, with winners in bold.    


    ACTION AND ADVENTURE    


    CRACKDOWN (Xbox 360) - Development Team (Realtime Worlds/Microsoft Game Studios)
     GEARS OF WAR (Xbox 360) - Rod Fergusson, Michael Capps, Cliff Bleszinski (Epic Games/Microsoft Game Studios)
     GOD OF WAR 2 (PS2) - Cory Barlog, Michael Cheng, Eric Williams (SCE Santa Monica Studio/Sony Computer Entertainment Europe)
     ORANGE BOX (PS3) - Development Team (Valve/Electronic Arts)
     RATCHET AND CLANK: TOOLS OF DESTRUCTION (PS3) - Development Team (SCE Foster City Studio & Insomniac/Sony Computer Entertainment Europe)
     THE LEGEND OF ZELDA: TWILIGHT PRINCESS (Wii) - Development Team (Nintendo/Nintendo)    


    ARTISTIC ACHIEVEMENT    


    BIOSHOCK (Xbox 360) - Development Team (2K Boston/2K Australia/2K Games)
     HEAVENLY SWORD (PS3) - Development Team (Ninja Theory/Sony Computer Entertainment Europe)
     OKAMI (PS2) - Atsushi Inaba (Clover(Capcom)/Capcom)
     RATCHET AND CLANK: TOOLS OF DESTRUCTION (PS3) - Development Team (SCE Foster City Studio & Insomniac/Sony Computer Entertainment Europe)
     SKATE (PS3) - Development Team (EA Black Box/Electronic Arts)
     VIVA PIÑATA (Xbox 360) - Ryan Stevenson, Ed Bryan (Rare/Microsoft Game Studios)    


    BEST GAME    


    BIOSHOCK (Xbox 360) - Development Team (2K Boston/2K Australia/2K Games)
     CRYSIS (PC) - Development Team (Crytek/Electronic Arts)
     GEARS OF WAR (Xbox 360) - Rod Fergusson, Michael Capps, Cliff Bleszinski (Epic Games/Microsoft Game Studios)
     GUITAR HERO II (PS2) - Development Team (Harmonix/Activision/Red Octane)
     KANE & LYNCH: DEAD MEN (Xbox 360) - Development Team (Eidos/IO Interactive)
     WII SPORTS (Wii) - Development Team (Nintendo/Nintendo)    


    CASUAL    


    BIG BRAIN ACADEMY FOR WII (Wii) - Development Team (Nintendo/Nintendo)
     CAKE MANIA (DS) - Development Team (Digital Embryo/Sandlot Games/Majesco)
     GUITAR HERO II (PS2) - Development Team (Harmonix/Activision/Red Octane)
     MORE BRAIN TRAINING (DS) - Development Team (Nintendo/Nintendo)
     SINGSTAR (PS3) - Development Team (SCE London Studio/Sony Computer Entertainment Europe)
     WII SPORTS (Wii) - Development Team (Nintendo/Nintendo)    


    GAMEPLAY    


    CRACKDOWN (Xbox 360) - Development Team (Realtime Worlds/Microsoft Game Studios)
     GEARS OF WAR (Xbox 360) - Cliff Bleszinski, Ray Davis, Lee Perry (Epic Games/Microsoft Game Studios)
     SEGA RALLY (PS3) - Development Team (SEGA Racing Studio/SEGA)
     THE LEGEND OF ZELDA: TWILIGHT PRINCESS (Wii) - Development Team (Nintendo/Nintendo)
     WARHAWK (PS3) - Dylan Jobe, Bruce Woodard, Brian Upton (Incognito/Sony Computer Entertainment Europe)
     WII SPORTS (Wii) - Development Team (Nintendo/Nintendo)    


    INNOVATION    


    FLOW (PSN) - Jenova Chen, Nicholas Clark, Austin Wintory (SCE Santa Monica Studio/Thatgamecompany/Sony Computer Entertainment Europe)
     OKAMI (PS2) - Atsushi Inaba (Clover(Capcom)/Capcom)
     SUPER PAPER MARIO (Wii) - Development Team (Intelligent Systems/Nintendo)
     THE EYE OF JUDGMENT (PS3) - Kazuhito Miyaki, Yusuke Watanabe (SCE Japan Studio/Sony Computer Entertainment Europe)
     TRAUMA CENTRE: SECOND OPINION (Wii) - Development Team (Atlus USA/Nintendo)
     WII SPORTS (Wii) - Development Team (Nintendo/Nintendo)    


    MULTIPLAYER    


    BATTLEFIELD 2142 (PC) - Development Team (EA Dice/Electronic Arts)
     CRACKDOWN (Xbox 360) - Development Team (Realtime Worlds/Microsoft Game Studios)
     GUITAR HERO II (PS2) - Development Team (Harmonix/Activision/Red Octane)
     WII SPORTS (Wii) - Development Team (Nintendo/Nintendo)
     WORLD IN CONFLICT (PC) - Development Team (Massive Entertainment/Sierra Entertainment/Vivendi Games)
     WORLD OF WARCRAFT: THE BURNING CRUSADE (PC) - Development Team (Blizzard Entertainment/Blizzard Entertainment)    


    ORIGINAL SCORE    


    FINAL FANTASY XII (PS2) - Hitoshi Sakimoto, Nobuo Uematsu (Final Fantasy XII Project Team/Square Enix)
     GOD OF WAR 2 (PS2) - Clint Bajakian, Jonathan Mayer, Chuck Doud (SCE Santa Monica Studio/Sony Computer Entertainment Europe)
     LAIR (PS3) - John Debney, Ryan Hamlyn, Clint Bajakian (SCE Foster City Studio & Factor 5/Sony Computer Entertainment America)
     OKAMI (PS2) - Atsushi Inaba (Clover (Capcom)/Capcom)
     THE LEGEND OF ZELDA: TWILIGHT PRINCESS (Wii) - Development Team (Nintendo/Nintendo)
     VIVA PIÑATA (Xbox 360) - Grant Kirkhope (Rare/Microsoft Game Studio)    


    SPORTS    


    FOOTBALL MANAGER 2008 (PC) - Development Team (Sports Interactive/SEGA)
     COLIN McRAE: DIRT (Xbox 360) - Gavin Raeburn, Matt Horsman, Alex Grimbley (Codemasters/Codemasters)
     FIFA 08 (PS3) - Development Team (EA Chicago/Electronic Arts)
     MOTORSTORM (PS3) - Mick Hocking, Martin Kenwright, Pete Smith (SCE External Development Studio & Evolution/Sony Computer Entertainment Europe)
     VIRTUA TENNIS 3 (Xbox 360) - Development Team (Sumo Digital/SEGA)
     WII SPORTS (Wii) - Development Team (Nintendo/Nintendo)    


    STRATEGY AND SIMULATION    


    COMMAND & CONQUER: TIBERIUM WARS (Xbox 360) - Development Team (Electronic Arts LA/Electronic Arts)
     FORZA MOTORSPORT 2 (Xbox 360) - Development Team (Turn 10/Microsoft Game Studios)
     MEDIEVAL II: TOTAL WAR KINGDOMS (PC) - Development Team (The Creative Assembly/SEGA)
     TOM CLANCY'S RAINBOW SIX VEGAS (Xbox 360) - Development Team (Ubisoft Studios (Montreal)/Ubisoft Entertainment)
     WII SPORTS (Wii) - Development Team (Nintendo/Nintendo)
     WORLD IN CONFLICT (PC) - Development Team (Massive Entertainment/Sierra Entertainment)    


    STORY AND CHARACTER    


    FINAL FANTASY XII (PS2) - Development Team (Final Fantasy XII Project Team/Square Enix)
     GOD OF WAR 2 (PS2) - Cory Barlog, David Jaffe, Marianne Krawczyk (SCE Santa Monica Studio/Sony Computer Entertainment Europe)
     HEAVENLY SWORD (PS3) - Development Team (Ninja Theory/Sony Computer Entertainment Europe)
     OKAMI (PS2) - Atsushi Inaba (Clover (Capcom)/Capcom)
     THE DARKNESS (Xbox 360) - Denby Grace, Lars Johansson, Jerk Gustafsson (Starbreeze Studios/ 2K)
     THE SIMPSONS GAME (Xbox 360) - Scot Amos, Jonathan Knight, Greg Rizer (EA/Electronic Arts)    


    TECHNICAL ACHIEVEMENT    


    CRACKDOWN (Xbox 360) - Development Team (Realtime Worlds/ Microsoft Game Studios)
     GEARS OF WAR (Xbox 360) - Tim Sweeney, Ray Davis, Desmond Rogers (Epic Games/Microsoft Game Studio)
     GOD OF WAR 2 (PS2) - Tim Moss, Christer Ericson (SCE Santa Monica Studio/Sony Computer Entertainment Europe)
     MOTORSTORM (PS3) - Scott Kirkland, Martin Kenwright, Pete Smith (SCE External Development Studio/Evolution/Sony Computer Entertainment Europe)
     OKAMI (PS2) - Atsushi Inaba (Clover(Capcom)/Capcom)
     UNCHARTED: DRAKE'S FORTUNE (PS3) - Development Team (Naughty Dog/Sony Computer Entertainment Europe)    


    USE OF AUDIO    


    CRACKDOWN (Xbox 360) - Development Team (Realtime Worlds/Microsoft Game Studios)
     ELITE BEAT AGENTS (DS) - Development Team (iNiS/Nintendo)
     GEARS OF WAR (Xbox 360) - Mike Larson, Lee Perry, Desmond Rogers (Epic Games/Microsoft Game Studios)
     GOD OF WAR 2 (PS2) - Dave Murrant, Philip Kovats, Chuck Russom (SCE Santa Monica Studio/Sony Computer Entertainment Europe)
     GUITAR HERO II (PS2) - Development Team (Harmonix/Activision/Red Octane)
     SKATE (PS3) - Development Team (EA Black Box/Electronic Arts)    


    BAFTA Ones To Watch Award in association with Dare to Be Digital    


    RAGNARAWK - Voodoo Boogy (Malcom Brown, Robert Clarke, Peter Carr, Lynne Robertson, Finlay Sutton)
     CLIMBACTIC - Carebox (Jack Potter, Alan Campbell, Benjamin Rollinson, Zarek Cohen, Duncan Harrison)
     BEAR GO HOME - Phoenix Seed (Fengming Bao, Xi Deng, Yi Li, Guangyao Wang, Christopher Isaacs)    


    THE PC WORLD GAMERS AWARD  (The only award to be voted for by the public)    


    DR KAWASHIMA'S BRAIN TRAINING (DS) (Nintendo/Nintendo)
     FIFA 07 (PS2) (EA Canada/Electronic Arts)
     FOOTBALL MANAGER 2007 (PC) (Sports Interactive/SEGA)
     GEARS OF WAR (Xbox 360) (Epic Games/Microsoft)
     GRAND THEFT AUTO: VICE CITY STORIES (PSP) (Rockstar Leeds/Take Two)
     RESISTANCE: FALL OF MAN (PS3) (Insomniac/Sony Computer Entertainment Europe)
     WII PLAY (Wii) (Nintendo/Nintendo)    


    ACADEMY FELLOWSHIP    


    WILL WRIGHT


    53
    TalkBack / EDITORIALS: On Ratings
    « on: October 17, 2007, 07:58:19 AM »
    Why review scores are ruining gaming.
     http://www.nintendoworldreport.com/editorialArt.cfm?artid=14623

     Today's art world is dominated by merchandising and consumerism; we buy art from the movie theater,  iTunes, and GameStop. Because today's popular art is recordable, and therefore reproducible, it can be sent to as many locations as need demands. This has put a glut of art at our fingertips. No other era can claim to be as drowned in aesthetic objects as our image dominated and Internet-savvy culture. With a wealth of choices, the role of the art critic has been downgraded to that of the art reviewer, and with that comes a multitude of art reviews and art ratings.    


    This is a crisis moment for modern art, where the melding of consumerism and artistry has created a group of movie-goers, musicheads, and gamers who believe that art can be rated on an objective scale. The idea of applying ratings to paintings or sculptures (even modern ones) is pretty unthinkable. Though it has taken thousands of years, no one today would question the cultural validity of paintings or sculptures as a medium.    


    Video games are subject to the shackles of ratings more so than other arts due to a couple reasons: one is their high cost. A gamer may only be able to purchase one game every paycheck, or every month, and the difference between a 9.0 and a 9.5 suddenly becomes important. Another reason for excessive ratings in the game world is their status as software. Since they are a program that must perform certain functions, problems like a lack of polish in graphical presentation, poorly designed controls, or simple bugs and errors can all be treated as quantifiable leaps that the user should or should not have to make, in the reviewer's mind. Yet when a journalist reviews a game under our current system, he must also attempt to apply numbers to the game's artistry and his overall level of satisfaction, in the hopes of giving a solid purchase recommendation to the video game world.    


    Most reviewers would admit to being concerned more with the artistry of a game than with its functionality as software; these two pieces are necessary parts of a review, but by this time in gaming history, functionality should be a non-issue. Slowdown and control glitches will always be with us, but a reviewer must comment on them only insofar as they hinder the experience of playing the game. The game's goals as an aesthetic experience must be paramount in the reviewer's mind.    


    Yet numbers dominate our discourse; if a reviewer rates a game lower than his peers, he is seen as having an incorrect position. And though every journalist may strive to write about a game before applying a rating, the overall score that comes at the end of the review can never fully be out of his mind. It is supposed to be a reflection of where he thinks the game falls on a scale of 1 (for terrible) to 10 (for incredible). It can supposedly be compared to his other reviews: if he gave a 9.0 to a game I didn't like, then I have no reason to believe that his 6.0 for a different game is accurate.    


    Reviews can never be fully separated from their rating: the philosophy of numerical scales forces reviewers to give reasons why the game is better than an 8.0 but less than a 9.0. Though this may aid the purchase recommendation part of the review, it does little to encourage dialog about a game's actual merits. The score is a straw man to argue against, with the game's aesthetic qualities mere support for why it was deserved.    


    Even Roger Ebert (who has no doubt that movies are art and most video games aren't) claims that his stars and his thumb are worth less than his written review, yet he will only put four-star movies on his top ten list each year. Similarly, when the “Game of the Year" hype contests roll around, scores are a main part of the debate. Is it possible for a 9.0 average game to pull ahead of all the 9.5s and 10s to steal the contest? Does anyone truly believe that these year-end lists are anything more than phoned in months in advance?    


    Reviews without ratings are less satisfying for readers because they do not supply the tidy summary of a game's worth that is expected under the current conditions. A review without a number cannot be compared to another review instantly, and the reviewer cannot be looked down upon by the public until his words are read. Many reviewers may feel pressure to not give the “wrong" score for a beloved franchise installment, hoping instead to say things that are in line with other reviewers. If he is the standalone aberration on MetaCritic, he will be fighting consensus and dismissed.    


    Yet ratings never make sense. The Bit Generations titles are so simple that a rating of 8.5 doesn't mean the same thing as an 8.5 given to a Zelda game; the first may be too high for a simple game, while the second too low for a much more complex game. Does any reviewer honestly look at Tetris and Zelda and say “Zelda is better" as if the two could be compared? When Nintendo releases the next console Zelda or Mario game, is a score of 9.0 going to dissuade you from purchasing it? Do journalists ever give 10s to games outside of established franchises? Even within genres, comparing two very similar games like Okami and Zelda seems fruitless if we must conclude that one is superior over the other. The only comparison that seems appropriate is whether a new Zelda game is as good as the previous ones (in which case I may have to revise my score for Twilight Princess).    


    Reviewing a game's graphics, sound, or control too is a nonsensical idea: does a high polygon count within the framework of realism look better than a simple and striking fantasy design? No game is worth less for having blocky graphics if it works in context with the story; not all games can have their graphics measured in the same way.    


    Instead of writing about whether a game fulfills my preconceptions for what a good game looks like, sounds like, and plays like, I should be compelled as a reviewer to rate the aesthetic experience I had. Though this is a subjective statement of my opinion, it can be qualified by my appraisal of a game's graphical and aural design, as well as my opinion of how successful the game was at creating a world, delivering a feeling of suspense, showing me beautiful images, giving me a sandbox to play in, telling a story, or whatever else the game may have tried to do. No single philosophy of game design is correct, and with as many artists as there are in the game industry we ought to encourage them to take their individual ideals as far as possible. This is why games like Metal Gear Solid and Super Mario 64 can both be praised for their different visions of what video games can do.    


    Removing scores from reviews will not prevent us from discussing games, comparing disparate genres, or discussing objective quality. Instead, it will allow journalists the freedom to examine a game as a holistic and inclusive experience, an exercise that has been constricted for decades by universal participation in scoring. Having to quantify a game's graphics, sound, control, and fun factor are roadblocks to true discussion. The best art you will ever see cannot be summed up in an essay, or a review. To this day people are discussing the aesthetic experience known as Michaelangelo's La Pieta, or Stanley Kubrick's 2001: A Space Odyssey. As soon as we believe that we can fully know and understand these works of art, we have lost the ability to ever know anything about them. Only in the ongoing discussion of how video games affect us, and what keeps us coming back for more, can we break through the meaningless numbers and make gaming journalism into something more than just software reviews and purchase recommendations.


    54
    TalkBack / Radio Free Nintendo: Episode 73
    « on: October 11, 2007, 02:09:05 PM »
    I am posting this Podcast page for Karl who is out with da ladiez right now. NOT KIDDING.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14599

     THIS IS WHERE THE NEWSPOST GOES    


    Episode 73: I Say Pwn in Real Life    


    Holy Hell they got pissed this time.    


     
    AAC Format (Enhanced)    


    MP3 Format    


    Subscribe via iTunes    


    Digg Radio Free Nintendo    


      Wow look at this place; the nostalgia is rushing back to me. I haven't written a newspost for Radio Free Nintendo since 06! Wow. Well gang, I'm not on this podcast (lucky you); instead it's got the three main gang, arguing like I've never heard them argue before.    


    I mean holy crap: Jonny gets tired and pissy, then pisses off Karl, who CUTS TO A COMMERCIAL instead of continuing the discussion. It's like reality TV.    


    This ep the gang discuss all the reader responses regarding last week's Zelda feature. There are lots of thoughts included here, and if you agree (or disagree) please e-mail us or speak up in Talkback.    


    And let us know what your favorite Zelda dungeon is.    


    Credits:    


    This podcast was edited by Karl Castaneda. (BUT THE NEWSPOST WAS BY EVAN BURCHFIELD WOOT)    


    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
       


    BTW, I really do say pwn in real life. It's more of an ironic, self-mocking type of "pwn" instead of actually saying "wow, get pwned." ....or maybe I do both.


    55
    TalkBack / REVIEWS: Chibi-Robo Park Patrol
    « on: October 09, 2007, 07:03:35 PM »
    Chibi Harvest Sim-Garden Robo Moon
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=14561

     Chibi-Robo: Park Patrol is one of the most surprising games I've played all year. It begins inauspiciously with a new brand of Chibi-Robo (a four-inch metallic robot, identical in appearance to the original GameCube Chibi-Robo) that specializes in garden care. Citrusoft, Chibi-Robo's manufacturer and one of the only big corporations in a video game that isn't diabolical, has decided to send this environmentally friendly Chibi-Robo to every park in the world to combat a recent pollution crisis, brought on by a villain named Miasmo, who lives in Exhaustia. The park that you must clean up is in particularly dire condition, covered in sand and weeds and almost completely devoid of flowers.    


    The setup seems pretty familiar for anyone who has played the original Chibi-Robo. At the outset, it even feels as if the game is trying to sell itself as a scaled down reproduction of the GameCube original, as Chibi gains the very important Happy Points by adding more flowers to his run-down park. He accomplishes this by dancing in front of white flowers to produce more seeds, and then watering those seeds with a tiny water squirter (aside from movement, every Chibi action is controlled by a well-integrated touch screen interface). Chibi is no longer ranked by how many Happy Points he has collected, but instead by how many flowers he has grown.    


    The game has a day-night cycle that Chibi must follow, going home every night after working hard in the garden. This new Chibi has a battery (which may raise the eyebrows of fans), and it can be refilled by turning Happy Points into Watts. An interesting addition to the Chibi-Robo gameplay is that any energy Chibi uses comes out of his reserves, and it is possible to use up all of his reserve energy. The player must find sustainable practices that keep Chibi's usage of energy balanced with his production of energy. The same balancing act occurs with flowers: Chibi has the option of clipping flowers from his garden and taking them to a nearby flower shop, gaining massive amounts of Happy Points. You must balance your destruction of flowers with your creation of new ones, since the game's progression is monitored by the amount of flowers you have in your park.    


    After several game days, Chibi-Robo: Park Patrol may not have revealed itself to the player. Since the environmentally minded gameplay is a tad more complex than the original GameCube game, it is possible to think that the first few days of play are all Park Patrol has to offer. Yet the game is deceptively hiding an even more complex feature that really gives its gameplay legs. The multi-faceted "Park Programs" function gives you an almost SimCity-like control over the development of your park. From benches, lampposts, drinking fountains, and playground equipment, to trees, hills, flower beds, and rocks, many items can be added, all of which will affect your park in some way. (A new statistic becomes apparent too, and that is the number of people visiting your park each day. This is nothing more than an algorithm related to how many flowers and attractions you have, but it adds to your Happy Point income.) And the game does not give you access to each function immediately: everything costs Watts, and some special items will not become unlocked unless you plant more flowers, meet the right people, or dig them up in your garden.    


    Up until this point it is possible that Chibi has not ventured to the far ends of his park, due to his limited battery; once you gain access to vehicles (a bike, a car, and some surprises too) you will find that his acreage is impressive, making your God-like control over the park even more enticing. There is also a town filled with supporting characters that need your help, and once you provide your services to them, they will become your workers in the garden, provided you can pay them with Watts. These helpers will work hard for you on two projects each before running out of juice and going back to town, where they need to be recharged by Chibi's trusty plug. To add to this, some days evil smoglings visit your park and attempt to destroy your flowers; it takes a whole morning to rid the park of these baddies, leaving you little time to plant more flowers, visit town, hire laborers, learn more dance moves, and make everyone happy.    


    The best part of Chibi-Robo: Park Patrol is that, at first, there is simply too much to do and understand. Juggling the many responsibilities of the park is tough work, and the game keeps you fighting for more Watts to keep up with the demands of environmentalism. Unfortunately, in the last few hours of this twenty to twenty-five hour game, Chibi ends up with a surplus of Watts and nothing left to unlock. His job on the grounds becomes simply menial, when before it was exciting to achieve even a little bit of progress each day. This is not unlike the original Chibi-Robo, where the daily labor of cleaning became more of a chore towards the end of the adventure.    


    Chibi-Robo: Park Patrol is a surprising game because of its unique objectives. The original GameCube Chibi-Robo had a Metroid-style progression, gaining new items and abilities to unlock new rooms and adventures. The giant house Chibi lived in emphasized his diminutive nature with several areas of vertical platforming action. The DS iteration, however, has no rooms to unlock and very few items. It plays more like Harvest Moon meets Sim-City, with some classic Chibi-Robo action as its bedrock. Retained is the excellent sound design and musical items that make Chibi's world uniquely vibrant (the character design and emotional attachment this time around are secondary and much lesser components). Chibi is still small, and this gives his giant park plenty of wonder, resembling at times a desert, a forest, or a giant rapid river. And though the game tries its hardest to nail down an environmentalist message at the end, Park Patrol is successful at imparting the premises of conservation through its delayed gratification progression and well-managed simulation gameplay.    


    Most surprising of all? This magnificent game, cream of the DS crop, is only available at Wal-Mart. If not for this sad lack of faith, I would expect Chibi-Robo to become one of Nintendo's brightest new mascots, transitioning between genres and systems while retaining a core gameplay structure. Nintendo of America may have doomed the poor guy; at the very least, American gamers know where to find this gem of happiness, even if it is at one of the gloomiest places on Earth.

    Pros:
           

  • Layered gameplay mixes action and simulation
  •  
  • Chibi-flavored graphics and sound effects intact
  •  
  • Touch screen controls intuitive and fun
  •  
  • Surprising, from start to finish


  •        Cons:
           
  • Gameplay loses its motivation in the last few hours
  •  
  • Instruction manual and in-game text don't explain certain functions very well
  •  
  • Certain cinemas repeat too often and go on too long
  •  
  • Does not match original Chibi-Robo's level of character or vertical awe


  •                Graphics:  8.5
           This fully 3-D game is filled with flowers and many other polygonal objects rendered right in your park; the draw distance is long enough not to hinder gameplay. The character designs are fun too. Some character animations are sloppy, especially Chibi's cord and plug, which look bad even in cinema scenes.

                   Sound:  9.5
           Developer Skip pulls a lot out of the DS's speakers, with short and simple tunes matched by the typical Chibi-Robo musical actions. Every single thing Chibi does creates music of some kind, making the game an aural delight.

                   Control:  9.0
           Chibi is controlled by the D-pad, which hinders 3-D movement in only a couple of situations, like fighting baddies. Other than that, every action is managed by the touch-screen, including camera control, and they all work wonderfully and actually add something to the Chibi universe.

                          Gameplay:  9.0
           The game's simple mechanics morph and reshape themselves until suddenly you'll feel as though the game couldn't get any more complex; once all the dust settles, there's plenty of fun to be had both on the ground fighting baddies or watering flowers, in the Chibi House directing laborers where to build things, or in town trying to solve people's problems and make some extra dough. Progression is slow, compelling you to earn as much as you possibly can in any given day. By the end, many of the game's different aspects become less important, and only watering flowers remains beneficial. This makes the last few hours of the game more of a menial task than it ever was before.

     


           Lastability:  8.5
           The game is very long for a DS title, and it has more gameplay packed into its twenty to twenty five hours than even the original Chibi-Robo. Once the game's narrative is over, there's plenty left to do in your garden before it is 100% complete, and you can tweak and manipulate the land and features endlessly. Though there's no incentive for replaying, and starting over may be simply too much effort, those who do will get to create a new garden from scratch, ending with a completely different design. The possibilities are limitless.

     


           Final:  9.0
           The intersection of Chibi's world and action gameplay with a gardening sim may seem weird, but Skip makes it work. This is an addictive game that can be mastered in a week of solid playing, and like the original Chibi-Robo, it is simply sweet and beautiful the whole way through. Chibi's view of the world is so innocent, and so small; I hope Chibi-Robo games never go away.      


    56
    TalkBack / Naruto Gets a Date
    « on: October 09, 2007, 06:31:29 PM »
    On October 23rd, the first Naruto RPG to grace American shores will hopefully meet the woman of his dreams.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14560

     NARUTO™: Path of the Ninja™ FROM TOMY AND D3PUBLISHER OF AMERICA IS GOLD AND WILL SHIP TO RETAIL OCTOBER 23     LOS ANGELES – Oct. 9, 2007 –TOMY Corporation and D3Publisher of America, Inc. (D3PA) today announced that NARUTO: Path of the Ninja for the Nintendo DS™ will ship to retail outlets on October 23, 2007.  Based on episodes from VIZ Media’s hit anime series SHONEN JUMP™ NARUTO on Cartoon Network NARUTO: Path of the Ninja brings together all of the best elements of the NARUTO Role-playing Games previously released in Japan to create a brand new game for North America.    


    NARUTO: Path of the Ninja will be the first Role-Playing Game (RPG) for NARUTO in North America and will feature a unique time based combat system in which players must determine each characters’ strengths and use them accurately to help them defeat the enemy.  Choosing from six available characters, players will be able to explore the Village Hidden in the Leaves and the world of Naruto as you roam across forests, fields, rivers and mountains encountering bosses that they defeat by using over 90 different special techniques.       Developed by TOSE, NARUTO: Path of the Ninja is rated “E 10+" for cartoon violence by the ESRB.


    57
    TalkBack / Two Bleaches Have Shipped
    « on: October 09, 2007, 06:28:11 PM »
    Yeah, I said it.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14559

     SEGA SLASHES ITS WAY INTO STORES WITH BLEACH(tm) FOR THE WII AND NINTENDO DS    


    Video Game Based on Hit Anime Series Ships in North America
       


    SAN FRANCISCO (October 9, 2007) - SEGA(r) of America, Inc. today announced that Bleach(tm): Shattered Blade(tm) on the Wii(tm) home video game system from Nintendo and Bleach(tm): The Blade of Fate(tm) on the  Nintendo DS(tm) portable handheld system has shipped to retailers in North America. Both games are based on the hit animated series currently in its second season on Adult Swim. The games offer relentless action and dazzling swordplay with crisp, highly-stylized graphics that stay true to the TV series and offer players an authentic anime experience. The games feature a robust cast of characters voiced by the original  voice actors from VIZ Media's award-winning BLEACH(tm) anime. With a dynamic cast of over two dozen characters in the games including Rukia, Kon and hero Ichigo, gamers can spend hours furiously engaged in combat while unlocking individual character stories, all based on the animated series' story arc.    


    The BLEACH storyline follows fifteen-year-old Ichigo Kurosaki who is able to see spirits from the afterlife known as "Soul Reapers." The Soul Reapers are tasked with defending humans from otherworldly beings called  "Hollows". One fateful day, Ichigo meets Rukia, a Soul Reaper who lends him her powers after she is injured by a Hollow. In the game, players progress through an exciting storyline facing increasingly difficult  opponents in their quest to uncover the truth.


    58
    TalkBack / Two Looney Tunes Games in One Day
    « on: October 09, 2007, 06:21:41 PM »
    Protests against Warner Bros. excessive game launching last through the night.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14558

     Warner Bros. Interactive Entertainment Ships LOONEY TUNES: ACME ARSENAL and LOONEY TUNES: DUCK AMUCK Videogames    


    All-New Videogames Featuring Favorite Characters Debut across North America    


    BURBANK, Calif.--(BUSINESS WIRE)--Warner Bros. Interactive Entertainment announces the launch of LOONEY TUNES: ACME ARSENALTM for the Xbox 360® video game and entertainment system from Microsoft, Wii™ home video game system and PlayStation®2 computer entertainment system and LOONEY TUNES: DUCK AMUCKTM for the Nintendo DS™ system.    


    LOONEY TUNES: ACME ARSENAL    


    LOONEY TUNES: ACME ARSENAL, developed by REDTRIBE, allows gamers to join forces with the ever-popular Looney Tunes characters – Bugs Bunny, Daffy Duck, Tazmanian Devil, Foghorn Leghorn, Marvin the Martian, Gossamer and more – while showcasing a new, modern look and always irreverent humor. Players command an arsenal of ACME melee and projectile weapons, embark on puzzle solving challenges and blast through vehicle-based action for the ultimate gameplay experience.    


    LOONEY TUNES: ACME ARSENAL features seven playable characters, two-player co-op action on all consoles in addition to next-gen graphics and real-time lighting. Gamers can also enjoy two-player cooperative gameplay on the Xbox LIVE® online entertainment network, and four player battle mode on the Wii and Xbox 360 systems. The Wii system provides players the opportunity to take full advantage of the gesture controls in fighting, spin attacks and smash attacks, while the PlayStation®2 system features an exclusive Wile E. Coyote and Road Runner chase level. All three versions contain special unlockable skins and provide unique high-impact experiences on each console.    


    LOONEY TUNES: DUCK AMUCK    


    The infamously short-tempered and devious Daffy Duck stars in LOONEY TUNES: DUCK AMUCK, developed by WayForward Technologies, for the Nintendo DS system.    


    The game, inspired by Chuck Jones’ classic Duck Amuck cartoon, allows players to wield the Nintendo DS stylus to antagonize and infuriate their very own Daffy Duck in hilarious ways. With the goal of driving Daffy’s temper through the roof, players can also compete against him in a series of mini-games inspired by familiar Looney Tunes cartoons. LOONEY TUNES: DUCK AMUCK also features wireless gameplay where players can team up against Daffy or battle each other in head-to-head competition.


    59
    TalkBack / Majesco Announces Game that Makes You Smarter
    « on: October 09, 2007, 06:18:48 PM »
    With no trace of irony, company also declares "brain games" a genre.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14557

     An Ambidextrous Challenge Hits the Nintendo DS™ as Majesco Entertainment Announces ‘Left Brain Right Brain’    


    EDISON, N.J.--(BUSINESS WIRE)--Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games and digital entertainment products for the mass market, today announced Left Brain Right Brain for the Nintendo DS™. Left Brain Right Brain is the first game that lets players hone their mental skills while improving the dexterity of both hands.    


    “Left Brain Right Brain offers a fresh twist to the brain game genre by integrating gameplay that develops manual dexterity as well as mental agility," said Ken Gold, vice president of Marketing, Majesco. “Whether you’re a ‘righty’ or ‘lefty,’ the game’s challenging drills will ultimately help each hand keep pace with your brain."    


    Left Brain Right Brain includes 15 different games based on speed, accuracy, association, recognition, memory and strategy. The book-style play requires players to rotate the DS to develop hand-eye coordination with their dominant and non-dominant hands. Five difficulty levels per activity, four single player game modes, DS download play and wireless multiplayer against a friend round out the game’s feature set.    


    Left Brain Right Brain will be available this holiday for a suggested retail price of $19.99. For additional information, please visit www.majescoentertainment.com.


    60
    TalkBack / FIFA Soccer 08 in Stores Now!
    « on: October 09, 2007, 06:13:29 PM »
    If you like sports games like I do, then this is news!
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14555

     EA SPORTS FIFA Soccer 08 in Stores Now!    


    Authentic, Intelligent Soccer Season Extended for Next-Gen Console Players with Be A Pro Post-Launch Feature    


    REDWOOD CITY, Calif.--(BUSINESS WIRE)--Electronic Arts Inc. (NASDAQ: ERTS) shipped FIFA Soccer 08 to stores throughout North America today on all platforms, providing sports fans with a soccer videogame experience that matches the complexity, finesse and beauty of the real-world game. Further extending the season for players on the Xbox 360™ video game and entertainment system and PLAYSTATION®3 computer entertainment system, next month, EA SPORTS will offer a free downloadable feature update1 to FIFA Soccer 08 called Be A Pro: Online Team Play that will enable ten people anywhere in the world to connect online to play a single match of FIFA Soccer 08.    


    Developed by EA, FIFA Soccer 08 challenges players to master the skills required to play like a pro soccer player by introducing a new mode called Be A Pro: Offline Training. Be A Pro locks you into the role of a single, fixed player the entire game and challenges you to master the same disciplines as a real soccer player — from positioning and tackling to reading the field and passing. Users receive real time feedback and analysis on the fly and a unique camera angle keeps both player and action in focus, zooming in when you’re on attack.    


    With the launch of FIFA Soccer 08 on PLAYSTATION®3, soccer fans and gamers can now kick-off their campaign to show off their gaming skills on the global stage as the online tournament of the fourth annual FIFA Interactive World Cup begins on PLAYSTATION®Network. The online leg will run parallel to numerous live qualifier events across the globe from October ’07 through April ’08. The tournament is the world’s only officially FIFA sanctioned global soccer gaming competition and delivers all the excitement of being on the real FIFA World Cup soccer pitch. It will culminate in the Grand Final in the Sony Centre in Berlin in May 2008 and will see the winner walk away with an invitation to the FIFA World Player Gala 2008 and USD $20,000 in prize money. For official rules and to register and keep track of your ranking on the FIFA Interactive World Cup leaderboard, go to www.FIFA.com/FIWC.    


    FIFA Soccer 08 features a new, organic building-block system that enables you to combine tricks and skill moves together to recreate signature moves from the real-world superstars or define your own style of play. You can even capture video of your best moves and goals in-game and upload to the FIFA Soccer 08 website to show off your style and celebrate your glory with friends across the globe. In addition, FIFA Soccer 08 features a true next-generation ball-striking engine that re-creates the drama and unpredictable nature of shooting, and the inclusion of 576 licensed teams, 30 leagues, and more than 15,000 players.    


    The new Be A Pro: Online Team Play feature, available for the Xbox 360 and the PLAYSTATION 3 in November, enables up to five friends on five different consoles to select and take control of their own individual players on the same team, supported by AI teammates, to play against up to five rivals of another team. Alternatively, online users can select to play with free roaming players, and teams can have a combination of both.    


    In addition to Be A Pro: Online Team Play, the online feature set in FIFA Soccer 08 includes the award-winning Interactive Leagues, where you represent your club online against your rivals throughout the season in the F.A. Premier League, Bundesliga, French League or Mexican 1st Division and features weekly in-game pod casts by the development team, and Online Leagues, where you create and organize your own multiplayer Friends Leagues and tournaments with all the tools in-game.    


    This year FIFA Soccer 08 debuts on the Wii™, enabling fans to pass, shoot, and perform trick moves all with a flick of the wrist. The game’s revolutionary FreeMotion™ controls help level the playing field for all players and turns FIFA Soccer 08 on the Wii into a physical, social activity. Cover athlete Ronaldinho is the first professional soccer player to appear as a customized and playable character exclusively for the Wii. Ronaldinho will host a game mode called Footii Party with Ronaldinho. With this mode, EA introduces unique party games - including Table Soccer, Keep Up and Shoot Off – where you can play as your self-created Mii™ character to unlock Ronaldinho and take on the champ. Each Footii Party game is created as a multiplayer, social experience designed to engage and entertain fans of all ages.    


    FIFA Soccer 08, developed by EA Canada in Vancouver, B.C., is in stores now for the Xbox 360™, PLAYSTATION®3, PlayStation®2 computer entertainment system, Wii™, Nintendo DS™, PSP® (PlayStation®Portable) system, PC and mobile. It is rated “E" (Everyone) by the ESRB and 3+ by PEGI.


    61
    NWR Forums Discord / There's a coin mode in Smash Bros. Melee
    « on: October 05, 2007, 07:18:59 PM »
    I have never, I mean never, ever ever ever, never ever played the coin mode in Smash Melee.

    DID YOU KNOW THAT IT'S FUN? WEIRD. I almost like it better than regular smash - I feel that if I am going to do a timed match, I should do Coin mode.

    62
    NWR Forums Discord / Unemployment
    « on: October 04, 2007, 12:46:42 AM »
    Right, so I know I'm making a ton of funhouse threads - read up; on my excessive use of punctuation:

    I'm thinking, how can I best use my talents to create a job? Not just get a job. I want to make one, from scratch. A lot of people have done this with less talent than I. For instance that Britney guy/girl/thing, whose only major talent is being a freak, or the mentos/coke guys, who probably snort a lot of mentos/coke if you GET WHAT I'M SAYING...

    I guess what I AM saying is that I want to somehow become an internet (youtube?) celebrity; how to do this? I can embarrass myself on youtube, which is not really much of a gameplan; I was thinking (and I'm dead serious) of trying to video blog instead of actually blogging. Reasons:

    1) No one reads my blog. I have made $4.32 through Google Ads over the past six months.

    2) I talk okay.

    3) Video blogs of me caring A LOT about stuff I like could either be really appreciated, or laughed at, and I wouldn't care which so long as I'm being honest.

    4)

    Is it possible?  

    63
    NWR Forums Discord / Every single time
    « on: October 03, 2007, 07:04:26 PM »
    that I put ketchup on my mac and cheese, there's always SOMEONE nearby to comment how disgusting they think it is. As if I cared? You know what else is disgusting? Cottage cheese. I don't feel compelled to tell every person who eats cottage cheese that I think it's gross as they're eating it; that's rude.

    Leave my mac and cheese alone. Eating it with ketchup is not normal, but it isn't uncommon.



    Side note: 99 cent box of mac and cheese plus cheapo bottle of pinot noir = sweet unemployment

    64
    General Gaming / CassMass: Friend or Foe?
    « on: October 03, 2007, 11:14:55 AM »
    Only story I remember of Matt Cassamassina was told by a close friend who went to E3 prior to the announcement of GameCube, back when it was called "Dolphin." CassMass, drunk at a bar, pulled out of his pocket a small chip that he announced was the Gecko, the main chip used in Nintendo's new system. It wasn't breathtaking to look at, so the story goes, but everyone marveled just at the fact that he had it. How? Well, I always assumed that he stone cold killed a man to get it, but that's probably only half true.  

    65
    TalkBack / PREVIEWS: NiGHTS: Journey of Dreams
    « on: October 02, 2007, 12:40:36 PM »
    This is about as purple as it gets.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=14513

     NiGHTS: Journey of Dreams is a sequel to the revered SEGA Saturn classic NiGHTS into Dreams, and has an almost identical story as its predecessor. Two twelve year old kids, named Helen and Will, are growing up in a world of disappointment and failure. They find their real life struggles seeping into their dreams when they sleep, turning into fantastic flying heroes (called NiGHTS) in a colorful, but dangerous world  called Nightopia. Normally a pretty pleasant place, Nightopia is threatened by the evil Nightmarens (representative of Helen and Will's fears) who wish to make it somewhat less pleasant. SEGA promises the game is “ideal...for the entire family" with its themes of “courage, hope, and inspiration."    


    If that seems a bit heavy-handed or outlandish for a flying platform game, don't worry: the original had the exact same plot. All of this is an excuse for a character to fly through a bright and colorful world battling dark, sinister creatures. SEGA promises each level will be filled with things to do, like collect orbs or fly through rings (being the original's main goal), with many boss battles to complement the levels.    


    The core gameplay of Journey into Dreams is flying on rails (similar to Star Fox). The camera is sometimes directly behind NiGHTS and at other times at his or her side, as if the game is a flying side-scroller. This time around, you will be controlling NiGHTS with the Wii Remote as if it was an analogue stick. You will also play parts of the game on foot as Helen or Will before turning into NiGHTS, though you will still be in Nightopia (there's no word and no indication that we'll be visiting the very dream-like real world during the actual game). The visuals are in keeping with the oneiric theme, with kid-sized candy color worlds invaded by dark and shadowy creatures.    


    SEGA announced a new addition to the gameplay of NiGHTS recently in the form of Persona Masks: each mask will alter the flying attributes of NiGHTS, and can be used any time after being collected in a given level. One mask will turn you into a slow, but powerful dragon who is impervious to the effects of wind or gravity. Another will turn you into a speeding rocket, faster than any other mask. The last will turn you into a dolphin; normally NiGHTS cannot swim, but with the dolphin mask you can dive into underwater portions of the game. Click here for screens of the Persona Masks in action.    


    SEGA is also promising two-player support, an unspecified online mode, and the return of A-Life, a breeding game similar to Sonic Adventure's Chao game (the original A-Life side-game was the inspiration for Chao).    


    For a hands-on look at NiGHTS: Journey of Dreams, read James Charlton's impressions from the Tokyo Game Show.


    66
    TalkBack / Cooking Mama 2 Gets a Date
    « on: October 02, 2007, 10:38:34 AM »
    World restrains itself from making your mom jokes until November 13th.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14510

     Majesco Announces November Release Date for ‘Cooking Mama 2: Dinner with Friends’    


    Sequel to the Award-Winning Cooking Game for the Nintendo DS™ on Sale November 13th
       


    EDISON, N.J. - Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, today announced that Cooking Mama 2: Dinner with Friends for the Nintendo DS™ will ship on November 13th. Dinner with Friends is the follow-up to the award-winning Cooking Mama game that has sold more than half a million copies since its release a year ago. Gamers anxious for a taste of the sequel can download a playable demo this November in approximately 10,000 Nintendo retail kiosks at major retailers nationwide.    


    In Cooking Mama 2: Dinner with Friends, players use the stylus as the ultimate kitchen utensil in 150 different cooking mini-games across 80 new recipes that range from cultural delicacies like shark fin soup to the all-American apple pie. However, this time around players actually have hungry mouths to feed since nine finicky dinner friends will be tasting and judging each meal! A new Cooking Contest Mode lets up to four friends compete in a wireless cook off with only one game card, while players can fully customize their kitchen—and even Mama!—in the fresh Design Mode.    


    For additional information about Cooking Mama 2: Dinner with Friends as well as Majesco’s exciting line of products, please visit www.majescoentertainment.com


    67
    TalkBack / Lucas From Mother 3 Added to Smash Bros. Brawl
    « on: October 01, 2007, 04:24:42 PM »
    Nintendo still not bringing Mother 3 to America
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14506

     Super Smash Bros. Brawl will feature another psychic character, this one named Lucas, from the Japan-only Game Boy Advance game Mother 3. The new character was announced by Smash Bros. creator Masahiro Sakurai; the included screens show Lucas using psychic powers similar to Ness, who appeared in Super Smash Bros. on the N64 and in Super Smash Bros. Melee on the GameCube.    


    Mother 3 was released in Japan last year; only its predecessor, Mother 2, was released in America, under the name Earthbound. So far, Sakurai has not commented on his website or elsewhere about the inclusion of Ness, the star of Mother 2, in the Wii version of Smash.


    68
    Apparently we've gotten lazy, and very serious. NWR refuses to put captions under their screens anymore. I SAY NO SIR. When I add screens I MAKE THEM FUNNY (well, you'll probably laugh at one out of ten; comedy is hard). So don't skip over the screens anymore - HUMOR IS BACK FIENDS.

    69
    General Chat / Comic Books
    « on: October 01, 2007, 12:50:01 PM »
    So I read this [retcon: Watchmen], finally. I remember hearing that Kairon (and Karl) had read it, and I wanted to know who else had read it and what they think. I'll reserve my comments until later, since I'm tired of posting my opinions and forcing people to respond to them.

    70
    NWR Forums Discord / Unemployment = Staying Up Every Night
    « on: September 30, 2007, 01:45:05 AM »
    DOING NOTHING OMG it's 5:45 in the morning right now. Some days I sleep until three or four in the afternoon. I have become a night person of some wicked design. And some days (like tomorrow) I have to get up and I can't bear to do it. Ugh.

    71
    NWR Forums Discord / Pretty girls wearing t-shirts
    « on: September 26, 2007, 11:43:40 AM »


    Hey, you know what? Go to hell. Of course sarcastic tees look good on a pretty girl - who buys these? Slightly chubby, average looking, or scrawny game nerds who think catchphrases are funny. Nevermind that the selection of MEN you have on your website all work out daily (despite never having to actually use their muscle), get $200 haircuts, and try as hard as possible to look like they don't give a damn about the content of their t-shirt or their appearance. PEOPLE WHO BUY THIS SHlT DON'T LOOK LIKE THAT. You're selling crap that will make the world WORSE because every geek will buy it and think it's clever (and maybe even think they look good). Get real - t-shirt slogans aren't clever, unless you're beautiful, because then it's ironic that you would debase yourself by wearing something so dumb.    

    72
    General Chat / it depends on the day
    « on: September 21, 2007, 03:58:43 PM »
    Some days I ask myself or am asked by another person what my favorite movie is. My easy go-to answer is usually 2001: A Space Odyssey, because of its ability to challenge and provoke, its masterful creation, its courage to be wholly "other." I love the movie, and I think everyone should see it.

    But it depends on the day. For a period of time (not distant, maybe two years ago) I would say E.T. because it was such an unorthodox choice. Other days I might throw out Tarkovsky's masterpiece Andrei Rublev, depending on how tortured I may be feeling. Sometimes depression leads me to Lost in Translation, a movie I can watch any day of the week. If I am remembering how much I love non-fiction films, Les Blank's Burden of Dreams will top my list easily (or maybe For All Mankind). I could go on.

    The point is, today my favorite film of all time is Master and Commander: The Far Side of the World. I have never been as mistaken about a film as I was by this one (aside maybe The Bourne Supremacy, another big-budget mainstream masterpiece). I laughed at each and every trailer I saw for this movie, refusing to see it, not realizing who directed it. A friend wanted to go see it opening weekend, and I acquiesced, to a matinee show of course. I was blown away. I am sure some of you feel similarly.

    It is important to know that Peter Weir directed this movie, and his gift is putting people in real environments (and by real I mean authentic; his last film before Master and Commander was The Truman Show) that challenge their goals. In MaC the environment is obviously nature; the same is true for Mosquito Coast and (to a lesser extent) Picnic at Hanging Rock.

    The film's cinematography is magnificent: action sequences are filmed violently, yet without an overly choppy presentation, meshing well with the aesthetics of the sea and the camerawork during non-action sequences. Weir shows us the outside of the boat, the inside, he flies in helicopters over the boat or rides in boats around it. We get to see everything, so the struggle to maintain this awesome structure is real to us. We notice the fragility of the mast as well as the human body.

    We witness strategic meetings and arguments between Crowe and the ship's doctor, played by Paul Bettany. Classical music pervades the soundtrack, but subtly shifts to a beautiful score that could have been written in the time period of the film. The film, really, is a symphony of the ocean, a relationship between two men, ship politics, and the weight of power. Watching the hour long documentary on the second disc is shocking: who knew making movies was so hard?

    So I love this movie. That is all.

    73
    NWR Forums Discord / Don't get political
    « on: September 21, 2007, 09:02:32 AM »
    I'm hiding this very serious statement in the Funhouse, since I screwed up and moved the tasing thread to General Chat where it got locked.

    Everything's political. Movies are political. Religion is political. Games are political. Life is politics - the root word is "Polis" which means city or citizenship. Perhaps we believe that our citizenship is a secondary aspect of our lives, and first and foremost we are "gamers" or "Christians" or "Democrats" or whatever. We are conveniently forgetting (or blindly ignorant) that each of these statements implies citizenship, and that citizenship cannot be "secondary" for it is primary. Our citizenship is what food we eat, what clothes we wear, where we go on Sunday, how we run our government, our cars, our bikes, our video games, our computers. Just ask Song Jong Nam, who is in prison in North Korea for his religion. Or Azadeh Moeveni who was almost imprisoned in Iran for a short time because of her dress.

    Perhaps in America we are used to dichotomizing our lives into halves, or chopping them up into many bits. With the age of the Renaissance Man (over 600 years ago, yeah) we believed man should know everything - but now we teach "everything" in little sections and weigh the value of one segment over another, saying knowledge in art is not as valuable as knowledge of business, that entertainment is a distraction from "more important" things, that video games are just a subset of a culture, a tiny bit.

    Ever consider that perhaps video gaming defines us? Or that it is at least is a mirror of a greater whole? Perhaps my video game playing is directly tied to my politics, and by association, my religion, and by association, my view of the larger world. Perhaps I am not a seven-part person who has seven interests but one person who is working out many different things because those seven pieces aren't different but the same.

    Don't get political on NWR, because getting political might mean we actually talk about something. In the meantime, we can talk about games as if they had no impact or purpose outside of our living rooms. How sad is that?  

    74
    General Chat / I Am Moving
    « on: August 22, 2007, 07:59:47 PM »
    Not that I like to announce the events of my personal life to the Internet, I thought it might be appropriate to at least say that I am moving 300 miles north of my current city (Medford, Oregon) to the beautiful Portland, Oregon. No, I am not leaving Oregon. Oregon is beautiful, unlike your state. Portland is even more beautiful than any other city in Oregon, making it the most beautiful place on the Earth. Come and visit! I'll show you around to all the fancy brewpubs and movie theatres. We can see an artfilm! And I'll tell you exactly what I think of it when we're done.

    I hear Bioshock came out, too bad I don't have a 360, I also hear Metroid 3 is coming out, too bad I am out of cash moneys, I'm broke and on the street, I'm spending all my money on gasoline for my car machine.

    I know some of you Washington peeps live nearby. You can say hello, it's okay.

    So that's that.

    75
    General Chat / Lord of the Rings
    « on: July 30, 2007, 07:24:02 AM »
    Quote

    Originally posted by: GoldenPhoenix
    Attacking LOTR films and insulting Peter Jackson=loss of credibility

    Glad you backed up your point.

    Quote

    Originally posted by: Mashiro
    Peter Jackson loves the Lord of the Rings and lovingly made those films, far better than anyone could have done.

    Compared to who? Loving the series doesn't mean you can't destroy it through idiotic decisions.

    Quote

    Originally posted by: Mashiro
    Well thankfully you're not a person in charge of making those decisions as you would have deprived the world of one of the greatest film trilogies ever made.

    Compared to what? Star Wars? Indiana Jones? Spider-Man? Are these the pinnacle of trilogies?

    There are two trilogies that come to mind that are better than LotR: The Man With No Name trilogy by Leone, and the Godfather trilogy, even though the third film sucked. I don't need to bring up these or other famous trilogies (like the Apu trilogy or the BRD trilogy) because the statement "greatest film trilogies ever made" seems to be an effort to separate the films from regular discussion. They're still movies. Just because they are a capital-T "Trilogy" does not mean that they are elevated to a new plane of film criticism. That's nonsense.  

    Making blind statements like "best [anything] ever" just puts the discussion out of whack. Use some facts and detailed opinions and make a case for what you believe, don't just ham fistedly tell me it's good and leave it at that.

    Quote

    Originally posted by: Mashiro
    It would be impossible to translate everything the books held for the series onto the big screen and anyone who denies that is just lying to themselves.

    This is an erroneous statement. The translation of material to the big screen does not mean that the material must be mutilated to fit our pre-conceived idea of what a movie looks like. Film critic Andre Bazin wrote a whole essay about this that deserves to be read, but I can't find it complete online. It is called "In Defense of Mixed Cinema."

    The article focuses at first on the critique that adaptations are not "pure" cinema. Some people in the 50s said that the great films, like Citizen Kane and Bicycle Thieves were better because they were original works and not adapted from literature or theatre, like Olivier's three Shakespeare films. Bazin states that adaptation is a fine thing and completely valid as part of cinema, but it is often done wrong. He is critical of unfaithful adaptations that turn their works into a "movie." Hollywood is very often responsible, in his mind, but he also references some French directors who bastardized Hugo and Dumas, treating the literary accomplishments of those authors like nothing more than a scenario or treatment for a new script. Here's a quote:

    Quote

    ...when an American director turns his attention on some rare occasion to a work by Hemingway, for example For Whom the Bell Tolls, he treats it in the traditional style that suits each and every adventure story.

    He is critical of this because he believes film and literature are not as separate as many people pretend, and Hemingway's work deserves more than to be classified into a movie genre. Later Bazin says

    Quote

    When someone makes a film of Madame Bovary in Hollywood, the difference of aesthetic level between the work of Flaubert and the average American film being so great, the result is a standard American production that has only one thing wrong with it - that it is still called Madame Bovary.

    Rewrite that sentence and replace Madame Bovary with LotR, and Flaubert with Tolkien. Of course, Peter Jackson isn't American, but he might as well be: LotR is about as Kiwi as The Chronicles of Narnia, another terrible adaptation that emphasized action over plot, special effects over character, and swooping retarded impossible camera movements over simple natural cinematography.

    Bazin believes that it is possible to adapt a book to film without altering the total story or events. He understands that simplification must be necessary sometimes, but those who try to stay true to the material have to work much harder, and will make much better films, than those who see each and every novel as a simple plot outline for the next big action/drama/romance film. For reference, see the Harry Potter films. Even those that removed a lot of plot, like HP3, are still almost identical to their literary partners.

    The problem lies in classifying films, as marketing heads and studio bosses understand "genre" rather than quality. The qualities of Tolkien's LotR are history, mythology, symbolism, and personal reality. Try explaining that to the guy who may give you $300 million to make them into films. In today's "big-money" movie market, only "fantasy epics" with "CGI monsters" deserve cash, since people pay to see them. If Jackson had made LotR into an encyclopedic history that didn't jump around narratively and stayed true to the source material's structure (Two Towers is written in two parts that Jackson obliterates, preferring the narrative conventions of action movies) they may have been good films, even if parts were removed. Instead he made Peter Jackson's LotR, which has a giant squid fight, two forty-five minute battle sequences, and a romantic subplot. No thanks, Mr. Jackson. Stick to King Kong.

    This doesn't mean the movies aren't worth their salt, for they have (some) great things to offer. They, like the Madame Bovary mentioned by Bazin, merely don't deserve to be called Lord of the Rings. Someone else could come by in 50 years and make much better films out of Tolkien's work, for Jackson has made something that is the opposite of definitive: it's idiosyncratic.    

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