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BURBANK, Calif.--(BUSINESS WIRE)--April 4, 2006--Buena Vista Games, Inc. (BVG), the interactive entertainment arm of The Walt Disney Company (NYSE:DIS), today announced "Walt Disney Pictures Presents The Wild" for the Game Boy(R) Advance system is now available at retail outlets across North America. A video game adventure that will test kids' animal instincts, "The Wild" is inspired by the upcoming animated feature film of the same name from Walt Disney Pictures. The game features Samson the Lion and Benny the squirrel, who must leave their pampered lives and set out on an adventure to save Samson's son, Ryan, who accidentally gets shipped from the New York City Zoo to the wild.
"'The Wild' game is an exciting experience that offers kids the opportunity to take the characters and adventures from the movie along anywhere they go," said Dana Long, director of kids marketing for Buena Vista Games. "Kids who enjoyed the movie will be able to continue the journey of Samson and Benny long after they leave the theaters."
"The Wild" is a single-player, side-scrolling adventure game that allows players to take on the role of Samson and Benny through 18 levels of play. Both characters have their own unique levels, each tailored to their on-screen personalities. Kids 6-11 years old will have to guide the characters through stormy seas, erupting volcanoes, vicious dogs and angry wildebeests as they traverse land and sea to help Samson rescue Ryan. "The Wild" video game is released in conjunction with the feature film's April 14 theatrical opening.
About "Walt Disney Pictures Presents The Wild" film
"Walt Disney Pictures Presents The Wild" is an irreverent comedy that follows the life of an eclectic group of animals at the New York Zoo. The voice talent includes Kiefer Sutherland (as the lion Samson), Greg Cipes (as Samson's son, Ryan), Jim Belushi (as Benny, the street smart squirrel), Janeane Garofalo (as Bridget the giraffe), Richard Kind (as Larry, a dim-witted anaconda snake), William Shatner (as Kazar, a wicked wildebeest), and Eddie Izzard (as Nigel, an acerbic koala). Director Steve "Spaz" Williams and producer Clint Goldman helped to revolutionize CG character animation during their long association with Industrial Light and Magic (ILM), which included such films as "Jurassic Park," "The Mask," "The Abyss" and "Terminator 2: Judgment Day."
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According to: Wikipedia
With a bushy afro and a calm, soothing voice, Bob Ross taught viewers to paint "happy little trees," "happy little clouds," and "pretty little mountains."
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Again from: Wikipedia
On occasion, after cleaning his two-inch brush in paint thinner, he'd "beat the devil out of it."
"Tomb Raider Legend is the first version in the Tomb Raider series to be developed by the Group's Crystal Dynamics Studio in the United States. The game, which is based on a completely redesigned engine, has attracted very strong reviews and has been featured on the front covers of over 100 magazines worldwide over the past months. The product will be launched with a worldwide TV advertising campaign and extensive outdoor advertising. As well as being available on Playstation 2, Xbox and PC, Tomb Raider Legend will be simultaneously launched on the Microsoft Xbox 360 and, in May 2006, will be available on the Sony PSP. With further versions available on mobile as well as the Nintendo DS, GBA and Gamecube platforms later in the summer, this will be the first time that a Tomb Raider product has been available to customers on so many key platforms."
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Originally posted by: SS4GogitaHaha, I disliked it until I actually figured out how to play it correctly.
The game play of BoPoP is more like a strategy board game than a strategy role-playing game. In fact, as the title implies, the game covers only battles – no role-playing required. During these battles the bottom DS screen assumes the top-down perspective of a sparsely decorated two dimensional field, with small squares to represent your units. The top screen is used for statistics, cards, and battle animations. The interaction between the two screens is efficient and informative, if a bit dry. There are some nice spell effects and battle animations, but they become tiresome and time-wasting (luckily, you can turn them off). Graphically, the game isn't shooting very high, but is at least highly functional.
Par for the strategy course, everything in the game has stats, from your units to the land and your general. These stats interact in a complex way, but the game does a good job of communicating visually what can be done where and how effective it will be. For instance, right before you attack an enemy, you will get a reading indicating how well you will do, and in which areas you are strong or weak. Control of your units is doled out entirely by cards, dealt into your hand. You use one card every “turn," and a game “hour" will pass when you run out of cards and units to use. Most cards have two functions: they can be used to give your units orders for moving and attacking, or they can perform effects such as strengthening your unit's stats or weakening your enemy's units. Some cards are removed after play, and others are shuffled back into the deck. The way to beat the game is to put your good cards to best use and know how the units interact with the land and each other.
The first thing you will experience with BoPoP, its most glaring fault, is that it is just too darn complicated to learn. The reason is that BoPoP combines two totally disparate genres: card battle, and turn based strategy. You don't have any menus for commands at all; cards are used for every single game action. Once learned, it isn't so bad, but deck management will throw strat fans off, while the game has nothing to do with card battles, outside of cards. The manual should help ease the learning curve, but it's poorly organized and, while detailed, too complex to gain anything without playing the game; in the same way, the in-game tutorial lasts just long enough to get you started, but not long enough to prevent you from making newbie mistakes eight hours into the game. The dual usage of each card is a huge sticking point, even though it's the most basic game play mechanic. Likewise, the interface is filled with symbols and little to no descriptive text to guide you. After your trial by fire, and a few close calls, you'll be comfortable and gaining proficiency in completing each mission. However, this solid matching of ability and difficulty lasts only a few levels. The difficulty ramps up until around the eighth mission, where it lands and nests; by the tenth mission, you'll have seen everything BoPoP has to offer. Of the game's twenty four missions, five are unique, and the rest are just variations thereof. Interest will wane quickly when the game throws remixes of past levels at you, vainly hoping you really like the tactical game play, but even tactics and mission goals run dry. It doesn't take too much skill to beat a match, but it does require a certain amount of devotion that the game will burn out of most players.
To add to the dryness, the game's story is only featured in between battles, and even then doesn't feature much. The story modules are really justifications for more battles. Each campaign in story mode is a set match between two armies, either India, Persia, or Daeva. The game has decided to take an open view of this small period of PoP history, giving you control over each army in turn, rather than just Persia. The story mode does not follow any one specific country but jumps around so much that the rivalries lose all meaning. One battle has you play as a Persian general who kills the Daeva general's wife, then in the battle immediately following, you lead the offended general's vendetta mission to kill the Persian general. It's hard to feel anything in this situation. You'll play a couple times as the Prince of Persia, but you often fight against him too. There are even battles that take place in a flashback, a quick device to squeeze more game play out of lifeless text. Outside of stats for each army and its general, the characters have little purpose and could have been represented just as easily by fish or camels.
There is a two player battle mode that requires two game cartridges, but can also be played by one player against the computer. The options aren't great, but with a variety of cards and generals at your selection, as well as some options for each player's goal, some nice combinations can be found. The hardest part will be finding someone else who has the game and wants to play it with you, but to remedy this problem, the developer has included a “Hot Seat" mode which allows two players to play with one DS, switching hands when it is your turn.
Though the game's stylus-based controls are tight, and for a while seems to offer a nice distraction, it soon becomes a chore to pick it up at all. With little story incentive and no hope for variety, you probably won't make it past the halfway mark. I can recommend BoPoP only for those who are having trouble finding games to buy on the DS, but right now my problem is quite the opposite.
Pros:
Lastability: 6.5
Each mission can be replayed, and there is a skirmish mode for one player, and a two player battle. The game's length alone (over 20 hours) is more than enough to last most players, and if you really like it after beating it, there are a few things to keep you busy.
Final: 5.5
The game's balance is way off, with a sweet spot lasting only a few levels. The mechanics are deep enough that some interesting strategies could be played, but the game never throws any unique cards or missions at you. The result is dry and tiring, even though at first it's rather fun.
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Originally posted by: UncleBob
Now if they'll re-release a Link's Awakening that I can play on my DS, I'll be happy.
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Nothing against johnny I totally see where he's coming from but I wasn't at all disappointed in the single player mode
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while I agree that the adventure mode doesn't include the same level of depth that past games have had, at least Samus didn't have the sequence where she's hit with an explosion and loses all of her gear...AGAIN!
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Yeah, basically the adventure mode isn't up to par. It's still pretty fun, but only when I need a break from the faster action of WiFi
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That being said I do agree with the review but I still had fun.
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ONce in awhile it would feel Metroid-like and then other times it was just a straightforward fps game.
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Hunters as Im understanding it is more like doom with guns instead of keys, which doesnt mean is not fun and the truth is Im a bit tempted to try it, but it also means that its not a Metroid game.
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Hunters is strictly a first-person shooter and has more in common with Quake and Unreal than it does with the Metroid Prime games, much less with the original Metroid games.
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You can slap these characters on whatever game you want, but no one is arguing that Mario Party and Mario Baseball are real Super Mario games.
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So we can talk all day about how great Hunters is, and I will, but don't tell me it's a Metroid game just because it has Samus and her morph ball.
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Smith's winning idea, Peace Bomb!, was presented as a Nintendo DS game in which players create flash mobs--"crowds of people who assemble suddenly in a public place to do something notable and then disperse."
Specifically, Smith envisioned that the game would have a "subversive feeling to it" and promote peaceful insurgency projects.
Smith, who believes that flash mobs represent a kind of "social gaming," stated that his design was motivated by a desire to "engender that spirit of 'let's get together to do something cool.'" He further explained that by spilling into the real world, the game world would "afford players a higher sense of purpose."
Smith described his design as a "minimal graphics social network game." Smith also suggested that players could use the stylus to collect pe tit ions, practicing a kind of activism.