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Messages - Svevan

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1576
Nintendo Gaming / RE:Tomb Raider on a Nintendo Console??
« on: April 07, 2006, 07:08:03 AM »
As stated earlier, it has more to do with the change in leadership at SCI Entertainment and Eidos. They've finally decided that supporting Nintendo might not only be profitable, but help generate more sales of the systems, encouraging future properties. If Legends really is the shiznat, then they want it to be everywhere, and it was wisely pointed out by CapAmerica that Revolution backwards compatability doesn't hurt the situation. I wouldn't be surprised if, after all this "GameCube is dead" talk, that we see more games developed for 360 and PS2 that get ported to GameCube even after Revolution is out. The two systems are in one box, so the userbase is built in, and the GC will have a larger audience for the first year of Rev's life.

1577
Ergo, Yamauchi is freaking Emerald Weapon.

1578
TalkBack / RE:Walt Disney Pictures Presents The Wild Ships
« on: April 05, 2006, 08:14:24 PM »
I'm at odds. The press release promises "stormy seas, erupting volcanoes, vicious dogs and angry wildebeests" while the official site states the game will feature "lava-spewing volcanoes, falling stalactites, angry dogs, [and] charging wildebeests." Well which is it? My purchase is riding on the answer!

1579
TalkBack / Walt Disney Pictures Presents The Wild Ships
« on: April 05, 2006, 03:41:24 PM »
Asinine title surprisingly not followed by "the game."

Samson and Benny Need Help on Their Fur-Raising Adventure in "Walt Disney Pictures Presents The Wild" Game; Video Game Based on Disney CGI Animated Feature Film Now Available from Buena Vista Games    


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."


1580
TalkBack / RE:Ubisoft Announces New Rayman
« on: April 05, 2006, 01:53:23 PM »
Yes.

1581
If the N64 games featured on the Virtual Console don't feature some sort of graphical polishing (resolution or otherwise), then I'll be mighty disappointed. As for the GC games, leave well enough alone, I think they look great at their current resolution.

1582
Nintendo Gaming / RE: Smash Bros Revolution Characters Leaked!
« on: April 01, 2006, 10:46:58 AM »
My money is on the Tetriminos.

1583
TalkBack / RE:Bob Ross Game Coming to DS and Revolution
« on: April 01, 2006, 10:44:14 AM »
I'm betting on a fully polygonal Bob Ross (better yet, animated sprites!) that introduces each "level."  

1584
Nintendo Gaming / RE: The Legend of Zelda: Twilight Princess
« on: March 31, 2006, 07:06:41 PM »
Yeah, OoT innovated some first person segments for aiming. Why not expand that? Of course, this is faker than Dolly Parton's disposition, so no hopes from me.

1585
Nintendo Gaming / RE: Tomb Raider on a Nintendo Console??
« on: March 31, 2006, 06:50:56 PM »
We received a financial report from SCI Entertainment ourselves, and it's (for all intents and purposes) legit. We just posted it on PGC. So dig, it's happening.

Edit: IGN misspelled somersault purposefuly, changing it to SUMMERsault, the time of the year when this port will be released.

1586
Nintendo Gaming / RE:Major new title announced for Revolution
« on: March 31, 2006, 06:48:40 PM »
Quote

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."

Quote

Again from: Wikipedia
On occasion, after cleaning his two-inch brush in paint thinner, he'd "beat the devil out of it."


Yeah, okay, I am so in. Bob Ross: The Video Game rivals Snakes on a Plane for sheer awesomeness.

1587
TalkBack / RE:Tomb Raider: Legend coming to GC, GBA, and DS
« on: March 31, 2006, 06:35:22 PM »
If the game is as good as Eidos is marketing, it might actually be worth checking out on GC. I'm still wondering how the game will work on DS - here's hoping it uses the system's features to their fullest. If they just port the GBA version and add FMV, then I'll be....mildly disappointed.

1588
TalkBack / Tomb Raider: Legend Coming to GC, GBA, and DS
« on: March 31, 2006, 06:07:49 PM »
It's Lara's first excursion on a Nintendo console, and the DS to boot.

SCI Entertainment, Eidos' parent company, unexpectedly announced today that upcoming current and next-gen title Tomb Raider: Legend will be featured on GameCube, Game Boy Advance, and the Nintendo DS. The GameCube will likely receive a port of the 3-D version available for PS2  and XBOX 360, among others, while the GBA game will probably feature 2-D gameplay similar to past GBA Tomb Raider games, following the same storyline as its 3-D counterparts. More mysteriously, a Nintendo DS version will be released concurrently. No word on whether this will be a 3-D port, 2-D version, or something completely unique. There also was no mention of features used, though touch screen functionality is more than likely. The move is even more surprising since Tomb Raider has never before been featured on a Nintendo console. Stay tuned for gameplay details as they're released.    


"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."


1589
TalkBack / RE:REVIEWS: Tetris DS
« on: March 30, 2006, 05:46:18 AM »
Quote

Originally posted by: SS4GogitaHaha, I disliked it until I actually figured out how to play it correctly.


Please, Vincent, enlighten me. I would love to boot my game and not shudder at the thought of selecting the option NEXT TO Catch mode.

1590
Nintendo Gaming / RE: The Legend of Zelda: Twilight Princess
« on: March 29, 2006, 09:52:09 PM »
MORE dungeons? Ugh. Wind Waker was the sweet spot, if TP's overworld is giant I just won't be able to handle a ton of dungeons. Dungeons are BORING.

1591
TalkBack / RE: REVIEWS: Tetris DS
« on: March 29, 2006, 09:29:45 PM »
I HATE Catch Mode. HATE HATE HATE it. I would rather DIE than play it again. It is the SCOURGE IN MY SIDE. I vomit on it. HATE.

1592
TalkBack / REVIEWS: Battles of Prince of Persia
« on: March 29, 2006, 09:10:42 PM »
Card Game + Turn Based Strat = one giant MegaZord of rules insanity.

Though Battles of Prince of Persia (BoPoP, say it and love it) is part of a welcome strategy trend on the DS, it is one of the system's lesser efforts. Seizing a popular franchise and a stylus-friendly design, the game has just enough complexity to isolate the uninitiated and just enough monotony to bore the genre's junkies. It is by no means a bad game, and if there was a drought of stellar DS titles I could recommend BoPoP as a good fill-in, but sadly (or not), no such drought has occurred.    


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:
       

  • Game design is tactically complex  
  • Stylus controls everything just right  
  • High quality audio samples

           Cons:
           
  • Graphically spare  
  • Very complex, intended for strategy veterans  
  • Can be mastered at the halfway point, is boring from there on

                   Graphics:  5.0
           Though meeting all functional needs, the graphics in BoPoP consist of blocks, icons, and dots. The battle animations are fluid, but repetitive. Character designs are bland (some monsters wear tanktops). The story portions in between each match have a few nicely drawn plates that imitate a pre-medieval art style, but there aren't enough to keep BoPoP from looking like a board game.

                   Sound:  7.0
           Though there aren't a lot of songs, the few featured have high quality samples of vocalizations and tribal beats. Like the graphics, the sound is also functional in its implementation. Every action has a sound effect; I looked away from my screen once and was able to hear and know everything that happened.

                   Control:  8.5
           Everything is stylus driven and responsive, once you learn how to use it. You hold the D-Pad and drag the stylus to scan your map, and hold L and tap a unit to see its stats. Just as, if not more effective than a mouse. My only complaint is that the menus do not allow for D-Pad and Button control, so if you leave your stylus in the bathroom you can't even save (without, of course, touching it with your foul unwashed fingers).

                          Gameplay:  5.5
           Starts out way too hard and too complex, slowly becomes easier as you learn, then balances and becomes tricky and addictive, but quickly falls into a slump as soon as you start to enjoy it. The game design is seemingly deep, but isn't utilized for anything more than “destroy this" missions. Each mission lasts anywhere from twenty minutes to an hour and fifteen, which makes for tense moments, but also makes this game not “pick up and play" friendly.

     


           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.      


  • 1593
    TalkBack / RE:GBA Player's Choice Lineup Introduced
    « on: March 29, 2006, 07:08:53 PM »
    Quote

    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.

    Word.

    1594
    TalkBack / RE:REVIEWS: Metroid Prime: Hunters
    « on: March 28, 2006, 04:54:25 PM »
    Some choice quotes from players of Adventure Mode:
    Quote

    Nothing against johnny I totally see where he's coming from but I wasn't at all disappointed in the single player mode

    Quote

    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!

    Quote

    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

    Quote

    That being said I do agree with the review but I still had fun.

    Sounds to me like a few, just a few, are confused. Did they agree with the review or not? Do we like this game in single player or not? We say we agree with Jonny's comments, but we also really like the game. Something's wrong.

    Clarification?
    Quote

    ONce in awhile it would feel Metroid-like and then other times it was just a straightforward fps game.

    Quote

    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.

    And from Jonny's review:
    Quote

    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.

    Quote

    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.

    Quote

    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.


    Here's what we're missing: a true definition of Metroid. I call on someone, particularly Jonny, to define clearly what this is. I do not wish to be antagonistic, but rather hope we can come up with some definition of what makes a game a particular type. I will pre-emptively make a few points.

    1) Is upgrading really that important? It's apparently so important that we have to keep re-gaining the same abilities every game. It's gotten stale. Why is Metroid locked into this pattern? There are only so many times I can gain the Spider Ball then backtrack to Spider Tracks before I see that the actual content of this game is not what I'm doing, but when and how I'm doing it. Ergo, this world and its enemies, the aesthetic qualities and sense of exploration, space travel and villains, these are the keys. Samus' persona, her life of danger, the ever present Metroids, these are the keys. Upgrades play into exploration, but Hunters is an offshoot, poorly marketed as canonical which has gotten everyone into an uproar. If it had been titled Metroid: FPS OffShoot then you'd still complain, but you'd be less defendable. It's Metroid. I felt like Samus, I saw new things. Deal.

    This is not to say that Metroid is only aesthetic, that it must "look" like Metroid and the gameplay structure can change at any time. But if we recognize that Metroid is action and exploration oriented, then the nitty gritty from there can and should change. From this point on, I only want to upgrade to abilities I didn't have in past games. Power Bombs are boring. Spider Ball is boring. Missile/Charge Beam Combos? Waste of effort. Let me fly, or climb on walls, make the world more interactive. I also cannot ignore the fact that upgrading is important - it's just not as important as stated. Metroid games are based on clever progression; gaining new abilities as you go is a large part of it. I do hold that Metroid can exist without it, though, as progression can be taught in different ways. If Samus' suit was reinvented every game, a la Link, we might be able to get by with the upgrade style of game progression, but Nintendo still sticks with the same old items even for Link. I suppose I can't hope for much from a Metroid game that takes place before the existing 2-D ones. As soon as they're set in the future, let's pray we get an entirely new Power Suit. If not, upgrading to progress is a dead system, and we are all guilty of fanboy devotion to a corpse of a game.

    2) We're so obsessed with our idea of "Metroid" that we've forgotten that innovation, not nostalgia, is the key to new experiences. If I cannot enjoy a game unless I've played all the others in the series, it is faulty. If the first Metroid was the Bible by which all other Metroid games were based, then the Prime series would not exist. The innovations of story-telling through Log Book, first person, lock-on, the scan visor's added functionality, and others would have been shot down. Why cannot the next Metroid game surpass our lockstep ideas of game design? Why cannot this game utilize the basics of Samus' relationship to the universe as its guiding force, rather than the basics of past Metroid's gameplay structure? When Samus flies her ship into a dogfight in Metroid: Prime 3, no one will complain. It's a necessary extension that has been avoided, and any other new thing Retro comes up with should be embraced, so long as it is true to Samus, not Metroid.

    3) Hunters is Metroid Lite. It's an offshoot. Samus has a gun. Why not shoot it? Samus explores worlds uninhabited and dead. Why not some rivalry? Samus is Samus in this game. It is more linear, but it is also a 3-D handheld, a new experiment. I find this mode of gameplay to fit my DS, even though it isn't perfect, or even outstanding. It's not full, but it is only one half of the entire game! What would've made it better? More linearity! Stop with these doors that close just to lock you into battle with a hunter. Make the entire world Quake-like! Why cannot Samus visit a place totally unlike any other environ she's seen thus far? An abandoned office building? I would love to visit a fully populated city planet in MP3, but you can't fill that world with Spider Tracks and Purple Doors.

    In summary: Hunters is a good game. I like to play it. I actually had some excellent times with the single player, mainly because I was Samus and fighting some awesome guys. The worlds have visual and emotional depth, the music is good. I was immersed, though on the whole it tries too hard to match its bigger brothers. Nintendo: Why not let this game live its own life? Players: Why not enjoy it for what it is? Is it fun? Did you experience something new? We are not disinherited fanboys, we're just privy to an experiment that fails in some ways and succeeds in others. Multiplayer in Hunters, after all, is very much like Metroid in its mechanics, yet I'd bet that too counts as merely a Lost Book in this infallible Holy Text.      

    1595
    TalkBack / RE: Nintendo DS 'Wins' Nobel Prize
    « on: March 27, 2006, 07:52:14 PM »
    Have not seen V for Vendetta. Thanks.

    1596
    The Revolution is also the new Game Boy. You heard it here first.

    1597
    TalkBack / RE: Nintendo DS 'Wins' Nobel Prize
    « on: March 27, 2006, 06:47:39 PM »
    http://www.gamespot.com/news/6146623.html

    Quote

    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.  


    MySpace with a conscience.  

    1598
    Nintendo Gaming / RE: No original Rare games on the Virtual Console?
    « on: March 27, 2006, 05:12:19 PM »
    *Bloated Banjo Comment*

    1599
    TalkBack / RE: Nintendo DS 'Wins' Nobel Prize
    « on: March 27, 2006, 05:10:10 PM »
    Though our article doesn't make it clear, the game is not really a game. It's an activist's pictochat with online application, intended to encourage real world results (unless I'm seriously misunderstanding the whole thing. Anyone got a link to the text or audio of his actual presentation?).

    1600
    Nintendo Gaming / RE:DS Lite Elite
    « on: March 27, 2006, 05:07:04 PM »
    With any luck you'll get it by the US release.

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