Author Topic: Lunar Knights Ships for DS  (Read 3452 times)

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Offline Jonnyboy117

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Lunar Knights Ships for DS
« on: February 06, 2007, 06:14:30 AM »
Hideo Kojima's newest title hits the streets.

KONAMI SHIPS LUNAR KNIGHTS TO RETAIL STORES NATIONWIDE    


Action Role-Playing Game from Kojima Productions Breaks New Ground on the Nintendo DS™ with Innovative Night and Day Gameplay System
   


  REDWOOD CITY, Calif. – February 6, 2006 – Konami Digital Entertainment, Inc. today announced it has shipped Lunar Knights for the Nintendo DS™ to retail stores nationwide. An original action role-playing game from Kojima Productions, the world renowned development studio behind the Metal Gear Solid series, Lunar Knights balances intense, real-time combat and strategic character development with a unique night and day gameplay mechanic that lets players battle the armies of the undead around the clock.    


The burning sun transitions into ominous moon in Lunar Knights, as players take on the role of the solar powered Aaron and his lunar-enhanced counterpart Lucian as they lead an uprising against their vampire oppressors. Fueled by their powerful Casket Armor, the vampires have used the twisted powers of the undead to enslave the human race and disrupt the world’s environment.    


Implementing an original climate mechanic, gameplay in Lunar Knights cycles between day and night and generates real-time weather that affects all aspects of the game. Aaron and Lucian are more effective in combat when the sun and moon are at their peak, encouraging players to play as both characters and explore their unique solar and lunar abilities. Weather effects such as rain, wind and humidity impact the appearance and strength level of certain enemies while providing valuable cues on how to solve the game’s many puzzles.    


On their quest to defeat the vampires, Aaron and Lucian will be accompanied by a group of Terrennials, creatures imbued by the elements with special powers and abilities. The Terrennials will instill their specific element to Aaron and Lucian’s physical attacks and can also unleash special Burst Attacks. Utilizing the unique functionality of the Nintendo DS hardware, players can input a variety of Burst Attacks using the touch screen and microphone that correspond to each elemental onslaught.    


After defeating each of the game’s bosses, Aaron and Lucian take to the sky in their Casket Rocket, “Laplace," to dispose of their enemies’ undead remains. Players control Laplace entirely with the touch screen, dragging their stylus to move the ship while touching enemies to lock on and fire. The vampires’ control of the world extends to outer space, and players will need to use their reflexes and battle abilities to take down massive bosses to complete the disposal of the bloodthirsty leaders.    


Lunar Knights features detailed animated cut-scenes by the acclaimed animation group Studio 4 Degrees. Providing valuable information on the game’s characters and setting, the scenes further immerse players into the game’s gothic storyline at pivotal intervals.    


Lunar Knights is rated “E10+" by the ESRB and carries a suggested retail price of $29.99. For more information on the game, please visit www.konami.com.

THE LAMB IS WATCHING!

Offline KDR_11k

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RE: Lunar Knights Ships for DS
« Reply #1 on: February 06, 2007, 06:39:06 AM »
*wants*

Offline UltimatePartyBear

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RE: Lunar Knights Ships for DS
« Reply #2 on: February 06, 2007, 07:10:01 AM »
I've been very curious about this since it was announced.  Is a review forthcoming?

Offline KDR_11k

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RE: Lunar Knights Ships for DS
« Reply #3 on: February 06, 2007, 07:53:58 AM »
Should better be. This is supposedly Boktai without that annoying solar sensor.

Online Kairon

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RE: Lunar Knights Ships for DS
« Reply #4 on: February 06, 2007, 08:00:26 AM »
This is the only major third party release on a Nintendo system that the irrational fanboi in me DOESN'T seem to want...

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A glooming peace this morning with it brings;
The sun, for sorrow, will not show his head:
Go hence, to have more talk of these sad things;
Some shall be pardon'd, and some punished:
For never was a story of more woe
Than this of Sega and her Mashiro.

Offline archioverload

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RE:Lunar Knights Ships for DS
« Reply #5 on: February 06, 2007, 08:35:53 AM »
Can someone explain to me how the sun sensor worked on the GBA?

NWR gave the first GBA game a 90, so not everyone seemed to hate it...
"Dazzle people with smoke and mirrors, and swoop down like an eagle to clutch their hearts in your claws." --Travis, Killer 7

Offline UltimatePartyBear

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RE: Lunar Knights Ships for DS
« Reply #6 on: February 06, 2007, 08:53:15 AM »
I never played Boktai, but the idea of ridding the world of vampires by shooting them into the sun simply rules.  I'd be interested even without hearing all the praise Boktai gets.

Offline Renny

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RE: Lunar Knights Ships for DS
« Reply #7 on: February 06, 2007, 04:42:16 PM »
Getting this as soon as I finish Boktai: The Sun is in Another State.

Quote

Originally posted by: archioverload
Can someone explain to me how the sun sensor worked on the GBA?


There is a sun sensor in the game's cartridge, which with this particular game sticks out beyond the cart slot on the GBA/SP. This sensor basically attempts to create a direct analogy of sunlight in the real world to sunlight in the game world (and I'd say it's reasonably accurate, in that even on a blazing day in July I couldn't totally fill the meter, up here in the North). You use the sunlight to charge your weapon, which then dispenses illuminating justice upon the undead. The sun will also change certain conditions within the game world, such as evaporating pools of water or somesuchthing. You don't have to be out in the sunlight to be playing the game, as you have batteries and charging stations to soften your power consumption, but you at least need it when destroying End of Level bosses (vamps).

That avatar still cracks me up.
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Offline KDR_11k

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RE: Lunar Knights Ships for DS
« Reply #8 on: February 07, 2007, 01:16:40 AM »
Can someone explain to me how the sun sensor worked on the GBA?

It detects UV radiation (I think that's the wavelength) and displays the level it detects. It recharges your mana (which doubles as currency) and like Renny said changes the environment. Sunlight falling in through windows can damage undead enemies (most enemies are undead) and the sun level makes e.g. platforms appear and disappear or move and determines the strength of the wind in some areas (that's what I've seen in Boktai 2 so far). Some puzzles involve covering the sensor to zero the sun level at the right times (e.g. a puzzle where you lead an undead over an obstacle parcours onto a switch, uncover to make platforms appear and bridge the gaps, cover to prevent sunlight from killing the undead). It's not possible to finish the game if you never play it in the sun and windows filter the necessary wavelengths. You have to play it outside at times and that's not a good idea in winter. Even in the summer you'll suddently realize how few places actually get direct sunlight, in urban areas there's shadows everywhere and especiallyin the places where you can sit down. It's impossible to play on the train since train windows filter the light perfectly.

Overall the sensor would have been a nice idea for the puzzles and so but there are way too few opportunities to play this game as it was intended.

Offline archioverload

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RE:Lunar Knights Ships for DS
« Reply #9 on: February 07, 2007, 09:22:17 AM »
Thanks for the info! Lunar Knights looks really interesting and has been getting solid reviews it seems. FWIW, apparently if you put Boktai in the GBA slot while playing Lunar Knights, you get extra energy in your meter.

That avatar still cracks me up.

If you meant mine, thanks--I think I've seen the whole thing play through, like, once. (I forget where I picked it up)
"Dazzle people with smoke and mirrors, and swoop down like an eagle to clutch their hearts in your claws." --Travis, Killer 7