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Topics - StrikerObi

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1
TalkBack / REVIEWS: Zoo Keeper
« on: February 05, 2005, 04:30:20 AM »
Your parents always told you that keeping a pet would be expensive.
 http://nintendoworldreport.com/reviewArt.cfm?artid=4327

 Let’s get this straight right away. Ignition Entertainment’s Zoo Keeper is a blatant rip off of the popular online puzzler Bejeweled (made by PopCap Games). Regardless, there is an old adage that states  “if it ain’t broke, don’t fix it”, and Zoo Keeper sticks very well to this ancient counsel.    


Zoo Keeper is a fun little puzzler, and it does an excellent job of wasting time. Though there are various gameplay modes, the general idea remains the same. Upon starting the game, you’re presented with a grid full of animal faces. The presiding goal of Zoo Keeper is to match rows of three animal heads to clear them. As they are cleared, new heads fall into the frame to take their place. The catch to clearing the animals is that you can only swap heads that are next to each other, and swapping a pair of animals must result in a set of three. If no match is made, the two heads swap back to their original positions.    


Although the premise sounds simple, things can get fairly heated up fairly quickly. A time meter constantly ticks down the left side of the screen, and the game ends if it reaches the bottom. To keep it up, you’ll have to constantly clear out animals.    


The game is split up into four main modes and a multiplayer mode. In the main “Zoo Keeper” mode, the goal is to collect a certain amount of each animal head to reach the next level. As the levels go up the game gets more difficult. The mode is never-ending and intimately replayable.    


In the “Tokoton 100” mode, collecting 100 of any animal head will advance the game to the next level. Again, as levels go up, so does the difficulty. The catch to this mode is that you tend to reach 100 of each animal around the same time. As such, the game starts out fairly simple for a while, and then becomes insanely difficult as soon as the animals all begin to reach 100 at once.    


There’s also a pretty good “Quest” mode. There are a total of 10 stages to go through, each with a specific objective, such as “try to collect only lions.” The better you complete the goal, the more points are awarded for the objective. This mode is definitely more fun for skilled players, as it adds an extra layer of challenge on top of the regular game.    


Rounding out the main modes is a “Time Trial” mode. Just as the name implies, the goal is to clear as many animals in a set time limit, six minutes in this case. While this mode is fun and excellent for killing time, it would be nice if the time limit was variable, or if there was at least more than one time limit to choose from.    


The two-player battle mode is quite a bit of fun. It supports download play, so only one copy of the game is needed. This is a very nice feature, because it’s going to be hard to find somebody else who paid $40 for Zoo Keeper. It might even be a good idea to split the cost of the game with a friend. In the multiplayer mode, the goal is to deplete your opponent’s health bar by making matches. While it sounds simple, the game quickly turns into a very tense match full of excitement, going down to the wire.    


More than anything, Zoo Keeper proves that a touch screen is absolutely perfect for certain types of games. It is the most natural way to play the game. Instead of having to move a cursor around a screen, playing Zoo Keeper is as easy as touching the animal you want to swap and then either tapping or dragging the stylus over to the adjacent animal.    


There are only two real problems with the entire package, the first being the price tag. At $40, Zoo Keeper is way overpriced for what it is. Bejeweled is available from PopCap for only $13. Granted, you can’t play it on your DS, but at only $13, portability is not really an issue. This is a game that really shouldn’t cost anything more than $20. The other issue with the game is its soundtrack. In games like this, soundtracks do little more than add background noise to keep the silence from driving you mad. In actuality, Zoo Keeper’s soundtrack is a much more likely candidate for driving somebody clinically insane. Imagine the worst NES soundtrack ever, and then make it about five times worse. It’s very simplistic and feels like it was composed at the very last moment of the game’s production.    


Overall, Zoo Keeper is a very fun game. However, nobody should be playing $40 for it. It’s fun, but nowhere near worth it. Wait for a price drop on this little gem, because it’ll be worth it at half the price.

Pros:
       

  • Addictive gameplay  
  • Cute style  
  • Surprisingly fun multiplayer

           Cons:
           
  • $40 price tag  
  • Abysmal soundtrack

                   Graphics:  6.0
           While they’re simple, the graphics work fine and look nice. The zany animal style is adorable.

                   Sound:  1.0
           The sound effects are comprised of simple bleeps, and they’re fine. The soundtrack is so awful that it would be a deterrent to playing if you couldn’t turn it off.

                   Control: 10.0
           Touch controls are the perfect mechanism for Zoo Keeper. They’re much faster and more responsive than the D-Pad option.

                          Gameplay:  8.0
           Zoo Keeper is fun in long or short bursts of time. While it may not be the most original game, it takes a winning formula and runs with it. Fans of Bejeweled or the online version of Zoo Keeper will love it.

     


           Lastability:  8.0
           This is time wasting of the highest order. It’s fun for five minutes or for fifty. The multiplayer is a good deal of fun too.

     


           Final:  7.0
           Zoo Keeper is definitely fun, especially for fans of puzzle games. Sadly, the price is very wrong for most everybody except for the most hardcore fans. The soundtrack is also actually a detriment to the entire game. Wait for a price drop or sale to pick up Zoo Keeper.      


  • 2
    TalkBack / REVIEWS: Dewy's Adventure
    « on: February 10, 2008, 05:35:54 AM »
    This watery adventure may make you sweat bullets.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=15252

     There’s still not a lot of truly original content on the Wii these days, but Konami has been trying their hardest to change that. They started with Elebits, and they’re next brand new IP for the Wii is Dewy’s Adventure. It’s the story of a little droplet of water who has to save the world from Don Hedron and the evil Black Rain.    


    To save the world, players tilt stages which Dewy then slides around on. The Wii Remote is held "NES style". Players tilt the remote in order to tilt the stage and move Dewy. The mechanic is very similar to that of Sega’s Super Monkey Ball series. Konami has built on this formula, adding in numerous platforming elements, which transform the game into a hybrid of the two genres. While rolling around, Dewy can jump and then attack his enemies with a butt-stomp attack. The heroic droplet might be in for a little trouble if this were his only attack. Thankfully, Dewy’s arsenal expands once the weather changes. By pressing up or down on the D-pad, players can alter the temperature of the world. Heating things up will cause Dewy to evaporate into a rain cloud, giving him the ability to launch a devastating lighting-bolt attack on large areas of the world below. Cooling things down freezes Dewy into a sharp ice crystal, and grants him a very useful spin attack.    


    In addition to granting Dewy special powers, the weather can also be used to affect the levels.  Dewy cannot touch pools of water in his droplet form, since they’ll suck him in.  Freezing the world turns lakes into frozen surfaces which Dewy can slide right across. There are times when you’ll have to switch between forms quickly to take out a bunch of bad guys, and the boss fights are especially fun. All the mechanics work very well together, but there’s one problem: this game is hard.    


    Challenge isn’t a bad thing in games.  On the other hand, wrestling with controls is. Dewy’s stages aren’t especially diabolical, and most of his enemies are pushovers. The real difficulty of the game is a result of its controls. They can be mastered, and those who put the time in to do so will undoubtedly have a fun time with the game. The rest of us will be thankful our Wii Remotes are strapped to our wrists so we can’t throw them through our televisions. Dewy’s Adventure requires a great deal of finesse. Even on the opening stages, which are quite easy, there are times when you’ll swear you’re doing exactly what you should be doing to be successful; however, Dewy will still end up flying off the stage into the abyss below. It wouldn’t be so bad if it was a rare occurrence, but it isn’t.    


    It’s worth noting that Dewy’s Adventure is chock-full of stuff to do. You can take screenshots at any point in the game (provided you have “film”), post them to your Wii Message Board, and then send them to friends. The game will also post notes for you on the message board. If you’re having a particularly hard time with a boss and decide to try again later, you may notice a new note on your board with a couple of tips on how to beat the boss. This is a brilliant idea, acts as a sort of scalable difficulty system for the game. If you’re kicking ass, you’ll never notice it, but if you need help it’s there.    


    The game also includes a full stage editor so you can custom-design your own levels. Like the photos, these levels can also be sent to your Wii-owning friends via WiiConnect 24. The single-player levels also feature various time trials, and a multiplayer mode challenges players to race around stages collecting stars.    


    Dewy’s Adventure has all the makings of a really fun game, with lots to do, a cute art style, and a combination of interesting game mechanics. Sadly, the game’s controls aren’t quite up to snuff, and they turn this adorable adventure into a nerve-wracking nightmare. Those willing to put the time in to grasp the game’s frustrating controls (Monkey Ball maniacs perhaps) will most likely squeeze a lot of fun out of the game. The rest of us, however, are better off steering clear.

    Pros:
           

  • Beautiful art direction
  •  
  • Tons of stuff to do
  •  
  • Interesting mechanics


  •        Cons:
           
  • Controls are quite frustrating


  •                Graphics:  7.0
           There’s nothing fantastic going on here. The art style is very pretty, but the character designs are kind of bland.

                   Sound:  7.0
           The music may take you back to the good old days when video game songs were practically designed to stick in your head.

                   Control:  4.0
           Dewy’s controls are frustrating at best. The amount of finesse required to play the game well is going to turn off most gamers.

                          Gameplay:  8.0
           There are tons of interesting mechanics shoe-horned into this game, and they all work really well together, crafting a very refreshing experience.

     


           Lastability:  9.0
           The adventure mode is decently long. Anybody who beats it has undoubtedly conquered the controls. These gamers will find lots of other stuff to do in the game.

     


           Final:  6.5
           It’s a shame the controls in Dewy’s Adventure aren’t good enough. If they were, the game would be an absolute blast. Sadly, most players are going to get fed up with the game instead of having fun with it.      


    3
    TalkBack / Nintendo DS Used as Wireless Tool in Disney World
    « on: January 23, 2008, 01:44:20 AM »
    Wireless interactive map software for the DS is being pilot tested in Walt Disney World.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15165

     Looking for new ways to have guests interact with their theme parks, Disney's Imagineers have cooked up a new park information system. You might be wondering what news like this is doing on Nintendo World Report. The answer is simple, the Imagineers are using the Nintendo DS as the platform for their new "Disney Magic Connection" program.    


    The pilot program, which is currently underway at Disney's Magic Kingdom theme park in Orlando, FL, is selecting random guests to test drive the device during their day at the park. After taking down the guests' credit card information (to ensure the DS doesn't "go home" with the guests), participants are given a quick run down of the system's features, and then let loose to go about their day in the park with the DS in hand.    


    The DS includes some sort of device sticking out of the GBA/Accessory port on the bottom of the system. It has not been confirmed what this device specifically does, but based on my knowledge of Disney World, I would wager there is a small radio chip similar to the kind found in Disney's Pal Mickey toy. Pal Mickey can interact with Disney's theme parks in a manner that is very similar to how Disney's Magic Connection has been described.    


    The foremost feature of Disney's Magic Connection is a fully interactive park map. The system can tell precisely where you are in the park and offer routes to various attractions, restaurants, character greeting areas, and other facilities. The park is constantly communicating with the DS, and can relay attraction wait times to the DS. It can also alert guests when they are nearby attractions they have placed on their "wish list". Selecting a specific attraction will bring up a short description of it, including height restrictions (if applicable), operating status, and the current Fast Pass distribution time (for rides using Disney's Fast Pass system).    


    Additionally, Disney's Magic Connection comes with a few interactive games to help pass the time while waiting in line. These games, which are connected to various attractions and areas of the park, are locked initially. Guests can unlock the games by visiting the specific attractions. When first setting the system up, the DS asks for the names and approximate ages of everybody in your party. This information is used to tailor the games to the specific person playing them, hopefully making sure they are easy enough for children and challenging enough for adults. Currently there are five games for Fantasyland, Jungle Cruise, Space Mountain, Big Thunder Mountain, and The Many Adventures of Winnie the Pooh.    


    As the program is still in testing, its future is uncertain. Disney runs many pilot programs that never leave the testing phase, so there is a possibility that Disney's Magic Connection may never see a full release. If it is released, there's also no way of telling if Disney will rent out the system, DS included, or if the software package will be made available on its own for use with the Nintendo DS that many families will certainly have with them already.    


    Pictures of Disney's Magic Connection in action can be found at the WDWMagic Forums. Thanks to SewIn2Disney at the WDWMagic Forums for providing the pictures and information!


    4
    TalkBack / REVIEWS: Thrillville: Off the Rails
    « on: December 09, 2007, 08:56:35 AM »
    Take a vacation from fun!
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=14958

     Thrillville: Off the Rails isn’t exactly the kind of game you’d expect it to be. The obvious assumption is that it is a theme park simulation game in the vein of the original Theme Park or Roller Coaster Tycoon. While this is partially true, a good portion of your time spent in Thrillville is mission and mini-game oriented.    


    In this game you take the role of a park manager. Unlike many other sim games, you control an actual on-screen character, rather than playing the part of omniscient manager in the sky. Inside one of your parks, you can talk to guests to gauge their feelings. You can also build new rides and shops, and ride the existing attractions (meaning you’ll watch a short animation of your character on the ride -- what fun!). Walking around the park by tapping the touch screen where you want to go can be a rather tedious task. Thankfully, you can instantly teleport to any point in the park by pulling up the park’s map. This is especially useful, as you’ll need to hop all over the parks to complete their various missions.    


    The game’s plot puts you in charge of defending your parks from sabotage efforts launched by your rival, GloboJoy. Typically, this involves going into a park, talking to a few key characters, and playing lots and lots of mini-games. You see, in the world of Thrillville, people aren’t helpful for the sake of being helpful, but rather only if you manage to best them in some arbitrary test of skill. In fitting with the game’s amusement park theme, most of the mini-games are recreations of the various kids midway games you’d see on a boardwalk: skee-ball, wack-a-mole, that game where you squirt water at a target to make a horse race across a board, etc. All of these games are very simple, and feel more like chores than fun. The kicker is that lots of the park attractions in the game are unlocked via these mini-games. As such, the entire mission/mini-game portion of Thrillville comes off more as a series of obstacles designed to keep you from getting the most out of the park-management portion of the game.    


    Once you do get into park management, you’ll find that it isn’t nearly as deep or fun as its compatriots. You won’t be building your dream theme park in Thrillville, as there’s no start-from-scratch mode to speak of. All of the parks are pre-built. You can add, remove, and switch up attractions, food stalls, and coasters, but that’s about it. Because of this, and the sizable amount of money you have to work with, keeping the customer base happy can barely be considered an objective.    


    Unfortunately, fans of the genre are going to find nothing to enjoy here. The dumbed-down simulation gameplay, simple missions and tedious mini-games all bog the game down. Essentially, it feels like a game designed for children, which is backed up by the quote on the box proclaiming it as “the sequel to the #1 family game of 2006" (based on NPD sales data... and some arbitrary classification of what makes a “family" game). That’s all well and good if you want to introduce your nephew to sim games, but a seasoned gamer will have much more fun with older, more advanced theme park sims.

    Pros:
           

  • A good introduction to the genre
  •  
  • Needlessly complex branching-conversation


  •        Cons:
           
  • Missions and Mini-games are boring
  •  
  • Park management is too simple


  •                Graphics:  6.0
           The DS can do better than this. The characters are all super blocky and the textures look like vomit.

                   Sound:  5.0
           This game has sound, that’s about all there is to say about it.

                   Control:  7.0
           The menu system is adequate, and being able to zap around the park via mini-map saves this game from becoming a complete exercise in tedium. The only negative is the absurdly complex dialogue-choice system which requires you to draw complex shapes to chose the sentence you want your character to say, rather than just have you touch them.

                          Gameplay:  5.0
           Simple is the only way to describe it. Thrillville offers no challenge.

     


           Lastability:  3.0
           There seems to be a halfway decent number of things to do in the game; it’s a shame that none of it will manage to capture a gamer's attention.

     


           Final:  5.0
           LucasArts claims Thrillville: Off the Rails is a family game. I suppose the game is indeed suitable for the “whole family", but there’s no way it's enjoyable for anybody over the age of 10.      


    5
    TalkBack / November Brings More Mario to VC
    « on: November 05, 2007, 02:04:03 AM »
    It's-a me! In addition, the first Genesis import title!
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14740

     WII-KLY UPDATE: GREATEST GAME EVER ANNOUNCED FOR WII SHOP CHANNEL    


    Eagerly awaiting the arrival of Super Mario Galaxy™ next week? Can't get Mario™ out of your head? You and everybody else! To whet your appetite for all things Mario, Nintendo is offering a special treat on the Virtual Console™ this week. It's not just any game, it's Super Mario Bros. 3™ – considered by many to be the greatest video game of all time (for at least one more week, anyway). It's a must-have title on a week that also features the first Virtual Console import title for Sega Genesis and a fun multiplayer golf game for TurboGrafx16.    


    Today Nintendo adds three new classic games to the popular Wii™ video game system's Wii Shop Channel. The games go live at 9 a.m. Pacific time. Nintendo adds new games to the channel every Monday. Wii owners with a high-speed Internet connection can redeem Wii Points™ to download the games. Wii Points can be purchased via the Wii Shop Channel or at retail outlets. This week's new games are:    


    Super Mario Bros. 3 (NES®, 1-2 players, Rated E for Everyone, 500 Wii Points): Remember when no one had ever heard of a Tanooki Suit or knew that Bowser™ had a clan of Koopalings? The game that made these things common knowledge is also considered by many to be one of the best ever made. Bowser and the Koopalings are causing chaos yet again, but this time they're going beyond the Mushroom Kingdom into the seven worlds that neighbor it. Now Mario and Luigi™ must battle new enemies, returning favorites and a new Koopaling in each unique and distinctive world on their way to ultimately taking on Bowser himself. Luckily for the brothers, they have more power-ups available than ever before. Fly above the action using the Super Leaf, swim faster by donning the Frog Suit or defeat enemies using the Hammer Bros. Suit. Use the brand-new overworld map to take the chance to play a minigame in hopes of gaining extra lives or to find a Toad's House where you can pick up additional items. All this (and more) combines into one of gaming's most well-known and beloved titles—are you ready to experience gaming bliss?    


    Alien Soldier™ (Sega Genesis, 1 player, Rated E10+ for Everyone 10 and Older –Fantasy Violence, 900 Wii Points): As Epsilon-Eagle, you are an alien soldier who has been genetically engineered to produce maximum intelligence and strength. You were once a member of the criminal organization Scarlet, but when you decided to break from the group, you were forced into a showdown with Scarlet's new leader Xi-Tiger, who kills a hostage in his attempt to destroy you. Now it's up to you to take revenge against the bad guys in this side-scrolling action game! Choose from six different weapons and battle the bosses of Scarlet until you reach the final confrontation with the ultimate secret weapon!    


    Power Golf (TurboGrafx16, 1-3 players, Rated E for Everyone, 600 Wii Points): Power Golf sports a perfect combination of simple-yet-realistic controls and beautiful graphics. Swing away on 18 lush holes in one of three different game modes: the single-player STROKE PLAY mode and the multiplayer MATCH PLAY and COMPETITION modes. Enter tournaments as one of three different characters—beginner, intermediate and advanced. Wind strength and the slope of the green add extra challenges to each hole. Compete against other players in the standard NORMAL MATCH or ante up one of your clubs in the unique CLUB MATCH. Up to three players can play in COMPETITION mode, and a handicap feature is included to help novice players pull off breathtaking shots just like their advanced rivals.


    6
    TalkBack / PREVIEWS: Horse Life
    « on: October 29, 2007, 11:27:34 AM »
    Horses are GOOOOOOOOOOOO!
     http://www.nintendoworldreport.com/previewArt.cfm?artid=14702

     What do you get when you cross the pet raising aspects of Nintendogs with the tapping and tracing insanity of Elite Beat Agents? Surprisingly, the answer is a game called Horse Life, from D3 and Neko Entertainment. You'll play a budding equestrian raising your first horse. All the parts of a virtual pet game are here. You can train, feed, pet, and brush your horse. You can also buy all sorts of accessories and such. The experience is very similar to Nintendo's flagship Nintendogs title, minus the ability to talk to your new found friend and teach it tricks.  Instead, you can train your horse to become a champion. A series of training courses will teach you all sorts of riding maneuvers. This could have been a very boring aspect, but the designers were clearly inspired by Nintendo's own Elite Beat Agents, the crazy rhythm game that involves tapping the DS touch screen in time with a song. The rhythm aspect isn't in Horse Life, but the dot-tapping and line-tracing sure are. While riding the horse, you'll perform all sorts of maneuvers by playing a little version of EBA. Dots appear on the screen and must be tapped. Arrows also appear, and they must be traced. Meeting this task causes your horse to do the appropriate maneuver. There are all sorts of different tricks to learn, which should keep the game fairly fresh. Once you've learned them, you can use these tricks on walks through the forest or in competition.   Horse Life is sure to be a hit with equestrian enthusiasts all over. The fact that the developers have put time into creating a solid gameplay system, instead of churning out a quick piece of shovelware, bodes extremely well for the game. Horse Life releases Nov 6 and is rated E.


    7
    TalkBack / Iwata Talks Shop with Level Up
    « on: September 06, 2007, 01:20:36 PM »
    Nintendo's head honcho sits down with Newsweek's N'Gai Coral to talk business.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14353

     N'Gai Coral, the head of Newsweek's "Level Up" videogame blog, just posted an interview he did with Nintendo president Satoru Iwata way back in July at E3. The two talk about all things Nintendo, including the company's strong focus on the casual gamer, the DS' dominance, and Nintendo's perception in the marketplace (below).    


    There were doubts, of course, when we first began this whole approach. Once we were able to show success with what we were doing, that's what brought about that initial change that you're speaking of. Being part of the entertainment industry, part of our job is to surprise our audiences. So actually, if you look at this pattern where we came out with these ideas, everyone said you're not going to succeed, and yet we overcome all these obstacles and we do succeed, there's sort of a drama in there that is very fitting for us being part of the entertainment industry.
       


    The full interview is available on Level Up.


    8
    TalkBack / Radio Free Nintendo: Episode 65
    « on: August 16, 2007, 01:00:00 AM »
    Evan is back for real this time, and he's got a bone to pick with Roger Ebert!
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14235

     I'm on fire, and now I think I'm ready to bust a move.    


       



    AAC Format (Enhanced)    


    MP3 Format    


    Subscribe via iTunes    


    Digg Radio Free Nintendo    



    powered by ODEO    


    It's a double guest-star extravaganza this week with Evan Burchfield and Jon Lindemann joining the fray. Also, we've launched a new feature: Mike's Mailbag! Mostly though, we just let Evan run wild and rip Roger Ebert a new one.    


    Oh, and there was some news this week too. A Pokémon Trainer is going to be in Smash Bros Brawl, and there are more hints at Sonic showing up. Nintendo's finally promoting Metroid Prime 3, right on the Wii's main screen. We also discuss Chibi-Robo Park Patrol's possible Wal-Mart exclusivity.    


    Don't forget, send us listener mail! Mike will be repeating his mailbag segment next week, the first question we receive will be answered, no matter how crazy it is!


    9
    TalkBack / Guitar Hero in Development for DS
    « on: August 15, 2007, 06:23:10 AM »
    With such a small system, maybe they should go for Ukelele Hero instead...
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14229

     In a recent interview with C|Net, Red Octane co-founder and COO Charles Huang has revealed that a Nintendo DS version of the mega-huge Guitar Hero franchise is currently in development.    


    We are working on that. We're exploring a lot of things. We're hoping to really bring the experience to the DS and to do some very, very different approaches. We're working through a lot of engineering issues with Nintendo. I actually came from a set of meetings with them last week about this. While the technical path hasn't been set yet, we intend for this to be a very unique experience just like Guitar Hero was on consoles.
       


    Huang goes on to say that he can't reveal much right now, as they are still in talks with Nintendo over the specifics of how the game will work on the DS. They have not even yet decided if they are going to create a Guitar Hero specific peripheral for the system.


    10
    TalkBack / REVIEWS: Ratatouille
    « on: August 09, 2007, 10:42:50 AM »
    You can hide under boxes, so it's just like Metal Gear Solid!
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=14203

     Ratatouille is arguably the best film released so far in 2007. The magical combination of fantastic plot, smart writing, and jaw-dropping visuals come together so well, it's almost hard to believe. What's also hard to believe is that the Nintendo DS game based on the film is good. It doesn't approach the near-perfection of the source material, but it manages to re-create it well enough to entertain the film's younger fans.    


    If you somehow managed to miss the film (go see it right now), Ratatouille follows the adventure of Remy, a rat who lives in France, loves good food, and is quite a good little chef. His family, however, would rather eat garbage. Through a series of mishaps, Remy is separated from his clan and ends up in Paris, the city of cities when it comes to gourmet food. He quickly finds himself in Gusteau's, a once prominent restaurant that is now considered to be a middle of the road eatery. Through yet another series of mishaps, Remy falls in with the establishment's garbage boy, Linguini, an aspiring chef with absolutely no skill in the kitchen. The two form an unlikely alliance and set out to become the greatest chef in Paris.    


    Unlike the console version of the game, Ratatouille DS does a fairly decent job of sticking to the story. The first act is entirely faithful to the original story, though the game does stray a little bit once Remy and Linguini team up. It's forgivable though, as spending 2/3 of the game sitting under Linguini's hat wouldn't be very fun, would it?    


    The game features three main gameplay types. First, there's platforming. In this mode, you control Remy as he wanders around an environment trying to get to a specific location or collect a certain number of items (ingredients, recipes, etc.). It's fairly generic, but the environments are well designed, and Remy can pull of a good number of maneuvers beyond running and jumping. Similar to the platforming levels are the stealth levels. These are essentially the same as their platforming counterparts (in fact you will some re-visit areas and play them in different ways), with one big difference. The emphasis is placed on sneaking about. Remy can't be seen by the humans or they'll catch him, so he must dart from cover to cover in order not to raise suspicion. The main goals in the stealth missions are the same as they are in their regular counterparts.    


    Finally, there's the cooking mode. Really, what good would a game about a cooking rat be if there was no cooking? Cooking is broken down into three stages: preparation, cooking, and plating. You'll first prepare the ingredients by chopping them up. The game utilizes the DS touch screen very well for this, showing you where to stroke the stylus and in what way. The time limits allotted for preparing ingredients are long enough to make sure you finish, but not so much so that there's no pressure. From there, the ingredients are heated. You'll have to keep your eye on three burners and dump ingredients into them when they're ready. In addition, you'll have to watch the temperature. Stirring the pots will heat them up, and if they get too hot you'll have to blow into the DS microphone to cool them down. Plating is similar to prep, in that you follow on-screen guides to complete the dishes. The cooking mode is available for separate play outside of the story mode, so you can play whenever you want. This is a great feature, considering it's easily the best part of the whole package.    


    It's worth noting that the developer made some very smart decisions in adapting such a stunning film for the DS. First off, they don't try to replicate the film's visuals. It would be foolish to try to do so on the DS. Instead, much of the game is inspired by the art of Ratatouille, which resembles French artwork. It keeps the game from looking ugly and also manages to give it a good amount of charm. Secondly, the music is very well done. It's got a very Parisian feel to it, and fits perfectly with the rest of the game. The only downside is that once the songs are done, there is a strange period of silence until they start back up again.    


    Considering that games based on summer blockbusters are typically terrible, especially when the film is kid-friendly, it's nice to see that Ratatouille DS came out as well as it did. It manages to stick to the source material and present a decent amount of enjoyment, and it does so with a good amount of style. The cooking mode is very enjoyable and manages to best Cooking Mama in most regards, which is impressive considering Cooking Mama is only about cooking. Older audiences won't find enough challenge in Ratatouille DS, but the film's younger fans are sure to eat it up.

    Pros:
           

  • Cooking mode  
  • Art style  
  • Catchy Parisian music

           Cons:
           
  • Loading screens  
  • Generic platforming

                   Graphics:  8.0
           Choosing to use the film's concept art as a base was a very smart move, because there is no way the DS can live up to Pixar-quality visuals.

                   Sound:  7.0
           The music is very catchy, but the pauses of silence when it's over are very strange.

                   Control:  8.0
           The game offers both traditional and touch-screen controls for the platforming sections, and both work pretty well. The cooking mode's touch controls are very good.

                          Gameplay:  7.5
           The platforming is very standard fare, but the cooking mode is very enjoyable.

     


           Lastability:  6.0
           The main adventure is pretty decent in length for younger audiences, and the cooking game is both fun and re-playable.

     


           Final:  7.0
           Ratatouille DS is a faithful adaptation of the film, and most younger fans of the film should enjoy it very much. However, it's too simple for older gamers. The cooking game is also a lot of fun.      


  • 11
    TalkBack / New Smash Bros. Brawl Character Revealed
    « on: August 01, 2007, 01:29:06 AM »
    Ike from Fire Emblem joins the fray!
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14133

     Today the official Super Smash Bros. Brawl website revealed the first brand new character coming to the revered fighting game series. That new character is Ike, of the Fire Emblem series. Like his predecessors Marth and Roy, Ike wields a sword. Ike's sword is two-handed, though he only holds it with one because he's such a strong dude. In fact, Ike's so buff that he can preform a "single-stroke finishing blow" with the blade. In addition to his sword, Ike also brings his special move, "Aether".    



    12
    TalkBack / PREVIEWS: Dewy's Adventure
    « on: July 17, 2007, 01:05:10 PM »
    Check out the first few droplets of info on this new platformer from the Elebits team.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=14047

     Konami's Elebits team is hard at work on their next adventure, a motion-control platforming game known as Dewy's Adventure. The game's titular hero is a water droplet charged with the mission of saving the forest. Don Hedron, the game's sinister bad guy, has sent his vile Black Water to destroy the Elder Tree, and only Dewy can save the day.  As stated, Dewy's Adventure is a platforming game, but is unique. Dewy is controlled entirely by tilting the Wii Remote to roll him around levels, in a fashion similar to Super Monkey Ball. Dewy's not as helpless as one of that other game's chimps, though. He'll be able to attack enemies with his special elemental powers, which include wind, lightning bolts, and the ability to create earthquakes. He's also able to shift his temperature. By doing this, Dewy can alter his elemental state and turn into either ice or steam. Shifting Dewy's state can be useful in combat, but it will also play a big role in the game's platforming challenges. Dewy's Adventure will be full of puzzles that require the use of these different states.  Dewy's Adventure will support a multiplayer mode for up to four players, as well as some other awesome features, the biggest of which is sure to be the game's level editor. With it, players will be able to create their own levels for the game, play them, and even share them with their friends over WiiConnect24, just like in Elebits.  Dewy's Adventure is on track for a fall 2007 release.


    13
    TalkBack / Radio Free Nintendo: Episode 60 Part 1
    « on: July 11, 2007, 01:00:00 PM »
    Two staffers ramble for twenty-something minutes about new Nintendo games? It must be an E3 podcast!
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13866

     Episode 60 Part 1: Bee Suit is the new Tanooki    


    My name is Mike, and I'm... happy.    


     
    AAC Format (Enhanced)    


    MP3 Format    


    Subscribe via iTunes    


    Digg Radio Free Nintendo    



    powered by ODEO    


    It's E3!!! The yearly media mega-storm that we await has finally arrived. In this episode, Mike and Karl give you a brief rundown of Nintendo's big press conference. What, exactly, does this entail?    


    • Mario Dressed as a Bumblebee  
    • The Official Nintendo piece of plastic Wii Zapper!  
    • Wii Fit - The Ultimate Workout Non-Game  
    • Mario Kart Wii - Online Battle Mode!  
    • and more!
       


    This is a short episode, and showcases our short-form E3 style podcasting. We recorded this sucker today, skipped the usual three days of editing, and put it into your ears as fast as we could. Keep checking Nintendo World Report (or better yet, subscribe to the podcast in iTunes), because we'll be posting more bonus straight-from-the-big-show episodes of Radio Free Nintendo this week.    


    Credits:    


    This podcast was edited by Karl Castaneda.    


    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


    14
    TalkBack / Guitar Hero III Wii Controller Revealed
    « on: July 09, 2007, 11:18:17 AM »
    Wii Remote snap-in confirmed.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13794

     Activision today released final details regarding the wireless Gibson Les Paul controller, which will be the official control for Guitar Hero III: Legends of Rock.    


    The new controller, which as previously mentioned is wireless, supports a new officially licensed design modeled after the classic Gibson Les Paul guitar. The controller features removable face-plates, and redesigned fret buttons, with less color than the Guitar Hero SG controller.    


    As for the guitar's virtual counterparts, players will be able to chose from over 20 Gibson guitars in Guitar Hero III, with over 80 different finishes.    


    Perhaps the biggest news though, is that the Gibson Les Paul controller appears to be the first third-party peripheral to interact with the Wii Remote. As seen in this promotional photo, the Wii Remote snaps into the face of the controller. It is not yet known, however, if the guitar sports its own tilt sensor, or if it uses the Wii Remote's built in accelerometer.    


    Gibson Les Paul Controller


    15
    TalkBack / Nintendo Testing MLB Fan Network at Mariners' Safeco Field
    « on: July 09, 2007, 08:09:21 AM »
    Watch the Mariners on your DS while you watch them in real life.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13791

     Though the pilot program has been going on for some number of months now, Nintendo is finally promoting the testing of their "Nintendo Fan Network" at Safeco Field, home of the Nintendo-owned Seattle Mariners Major League Baseball team.    


    After downloading a small application from a kiosk, the network lets baseball fans use their Nintendo DS to get a feed of real-time stats on the game. Additionally, fans can stream replays of the game off of television feeds that are not available on the stadium's own replay screen. A trivia-game keeps fans entertained when the baseball game isn't. Finally, the network also gives users the ability to order food and drinks, and have them delivered directly to their seat.    


    The cost of using the network is $5 per game, or $30 for ten games. Nintendo is hoping to expand the network to other MLB stadiums in the future.


    16
    TalkBack / EA Details "Family Play" for Sports Games on Wii
    « on: July 05, 2007, 11:03:03 AM »
    Ease up on the truck-stick, Grandma.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13769

     EA Introduces a New Way to Play -- EA SPORTS Family Play -- on the Wii in Madden NFL 08, NBA LIVE 08 and FIFA Soccer 08    


    EA SPORTS Family Play Simplifies Controls to Enable Fans of All Ages and Skill Levels to Play Together    


    REDWOOD CITY, Calif.--(BUSINESS WIRE)--
    Watch out sports fans, the playing field has been leveled! Electronic Arts Inc. (NASDAQ: ERTS) has made it easier for players of all ages and skill levels to play its most popular EA SPORTS™ games on the Wii™ through the all-new EA SPORTS™ Family Play style of gameplay. Debuting in the Wii versions of Madden NFL 08, NBA LIVE 08 and FIFA Soccer 08, EA SPORTS Family Play is a new way to play that enables players of all abilities to play with their friends and family without a competitive disadvantage. Advanced controls are also available for more experienced players, providing two compelling ways to play, and ensuring everyone can enjoy playing EA SPORTS games on the Wii together.    


    In the main game of Madden NFL 08, NBA LIVE 08 and FIFA Soccer 08, players have the choice to play the style that best suits their skills. When entering a contest, players now have the option to choose Advanced or Family Play. Once in the game, Advanced users take complete control of all aspects of the gameplay through intuitive Wii gestures using both the Nunchuck and Wii remote. EA SPORTS Family Play offers a simplified control system using just the Wii remote that enables novice players to focus on having fun while the console does the rest. With the Wii remote in hand, players control key actions – such as shooting, passing, snapping, and throwing – while the console controls the rest. It’s like having an invisible helper on your team. Plus, as novice players gain confidence in their ability they can gradually begin to use Advanced controls simply by plugging in the Nunchuck. It’s that easy.    


    “EA SPORTS Family Play on the Wii creates an incredibly accessible and user-friendly experience that the whole family will enjoy," said Dave McCarthy, Executive Producer for the three games developed at EA Canada. “While many fans love to control every piece of the action, novice players can have just as much fun jumping in to throw a touchdown pass, nail a three pointer or take a shot on goal. Family Play brings together fans of all ages to enjoy playing EA SPORTS games, and even let’s them ease in to Advanced play if they desire."    


    The following three EA SPORTS games feature EA SPORTS Family Play:    


    Madden NFL 08 on the Wii    


    Anyone can play like a pro in Madden NFL 08, whether a new user or a long time fan. Play with only the Wii remote with EA SPORTS Family Play or use the Wii remote and Nunchuck for more advanced controls; the decision is yours. Featuring an all-new Party Mode, play trivia or chose from 22 different mini-games. Break down plays and highlight key moments with all-new Madden NFL 08 telestrator. Bring the game online, play head to head with friends and keep up to date with the live sports ticker for the ultimate online experience.    


    NBA LIVE 08 on the Wii    


    When the game is on the line and the ball is in your hands, what will you do? Will you penetrate the lane and rise above the rim for a monster slam, or find an opening around the perimeter and sink the game-winning basket? Jump in on the NBA action with EA SPORTS Family Play that gives every user the opportunity to enjoy success in NBA LIVE 08. You control your team’s shooting, passing, and steals on defense with the Wii remote, and leave the rest up to the AI. If you’re already a pro, use both the Wii remote and Nunchuck for more advanced controls.    


    FIFA Soccer 08 on the Wii    


    The whole family can play FIFA Soccer 08 with a flick of the wrist. Play the traditional and authentic way or in a new party mode called Footii Party with Ronaldinho where you can play Juggling, Table Soccer or Boot It with your own Mii characters to unlock a customized Ronaldinho character to take on the champ. The in-game Soccer Academy makes it easy to learn the basic and FreeMotion™ advanced controls in more than 30 interactive tutorials, or let the game give you an assist with EA SPORTS Family Play. EA’s award-winning Interactive Leagues online play is also featured.


    17
    TalkBack / THQ Announces de Blob
    « on: July 05, 2007, 10:53:53 AM »
    There's always room for Jell-o!
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13766

     THQ’s de Blob™ to Spread Vibrance and Color on Wii™ and Nintendo DS™ in Early 2008    


    AGOURA HILLS, Calif.--(BUSINESS WIRE)--THQ Inc. (NASDAQ:THQI)
    today announced de Blob™, currently in development exclusively for the Wii™ and Nintendo DS™, is scheduled to spread color and fun to gamers worldwide in February 2008. Developed for the Wii by THQ’s Australia-based studio, Blue Tongue Entertainment, and Nintendo DS by THQ’s Helixe studio, de Blob’s innovative style features ground and aerial maneuvers and color-spray gameplay that take full advantage of the Wii Remote™ and DS Stylus™. Players will take on the form of de Blob in a bouncing battle to explore, liberate and revitalize Chroma City, which has been drained of all color and life by the evil I.N.K.T. Corporation.    


    "In the spirit of some of Nintendo's most innovative properties, de Blob's simple game mechanic will be fun and easy for core and casual gamers to learn and reveal unbelievably addicting levels of depth and complexity as they progress through the game," said Kelly Flock, executive vice president of worldwide publishing, THQ. "We look forward to unveiling de Blob at next week's E3 press event."    


    “With de Blob’s innovative control scheme, a swing of the Wii Remote or flick of the DS Stylus sends de Blob ricocheting and swinging through the city with splashes of color in his wake," said Steve Dauterman, senior vice president of product development. “Gamers will be able to liberate the lifeless city of Chroma and create a collaboration of energy, music and color that is a reflection of each player’s gaming style."    


    About de Blob    


    de Blob is an action puzzle title that allows players to explore and liberate an alien city from the evil, monochromatic I.N.K.T. Corporation that has taken over the city and outlawed all color and fun from daily life. Playing as de Blob, gamers will embark on a quest to re-animate the city of Chroma, and bring spunk and character back to the oppressed, by splattering buildings, landmarks, and citizens with color. de Blob features an intricate single player campaign as well as a multiplayer experience that supports up to four competitors via split screen. The game was conceived for the Windows PC by a team of nine students studying Game Design & Development at Utrecht University’s School of the Arts in the Netherlands. At the time of conception, sections of Utrecht were being rebuilt and the principal task in creating the game was to convey how the railroad station area of Utrecht would look in 10 years. The city of Utrecht has since adopted the character of de Blob to be its mascot.


    18
    TalkBack / REVIEWS: Cooking Mama: Cook Off
    « on: June 24, 2007, 01:12:58 PM »
    Arrêt Cuisine!
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=13699

     With food, you expect to get what you pay for. On the surface, a $15 burger made from freshly ground bison and a Big Mac are essentially the same item, but anybody will tell you that the two are worlds apart in terms of quality. Unfortunately, this same maxim does not hold true for games. They are all similar products, and like the two burgers are also vastly different. The difference is that they will all cost you the same amount of cash. Cooking Mama: Cook Off may set you back as much as the latest Legend of Zelda title, but the two are far from equal.    


    The idea of a cooking game on the Wii is novel, and in some ways downright genius. With the exception of the game's DS predecessor, a cooking game that approximates actual cooking actions has never been done before. The Wii remote lends itself perfectly to the concept. A plethora of cooking-related motions such as cracking eggs, whisking, sautéing, kneading, and many other such actions are used as the basis for a series of mini-games in Cooking Mama: Cook Off. These mini-games are strung together as steps in recipes and used to create unique dishes from around the world. Upon completing each step, your success is judged, and the scores for all the recipe's steps add up to a total score. Score high enough, and you'll take home the gold medal. It's a simple setup, and it's a good deal of fun… for a little while.    


    What Cooking Mama really boils down to is moving the Wii remote properly at the appropriate time. A cooking theme is laid on top of this mechanic, and it might have managed to effectively hide it, if the core gameplay wasn't so shallow. Most of the mini-games are incredibly easy. As an example, players will often be asked to mince ingredients. To accomplish this task, they chop the ingredients by shaking the remote up and down (note: a real chef would not consider this mincing). Alternatively, roughly chopping ingredients involves moving the remote's pointer across a certain area of the screen corresponding to an arrow, and then repeating the mince maneuver to divide the ingredient into very small pieces (note: this is closer to what mincing really is).    


    The next step of the recipe might involve mixing ingredients. For this mini-game, players are presented with several ingredients laid out on a table in front of a large mixing bowl. A small window in the corner of the screen slowly reveals the next ingredient to add. The goal is to pick all the correct ingredients to win. After combining all the ingredients, the next step may be to sauté them. This is one of the more complicated and fun mini-games. Ingredients are all listed at the top of the screen, and each has its own unique cooking time. The trick to sautéing is knowing when to add each ingredient to make sure everything finishes cooking at the same time. Much like real cooking, at first this is a matter of trial and error. After some practice though, learning the ingredients, knowing when to add them, and getting everything right is quite satisfying. In addition to knowing when to add what to the pan, players must constantly jostle and shake the pan to ensure even cooking.    


    Sadly, few of the mini-games approach the modest challenge level of the sautéing game. Most are painfully simple, and a few are downright terrible. The vegetable peeling game requires far too much accuracy with the remote. Baking is over almost as soon as it starts, and the oven's temperature hardly matters at all. Setting it to the lowest setting will cook your food in four seconds, while cranking the oven to max speeds things up to three seconds. The biggest offender here though, is the Add Seasoning game. Apart from the fact that this game encourages the player to use four shakes of salt at the same time, it doesn't even work properly. The goal is to shake the remote whenever a seasoning pulses. The shakers will also shake themselves to try and trick you into shaking your remote and screwing up. Worse though, is that this game sometimes just stops all together. The timer continues to tick, but none of the seasonings pulse, and the player loses as a result.    


    If Cooking Mama were a contestant on Iron Chef, she would almost certainly receive zero points for presentation. This is one of the most poorly presented games available on any current platform. The graphics are slightly above Nintendo 64 quality, and many of the textures look like images of food wrapped around a few shoddily arranged polygons. The game's audio is so terrible that it also manages to be the most entertaining part of the game. Upon completing each step, Mama evaluates your cooking and proclaims your skill in her shrill voice, with a massive "Engrish" accent.    


    The fact of the matter is that unless you are absolutely dying to play an insanely quirky Japanese game about cooking, you should stay far, far away from Cooking Mama. Without the hilarity or randomness of a game like WarioWare, Cooking Mama gets old fast. Almost all of the mini-games are so simple that they become boring very quickly, and some of the games are downright broken. On top of all this, it can't even get its cooking terminology correct!

    Pros:
           

  • Mama's voice
  •  
  • Sautéing mini-game


  •        Cons:
           
  • Mama's voice
  •  
  • Overly simple mini-games
  •  
  • Broken mini-games


  •                Graphics:  2.0
           This game is horrendous looking. Food should be appetizing when you look at it. Instead, everything looks like dog food.

                   Sound:  3.5
           The game's music is boring. Mama's voice is terrible, or maybe awesome, depending on who you ask.

                   Control:  7.5
           Most of the controls function properly. Some of the mini-games require too much precision.

                          Gameplay:  5.5
           The game is woefully simple and offers zero challenge.

     


           Lastability:  5.0
           There are a bunch of recipes to cook, a VS CPU mode, and 2-player modes. However, none of these make the game any better.

     


           Final:  4.5
           Cooking Mama: Cook Off is just too simple to recommend. It could function well as a children's game, but everybody else will have much more fun watching Iron Chef than playing chef on their Wii.      


    19
    TalkBack / Nicole Kidman To Promote More Brain Training
    « on: June 24, 2007, 12:48:29 PM »
    The Aussie star will be helping to promote Brain Training to the UK market.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13698

     Trying to prove that smart is sexy, and spending a hell of a lot of money in the process, Nintendo Europe has hired Oscar-winning Australian actress Nicole Kidman to be a spokeswoman for Nintendo's line of Brain Training games. The superstar will be appearing in both print and television ads across Europe starting today. She was quoted as saying "I love the concept that Nintendo is reaching out to new audiences with their self improvement products like Brain Training. Most importantly, I’ve quickly found that training my brain is a great way to keep my mind young." Specifically, Kidman will be promoting the second brain training game to hit Europe, More Brain Training from Dr Kawashima: How Old is Your Brain?, which is set to release in the UK this coming Friday?


    20
    TalkBack / REVIEWS: Planet Puzzle League
    « on: June 12, 2007, 04:50:47 PM »
    Nintendo delivers the definitive version of the classic puzzler.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=13601

     Puzzle League has gone by many names. In addition to its current name, you may also know it as Tetris Attack, Pokémon Puzzle Challenge, or its Japanese name, Panel de Pon. Whatever version you choose, you're in for a great puzzle game. Planet Puzzle League, however, is by far the best version out there.    


    The premise of this puzzler is simple. You are presented with a playing field filled with blocks of various colors. These blocks can be moved horizontally to create sets of three. If you manage to set up more than three blocks, you'll earn combo points. Once a set is created, it disappears, and any blocks above the set fall down. These two mechanics create a chain system. If a falling block, or blocks, land and form more sets, chain points are scored. Additionally, the pile of ever-rising blocks stops rising momentarily, giving you precious time to set up and trigger more chains and combos. If the blocks touch the top of the screen, it's game over. The end result is a game that is easy to learn, and incredibly fun to master.    


    In prior versions of the game, moving blocks was done with a cursor. Players lined up the cursor (which is two blocks long and one block high) and pressed a button to swap the two highlighted blocks. Doing this in rapid succession, while moving the cursor, players could slide a block across the whole playing field. It works, and it worked well, but it wasn't perfect. On the DS, the cursor is no more. Those stuck in the old ways will be happy to hear it is still an option, but is easily outclassed by the touch screen. Now, moving blocks is as simple as touching them and sliding them left or right. This new control method lends itself much more to Puzzle League's gameplay than the previous method. Not having to think as much about control frees up your brain to concentrate more on the task at hand: clearing blocks and making chains. In my case, the touch controls instantly made me a better player. I started thinking less about the area immediately surrounding the cursor, and more about the whole playing field.    


    There's another reason I've gotten better at the game, though. Planet Puzzle League is very friendly to the beginning player. In addition to offering multiple difficulty levels, the game will assist players if they so wish. A help option aids players during gameplay by showing them blocks that can be moved to create chains. It's not going to show you that moving Block A three spaces to the left and Block B five to the right will trigger a massive chain that will crush your previous high score. It only shows you chains that can be triggered or continued by moving a block one space to the left or right. Previous games in the series offered tutorials that explained the chain and combos systems, but the option to have on-the-fly help in the middle of a match is an amazing way to help players learn how to truly master the game.    


    Mastering the game is important too, if you ever plan on venturing online with it. Planet Puzzle League lets players compete with each other via Nintendo Wi-Fi Connection, and the competition is fierce. While online, four different modes are available. The first, Novice Battle, is only available to beginning players. Once you get good, the game locks you out of this mode. Free Play is a standard one on one match, but is unranked. Friend Battle lets you play against other players who you have traded Friend Codes with. In this mode, item blocks can be added in to mix things up, and players have the option of enabling live voice chat during the match. Finally, the Birthday Battle mode is a standard ranked match. Matchmaking is used to set players with comparable skill levels up against each other, and players are ranked against others who share their birthday. It seems odd an overall ranking of players is not available. Local single-card multiplayer is also supported for up to four players, with or without item blocks and garbage.    


    Garbage is the most important element of multiplayer Puzzle League. Instead of competing for the highest score in a certain amount of time, in multiplayer matches, players compete to crush their opponent(s). This is where all that time spent practicing chains and combos in single player mode will come through. In multiplayer matches, the same chains and combos that give you a massive score will also send blocks of garbage to the top of your foe's stack, pushing him closer and closer to oblivion. Garbage is turned into normal blocks simply by clearing a set of blocks that is touching the garbage. Thicker chunks of garbage will take longer to clear.    


    In addition to a wealth of multiplayer options, Planet Puzzle League also has a very robust single player experience. A standard Endless mode lets you play forever, until you get a game over. Three time attack modes give you two minutes to get the highest score, clear as much garbage as you can, or lift the stack as high as possible. It's worth noting that in the Score Time Attack, you can save movies of your best runs and share them with friends over Nintendo Wi-Fi Connection. Garbage Challenge is similar to Endless, only garbage is constantly being dumped on you. Clear mode is an intense option that challenges you to clear down to a certain point on the stack. A Vs option lets you play against a computerized opponent. Finally, there's Puzzle mode.    


    Puzzle mode is a little different. Instead of focusing on high scores or time limits, Puzzle mode gives you a pre-defined set of blocks and a limited number of moves to clear them all. There is no stack rising from the bottom of the screen. This mode is much more deliberately paced, and will really make you think about how to move the blocks properly. It's also a great way to learn the chain mechanics.    


    There is one more single player option available in Planet Puzzle League, and it's called Daily Play. This mode offers three variations that are exactly the same as the three Time Attack modes, except that you can only play them once per day. The reason for this is because in Daily Play, your scores are saved and graphed over time, so you can hopefully see how you've been improving.    


    Planet Puzzle League is easily the best iteration of the venerable series. Like all great puzzle games, it is very easy to learn, but offers something for players of all skill levels. Top tier players will enjoy facing off against each other online and sharing videos of their best games, while beginners will find an excellent help system to get them started. The new touch-controls alone make Planet Puzzle League far superior to its predecessors. A wealth of single and multiplayer options simply push it over the top. The icing on the cake is a slick presentation with multiple skins and block designs that let players customize the game. This is without a doubt the definitive version of the series and a must-own for any fan of puzzle games.

    Pros:
           

  • Tons of gameplay modes
  •  
  • Slick presentation
  •  
  • Great multiplayer


  •        Cons:
           
  • No Classic Skins


  •                Graphics:  7.0
           Like Meteos, Planet Puzzle League offers various skins for the game. They're all crisp, though some are easier to play with than others.

                   Sound:  5.0
           The music is mostly forgettable techno.

                   Control:  9.5
           The touch controls are nearly perfect and make this classic puzzle game so much easier to play.

                          Gameplay:  9.5
           There are so many gameplay modes that there's bound to be something for every type of player. Online multiplayer is fantastic.

     


           Lastability: 10.0
           Between the endlessly fun single player, daily play, multiplayer options, and straight-up addictive gameplay, Planet Puzzle League will last you a long time.

     


           Final:  9.5
           Planet Puzzle League is, bar none, the best version of this classic puzzle game.      


    21
    TalkBack / Lego Star Wars: The Complete Saga Announced
    « on: May 24, 2007, 06:19:45 AM »
    Now Han Solo can beat up Jar Jar!
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13519

     It's been rumored for awhile now, but LucasArts and Traveller's Tales have now officially announced the next in the series of Lego Star Wars games. Titled "Lego Star Wars: The Complete Saga", the game features all the content from both of the original Lego Star Wars games, plus additional new content. The game is being created for all of the current-generation consoles, and also the Nintendo DS. Traveller's Tales states that the game will make unique use of all the features of the different consoles. They're also re-doing the DS version from the ground up, due to the original's abysmal reception.    


    The levels from the original game are being revamped to take advantage of features added in Lego Star Wars II: The Original Trilogy. The game will be available this fall. No price has been announced yet.


    22
    TalkBack / Guitar Hero 3 Details Revealed
    « on: May 23, 2007, 03:09:51 AM »
    Wireless guitars, and the first songs revealed!
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13513

     Just When You Thought It Was Safe to Come Out, the Third Installment of Guitar Hero Rocks to a Whole New Level    


    SUNNYVALE, Calif., May 23 - After warming their amps in the basement garage to rocking sold out shows at Stonehenge, fans of Activision, Inc.'s (Nasdaq: ATVI) wildly popular Guitar Hero(TM) franchise will now be able to shred like never before with the next iteration of the game that will be available this fall. The new game will be released on the PlayStation(R)2 computer entertainment system and PLAYSTATION(R)3 computer entertainment system, Xbox 360(TM) video game and entertainment system from Microsoft, and Wii(TM) video game system from Nintendo.    


        Turning it up to 11, Guitar Hero fans will channel their inner rock god using Gibson Guitar's Les Paul and Kramer models as the industry standard. In addition, players will experience an incredible number of newly added features and explosive content including a new multiplayer action-inspired battle mode, grueling boss battles, a bevy of exclusive unlockable content and authentic rock venues. Expanded online multiplayer game modes will also allow axe-shredders worldwide to compete head-to-head for true legendary rock status.    


        While continuing to retain all the key features from their prior legendary performances, fresh downloadable content will be offered on multiple platforms, and players can now shred to a killer set list from many of the gnarliest rock songs ever recorded. Delivering more master tracks than ever before, strategic partnerships have been secured with all the major and independent music record labels and publishers to allow unrivaled access to their deep history of music catalogs, along with supplying artists' original recordings for even greater authenticity.      The initial list of face-melting awesomeness includes:    


    • Paint It Black (by The Rolling Stones)  
    • Cherub Rock (by Smashing Pumpkins)  
    • Sabotage (by Beastie Boys)  
    • The Metal (by Tenacious D)  
    • My Name is Jonas (by Weezer)  
    • Knights of Cydonia (by Muse)  
    • Rock And Roll All Nite (as made famous by Kiss)  
    • School's Out (as made famous by Alice Cooper)  
    • Slow Ride (as made famous by Fog Hat)  
    • Cult of Personality (by Living Colour)  
    • Barracuda (as made famous by Heart)
       


        For the first time ever, Guitar Hero fans will also be able to thrash and burn with new wireless guitar controllers available for each platform. The exclusive Gibson guitars will include innovative features such as removable faceplates that will allow fans to later personalize their guitars and make it their own, and a new button color design that will be integrated for an even greater authentic feel and rock experience. Gibson Guitar's Les Paul model will be the battle axe of choice, and an industry standard for all rock gods on the Xbox 360(TM), PLAYSTATION(R)3 system, and Wii(TM). After much anticipation, PlayStation(R)2 system fans will also be receiving a new exclusive shape as well, the classic Kramer guitar, also a Gibson brand, popularized by hard rockers and known for its body design, pickups, electronics, and construction for furious finger fretting.    


        "The development team at Neversoft has been exceptional, and we've been able to incorporate a host of fresh new online and multi-player game play modes, along with exciting content into this version of Guitar Hero that our fans have been asking for. Also, many of the top bands and songs we've tried to get in the past are now on board, and we've definitely got some giant aces in the hole to say the least," said Dusty Welch, head of publishing at RedOctane. "In addition, offering a new line of Gibson wireless guitars for each platform is going to truly add to the authentic rock star experience like no other."    


        The next iteration of Guitar Hero, published by RedOctane(R) and developed by Neversoft, is not yet rated by the ESRB. For more information about Guitar Hero, please visit the dedicated community site http://www.guitarherogame.com.


    23
    TalkBack / Reggie Speaks at NOA Press Event
    « on: May 22, 2007, 04:23:51 PM »
    The big guy talks a lot of numbers, but a couple of news bits slip out along the way, including news of an online mode for Big Brain on Wii.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13509

     Though most coverage of Nintendo's media event held today is under embargo, the curtain has been lifted slightly. Thanks to a few outlets reporting news from Reggie's "keynote", Nintendo has allowed everybody to post information from the speech.    


    The downside is that Reggie didn't actually say much. Most of the speech is all about Nintendo's fantastic performance. Sure, they're growing the market and selling a boat-load of games, but what we really care about is what games they will be selling in the future. Reggie provided a little bit of information regarding these future releases.    


    First, he made a point to mention yet again that Mario Galaxy, Metroid Prime 3, Smash Bros. Brawl, and The Legend of Zelda: Phantom Hourglass are all releasing this year. Nintendo wants to make sure they aren't leaving the "core gamer" in the dust while they suck up money in their newly expanded market.    


    He also talked about a couple upcoming Wii games that will have WiiConnect24 features. We've already known about Pokémon: Battle Revolution and Super Mario Strikers Charged. In addition to these titles, we can now add Big Brain Academy: Wii Degree. NOA's president revealed that the game will have support for "up to eight players that can compete simultaneously and then compare scores with others that are thousands of miles away through the WiiConnect24 system." This statement confirms online leader-board support for the game.


    24
    TalkBack / Nintendo Dominates Japanese Sales Charts
    « on: May 11, 2007, 04:08:14 AM »
    Nintendo sweeps the top 21 in game sales for "Golden Week".
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13444

     Nintendo's been going strong in Japan for awhile now, thanks to the phenomenon known as the DS Lite, and growing interest in Wii. During Japan's "Golden Week" series of holidays, the top 21 selling games were all for Nintendo platforms. Final Fantasy XII: Revenant Wings, for Nintendo DS, took the top spot with 109,326 units. Super Paper Mario was the top selling Wii game, coming in at number two overall with 90,151 units sold. The first non-Nintendo platform game on the list is Capcom's Monster Hunter Portable 2nd for the PSP, and ranks in twenty-second. Check out the top ten below:    


    1. [NDS] Final Fantasy XII: Revenant Wings (Square-Enix) - 109,326  
    2. [WII] Super Paper Mario (Nintendo) - 90,151  
    3. [WII] Wii Sports (Nintendo) - 84,782  
    4. [NDS] Yoshi's Island DS (Nintendo) - 58,948  
    5. [WII] Wii Play (Nintendo) - 58,718  
    6. [NDS] Mario vs. Donkey Kong 2: March of the Minis (Nintendo) - 57,741  
    7. [WII] Big Brain Academy: Wii Degree (Nintendo) - 55,165  
    8. [NDS] New Super Mario Bros. (Nintendo) - 51,681  
    9. [NDS] Momotarou Dentetsu DS: Tokyo & Japan (Hudson) - 45,662  
    10. [NDS] More Brain Age (Nintendo) - 44,047


    25
    TalkBack / EA Reveals "Playground" for Wii
    « on: May 01, 2007, 01:16:00 PM »
    EA takes a little-league swing at Wii Sports.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13391

     Though the game won't be "officially" announced until later this week, EA has revealed to IGN (and the world) an upcoming Nintendo-exclusive franchise titled "EA Playground" for both the Nintendo DS and the Wii.    


    The game, which is in development at EA Canada, focuses on the kinds of games kids play on a playground. Favorites like dodge-ball, RC-Cards, and (the not so favorite) tether-ball can be played in Playground. Additionally, each version of the game will feature exclusive games. In the case of the DS version, two of the exclusive games are titled "Bug Hunt" and "Spit Balls". No Wii-exclusive games are mentioned in the interview. All of the games are described as "easy to pick up and play". In the case of the Wii version, all of the games will be remote-only.    


    Both versions of the game support multiplayer modes. The DS version has a wireless function, and the Wii game has a party mode. Support for Nintendo WiFi Connection is not mentioned in the article, but the interviewee seems to spin his answers away from that possibility.    


    The game is focused on multiplayer, but does offer a single player mode as well. This quest involves a hunt for stickers that are earned by playing the playground games, exploring the playground, and completing special challenges.    


    EA will "officially" announce the game later this week, at which point Nintendo World Report will have more details.


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